diff options
author | Mike Erwin <significant.bit@gmail.com> | 2017-04-07 23:31:26 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2017-04-07 23:31:26 +0300 |
commit | bd3a1b9490d96ca00748f405037379b743744877 (patch) | |
tree | aed8ff42fb92cc78de6729cd6d90c3c5ee9ad8ca /source/blender/editors/space_view3d/view3d_draw.c | |
parent | c1dc078840541bd64f95fdeca52267c75a061e04 (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.c | 28 |
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(); |