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authorCampbell Barton <ideasman42@gmail.com>2017-06-19 13:18:04 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-06-19 13:18:04 +0300
commitb4d053efc75424fca4b413ac1bc7a7e826fac629 (patch)
tree80647d9ca9109e997fce9911f202f98d7f8577d4 /source/blender/editors
parent349946bd010b1112b13c8594aabfb318c330bc0d (diff)
Gawain API naming refactor
Use consistent prefix for gawain API names as well as some abbreviations to avoid over-long names, see: D2678
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/animation/anim_channels_defines.c12
-rw-r--r--source/blender/editors/animation/anim_draw.c14
-rw-r--r--source/blender/editors/animation/anim_markers.c8
-rw-r--r--source/blender/editors/animation/keyframes_draw.c14
-rw-r--r--source/blender/editors/armature/editarmature_sketch.c14
-rw-r--r--source/blender/editors/curve/editcurve_paint.c14
-rw-r--r--source/blender/editors/gpencil/drawgpencil.c92
-rw-r--r--source/blender/editors/gpencil/gpencil_brush.c4
-rw-r--r--source/blender/editors/gpencil/gpencil_paint.c4
-rw-r--r--source/blender/editors/include/ED_keyframes_draw.h2
-rw-r--r--source/blender/editors/interface/interface_draw.c192
-rw-r--r--source/blender/editors/interface/interface_icons.c26
-rw-r--r--source/blender/editors/interface/interface_panel.c32
-rw-r--r--source/blender/editors/interface/interface_widgets.c74
-rw-r--r--source/blender/editors/interface/view2d.c32
-rw-r--r--source/blender/editors/manipulator_library/arrow2d_manipulator.c6
-rw-r--r--source/blender/editors/manipulator_library/arrow3d_manipulator.c8
-rw-r--r--source/blender/editors/manipulator_library/cage2d_manipulator.c14
-rw-r--r--source/blender/editors/manipulator_library/dial3d_manipulator.c12
-rw-r--r--source/blender/editors/manipulator_library/grab3d_manipulator.c4
-rw-r--r--source/blender/editors/manipulator_library/manipulator_draw_utils.c36
-rw-r--r--source/blender/editors/manipulator_library/primitive3d_manipulator.c6
-rw-r--r--source/blender/editors/mask/mask_draw.c32
-rw-r--r--source/blender/editors/mesh/editmesh_knife.c26
-rw-r--r--source/blender/editors/mesh/editmesh_loopcut.c6
-rw-r--r--source/blender/editors/physics/particle_edit.c2
-rw-r--r--source/blender/editors/screen/area.c74
-rw-r--r--source/blender/editors/screen/glutil.c16
-rw-r--r--source/blender/editors/screen/screen_draw.c22
-rw-r--r--source/blender/editors/screen/screendump.c4
-rw-r--r--source/blender/editors/sculpt_paint/paint_cursor.c34
-rw-r--r--source/blender/editors/sculpt_paint/paint_image.c8
-rw-r--r--source/blender/editors/sculpt_paint/paint_stroke.c8
-rw-r--r--source/blender/editors/sculpt_paint/sculpt_uv.c2
-rw-r--r--source/blender/editors/space_action/action_draw.c6
-rw-r--r--source/blender/editors/space_clip/clip_dopesheet_draw.c18
-rw-r--r--source/blender/editors/space_clip/clip_draw.c74
-rw-r--r--source/blender/editors/space_clip/clip_graph_draw.c12
-rw-r--r--source/blender/editors/space_clip/clip_utils.c8
-rw-r--r--source/blender/editors/space_console/console_draw.c4
-rw-r--r--source/blender/editors/space_file/file_draw.c14
-rw-r--r--source/blender/editors/space_graph/graph_draw.c48
-rw-r--r--source/blender/editors/space_graph/space_graph.c6
-rw-r--r--source/blender/editors/space_image/image_draw.c16
-rw-r--r--source/blender/editors/space_info/textview.c12
-rw-r--r--source/blender/editors/space_nla/nla_draw.c38
-rw-r--r--source/blender/editors/space_node/drawnode.c40
-rw-r--r--source/blender/editors/space_node/node_draw.c22
-rw-r--r--source/blender/editors/space_outliner/outliner_draw.c42
-rw-r--r--source/blender/editors/space_sequencer/sequencer_draw.c40
-rw-r--r--source/blender/editors/space_text/text_draw.c22
-rw-r--r--source/blender/editors/space_time/space_time.c16
-rw-r--r--source/blender/editors/space_view3d/drawanimviz.c20
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c254
-rw-r--r--source/blender/editors/space_view3d/drawobject.c674
-rw-r--r--source/blender/editors/space_view3d/drawsimdebug.c16
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c80
-rw-r--r--source/blender/editors/space_view3d/view3d_fly.c6
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h2
-rw-r--r--source/blender/editors/space_view3d/view3d_ruler.c14
-rw-r--r--source/blender/editors/space_view3d/view3d_walk.c6
-rw-r--r--source/blender/editors/transform/transform.c32
-rw-r--r--source/blender/editors/transform/transform_constraints.c6
-rw-r--r--source/blender/editors/transform/transform_generics.c4
-rw-r--r--source/blender/editors/transform/transform_snap.c6
-rw-r--r--source/blender/editors/util/ed_util.c4
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c70
-rw-r--r--source/blender/editors/uvedit/uvedit_smart_stitch.c86
68 files changed, 1286 insertions, 1286 deletions
diff --git a/source/blender/editors/animation/anim_channels_defines.c b/source/blender/editors/animation/anim_channels_defines.c
index 0ebd556a0f5..69e8f708e3d 100644
--- a/source/blender/editors/animation/anim_channels_defines.c
+++ b/source/blender/editors/animation/anim_channels_defines.c
@@ -142,7 +142,7 @@ static void acf_generic_dataexpand_backdrop(bAnimContext *ac, bAnimListElem *ale
short offset = (acf->get_offset) ? acf->get_offset(ac, ale) : 0;
float color[3];
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
/* set backdrop drawing color */
acf->get_backdrop_color(ac, ale, color);
@@ -231,7 +231,7 @@ static void acf_generic_channel_backdrop(bAnimContext *ac, bAnimListElem *ale, f
short offset = (acf->get_offset) ? acf->get_offset(ac, ale) : 0;
float color[3];
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
/* set backdrop drawing color */
acf->get_backdrop_color(ac, ale, color);
@@ -3862,7 +3862,7 @@ void ANIM_channel_draw(bAnimContext *ac, bAnimListElem *ale, float yminc, float
/* for F-Curves, draw color-preview of curve behind checkbox */
if (ELEM(ale->type, ANIMTYPE_FCURVE, ANIMTYPE_NLACURVE)) {
FCurve *fcu = (FCurve *)ale->data;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -3918,7 +3918,7 @@ void ANIM_channel_draw(bAnimContext *ac, bAnimListElem *ale, float yminc, float
/* draw red underline if channel is disabled */
if (ELEM(ale->type, ANIMTYPE_FCURVE, ANIMTYPE_NLACURVE) && (ale->flag & FCURVE_DISABLED)) {
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -3927,7 +3927,7 @@ void ANIM_channel_draw(bAnimContext *ac, bAnimListElem *ale, float yminc, float
glLineWidth(2.0f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, (float)offset, yminc);
immVertex2f(pos, (float)v2d->cur.xmax, yminc);
immEnd();
@@ -3946,7 +3946,7 @@ void ANIM_channel_draw(bAnimContext *ac, bAnimListElem *ale, float yminc, float
short draw_sliders = 0;
float ymin_ofs = 0.0f;
float color[3];
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
diff --git a/source/blender/editors/animation/anim_draw.c b/source/blender/editors/animation/anim_draw.c
index 6127f77d7d6..08851cebf51 100644
--- a/source/blender/editors/animation/anim_draw.c
+++ b/source/blender/editors/animation/anim_draw.c
@@ -72,8 +72,8 @@
static void draw_cfra_number(Scene *scene, View2D *v2d, const float cfra, const bool time)
{
const uiFontStyle *fstyle = UI_FSTYLE_WIDGET;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
unsigned char col[4];
float xscale, x, y;
char numstr[32] = " t"; /* t is the character to start replacing from */
@@ -128,15 +128,15 @@ void ANIM_draw_cfra(const bContext *C, View2D *v2d, short flag)
glLineWidth((flag & DRAWCFRA_WIDE) ? 3.0 : 2.0);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* Draw a light green line to indicate current frame */
immUniformThemeColor(TH_CFRAME);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, x, v2d->cur.ymin - 500.0f); /* XXX arbitrary... want it go to bottom */
immVertex2f(pos, x, v2d->cur.ymax);
immEnd();
@@ -163,8 +163,8 @@ void ANIM_draw_previewrange(const bContext *C, View2D *v2d, int end_frame_width)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
diff --git a/source/blender/editors/animation/anim_markers.c b/source/blender/editors/animation/anim_markers.c
index ef67411a48d..064879bdd70 100644
--- a/source/blender/editors/animation/anim_markers.c
+++ b/source/blender/editors/animation/anim_markers.c
@@ -351,8 +351,8 @@ static void draw_marker(
if (flag & DRAW_MARKERS_LINES)
#endif
{
- VertexFormat *format = immVertexFormat();
- uint pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
@@ -369,7 +369,7 @@ static void draw_marker(
immUniform1f("dash_width", 6.0f);
immUniform1f("dash_factor", 0.5f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, xpos + 0.5f, 12.0f);
immVertex2f(pos, xpos + 0.5f, (v2d->cur.ymax + 12.0f) * yscale);
immEnd();
@@ -452,7 +452,7 @@ void ED_markers_draw(const bContext *C, int flag)
v2d = UI_view2d_fromcontext(C);
if (flag & DRAW_MARKERS_MARGIN) {
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
const unsigned char shade[4] = {0, 0, 0, 16};
diff --git a/source/blender/editors/animation/keyframes_draw.c b/source/blender/editors/animation/keyframes_draw.c
index 5dca4be4de1..97e5597326e 100644
--- a/source/blender/editors/animation/keyframes_draw.c
+++ b/source/blender/editors/animation/keyframes_draw.c
@@ -585,7 +585,7 @@ static void draw_keylist(View2D *v2d, DLRBT_Tree *keys, DLRBT_Tree *blocks, floa
copy_v4_v4(unsel_mhcol, unsel_color);
unsel_mhcol[3] *= 0.8f;
- unsigned int pos_id = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos_id = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* NOTE: the tradeoff for changing colors between each draw is dwarfed by the cost of checking validity */
for (ActKeyBlock *ab = blocks->first; ab; ab = ab->next) {
@@ -618,14 +618,14 @@ static void draw_keylist(View2D *v2d, DLRBT_Tree *keys, DLRBT_Tree *blocks, floa
if (key_ct > 0) {
/* draw keys */
- VertexFormat *format = immVertexFormat();
- unsigned int pos_id = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int size_id = VertexFormat_add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
- unsigned int color_id = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
- unsigned int outline_color_id = VertexFormat_add_attrib(format, "outlineColor", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos_id = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int size_id = GWN_vertformat_attr_add(format, "size", GWN_COMP_F32, 1, GWN_FETCH_FLOAT);
+ unsigned int color_id = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ unsigned int outline_color_id = GWN_vertformat_attr_add(format, "outlineColor", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
GPU_enable_program_point_size();
- immBegin(PRIM_POINTS, key_ct);
+ immBegin(GWN_PRIM_POINTS, key_ct);
for (ActKeyColumn *ak = keys->first; ak; ak = ak->next) {
if (IN_RANGE_INCL(ak->cfra, v2d->cur.xmin, v2d->cur.xmax)) {
diff --git a/source/blender/editors/armature/editarmature_sketch.c b/source/blender/editors/armature/editarmature_sketch.c
index 957048bcc42..20fb7b5e693 100644
--- a/source/blender/editors/armature/editarmature_sketch.c
+++ b/source/blender/editors/armature/editarmature_sketch.c
@@ -440,7 +440,7 @@ static float sk_clampPointSize(SK_Point *pt, float size)
static void sk_drawPoint(SK_Point *pt, float size, float color[4])
{
- Batch *batch = NULL;
+ Gwn_Batch *batch = NULL;
gpuTranslate3fv(pt->p);
@@ -450,9 +450,9 @@ static void sk_drawPoint(SK_Point *pt, float size, float color[4])
batch = Batch_get_sphere(0);
Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
- Batch_Uniform4fv(batch, "color", color);
+ GWN_batch_uniform_4fv(batch, "color", color);
- Batch_draw(batch);
+ GWN_batch_draw(batch);
gpuPopMatrix();
}
@@ -462,8 +462,8 @@ static void sk_drawEdge(SK_Point *pt0, SK_Point *pt1, float size, float color[4]
float vec1[3], vec2[3] = { 0, 0, 1 }, axis[3];
float angle, length;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
sub_v3_v3v3(vec1, pt1->p, pt0->p);
length = normalize_v3(vec1);
@@ -489,8 +489,8 @@ static void sk_drawNormal(SK_Point *pt, float size, float height)
float angle;
float color[3] = { 0.0f, 1.0f, 1.0f };
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
gpuPushMatrix();
diff --git a/source/blender/editors/curve/editcurve_paint.c b/source/blender/editors/curve/editcurve_paint.c
index e9d214157c0..6d29d2def97 100644
--- a/source/blender/editors/curve/editcurve_paint.c
+++ b/source/blender/editors/curve/editcurve_paint.c
@@ -471,9 +471,9 @@ static void curve_draw_stroke_3d(const struct bContext *UNUSED(C), ARegion *UNUS
float color[3];
UI_GetThemeColor3fv(TH_WIRE, color);
- Batch *sphere = Batch_get_sphere(0);
+ Gwn_Batch *sphere = Batch_get_sphere(0);
Batch_set_builtin_program(sphere, GPU_SHADER_3D_UNIFORM_COLOR);
- Batch_Uniform3fv(sphere, "color", color);
+ GWN_batch_uniform_3fv(sphere, "color", color);
/* scale to edit-mode space */
gpuPushMatrix();
@@ -491,7 +491,7 @@ static void curve_draw_stroke_3d(const struct bContext *UNUSED(C), ARegion *UNUS
gpuPushMatrix();
gpuScaleUniform(radius);
- Batch_draw(sphere);
+ GWN_batch_draw(sphere);
gpuPopMatrix();
location_prev = selem->location_local;
@@ -514,15 +514,15 @@ static void curve_draw_stroke_3d(const struct bContext *UNUSED(C), ARegion *UNUS
}
{
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
imm_cpack(0x0);
- immBegin(PRIM_LINE_STRIP, stroke_len);
+ immBegin(GWN_PRIM_LINE_STRIP, stroke_len);
glLineWidth(3.0f);
if (v3d->zbuf) {
@@ -536,7 +536,7 @@ static void curve_draw_stroke_3d(const struct bContext *UNUSED(C), ARegion *UNUS
immEnd();
imm_cpack(0xffffffff);
- immBegin(PRIM_LINE_STRIP, stroke_len);
+ immBegin(GWN_PRIM_LINE_STRIP, stroke_len);
glLineWidth(1.0f);
for (int i = 0; i < stroke_len; i++) {
diff --git a/source/blender/editors/gpencil/drawgpencil.c b/source/blender/editors/gpencil/drawgpencil.c
index a868b47053c..96f9959af02 100644
--- a/source/blender/editors/gpencil/drawgpencil.c
+++ b/source/blender/editors/gpencil/drawgpencil.c
@@ -149,14 +149,14 @@ static void gp_draw_stroke_buffer_fill(const tGPspoint *points, int totpoints, f
/* draw triangulation data */
if (tot_triangles > 0) {
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
/* Draw all triangles for filling the polygon */
- immBegin(PRIM_TRIANGLES, tot_triangles * 3);
+ immBegin(GWN_PRIM_TRIS, tot_triangles * 3);
/* TODO: use batch instead of immediate mode, to share vertices */
const tGPspoint *pt;
@@ -207,9 +207,9 @@ static void gp_draw_stroke_buffer(const tGPspoint *points, int totpoints, short
return;
}
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
const tGPspoint *pt = points;
@@ -217,7 +217,7 @@ static void gp_draw_stroke_buffer(const tGPspoint *points, int totpoints, short
/* if drawing a single point, draw it larger */
glPointSize((float)(thickness + 2) * points->pressure);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
gp_set_tpoint_varying_color(pt, ink, color);
immVertex2iv(pos, &pt->x);
}
@@ -227,7 +227,7 @@ static void gp_draw_stroke_buffer(const tGPspoint *points, int totpoints, short
/* draw stroke curve */
glLineWidth(max_ff(oldpressure * thickness, 1.0));
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
- immBeginAtMost(PRIM_LINE_STRIP, totpoints);
+ immBeginAtMost(GWN_PRIM_LINE_STRIP, totpoints);
/* TODO: implement this with a geometry shader to draw one continuous tapered stroke */
@@ -246,7 +246,7 @@ static void gp_draw_stroke_buffer(const tGPspoint *points, int totpoints, short
draw_points = 0;
glLineWidth(max_ff(pt->pressure * thickness, 1.0f));
- immBeginAtMost(PRIM_LINE_STRIP, totpoints - i + 1);
+ immBeginAtMost(GWN_PRIM_LINE_STRIP, totpoints - i + 1);
/* need to roll-back one point to ensure that there are no gaps in the stroke */
if (i != 0) {
@@ -318,14 +318,14 @@ static void gp_draw_stroke_volumetric_buffer(const tGPspoint *points, int totpoi
if (dflag & (GP_DRAWDATA_ONLY3D | GP_DRAWDATA_ONLYV2D))
return;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int size = VertexFormat_add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int size = GWN_vertformat_attr_add(format, "size", GWN_COMP_F32, 1, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR);
GPU_enable_program_point_size();
- immBegin(PRIM_POINTS, totpoints);
+ immBegin(GWN_PRIM_POINTS, totpoints);
const tGPspoint *pt = points;
for (int i = 0; i < totpoints; i++, pt++) {
@@ -345,14 +345,14 @@ static void gp_draw_stroke_volumetric_2d(const bGPDspoint *points, int totpoints
int offsx, int offsy, int winx, int winy,
const float diff_mat[4][4], const float ink[4])
{
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int size = VertexFormat_add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int size = GWN_vertformat_attr_add(format, "size", GWN_COMP_F32, 1, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR);
GPU_enable_program_point_size();
- immBegin(PRIM_POINTS, totpoints);
+ immBegin(GWN_PRIM_POINTS, totpoints);
const bGPDspoint *pt = points;
for (int i = 0; i < totpoints; i++, pt++) {
@@ -378,14 +378,14 @@ static void gp_draw_stroke_volumetric_3d(
const bGPDspoint *points, int totpoints, short thickness,
const float ink[4])
{
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- unsigned int size = VertexFormat_add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int size = GWN_vertformat_attr_add(format, "size", GWN_COMP_F32, 1, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR);
GPU_enable_program_point_size();
- immBegin(PRIM_POINTS, totpoints);
+ immBegin(GWN_PRIM_POINTS, totpoints);
const bGPDspoint *pt = points;
for (int i = 0; i < totpoints && pt; i++, pt++) {
@@ -521,18 +521,18 @@ static void gp_draw_stroke_fill(
unsigned int pos;
if (gps->flag & GP_STROKE_3DSPACE) {
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
}
else {
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
}
immUniformColor4fv(color);
/* Draw all triangles for filling the polygon (cache must be calculated before) */
- immBegin(PRIM_TRIANGLES, gps->tot_triangles * 3);
+ immBegin(GWN_PRIM_TRIS, gps->tot_triangles * 3);
/* TODO: use batch instead of immediate mode, to share vertices */
bGPDtriangle *stroke_triangle = gps->triangles;
@@ -591,8 +591,8 @@ static void gp_draw_stroke_point(
float fpt[3];
mul_v3_m4v3(fpt, diff_mat, &pt->x);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
if (sflag & GP_STROKE_3DSPACE) {
immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
@@ -610,7 +610,7 @@ static void gp_draw_stroke_point(
/* set point thickness (since there's only one of these) */
immUniform1f("size", (float)(thickness + 2) * pt->pressure);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex3fv(pos, fpt);
immEnd();
@@ -633,9 +633,9 @@ static void gp_draw_stroke_3d(const bGPDspoint *points, int totpoints, short thi
}
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
@@ -643,7 +643,7 @@ static void gp_draw_stroke_3d(const bGPDspoint *points, int totpoints, short thi
/* draw stroke curve */
glLineWidth(max_ff(curpressure * thickness, 1.0f));
- immBeginAtMost(PRIM_LINE_STRIP, totpoints + cyclic_add);
+ immBeginAtMost(GWN_PRIM_LINE_STRIP, totpoints + cyclic_add);
const bGPDspoint *pt = points;
for (int i = 0; i < totpoints; i++, pt++) {
gp_set_point_varying_color(pt, ink, color);
@@ -664,7 +664,7 @@ static void gp_draw_stroke_3d(const bGPDspoint *points, int totpoints, short thi
curpressure = pt->pressure;
glLineWidth(max_ff(curpressure * thickness, 1.0f));
- immBeginAtMost(PRIM_LINE_STRIP, totpoints - i + 1 + cyclic_add);
+ immBeginAtMost(GWN_PRIM_LINE_STRIP, totpoints - i + 1 + cyclic_add);
/* need to roll-back one point to ensure that there are no gaps in the stroke */
if (i != 0) {
@@ -732,12 +732,12 @@ static void gp_draw_stroke_2d(const bGPDspoint *points, int totpoints, short thi
int i;
float fpt[3];
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
- immBegin(PRIM_TRIANGLE_STRIP, totpoints * 2 + 4);
+ immBegin(GWN_PRIM_TRI_STRIP, totpoints * 2 + 4);
/* get x and y coordinates from first point */
mul_v3_m4v3(fpt, diff_mat, &points->x);
@@ -1166,21 +1166,21 @@ static void gp_draw_strokes_edit(
UI_GetThemeColor3fv(TH_GP_VERTEX_SELECT, selectColor);
selectColor[3] = alpha;
- VertexFormat *format = immVertexFormat();
+ Gwn_VertFormat *format = immVertexFormat();
unsigned int pos; /* specified later */
- unsigned int size = VertexFormat_add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int size = GWN_vertformat_attr_add(format, "size", GWN_COMP_F32, 1, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
if (gps->flag & GP_STROKE_3DSPACE) {
- pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR);
}
else {
- pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR);
}
- immBegin(PRIM_POINTS, gps->totpoints);
+ immBegin(GWN_PRIM_POINTS, gps->totpoints);
/* Draw start and end point differently if enabled stroke direction hint */
bool show_direction_hint = (gpd->flag & GP_DATA_SHOW_DIRECTION) && (gps->totpoints > 1);
diff --git a/source/blender/editors/gpencil/gpencil_brush.c b/source/blender/editors/gpencil/gpencil_brush.c
index 1577cb76f99..f478596deec 100644
--- a/source/blender/editors/gpencil/gpencil_brush.c
+++ b/source/blender/editors/gpencil/gpencil_brush.c
@@ -981,8 +981,8 @@ static void gp_brush_drawcursor(bContext *C, int x, int y, void *UNUSED(customda
GP_EditBrush_Data *brush = gpsculpt_get_brush(CTX_data_scene(C));
if (brush) {
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
glEnable(GL_LINE_SMOOTH);
diff --git a/source/blender/editors/gpencil/gpencil_paint.c b/source/blender/editors/gpencil/gpencil_paint.c
index eb37c3fe629..1b2f35b3fb1 100644
--- a/source/blender/editors/gpencil/gpencil_paint.c
+++ b/source/blender/editors/gpencil/gpencil_paint.c
@@ -1849,8 +1849,8 @@ static void gpencil_draw_eraser(bContext *UNUSED(C), int x, int y, void *p_ptr)
tGPsdata *p = (tGPsdata *)p_ptr;
if (p->paintmode == GP_PAINTMODE_ERASER) {
- VertexFormat *format = immVertexFormat();
- const uint shdr_pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ const uint shdr_pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
glEnable(GL_LINE_SMOOTH);
diff --git a/source/blender/editors/include/ED_keyframes_draw.h b/source/blender/editors/include/ED_keyframes_draw.h
index 8eef016a846..62f1a617fcb 100644
--- a/source/blender/editors/include/ED_keyframes_draw.h
+++ b/source/blender/editors/include/ED_keyframes_draw.h
@@ -109,7 +109,7 @@ typedef enum eKeyframeShapeDrawOpts {
} eKeyframeShapeDrawOpts;
/* draw simple diamond-shape keyframe */
-/* caller should set up vertex format, bind GPU_SHADER_KEYFRAME_DIAMOND, immBegin(PRIM_POINTS, n), then call this n times */
+/* caller should set up vertex format, bind GPU_SHADER_KEYFRAME_DIAMOND, immBegin(GWN_PRIM_POINTS, n), then call this n times */
