diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2015-12-06 00:11:31 +0300 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2015-12-06 21:35:15 +0300 |
commit | 4aab21f9be6ed0598279cfd0086181a99c28b50e (patch) | |
tree | d5378eb1ef12e7ff042923af4395a76312519e4d /source/blender/editors | |
parent | cf921934b1a6a30461779e26d67d02d0b66bdafc (diff) |
OpenGL: rename simple shader to basic shader.
Diffstat (limited to 'source/blender/editors')
-rw-r--r-- | source/blender/editors/interface/interface_draw.c | 12 | ||||
-rw-r--r-- | source/blender/editors/interface/interface_icons.c | 6 | ||||
-rw-r--r-- | source/blender/editors/screen/glutil.c | 6 | ||||
-rw-r--r-- | source/blender/editors/sculpt_paint/paint_cursor.c | 8 | ||||
-rw-r--r-- | source/blender/editors/space_clip/clip_draw.c | 6 | ||||
-rw-r--r-- | source/blender/editors/space_sequencer/sequencer_draw.c | 6 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/drawarmature.c | 18 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/drawmesh.c | 24 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/drawobject.c | 26 |
9 files changed, 56 insertions, 56 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c index 244aef633c1..ae2e6744160 100644 --- a/source/blender/editors/interface/interface_draw.c +++ b/source/blender/editors/interface/interface_draw.c @@ -56,7 +56,7 @@ #include "BLF_api.h" #include "GPU_draw.h" -#include "GPU_simple_shader.h" +#include "GPU_basic_shader.h" #include "UI_interface.h" @@ -1238,13 +1238,13 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect) zero_v3(light.specular); ui_but_v3_get(but, light.direction); - GPU_simple_shader_light_set(0, &light); + GPU_basic_shader_light_set(0, &light); for (int a = 1; a < 8; a++) - GPU_simple_shader_light_set(a, NULL); + GPU_basic_shader_light_set(a, NULL); /* setup shader */ - GPU_simple_shader_colors(diffuse, NULL, 0, 1.0f); - GPU_simple_shader_bind(GPU_SHADER_LIGHTING); + GPU_basic_shader_colors(diffuse, NULL, 0, 1.0f); + GPU_basic_shader_bind(GPU_SHADER_LIGHTING); /* transform to button */ glPushMatrix(); @@ -1276,7 +1276,7 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect) glCallList(displist); /* restore */ - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); GPU_default_lights(); glDisable(GL_CULL_FACE); diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c index e0128660e77..eb07a9d9fbc 100644 --- a/source/blender/editors/interface/interface_icons.c +++ b/source/blender/editors/interface/interface_icons.c @@ -34,7 +34,7 @@ #include "MEM_guardedalloc.h" #include "GPU_extensions.h" -#include "GPU_simple_shader.h" +#include "GPU_basic_shader.h" #include "BLI_blenlib.h" #include "BLI_utildefines.h" @@ -1123,7 +1123,7 @@ static void icon_draw_texture( y1 = iy * icongltex.invh; y2 = (iy + ih) * icongltex.invh; - GPU_simple_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); glBindTexture(GL_TEXTURE_2D, icongltex.id); /* sharper downscaling, has no effect when scale matches with a mip level */ @@ -1146,7 +1146,7 @@ static void icon_draw_texture( glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f); glBindTexture(GL_TEXTURE_2D, 0); - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); } /* Drawing size for preview images */ diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c index a7f239ed04c..4cbea2afed2 100644 --- a/source/blender/editors/screen/glutil.c +++ b/source/blender/editors/screen/glutil.c @@ -48,7 +48,7 @@ #include "IMB_colormanagement.h" #include "IMB_imbuf_types.h" -#include "GPU_simple_shader.h" +#include "GPU_basic_shader.h" #include "UI_interface.h" @@ -590,7 +590,7 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]); } - GPU_simple_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); glBegin(GL_QUADS); glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(0 + offset_bot) / tex_h); glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)offset_bot * yzoom); @@ -604,7 +604,7 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(subpart_h - offset_top) / tex_h); glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY); glEnd(); - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); } } diff --git a/source/blender/editors/sculpt_paint/paint_cursor.c b/source/blender/editors/sculpt_paint/paint_cursor.c index 079d0888207..76f6854e54f 100644 --- a/source/blender/editors/sculpt_paint/paint_cursor.c +++ b/source/blender/editors/sculpt_paint/paint_cursor.c @@ -59,7 +59,7 @@ #include "ED_view3d.h" -#include "GPU_simple_shader.h" +#include "GPU_basic_shader.h" #include "UI_resources.h" @@ -336,7 +336,7 @@ static int load_tex(Brush *br, ViewContext *vc, float zoom, bool col, bool prima target->old_col = col; } - GPU_simple_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -459,7 +459,7 @@ static int load_tex_cursor(Brush *br, ViewContext *vc, float zoom) MEM_freeN(buffer); } - GPU_simple_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -795,7 +795,7 @@ static void paint_draw_alpha_overlay(UnifiedPaintSettings *ups, Brush *brush, } glPopAttrib(); - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); } diff --git a/source/blender/editors/space_clip/clip_draw.c b/source/blender/editors/space_clip/clip_draw.c index 2d7367885ca..e00ebc14ee0 100644 --- a/source/blender/editors/space_clip/clip_draw.c +++ b/source/blender/editors/space_clip/clip_draw.c @@ -58,7 +58,7 @@ #include "BIF_gl.h" #include "BIF_glutil.h" -#include "GPU_simple_shader.h" +#include "GPU_basic_shader.h" #include "WM_types.h" @@ -1087,7 +1087,7 @@ static void draw_plane_marker_image(Scene *scene, glColor4f(1.0, 1.0, 1.0, plane_track->image_opacity); - GPU_simple_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); glGenTextures(1, (GLuint *)&texid); glBindTexture(GL_TEXTURE_2D, texid); @@ -1111,7 +1111,7 @@ static void draw_plane_marker_image(Scene *scene, glPopMatrix(); glBindTexture(GL_TEXTURE_2D, 0); - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); if (transparent) { glDisable(GL_BLEND); diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c index 925804b8bb4..deb0a3f6d03 100644 --- a/source/blender/editors/space_sequencer/sequencer_draw.c +++ b/source/blender/editors/space_sequencer/sequencer_draw.c @@ -58,7 +58,7 @@ #include "BIF_gl.h" #include "BIF_glutil.h" -#include "GPU_simple_shader.h" +#include "GPU_basic_shader.h" #include "ED_anim_api.h" #include "ED_gpencil.h" @@ -1296,7 +1296,7 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq glColor4f(1.0, 1.0, 1.0, 1.0); - GPU_simple_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); glGenTextures(1, (GLuint *)&texid); glBindTexture(GL_TEXTURE_2D, texid); @@ -1371,7 +1371,7 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq glEnd(); glBindTexture(GL_TEXTURE_2D, 0); - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA) glDisable(GL_BLEND); glDeleteTextures(1, &texid); diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c index 37906ebec6a..2ff3dcdda29 100644 --- a/source/blender/editors/space_view3d/drawarmature.c +++ b/source/blender/editors/space_view3d/drawarmature.c @@ -61,7 +61,7 @@ #include "ED_armature.h" #include "ED_keyframes_draw.h" -#include "GPU_simple_shader.h" +#include "GPU_basic_shader.h" #include "UI_resources.h" @@ -885,7 +885,7 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co if (dt == OB_SOLID) { /* set up solid drawing */ - GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); gluQuadricDrawStyle(qobj, GLU_FILL); glShadeModel(GL_SMOOTH); @@ -967,7 +967,7 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co /* restore */ if (dt == OB_SOLID) { glShadeModel(GL_FLAT); - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); } glPopMatrix(); @@ -1165,7 +1165,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl /* set up solid drawing */ if (dt > OB_WIRE) { - GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); if (armflag & ARM_POSEMODE) set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag); @@ -1175,7 +1175,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl draw_b_bone_boxes(OB_SOLID, pchan, xwidth, length, zwidth); /* disable solid drawing */ - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); } else { /* wire */ @@ -1294,7 +1294,7 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag /* set up solid drawing */ if (dt > OB_WIRE) { - GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); UI_ThemeColor(TH_BONE_SOLID); } @@ -1348,7 +1348,7 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag /* disable solid drawing */ if (dt > OB_WIRE) { - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); } } @@ -2603,12 +2603,12 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) { const float diffuse[3] = {0.64f, 0.64f, 0.64f}; const float specular[3] = {0.5f, 0.5f, 0.5f}; - GPU_simple_shader_colors(diffuse, specular, 35, 1.0f); + GPU_basic_shader_colors(diffuse, specular, 35, 1.0f); } else { const float diffuse[3] = {1.0f, 1.0f, 1.0f}; const float specular[3] = {1.0f, 1.0f, 1.0f}; - GPU_simple_shader_colors(diffuse, specular, 35, 1.0f); + GPU_basic_shader_colors(diffuse, specular, 35, 1.0f); glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW); /* only for lighting... */ } } diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c index 452e36e6eb5..de7a8ed0a7c 100644 --- a/source/blender/editors/space_view3d/drawmesh.c +++ b/source/blender/editors/space_view3d/drawmesh.c @@ -63,7 +63,7 @@ #include "GPU_extensions.h" #include "GPU_draw.h" #include "GPU_material.h" -#include "GPU_simple_shader.h" +#include "GPU_basic_shader.h" #include "RE_engine.h" @@ -384,11 +384,11 @@ static bool set_draw_settings_cached(int clearcache, MTexPoly *texface, Material float specular[3]; mul_v3_v3fl(specular, &ma->specr, ma->spec); - GPU_simple_shader_colors(NULL, specular, ma->har, 0.0f); - GPU_simple_shader_bind(options); + GPU_basic_shader_colors(NULL, specular, ma->har, 0.0f); + GPU_basic_shader_bind(options); } else { - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); } c_lit = lit; @@ -529,7 +529,7 @@ static void draw_textured_end(void) glShadeModel(GL_FLAT); glDisable(GL_CULL_FACE); - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); /* XXX, bad patch - GPU_default_lights() calls * glLightfv(GL_POSITION, ...) which @@ -1077,15 +1077,15 @@ static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs) if (data->two_sided_lighting) options |= GPU_SHADER_TWO_SIDED; - GPU_simple_shader_colors(diffuse, NULL, 0, 0.0f); - GPU_simple_shader_bind(options); + GPU_basic_shader_colors(diffuse, NULL, 0, 0.0f); + GPU_basic_shader_bind(options); return; } } /* disable texture material */ - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); if (data->shadeless) { glColor3f(1.0f, 1.0f, 1.0f); @@ -1188,7 +1188,7 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d, /* reset opengl state */ GPU_end_object_materials(); - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); glBindTexture(GL_TEXTURE_2D, 0); @@ -1210,13 +1210,13 @@ static void draw_mesh_paint_light_begin(void) { /* get material diffuse color from vertex colors but set default spec */ const float specular[3] = {0.47f, 0.47f, 0.47f}; - GPU_simple_shader_colors(NULL, specular, 35, 1.0f); - GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); + GPU_basic_shader_colors(NULL, specular, 35, 1.0f); + GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); } static void draw_mesh_paint_light_end(void) { - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); } void draw_mesh_paint_weight_faces(DerivedMesh *dm, const bool use_light, diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c index af44c8ca998..8944c316f7e 100644 --- a/source/blender/editors/space_view3d/drawobject.c +++ b/source/blender/editors/space_view3d/drawobject.c @@ -89,7 +89,7 @@ #include "GPU_draw.h" #include "GPU_extensions.h" #include "GPU_select.h" -#include "GPU_simple_shader.h" +#include "GPU_basic_shader.h" #include "ED_mesh.h" #include "ED_particle.h" @@ -1800,8 +1800,8 @@ static void draw_viewport_reconstruction(Scene *scene, Base *base, View3D *v3d, if (v3d->flag2 & V3D_RENDER_OVERRIDE) return; - GPU_simple_shader_colors(NULL, NULL, 0, 1.0f); - GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); + GPU_basic_shader_colors(NULL, NULL, 0, 1.0f); + GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); glShadeModel(GL_SMOOTH); @@ -1815,7 +1815,7 @@ static void draw_viewport_reconstruction(Scene *scene, Base *base, View3D *v3d, /* restore */ glShadeModel(GL_FLAT); - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); if ((dflag & DRAW_CONSTCOLOR) == 0) { glColor3ubv(ob_wire_col); @@ -4157,12 +4157,12 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D GPU_end_object_materials(); /* set default specular */ - GPU_simple_shader_colors(NULL, specular, 35, 1.0f); - GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); + GPU_basic_shader_colors(NULL, specular, 35, 1.0f); + GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); dm->drawMappedFaces(dm, NULL, NULL, NULL, NULL, DM_DRAW_USE_COLORS | DM_DRAW_NEED_NORMALS); - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); } } else { @@ -5462,8 +5462,8 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv } // XXX test - GPU_simple_shader_colors(NULL, NULL, 0.0f, 1.0f); - GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); + GPU_basic_shader_colors(NULL, NULL, 0.0f, 1.0f); + GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); } if (totchild && (part->draw & PART_DRAW_PARENT) == 0) @@ -5636,7 +5636,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv if (1) { //ob_dt > OB_WIRE) { if (part->draw_col == PART_DRAW_COL_MAT) glDisableClientState(GL_COLOR_ARRAY); - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); } if (cdata2) { @@ -5697,8 +5697,8 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv if (pdd->ndata && ob_dt > OB_WIRE) { glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(GL_FLOAT, 0, pdd->ndata); - GPU_simple_shader_colors(NULL, NULL, 0.0f, 1.0f); - GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); + GPU_basic_shader_colors(NULL, NULL, 0.0f, 1.0f); + GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); } if ((dflag & DRAW_CONSTCOLOR) == 0) { @@ -5730,7 +5730,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv /* 7. */ - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); |