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authorMike Erwin <significant.bit@gmail.com>2017-04-07 23:31:26 +0300
committerMike Erwin <significant.bit@gmail.com>2017-04-07 23:31:26 +0300
commitbd3a1b9490d96ca00748f405037379b743744877 (patch)
treeaed8ff42fb92cc78de6729cd6d90c3c5ee9ad8ca /source/blender/editors/space_view3d/drawobject.c
parentc1dc078840541bd64f95fdeca52267c75a061e04 (diff)
OpenGL: use PRIM instead of GL enum for immBegin
Getting ready for a Gawain API change... Part of T49043
Diffstat (limited to 'source/blender/editors/space_view3d/drawobject.c')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c162
1 files changed, 81 insertions, 81 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 291592a0a4c..930df90b9cc 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -550,7 +550,7 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const
switch (drawtype) {
case OB_PLAINAXES:
- immBegin(GL_LINES, 6);
+ immBegin(PRIM_LINES, 6);
for (axis = 0; axis < 3; axis++) {
v1[axis] = size;
v2[axis] = -size;
@@ -564,7 +564,7 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const
break;
case OB_SINGLE_ARROW:
- immBegin(GL_LINES, 2);
+ immBegin(PRIM_LINES, 2);
/* in positive z direction only */
v1[2] = size;
immVertex3fv(pos, v1);
@@ -572,7 +572,7 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const
immEnd();
/* square pyramid */
- immBegin(GL_TRIANGLES, 12);
+ immBegin(PRIM_TRIANGLES, 12);
v2[0] = size * 0.035f; v2[1] = size * 0.035f;
v3[0] = size * -0.035f; v3[1] = size * 0.035f;
@@ -622,7 +622,7 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const
for (axis = 0; axis < 3; axis++) {
const int arrow_axis = (axis == 0) ? 1 : 0;
- immBegin(GL_LINES, 6);
+ immBegin(PRIM_LINES, 6);
v2[axis] = size;
immVertex3fv(pos, v1);
@@ -712,7 +712,7 @@ static void draw_empty_image(Object *ob, const short dflag, const unsigned char
immUniform1f("alpha", ob_alpha);
immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
- immBegin(GL_TRIANGLE_FAN, 4);
+ immBegin(PRIM_TRIANGLE_FAN, 4);
immAttrib2f(texCoord, 0.0f, 0.0f);
immVertex2f(pos, left, bottom);
@@ -785,7 +785,7 @@ void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], un
circball_array_fill(verts, cent, rad, tmat);
- immBegin(GL_LINE_LOOP, CIRCLE_RESOL);
+ immBegin(PRIM_LINE_LOOP, CIRCLE_RESOL);
for (int i = 0; i < CIRCLE_RESOL; ++i) {
immVertex3fv(pos, verts[i]);
}
@@ -826,7 +826,7 @@ static void drawcentercircle(View3D *v3d, RegionView3D *UNUSED(rv3d), const floa
immUniform4fv("outlineColor", outlineColor);
immUniform1f("outlineWidth", outlineWidth);
- immBegin(GL_POINTS, 1);
+ immBegin(PRIM_POINTS, 1);
immVertex3fv(pos, co);
immEnd();
@@ -1020,7 +1020,7 @@ static void drawcube_size(float size, unsigned pos)
glDrawRangeElements(GL_LINES, 0, 7, 24, GL_UNSIGNED_BYTE, indices);
glDisableClientState(GL_VERTEX_ARRAY);
#else
- immBegin(GL_LINES, 24);
+ immBegin(PRIM_LINES, 24);
for (int i = 0; i < 24; ++i) {
immVertex3fv(pos, verts[indices[i]]);
}
@@ -1038,13 +1038,13 @@ static void drawshadbuflimits(const Lamp *la, const float mat[4][4], unsigned po
madd_v3_v3v3fl(sta, mat[3], lavec, la->clipsta);
madd_v3_v3v3fl(end, mat[3], lavec, la->clipend);
- immBegin(GL_LINES, 2);
+ immBegin(PRIM_LINES, 2);
immVertex3fv(pos, sta);
immVertex3fv(pos, end);
immEnd();
glPointSize(3.0f);
- immBegin(GL_POINTS, 2);
+ immBegin(PRIM_POINTS, 2);
immVertex3fv(pos, sta);
immVertex3fv(pos, end);
immEnd();
@@ -1119,7 +1119,7 @@ static void draw_spot_cone(Lamp *la, float x, float z, unsigned pos)
const bool square = (la->mode & LA_SQUARE);