void draw_keyframe_shape(float x, float y, float size, bool sel, short key_type, short mode, float alpha,
unsigned int pos_id, unsigned int size_id, unsigned int color_id, unsigned int outline_color_id);
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 3553b5f4d4b..1baf01b583f 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -107,8 +107,8 @@ void UI_draw_roundbox_4fv(bool filled, float minx, float miny, float maxx, float
{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
int a;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
/* mult */
for (a = 0; a < 7; a++) {
@@ -124,7 +124,7 @@ void UI_draw_roundbox_4fv(bool filled, float minx, float miny, float maxx, float
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(col);
- immBegin(filled ? PRIM_TRIANGLE_FAN : PRIM_LINE_LOOP, vert_ct);
+ immBegin(filled ? GWN_PRIM_TRI_FAN : GWN_PRIM_LINE_LOOP, vert_ct);
/* start with corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
immVertex2f(pos, maxx - rad, miny);
@@ -202,9 +202,9 @@ void UI_draw_roundbox_shade_x(
int vert_count = 0;
int a;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
@@ -226,7 +226,7 @@ void UI_draw_roundbox_shade_x(
vert_count += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
vert_count += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
- immBegin(filled ? PRIM_TRIANGLE_FAN : PRIM_LINE_LOOP, vert_count);
+ immBegin(filled ? GWN_PRIM_TRI_FAN : GWN_PRIM_LINE_LOOP, vert_count);
/* start with corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
@@ -327,9 +327,9 @@ void UI_draw_roundbox_shade_y(
mul_v2_fl(vec[a], rad);
}
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
@@ -347,7 +347,7 @@ void UI_draw_roundbox_shade_y(
vert_count += (roundboxtype & UI_CNR_TOP_LEFT) ? 9 : 1;
vert_count += (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 9 : 1;
- immBegin(filled ? PRIM_TRIANGLE_FAN : PRIM_LINE_LOOP, vert_count);
+ immBegin(filled ? GWN_PRIM_TRI_FAN : GWN_PRIM_LINE_LOOP, vert_count);
/* start with corner right-bottom */
if (roundboxtype & UI_CNR_BOTTOM_RIGHT) {
@@ -430,8 +430,8 @@ void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const flo
{
int ofs_y = 4 * U.pixelsize;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(color);
@@ -445,9 +445,9 @@ void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const flo
/* based on UI_draw_roundbox_gl_mode, check on making a version which allows us to skip some sides */
void ui_draw_but_TAB_outline(const rcti *rect, float rad, unsigned char highlight[3], unsigned char highlight_fade[3])
{
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
/* add a 1px offset, looks nicer */
const int minx = rect->xmin + U.pixelsize, maxx = rect->xmax - U.pixelsize;
const int miny = rect->ymin + U.pixelsize, maxy = rect->ymax - U.pixelsize;
@@ -466,7 +466,7 @@ void ui_draw_but_TAB_outline(const rcti *rect, float rad, unsigned char highligh
}
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
- immBeginAtMost(PRIM_LINE_STRIP, 25);
+ immBeginAtMost(GWN_PRIM_LINE_STRIP, 25);
immAttrib3ubv(col, highlight);
@@ -579,8 +579,8 @@ void ui_draw_but_IMAGE(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSED(w
*
* \Note This functionn is to be used with the 2D dashed shader enabled.
*
- * \param pos is a PRIM_FLOAT, 2, KEEP_FLOAT vertex attrib
- * \param line_origin is a PRIM_FLOAT, 2, KEEP_FLOAT vertex attrib
+ * \param pos is a PRIM_FLOAT, 2, GWN_FETCH_FLOAT vertex attrib
+ * \param line_origin is a PRIM_FLOAT, 2, GWN_FETCH_FLOAT vertex attrib
*
* The next 4 parameters are the offsets for the view, not the zones.
*/
@@ -643,7 +643,7 @@ static void histogram_draw_one(
/* curve outline */
glLineWidth(1.5);
- immBegin(PRIM_LINE_STRIP, res);
+ immBegin(GWN_PRIM_LINE_STRIP, res);
for (int i = 0; i < res; i++) {
float x2 = x + i * (w / (float)res);
immVertex2f(pos_attrib, x2, y + (data[i] * h));
@@ -652,7 +652,7 @@ static void histogram_draw_one(
}
else {
/* under the curve */
- immBegin(PRIM_TRIANGLE_STRIP, res * 2);
+ immBegin(GWN_PRIM_TRI_STRIP, res * 2);
immVertex2f(pos_attrib, x, y);
immVertex2f(pos_attrib, x, y + (data[0] * h));
for (int i = 1; i < res; i++) {
@@ -666,7 +666,7 @@ static void histogram_draw_one(
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.25f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- immBegin(PRIM_LINE_STRIP, res);
+ immBegin(GWN_PRIM_LINE_STRIP, res);
for (int i = 0; i < res; i++) {
float x2 = x + i * (w / (float)res);
immVertex2f(pos_attrib, x2, y + (data[i] * h));
@@ -711,8 +711,8 @@ void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol)
(rect.xmax + 1) - (rect.xmin - 1),
(rect.ymax + 1) - (rect.ymin - 1));
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -726,7 +726,7 @@ void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol)
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f);
}
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, rect.xmin, rect.ymin + fac * h);
immVertex2f(pos, rect.xmax, rect.ymin + fac * h);
@@ -762,21 +762,21 @@ void ui_draw_but_HISTOGRAM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol)
static void waveform_draw_one(float *waveform, int nbr, const float col[3])
{
- VertexFormat format = {0};
- unsigned int pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat format = {0};
+ unsigned int pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
- VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
- VertexBuffer_allocate_data(vbo, nbr);
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, nbr);
- VertexBuffer_fill_attrib(vbo, pos_id, waveform);
+ GWN_vertbuf_attr_fill(vbo, pos_id, waveform);
- /* TODO store the Batch inside the scope */
- Batch *batch = Batch_create(PRIM_POINTS, vbo, NULL);
+ /* TODO store the Gwn_Batch inside the scope */
+ Gwn_Batch *batch = GWN_batch_create(GWN_PRIM_POINTS, vbo, NULL);
Batch_set_builtin_program(batch, GPU_SHADER_2D_UNIFORM_COLOR);
- Batch_Uniform4f(batch, "color", col[0], col[1], col[2], 1.0f);
- Batch_draw(batch);
+ GWN_batch_uniform_4f(batch, "color", col[0], col[1], col[2], 1.0f);
+ GWN_batch_draw(batch);
- Batch_discard_all(batch);
+ GWN_batch_discard_all(batch);
}
void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti *recti)
@@ -843,15 +843,15 @@ void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol),
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f);
/* draw grid lines here */
- immBegin(PRIM_LINES, 12);
+ immBegin(GWN_PRIM_LINES, 12);
for (int i = 0; i < 6; i++) {
immVertex2f(pos, rect.xmin + 22, yofs + (i * 0.2f) * h);
@@ -862,7 +862,7 @@ void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol),
/* 3 vertical separation */
if (scopes->wavefrm_mode != SCOPES_WAVEFRM_LUMA) {
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
for (int i = 1; i < 3; i++) {
immVertex2f(pos, rect.xmin + i * w3, rect.ymin);
@@ -873,7 +873,7 @@ void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol),
}
/* separate min max zone on the right */
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, rect.xmin + w, rect.ymin);
immVertex2f(pos, rect.xmin + w, rect.ymax);
immEnd();
@@ -881,7 +881,7 @@ void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol),
/* 16-235-240 level in case of ITU-R BT601/709 */
immUniformColor4f(1.0f, 0.4f, 0.0f, 0.2f);
if (ELEM(scopes->wavefrm_mode, SCOPES_WAVEFRM_YCC_601, SCOPES_WAVEFRM_YCC_709)) {
- immBegin(PRIM_LINES, 8);
+ immBegin(GWN_PRIM_LINES, 8);
immVertex2f(pos, rect.xmin + 22, yofs + h * 16.0f / 255.0f);
immVertex2f(pos, rect.xmax + 1, yofs + h * 16.0f / 255.0f);
@@ -899,7 +899,7 @@ void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol),
}
/* 7.5 IRE black point level for NTSC */
if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) {
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, rect.xmin, yofs + h * 0.075f);
immVertex2f(pos, rect.xmax + 1, yofs + h * 0.075f);
immEnd();
@@ -928,7 +928,7 @@ void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol),
CLAMP(min, rect.ymin, rect.ymax);
CLAMP(max, rect.ymin, rect.ymax);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, rect.xmax - 3, min);
immVertex2f(pos, rect.xmax - 3, max);
immEnd();
@@ -982,7 +982,7 @@ void ui_draw_but_WAVEFORM(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol),
CLAMP(min, rect.ymin, rect.ymax);
CLAMP(max, rect.ymin, rect.ymax);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, rect.xmin + w + 2 + c * 2, min);
immVertex2f(pos, rect.xmin + w + 2 + c * 2, max);
immEnd();
@@ -1026,7 +1026,7 @@ static void vectorscope_draw_target(unsigned int pos, float centerx, float cente
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.12f);
dangle = DEG2RADF(2.5f);
dampli = 2.5f / 200.0f;
- immBegin(PRIM_LINE_LOOP, 4);
+ immBegin(GWN_PRIM_LINE_LOOP, 4);
immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), polar_to_y(centery, diam, tampli + dampli, tangle + dangle));
immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), polar_to_y(centery, diam, tampli - dampli, tangle + dangle));
immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), polar_to_y(centery, diam, tampli - dampli, tangle - dangle));
@@ -1038,22 +1038,22 @@ static void vectorscope_draw_target(unsigned int pos, float centerx, float cente
dampli = 0.2f * tampli;
dangle2 = DEG2RADF(5.0f);
dampli2 = 0.5f * dampli;
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle + dangle), polar_to_y(centery, diam, tampli + dampli - dampli2, tangle + dangle));
immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle + dangle), polar_to_y(centery, diam, tampli + dampli, tangle + dangle));
immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle + dangle - dangle2), polar_to_y(centery, diam, tampli + dampli, tangle + dangle - dangle2));
immEnd();
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle + dangle), polar_to_y(centery, diam, tampli - dampli + dampli2, tangle + dangle));
immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle + dangle), polar_to_y(centery, diam, tampli - dampli, tangle + dangle));
immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle + dangle - dangle2), polar_to_y(centery, diam, tampli - dampli, tangle + dangle - dangle2));
immEnd();
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli + dampli2, tangle - dangle), polar_to_y(centery, diam, tampli - dampli + dampli2, tangle - dangle));
immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle - dangle), polar_to_y(centery, diam, tampli - dampli, tangle - dangle));
immVertex2f(pos, polar_to_x(centerx, diam, tampli - dampli, tangle - dangle + dangle2), polar_to_y(centery, diam, tampli - dampli, tangle - dangle + dangle2));
immEnd();
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli - dampli2, tangle - dangle), polar_to_y(centery, diam, tampli + dampli - dampli2, tangle - dangle));
immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle - dangle), polar_to_y(centery, diam, tampli + dampli, tangle - dangle));
immVertex2f(pos, polar_to_x(centerx, diam, tampli + dampli, tangle - dangle + dangle2), polar_to_y(centery, diam, tampli + dampli, tangle - dangle + dangle2));
@@ -1100,15 +1100,15 @@ void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wco
(rect.xmax + 1) - (rect.xmin - 1),
(rect.ymax + 1) - (rect.ymin - 1));
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f);
/* draw grid elements */
/* cross */
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, centerx - (diam * 0.5f) - 5, centery);
immVertex2f(pos, centerx + (diam * 0.5f) + 5, centery);
@@ -1121,7 +1121,7 @@ void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wco
/* circles */
for (int j = 0; j < 5; j++) {
const int increment = 15;
- immBegin(PRIM_LINE_LOOP, (int)(360 / increment));
+ immBegin(GWN_PRIM_LINE_LOOP, (int)(360 / increment));
for (int i = 0; i <= 360 - increment; i += increment) {
const float a = DEG2RADF((float)i);
const float r = (j + 1) * 0.1f;
@@ -1132,7 +1132,7 @@ void ui_draw_but_VECTORSCOPE(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wco
/* skin tone line */
immUniformColor4f(1.0f, 0.4f, 0.0f, 0.2f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, polar_to_x(centerx, diam, 0.5f, skin_rad), polar_to_y(centery, diam, 0.5f, skin_rad));
immVertex2f(pos, polar_to_x(centerx, diam, 0.1f, skin_rad), polar_to_y(centery, diam, 0.1f, skin_rad));
immEnd();
@@ -1169,7 +1169,7 @@ static void ui_draw_colorband_handle_tri_hlight(unsigned int pos, float x1, floa
{
glEnable(GL_LINE_SMOOTH);
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
immVertex2f(pos, x1 + halfwidth, y1);
immVertex2f(pos, x1, y1 + height);
immVertex2f(pos, x1 - halfwidth, y1);
@@ -1182,7 +1182,7 @@ static void ui_draw_colorband_handle_tri(unsigned int pos, float x1, float y1, f
{
glEnable(fill ? GL_POLYGON_SMOOTH : GL_LINE_SMOOTH);
- immBegin(fill ? PRIM_TRIANGLES : PRIM_LINE_LOOP, 3);
+ immBegin(fill ? GWN_PRIM_TRIS : GWN_PRIM_LINE_LOOP, 3);
immVertex2f(pos, x1 + halfwidth, y1);
immVertex2f(pos, x1, y1 + height);
immVertex2f(pos, x1 - halfwidth, y1);
@@ -1193,7 +1193,7 @@ static void ui_draw_colorband_handle_tri(unsigned int pos, float x1, float y1, f
static void ui_draw_colorband_handle_box(unsigned int pos, float x1, float y1, float x2, float y2, bool fill)
{
- immBegin(fill ? PRIM_TRIANGLE_FAN : PRIM_LINE_LOOP, 4);
+ immBegin(fill ? GWN_PRIM_TRI_FAN : GWN_PRIM_LINE_LOOP, 4);
immVertex2f(pos, x1, y1);
immVertex2f(pos, x1, y2);
immVertex2f(pos, x2, y2);
@@ -1233,7 +1233,7 @@ static void ui_draw_colorband_handle(
immUniformArray4fv("colors", (float *)(float[][4]){{0.8f, 0.8f, 0.8f, 1.0f}, {0.0f, 0.0f, 0.0f, 1.0f}}, 2);
immUniform1f("dash_width", active ? 4.0f : 2.0f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(shdr_pos, x, y1);
immVertex2f(shdr_pos, x, y2);
immEnd();
@@ -1304,8 +1304,8 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
float sizey_solid = sizey * 0.25f;
float y1 = rect->ymin;
- VertexFormat *format = immVertexFormat();
- position = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ position = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_CHECKER);
/* Drawing the checkerboard. */
@@ -1317,8 +1317,8 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
/* New format */
format = immVertexFormat();
- position = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- color = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
+ position = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
/* layer: color ramp */
@@ -1332,7 +1332,7 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
v1[1] = y1 + sizey_solid;
v2[1] = rect->ymax;
- immBegin(PRIM_TRIANGLE_STRIP, (sizex + 1) * 2);
+ immBegin(GWN_PRIM_TRI_STRIP, (sizex + 1) * 2);
for (int a = 0; a <= sizex; a++) {
float pos = ((float)a) / sizex;
do_colorband(coba, pos, colf);
@@ -1351,7 +1351,7 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
v1[1] = y1;
v2[1] = y1 + sizey_solid;
- immBegin(PRIM_TRIANGLE_STRIP, (sizex + 1) * 2);
+ immBegin(GWN_PRIM_TRI_STRIP, (sizex + 1) * 2);
for (int a = 0; a <= sizex; a++) {
float pos = ((float)a) / sizex;
do_colorband(coba, pos, colf);
@@ -1372,7 +1372,7 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
/* New format */
format = immVertexFormat();
- position = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ position = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* layer: box outline */
@@ -1383,14 +1383,14 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), const rcti
glEnable(GL_BLEND);
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(position, x1, y1);
immVertex2f(position, x1 + sizex, y1);
immEnd();
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.25f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(position, x1, y1 - 1);
immVertex2f(position, x1 + sizex, y1 - 1);
immEnd();
@@ -1443,18 +1443,18 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
gpuTranslate2f(rect->xmin + 0.5f * BLI_rcti_size_x(rect), rect->ymin + 0.5f * BLI_rcti_size_y(rect));
gpuScaleUniform(size);
- Batch *sphere = Batch_get_sphere(2);
+ Gwn_Batch *sphere = Batch_get_sphere(2);
Batch_set_builtin_program(sphere, GPU_SHADER_SIMPLE_LIGHTING);
- Batch_Uniform4f(sphere, "color", diffuse[0], diffuse[1], diffuse[2], 1.0f);
- Batch_Uniform3fv(sphere, "light", light);
- Batch_draw(sphere);
+ GWN_batch_uniform_4f(sphere, "color", diffuse[0], diffuse[1], diffuse[2], 1.0f);
+ GWN_batch_uniform_3fv(sphere, "light", light);
+ GWN_batch_draw(sphere);
/* restore */
glDisable(GL_CULL_FACE);
/* AA circle */
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ubv((unsigned char *)wcol->inner);
@@ -1483,7 +1483,7 @@ static void ui_draw_but_curve_grid(unsigned int pos, const rcti *rect, float zoo
float line_count = floorf((rect->xmax - fx) / dx) + 1.0f +
floorf((rect->ymax - fy) / dy) + 1.0f;
- immBegin(PRIM_LINES, (int)line_count * 2);
+ immBegin(GWN_PRIM_LINES, (int)line_count * 2);
while (fx < rect->xmax) {
immVertex2f(pos, fx, rect->ymin);
immVertex2f(pos, fx, rect->ymax);
@@ -1556,8 +1556,8 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, const rcti
glLineWidth(1.0f);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* backdrop */
@@ -1592,7 +1592,7 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, const rcti
ui_draw_but_curve_grid(pos, rect, zoomx, zoomy, offsx, offsy, 1.0f);
/* axes */
gl_shaded_color((unsigned char *)wcol->inner, -50);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, rect->xmin, rect->ymin + zoomy * (-offsy));
immVertex2f(pos, rect->xmax, rect->ymin + zoomy * (-offsy));
immVertex2f(pos, rect->xmin + zoomx * (-offsx), rect->ymin);
@@ -1605,7 +1605,7 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, const rcti
#if 0
if (cumap->flag & CUMA_DRAW_CFRA) {
immUniformColor3ub(0x60, 0xc0, 0x40);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymin);
immVertex2f(pos, rect->xmin + zoomx * (cumap->sample[0] - offsx), rect->ymax);
immEnd();
@@ -1614,7 +1614,7 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, const rcti
/* sample option */
if (cumap->flag & CUMA_DRAW_SAMPLE) {
- immBegin(PRIM_LINES, 2); /* will draw one of the following 3 lines */
+ immBegin(GWN_PRIM_LINES, 2); /* will draw one of the following 3 lines */
if (but->a1 == UI_GRAD_H) {
float tsample[3];
float hsv[3];
@@ -1650,7 +1650,7 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, const rcti
immUniformColor3ubv((unsigned char *)wcol->item);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
- immBegin(PRIM_LINE_STRIP, (CM_TABLE+1) + 2);
+ immBegin(GWN_PRIM_LINE_STRIP, (CM_TABLE+1) + 2);
if (cuma->table == NULL)
curvemapping_changed(cumap, false);
@@ -1687,13 +1687,13 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, const rcti
/* the points, use aspect to make them visible on edges */
format = immVertexFormat();
- pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int col = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
cmp = cuma->curve;
glPointSize(3.0f);
- immBegin(PRIM_POINTS, cuma->totpoint);
+ immBegin(GWN_PRIM_POINTS, cuma->totpoint);
for (int a = 0; a < cuma->totpoint; a++) {
float color[4];
if (cmp[a].flag & CUMA_SELECT)
@@ -1713,7 +1713,7 @@ void ui_draw_but_CURVE(ARegion *ar, uiBut *but, uiWidgetColors *wcol, const rcti
/* outline */
format = immVertexFormat();
- pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ubv((unsigned char *)wcol->outline);
@@ -1803,16 +1803,16 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
BLI_rctf_size_x(&rect),
BLI_rctf_size_y(&rect));
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int col = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
UI_GetThemeColor4fv(TH_SEL_MARKER, col_sel);
UI_GetThemeColor4fv(TH_MARKER_OUTLINE, col_outline);
/* Do stipple cross with geometry */
- immBegin(PRIM_LINES, 7*2*2);
+ immBegin(GWN_PRIM_LINES, 7*2*2);
float pos_sel[8] = {-10.0f, -7.0f, -4.0f, -1.0f, 2.0f, 5.0f, 8.0f, 11.0f};
for (int axe = 0; axe < 2; ++axe) {
for (int i = 0; i < 7; ++i) {
@@ -1892,13 +1892,13 @@ void ui_draw_but_NODESOCKET(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol
float x = 0.5f * (recti->xmin + recti->xmax);
float y = 0.5f * (recti->ymin + recti->ymax);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv(but->col);
glEnable(GL_BLEND);
- immBegin(PRIM_TRIANGLE_FAN, 16);
+ immBegin(GWN_PRIM_TRI_FAN, 16);
for (int a = 0; a < 16; a++)
immVertex2f(pos, x + size * si[a], y + size * co[a]);
immEnd();
@@ -1906,7 +1906,7 @@ void ui_draw_but_NODESOCKET(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wcol
immUniformColor4ub(0, 0, 0, 150);
glLineWidth(1);
glEnable(GL_LINE_SMOOTH);
- immBegin(PRIM_LINE_LOOP, 16);
+ immBegin(GWN_PRIM_LINE_LOOP, 16);
for (int a = 0; a < 16; a++)
immVertex2f(pos, x + size * si[a], y + size * co[a]);
immEnd();
@@ -1989,13 +1989,13 @@ void UI_draw_box_shadow(unsigned char alpha, float minx, float miny, float maxx,
{
glEnable(GL_BLEND);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
- immBegin(PRIM_TRIANGLES, 54);
+ immBegin(GWN_PRIM_TRIS, 54);
/* accumulated outline boxes to make shade not linear, is more pleasant */
ui_shadowbox(pos, color, minx, miny, maxx, maxy, 11.0, (20 * alpha) >> 8);
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index 2548951cb88..ac07756b372 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -223,11 +223,11 @@ static void vicon_small_tri_right_draw(int x, int y, int w, int UNUSED(h), float
viconutil_set_point(pts[1], cx - d2, cy - d);
viconutil_set_point(pts[2], cx + d2, cy);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(0.2f, 0.2f, 0.2f, alpha);
- immBegin(PRIM_TRIANGLES, 3);
+ immBegin(GWN_PRIM_TRIS, 3);
immVertex2iv(pos, pts[0]);
immVertex2iv(pos, pts[1]);
immVertex2iv(pos, pts[2]);
@@ -253,15 +253,15 @@ static void vicon_keytype_draw_wrapper(int x, int y, int w, int h, float alpha,
int xco = x + w / 2;
int yco = y + h / 2;
- VertexFormat *format = immVertexFormat();
- unsigned int pos_id = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int size_id = VertexFormat_add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
- unsigned int color_id = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
- unsigned int outline_color_id = VertexFormat_add_attrib(format, "outlineColor", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos_id = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int size_id = GWN_vertformat_attr_add(format, "size", GWN_COMP_F32, 1, GWN_FETCH_FLOAT);
+ unsigned int color_id = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ unsigned int outline_color_id = GWN_vertformat_attr_add(format, "outlineColor", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
GPU_enable_program_point_size();
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
/* draw keyframe
* - size: 0.6 * h (found out experimentally... dunno why!)
