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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/view3d_draw.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/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c28
1 files changed, 14 insertions, 14 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index a3bdc09143f..0d5e6440355 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -426,7 +426,7 @@ static void drawviewborder_grid3(unsigned pos, float x1, float x2, float y1, flo
x4 = x1 + (1.0f - fac) * (x2 - x1);
y4 = y1 + (1.0f - fac) * (y2 - y1);
- immBegin(GL_LINES, 8);
+ immBegin(PRIM_LINES, 8);
immVertex2f(pos, x1, y3);
immVertex2f(pos, x2, y3);
@@ -448,7 +448,7 @@ static void drawviewborder_triangle(unsigned pos, float x1, float x2, float y1,
float w = x2 - x1;
float h = y2 - y1;
- immBegin(GL_LINES, 6);
+ immBegin(PRIM_LINES, 6);
if (w > h) {
if (golden) {
ofs = w * (1.0f - (1.0f / 1.61803399f));
@@ -602,7 +602,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
y3 = y1 + 0.5f * (y2 - y1);
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
- immBegin(GL_LINES, 4);
+ immBegin(PRIM_LINES, 4);
immVertex2f(pos, x1, y3);
immVertex2f(pos, x2, y3);
@@ -616,7 +616,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
if (ca->dtx & CAM_DTX_CENTER_DIAG) {
immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25f, 0);
- immBegin(GL_LINES, 4);
+ immBegin(PRIM_LINES, 4);
immVertex2f(pos, x1, y1);
immVertex2f(pos, x2, y2);
@@ -1146,7 +1146,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
if (gridline_ct == 0)
goto drawgrid_cleanup; /* nothing to draw */
- immBegin(GL_LINES, gridline_ct * 2);
+ immBegin(PRIM_LINES, gridline_ct * 2);
}
float blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar);
@@ -1206,7 +1206,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
if (gridline_ct == 0)
goto drawgrid_cleanup; /* nothing to draw */
- immBegin(GL_LINES, gridline_ct * 2);
+ immBegin(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);
@@ -1289,7 +1289,7 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
- immBegin(GL_LINES, vertex_ct);
+ immBegin(PRIM_LINES, vertex_ct);
/* draw normal grid lines */
UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10);
@@ -1376,7 +1376,7 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr
unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
- immBegin(GL_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2);
+ immBegin(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');
@@ -1535,7 +1535,7 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
const int segments = 16;
- immBegin(GL_LINE_LOOP, segments);
+ immBegin(PRIM_LINE_LOOP, segments);
for (int i = 0; i < segments; ++i) {
float angle = 2 * M_PI * ((float)i / (float)segments);
@@ -1562,7 +1562,7 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
UI_GetThemeColor3ubv(TH_VIEW_OVERLAY, crosshair_color);
immUniformColor3ubv(crosshair_color);
- immBegin(GL_LINES, 8);
+ immBegin(PRIM_LINES, 8);
immVertex2f(pos, co[0] - f20, co[1]);
immVertex2f(pos, co[0] - f5, co[1]);
immVertex2f(pos, co[0] + f5, co[1]);
@@ -1617,7 +1617,7 @@ static void draw_view_axis(RegionView3D *rv3d, rcti *rect)
unsigned int col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
- immBegin(GL_LINES, 6);
+ immBegin(PRIM_LINES, 6);
for (int axis_i = 0; axis_i < 3; axis_i++) {
int i = axis_order[axis_i];
@@ -1669,7 +1669,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
- immBegin(GL_LINE_STRIP, 3);
+ immBegin(PRIM_LINE_STRIP, 3);
color[3] = 0; /* more transparent toward the ends */
immAttrib4ubv(col, color);
add_v3_v3v3(end, o, scaled_axis);
@@ -1708,7 +1708,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
axis_angle_to_quat(q, vis_axis, vis_angle);
}
- immBegin(GL_LINE_LOOP, ROT_AXIS_DETAIL);
+ immBegin(PRIM_LINE_LOOP, ROT_AXIS_DETAIL);
color[3] = 63; /* somewhat faint */
immAttrib4ubv(col, color);
float angle = 0.0f;
@@ -1737,7 +1737,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
/* -- draw rotation center -- */
immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
glPointSize(5.0f);
- immBegin(GL_POINTS, 1);
+ immBegin(PRIM_POINTS, 1);
immAttrib4ubv(col, color);
immVertex3fv(pos, o);
immEnd();