diff options
author | Campbell Barton <ideasman42@gmail.com> | 2017-08-16 13:31:32 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2017-08-16 13:32:42 +0300 |
commit | 90aa02290ac87a08cef948efb3ee67335276468a (patch) | |
tree | c5d28fa1ebc8cb984980ae344128c15635e61360 /source/blender/editors/space_view3d/drawarmature.c | |
parent | 6bca0dcf7bd6c071f0b03234ac448d5e8e15fdc5 (diff) |
Cleanup: rename GPU gawain functions
Were using Batch_ prefix still
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawarmature.c | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c index 6f395e2c761..11aa3476ee1 100644 --- a/source/blender/editors/space_view3d/drawarmature.c +++ b/source/blender/editors/space_view3d/drawarmature.c @@ -411,11 +411,11 @@ static void drawsolidcube_size(float xsize, float ysize, float zsize) gpuScale3f(xsize, ysize, zsize); if (flat_color) { - Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR); + GWN_batch_program_set_builtin(&batch, GPU_SHADER_3D_UNIFORM_COLOR); } else { /* TODO replace with good default lighting shader ? */ - Batch_set_builtin_program(&batch, GPU_SHADER_SIMPLE_LIGHTING); + GWN_batch_program_set_builtin(&batch, GPU_SHADER_SIMPLE_LIGHTING); GWN_batch_uniform_3fv(&batch, "light", light_vec); } GWN_batch_uniform_4fv(&batch, "color", fcolor); @@ -451,7 +451,7 @@ static void drawcube_size(float xsize, float ysize, float zsize) } GWN_batch_init(&batch, GWN_PRIM_LINES, &vbo, &el); - Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR); + GWN_batch_program_set_builtin(&batch, GPU_SHADER_3D_UNIFORM_COLOR); } gpuPushMatrix(); @@ -507,7 +507,7 @@ static void draw_bonevert(void) } GWN_batch_init(&batch, GWN_PRIM_LINES, &vbo, NULL); - Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR); + GWN_batch_program_set_builtin(&batch, GPU_SHADER_3D_UNIFORM_COLOR); } GWN_batch_program_use_begin(&batch); @@ -517,18 +517,18 @@ static void draw_bonevert(void) static void draw_bonevert_solid(void) { - Gwn_Batch *batch = Batch_get_sphere(0); + Gwn_Batch *batch = GPU_batch_preset_sphere(0); const float light_vec[3] = {0.0f, 0.0f, 1.0f}; gpuPushMatrix(); gpuScaleUniform(0.05); if (flat_color) { - Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR); + GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR); } else { /* TODO replace with good default lighting shader ? */ - Batch_set_builtin_program(batch, GPU_SHADER_SIMPLE_LIGHTING); + GWN_batch_program_set_builtin(batch, GPU_SHADER_SIMPLE_LIGHTING); GWN_batch_uniform_3fv(batch, "light", light_vec); } GWN_batch_uniform_4fv(batch, "color", fcolor); @@ -603,7 +603,7 @@ static void draw_bone_octahedral(void) } GWN_batch_init(&batch, GWN_PRIM_LINES, &vbo, &el); - Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR); + GWN_batch_program_set_builtin(&batch, GPU_SHADER_3D_UNIFORM_COLOR); } GWN_batch_program_use_begin(&batch); @@ -640,11 +640,11 @@ static void draw_bone_solid_octahedral(void) } if (flat_color) { - Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR); + GWN_batch_program_set_builtin(&batch, GPU_SHADER_3D_UNIFORM_COLOR); } else { /* TODO replace with good default lighting shader ? */ - Batch_set_builtin_program(&batch, GPU_SHADER_SIMPLE_LIGHTING); + GWN_batch_program_set_builtin(&batch, GPU_SHADER_SIMPLE_LIGHTING); GWN_batch_uniform_3fv(&batch, "light", light_vec); } GWN_batch_uniform_4fv(&batch, "color", fcolor); @@ -993,13 +993,13 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4], static void draw_sphere_bone(const short dt, int armflag, int boneflag, short constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone) { - Gwn_Batch *sphere = Batch_get_sphere(1); + Gwn_Batch *sphere = GPU_batch_preset_sphere(1); float head, tail, length; float fac1, fac2, size1, size2; const float light_vec[3] = {0.0f, 0.0f, 1.0f}; /* dt is always OB_SOlID */ - Batch_set_builtin_program(sphere, GPU_SHADER_SIMPLE_LIGHTING); + GWN_batch_program_set_builtin(sphere, GPU_SHADER_SIMPLE_LIGHTING); GWN_batch_uniform_3fv(sphere, "light", light_vec); gpuPushMatrix(); |