- immBegin(GL_TRIANGLE_FAN, square ? 6 : 34);
+ immBegin(PRIM_TRIANGLE_FAN, square ? 6 : 34);
immVertex3f(pos, 0.0f, 0.0f, -x);
if (square) {
@@ -1310,7 +1310,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
immUniformColor3fvAlpha(color, 0.3f);
immUniform4fv("outlineColor", color);
- immBegin(GL_POINTS, 1);
+ immBegin(PRIM_POINTS, 1);
immVertex3fv(pos, vec);
immEnd();
@@ -1326,7 +1326,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
/* color doesn't matter, so don't set */
glPointSize(lampdot_size);
- immBegin(GL_POINTS, 1);
+ immBegin(PRIM_POINTS, 1);
immVertex3fv(pos, vec);
immEnd();
@@ -1381,7 +1381,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
setlinestyle(3);
- immBegin(GL_LINES, 16);
+ immBegin(PRIM_LINES, 16);
for (axis = 0; axis < 8; axis++) {
immVertex3fv(pos, v1);
immVertex3fv(pos, v2);
@@ -1434,7 +1434,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
{-z_abs, z_abs, x},
};
- immBegin(GL_LINES, 16);
+ immBegin(PRIM_LINES, 16);
for (int i = 1; i <= 4; ++i) {
immVertex3fv(pos, vertices[0]); /* apex to corner */
immVertex3fv(pos, vertices[i]);
@@ -1460,7 +1460,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
}
else {
/* draw the angled sides of the cone */
- immBegin(GL_LINE_STRIP, 3);
+ immBegin(PRIM_LINE_STRIP, 3);
immVertex3fv(pos, vvec);
immVertex3fv(pos, vec);
immVertex3fv(pos, lvec);
@@ -1488,7 +1488,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
/* draw clip start, useful for wide cones where its not obvious where the start is */
gpuTranslate3f(0.0f, 0.0f, -x); /* reverse translation above */
- immBegin(GL_LINES, 2);
+ immBegin(PRIM_LINES, 2);
if (la->type == LA_SPOT && (la->mode & LA_SHAD_BUF)) {
float lvec_clip[3];
float vvec_clip[3];
@@ -1509,7 +1509,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
}
else if (ELEM(la->type, LA_HEMI, LA_SUN)) {
/* draw the line from the circle along the dist */
- immBegin(GL_LINES, 2);
+ immBegin(PRIM_LINES, 2);
vec[2] = -circrad;
immVertex3fv(pos, vec);
vec[2] = -la->dist;
@@ -1529,7 +1529,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
float v[3] = {0.0f, 0.0f, 0.0f};
zdist = 0.02f;
- immBegin(GL_LINE_STRIP, 6);
+ immBegin(PRIM_LINE_STRIP, 6);
for (steps = 0; steps < 6; steps++) {
if (axis == 0 || axis == 1) { /* x axis up, x axis down */
@@ -1568,7 +1568,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
else if (la->area_shape == LA_AREA_RECT)
imm_draw_line_box_3d(pos, -la->area_size * 0.5f, -la->area_sizey * 0.5f, la->area_size * 0.5f, la->area_sizey * 0.5f);
- immBegin(GL_LINES, 2);
+ immBegin(PRIM_LINES, 2);
immVertex3f(pos, 0.0f, 0.0f, -circrad);
immVertex3f(pos, 0.0f, 0.0f, -la->dist);
immEnd();
@@ -1594,14 +1594,14 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
if (vec[2] > 0) vec[2] -= circrad;
else vec[2] += circrad;
- immBegin(GL_LINES, 2);
+ immBegin(PRIM_LINES, 2);
immVertex3fv(pos, vec);
vec[2] = 0;
immVertex3fv(pos, vec);
immEnd();
glPointSize(2.0f);
- immBegin(GL_POINTS, 1);
+ immBegin(PRIM_POINTS, 1);
immVertex3fv(pos, vec);
immEnd();
@@ -1613,7 +1613,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
static void draw_limit_line(float sta, float end, const short dflag, const unsigned char col[3], unsigned pos)
{
- immBegin(GL_LINES, 2);
+ immBegin(PRIM_LINES, 2);
immVertex3f(pos, 0.0f, 0.0f, -sta);
immVertex3f(pos, 0.0f, 0.0f, -end);
immEnd();
@@ -1622,7 +1622,7 @@ static void draw_limit_line(float sta, float end, const short dflag, const unsig
glPointSize(3.0f);
/* would like smooth round points here, but that means binding another shader...
