diff options
author | Mike Erwin <significant.bit@gmail.com> | 2017-04-06 07:59:04 +0300 |
---|---|---|
committer | Mike Erwin <significant.bit@gmail.com> | 2017-04-06 08:18:12 +0300 |
commit | 0debbe2b7f7177678c9bce9046c1499b698ac969 (patch) | |
tree | 9a1fb242aae9be44b3479d2a747411b6e0c04822 /source/blender/editors/space_view3d | |
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')
-rw-r--r-- | source/blender/editors/space_view3d/drawanimviz.c | 8 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/drawarmature.c | 34 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/drawobject.c | 149 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/drawsimdebug.c | 4 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 34 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_fly.c | 2 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_ruler.c | 6 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_walk.c | 2 |
8 files changed, 119 insertions, 120 deletions
diff --git a/source/blender/editors/space_view3d/drawanimviz.c b/source/blender/editors/space_view3d/drawanimviz.c index 7ab2b4ec3a4..c241bbcd436 100644 --- a/source/blender/editors/space_view3d/drawanimviz.c +++ b/source/blender/editors/space_view3d/drawanimviz.c @@ -239,8 +239,8 @@ void draw_motion_path_instance(Scene *scene, glLineWidth(mpath->line_thickness); VertexFormat *format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 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_SMOOTH_COLOR); @@ -264,7 +264,7 @@ void draw_motion_path_instance(Scene *scene, glLineWidth(old_width); } - unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); @@ -388,7 +388,7 @@ void draw_motion_path_instance(Scene *scene, /* point must be bigger than line */ glPointSize(mpath->line_thickness + 3.0); - pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformColor3ubv(col); diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c index f0c47ee2639..da32ca19ed5 100644 --- a/source/blender/editors/space_view3d/drawarmature.c +++ b/source/blender/editors/space_view3d/drawarmature.c @@ -371,8 +371,8 @@ static void drawsolidcube_size(float xsize, float ysize, float zsize) unsigned int i = 0; float n[3] = {0.0f}; /* Vertex format */ - unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - unsigned int nor = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT); + unsigned int nor = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT); /* Vertices */ VertexBuffer_init_with_format(&vbo, &format); @@ -431,7 +431,7 @@ static void drawcube_size(float xsize, float ysize, float zsize) if (format.attrib_ct == 0) { /* Vertex format */ - unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT); /* Elements */ ElementListBuilder_init(&elb, GL_LINES, 12, 8); @@ -470,7 +470,7 @@ static void draw_bonevert(void) if (format.attrib_ct == 0) { /* Vertex format */ - unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT); /* Vertices */ VertexBuffer_init_with_format(&vbo, &format); @@ -583,7 +583,7 @@ static void draw_bone_octahedral(void) if (format.attrib_ct == 0) { /* Vertex format */ - unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT); /* Elements */ ElementListBuilder_init(&elb, GL_LINES, 12, 6); @@ -618,8 +618,8 @@ static void draw_bone_solid_octahedral(void) if (format.attrib_ct == 0) { unsigned int v_idx = 0; /* Vertex format */ - unsigned int pos = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - unsigned int nor = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT); + unsigned int nor = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT); /* Vertices */ VertexBuffer_init_with_format(&vbo, &format); @@ -811,7 +811,7 @@ static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChann cross_v3_v3v3(norvec, dirvec, imat[2]); VertexFormat *format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immBegin(GL_TRIANGLE_STRIP, 66); @@ -867,7 +867,7 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4], float *headvec, *tailvec, dirvec[3]; VertexFormat *format = immVertexFormat(); - unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); @@ -1108,8 +1108,8 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co glPolygonOffset(-1.0f, -1.0f); VertexFormat *format = immVertexFormat(); - unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - unsigned int nor = add_attrib(format, "nor", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); + unsigned int nor = VertexFormat_add_attrib(format, "nor", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_SIMPLE_LIGHTING); immUniformColor4fv(fcolor); @@ -1146,7 +1146,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned length = ebone->length; VertexFormat *format = immVertexFormat(); - unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); gpuPushMatrix(); gpuScaleUniform(length); @@ -1452,7 +1452,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl static void draw_wire_bone_segments(bPoseChannel *pchan, Mat4 *bbones, float length, int segments) { VertexFormat *format = immVertexFormat(); - unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformColor4fv(fcolor); @@ -1633,7 +1633,7 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp) bPoseChannel *parchan; VertexFormat *format = immVertexFormat(); - unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformColor4fv(fcolor); @@ -1792,7 +1792,7 @@ static void draw_pose_dofs(Object *ob) Bone *bone; VertexFormat *format = immVertexFormat(); - unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); @@ -2202,7 +2202,7 @@ static void draw_pose_bones(Scene *scene, SceneLayer *sl, View3D *v3d, ARegion * */ if ((do_dashed & DASH_HELP_LINES) && ((bone->flag & BONE_CONNECTED) == 0)) { VertexFormat *format = immVertexFormat(); - unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); @@ -2502,7 +2502,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt) /* offset to parent */ if (eBone->parent) { VertexFormat *format = immVertexFormat(); - unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); GPU_select_load_id(-1); /* -1 here is OK! */ diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c index 19f8f6eae6f..726a67a5d74 100644 --- a/source/blender/editors/space_view3d/drawobject.c +++ b/source/blender/editors/space_view3d/drawobject.c @@ -539,7 +539,7 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const glLineWidth(1.0f); - unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); if (color) { immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformColor4ubv(color); @@ -706,8 +706,8 @@ static void draw_empty_image(Object *ob, const short dflag, const unsigned char } VertexFormat *format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT); - unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); + unsigned int texCoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA); immUniform1f("alpha", ob_alpha); immUniform1i("image", 0); /* default GL_TEXTURE0 unit */ @@ -733,7 +733,7 @@ static void draw_empty_image(Object *ob, const short dflag, const unsigned char /* Draw the image outline */ glLineWidth(1.5f); - unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); const bool picking = dflag & DRAW_CONSTCOLOR; if (picking) { @@ -806,7 +806,7 @@ static void drawcentercircle(View3D *v3d, RegionView3D *UNUSED(rv3d), const floa glEnable(GL_BLEND); GPU_enable_program_point_size(); - unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA); immUniform1f("size", size); @@ -1266,7 +1266,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base, normalize_v3(imat[0]); normalize_v3(imat[1]); - const unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + const unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); /* lamp center */ copy_v3_v3(vec, ob->obmat[3]); @@ -1816,7 +1816,7 @@ static void draw_viewport_object_reconstruction( if (reconstruction->camnr >= 2) { MovieReconstructedCamera *camera = reconstruction->cameras; - unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformThemeColor(TH_CAMERA_PATH); @@ -2168,7 +2168,7 @@ void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, BKE_camera_view_frame_ex(scene, cam, cam->drawsize, is_view, scale, asp, shift, &drawsize, vec); - unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); if (ob_wire_col) { immUniformColor3ubv(ob_wire_col); @@ -2277,7 +2277,7 @@ void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base, void drawspeaker(const unsigned char ob_wire_col[3]) { VertexFormat *format = immVertexFormat(); - unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); @@ -2442,10 +2442,10 @@ static void drawlattice(View3D *v3d, Object *ob, const short dflag, const unsign } VertexFormat *format = immVertexFormat(); - unsigned int color, pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int color, pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); if (actdef_wcol) { - color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT); + color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR); } else { @@ -2499,8 +2499,8 @@ static void drawlattice(View3D *v3d, Object *ob, const short dflag, const unsign if (v3d->zbuf) glDisable(GL_DEPTH_TEST); VertexFormat *v_format = immVertexFormat(); - unsigned int v_pos = add_attrib(v_format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - unsigned int v_color = add_attrib(v_format, "color", GL_FLOAT, 4, KEEP_FLOAT); + unsigned int v_pos = VertexFormat_add_attrib(v_format, "pos", COMP_F32, 3, KEEP_FLOAT); + unsigned int v_color = VertexFormat_add_attrib(v_format, "color", COMP_F32, 4, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR); @@ -2560,8 +2560,8 @@ static void drawSelectedVertices(DerivedMesh *dm, Mesh *me) data.col[1] = sel_col; data.col[2] = act_col; - data.color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT); - data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + data.color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); + data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); if (dm->getNumVerts(dm) == 0) return; @@ -2632,7 +2632,7 @@ static void draw_dm_face_normals(BMEditMesh *em, Scene *scene, Object *ob, Deriv data.bm = em->bm; data.normalsize = scene->toolsettings->normalsize; - data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); calcDrawDMNormalScale(ob, &data); @@ -2666,7 +2666,7 @@ static void draw_dm_face_centers(BMEditMesh *em, DerivedMesh *dm, bool select, c drawBMSelect_userData data; data.bm = em->bm; data.select = select; - data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); if (dm->getNumPolys(dm) == 0) return; @@ -2718,7 +2718,7 @@ static void draw_dm_vert_normals(BMEditMesh *em, Scene *scene, Object *ob, Deriv data.bm = em->bm; data.normalsize = scene->toolsettings->normalsize; - data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); calcDrawDMNormalScale(ob, &data); @@ -2779,8 +2779,8 @@ static void draw_dm_verts(BMEditMesh *em, DerivedMesh *dm, const char sel, BMVer data.sel = sel; data.eve_act = eve_act; data.bm = em->bm; - data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - data.color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT); + data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); + data.color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT); /* Cache theme values */ UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, data.th_editmesh_active); @@ -2811,7 +2811,7 @@ static void draw_dm_verts(BMEditMesh *em, DerivedMesh *dm, const char sel, BMVer data.cd_vskin_offset = CustomData_get_offset(&em->bm->vdata, CD_MVERT_SKIN); if (data.cd_vskin_offset != -1) { - data.pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + data.pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformColor4ubv(data.th_skin_root); @@ -3136,7 +3136,7 @@ static void draw_dm_loop_normals(BMEditMesh *em, Scene *scene, Object *ob, Deriv data.bm = em->bm; data.normalsize = scene->toolsettings->normalsize; - data.pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + data.pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); if (dm->getNumLoops(dm) == 0) return; @@ -3316,8 +3316,8 @@ static void draw_dm_bweights(BMEditMesh *em, Scene *scene, DerivedMesh *dm) /* is that ever true? */ if (data.cd_layer_offset != -1) { VertexFormat *format = immVertexFormat(); - data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - data.col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT); + data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); + data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); @@ -5114,7 +5114,7 @@ static bool draw_mesh_object_new(Scene *scene, SceneLayer *sl, ARegion *ar, View static void drawDispListVerts(int dt, const void *data, unsigned int vert_ct, const unsigned char wire_col[3]) { VertexFormat format = {0}; - unsigned int pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT); VertexBuffer *vbo = VertexBuffer_create_with_format(&format); VertexBuffer_allocate_data(vbo, vert_ct); @@ -5142,9 +5142,9 @@ static void drawDispListElem(bool quads, bool UNUSED(smooth), const float *data, const int *idx = elem; unsigned int pos_id, nor_id; - pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT); if (ndata) { - nor_id = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT); + nor_id = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT); } ElementListBuilder elb; @@ -5586,9 +5586,9 @@ static void draw_vertex_array(int dt, const float *vert, const float *nor, const { VertexFormat format = {0}; unsigned int pos_id, nor_id, col_id; - pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - if (nor) nor_id = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT); - if (color) col_id = add_attrib(&format, "color", GL_FLOAT, 3, KEEP_FLOAT); + pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT); + if (nor) nor_id = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT); + if (color) col_id = VertexFormat_add_attrib(&format, "color", COMP_F32, 3, KEEP_FLOAT); VertexBuffer *vbo = VertexBuffer_create_with_format(&format); VertexBuffer_allocate_data(vbo, vert_ct); @@ -6114,7 +6114,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv } else { if ((draw_as == PART_DRAW_CIRC) || (part->draw & PART_DRAW_SIZE)) { - pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); imm_cpack(0xFFFFFF); } @@ -6311,7 +6311,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv MVert *mvert = hair_dm->getVertArray(hair_dm); int i; - unsigned int pos_id = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos_id = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformColor3f(0.9f, 0.4f, 0.4f); @@ -6351,7 +6351,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv int *res = clmd->hair_grid_res; int i; - unsigned int pos_id = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos_id = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); if (select) immUniformThemeColor(TH_ACTIVE); @@ -6584,8 +6584,8 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit) col_comp = ((point->flag & PEP_HIDE) || timed) ? 4 : 3; - pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - col_id = add_attrib(&format, "color", GL_FLOAT, col_comp, KEEP_FLOAT); + pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT); + col_id = VertexFormat_add_attrib(&format, "color", COMP_F32, col_comp, KEEP_FLOAT); VertexBuffer *vbo = VertexBuffer_create_with_format(&format); VertexBuffer_allocate_data(vbo, path->segments + 1); @@ -6635,9 +6635,8 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit) int totkeys_visible = 0; VertexFormat format = {0}; - unsigned int pos_id, col_id; - pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - col_id = add_attrib(&format, "color", GL_FLOAT, (timed ? 4 : 3), KEEP_FLOAT); + 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, (timed ? 4 : 3), KEEP_FLOAT); for (i = 0, point = edit->points; i < totpoint; i++, point++) if (!