@@ -316,7 +316,7 @@ static void vicon_colorset_draw(int index, int x, int y, int w, int h, float UNU
const int b = x + w / 3 * 2;
const int c = x + w;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* XXX: Include alpha into this... */
@@ -1025,9 +1025,9 @@ static void icon_draw_texture(
y2 = (iy + ih) * icongltex.invh;
glBindTexture(GL_TEXTURE_2D, icongltex.id);
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int texCoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
if (rgb) immUniformColor3fvAlpha(rgb, alpha);
@@ -1035,7 +1035,7 @@ static void icon_draw_texture(
immUniform1i("image", 0);
- immBegin(PRIM_TRIANGLE_STRIP, 4);
+ immBegin(GWN_PRIM_TRI_STRIP, 4);
immAttrib2f(texCoord, x1, y2);
immVertex2f(pos, x, y + h);
diff --git a/source/blender/editors/interface/interface_panel.c b/source/blender/editors/interface/interface_panel.c
index d1b4c2cd8fb..cc49eeb5b59 100644
--- a/source/blender/editors/interface/interface_panel.c
+++ b/source/blender/editors/interface/interface_panel.c
@@ -436,7 +436,7 @@ static void ui_draw_anti_x(unsigned int pos, float x1, float y1, float x2, float
glLineWidth(2.0);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, x1, y1);
immVertex2f(pos, x2, y2);
@@ -477,7 +477,7 @@ static void ui_draw_panel_scalewidget(unsigned int pos, const rcti *rect)
glEnable(GL_BLEND);
immUniformColor4ub(255, 255, 255, 50);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, xmin, ymin);
immVertex2f(pos, xmax, ymax);
@@ -489,7 +489,7 @@ static void ui_draw_panel_scalewidget(unsigned int pos, const rcti *rect)
immUniformColor4ub(0, 0, 0, 50);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, xmin, ymin + 1);
immVertex2f(pos, xmax, ymax + 1);
@@ -591,7 +591,7 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
headrect.ymin = headrect.ymax;
headrect.ymax = headrect.ymin + floor(PNL_HEADER / block->aspect + 0.001f);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
{
@@ -606,7 +606,7 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
immUniformThemeColor(TH_PANEL_HEADER);
immRectf(pos, minx, headrect.ymin + 1, maxx, y);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, minx, y);
immVertex2f(pos, maxx, y);
@@ -626,14 +626,14 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, minx, y);
immVertex2f(pos, maxx, y);
immEnd();
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.25f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, minx, y - 1);
immVertex2f(pos, maxx, y - 1);
immEnd();
@@ -663,7 +663,7 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
/* horizontal title */
if (is_closed_x == false) {
ui_draw_aligned_panel_header(style, block, &headrect, 'h');
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
/* itemrect smaller */
itemrect.xmax = headrect.xmax - 5.0f / block->aspect;
@@ -686,7 +686,7 @@ void ui_draw_aligned_panel(uiStyle *style, uiBlock *block, const rcti *rect, con
else if (is_closed_x) {
/* draw vertical title */
ui_draw_aligned_panel_header(style, block, &headrect, 'v');
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
}
/* an open panel */
else {
@@ -1568,9 +1568,9 @@ static void ui_panel_category_draw_tab(
{0.98, 0.805}};
int a;
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
/* mult */
for (a = 0; a < 4; a++) {
@@ -1592,7 +1592,7 @@ static void ui_panel_category_draw_tab(
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
- immBegin(filled ? PRIM_TRIANGLE_FAN : PRIM_LINE_STRIP, vert_ct);
+ immBegin(filled ? GWN_PRIM_TRI_FAN : GWN_PRIM_LINE_STRIP, vert_ct);
immAttrib3ubv(color, col);
@@ -1780,7 +1780,7 @@ void UI_panel_category_draw_all(ARegion *ar, const char *category_id_active)
/* begin drawing */
glEnable(GL_LINE_SMOOTH);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* draw the background */
@@ -1839,7 +1839,7 @@ void UI_panel_category_draw_all(ARegion *ar, const char *category_id_active)
/* tab blackline */
if (!is_active) {
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ubv(theme_col_tab_divider);
@@ -1869,7 +1869,7 @@ void UI_panel_category_draw_all(ARegion *ar, const char *category_id_active)
glDisable(GL_BLEND);
/* tab blackline remaining (last tab) */
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
if (pc_dyn->prev == NULL) {
immUniformColor3ubv(theme_col_tab_divider);
diff --git a/source/blender/editors/interface/interface_widgets.c b/source/blender/editors/interface/interface_widgets.c
index d0ec40bbb70..8adcca8c7cd 100644
--- a/source/blender/editors/interface/interface_widgets.c
+++ b/source/blender/editors/interface/interface_widgets.c
@@ -197,11 +197,11 @@ void ui_draw_anti_tria(float x1, float y1, float x2, float y2, float x3, float y
glEnable(GL_BLEND);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(draw_color);
- immBegin(PRIM_TRIANGLES, 3 * WIDGET_AA_JITTER);
+ immBegin(GWN_PRIM_TRIS, 3 * WIDGET_AA_JITTER);
/* for each AA step */
for (int j = 0; j < WIDGET_AA_JITTER; j++) {
@@ -549,7 +549,7 @@ static void widget_scroll_circle(uiWidgetTrias *tria, const rcti *rect, float tr
static void widget_trias_draw(uiWidgetTrias *tria, unsigned int pos)
{
- immBegin(PRIM_TRIANGLES, tria->tot * 3);
+ immBegin(GWN_PRIM_TRIS, tria->tot * 3);
for (int i = 0; i < tria->tot; ++i)
for (int j = 0; j < 3; ++j)
immVertex2fv(pos, tria->vec[tria->index[i][j]]);
@@ -677,7 +677,7 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
float inner_v_half[WIDGET_SIZE_MAX][2];
float x_mid = 0.0f; /* used for dumb clamping of values */
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_CHECKER);
/* checkers */
@@ -716,7 +716,7 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
}
else {
/* simple fill */
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv((unsigned char *)wcol->inner);
@@ -730,9 +730,9 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
unsigned char col_array[WIDGET_SIZE_MAX][4];
unsigned char *col_pt = &col_array[0][0];
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
@@ -765,7 +765,7 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
UI_GetThemeColor4ubv(TH_WIDGET_EMBOSS, emboss);
}
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
for (j = 0; j < WIDGET_AA_JITTER; j++) {
@@ -796,7 +796,7 @@ static void widgetbase_draw(uiWidgetBase *wtb, uiWidgetColors *wcol)
wcol->item[2],
(unsigned char)((float)wcol->item[3] / WIDGET_AA_JITTER)};
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv(tcol);
@@ -1384,7 +1384,7 @@ static void widget_draw_text(uiFontStyle *fstyle, uiWidgetColors *wcol, uiBut *b
selwidth_draw = BLF_width(fstyle->uifont_id, drawstr + but->ofs, but->selend - but->ofs);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv((unsigned char *)wcol->item);
@@ -1416,7 +1416,7 @@ static void widget_draw_text(uiFontStyle *fstyle, uiWidgetColors *wcol, uiBut *b
t = 0;
}
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3f(0.2f, 0.6f, 0.9f);
@@ -2214,7 +2214,7 @@ static void widget_softshadow(const rcti *rect, int roundboxalign, const float r
/* we draw a number of increasing size alpha quad strips */
alphastep = 3.0f * btheme->tui.menu_shadow_fac / radout;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -2267,7 +2267,7 @@ static void widget_menu_back(uiWidgetColors *wcol, rcti *rect, int flag, int dir
static void ui_hsv_cursor(float x, float y)
{
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -2362,13 +2362,13 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *
ui_color_picker_to_rgb(0.0f, 0.0f, hsv[2], colcent, colcent + 1, colcent + 2);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
- immBegin(PRIM_TRIANGLE_FAN, tot + 2);
+ immBegin(GWN_PRIM_TRI_FAN, tot + 2);
immAttrib3fv(color, colcent);
immVertex2f(pos, centx, centy);
@@ -2389,7 +2389,7 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *
/* fully rounded outline */
format = immVertexFormat();
- pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -2473,12 +2473,12 @@ void ui_draw_gradient(const rcti *rect, const float hsv[3], const int type, cons
}
/* old below */
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int col = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
- immBegin(PRIM_TRIANGLES, steps * 3 * 6);
+ immBegin(GWN_PRIM_TRIS, steps * 3 * 6);
for (dx = 0.0f; dx < 0.999f; dx += color_step) { /* 0.999 = prevent float inaccuracy for steps */
const float dx_next = dx + color_step;
@@ -2634,7 +2634,7 @@ static void ui_draw_but_HSVCUBE(uiBut *but, const rcti *rect)
ui_hsv_cursor(x, y);
/* outline */
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ub(0, 0, 0);
imm_draw_line_box(pos, (rect->xmin), (rect->ymin), (rect->xmax), (rect->ymax));
@@ -2707,14 +2707,14 @@ static void ui_draw_separator(const rcti *rect, uiWidgetColors *wcol)
30
};
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
glEnable(GL_BLEND);
immUniformColor4ubv(col);
glLineWidth(1.0f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, rect->xmin, y);
immVertex2f(pos, rect->xmax, y);
immEnd();
@@ -2798,7 +2798,7 @@ void ui_draw_link_bezier(const rcti *rect, const float color[4])
float coord_array[LINK_RESOL + 1][2];
if (ui_link_bezier_points(rect, coord_array, LINK_RESOL)) {
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
#if 0 /* unused */
@@ -2810,7 +2810,7 @@ void ui_draw_link_bezier(const rcti *rect, const float color[4])
immUniformColor4fv(color);
- immBegin(PRIM_LINE_STRIP, LINK_RESOL + 1);
+ immBegin(GWN_PRIM_LINE_STRIP, LINK_RESOL + 1);
for (int i = 0; i <= LINK_RESOL; ++i)
immVertex2fv(pos, coord_array[i]);
immEnd();
@@ -3162,11 +3162,11 @@ static void widget_swatch(uiBut *but, uiWidgetColors *wcol, rcti *rect, int stat
bw += (bw < 0.5f) ? 0.5f : -0.5f;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3f(bw, bw, bw);
- immBegin(PRIM_TRIANGLES, 3);
+ immBegin(GWN_PRIM_TRIS, 3);
immVertex2f(pos, rect->xmin + 0.1f * width, rect->ymin + 0.9f * height);
immVertex2f(pos, rect->xmin + 0.1f * width, rect->ymin + 0.5f * height);
immVertex2f(pos, rect->xmin + 0.5f * width, rect->ymin + 0.9f * height);
@@ -3521,7 +3521,7 @@ static void widget_draw_extra_mask(const bContext *C, uiBut *but, uiWidgetType *
/* note: drawextra can change rect +1 or -1, to match round errors of existing previews */
but->block->drawextra(C, but->poin, but->block->drawextra_arg1, but->block->drawextra_arg2, rect);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* make mask to draw over image */
@@ -4083,10 +4083,10 @@ static void draw_disk_shaded(
unsigned char r_col[4];
unsigned int pos, col;
- VertexFormat *format = immVertexFormat();
- pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
if (shaded) {
- col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
}
else {
@@ -4094,7 +4094,7 @@ static void draw_disk_shaded(
immUniformColor4ubv((unsigned char *)col1);
}
- immBegin(PRIM_TRIANGLE_STRIP, subd * 2);
+ immBegin(GWN_PRIM_TRI_STRIP, subd * 2);
for (i = 0; i < subd; i++) {
float a;
@@ -4163,8 +4163,8 @@ void ui_draw_pie_center(uiBlock *block)
}
}
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv((unsigned char *)btheme->tui.wcol_pie_menu.outline);
diff --git a/source/blender/editors/interface/view2d.c b/source/blender/editors/interface/view2d.c
index a12b033c936..fb57902d258 100644
--- a/source/blender/editors/interface/view2d.c
+++ b/source/blender/editors/interface/view2d.c
@@ -1325,12 +1325,12 @@ void UI_view2d_grid_draw(View2D *v2d, View2DGrid *grid, int flag)
if (vertex_count == 0)
return;
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
- immBegin(PRIM_LINES, vertex_count);
+ immBegin(GWN_PRIM_LINES, vertex_count);
/* vertical lines */
if (flag & V2D_VERTICAL_LINES) {
@@ -1467,15 +1467,15 @@ void UI_view2d_constant_grid_draw(View2D *v2d)
count_y = (v2d->cur.ymax - start_y) / step + 1;
if (count_x > 0 || count_y > 0) {
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
float theme_color[3];
UI_GetThemeColorShade3fv(TH_BACK, -10, theme_color);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
- immBegin(PRIM_LINES, count_x * 2 + count_y * 2 + 4);
+ immBegin(GWN_PRIM_LINES, count_x * 2 + count_y * 2 + 4);
immAttrib3fv(color, theme_color);
for (int i = 0; i < count_x ; start_x += step, i++) {
@@ -1518,14 +1518,14 @@ void UI_view2d_multi_grid_draw(View2D *v2d, int colorid, float step, int level_s
vertex_count += 2 * ((int)((v2d->cur.xmax - v2d->cur.xmin) / lstep) + 1);
vertex_count += 2 * ((int)((v2d->cur.ymax - v2d->cur.ymin) / lstep) + 1);
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
glLineWidth(1.0f);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
- immBeginAtMost(PRIM_LINES, vertex_count);
+ immBeginAtMost(GWN_PRIM_LINES, vertex_count);
for (int level = 0; level < totlevels; ++level) {
UI_GetThemeColorShade3ubv(colorid, offset, grid_line_color);
@@ -1839,8 +1839,8 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
/* clean rect behind slider, but not with transparent background */
if (scrollers_back_color[3] == 255) {
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1946,8 +1946,8 @@ void UI_view2d_scrollers_draw(const bContext *C, View2D *v2d, View2DScrollers *v
/* clean rect behind slider, but not with transparent background */
if (scrollers_back_color[3] == 255) {
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
diff --git a/source/blender/editors/manipulator_library/arrow2d_manipulator.c b/source/blender/editors/manipulator_library/arrow2d_manipulator.c
index 5e7975d05e3..6e263b86bfa 100644
--- a/source/blender/editors/manipulator_library/arrow2d_manipulator.c
+++ b/source/blender/editors/manipulator_library/arrow2d_manipulator.c
@@ -75,7 +75,7 @@ static void arrow2d_draw_geom(ArrowManipulator2D *arrow, const float matrix[4][4
const float len = arrow->line_len;
const float draw_line_ofs = (arrow->manipulator.line_width * 0.5f) / arrow->manipulator.scale;
- uint pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
gpuPushMatrix();
gpuMultMatrix(matrix);
@@ -90,12 +90,12 @@ static void arrow2d_draw_geom(ArrowManipulator2D *arrow, const float matrix[4][4
immUniformColor4fv(color);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, 0.0f, 0.0f);
immVertex2f(pos, 0.0f, len);
immEnd();
- immBegin(PRIM_TRIANGLES, 3);
+ immBegin(GWN_PRIM_TRIS, 3);
immVertex2f(pos, size_h, len);
immVertex2f(pos, -size_h, len);
immVertex2f(pos, 0.0f, len + size * 1.7f);
diff --git a/source/blender/editors/manipulator_library/arrow3d_manipulator.c b/source/blender/editors/manipulator_library/arrow3d_manipulator.c
index 41368240f46..6e7fa3a7269 100644
--- a/source/blender/editors/manipulator_library/arrow3d_manipulator.c
+++ b/source/blender/editors/manipulator_library/arrow3d_manipulator.c
@@ -101,7 +101,7 @@ static void manipulator_arrow_matrix_world_get(wmManipulator *mpr, float r_matri
static void arrow_draw_geom(const ArrowManipulator3D *arrow, const bool select, const float color[4])
{
- uint pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
bool unbind_shader = true;
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -109,7 +109,7 @@ static void arrow_draw_geom(const ArrowManipulator3D *arrow, const bool select,
if (arrow->style & ED_MANIPULATOR_ARROW_STYLE_CROSS) {
immUniformColor4fv(color);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex3f(pos, -1.0f, 0.0f, 0.0f);
immVertex3f(pos, 1.0f, 0.0f, 0.0f);
immVertex3f(pos, 0.0f, -1.0f, 0.0f);
@@ -127,7 +127,7 @@ static void arrow_draw_geom(const ArrowManipulator3D *arrow, const bool select,
};
glLineWidth(arrow->manipulator.line_width);
- wm_manipulator_vec_draw(color, vec, ARRAY_SIZE(vec), pos, PRIM_LINE_LOOP);
+ wm_manipulator_vec_draw(color, vec, ARRAY_SIZE(vec), pos, GWN_PRIM_LINE_LOOP);
}
else {
#ifdef USE_MANIPULATOR_CUSTOM_ARROWS
@@ -140,7 +140,7 @@ static void arrow_draw_geom(const ArrowManipulator3D *arrow, const bool select,
};
glLineWidth(arrow->manipulator.line_width);
- wm_manipulator_vec_draw(color, vec, ARRAY_SIZE(vec), pos, PRIM_LINE_STRIP);
+ wm_manipulator_vec_draw(color, vec, ARRAY_SIZE(vec), pos, GWN_PRIM_LINE_STRIP);
/* *** draw arrow head *** */
diff --git a/source/blender/editors/manipulator_library/cage2d_manipulator.c b/source/blender/editors/manipulator_library/cage2d_manipulator.c
index bf6c23f98e7..07667c70bd4 100644
--- a/source/blender/editors/manipulator_library/cage2d_manipulator.c
+++ b/source/blender/editors/manipulator_library/cage2d_manipulator.c
@@ -86,12 +86,12 @@ typedef struct Cage2D {
static void rect_transform_draw_corners(
const rctf *r, const float offsetx, const float offsety, const float color[3])
{
- uint pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3fv(color);
- immBegin(PRIM_LINES, 16);
+ immBegin(GWN_PRIM_LINES, 16);
immVertex2f(pos, r->xmin, r->ymin + offsety);
immVertex2f(pos, r->xmin, r->ymin);
@@ -175,14 +175,14 @@ static void rect_transform_draw_interaction(
return;
}
- VertexFormat *format = immVertexFormat();
- uint pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- uint color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ uint color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
glLineWidth(line_width + 3.0);
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
immAttrib3f(color, 0.0f, 0.0f, 0.0f);
immVertex2fv(pos, verts[0]);
immVertex2fv(pos, verts[1]);
@@ -191,7 +191,7 @@ static void rect_transform_draw_interaction(
glLineWidth(line_width);
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
immAttrib3fv(color, col);
immVertex2fv(pos, verts[0]);
immVertex2fv(pos, verts[1]);
diff --git a/source/blender/editors/manipulator_library/dial3d_manipulator.c b/source/blender/editors/manipulator_library/dial3d_manipulator.c
index 111ea04cd3b..753cd794fe1 100644
--- a/source/blender/editors/manipulator_library/dial3d_manipulator.c
+++ b/source/blender/editors/manipulator_library/dial3d_manipulator.c
@@ -130,8 +130,8 @@ static void dial_geom_draw(
glLineWidth(dial->manipulator.line_width);
- VertexFormat *format = immVertexFormat();
- uint pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
if (clip_plane) {
immBindBuiltinProgram(GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR);
@@ -168,13 +168,13 @@ static void dial_ghostarc_draw_helpline(const float angle, const float co_outer[
gpuPushMatrix();
gpuRotate3f(RAD2DEGF(angle), 0.0f, 0.0f, -1.0f);