* if it's really desired, pull these points into their own function to be called after */
- immBegin(GL_POINTS, 2);
+ immBegin(PRIM_POINTS, 2);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
immUniformColor3ubv(col);
}
@@ -1637,7 +1637,7 @@ static void draw_limit_line(float sta, float end, const short dflag, const unsig
/* qdn: now also enabled for Blender to set focus point for defocus composite node */
static void draw_focus_cross(float dist, float size, unsigned pos)
{
- immBegin(GL_LINES, 4);
+ immBegin(PRIM_LINES, 4);
immVertex3f(pos, -size, 0.0f, -dist);
immVertex3f(pos, size, 0.0f, -dist);
immVertex3f(pos, 0.0f, -size, -dist);
@@ -1823,7 +1823,7 @@ static void draw_viewport_object_reconstruction(
glLineWidth(2.0f);
- immBegin(GL_LINE_STRIP, reconstruction->camnr);
+ immBegin(PRIM_LINE_STRIP, reconstruction->camnr);
for (int a = 0; a < reconstruction->camnr; a++, camera++) {
immVertex3fv(pos, camera->mat[3]);
}
@@ -1887,7 +1887,7 @@ static void drawcamera_frame(float vec[4][3], bool filled, unsigned pos)
/* center point to camera frame */
static void drawcamera_framelines(float vec[4][3], float origin[3], unsigned pos)
{
- immBegin(GL_LINES, 8);
+ immBegin(PRIM_LINES, 8);
immVertex3fv(pos, origin);
immVertex3fv(pos, vec[0]);
immVertex3fv(pos, origin);
@@ -1928,7 +1928,7 @@ static void drawcamera_volume(float near_plane[4][3], float far_plane[4][3], boo
immEnd();
}
else {
- immBegin(GL_LINES, 8);
+ immBegin(PRIM_LINES, 8);
for (int i = 0; i < 4; ++i) {
immVertex3fv(pos, near_plane[i]);
immVertex3fv(pos, far_plane[i]);
@@ -2012,7 +2012,7 @@ static void drawcamera_stereo3d(
glLineStipple(2, 0xAAAA);
glEnable(GL_LINE_STIPPLE);
- immBegin(GL_LINES, 2);
+ immBegin(PRIM_LINES, 2);
immVertex3fv(pos, origin[0]);
immVertex3fv(pos, origin[1]);
immEnd();
@@ -2213,10 +2213,10 @@ void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
* for active cameras. We actually draw both outline+filled
* for active cameras so the wire can be seen side-on */
for (int i = 0; i < 2; i++) {
- if (i == 0) immBegin(GL_LINE_LOOP, 3);
+ if (i == 0) immBegin(PRIM_LINE_LOOP, 3);
else if (i == 1 && is_active) {
glDisable(GL_CULL_FACE); /* TODO: declarative state tracking */
- immBegin(GL_TRIANGLES, 3);
+ immBegin(PRIM_TRIANGLES, 3);
}
else break;
@@ -2292,7 +2292,7 @@ void drawspeaker(const unsigned char ob_wire_col[3])
for (int j = 0; j < 3; j++) {
float z = 0.25f * j - 0.125f;
- immBegin(GL_LINE_LOOP, segments);
+ immBegin(PRIM_LINE_LOOP, segments);
for (int i = 0; i < segments; i++) {
float x = cosf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
float y = sinf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
@@ -2304,7 +2304,7 @@ void drawspeaker(const unsigned char ob_wire_col[3])
for (int j = 0; j < 4; j++) {
float x = (((j + 1) % 2) * (j - 1)) * 0.5f;
float y = ((j % 2) * (j - 2)) * 0.5f;
- immBegin(GL_LINE_STRIP, 3);