(point->flag & PEP_HIDE)) @@ -6702,8 +6701,8 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit) } else if (pset->selectmode == SCE_SELECT_END) { VertexFormat *format = immVertexFormat(); - unsigned int pos_id = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - unsigned int col_id = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT); + 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); for (i = 0, point = edit->points; i < totpoint; i++, point++) { @@ -6738,8 +6737,8 @@ static void ob_draw_RE_motion(float com[3], float rotscale[3][3], float itw, flo float th = ith * drw_size; VertexFormat *format = immVertexFormat(); - unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - unsigned int col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 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_FLAT_COLOR); immBegin(GL_LINES, 30); @@ -6890,8 +6889,8 @@ static void drawhandlesN(Nurb *nu, const char sel, const bool hide_handles) } VertexFormat *format = immVertexFormat(); - unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - unsigned int col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, 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, 3, NORMALIZE_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); glLineWidth(1.0f); @@ -6945,7 +6944,7 @@ static void drawhandlesN_active(Nurb *nu) if (nu->hide) return; if (nu->type == CU_BEZIER && nu->pntsu > 0) { - unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformThemeColor(TH_ACTIVE_SPLINE); glLineWidth(2.0f); @@ -6989,8 +6988,8 @@ static void drawvertsN(const Nurb *nurb, const bool hide_handles, const void *ve if (count == 0) return; VertexFormat *format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 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); unsigned char vert_color[3]; @@ -7063,7 +7062,7 @@ static void drawvertsN(const Nurb *nurb, const bool hide_handles, const void *ve static void editnurb_draw_active_poly(Nurb *nu) { VertexFormat *format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformThemeColor(TH_ACTIVE_SPLINE); @@ -7090,7 +7089,7 @@ static void editnurb_draw_active_nurbs(Nurb *nu) { if (nu->pntsv > 0) { VertexFormat *format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformThemeColor(TH_ACTIVE_SPLINE); @@ -7158,7 +7157,7 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel) } format = immVertexFormat(); - pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); glLineWidth(1.0f); @@ -7188,8 +7187,8 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel) } format = immVertexFormat(); - pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT); + pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); + col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); // just quick guesstimate of how many verts to draw @@ -7323,7 +7322,7 @@ static void draw_editnurb( BevList *bl; VertexFormat *format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformThemeColor(TH_WIRE_EDIT); @@ -7391,7 +7390,7 @@ static void draw_editnurb( static void draw_editfont_textcurs(RegionView3D *rv3d, float textcurs[4][2]) { - unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); ED_view3d_polygon_offset(rv3d, -1.0); set_inverted_drawing(1); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); @@ -7429,7 +7428,7 @@ static void draw_editfont(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3 } if (cu->linewidth != 0.0f) { - unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); immUniformThemeColor(TH_WIRE_EDIT); copy_v3_v3(vec1, ob->orig); @@ -7450,7 +7449,7 @@ static void draw_editfont(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3 setlinestyle(3); for (int i = 0; i < cu->totbox; i++) { if (cu->tb[i].w != 0.0f) { - unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformThemeColor(i == (cu->actbox - 1) ? TH_ACTIVE : TH_WIRE); vec1[0] = cu->xof + cu->tb[i].x; @@ -7477,7 +7476,7 @@ static void draw_editfont(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3 const int seltot = selend - selstart; float selboxw; - unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); imm_cpack(0xffffff); set_inverted_drawing(1); @@ -7775,7 +7774,7 @@ static bool drawmball(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3D *r glLineWidth(1.0f); - const int unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + const unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); while (ml) { @@ -7831,7 +7830,7 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d, normalize_v3(imat[1]); #endif - const int unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + const unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformColor3fv(draw_color); @@ -8033,7 +8032,7 @@ static void imm_draw_bb(BoundBox *bb, char type, bool around_origin, const unsig gpuPushMatrix(); - unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); if (ob_wire_col) immUniformColor3ubv(ob_wire_col); @@ -8111,7 +8110,7 @@ void draw_bounding_volume(Object *ob, char type, const unsigned char ob_wire_col if (type == OB_BOUND_BOX) { float vec[8][3], size[3]; - unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); if (ob_wire_col) immUniformColor3ubv(ob_wire_col); @@ -8134,7 +8133,7 @@ void draw_bounding_volume(Object *ob, char type, const unsigned char ob_wire_col } else { if (type == OB_BOUND_BOX) { - unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); if (ob_wire_col) immUniformColor3ubv(ob_wire_col); @@ -8178,7 +8177,7 @@ static void drawtexspace(Object *ob, const unsigned char ob_wire_col[3]) setlinestyle(2); - unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); if (ob_wire_col) { immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); @@ -8318,7 +8317,7 @@ static