- uint pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(col);
- immBegin(PRIM_LINE_STRIP, 2);
+ immBegin(GWN_PRIM_LINE_STRIP, 2);
immVertex3f(pos, 0.0f, 0.0f, 0.0f);
immVertex3fv(pos, co_outer);
immEnd();
@@ -189,8 +189,8 @@ static void dial_ghostarc_draw(
{
const float width_inner = DIAL_WIDTH - dial->manipulator.line_width * 0.5f / U.manipulator_size;
- VertexFormat *format = immVertexFormat();
- uint pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(color);
imm_draw_disk_partial_fill(
diff --git a/source/blender/editors/manipulator_library/grab3d_manipulator.c b/source/blender/editors/manipulator_library/grab3d_manipulator.c
index c794c99160c..995ee4e97c4 100644
--- a/source/blender/editors/manipulator_library/grab3d_manipulator.c
+++ b/source/blender/editors/manipulator_library/grab3d_manipulator.c
@@ -96,8 +96,8 @@ static void grab_geom_draw(
glLineWidth(grab3d->manipulator.line_width);
- VertexFormat *format = immVertexFormat();
- uint pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
diff --git a/source/blender/editors/manipulator_library/manipulator_draw_utils.c b/source/blender/editors/manipulator_library/manipulator_draw_utils.c
index cfa1bc38ed5..4bd7f74e6e5 100644
--- a/source/blender/editors/manipulator_library/manipulator_draw_utils.c
+++ b/source/blender/editors/manipulator_library/manipulator_draw_utils.c
@@ -64,52 +64,52 @@ void wm_manipulator_geometryinfo_draw(const ManipulatorGeomInfo *info, const boo
* So we don't need to re-created and discard it every time */
const bool use_lighting = true || (!select && ((U.manipulator_flag & USER_MANIPULATOR_SHADED) != 0));
- VertexBuffer *vbo;
- ElementList *el;
- Batch *batch;
- ElementListBuilder elb = {0};
+ Gwn_VertBuf *vbo;
+ Gwn_IndexBuf *el;
+ Gwn_Batch *batch;
+ Gwn_IndexBufBuilder elb = {0};
- VertexFormat format = {0};
- uint pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat format = {0};
+ uint pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
uint nor_id;
if (use_lighting) {
- nor_id = VertexFormat_add_attrib(&format, "nor", COMP_I16, 3, NORMALIZE_INT_TO_FLOAT);
+ nor_id = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_I16, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
}
/* Elements */
- ElementListBuilder_init(&elb, PRIM_TRIANGLES, info->ntris, info->nverts);
+ GWN_indexbuf_init(&elb, GWN_PRIM_TRIS, info->ntris, info->nverts);
for (int i = 0; i < info->ntris; ++i) {
const unsigned short *idx = &info->indices[i * 3];
- add_triangle_vertices(&elb, idx[0], idx[1], idx[2]);
+ GWN_indexbuf_add_tri_verts(&elb, idx[0], idx[1], idx[2]);
}
- el = ElementList_build(&elb);
+ el = GWN_indexbuf_build(&elb);
- vbo = VertexBuffer_create_with_format(&format);
- VertexBuffer_allocate_data(vbo, info->nverts);
+ vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, info->nverts);
- VertexBuffer_fill_attrib(vbo, pos_id, info->verts);
+ GWN_vertbuf_attr_fill(vbo, pos_id, info->verts);
if (use_lighting) {
/* Normals are expected to be smooth. */
- VertexBuffer_fill_attrib(vbo, nor_id, info->normals);
+ GWN_vertbuf_attr_fill(vbo, nor_id, info->normals);
}
- batch = Batch_create(PRIM_TRIANGLES, vbo, el);
+ batch = GWN_batch_create(GWN_PRIM_TRIS, vbo, el);
Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
- Batch_Uniform4fv(batch, "color", color);
+ GWN_batch_uniform_4fv(batch, "color", color);
glEnable(GL_CULL_FACE);
// glEnable(GL_DEPTH_TEST);
- Batch_draw(batch);
+ GWN_batch_draw(batch);
glDisable(GL_DEPTH_TEST);
// glDisable(GL_CULL_FACE);
- Batch_discard_all(batch);
+ GWN_batch_discard_all(batch);
}
void wm_manipulator_vec_draw(
diff --git a/source/blender/editors/manipulator_library/primitive3d_manipulator.c b/source/blender/editors/manipulator_library/primitive3d_manipulator.c
index ba728145163..75151830109 100644
--- a/source/blender/editors/manipulator_library/primitive3d_manipulator.c
+++ b/source/blender/editors/manipulator_library/primitive3d_manipulator.c
@@ -79,10 +79,10 @@ static void manipulator_primitive_draw_geom(
}
if (vert_count > 0) {
- uint pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
- wm_manipulator_vec_draw(col_inner, verts, vert_count, pos, PRIM_TRIANGLE_FAN);
- wm_manipulator_vec_draw(col_outer, verts, vert_count, pos, PRIM_LINE_LOOP);
+ wm_manipulator_vec_draw(col_inner, verts, vert_count, pos, GWN_PRIM_TRI_FAN);
+ wm_manipulator_vec_draw(col_outer, verts, vert_count, pos, GWN_PRIM_LINE_LOOP);
immUnbindProgram();
}
}
diff --git a/source/blender/editors/mask/mask_draw.c b/source/blender/editors/mask/mask_draw.c
index b3e6a369d90..72bc61139c6 100644
--- a/source/blender/editors/mask/mask_draw.c
+++ b/source/blender/editors/mask/mask_draw.c
@@ -123,8 +123,8 @@ static void draw_single_handle(const MaskLayer *mask_layer, const MaskSplinePoin
return;
}
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
const unsigned char rgb_gray[4] = {0x60, 0x60, 0x60, 0xff};
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -133,7 +133,7 @@ static void draw_single_handle(const MaskLayer *mask_layer, const MaskSplinePoin
/* this could be split into its own loop */
if (draw_type == MASK_DT_OUTLINE) {
glLineWidth(3.0f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2fv(pos, point_pos);
immVertex2fv(pos, handle_pos);
immEnd();
@@ -153,7 +153,7 @@ static void draw_single_handle(const MaskLayer *mask_layer, const MaskSplinePoin
}
glLineWidth(1.0f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2fv(pos, point_pos);
immVertex2fv(pos, handle_pos);
immEnd();
@@ -177,7 +177,7 @@ static void draw_single_handle(const MaskLayer *mask_layer, const MaskSplinePoin
immUniform4fv("outlineColor", point_color);
immUniformColor3fvAlpha(point_color, 0.25f);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex2fv(pos, handle_pos);
immEnd();
@@ -211,8 +211,8 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
mask_spline_color_get(masklay, spline, is_spline_sel, rgb_spline);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
immUniform1f("size", 0.7f * handle_size);
@@ -250,7 +250,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
immUniformThemeColor(TH_HANDLE_VERTEX);
}
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex2fv(pos, feather_point);
immEnd();
@@ -319,7 +319,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
else
immUniformThemeColor(TH_HANDLE_VERTEX);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex2fv(pos, vert);
immEnd();
@@ -349,7 +349,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline
immUniform4f("outlineColor", 0.0f, 0.0f, 0.0f, 1.0f);
immUniform1f("size", 12.0f);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex2f(pos, x, y);
immEnd();
@@ -370,7 +370,7 @@ static void mask_color_active_tint(unsigned char r_rgb[4], const unsigned char r
}
}
-static void mask_draw_array(unsigned int pos, PrimitiveType prim_type, const float (*points)[2], unsigned int vertex_ct)
+static void mask_draw_array(unsigned int pos, Gwn_PrimType prim_type, const float (*points)[2], unsigned int vertex_ct)
{
immBegin(prim_type, vertex_ct);
for (unsigned int i = 0; i < vertex_ct; ++i) {
@@ -383,7 +383,7 @@ static void mask_draw_curve_type(const bContext *C, MaskSpline *spline, float (*
const bool is_feather, const bool is_active,
const unsigned char rgb_spline[4], const char draw_type)
{
- const PrimitiveType draw_method = (spline->flag & MASK_SPLINE_CYCLIC) ? PRIM_LINE_LOOP : PRIM_LINE_STRIP;
+ const Gwn_PrimType draw_method = (spline->flag & MASK_SPLINE_CYCLIC) ? GWN_PRIM_LINE_LOOP : GWN_PRIM_LINE_STRIP;
const unsigned char rgb_black[4] = {0x00, 0x00, 0x00, 0xff};
unsigned char rgb_tmp[4];
SpaceClip *sc = CTX_wm_space_clip(C);
@@ -401,8 +401,8 @@ static void mask_draw_curve_type(const bContext *C, MaskSpline *spline, float (*
}
}
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
switch (draw_type) {
@@ -815,12 +815,12 @@ void ED_mask_draw_frames(Mask *mask, ARegion *ar, const int cfra, const int sfra
unsigned int num_lines = BLI_listbase_count(&masklay->splines_shapes);
if (num_lines > 0) {
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(255, 175, 0, 255);
- immBegin(PRIM_LINES, 2 * num_lines);
+ immBegin(GWN_PRIM_LINES, 2 * num_lines);
for (MaskLayerShape *masklay_shape = masklay->splines_shapes.first;
masklay_shape;
diff --git a/source/blender/editors/mesh/editmesh_knife.c b/source/blender/editors/mesh/editmesh_knife.c
index 530faffdac1..3c974e4b3b9 100644
--- a/source/blender/editors/mesh/editmesh_knife.c
+++ b/source/blender/editors/mesh/editmesh_knife.c
@@ -1002,13 +1002,13 @@ static void knifetool_draw_angle_snapping(const KnifeTool_OpData *kcd)
copy_v3_v3(v2, ray_hit_best[1]);
}
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_TRANSFORM);
glLineWidth(2.0);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3fv(pos, v1);
immVertex3fv(pos, v2);
immEnd();
@@ -1044,7 +1044,7 @@ static void knifetool_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
gpuPushMatrix();
gpuMultMatrix(kcd->ob->obmat);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -1055,7 +1055,7 @@ static void knifetool_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
immUniformColor3ubv(kcd->colors.line);
glLineWidth(2.0);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3fv(pos, kcd->prev.cage);
immVertex3fv(pos, kcd->curr.cage);
immEnd();
@@ -1065,7 +1065,7 @@ static void knifetool_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
immUniformColor3ubv(kcd->colors.point);
glPointSize(11);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex3fv(pos, kcd->prev.cage);
immEnd();
}
@@ -1074,7 +1074,7 @@ static void knifetool_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
immUniformColor3ubv(kcd->colors.curpoint);
glPointSize(9);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex3fv(pos, kcd->prev.cage);
immEnd();
}
@@ -1083,7 +1083,7 @@ static void knifetool_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
immUniformColor3ubv(kcd->colors.edge);
glLineWidth(2.0);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3fv(pos, kcd->curr.edge->v1->cageco);
immVertex3fv(pos, kcd->curr.edge->v2->cageco);
immEnd();
@@ -1092,7 +1092,7 @@ static void knifetool_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
immUniformColor3ubv(kcd->colors.point);
glPointSize(11);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex3fv(pos, kcd->curr.cage);
immEnd();
}
@@ -1101,7 +1101,7 @@ static void knifetool_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
immUniformColor3ubv(kcd->colors.curpoint);
glPointSize(9);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex3fv(pos, kcd->curr.cage);
immEnd();
}
@@ -1117,7 +1117,7 @@ static void knifetool_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
immUniformColor4ubv(kcd->colors.point_a);
glPointSize(11);
- immBeginAtMost(PRIM_POINTS, kcd->totlinehit);
+ immBeginAtMost(GWN_PRIM_POINTS, kcd->totlinehit);
lh = kcd->linehits;
for (i = 0; i < kcd->totlinehit; i++, lh++) {
@@ -1132,7 +1132,7 @@ static void knifetool_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
immUniformColor4ubv(kcd->colors.curpoint_a);
glPointSize(7);
- immBeginAtMost(PRIM_POINTS, kcd->totlinehit);
+ immBeginAtMost(GWN_PRIM_POINTS, kcd->totlinehit);
lh = kcd->linehits;
for (i = 0; i < kcd->totlinehit; i++, lh++) {
@@ -1153,7 +1153,7 @@ static void knifetool_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
immUniformColor3ubv(kcd->colors.line);
glLineWidth(1.0);
- immBeginAtMost(PRIM_LINES, BLI_mempool_count(kcd->kedges) * 2);
+ immBeginAtMost(GWN_PRIM_LINES, BLI_mempool_count(kcd->kedges) * 2);
BLI_mempool_iternew(kcd->kedges, &iter);
for (kfe = BLI_mempool_iterstep(&iter); kfe; kfe = BLI_mempool_iterstep(&iter)) {
@@ -1174,7 +1174,7 @@ static void knifetool_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
immUniformColor3ubv(kcd->colors.point);
glPointSize(5.0);
- immBeginAtMost(PRIM_POINTS, BLI_mempool_count(kcd->kverts));
+ immBeginAtMost(GWN_PRIM_POINTS, BLI_mempool_count(kcd->kverts));
BLI_mempool_iternew(kcd->kverts, &iter);
for (kfv = BLI_mempool_iterstep(&iter); kfv; kfv = BLI_mempool_iterstep(&iter)) {
diff --git a/source/blender/editors/mesh/editmesh_loopcut.c b/source/blender/editors/mesh/editmesh_loopcut.c
index e7a6689b57c..6a656ace09c 100644
--- a/source/blender/editors/mesh/editmesh_loopcut.c
+++ b/source/blender/editors/mesh/editmesh_loopcut.c
@@ -108,13 +108,13 @@ static void ringsel_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
gpuPushMatrix();
gpuMultMatrix(lcd->ob->obmat);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ub(255, 0, 255);
if (lcd->totedge > 0) {
- immBegin(PRIM_LINES, lcd->totedge * 2);
+ immBegin(GWN_PRIM_LINES, lcd->totedge * 2);
for (int i = 0; i < lcd->totedge; i++) {
immVertex3fv(pos, lcd->edges[i][0]);
@@ -127,7 +127,7 @@ static void ringsel_draw(const bContext *C, ARegion *UNUSED(ar), void *arg)
if (lcd->totpoint > 0) {
glPointSize(3.0f);
- immBegin(PRIM_POINTS, lcd->totpoint);
+ immBegin(GWN_PRIM_POINTS, lcd->totpoint);
for (int i = 0; i < lcd->totpoint; i++) {
immVertex3fv(pos, lcd->points[i]);
diff --git a/source/blender/editors/physics/particle_edit.c b/source/blender/editors/physics/particle_edit.c
index 27ea7e09fd6..fb3cfdc86b2 100644
--- a/source/blender/editors/physics/particle_edit.c
+++ b/source/blender/editors/physics/particle_edit.c
@@ -2712,7 +2712,7 @@ static void brush_drawcursor(bContext *C, int x, int y, void *UNUSED(customdata)
brush = &pset->brush[pset->brushtype];
if (brush) {
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(255, 255, 255, 128);
diff --git a/source/blender/editors/screen/area.c b/source/blender/editors/screen/area.c
index 9d3dde06925..c882b1b093e 100644
--- a/source/blender/editors/screen/area.c
+++ b/source/blender/editors/screen/area.c
@@ -92,12 +92,12 @@ static void region_draw_emboss(const ARegion *ar, const rcti *scirct)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
- immBegin(PRIM_LINE_STRIP, 5);
+ immBegin(GWN_PRIM_LINE_STRIP, 5);
/* right */
immAttrib4ub(color, 0, 0, 0, 30);
@@ -222,16 +222,16 @@ static void area_draw_azone_fullscreen(short x1, short y1, short x2, short y2, f
BLI_rcti_init(&click_rect, x, x + icon_size, y, y + icon_size);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immAttrib4ub(color, 255, 0, 0, alpha_debug);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
imm_draw_line_box(pos, click_rect.xmin, click_rect.ymin, click_rect.xmax, click_rect.ymax);
immAttrib4ub(color, 0, 255, 255, alpha_debug);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, click_rect.xmin, click_rect.ymin);
immVertex2f(pos, click_rect.xmax, click_rect.ymax);
immVertex2f(pos, click_rect.xmin, click_rect.ymax);
@@ -255,12 +255,12 @@ static void area_draw_azone(short x1, short y1, short x2, short y2)
glEnable(GL_LINE_SMOOTH);
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
- immBegin(PRIM_LINES, 12);
+ immBegin(GWN_PRIM_LINES, 12);
immAttrib4ub(col, 255, 255, 255, 180);
immVertex2f(pos, x1, y2);
@@ -297,8 +297,8 @@ static void region_draw_azone_icon(AZone *az)
float midx = az->x1 + (az->x2 - az->x1) * 0.5f;
float midy = az->y1 + (az->y2 - az->y1) * 0.5f;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
/* outlined circle */
GPU_enable_program_point_size(); /* TODO: make a fixed-size shader to avoid this */
@@ -307,7 +307,7 @@ static void region_draw_azone_icon(AZone *az)
immUniform4f("outlineColor", 0.2f, 0.2f, 0.2f, 0.9f);
immUniform1f("outlineWidth", 1.0f);
immUniform1f("size", 9.5f);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex2f(pos, midx, midy);
immEnd();
immUnbindProgram();
@@ -316,7 +316,7 @@ static void region_draw_azone_icon(AZone *az)
/* + */
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(0.2f, 0.2f, 0.2f, 0.9f);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, midx, midy - 2);
immVertex2f(pos, midx, midy + 3);
immVertex2f(pos, midx - 2, midy);
@@ -330,8 +330,8 @@ static void draw_azone_plus(float x1, float y1, float x2, float y2)
float width = 0.1f * U.widget_unit;
float pad = 0.2f * U.widget_unit;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
glEnable(GL_BLEND);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -566,8 +566,8 @@ void ED_region_do_draw(bContext *C, ARegion *ar)
/* for debugging unneeded area redraws and partial redraw */
#if 0
glEnable(GL_BLEND);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(drand48(), drand48(), drand48(), 0.1f);
immRectf(pos, ar->drawrct.xmin - ar->winrct.xmin, ar->drawrct.ymin - ar->winrct.ymin,
@@ -2015,8 +2015,8 @@ void ED_region_panels(const bContext *C, ARegion *ar, const char *context, int c
/* view should be in pixelspace */
UI_view2d_view_restore(C);
glEnable(GL_BLEND);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor((ar->type->regionid == RGN_TYPE_PREVIEW) ? TH_PREVIEW_BACK : TH_BACK);
immRecti(pos, 0, 0, BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct) + 1);
@@ -2164,8 +2164,8 @@ void ED_region_info_draw_multiline(ARegion *ar, const char *text_array[], float
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(fill_color);
immRecti(pos, rect.xmin, rect.ymin, rect.xmax + 1, rect.ymax + 1);
@@ -2383,8 +2383,8 @@ void ED_region_image_metadata_draw(int x, int y, ImBuf *ibuf, const rctf *frame,
/* set up rect */
BLI_rctf_init(&rect, frame->xmin, frame->xmax, frame->ymax, frame->ymax + box_y);
/* draw top box */
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_METADATA_BG);
immRectf(pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
@@ -2408,8 +2408,8 @@ void ED_region_image_metadata_draw(int x, int y, ImBuf *ibuf, const rctf *frame,
/* set up box rect */
BLI_rctf_init(&rect, frame->xmin, frame->xmax, frame->ymin - box_y, frame->ymin);
/* draw top box */
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_METADATA_BG);
immRectf(pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
@@ -2437,8 +2437,8 @@ void ED_region_grid_draw(ARegion *ar, float zoomx, float zoomy)
UI_view2d_view_to_region(&ar->v2d, 0.0f, 0.0f, &x1, &y1);
UI_view2d_view_to_region(&ar->v2d, 1.0f, 1.0f, &x2, &y2);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShade(TH_BACK, 20);
@@ -2470,12 +2470,12 @@ void ED_region_grid_draw(ARegion *ar, float zoomx, float zoomy)