+ immBegin(PRIM_LINE_STRIP, 3);
for (int i = 0; i < 3; i++) {
if (i == 1) {
x *= 0.5f;
@@ -2331,7 +2331,7 @@ static void lattice_draw_verts(Lattice *lt, DispList *dl, BPoint *actbp, short s
UI_GetThemeColor4fv(TH_ACTIVE_VERT, active_color);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
- immBeginAtMost(GL_POINTS, lt->pntsw * lt->pntsv * lt->pntsu);
+ immBeginAtMost(PRIM_POINTS, lt->pntsw * lt->pntsv * lt->pntsu);
for (int w = 0; w < lt->pntsw; w++) {
int wxt = (w == 0 || w == lt->pntsw - 1);
@@ -2465,7 +2465,7 @@ static void drawlattice(View3D *v3d, Object *ob, const short dflag, const unsign
}
glLineWidth(1.0f);
- immBeginAtMost(GL_LINES, lt->pntsw * lt->pntsv * lt->pntsu * 6);
+ immBeginAtMost(PRIM_LINES, lt->pntsw * lt->pntsv * lt->pntsu * 6);
for (w = 0; w < lt->pntsw; w++) {
int wxt = (w == 0 || w == lt->pntsw - 1);
@@ -2567,7 +2567,7 @@ static void drawSelectedVertices(DerivedMesh *dm, Mesh *me)
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
- immBeginAtMost(GL_POINTS, dm->getNumVerts(dm));
+ immBeginAtMost(PRIM_POINTS, dm->getNumVerts(dm));
dm->foreachMappedVert(dm, drawSelectedVertices__mapFunc, &data, DM_FOREACH_NOP);
immEnd();
@@ -2641,7 +2641,7 @@ static void draw_dm_face_normals(BMEditMesh *em, Scene *scene, Object *ob, Deriv
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(theme_id);
- immBeginAtMost(GL_LINES, dm->getNumPolys(dm) * 2);
+ immBeginAtMost(PRIM_LINES, dm->getNumPolys(dm) * 2);
dm->foreachMappedFaceCenter(dm, draw_dm_face_normals__mapFunc, &data, DM_FOREACH_USE_NORMAL);
immEnd();
@@ -2673,7 +2673,7 @@ static void draw_dm_face_centers(BMEditMesh *em, DerivedMesh *dm, bool select, c
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ubv(fcol);
- immBeginAtMost(GL_POINTS, dm->getNumPolys(dm));
+ immBeginAtMost(PRIM_POINTS, dm->getNumPolys(dm));
dm->foreachMappedFaceCenter(dm, draw_dm_face_centers__mapFunc, &data, DM_FOREACH_NOP);
immEnd();
@@ -2727,7 +2727,7 @@ static void draw_dm_vert_normals(BMEditMesh *em, Scene *scene, Object *ob, Deriv
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(theme_id);
- immBeginAtMost(GL_LINES, dm->getNumVerts(dm) * 2);
+ immBeginAtMost(PRIM_LINES, dm->getNumVerts(dm) * 2);
dm->foreachMappedVert(dm, draw_dm_vert_normals__mapFunc, &data, DM_FOREACH_USE_NORMAL);
immEnd();
@@ -2801,7 +2801,7 @@ static void draw_dm_verts(BMEditMesh *em, DerivedMesh *dm, const char sel, BMVer
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
- immBeginAtMost(GL_POINTS, dm->getNumVerts(dm));
+ immBeginAtMost(PRIM_POINTS, dm->getNumVerts(dm));
dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data, DM_FOREACH_NOP);
immEnd();
@@ -3145,7 +3145,7 @@ static void draw_dm_loop_normals(BMEditMesh *em, Scene *scene, Object *ob, Deriv
calcDrawDMNormalScale(ob, &data);
- immBeginAtMost(GL_LINES, dm->getNumLoops(dm) * 2);
+ immBeginAtMost(PRIM_LINES, dm->getNumLoops(dm) * 2);