void draw_rigid_body_pivot(bRigidBodyJointConstraint *data, const char *axis_str[3] = {"px", "py", "pz"}; float mat[4][4]; - unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); if (ob_wire_col) immUniformColor3ubv(ob_wire_col); @@ -8465,7 +8464,7 @@ void draw_rigidbody_shape(Object *ob, const unsigned char ob_wire_col[4]) case RB_SHAPE_BOX: BKE_boundbox_calc_size_aabb(bb, size); - pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); if (ob_wire_col) immUniformColor3ubv(ob_wire_col); @@ -8929,7 +8928,7 @@ afterdraw: if (!render_override) { BoundBox bb; float p0[3], p1[3]; - unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); if (ob_wire_col) immUniformColor3ubv(ob_wire_col); @@ -9067,7 +9066,7 @@ afterdraw: { float imat[4][4], vec[3] = {0.0f, 0.0f, 0.0f}; - unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); invert_m4_m4(imat, rv3d->viewmatob); @@ -9122,7 +9121,7 @@ afterdraw: if ((base->sx != IS_CLIPPED) && (U.obcenter_dia != 0.0)) { - unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR); /* TODO: short term, use DEPTH_ONLY shader or set appropriate color */ /* TODO: long term, solve picking & selection problem better */ @@ -9151,7 +9150,7 @@ afterdraw: ListBase *list; RigidBodyCon *rbc = ob->rigidbody_constraint; - unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformColor3ubv(ob_wire_col); @@ -9337,8 +9336,8 @@ static void bbs_obmode_mesh_verts(Object *ob, DerivedMesh *dm, int offset) if (dm->getNumVerts(dm) == 0) return; - data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - data.col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT); + data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); + data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); @@ -9370,8 +9369,8 @@ static void bbs_mesh_verts(BMEditMesh *em, DerivedMesh *dm, int offset) data.bm = em->bm; data.offset = offset; VertexFormat *format = immVertexFormat(); - data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - data.col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT); + data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); + data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); @@ -9460,8 +9459,8 @@ static void bbs_mesh_solid_EM(BMEditMesh *em, Scene *scene, View3D *v3d, drawBMOffset_userData data; /* don't use offset */ data.bm = em->bm; VertexFormat *format = immVertexFormat(); - data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - data.col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT); + data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); + data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); diff --git a/source/blender/editors/space_view3d/drawsimdebug.c b/source/blender/editors/space_view3d/drawsimdebug.c index 5984633112d..da39a81a4d8 100644 --- a/source/blender/editors/space_view3d/drawsimdebug.c +++ b/source/blender/editors/space_view3d/drawsimdebug.c @@ -49,8 +49,8 @@ static void draw_sim_debug_elements(SimDebugData *debug_data, float imat[4][4]) { VertexFormat *format = immVertexFormat(); - unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - unsigned int color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); + unsigned int color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); 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); diff --git a/source/blender/editors/space_view3d/view3d_fly.c b/source/blender/editors/space_view3d/view3d_fly.c index 328e0b03bb8..c324cb7b251 100644 --- a/source/blender/editors/space_view3d/view3d_fly.c +++ b/source/blender/editors/space_view3d/view3d_fly.c @@ -260,7 +260,7 @@ static void drawFlyPixel(const struct bContext *UNUSED(C), ARegion *UNUSED(ar), y2 = yoff + 0.55f * fly->height; VertexFormat *format = immVertexFormat(); - unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); diff --git a/source/blender/editors/space_view3d/view3d_ruler.c b/source/blender/editors/space_view3d/view3d_ruler.c index 414687636b0..c0618cf2c6d 100644 --- a/source/blender/editors/space_view3d/view3d_ruler.c +++ b/source/blender/editors/space_view3d/view3d_ruler.c @@ -460,7 +460,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a glEnable(GL_BLEND); if (ruler_item->flag & RULERITEM_USE_ANGLE) { - unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); imm_cpack(is_act ? color_act : color_base); @@ -602,7 +602,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a } } else { - unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); imm_cpack(is_act ? color_act : color_base); @@ -705,7 +705,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a float co_ss[3]; ED_view3d_project_float_global(ar, ruler_item->co[ruler_item->co_index], co_ss, V3D_PROJ_TEST_NOP); - unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT); + unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); imm_cpack(color_act); diff --git a/source/blender/editors/space_view3d/view3d_walk.c b/source/blender/editors/space_view3d/view3d_walk.c index 8390d56c610..48c16de4dbe 100644 --- a/source/blender/editors/space_view3d/view3d_walk.c +++ b/source/blender/editors/space_view3d/view3d_walk.c @@ -341,7 +341,7 @@ static void drawWalkPixel(const struct bContext *UNUSED(C), ARegion *ar, void *a } VertexFormat *format = immVertexFormat(); - unsigned int pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT); + unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); |