int count_large = 1.0f / (4.0f * gridstep);
if (count_fine > 0) {
- VertexFormat_clear(format);
- pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
+ GWN_vertformat_clear(format);
+ pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
- immBegin(PRIM_LINES, 4 * count_fine + 4 * count_large);
+ immBegin(GWN_PRIM_LINES, 4 * count_fine + 4 * count_large);
float theme_color[3];
UI_GetThemeColorShade3fv(TH_BACK, (int)(20.0f * (1.0f - blendfac)), theme_color);
@@ -2545,7 +2545,7 @@ void ED_region_visible_rect(ARegion *ar, rcti *rect)
void ED_region_cache_draw_background(const ARegion *ar)
{
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(128, 128, 255, 64);
immRecti(pos, 0, 0, ar->winx, 8 * UI_DPI_FAC);
@@ -2565,7 +2565,7 @@ void ED_region_cache_draw_curfra_label(const int framenr, const float x, const f
BLF_width_and_height(fontid, numstr, sizeof(numstr), &font_dims[0], &font_dims[1]);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_CFRAME);
immRecti(pos, x, y, x + font_dims[0] + 6.0f, y + font_dims[1] + 4.0f);
@@ -2579,7 +2579,7 @@ void ED_region_cache_draw_curfra_label(const int framenr, const float x, const f
void ED_region_cache_draw_cached_segments(const ARegion *ar, const int num_segments, const int *points, const int sfra, const int efra)
{
if (num_segments) {
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(128, 128, 255, 128);
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index 2eb981467f2..7ce16efdb97 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -139,9 +139,9 @@ static int get_cached_work_texture(int *r_w, int *r_h)
static void immDrawPixelsTexSetupAttributes(IMMDrawPixelsTexState *state)
{
- VertexFormat *vert_format = immVertexFormat();
- state->pos = VertexFormat_add_attrib(vert_format, "pos", COMP_F32, 2, KEEP_FLOAT);
- state->texco = VertexFormat_add_attrib(vert_format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *vert_format = immVertexFormat();
+ state->pos = GWN_vertformat_attr_add(vert_format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ state->texco = GWN_vertformat_attr_add(vert_format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
}
/* To be used before calling immDrawPixelsTex
@@ -303,7 +303,7 @@ void immDrawPixelsTexScaled_clipping(IMMDrawPixelsTexState *state,
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]);
}
- immBegin(PRIM_TRIANGLE_FAN, 4);
+ immBegin(GWN_PRIM_TRI_FAN, 4);
immAttrib2f(texco, (float)(0 + offset_left) / tex_w, (float)(0 + offset_bot) / tex_h);
immVertex2f(pos, rast_x + (float)offset_left * xzoom, rast_y + (float)offset_bot * yzoom);
@@ -693,28 +693,28 @@ void immDrawBorderCorners(unsigned int pos, const rcti *border, float zoomx, flo
delta_y = min_ff(delta_y, border->ymax - border->ymin);
/* left bottom corner */
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
immVertex2f(pos, border->xmin, border->ymin + delta_y);
immVertex2f(pos, border->xmin, border->ymin);
immVertex2f(pos, border->xmin + delta_x, border->ymin);
immEnd();
/* left top corner */
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
immVertex2f(pos, border->xmin, border->ymax - delta_y);
immVertex2f(pos, border->xmin, border->ymax);
immVertex2f(pos, border->xmin + delta_x, border->ymax);
immEnd();
/* right bottom corner */
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
immVertex2f(pos, border->xmax - delta_x, border->ymin);
immVertex2f(pos, border->xmax, border->ymin);
immVertex2f(pos, border->xmax, border->ymin + delta_y);
immEnd();
/* right top corner */
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
immVertex2f(pos, border->xmax - delta_x, border->ymax);
immVertex2f(pos, border->xmax, border->ymax);
immVertex2f(pos, border->xmax, border->ymax - delta_y);
diff --git a/source/blender/editors/screen/screen_draw.c b/source/blender/editors/screen/screen_draw.c
index 52c13871925..5690076fedb 100644
--- a/source/blender/editors/screen/screen_draw.c
+++ b/source/blender/editors/screen/screen_draw.c
@@ -94,7 +94,7 @@ static void draw_horizontal_join_shape(ScrArea *sa, char dir, unsigned int pos)
}
}
- immBegin(PRIM_TRIANGLE_FAN, 5);
+ immBegin(GWN_PRIM_TRI_FAN, 5);
for (i = 0; i < 5; i++) {
immVertex2f(pos, points[i].x, points[i].y);
@@ -102,7 +102,7 @@ static void draw_horizontal_join_shape(ScrArea *sa, char dir, unsigned int pos)
immEnd();
- immBegin(PRIM_TRIANGLE_FAN, 5);
+ immBegin(GWN_PRIM_TRI_FAN, 5);
for (i = 4; i < 8; i++) {
immVertex2f(pos, points[i].x, points[i].y);
@@ -175,7 +175,7 @@ static void draw_vertical_join_shape(ScrArea *sa, char dir, unsigned int pos)
}
}
- immBegin(PRIM_TRIANGLE_FAN, 5);
+ immBegin(GWN_PRIM_TRI_FAN, 5);
for (i = 0; i < 5; i++) {
immVertex2f(pos, points[i].x, points[i].y);
@@ -183,7 +183,7 @@ static void draw_vertical_join_shape(ScrArea *sa, char dir, unsigned int pos)
immEnd();
- immBegin(PRIM_TRIANGLE_FAN, 5);
+ immBegin(GWN_PRIM_TRI_FAN, 5);
for (i = 4; i < 8; i++) {
immVertex2f(pos, points[i].x, points[i].y);
@@ -246,7 +246,7 @@ static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, shor
return;
}
- immBegin(PRIM_LINES, count);
+ immBegin(GWN_PRIM_LINES, count);
/* right border area */
if (x2 < sizex - 1) {
@@ -304,7 +304,7 @@ void ED_screen_draw(wmWindow *win)
wmSubWindowSet(win, screen->mainwin);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* Note: first loop only draws if U.pixelsize > 1, skip otherwise */
@@ -368,7 +368,7 @@ void ED_screen_draw(wmWindow *win)
glEnable(GL_BLEND);
immUniformColor4ub(255, 255, 255, 100);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
if (sa3->flag & AREA_FLAG_DRAWSPLIT_H) {
immVertex2f(pos, sa3->totrct.xmin, win->eventstate->y);
@@ -378,7 +378,7 @@ void ED_screen_draw(wmWindow *win)
immUniformColor4ub(0, 0, 0, 100);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, sa3->totrct.xmin, win->eventstate->y + 1);
immVertex2f(pos, sa3->totrct.xmax, win->eventstate->y + 1);
@@ -391,7 +391,7 @@ void ED_screen_draw(wmWindow *win)
immUniformColor4ub(0, 0, 0, 100);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, win->eventstate->x + 1, sa3->totrct.ymin);
immVertex2f(pos, win->eventstate->x + 1, sa3->totrct.ymax);
@@ -433,7 +433,7 @@ static void screen_preview_draw_areas(const bScreen *screen, const float scale[2
const float ofs_between_areas)
{
const float ofs_h = ofs_between_areas * 0.5f;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(col);
@@ -446,7 +446,7 @@ static void screen_preview_draw_areas(const bScreen *screen, const float scale[2
.ymax = sa->totrct.ymax * scale[1] - ofs_h
};
- immBegin(PRIM_TRIANGLE_FAN, 4);
+ immBegin(GWN_PRIM_TRI_FAN, 4);
immVertex2f(pos, rect.xmin, rect.ymin);
immVertex2f(pos, rect.xmax, rect.ymin);
immVertex2f(pos, rect.xmax, rect.ymax);
diff --git a/source/blender/editors/screen/screendump.c b/source/blender/editors/screen/screendump.c
index a0b077a6b29..6fa8905293c 100644
--- a/source/blender/editors/screen/screendump.c
+++ b/source/blender/editors/screen/screendump.c
@@ -456,8 +456,8 @@ static void screencast_draw_cursor(bContext *UNUSED(C), int x, int y, void *UNUS
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
diff --git a/source/blender/editors/sculpt_paint/paint_cursor.c b/source/blender/editors/sculpt_paint/paint_cursor.c
index d48b6f86831..a9b4df81277 100644
--- a/source/blender/editors/sculpt_paint/paint_cursor.c
+++ b/source/blender/editors/sculpt_paint/paint_cursor.c
@@ -660,9 +660,9 @@ static void paint_draw_tex_overlay(UnifiedPaintSettings *ups, Brush *brush,
}
/* set quad color. Colored overlay does not get blending */
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int texCoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
if (col) {
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
@@ -676,7 +676,7 @@ static void paint_draw_tex_overlay(UnifiedPaintSettings *ups, Brush *brush,
/* draw textured quad */
immUniform1i("image", GL_TEXTURE0);
- immBegin(PRIM_TRIANGLE_FAN, 4);
+ immBegin(GWN_PRIM_TRI_FAN, 4);
immAttrib2f(texCoord, 0.0f, 0.0f);
immVertex2f(pos, quad.xmin, quad.ymin);
immAttrib2f(texCoord, 1.0f, 0.0f);
@@ -745,9 +745,9 @@ static void paint_draw_cursor_overlay(UnifiedPaintSettings *ups, Brush *brush,
gpuTranslate2f(-center[0], -center[1]);
}
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int texCoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
@@ -758,7 +758,7 @@ static void paint_draw_cursor_overlay(UnifiedPaintSettings *ups, Brush *brush,
/* draw textured quad */
immUniform1i("image", GL_TEXTURE0);
- immBegin(PRIM_TRIANGLE_FAN, 4);
+ immBegin(GWN_PRIM_TRI_FAN, 4);
immAttrib2f(texCoord, 0.0f, 0.0f);
immVertex2f(pos, quad.xmin, quad.ymin);
immAttrib2f(texCoord, 1.0f, 0.0f);
@@ -819,7 +819,7 @@ BLI_INLINE void draw_tri_point(
{co[0] + w, co[1] - w},
};
- immBegin(PRIM_LINE_LOOP, 3);
+ immBegin(GWN_PRIM_LINE_LOOP, 3);
immVertex2fv(pos, tri[0]);
immVertex2fv(pos, tri[1]);
immVertex2fv(pos, tri[2]);
@@ -828,7 +828,7 @@ BLI_INLINE void draw_tri_point(
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f);
glLineWidth(1.0f);
- immBegin(PRIM_LINE_LOOP, 3);
+ immBegin(GWN_PRIM_LINE_LOOP, 3);
immVertex2fv(pos, tri[0]);
immVertex2fv(pos, tri[1]);
immVertex2fv(pos, tri[2]);
@@ -863,7 +863,7 @@ BLI_INLINE void draw_bezier_handle_lines(unsigned int pos, float sel_col[4], Bez
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f);
glLineWidth(3.0f);
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
immVertex2fv(pos, bez->vec[0]);
immVertex2fv(pos, bez->vec[1]);
immVertex2fv(pos, bez->vec[2]);
@@ -877,7 +877,7 @@ BLI_INLINE void draw_bezier_handle_lines(unsigned int pos, float sel_col[4], Bez
else {
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f);
}
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2fv(pos, bez->vec[0]);
immVertex2fv(pos, bez->vec[1]);
immEnd();
@@ -888,7 +888,7 @@ BLI_INLINE void draw_bezier_handle_lines(unsigned int pos, float sel_col[4], Bez
else {
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f);
}
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2fv(pos, bez->vec[1]);
immVertex2fv(pos, bez->vec[2]);
immEnd();
@@ -905,7 +905,7 @@ static void paint_draw_curve_cursor(Brush *brush)
glEnable(GL_BLEND);
/* draw the bezier handles and the curve segment between the current and next point */
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -936,7 +936,7 @@ static void paint_draw_curve_cursor(Brush *brush)
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.5f);
glLineWidth(3.0f);
- immBegin(PRIM_LINE_STRIP, PAINT_CURVE_NUM_SEGMENTS + 1);
+ immBegin(GWN_PRIM_LINE_STRIP, PAINT_CURVE_NUM_SEGMENTS + 1);
for (j = 0; j <= PAINT_CURVE_NUM_SEGMENTS; j++) {
immVertex2fv(pos, v[j]);
}
@@ -944,7 +944,7 @@ static void paint_draw_curve_cursor(Brush *brush)
immUniformColor4f(0.9f, 0.9f, 1.0f, 0.5f);
glLineWidth(1.0f);
- immBegin(PRIM_LINE_STRIP, PAINT_CURVE_NUM_SEGMENTS + 1);
+ immBegin(GWN_PRIM_LINE_STRIP, PAINT_CURVE_NUM_SEGMENTS + 1);
for (j = 0; j <= PAINT_CURVE_NUM_SEGMENTS; j++) {
immVertex2fv(pos, v[j]);
}
@@ -1089,7 +1089,7 @@ static void paint_draw_cursor(bContext *C, int x, int y, void *UNUSED(unused))
glEnable(GL_BLEND); /* TODO: also set blend mode? */
glEnable(GL_LINE_SMOOTH);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* set brush color */
diff --git a/source/blender/editors/sculpt_paint/paint_image.c b/source/blender/editors/sculpt_paint/paint_image.c
index f31b5984c61..8c6b3b0106c 100644
--- a/source/blender/editors/sculpt_paint/paint_image.c
+++ b/source/blender/editors/sculpt_paint/paint_image.c
@@ -722,15 +722,15 @@ static void gradient_draw_line(bContext *UNUSED(C), int x, int y, void *customda
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
glLineWidth(4.0);
immUniformColor4ub(0, 0, 0, 255);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2i(pos, x, y);
immVertex2i(pos, pop->startmouse[0], pop->startmouse[1]);
immEnd();
@@ -738,7 +738,7 @@ static void gradient_draw_line(bContext *UNUSED(C), int x, int y, void *customda
glLineWidth(2.0);
immUniformColor4ub(255, 255, 255, 255);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2i(pos, x, y);
immVertex2i(pos, pop->startmouse[0], pop->startmouse[1]);
immEnd();
diff --git a/source/blender/editors/sculpt_paint/paint_stroke.c b/source/blender/editors/sculpt_paint/paint_stroke.c
index bc561c345b4..86008ec0308 100644
--- a/source/blender/editors/sculpt_paint/paint_stroke.c
+++ b/source/blender/editors/sculpt_paint/paint_stroke.c
@@ -147,11 +147,11 @@ static void paint_draw_smooth_cursor(bContext *C, int x, int y, void *customdata
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv(paint->paint_cursor_col);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, x, y);
immVertex2f(pos, stroke->last_mouse_position[0], stroke->last_mouse_position[1]);
immEnd();
@@ -170,7 +170,7 @@ static void paint_draw_line_cursor(bContext *C, int x, int y, void *customdata)
glEnable(GL_LINE_SMOOTH);
- uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
@@ -183,7 +183,7 @@ static void paint_draw_line_cursor(bContext *C, int x, int y, void *customdata)
immUniformArray4fv("colors", (float *)(float[][4]){{0.0f, 0.0f, 0.0f, alpha}, {1.0f, 1.0f, 1.0f, alpha}}, 2);
immUniform1f("dash_width", 6.0f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
if (stroke->constrain_line) {
immVertex2f(shdr_pos, stroke->last_mouse_position[0], stroke->last_mouse_position[1]);
diff --git a/source/blender/editors/sculpt_paint/sculpt_uv.c b/source/blender/editors/sculpt_paint/sculpt_uv.c
index 28beb2c3f8d..ee6f25ee44e 100644
--- a/source/blender/editors/sculpt_paint/sculpt_uv.c
+++ b/source/blender/editors/sculpt_paint/sculpt_uv.c
@@ -213,7 +213,7 @@ static void brush_drawcursor_uvsculpt(bContext *C, int x, int y, void *UNUSED(cu
alpha *= (size - PX_SIZE_FADE_MIN) / (PX_SIZE_FADE_MAX - PX_SIZE_FADE_MIN);
}
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3fvAlpha(brush->add_col, alpha);
diff --git a/source/blender/editors/space_action/action_draw.c b/source/blender/editors/space_action/action_draw.c
index 1cf97af7a35..11ac1d60f39 100644
--- a/source/blender/editors/space_action/action_draw.c
+++ b/source/blender/editors/space_action/action_draw.c
@@ -204,8 +204,8 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
/* first backdrop strips */
y = (float)(-ACHANNEL_HEIGHT(ac));
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -319,7 +319,7 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
if (saction->flag & SACTION_MOVING) {
immUniformColor3f(0.0f, 0.0f, 0.0f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, saction->timeslide, v2d->cur.ymin - EXTRA_SCROLL_PAD);
immVertex2f(pos, saction->timeslide, v2d->cur.ymax);
immEnd();
diff --git a/source/blender/editors/space_clip/clip_dopesheet_draw.c b/source/blender/editors/space_clip/clip_dopesheet_draw.c
index 954b3f2bd1a..0f06d66d033 100644
--- a/source/blender/editors/space_clip/clip_dopesheet_draw.c
+++ b/source/blender/editors/space_clip/clip_dopesheet_draw.c
@@ -129,8 +129,8 @@ void clip_draw_dopesheet_main(SpaceClip *sc, ARegion *ar, Scene *scene)
unsigned int keyframe_ct = 0;
- VertexFormat *format = immVertexFormat();
- unsigned int pos_id = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos_id = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* don't use totrect set, as the width stays the same
@@ -214,14 +214,14 @@ void clip_draw_dopesheet_main(SpaceClip *sc, ARegion *ar, Scene *scene)
if (keyframe_ct > 0) {
/* draw keyframe markers */
format = immVertexFormat();
- pos_id = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int size_id = VertexFormat_add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
- unsigned int color_id = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
- unsigned int outline_color_id = VertexFormat_add_attrib(format, "outlineColor", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ pos_id = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int size_id = GWN_vertformat_attr_add(format, "size", GWN_COMP_F32, 1, GWN_FETCH_FLOAT);
+ unsigned int color_id = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
+ unsigned int outline_color_id = GWN_vertformat_attr_add(format, "outlineColor", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
GPU_enable_program_point_size();
- immBegin(PRIM_POINTS, keyframe_ct);
+ immBegin(GWN_PRIM_POINTS, keyframe_ct);
/* all same size with black outline */
immAttrib1f(size_id, 2.0f * STRIP_HEIGHT_HALF);
@@ -317,8 +317,8 @@ void clip_draw_dopesheet_channels(const bContext *C, ARegion *ar)
*/
float y = (float) CHANNEL_FIRST;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
diff --git a/source/blender/editors/space_clip/clip_draw.c b/source/blender/editors/space_clip/clip_draw.c
index 0108e23af02..15ec385fd09 100644
--- a/source/blender/editors/space_clip/clip_draw.c
+++ b/source/blender/editors/space_clip/clip_draw.c
@@ -79,7 +79,7 @@ static void draw_keyframe(int frame, int cfra, int sfra, float framelen, int wid
int x = (frame - sfra) * framelen;
if (width == 1) {
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2i(pos, x, 0);
immVertex2i(pos, x, height * UI_DPI_FAC);
immEnd();
@@ -166,7 +166,7 @@ static void draw_movieclip_cache(SpaceClip *sc, ARegion *ar, MovieClip *clip, Sc
BKE_movieclip_get_cache_segments(clip, &sc->user, &totseg, &points);
ED_region_cache_draw_cached_segments(ar, totseg, points, sfra, efra);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* track */
@@ -247,7 +247,7 @@ static void draw_movieclip_cache(SpaceClip *sc, ARegion *ar, MovieClip *clip, Sc
ED_region_cache_draw_curfra_label(sc->user.framenr, x, 8.0f * UI_DPI_FAC);
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* solver keyframes */
@@ -289,7 +289,7 @@ static void draw_movieclip_muted(ARegion *ar, int width, int height, float zoomx
{
int x, y;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* find window pixel coordinates of origin */
@@ -348,7 +348,7 @@ static void draw_stabilization_border(SpaceClip *sc, ARegion *ar, int width, int
/* draw boundary border for frame if stabilization is enabled */
if (sc->flag & SC_SHOW_STABLE && clip->tracking.stabilization.flag & TRACKING_2D_STABILIZATION) {
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