dm->foreachMappedLoop(dm, draw_dm_loop_normals__mapFunc, &data, DM_FOREACH_USE_NORMAL);
immEnd();
@@ -3323,7 +3323,7 @@ static void draw_dm_bweights(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2.0f);
- immBeginAtMost(GL_POINTS, dm->getNumVerts(dm));
+ immBeginAtMost(PRIM_POINTS, dm->getNumVerts(dm));
dm->foreachMappedVert(dm, draw_dm_bweights__mapFunc, &data, DM_FOREACH_NOP);
immEnd();
@@ -6322,7 +6322,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
}
if (count > 0) {
- immBegin(GL_LINES, count * 2);
+ immBegin(PRIM_LINES, count * 2);
for (a = 0, pa = psys->particles; a < totpart; a++, pa++) {
for (i = 1; i < pa->totkey; ++i) {
float v1[3], v2[3];
@@ -6359,7 +6359,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
else
immUniformThemeColor(TH_WIRE);
- immBegin(GL_LINES, 24);
+ immBegin(PRIM_LINES, 24);
immVertex3f(pos_id, gmin[0], gmin[1], gmin[2]); immVertex3f(pos_id, gmax[0], gmin[1], gmin[2]);
immVertex3f(pos_id, gmax[0], gmin[1], gmin[2]); immVertex3f(pos_id, gmax[0], gmax[1], gmin[2]);
immVertex3f(pos_id, gmax[0], gmax[1], gmin[2]); immVertex3f(pos_id, gmin[0], gmax[1], gmin[2]);
@@ -6388,7 +6388,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
if (count >= 2) {
glEnable(GL_BLEND);
- immBegin(GL_LINES, count);
+ immBegin(PRIM_LINES, count);
for (i = 1; i < res[0] - 1; ++i) {
float f = interpf(gmax[0], gmin[0], (float)i / (float)(res[0] - 1));
immVertex3f(pos_id, f, gmin[1], gmin[2]); immVertex3f(pos_id, f, gmax[1], gmin[2]);
@@ -6705,7 +6705,7 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
unsigned int pos_id = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
unsigned int col_id = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
- immBeginAtMost(GL_POINTS, totpoint);
+ immBeginAtMost(PRIM_POINTS, totpoint);
for (i = 0, point = edit->points; i < totpoint; i++, point++) {
if ((point->flag & PEP_HIDE) == 0 && point->totkey) {
PTCacheEditKey *key = point->keys + point->totkey - 1;
@@ -6742,7 +6742,7 @@ static void ob_draw_RE_motion(float com[3], float rotscale[3][3], float itw, flo
unsigned int col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
- immBegin(GL_LINES, 30);
+ immBegin(PRIM_LINES, 30);
immAttrib4ub(col, 0x7F, 0x00, 0x00, 155);
root[1] = root[2] = 0.0f;
@@ -6896,7 +6896,7 @@ static void drawhandlesN(Nurb *nu, const char sel, const bool hide_handles)
glLineWidth(1.0f);
- immBeginAtMost(GL_LINES, nu->pntsu * 4);
+ immBeginAtMost(PRIM_LINES, nu->pntsu * 4);
BezTriple *bezt = nu->bezt;
int a = nu->pntsu;
@@ -6950,7 +6950,7 @@ static void drawhandlesN_active(Nurb *nu)
immUniformThemeColor(TH_ACTIVE_SPLINE);
glLineWidth(2.0f);
- immBeginAtMost(GL_LINES, nu->pntsu * 4);
+ immBeginAtMost(PRIM_LINES, nu->pntsu * 4);
BezTriple *bezt = nu->bezt;
int a = nu->pntsu;
while (a--) {
@@ -7002,7 +7002,7 @@ static void drawvertsN(const Nurb *nurb, const bool hide_handles, const void *ve
