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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2015-12-06 00:11:31 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2015-12-06 21:35:15 +0300
commit4aab21f9be6ed0598279cfd0086181a99c28b50e (patch)
treed5378eb1ef12e7ff042923af4395a76312519e4d /source/blender/editors/space_view3d/drawarmature.c
parentcf921934b1a6a30461779e26d67d02d0b66bdafc (diff)
OpenGL: rename simple shader to basic shader.
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index 37906ebec6a..2ff3dcdda29 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -61,7 +61,7 @@
#include "ED_armature.h"
#include "ED_keyframes_draw.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
#include "UI_resources.h"
@@ -885,7 +885,7 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
if (dt == OB_SOLID) {
/* set up solid drawing */
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
gluQuadricDrawStyle(qobj, GLU_FILL);
glShadeModel(GL_SMOOTH);
@@ -967,7 +967,7 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
/* restore */
if (dt == OB_SOLID) {
glShadeModel(GL_FLAT);
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
glPopMatrix();
@@ -1165,7 +1165,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
/* set up solid drawing */
if (dt > OB_WIRE) {
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag);
@@ -1175,7 +1175,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
draw_b_bone_boxes(OB_SOLID, pchan, xwidth, length, zwidth);
/* disable solid drawing */
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
else {
/* wire */
@@ -1294,7 +1294,7 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag
/* set up solid drawing */
if (dt > OB_WIRE) {
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
UI_ThemeColor(TH_BONE_SOLID);
}
@@ -1348,7 +1348,7 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag
/* disable solid drawing */
if (dt > OB_WIRE) {
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
}
@@ -2603,12 +2603,12 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
const float diffuse[3] = {0.64f, 0.64f, 0.64f};
const float specular[3] = {0.5f, 0.5f, 0.5f};
- GPU_simple_shader_colors(diffuse, specular, 35, 1.0f);
+ GPU_basic_shader_colors(diffuse, specular, 35, 1.0f);
}
else {
const float diffuse[3] = {1.0f, 1.0f, 1.0f};
const float specular[3] = {1.0f, 1.0f, 1.0f};
- GPU_simple_shader_colors(diffuse, specular, 35, 1.0f);
+ GPU_basic_shader_colors(diffuse, specular, 35, 1.0f);
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW); /* only for lighting... */
}
}