/* Exclusive OR allows to get orig value when second operand is 0,
* and negative of orig value when second operand is 1. */
@@ -442,7 +442,7 @@ static void draw_track_path(SpaceClip *sc, MovieClip *UNUSED(clip), MovieTrackin
i++;
}
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -453,7 +453,7 @@ static void draw_track_path(SpaceClip *sc, MovieClip *UNUSED(clip), MovieTrackin
if ((b - a - 1) >= 1) {
glPointSize(5.0f);
- immBegin(PRIM_POINTS, b - a - 1);
+ immBegin(GWN_PRIM_POINTS, b - a - 1);
for (i = a; i < b; i++) {
if (i != curindex) {
@@ -468,7 +468,7 @@ static void draw_track_path(SpaceClip *sc, MovieClip *UNUSED(clip), MovieTrackin
if ((b - a) >= 2) {
glLineWidth(3.0f);
- immBegin(PRIM_LINE_STRIP, b - a);
+ immBegin(GWN_PRIM_LINE_STRIP, b - a);
for (i = a; i < b; i++) {
immVertex2f(pos, path[i][0], path[i][1]);
@@ -484,7 +484,7 @@ static void draw_track_path(SpaceClip *sc, MovieClip *UNUSED(clip), MovieTrackin
if ((curindex - a) >= 1) {
immUniformThemeColor(TH_PATH_BEFORE);
- immBegin(PRIM_POINTS, curindex - a);
+ immBegin(GWN_PRIM_POINTS, curindex - a);
for (i = a; i < curindex; i++) {
immVertex2f(pos, path[i][0], path[i][1]);
@@ -496,7 +496,7 @@ static void draw_track_path(SpaceClip *sc, MovieClip *UNUSED(clip), MovieTrackin
if ((b - curindex - 1) >= 1) {
immUniformThemeColor(TH_PATH_AFTER);
- immBegin(PRIM_POINTS, b - curindex - 1);
+ immBegin(GWN_PRIM_POINTS, b - curindex - 1);
for (i = curindex + 1; i < b; i++) {
immVertex2f(pos, path[i][0], path[i][1]);
@@ -511,7 +511,7 @@ static void draw_track_path(SpaceClip *sc, MovieClip *UNUSED(clip), MovieTrackin
if ((curindex - a + 1) >= 2) {
immUniformThemeColor(TH_PATH_BEFORE);
- immBegin(PRIM_LINE_STRIP, curindex - a + 1);
+ immBegin(GWN_PRIM_LINE_STRIP, curindex - a + 1);
for (i = a; i <= curindex; i++) {
immVertex2f(pos, path[i][0], path[i][1]);
@@ -523,7 +523,7 @@ static void draw_track_path(SpaceClip *sc, MovieClip *UNUSED(clip), MovieTrackin
if ((b - curindex) >= 2) {
immUniformThemeColor(TH_PATH_AFTER);
- immBegin(PRIM_LINE_STRIP, b - curindex);
+ immBegin(GWN_PRIM_LINE_STRIP, b - curindex);
for (i = curindex; i < b; i++) {
immVertex2f(pos, path[i][0], path[i][1]);
@@ -564,12 +564,12 @@ static void draw_marker_outline(SpaceClip *sc, MovieTrackingTrack *track, MovieT
{
glPointSize(tiny ? 3.0f : 4.0f);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex2f(position, pos[0], pos[1]);
immEnd();
}
else {
- immBegin(PRIM_LINES, 8);
+ immBegin(GWN_PRIM_LINES, 8);
immVertex2f(position, pos[0] + px[0] * 2, pos[1]);
immVertex2f(position, pos[0] + px[0] * 8, pos[1]);
@@ -592,7 +592,7 @@ static void draw_marker_outline(SpaceClip *sc, MovieTrackingTrack *track, MovieT
gpuTranslate2fv(marker_pos);
if (sc->flag & SC_SHOW_MARKER_PATTERN) {
- immBegin(PRIM_LINE_LOOP, 4);
+ immBegin(GWN_PRIM_LINE_LOOP, 4);
immVertex2fv(position, marker->pattern_corners[0]);
immVertex2fv(position, marker->pattern_corners[1]);
immVertex2fv(position, marker->pattern_corners[2]);
@@ -690,14 +690,14 @@ static void draw_marker_areas(SpaceClip *sc, MovieTrackingTrack *track, MovieTra
immUniform1f("dash_factor", 2.0f); /* Solid "line" */
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex2f(shdr_pos, pos[0], pos[1]);
immEnd();
}
else {
immUniform1f("dash_factor", 2.0f); /* Solid line */
- immBegin(PRIM_LINES, 8);
+ immBegin(GWN_PRIM_LINES, 8);
immVertex2f(shdr_pos, pos[0] + px[0] * 3, pos[1]);
immVertex2f(shdr_pos, pos[0] + px[0] * 7, pos[1]);
@@ -720,7 +720,7 @@ static void draw_marker_areas(SpaceClip *sc, MovieTrackingTrack *track, MovieTra
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(GL_XOR);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2fv(shdr_pos, pos);
immVertex2fv(shdr_pos, marker_pos);
immEnd();
@@ -768,7 +768,7 @@ static void draw_marker_areas(SpaceClip *sc, MovieTrackingTrack *track, MovieTra
}
if ((track->pat_flag & SELECT) == sel && (sc->flag & SC_SHOW_MARKER_PATTERN)) {
- immBegin(PRIM_LINE_LOOP, 4);
+ immBegin(GWN_PRIM_LINE_LOOP, 4);
immVertex2fv(shdr_pos, marker->pattern_corners[0]);
immVertex2fv(shdr_pos, marker->pattern_corners[1]);
immVertex2fv(shdr_pos, marker->pattern_corners[2]);
@@ -790,7 +790,7 @@ static void draw_marker_areas(SpaceClip *sc, MovieTrackingTrack *track, MovieTra
/* Restore default shader */
immUnbindProgram();
- const uint pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ const uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
BLI_assert(pos == shdr_pos);
UNUSED_VARS_NDEBUG(pos);
@@ -842,7 +842,7 @@ static void draw_marker_slide_triangle(float x, float y, float dx, float dy, int
tdy += px[1];
}
- immBegin(PRIM_TRIANGLES, 3);
+ immBegin(GWN_PRIM_TRIS, 3);
immVertex2f(pos, x, y);
immVertex2f(pos, x - tdx, y);
immVertex2f(pos, x, y + tdy);
@@ -920,7 +920,7 @@ static void draw_marker_slide_zones(SpaceClip *sc, MovieTrackingTrack *track, Mo
glLineWidth(outline ? 3.0f : 1.0f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, 0.0f, 0.0f);
immVertex2fv(pos, tilt_ctrl);
immEnd();
@@ -1128,15 +1128,15 @@ static void draw_plane_marker_image(Scene *scene,
gpuPushMatrix();
gpuMultMatrix(gl_matrix);
- VertexFormat *imm_format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(imm_format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int texCoord = VertexFormat_add_attrib(imm_format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *imm_format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(imm_format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int texCoord = GWN_vertformat_attr_add(imm_format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
immUniformColor4f(1.0f, 1.0f, 1.0f, plane_track->image_opacity);
immUniform1i("image", GL_TEXTURE0);
- immBegin(PRIM_TRIANGLE_FAN, 4);
+ immBegin(GWN_PRIM_TRI_FAN, 4);
immAttrib2f(texCoord, 0.0f, 0.0f);
immVertex2f(pos, 0.0f, 0.0f);
@@ -1190,7 +1190,7 @@ static void draw_plane_marker_ex(SpaceClip *sc, Scene *scene, MovieTrackingPlane
}
if (draw_plane_quad || is_selected_track) {
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
@@ -1223,7 +1223,7 @@ static void draw_plane_marker_ex(SpaceClip *sc, Scene *scene, MovieTrackingPlane
}
/* Draw rectangle itself. */
- immBegin(PRIM_LINE_LOOP, 4);
+ immBegin(GWN_PRIM_LINE_LOOP, 4);
immVertex2fv(shdr_pos, plane_marker->corners[0]);
immVertex2fv(shdr_pos, plane_marker->corners[1]);
immVertex2fv(shdr_pos, plane_marker->corners[2]);
@@ -1236,7 +1236,7 @@ static void draw_plane_marker_ex(SpaceClip *sc, Scene *scene, MovieTrackingPlane
immUniformColor3f(1.0f, 0.0f, 0.0f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
getArrowEndPoint(width, height, sc->zoom, plane_marker->corners[0], plane_marker->corners[1], end_point);
immVertex2fv(shdr_pos, plane_marker->corners[0]);
@@ -1246,7 +1246,7 @@ static void draw_plane_marker_ex(SpaceClip *sc, Scene *scene, MovieTrackingPlane
immUniformColor3f(0.0f, 1.0f, 0.0f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
getArrowEndPoint(width, height, sc->zoom, plane_marker->corners[0], plane_marker->corners[3], end_point);
immVertex2fv(shdr_pos, plane_marker->corners[0]);
@@ -1398,7 +1398,7 @@ static void draw_tracking_tracks(SpaceClip *sc, Scene *scene, ARegion *ar, Movie
}
}
- unsigned int position = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int position = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1503,7 +1503,7 @@ static void draw_tracking_tracks(SpaceClip *sc, Scene *scene, ARegion *ar, Movie
immUniformColor3f(1.0f, 0.0f, 0.0f);
}
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
if (undistort) {
immVertex2f(position, pos[0] / width, pos[1] / (height * aspy));
@@ -1582,7 +1582,7 @@ static void draw_distortion(SpaceClip *sc, ARegion *ar, MovieClip *clip,
gpuMultMatrix(sc->stabmat);
gpuScale2f(width, height);
- unsigned int position = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int position = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1659,7 +1659,7 @@ static void draw_distortion(SpaceClip *sc, ARegion *ar, MovieClip *clip,
immUniformColor3f(1.0f, 0.0f, 0.0f);
for (i = 0; i <= n; i++) {
- immBegin(PRIM_LINE_STRIP, n + 1);
+ immBegin(GWN_PRIM_LINE_STRIP, n + 1);
for (j = 0; j <= n; j++) {
immVertex2fv(position, grid[i][j]);
@@ -1669,7 +1669,7 @@ static void draw_distortion(SpaceClip *sc, ARegion *ar, MovieClip *clip,
}
for (j = 0; j <= n; j++) {
- immBegin(PRIM_LINE_STRIP, n + 1);
+ immBegin(GWN_PRIM_LINE_STRIP, n + 1);
for (i = 0; i <= n; i++) {
immVertex2fv(position, grid[i][j]);
@@ -1727,7 +1727,7 @@ static void draw_distortion(SpaceClip *sc, ARegion *ar, MovieClip *clip,
sub_v2_v2v2(dpos, npos, pos);
mul_v2_fl(dpos, 1.0f / steps);
- immBegin(PRIM_LINE_STRIP, steps + 1);
+ immBegin(GWN_PRIM_LINE_STRIP, steps + 1);
for (j = 0; j <= steps; j++) {
BKE_tracking_distort_v2(tracking, pos, tpos);
@@ -1740,7 +1740,7 @@ static void draw_distortion(SpaceClip *sc, ARegion *ar, MovieClip *clip,
}
}
else if (stroke->totpoints == 1) {
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex2f(position, stroke->points[0].x + offsx, stroke->points[0].y + offsy);
immEnd();
}
diff --git a/source/blender/editors/space_clip/clip_graph_draw.c b/source/blender/editors/space_clip/clip_graph_draw.c
index c9db5d4a328..5c2782dc26d 100644
--- a/source/blender/editors/space_clip/clip_graph_draw.c
+++ b/source/blender/editors/space_clip/clip_graph_draw.c
@@ -90,11 +90,11 @@ static void tracking_segment_start_cb(void *userdata, MovieTrackingTrack *track,
immUniformColor4fv(col);
if (is_point) {
- immBeginAtMost(PRIM_POINTS, 1);
+ immBeginAtMost(GWN_PRIM_POINTS, 1);
}
else {
/* Graph can be composed of smaller segments, if any marker is disabled */
- immBeginAtMost(PRIM_LINE_STRIP, track->markersnr);
+ immBeginAtMost(GWN_PRIM_LINE_STRIP, track->markersnr);
}
}
@@ -236,11 +236,11 @@ static void tracking_error_segment_start_cb(void *userdata, MovieTrackingTrack *
immUniformColor4fv(col);
if (is_point) { /* This probably never happens here, but just in case... */
- immBeginAtMost(PRIM_POINTS, 1);
+ immBeginAtMost(GWN_PRIM_POINTS, 1);
}
else {
/* Graph can be composed of smaller segments, if any marker is disabled */
- immBeginAtMost(PRIM_LINE_STRIP, track->markersnr);
+ immBeginAtMost(GWN_PRIM_LINE_STRIP, track->markersnr);
}
}
}
@@ -299,7 +299,7 @@ static void draw_frame_curves(SpaceClip *sc, unsigned int pos)
}
if (!lines) {
- immBeginAtMost(PRIM_LINE_STRIP, reconstruction->camnr);
+ immBeginAtMost(GWN_PRIM_LINE_STRIP, reconstruction->camnr);
lines = 1;
}
@@ -327,7 +327,7 @@ void clip_draw_graph(SpaceClip *sc, ARegion *ar, Scene *scene)
UI_view2d_grid_free(grid);
if (clip) {
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
glPointSize(3.0f);
diff --git a/source/blender/editors/space_clip/clip_utils.c b/source/blender/editors/space_clip/clip_utils.c
index 5d02f02167b..40661937bae 100644
--- a/source/blender/editors/space_clip/clip_utils.c
+++ b/source/blender/editors/space_clip/clip_utils.c
@@ -248,13 +248,13 @@ void clip_draw_cfra(SpaceClip *sc, ARegion *ar, Scene *scene)
View2D *v2d = &ar->v2d;
float x = (float)(sc->user.framenr * scene->r.framelen);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_CFRAME);
glLineWidth(2.0f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, x, v2d->cur.ymin);
immVertex2f(pos, x, v2d->cur.ymax);
immEnd();
@@ -283,7 +283,7 @@ void clip_draw_sfra_efra(View2D *v2d, Scene *scene)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
@@ -297,7 +297,7 @@ void clip_draw_sfra_efra(View2D *v2d, Scene *scene)
/* thin lines where the actual frames are */
glLineWidth(1.0f);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, (float)SFRA, v2d->cur.ymin);
immVertex2f(pos, (float)SFRA, v2d->cur.ymax);
immVertex2f(pos, (float)EFRA, v2d->cur.ymin);
diff --git a/source/blender/editors/space_console/console_draw.c b/source/blender/editors/space_console/console_draw.c
index e813557f9e8..c8a06545e0f 100644
--- a/source/blender/editors/space_console/console_draw.c
+++ b/source/blender/editors/space_console/console_draw.c
@@ -158,8 +158,8 @@ static int console_textview_line_color(struct TextViewContext *tvc, unsigned cha
int offl = 0, offc = 0;
int xy[2] = {CONSOLE_DRAW_MARGIN, CONSOLE_DRAW_MARGIN};
int pen[2];
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
xy[1] += tvc->lheight / 6;
console_cursor_wrap_offset(sc->prompt, tvc->console_width, &offl, &offc, NULL);
diff --git a/source/blender/editors/space_file/file_draw.c b/source/blender/editors/space_file/file_draw.c
index 61f33d72b71..be873358931 100644
--- a/source/blender/editors/space_file/file_draw.c
+++ b/source/blender/editors/space_file/file_draw.c
@@ -399,8 +399,8 @@ static void file_draw_preview(
/* border */
if (use_dropshadow) {
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2,KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2,GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
@@ -461,7 +461,7 @@ static void draw_background(FileLayout *layout, View2D *v2d)
int i;
int sy;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShade(TH_BACK, -7);
@@ -498,12 +498,12 @@ static void draw_dividers(FileLayout *layout, View2D *v2d)
v1[1] = v2d->cur.ymax - layout->tile_border_y;
v2[1] = v2d->cur.ymin;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
- immBegin(PRIM_LINES, vertex_ct);
+ immBegin(GWN_PRIM_LINES, vertex_ct);
sx = (int)v2d->tot.xmin;
while (sx < v2d->cur.xmax) {
diff --git a/source/blender/editors/space_graph/graph_draw.c b/source/blender/editors/space_graph/graph_draw.c
index e8d033b7a06..4a1707a3c63 100644
--- a/source/blender/editors/space_graph/graph_draw.c
+++ b/source/blender/editors/space_graph/graph_draw.c
@@ -85,7 +85,7 @@ static void draw_fcurve_modifier_controls_envelope(FModifier *fcm, View2D *v2d)
const float fac = 0.05f * BLI_rctf_size_x(&v2d->cur);
int i;
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
glLineWidth(1.0f);
@@ -102,7 +102,7 @@ static void draw_fcurve_modifier_controls_envelope(FModifier *fcm, View2D *v2d)
/* draw two black lines showing the standard reference levels */
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(shdr_pos, v2d->cur.xmin, env->midval + env->min);
immVertex2f(shdr_pos, v2d->cur.xmax, env->midval + env->min);
@@ -121,7 +121,7 @@ static void draw_fcurve_modifier_controls_envelope(FModifier *fcm, View2D *v2d)
/* for now, point color is fixed, and is white */
immUniformColor3f(1.0f, 1.0f, 1.0f);
- immBeginAtMost(PRIM_POINTS, env->totvert * 2);
+ immBeginAtMost(GWN_PRIM_POINTS, env->totvert * 2);
for (i = 0, fed = env->data; i < env->totvert; i++, fed++) {
/* only draw if visible
@@ -171,7 +171,7 @@ static void draw_fcurve_selected_keyframe_vertices(FCurve *fcu, View2D *v2d, boo
set_fcurve_vertex_color(fcu, sel);
- immBeginAtMost(PRIM_POINTS, fcu->totvert);
+ immBeginAtMost(GWN_PRIM_POINTS, fcu->totvert);
BezTriple *bezt = fcu->bezt;
for (int i = 0; i < fcu->totvert; i++, bezt++) {
@@ -223,7 +223,7 @@ static void draw_fcurve_selected_handle_vertices(FCurve *fcu, View2D *v2d, bool
immUniform4f("outlineColor", hcolor[0], hcolor[1], hcolor[2], 1.0f);
immUniformColor3fvAlpha(hcolor, 0.4f);
- immBeginAtMost(PRIM_POINTS, fcu->totvert * 2);
+ immBeginAtMost(GWN_PRIM_POINTS, fcu->totvert * 2);
BezTriple *bezt = fcu->bezt;
BezTriple *prevbezt = NULL;
@@ -279,7 +279,7 @@ static void draw_fcurve_vertices(ARegion *ar, FCurve *fcu, bool do_handles, bool
* - draw handles before keyframes, so that keyframes will overlap handles (keyframes are more important for users)
*/
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
glEnable(GL_BLEND);
GPU_enable_program_point_size();
@@ -323,7 +323,7 @@ static void draw_fcurve_handles(SpaceIpo *sipo, FCurve *fcu)
{
int sel, b;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* slightly hacky, but we want to draw unselected points before selected ones
@@ -354,7 +354,7 @@ static void draw_fcurve_handles(SpaceIpo *sipo, FCurve *fcu)
col[3] = fcurve_display_alpha(fcu) * 255;
immUniformColor4ubv(col);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2fv(pos, fp);
immVertex2fv(pos, fp + 3);
immEnd();
@@ -366,7 +366,7 @@ static void draw_fcurve_handles(SpaceIpo *sipo, FCurve *fcu)
col[3] = fcurve_display_alpha(fcu) * 255;
immUniformColor4ubv(col);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2fv(pos, fp + 3);
immVertex2fv(pos, fp + 6);
immEnd();
@@ -382,7 +382,7 @@ static void draw_fcurve_handles(SpaceIpo *sipo, FCurve *fcu)
col[3] = fcurve_display_alpha(fcu) * 255;
immUniformColor4ubv(col);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2fv(pos, fp);
immVertex2fv(pos, fp + 3);
immEnd();
@@ -397,7 +397,7 @@ static void draw_fcurve_handles(SpaceIpo *sipo, FCurve *fcu)
col[3] = fcurve_display_alpha(fcu) * 255;
immUniformColor4ubv(col);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2fv(pos, fp);
immVertex2fv(pos, fp + 3);
immEnd();
@@ -423,7 +423,7 @@ static void draw_fcurve_sample_control(float x, float y, float xscale, float ysc
gpuScale2f(1.0f / xscale * hsize, 1.0f / yscale * hsize);
/* draw X shape */
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, -0.7f, -0.7f);
immVertex2f(pos, +0.7f, +0.7f);
@@ -455,7 +455,7 @@ static void draw_fcurve_samples(SpaceIpo *sipo, ARegion *ar, FCurve *fcu)
if ((sipo->flag & SIPO_BEAUTYDRAW_OFF) == 0) glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor((fcu->flag & FCURVE_SELECTED) ? TH_TEXT_HI : TH_TEXT);
@@ -547,7 +547,7 @@ static void draw_fcurve_curve(bAnimContext *ac, ID *id, FCurve *fcu, View2D *v2d
n = (etime - stime) / samplefreq + 0.5f;
if (n > 0) {
- immBegin(PRIM_LINE_STRIP, (n + 1));
+ immBegin(GWN_PRIM_LINE_STRIP, (n + 1));
for (i = 0; i <= n; i++) {
float ctime = stime + i * samplefreq;
@@ -586,7 +586,7 @@ static void draw_fcurve_curve_samples(bAnimContext *ac, ID *id, FCurve *fcu, Vie
gpuScale2f(1.0f, unit_scale);
gpuTranslate2f(0.0f, offset);
- immBegin(PRIM_LINE_STRIP, count);
+ immBegin(GWN_PRIM_LINE_STRIP, count);
/* extrapolate to left? - left-side of view comes before first keyframe? */
if (prevfpt->vec[0] > v2d->cur.xmin) {
@@ -683,7 +683,7 @@ static void draw_fcurve_curve_bezts(bAnimContext *ac, ID *id, FCurve *fcu, View2
/* For now, this assumes the worst case scenario, where all the keyframes have
* bezier interpolation, and are drawn at full res.