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
- immBeginAtMost(GL_POINTS, count);
+ immBeginAtMost(PRIM_POINTS, count);
for (nu = nurb; nu; nu = nu->next) {
@@ -7072,8 +7072,8 @@ static void editnurb_draw_active_poly(Nurb *nu)
BPoint *bp = nu->bp;
for (int b = 0; b < nu->pntsv; b++) {
if (nu->pntsu >= 2) {
- if (nu->flagu & 1) immBegin(GL_LINE_LOOP, nu->pntsu);
- else immBegin(GL_LINE_STRIP, nu->pntsu);
+ if (nu->flagu & 1) immBegin(PRIM_LINE_LOOP, nu->pntsu);
+ else immBegin(PRIM_LINE_STRIP, nu->pntsu);
for (int a = 0; a < nu->pntsu; a++, bp++) {
immVertex3fv(pos, bp->vec);
@@ -7100,7 +7100,7 @@ static void editnurb_draw_active_nurbs(Nurb *nu)
if (nu->pntsv > 1) count += (nu->pntsv - 1) * nu->pntsu * 2;
if (count < 2) return;
- immBeginAtMost(GL_LINES, count);
+ immBeginAtMost(PRIM_LINES, count);
BPoint *bp = nu->bp;
for (int b = 0; b < nu->pntsv; b++) {
BPoint *bp1 = bp;
@@ -7167,8 +7167,8 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
bp = nu->bp;
for (b = 0; b < nu->pntsv; b++) {
if (nu->pntsu >= 2) {
- if (nu->flagu & 1) immBegin(GL_LINE_LOOP, nu->pntsu);
- else immBegin(GL_LINE_STRIP, nu->pntsu);
+ if (nu->flagu & 1) immBegin(PRIM_LINE_LOOP, nu->pntsu);
+ else immBegin(PRIM_LINE_STRIP, nu->pntsu);
for (a = 0; a < nu->pntsu; a++, bp++) {
immVertex3fv(pos, bp->vec);
@@ -7199,7 +7199,7 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
glLineWidth(1.0f);
- immBeginAtMost(GL_LINES, count);
+ immBeginAtMost(PRIM_LINES, count);
bp = nu->bp;
for (b = 0; b < nu->pntsv; b++) {
@@ -7341,7 +7341,7 @@ static void draw_editnurb(
}
if (count > 2) {
- immBegin(GL_LINES, count);
+ immBegin(PRIM_LINES, count);
for (bl = ob->curve_cache->bev.first, nu = nurb; nu && bl; bl = bl->next, nu = nu->next) {
BevPoint *bevp = bl->bevpoints;
int nr = bl->nr;
@@ -7396,7 +7396,7 @@ static void draw_editfont_textcurs(RegionView3D *rv3d, float textcurs[4][2])
set_inverted_drawing(1);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
imm_cpack(0);
- immBegin(GL_TRIANGLE_FAN, 4);
+ immBegin(PRIM_TRIANGLE_FAN, 4);
immVertex2fv(pos, textcurs[0]);
immVertex2fv(pos, textcurs[1]);
immVertex2fv(pos, textcurs[2]);
@@ -7439,7 +7439,7 @@ static void draw_editfont(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3
vec1[1] += cu->linedist * cu->fsize;
vec2[1] -= cu->lines * cu->linedist * cu->fsize;
setlinestyle(3);
- immBegin(GL_LINES, 2);
+ immBegin(PRIM_LINES, 2);
immVertex2fv(pos, vec1);
immVertex2fv(pos, vec2);
immEnd();
@@ -7456,7 +7456,7 @@ static void draw_editfont(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3
vec1[0] = cu->xof + cu->tb[i].x;
vec1[1] = cu->yof + cu->tb[i].y + cu->fsize;
vec1[2] = 0.001;
- immBegin(GL_LINE_STRIP, 5);
+ immBegin(PRIM_LINE_STRIP, 5);
immVertex3fv(pos, vec1);
vec1[0] += cu->tb[i].w;
immVertex3fv(pos, vec1);
@@ -7498,7 +7498,7 @@ static void draw_editfont(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3
