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authorCampbell Barton <ideasman42@gmail.com>2017-08-16 13:31:32 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-08-16 13:32:42 +0300
commit90aa02290ac87a08cef948efb3ee67335276468a (patch)
treec5d28fa1ebc8cb984980ae344128c15635e61360 /source/blender/editors/space_view3d/drawarmature.c
parent6bca0dcf7bd6c071f0b03234ac448d5e8e15fdc5 (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.c24
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();