diff options
author | Campbell Barton <ideasman42@gmail.com> | 2017-06-19 13:18:04 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2017-06-19 13:18:04 +0300 |
commit | b4d053efc75424fca4b413ac1bc7a7e826fac629 (patch) | |
tree | 80647d9ca9109e997fce9911f202f98d7f8577d4 /source/blender/editors/space_view3d/view3d_draw.c | |
parent | 349946bd010b1112b13c8594aabfb318c330bc0d (diff) |
Gawain API naming refactor
Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 80 |
1 files changed, 40 insertions, 40 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index b1938054944..7c057723b72 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -364,7 +364,7 @@ static void drawviewborder_grid3(uint shdr_pos, float x1, float x2, float y1, fl x4 = x1 + (1.0f - fac) * (x2 - x1); y4 = y1 + (1.0f - fac) * (y2 - y1); - immBegin(PRIM_LINES, 8); + immBegin(GWN_PRIM_LINES, 8); immVertex2f(shdr_pos, x1, y3); immVertex2f(shdr_pos, x2, y3); @@ -389,7 +389,7 @@ static void drawviewborder_triangle( float w = x2 - x1; float h = y2 - y1; - immBegin(PRIM_LINES, 6); + immBegin(GWN_PRIM_LINES, 6); if (w > h) { if (golden) { @@ -466,7 +466,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) x2i = (int)(x2 + (1.0f - 0.0001f)); y2i = (int)(y2 + (1.0f - 0.0001f)); - uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); + uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); /* First, solid lines. */ { @@ -558,7 +558,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) x3 = x1 + 0.5f * (x2 - x1); y3 = y1 + 0.5f * (y2 - y1); - immBegin(PRIM_LINES, 4); + immBegin(GWN_PRIM_LINES, 4); immVertex2f(shdr_pos, x1, y3); immVertex2f(shdr_pos, x2, y3); @@ -570,7 +570,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) } if (ca->dtx & CAM_DTX_CENTER_DIAG) { - immBegin(PRIM_LINES, 4); + immBegin(GWN_PRIM_LINES, 4); immVertex2f(shdr_pos, x1, y1); immVertex2f(shdr_pos, x2, y2); @@ -673,7 +673,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) static void drawrenderborder(ARegion *ar, View3D *v3d) { /* use the same program for everything */ - uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); + uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); glLineWidth(1.0f); @@ -755,9 +755,9 @@ static void view3d_draw_background_gradient(void) { /* TODO: finish 2D API & draw background with that */ - VertexFormat *format = immVertexFormat(); - unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); - unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); + Gwn_VertFormat *format = immVertexFormat(); + unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); unsigned char col_hi[3], col_lo[3]; immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); @@ -765,7 +765,7 @@ static void view3d_draw_background_gradient(void) UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo); UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi); - immBegin(PRIM_TRIANGLE_FAN, 4); + immBegin(GWN_PRIM_TRI_FAN, 4); immAttrib3ubv(color, col_lo); immVertex2f(pos, -1.0f, -1.0f); immVertex2f(pos, 1.0f, -1.0f); @@ -978,9 +978,9 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** glDepthMask(GL_FALSE); /* disable write in zbuffer */ #endif - VertexFormat *format = immVertexFormat(); - unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); - unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); + Gwn_VertFormat *format = immVertexFormat(); + unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); @@ -1017,7 +1017,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** if (gridline_ct == 0) goto drawgrid_cleanup; /* nothing to draw */ - immBegin(PRIM_LINES, gridline_ct * 2); + immBegin(GWN_PRIM_LINES, gridline_ct * 2); } float blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar); @@ -1077,7 +1077,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** if (gridline_ct == 0) goto drawgrid_cleanup; /* nothing to draw */ - immBegin(PRIM_LINES, gridline_ct * 2); + immBegin(GWN_PRIM_LINES, gridline_ct * 2); if (grids_to_draw == 2) { UI_GetThemeColorBlend3ubv(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0), col2); @@ -1154,13 +1154,13 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr unsigned char col_bg[3], col_grid_emphasise[3], col_grid_light[3]; - VertexFormat *format = immVertexFormat(); - unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); - unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); + Gwn_VertFormat *format = immVertexFormat(); + unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); - immBegin(PRIM_LINES, vertex_ct); + immBegin(GWN_PRIM_LINES, vertex_ct); /* draw normal grid lines */ UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10); @@ -1242,12 +1242,12 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr if (show_axis_x || show_axis_y || show_axis_z) { /* draw axis lines -- sometimes grid floor is off, other times we still need to draw the Z axis */ - VertexFormat *format = immVertexFormat(); - unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); - unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); + Gwn_VertFormat *format = immVertexFormat(); + unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT); + unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); - immBegin(PRIM_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2); + immBegin(GWN_PRIM_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2); if (show_axis_x) { UI_make_axis_color(col_grid, col_axis, 'X'); @@ -1347,15 +1347,15 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) glLineWidth(1.0f); - VertexFormat *format = immVertexFormat(); - unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); - unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); + Gwn_VertFormat *format = immVertexFormat(); + unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT); immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); const int segments = 16; - immBegin(PRIM_LINE_LOOP, segments); + immBegin(GWN_PRIM_LINE_LOOP, segments); for (int i = 0; i < segments; ++i) { float angle = 2 * M_PI * ((float)i / (float)segments); @@ -1373,8 +1373,8 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) immUnbindProgram(); - VertexFormat_clear(format); - pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); + GWN_vertformat_clear(format); + pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); @@ -1382,7 +1382,7 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) UI_GetThemeColor3ubv(TH_VIEW_OVERLAY, crosshair_color); immUniformColor3ubv(crosshair_color); - immBegin(PRIM_LINES, 8); + immBegin(GWN_PRIM_LINES, 8); immVertex2f(pos, co[0] - f20, co[1]); immVertex2f(pos, co[0] - f5, co[1]); immVertex2f(pos, co[0] + f5, co[1]); @@ -1432,12 +1432,12 @@ static void draw_view_axis(RegionView3D *rv3d, rcti *rect) glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - VertexFormat *format = immVertexFormat(); - unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); - unsigned int col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT); + Gwn_VertFormat *format = immVertexFormat(); + unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT); immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); - immBegin(PRIM_LINES, 6); + immBegin(GWN_PRIM_LINES, 6); for (int axis_i = 0; axis_i < 3; axis_i++) { int i = axis_order[axis_i]; @@ -1476,9 +1476,9 @@ static void draw_rotation_guide(RegionView3D *rv3d) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask(GL_FALSE); /* don't overwrite zbuf */ - VertexFormat *format = immVertexFormat(); - unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); - unsigned int col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT); + Gwn_VertFormat *format = immVertexFormat(); + unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT); + unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT); immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR); @@ -1489,7 +1489,7 @@ static void draw_rotation_guide(RegionView3D *rv3d) mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale); - immBegin(PRIM_LINE_STRIP, 3); + immBegin(GWN_PRIM_LINE_STRIP, 3); color[3] = 0; /* more transparent toward the ends */ immAttrib4ubv(col, color); add_v3_v3v3(end, o, scaled_axis); @@ -1528,7 +1528,7 @@ static void draw_rotation_guide(RegionView3D *rv3d) axis_angle_to_quat(q, vis_axis, vis_angle); } - immBegin(PRIM_LINE_LOOP, ROT_AXIS_DETAIL); + immBegin(GWN_PRIM_LINE_LOOP, ROT_AXIS_DETAIL); color[3] = 63; /* somewhat faint */ immAttrib4ubv(col, color); float angle = 0.0f; @@ -1557,7 +1557,7 @@ static void draw_rotation_guide(RegionView3D *rv3d) /* -- draw rotation center -- */ immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR); glPointSize(5.0f); - immBegin(PRIM_POINTS, 1); + immBegin(GWN_PRIM_POINTS, 1); immAttrib4ubv(col, color); immVertex3fv(pos, o); immEnd(); |