/* fill in xy below */
tvec[2] = 0.001;
- immBegin(GL_TRIANGLE_FAN, 4);
+ immBegin(PRIM_TRIANGLE_FAN, 4);
if (sb->rot == 0.0f) {
copy_v2_fl2(tvec, sb->x, sb->y);
@@ -7556,15 +7556,15 @@ static void draw_empty_sphere(float size, unsigned pos)
p[i][1] = size * sinf(angle);
}
- immBegin(GL_LINE_LOOP, NSEGMENTS);
+ immBegin(PRIM_LINE_LOOP, NSEGMENTS);
for (int i = 0; i < NSEGMENTS; ++i)
immVertex3f(pos, p[i][0], p[i][1], 0.0f);
immEnd();
- immBegin(GL_LINE_LOOP, NSEGMENTS);
+ immBegin(PRIM_LINE_LOOP, NSEGMENTS);
for (int i = 0; i < NSEGMENTS; ++i)
immVertex3f(pos, p[i][0], 0.0f, p[i][1]);
immEnd();
- immBegin(GL_LINE_LOOP, NSEGMENTS);
+ immBegin(PRIM_LINE_LOOP, NSEGMENTS);
for (int i = 0; i < NSEGMENTS; ++i)
immVertex3f(pos, 0.0f, p[i][0], p[i][1]);
immEnd();
@@ -7584,7 +7584,7 @@ static void draw_empty_cone(float size, unsigned pos)
}
/* cone sides */
- immBegin(GL_LINES, NSEGMENTS * 2);
+ immBegin(PRIM_LINES, NSEGMENTS * 2);
for (int i = 0; i < NSEGMENTS; ++i) {
immVertex3f(pos, 0.0f, 2.0f * size, 0.0f);
immVertex3f(pos, p[i][0], 0.0f, p[i][1]);
@@ -7592,7 +7592,7 @@ static void draw_empty_cone(float size, unsigned pos)
immEnd();
/* end ring */
- immBegin(GL_LINE_LOOP, NSEGMENTS);
+ immBegin(PRIM_LINE_LOOP, NSEGMENTS);
for (int i = 0; i < NSEGMENTS; ++i)
immVertex3f(pos, p[i][0], 0.0f, p[i][1]);
immEnd();
@@ -7615,7 +7615,7 @@ static void drawspiral(unsigned int pos, const float cent[3], float rad, float t
mul_v3_v3fl(vx, tmat[0], rad);
mul_v3_v3fl(vy, tmat[1], rad);
- immBegin(GL_LINE_STRIP, CIRCLE_RESOL + 1);
+ immBegin(PRIM_LINE_STRIP, CIRCLE_RESOL + 1);
if (inverse == 0) {
copy_v3_v3(vec, cent);
@@ -7669,7 +7669,7 @@ static void drawspiral(unsigned int pos, const float cent[3], float rad, float t
* all required matrices have been set (used for drawing empties) */
static void drawcircle_size(float size, unsigned pos)
{
- immBegin(GL_LINE_LOOP, CIRCLE_RESOL);
+ immBegin(PRIM_LINE_LOOP, CIRCLE_RESOL);
/* coordinates are: cos(degrees * 11.25) = x, sin(degrees * 11.25) = y, 0.0f = z */
for (short degrees = 0; degrees < CIRCLE_RESOL; degrees++) {
@@ -7693,7 +7693,7 @@ static void imm_drawtube(const float vec[3], float radius, float height, float t
imm_drawcircball(cur, radius, tmat, pos);
- immBegin(GL_LINES, 8);
+ immBegin(PRIM_LINES, 8);
immVertex3f(pos, vec[0] + radius, vec[1], vec[2]);
immVertex3f(pos, cur[0] + radius, cur[1], cur[2]);
immVertex3f(pos, vec[0] - radius, vec[1], vec[2]);
@@ -7715,7 +7715,7 @@ static void imm_drawcone(const float vec[3], float radius, float height, float t
imm_drawcircball(cur, radius, tmat, pos);
- immBegin(GL_LINES, 8);
+ immBegin(PRIM_LINES, 8);
immVertex3f(pos, vec[0], vec[1], vec[2]);
immVertex3f(pos, cur[0] + radius, cur[1], cur[2]);
immVertex3f(pos, vec[0], vec[1], vec[2]);
@@ -8297,7 +8297,7 @@ static void draw_hooks(Object *ob, unsigned int pos)
if (hmd->object) {
setlinestyle(3);