* This is tricky to optimize, but maybe can be improved at some point... */
- immBeginAtMost(PRIM_LINE_STRIP, (b * 32 + 3));
+ immBeginAtMost(GWN_PRIM_LINE_STRIP, (b * 32 + 3));
/* extrapolate to left? */
if (prevbezt->vec[1][0] > v2d->cur.xmin) {
@@ -845,7 +845,7 @@ static void graph_draw_driver_debug(bAnimContext *ac, ID *id, FCurve *fcu)
//if ((driver->flag & DRIVER_FLAG_SHOWDEBUG) == 0)
// return;
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
float viewport_size[4];
@@ -870,7 +870,7 @@ static void graph_draw_driver_debug(bAnimContext *ac, ID *id, FCurve *fcu)
/* draw 1-1 line, stretching just past the screen limits
* NOTE: we need to scale the y-values to be valid for the units
*/
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
t = v2d->cur.xmin;
immVertex2f(shdr_pos, t, (t + offset) * unitfac);
@@ -896,7 +896,7 @@ static void graph_draw_driver_debug(bAnimContext *ac, ID *id, FCurve *fcu)
immUniform1f("dash_width", 10.0f);
immUniform1f("dash_factor", 0.5f);
- immBegin(PRIM_LINES, (y >= v2d->cur.ymin) ? 4 : 2);
+ immBegin(GWN_PRIM_LINES, (y >= v2d->cur.ymin) ? 4 : 2);
/* x-axis lookup */
co[0] = x;
@@ -922,7 +922,7 @@ static void graph_draw_driver_debug(bAnimContext *ac, ID *id, FCurve *fcu)
immUnbindProgram();
- /* PRIM_POINTS do not survive dashed line geometry shader... */
+ /* GWN_PRIM_POINTS do not survive dashed line geometry shader... */
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* x marks the spot .................................................... */
@@ -930,7 +930,7 @@ static void graph_draw_driver_debug(bAnimContext *ac, ID *id, FCurve *fcu)
immUniformColor3f(0.9f, 0.9f, 0.9f);
glPointSize(7.0);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex2f(shdr_pos, x, y);
immEnd();
@@ -938,7 +938,7 @@ static void graph_draw_driver_debug(bAnimContext *ac, ID *id, FCurve *fcu)
immUniformColor3f(0.9f, 0.0f, 0.0f);
glPointSize(3.0);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex2f(shdr_pos, x, y);
immEnd();
}
@@ -965,7 +965,7 @@ void graph_draw_ghost_curves(bAnimContext *ac, SpaceIpo *sipo, ARegion *ar)
}
glEnable(GL_BLEND);
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
@@ -1051,7 +1051,7 @@ void graph_draw_curves(bAnimContext *ac, SpaceIpo *sipo, ARegion *ar, View2DGrid
}
glEnable(GL_BLEND);
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
diff --git a/source/blender/editors/space_graph/space_graph.c b/source/blender/editors/space_graph/space_graph.c
index c17b60badae..d2358a494d5 100644
--- a/source/blender/editors/space_graph/space_graph.c
+++ b/source/blender/editors/space_graph/space_graph.c
@@ -267,7 +267,7 @@ static void graph_main_region_draw(const bContext *C, ARegion *ar)
UI_view2d_grid_free(grid);
if (((sipo->flag & SIPO_NODRAWCURSOR) == 0) || (sipo->mode == SIPO_MODE_DRIVERS)) {
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -281,7 +281,7 @@ static void graph_main_region_draw(const bContext *C, ARegion *ar)
glEnable(GL_BLEND);
glLineWidth(2.0);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, v2d->cur.xmin, y);
immVertex2f(pos, v2d->cur.xmax, y);
immEnd();
@@ -299,7 +299,7 @@ static void graph_main_region_draw(const bContext *C, ARegion *ar)
glEnable(GL_BLEND);
glLineWidth(2.0);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, x, v2d->cur.ymin);
immVertex2f(pos, x, v2d->cur.ymax);
immEnd();
diff --git a/source/blender/editors/space_image/image_draw.c b/source/blender/editors/space_image/image_draw.c
index 259dc124d37..733008ee478 100644
--- a/source/blender/editors/space_image/image_draw.c
+++ b/source/blender/editors/space_image/image_draw.c
@@ -126,7 +126,7 @@ static void draw_render_info(const bContext *C,
(int)(-rd->border.ymin * rd->ysch * rd->size * 0.01f));
}
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_FACE_SELECT);
@@ -173,7 +173,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* noisy, high contrast make impossible to read if lower alpha is used. */
@@ -329,7 +329,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d
BLI_rcti_init(&color_rect, dx, dx + (1.5f * UI_UNIT_X), 0.15f * UI_UNIT_Y, 0.85f * UI_UNIT_Y);
/* BLF uses immediate mode too, so we must reset our vertex format */
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
if (channels == 4) {
@@ -366,7 +366,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d
immUnbindProgram();
/* draw outline */
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ub(128, 128, 128);
imm_draw_line_box(pos, color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax);
@@ -686,8 +686,8 @@ void draw_image_sample_line(SpaceImage *sima)
if (sima->sample_line_hist.flag & HISTO_FLAG_SAMPLELINE) {
Histogram *hist = &sima->sample_line_hist;
- VertexFormat *format = immVertexFormat();
- unsigned int shdr_dashed_pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int shdr_dashed_pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
@@ -699,7 +699,7 @@ void draw_image_sample_line(SpaceImage *sima)
immUniformArray4fv("colors", (float *)(float[][4]){{1.0f, 1.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 0.0f, 1.0f}}, 2);
immUniform1f("dash_width", 2.0f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2fv(shdr_dashed_pos, hist->co[0]);
immVertex2fv(shdr_dashed_pos, hist->co[1]);
immEnd();
@@ -898,7 +898,7 @@ void draw_image_cache(const bContext *C, ARegion *ar)
/* Draw current frame. */
x = (cfra - sfra) / (efra - sfra + 1) * ar->winx;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_CFRAME);
immRecti(pos, x, 0, x + ceilf(framelen), 8 * UI_DPI_FAC);
diff --git a/source/blender/editors/space_info/textview.c b/source/blender/editors/space_info/textview.c
index 33c0565c12c..3eb0158e7b5 100644
--- a/source/blender/editors/space_info/textview.c
+++ b/source/blender/editors/space_info/textview.c
@@ -84,8 +84,8 @@ static void console_draw_sel(const char *str, const int sel[2], const int xy[2],
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv(bg_sel);
@@ -190,8 +190,8 @@ static int console_draw_string(ConsoleDrawContext *cdc, const char *str, int str
cdc->sel[1] = str_len - sel_orig[0];
if (bg) {
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ubv(bg);
@@ -241,8 +241,8 @@ static int console_draw_string(ConsoleDrawContext *cdc, const char *str, int str
else { /* simple, no wrap */
if (bg) {
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ubv(bg);
diff --git a/source/blender/editors/space_nla/nla_draw.c b/source/blender/editors/space_nla/nla_draw.c
index 561c29b68cc..d87da323b97 100644
--- a/source/blender/editors/space_nla/nla_draw.c
+++ b/source/blender/editors/space_nla/nla_draw.c
@@ -118,8 +118,8 @@ static void nla_action_draw_keyframes(AnimData *adt, bAction *act, float y, floa
nla_action_get_color(adt, act, color);
color[3] *= 2.5f;
- VertexFormat *format = immVertexFormat();
- unsigned int pos_id = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos_id = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -142,13 +142,13 @@ static void nla_action_draw_keyframes(AnimData *adt, bAction *act, float y, floa
if (key_ct > 0) {
format = immVertexFormat();
- pos_id = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int size_id = VertexFormat_add_attrib(format, "size", COMP_F32, 1, KEEP_FLOAT);
- unsigned int color_id = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
- unsigned int outline_color_id = VertexFormat_add_attrib(format, "outlineColor", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ pos_id = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int size_id = GWN_vertformat_attr_add(format, "size", GWN_COMP_F32, 1, GWN_FETCH_FLOAT);
+ unsigned int color_id = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ unsigned int outline_color_id = GWN_vertformat_attr_add(format, "outlineColor", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND);
GPU_enable_program_point_size();
- immBegin(PRIM_POINTS, key_ct);
+ immBegin(GWN_PRIM_POINTS, key_ct);
/* - disregard the selection status of keyframes so they draw a certain way
* - size is 6.0f which is smaller than the editable keyframes, so that there is a distinction
@@ -177,7 +177,7 @@ static void nla_actionclip_draw_markers(NlaStrip *strip, float yminc, float ymax
if (!(act && act->markers.first))
return;
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
if (dashed) {
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
@@ -194,7 +194,7 @@ static void nla_actionclip_draw_markers(NlaStrip *strip, float yminc, float ymax
}
immUniformThemeColorShade(TH_STRIP_SELECT, shade);
- immBeginAtMost(PRIM_LINES, BLI_listbase_count(&act->markers) * 2);
+ immBeginAtMost(GWN_PRIM_LINES, BLI_listbase_count(&act->markers) * 2);
for (TimeMarker *marker = act->markers.first; marker; marker = marker->next) {
if ((marker->frame > strip->actstart) && (marker->frame < strip->actend)) {
float frame = nlastrip_get_frame(strip, marker->frame, NLATIME_CONVERT_MAP);
@@ -315,7 +315,7 @@ static void nla_draw_strip_curves(NlaStrip *strip, float yminc, float ymaxc, uns
float cfra;
/* plot the curve (over the strip's main region) */
- immBegin(PRIM_LINE_STRIP, abs((int)(strip->end - strip->start) + 1));
+ immBegin(GWN_PRIM_LINE_STRIP, abs((int)(strip->end - strip->start) + 1));
/* sample at 1 frame intervals, and draw
* - min y-val is yminc, max is y-maxc, so clamp in those regions
@@ -331,7 +331,7 @@ static void nla_draw_strip_curves(NlaStrip *strip, float yminc, float ymaxc, uns
else {
/* use blend in/out values only if both aren't zero */
if ((IS_EQF(strip->blendin, 0.0f) && IS_EQF(strip->blendout, 0.0f)) == 0) {
- immBeginAtMost(PRIM_LINE_STRIP, 4);
+ immBeginAtMost(GWN_PRIM_LINE_STRIP, 4);
/* start of strip - if no blendin, start straight at 1, otherwise from 0 to 1 over blendin frames */
if (IS_EQF(strip->blendin, 0.0f) == 0) {
@@ -367,7 +367,7 @@ static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStri
/* get color of strip */
nla_strip_get_color_inside(adt, strip, color);
- uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* draw extrapolation info first (as backdrop)
@@ -420,7 +420,7 @@ static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStri
UI_draw_roundbox_shade_x(true, strip->start, yminc, strip->end, ymaxc, 0.0, 0.5, 0.1, color);
/* restore current vertex format & program (roundbox trashes it) */
- shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
}
else {
@@ -465,7 +465,7 @@ static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStri
/* restore current vertex format & program (roundbox trashes it) */
/* Note that we use dahsed shader here, and make it draw solid lines if not muted... */
- shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
float viewport_size[4];
@@ -491,7 +491,7 @@ static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStri
/* only draw lines for whole-numbered repeats, starting from the first full-repeat
* up to the last full repeat (but not if it lies on the end of the strip)
*/
- immBeginAtMost(PRIM_LINES, 2 * (strip->repeat - 1));
+ immBeginAtMost(GWN_PRIM_LINES, 2 * (strip->repeat - 1));
for (int i = 1; i < strip->repeat; i++) {
float repeatPos = strip->start + (repeatLen * i);
@@ -507,7 +507,7 @@ static void nla_draw_strip(SpaceNla *snla, AnimData *adt, NlaTrack *nlt, NlaStri
else if ((strip->type == NLASTRIP_TYPE_META) && (strip->strips.first != strip->strips.last)) {
float y = (ymaxc - yminc) * 0.5f + yminc;
- immBeginAtMost(PRIM_LINES, 4 * BLI_listbase_count(&strip->strips)); /* up to 2 lines per strip */
+ immBeginAtMost(GWN_PRIM_LINES, 4 * BLI_listbase_count(&strip->strips)); /* up to 2 lines per strip */
/* only draw first-level of child-strips, but don't draw any lines on the endpoints */
for (NlaStrip *cs = strip->strips.first; cs; cs = cs->next) {
@@ -676,7 +676,7 @@ void draw_nla_main_data(bAnimContext *ac, SpaceNla *snla, ARegion *ar)
{
AnimData *adt = ale->adt;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* just draw a semi-shaded rect spanning the width of the viewable area if there's data,
@@ -699,7 +699,7 @@ void draw_nla_main_data(bAnimContext *ac, SpaceNla *snla, ARegion *ar)
/* white base-lines */
glLineWidth(2.0f);
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.3f);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, v2d->cur.xmin, yminc + NLACHANNEL_SKIP);
immVertex2f(pos, v2d->cur.xmax, yminc + NLACHANNEL_SKIP);
immVertex2f(pos, v2d->cur.xmin, ymaxc - NLACHANNEL_SKIP);
@@ -709,7 +709,7 @@ void draw_nla_main_data(bAnimContext *ac, SpaceNla *snla, ARegion *ar)
/* black top-lines */
glLineWidth(1.0f);
immUniformColor3f(0.0f, 0.0f, 0.0f);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, v2d->cur.xmin, yminc + NLACHANNEL_SKIP);
immVertex2f(pos, v2d->cur.xmax, yminc + NLACHANNEL_SKIP);
immVertex2f(pos, v2d->cur.xmin, ymaxc - NLACHANNEL_SKIP);
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index 500abfe6c63..bee2379cd81 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -2157,14 +2157,14 @@ static void node_composit_backdrop_viewer(SpaceNode *snode, ImBuf *backdrop, bNo
const float cx = x + snode->zoom * backdropWidth * node->custom3;
const float cy = y + snode->zoom * backdropHeight * node->custom4;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3f(1.0f, 1.0f, 1.0f);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, cx - 25, cy - 25);
immVertex2f(pos, cx + 25, cy + 25);
immVertex2f(pos, cx + 25, cy - 25);
@@ -2202,14 +2202,14 @@ static void node_composit_backdrop_boxmask(SpaceNode *snode, ImBuf *backdrop, bN
y3 = cy - (-sine * -halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
y4 = cy - (-sine * halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3f(1.0f, 1.0f, 1.0f);
- immBegin(PRIM_LINE_LOOP, 4);
+ immBegin(GWN_PRIM_LINE_LOOP, 4);
immVertex2f(pos, x1, y1);
immVertex2f(pos, x2, y2);
immVertex2f(pos, x3, y3);
@@ -2246,14 +2246,14 @@ static void node_composit_backdrop_ellipsemask(SpaceNode *snode, ImBuf *backdrop
y3 = cy - (-sine * -halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
y4 = cy - (-sine * halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3f(1.0f, 1.0f, 1.0f);
- immBegin(PRIM_LINE_LOOP, 4);
+ immBegin(GWN_PRIM_LINE_LOOP, 4);
immVertex2f(pos, x1, y1);
immVertex2f(pos, x2, y2);
immVertex2f(pos, x3, y3);
@@ -3258,7 +3258,7 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, b
y + snode->zoom * viewer_border->ymin * ibuf->y,
y + snode->zoom * viewer_border->ymax * ibuf->y);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_ACTIVE);
@@ -3407,7 +3407,7 @@ void node_draw_link_bezier(View2D *v2d, SpaceNode *snode, bNodeLink *link,
}
if (do_triple || drawarrow || (!do_shaded)) {
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
}
@@ -3415,7 +3415,7 @@ void node_draw_link_bezier(View2D *v2d, SpaceNode *snode, bNodeLink *link,
immUniformThemeColorShadeAlpha(th_col3, -80, -120);
glLineWidth(4.0f);
- immBegin(PRIM_LINE_STRIP, (LINK_RESOL + 1));
+ immBegin(GWN_PRIM_LINE_STRIP, (LINK_RESOL + 1));
for (i = 0; i <= LINK_RESOL; i++) {
immVertex2fv(pos, coord_array[i]);
@@ -3424,7 +3424,7 @@ void node_draw_link_bezier(View2D *v2d, SpaceNode *snode, bNodeLink *link,
immEnd();
if (drawarrow) {
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
immVertex2fv(pos, arrow1);
immVertex2fv(pos, arrow);
immVertex2fv(pos, arrow2);
@@ -3437,7 +3437,7 @@ void node_draw_link_bezier(View2D *v2d, SpaceNode *snode, bNodeLink *link,
if (drawarrow) {
immUniformThemeColorBlend(th_col1, th_col2, 0.5f);
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
immVertex2fv(pos, arrow1);
immVertex2fv(pos, arrow);
immVertex2fv(pos, arrow2);
@@ -3447,7 +3447,7 @@ void node_draw_link_bezier(View2D *v2d, SpaceNode *snode, bNodeLink *link,
if (!do_shaded) {
immUniformThemeColor(th_col1);
- immBegin(PRIM_LINE_STRIP, (LINK_RESOL + 1));
+ immBegin(GWN_PRIM_LINE_STRIP, (LINK_RESOL + 1));
for (i = 0; i <= LINK_RESOL; i++) {
immVertex2fv(pos, coord_array[i]);
@@ -3463,13 +3463,13 @@ void node_draw_link_bezier(View2D *v2d, SpaceNode *snode, bNodeLink *link,
if (do_shaded) {
unsigned char col[3];
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
- immBegin(PRIM_LINE_STRIP, (LINK_RESOL + 1));
+ immBegin(GWN_PRIM_LINE_STRIP, (LINK_RESOL + 1));
for (i = 0; i <= LINK_RESOL; i++) {
UI_GetThemeColorBlend3ubv(th_col1, th_col2, spline_step, col);
@@ -3537,7 +3537,7 @@ void node_draw_link(View2D *v2d, SpaceNode *snode, bNodeLink *link)
void ED_node_draw_snap(View2D *v2d, const float cent[2], float size, NodeBorder border, unsigned pos)
{
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
if (border & (NODE_LEFT | NODE_RIGHT)) {
immVertex2f(pos, cent[0], v2d->cur.ymin);
diff --git a/source/blender/editors/space_node/node_draw.c b/source/blender/editors/space_node/node_draw.c
index 02adc064f88..d99d1c97653 100644
--- a/source/blender/editors/space_node/node_draw.c
+++ b/source/blender/editors/space_node/node_draw.c
@@ -640,8 +640,8 @@ static void node_draw_preview_background(float tile, rctf *rect)
{
float x, y;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -713,7 +713,7 @@ static void node_draw_preview(bNodePreview *preview, rctf *prv)
glDisable(GL_BLEND);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShadeAlpha(TH_BACK, -15, +100);
imm_draw_line_box(pos, draw_rect.xmin, draw_rect.ymin, draw_rect.xmax, draw_rect.ymax);
@@ -763,9 +763,9 @@ void node_draw_sockets(View2D *v2d, const bContext *C, bNodeTree *ntree, bNode *
float scale;
UI_view2d_scale_get(v2d, &scale, NULL);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int col = VertexFormat_add_attrib(format, "color", COMP_F32, 4, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
glEnable(GL_BLEND);
GPU_enable_program_point_size();
@@ -780,7 +780,7 @@ void node_draw_sockets(View2D *v2d, const bContext *C, bNodeTree *ntree, bNode *
immUniform1f("outlineWidth", 1.0f);
immUniform4f("outlineColor", 0.0f, 0.0f, 0.0f, 0.6f);
- immBeginAtMost(PRIM_POINTS, total_input_ct + total_output_ct);
+ immBeginAtMost(GWN_PRIM_POINTS, total_input_ct + total_output_ct);
}
/* socket inputs */
@@ -824,7 +824,7 @@ void node_draw_sockets(View2D *v2d, const bContext *C, bNodeTree *ntree, bNode *
immUniform4f("outlineColor", c[0], c[1], c[2], 1.0f);
immUniform1f("outlineWidth", 1.5f);
- immBegin(PRIM_POINTS, selected_input_ct + selected_output_ct);
+ immBegin(GWN_PRIM_POINTS, selected_input_ct + selected_output_ct);
if (selected_input_ct) {
/* socket inputs */
@@ -1096,13 +1096,13 @@ static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, b
