diff options
author | Mike Erwin <significant.bit@gmail.com> | 2017-04-06 07:59:04 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2017-04-06 08:18:12 +0300 |
commit | 0debbe2b7f7177678c9bce9046c1499b698ac969 (patch) | |
tree | 9a1fb242aae9be44b3479d2a747411b6e0c04822 /source/blender/editors/space_view3d/view3d_draw.c | |
parent | c2f5cd8f6454bf8256a39a5fc9cb075311e25c58 (diff) |
Gawain: VertexFormat_add_attrib (function name change)
See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style:
unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 34 |
1 files changed, 17 insertions, 17 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index a2b59e9021d..27db505951b 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -523,7 +523,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) y2i = (int)(y2 + (1.0f - 0.0001f)); /* use the same program for everything */ - unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); /* passepartout, specified in camera edit buttons */ @@ -724,7 +724,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) static void drawrenderborder(ARegion *ar, View3D *v3d) { /* use the same program for everything */ - unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); glLineWidth(1.0f); @@ -813,8 +813,8 @@ static void view3d_draw_background_gradient(void) /* TODO: finish 2D API & draw background with that */ VertexFormat *format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); - unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); + 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); unsigned char col_hi[3], col_lo[3]; immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); @@ -1107,8 +1107,8 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** #endif VertexFormat *format = immVertexFormat(); - unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); - unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); + 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); immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); @@ -1283,8 +1283,8 @@ 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 = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); - unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); + 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); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); @@ -1371,8 +1371,8 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr /* draw axis lines -- sometimes grid floor is off, other times we still need to draw the Z axis */ VertexFormat *format = immVertexFormat(); - unsigned int pos = add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); - unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); + 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); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); immBegin(GL_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2); @@ -1527,8 +1527,8 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) glLineWidth(1.0f); VertexFormat *format = immVertexFormat(); - unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); - unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); + 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); immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); @@ -1553,7 +1553,7 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) immUnbindProgram(); VertexFormat_clear(format); - pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); + pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); @@ -1612,8 +1612,8 @@ static void draw_view_axis(RegionView3D *rv3d, rcti *rect) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); VertexFormat *format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); - unsigned col = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT); + 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); immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); immBegin(GL_LINES, 6); @@ -1656,8 +1656,8 @@ static void draw_rotation_guide(RegionView3D *rv3d) glDepthMask(GL_FALSE); /* don't overwrite zbuf */ VertexFormat *format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); - unsigned col = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT); + 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); immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR); |