- immBegin(GL_LINES, 2);
+ immBegin(PRIM_LINES, 2);
immVertex3fv(pos, hmd->object->obmat[3]);
immVertex3fv(pos, vec);
immEnd();
@@ -8305,7 +8305,7 @@ static void draw_hooks(Object *ob, unsigned int pos)
}
glPointSize(3.0f);
- immBegin(GL_POINTS, 1);
+ immBegin(PRIM_POINTS, 1);
immVertex3fv(pos, vec);
immEnd();
}
@@ -8327,7 +8327,7 @@ static void draw_rigid_body_pivot(bRigidBodyJointConstraint *data,
glLineWidth(4.0f);
setlinestyle(2);
- immBegin(GL_LINES, 6);
+ immBegin(PRIM_LINES, 6);
for (int axis = 0; axis < 3; axis++) {
float dir[3] = {0, 0, 0};
float v[3];
@@ -9127,7 +9127,7 @@ afterdraw:
/* TODO: short term, use DEPTH_ONLY shader or set appropriate color */
/* TODO: long term, solve picking & selection problem better */
glPointSize(U.obcenter_dia);
- immBegin(GL_POINTS, 1);
+ immBegin(PRIM_POINTS, 1);
immVertex3fv(pos, ob->obmat[3]);
immEnd();
immUnbindProgram();
@@ -9162,7 +9162,7 @@ afterdraw:
/* help lines and so */
if (ob != scene->obedit && ob->parent && (ob->parent->lay & v3d->lay)) {
setlinestyle(3);
- immBegin(GL_LINES, 2);
+ immBegin(PRIM_LINES, 2);
immVertex3fv(pos, ob->obmat[3]);
immVertex3fv(pos, ob->orig);
immEnd();
@@ -9204,7 +9204,7 @@ afterdraw:
if (camob) {
setlinestyle(3);
- immBegin(GL_LINES, 2);
+ immBegin(PRIM_LINES, 2);
immVertex3fv(pos, camob->obmat[3]);
immVertex3fv(pos, ob->obmat[3]);
immEnd();
@@ -9228,7 +9228,7 @@ afterdraw:
unit_m4(ct->matrix);
setlinestyle(3);
- immBegin(GL_LINES, 2);
+ immBegin(PRIM_LINES, 2);
immVertex3fv(pos, ct->matrix[3]);
immVertex3fv(pos, ob->obmat[3]);
immEnd();
@@ -9248,7 +9248,7 @@ afterdraw:
immUniformThemeColor(TH_WIRE);
setlinestyle(3);
- immBegin(GL_LINES, ((int)((bool)rbc->ob1) + (int)((bool)rbc->ob2)) * 2);
+ immBegin(PRIM_LINES, ((int)((bool)rbc->ob1) + (int)((bool)rbc->ob2)) * 2);
if (rbc->ob1) {
immVertex3fv(pos, ob->obmat[3]);
immVertex3fv(pos, rbc->ob1->obmat[3]);
@@ -9344,7 +9344,7 @@ static void bbs_obmode_mesh_verts(Object *ob, DerivedMesh *dm, int offset)
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
- immBeginAtMost(GL_POINTS, dm->getNumVerts(dm));
+ immBeginAtMost(PRIM_POINTS, dm->getNumVerts(dm));
dm->foreachMappedVert(dm, bbs_obmode_mesh_verts__mapFunc, &data, DM_FOREACH_NOP);
immEnd();
@@ -9377,7 +9377,7 @@ static void bbs_mesh_verts(BMEditMesh *em, DerivedMesh *dm, int offset)
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
- immBeginAtMost(GL_POINTS, em->bm->totvert);
+ immBeginAtMost(PRIM_POINTS, em->bm->totvert);
dm->foreachMappedVert(dm, bbs_mesh_verts__mapFunc, &data, DM_FOREACH_NOP);
immEnd();
@@ -9467,7 +9467,7 @@ static void bbs_mesh_solid_EM(BMEditMesh *em, Scene *scene, View3D *v3d,
glPointSize(UI_GetThemeValuef(TH_FACEDOT_SIZE));
- immBeginAtMost(GL_POINTS, em->bm->totface);
+ immBeginAtMost(PRIM_POINTS, em->bm->totface);
dm->foreachMappedFaceCenter(dm, bbs_mesh_solid__drawCenter, &data, DM_FOREACH_NOP);
immEnd();