}
/* scale widget thing */
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShade(color_id, -10);
dx = 10.0f;
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, rct->xmax - dx, centy - 4.0f);
immVertex2f(pos, rct->xmax - dx, centy + 4.0f);
@@ -1113,7 +1113,7 @@ static void node_draw_hidden(const bContext *C, ARegion *ar, SpaceNode *snode, b
immUniformThemeColorShade(color_id, 30);
dx -= snode->aspect;
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, rct->xmax - dx, centy - 4.0f);
immVertex2f(pos, rct->xmax - dx, centy + 4.0f);
diff --git a/source/blender/editors/space_outliner/outliner_draw.c b/source/blender/editors/space_outliner/outliner_draw.c
index b6a2e6f60fb..7a1eca0f179 100644
--- a/source/blender/editors/space_outliner/outliner_draw.c
+++ b/source/blender/editors/space_outliner/outliner_draw.c
@@ -652,11 +652,11 @@ static void outliner_draw_rnacols(ARegion *ar, int sizex)
glLineWidth(1.0f);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShadeAlpha(TH_BACK, -15, -200);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, sizex, v2d->cur.ymax);
immVertex2f(pos, sizex, miny);
@@ -1455,8 +1455,8 @@ static void outliner_draw_tree_element(
/* divider */
{
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
unsigned char col[4];
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1510,7 +1510,7 @@ static void outliner_draw_tree_element_floating(
const TreeElement *te_insert = te_floating->drag_data->insert_handle;
const int line_width = 2;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
int coord_y = te_insert->ys;
int coord_x = te_insert->xs;
float col[4];
@@ -1531,7 +1531,7 @@ static void outliner_draw_tree_element_floating(
immUniformColor4fv(col);
glLineWidth(line_width);
- immBegin(PRIM_LINE_STRIP, 2);
+ immBegin(GWN_PRIM_LINE_STRIP, 2);
immVertex2f(pos, coord_x, coord_y);
immVertex2f(pos, ar->v2d.cur.xmax, coord_y);
immEnd();
@@ -1540,7 +1540,7 @@ static void outliner_draw_tree_element_floating(
BLI_assert(te_floating->drag_data->insert_type == TE_INSERT_INTO);
immUniformColor3fvAlpha(col, col[3] * 0.5f);
- immBegin(PRIM_TRIANGLE_STRIP, 4);
+ immBegin(GWN_PRIM_TRI_STRIP, 4);
immVertex2f(pos, coord_x, coord_y + UI_UNIT_Y);
immVertex2f(pos, coord_x, coord_y);
immVertex2f(pos, ar->v2d.cur.xmax, coord_y + UI_UNIT_Y);
@@ -1608,8 +1608,8 @@ static void outliner_draw_hierarchy_lines_recursive(unsigned pos, SpaceOops *soo
static void outliner_draw_hierarchy_lines(SpaceOops *soops, ListBase *lb, int startx, int *starty)
{
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
unsigned char col[4];
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1634,8 +1634,8 @@ static void outliner_draw_struct_marks(ARegion *ar, SpaceOops *soops, ListBase *
/* selection status */
if (TSELEM_OPEN(tselem, soops))
if (tselem->type == TSE_RNA_STRUCT) {
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immThemeColorShadeAlpha(TH_BACK, -15, -200);
immRecti(pos, 0, *starty + 1, (int)ar->v2d.cur.xmax, *starty + UI_UNIT_Y - 1);
@@ -1646,12 +1646,12 @@ static void outliner_draw_struct_marks(ARegion *ar, SpaceOops *soops, ListBase *
if (TSELEM_OPEN(tselem, soops)) {
outliner_draw_struct_marks(ar, soops, &te->subtree, starty);
if (tselem->type == TSE_RNA_STRUCT) {
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immThemeColorShadeAlpha(TH_BACK, -15, -200);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, 0, (float)*starty + UI_UNIT_Y);
immVertex2f(pos, ar->v2d.cur.xmax, (float)*starty + UI_UNIT_Y);
immEnd();
@@ -1714,8 +1714,8 @@ static void outliner_draw_highlights(ARegion *ar, SpaceOops *soops, int startx,
col_searchmatch[3] = 0.5f;
glEnable(GL_BLEND);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
outliner_draw_highlights_recursive(pos, ar, soops, &soops->tree, col_selection, col_highlight, col_searchmatch,
startx, starty);
@@ -1786,8 +1786,8 @@ static void outliner_back(ARegion *ar)
ystart = (int)ar->v2d.tot.ymax;
ystart = UI_UNIT_Y * (ystart / (UI_UNIT_Y)) - OL_Y_OFFSET;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShade(TH_BACK, 6);
@@ -1797,7 +1797,7 @@ static void outliner_back(ARegion *ar)
int tot = (int)floor(ystart - ar->v2d.cur.ymin + 2 * UI_UNIT_Y) / (2 * UI_UNIT_Y);
if (tot > 0) {
- immBegin(PRIM_TRIANGLES, 6 * tot);
+ immBegin(GWN_PRIM_TRIS, 6 * tot);
while (tot--) {
y1 -= 2 * UI_UNIT_Y;
y2 = y1 + UI_UNIT_Y;
@@ -1818,10 +1818,10 @@ static void outliner_draw_restrictcols(ARegion *ar)
{
glLineWidth(1.0f);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShadeAlpha(TH_BACK, -15, -200);
- immBegin(PRIM_LINES, 6);
+ immBegin(GWN_PRIM_LINES, 6);
/* view */
immVertex2i(pos, (int)(ar->v2d.cur.xmax - OL_TOG_RESTRICT_VIEWX), (int)ar->v2d.cur.ymax);
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c
index 4d1e878868a..9cdb74e02f9 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -262,7 +262,7 @@ static void drawseqwave(View2D *v2d, const bContext *C, SpaceSeq *sseq, Scene *s
glEnable(GL_BLEND);
- immBegin(PRIM_TRIANGLE_STRIP, length * 2);
+ immBegin(GWN_PRIM_TRI_STRIP, length * 2);
for (i = 0; i < length; i++) {
float sampleoffset = startsample + ((x1_offset - x1) / stepsize + i) * samplestep;
@@ -338,7 +338,7 @@ static void drawmeta_contents(Scene *scene, Sequence *seqm, float x1, float y1,
col[3] = 196; /* alpha, used for all meta children */
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -452,7 +452,7 @@ static void draw_seq_handle(View2D *v2d, Sequence *seq, const float handsize_cla
immUniformColor4ub(0, 0, 0, 50);
}
- immBegin(PRIM_TRIANGLES, 3);
+ immBegin(GWN_PRIM_TRIS, 3);
immVertex2fv(pos, v1);
immVertex2fv(pos, v2);
immVertex2fv(pos, v3);
@@ -714,7 +714,7 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
x2 = (seq->endstill) ? (seq->start + seq->len) : seq->enddisp;
y2 = seq->machine + SEQ_STRIP_OFSTOP;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -776,7 +776,7 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
if (seq->flag & SEQ_LOCK) {
glEnable(GL_BLEND);
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_DIAG_STRIPES);
immUniform4f("color1", 1.0f, 1.0f, 1.0f, 0.125f);
@@ -794,7 +794,7 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
if (!BKE_sequence_is_valid_check(seq)) {
glEnable(GL_BLEND);
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_DIAG_STRIPES);
immUniform4f("color1", 1.0f, 0.0f, 0.0f, 1.0f);
@@ -829,7 +829,7 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
drawmeta_contents(scene, seq, x1, y1, x2, y2);
}
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
/* TODO: add back stippled line for muted strips? */
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1033,7 +1033,7 @@ static void sequencer_draw_borders(const SpaceSeq *sseq, const View2D *v2d, cons
glLineWidth(1.0f);
/* border */
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
@@ -1224,9 +1224,9 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
/* Format needs to be created prior to any immBindProgram call.
* Do it here because OCIO binds it's own shader.
*/
- VertexFormat *imm_format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(imm_format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int texCoord = VertexFormat_add_attrib(imm_format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *imm_format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(imm_format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int texCoord = GWN_vertformat_attr_add(imm_format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
if (scope) {
IMB_freeImBuf(ibuf);
@@ -1324,7 +1324,7 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
immUniform1i("image", GL_TEXTURE0);
}
- immBegin(PRIM_TRIANGLE_FAN, 4);
+ immBegin(GWN_PRIM_TRI_FAN, 4);
if (draw_overlay) {
if (sseq->overlay_type == SEQ_DRAW_OVERLAY_RECT) {
@@ -1507,7 +1507,7 @@ static void draw_seq_backdrop(View2D *v2d)
{
int i;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* darker gray overlay over the view backdrop */
@@ -1534,7 +1534,7 @@ static void draw_seq_backdrop(View2D *v2d)
i = max_ii(1, ((int)v2d->cur.ymin) - 1);
int line_ct = (int)v2d->cur.ymax - i + 1;
immUniformThemeColor(TH_GRID);
- immBegin(PRIM_LINES, line_ct * 2);
+ immBegin(GWN_PRIM_LINES, line_ct * 2);
while (line_ct--) {
immVertex2f(pos, v2d->cur.xmax, i);
immVertex2f(pos, v2d->cur.xmin, i);
@@ -1586,7 +1586,7 @@ static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *ar)
const Sequence *seq = special_seq_update;
glEnable(GL_BLEND);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(255, 255, 255, 48);
@@ -1606,7 +1606,7 @@ static void seq_draw_sfra_efra(Scene *scene, View2D *v2d)
glEnable(GL_BLEND);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* draw darkened area outside of active timeline
@@ -1624,7 +1624,7 @@ static void seq_draw_sfra_efra(Scene *scene, View2D *v2d)
immUniformThemeColorShade(TH_BACK, -60);
/* thin lines where the actual frames are */
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, frame_sta, v2d->cur.ymin);
immVertex2f(pos, frame_sta, v2d->cur.ymax);
@@ -1642,7 +1642,7 @@ static void seq_draw_sfra_efra(Scene *scene, View2D *v2d)
immUniformThemeColorShade(TH_BACK, -40);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, ms->disp_range[0], v2d->cur.ymin);
immVertex2f(pos, ms->disp_range[0], v2d->cur.ymax);
@@ -1730,12 +1730,12 @@ void draw_timeline_seq(const bContext *C, ARegion *ar)
if (scene->ed && scene->ed->over_flag & SEQ_EDIT_OVERLAY_SHOW) {
int cfra_over = (scene->ed->over_flag & SEQ_EDIT_OVERLAY_ABS) ? scene->ed->over_cfra : scene->r.cfra + scene->ed->over_ofs;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3f(0.2f, 0.2f, 0.2f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, cfra_over, v2d->cur.ymin);
immVertex2f(pos, cfra_over, v2d->cur.ymax);
immEnd();
diff --git a/source/blender/editors/space_text/text_draw.c b/source/blender/editors/space_text/text_draw.c
index 79607bf88cb..7b4565d8b66 100644
--- a/source/blender/editors/space_text/text_draw.c
+++ b/source/blender/editors/space_text/text_draw.c
@@ -912,7 +912,7 @@ static void draw_textscroll(const SpaceText *st, rcti *scroll, rcti *back)
float rad;
/* background so highlights don't go behind the scrollbar */
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_BACK);
immRecti(pos, back->xmin, back->ymin, back->xmax, back->ymax);
@@ -966,24 +966,24 @@ static void draw_documentation(const SpaceText *st, ARegion *ar)
boxh = (DOC_HEIGHT + 1) * (st->lheight_dpi + TXT_LINE_SPACING);
/* Draw panel */
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_BACK);
immRecti(pos, x, y, x + boxw, y - boxh);
immUniformThemeColor(TH_SHADE1);
- immBegin(PRIM_LINE_LOOP, 4);
+ immBegin(GWN_PRIM_LINE_LOOP, 4);
immVertex2i(pos, x, y);
immVertex2i(pos, x + boxw, y);
immVertex2i(pos, x + boxw, y - boxh);
immVertex2i(pos, x, y - boxh);
immEnd();
- immBegin(PRIM_LINE_LOOP, 3);
+ immBegin(GWN_PRIM_LINE_LOOP, 3);
immVertex2i(pos, x + boxw - 10, y - 7);
immVertex2i(pos, x + boxw - 4, y - 7);
immVertex2i(pos, x + boxw - 7, y - 2);
immEnd();
- immBegin(PRIM_LINE_LOOP, 3);
+ immBegin(GWN_PRIM_LINE_LOOP, 3);
immVertex2i(pos, x + boxw - 10, y - boxh + 7);
immVertex2i(pos, x + boxw - 4, y - boxh + 7);
immVertex2i(pos, x + boxw - 7, y - boxh + 2);
@@ -1065,7 +1065,7 @@ static void draw_suggestion_list(const SpaceText *st, const TextDrawContext *tdc
/* not needed but stands out nicer */
UI_draw_box_shadow(220, x, y - boxh, x + boxw, y);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_SHADE1);
@@ -1088,7 +1088,7 @@ static void draw_suggestion_list(const SpaceText *st, const TextDrawContext *tdc
w = st->cwidth * text_get_char_pos(st, str, len);
if (item == sel) {
- unsigned int posi = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int posi = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_SHADE2);
@@ -1129,7 +1129,7 @@ static void draw_text_decoration(SpaceText *st, ARegion *ar)
return;
}
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* Draw the selection */
@@ -1442,7 +1442,7 @@ void draw_text_main(SpaceText *st, ARegion *ar)
if (st->showlinenrs) {
x = TXT_OFFSET + TEXTXLOC;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_GRID);
immRecti(pos, (TXT_OFFSET - 12), 0, (TXT_OFFSET - 5) + TEXTXLOC, ar->winy - 2);
@@ -1501,7 +1501,7 @@ void draw_text_main(SpaceText *st, ARegion *ar)
margin_column_x = x + st->cwidth * (st->margin_column - st->left);
if (margin_column_x >= x) {
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
@@ -1514,7 +1514,7 @@ void draw_text_main(SpaceText *st, ARegion *ar)
immUniform1f("dash_width", 2.0f);
immUniform1f("dash_factor", 0.5f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2i(shdr_pos, margin_column_x, 0);
immVertex2i(shdr_pos, margin_column_x, ar->winy - 2);
immEnd();
diff --git a/source/blender/editors/space_time/space_time.c b/source/blender/editors/space_time/space_time.c
index 283cd6c0e24..4672cc073fc 100644
--- a/source/blender/editors/space_time/space_time.c
+++ b/source/blender/editors/space_time/space_time.c
@@ -83,8 +83,8 @@ static void time_draw_sfra_efra(Scene *scene, View2D *v2d)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
@@ -102,7 +102,7 @@ static void time_draw_sfra_efra(Scene *scene, View2D *v2d)
/* thin lines where the actual frames are */
immUniformThemeColorShade(TH_BACK, -60);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, (float)PSFRA, v2d->cur.ymin);
immVertex2f(pos, (float)PSFRA, v2d->cur.ymax);
@@ -126,7 +126,7 @@ static void time_draw_cache(SpaceTime *stime, Object *ob, Scene *scene)
BKE_ptcache_ids_from_object(&pidlist, ob, scene, 0);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
/* iterate over pointcaches on the active object,
@@ -215,7 +215,7 @@ static void time_draw_cache(SpaceTime *stime, Object *ob, Scene *scene)
immUniformColor4fv(col);
if (len > 0) {
- immBeginAtMost(PRIM_TRIANGLES, len);
+ immBeginAtMost(GWN_PRIM_TRIS, len);
/* draw a quad for each cached frame */
for (int i = sta; i <= end; i++) {
@@ -323,13 +323,13 @@ static void time_draw_idblock_keyframes(View2D *v2d, ID *id, short onlysel, cons
if (max_len > 0) {
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor3ubv(color);
- immBeginAtMost(PRIM_LINES, max_len * 2);
+ immBeginAtMost(GWN_PRIM_LINES, max_len * 2);
for (; (ak) && (ak->cfra <= v2d->cur.xmax);
ak = ak->next)
diff --git a/source/blender/editors/space_view3d/drawanimviz.c b/source/blender/editors/space_view3d/drawanimviz.c
index c2db34d8d1a..66355a50478 100644
--- a/source/blender/editors/space_view3d/drawanimviz.c
+++ b/source/blender/editors/space_view3d/drawanimviz.c
@@ -238,13 +238,13 @@ void draw_motion_path_instance(Scene *scene,
/* set line thickness */
glLineWidth(mpath->line_thickness);
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
- immBegin(PRIM_LINE_STRIP, len);
+ immBegin(GWN_PRIM_LINE_STRIP, len);
for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
short sel = (pchan) ? (pchan->bone->flag & BONE_SELECTED) : (ob->flag & SELECT);
@@ -264,7 +264,7 @@ void draw_motion_path_instance(Scene *scene,
glLineWidth(old_width);
}
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -274,7 +274,7 @@ void draw_motion_path_instance(Scene *scene,
/* draw little black point at each frame */
immUniformColor3ub(0, 0, 0);
- immBegin(PRIM_POINTS, len);
+ immBegin(GWN_PRIM_POINTS, len);
for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
immVertex3fv(pos, mpv->co);
@@ -290,7 +290,7 @@ void draw_motion_path_instance(Scene *scene,
immUniformThemeColor(TH_TEXT_HI);
}
- immBegin(PRIM_POINTS, (len + stepsize - 1) / stepsize);
+ immBegin(GWN_PRIM_POINTS, (len + stepsize - 1) / stepsize);
for (i = 0, mpv = mpv_start; i < len; i += stepsize, mpv += stepsize) {
immVertex3fv(pos, mpv->co);
@@ -307,7 +307,7 @@ void draw_motion_path_instance(Scene *scene,
glPointSize(mpath->line_thickness + 5.0);
immUniformThemeColor(TH_CFRAME);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
mpv = mpv_start + (CFRA - sfra);
immVertex3fv(pos, mpv->co);
@@ -388,12 +388,12 @@ void draw_motion_path_instance(Scene *scene,
/* point must be bigger than line */
glPointSize(mpath->line_thickness + 3.0);
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ubv(col);
- immBeginAtMost(PRIM_POINTS, len);
+ immBeginAtMost(GWN_PRIM_POINTS, len);
for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
int frame = sfra + i;
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index 2152d67e447..5845a53055c 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -331,15 +331,15 @@ static void set_ebone_color(const unsigned int boneflag)
/* *************** Armature drawing, helper calls for parts ******************* */
-static void add_solid_flat_triangle(VertexBuffer *vbo, unsigned int *vertex, unsigned int pos, unsigned int nor,
+static void add_solid_flat_triangle(Gwn_VertBuf *vbo, unsigned int *vertex, unsigned int pos, unsigned int nor,
const float p1[3], const float p2[3], const float p3[3], const float n[3])
{
- VertexBuffer_set_attrib(vbo, nor, *vertex, n);
- VertexBuffer_set_attrib(vbo, pos, (*vertex)++, p1);
- VertexBuffer_set_attrib(vbo, nor, *vertex, n);
- VertexBuffer_set_attrib(vbo, pos, (*vertex)++, p2);
- VertexBuffer_set_attrib(vbo, nor, *vertex, n);
- VertexBuffer_set_attrib(vbo, pos, (*vertex)++, p3);
+ GWN_vertbuf_attr_set(vbo, nor, *vertex, n);
+ GWN_vertbuf_attr_set(vbo, pos, (*vertex)++, p1);
+ GWN_vertbuf_attr_set(vbo, nor, *vertex, n);
+ GWN_vertbuf_attr_set(vbo, pos, (*vertex)++, p2);
+ GWN_vertbuf_attr_set(vbo, nor, *vertex, n);
+ GWN_vertbuf_attr_set(vbo, pos, (*vertex)++, p3);
}
/* half the cube, in Y */
@@ -362,21 +362,21 @@ static const float cube_wire[24] = {
static void drawsolidcube_size(float xsize, float ysize, float zsize)
{
- static VertexFormat format = {0};
- static VertexBuffer vbo = {{0}};
- static Batch batch = {{0}};
+ static Gwn_VertFormat format = {0};
+ static Gwn_VertBuf vbo = {{0}};
+ static Gwn_Batch batch = {{0}};
const float light_vec[3] = {0.0f, 0.0f, 1.0f};
if (format.attrib_ct == 0) {
unsigned int i = 0;
float n[3] = {0.0f};
/* Vertex format */
- 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);
+ unsigned int pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int nor = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
/* Vertices */
- VertexBuffer_init_with_format(&vbo, &format);
- VertexBuffer_allocate_data(&vbo, 36);
+ GWN_vertbuf_init_with_format(&vbo, &format);
+ GWN_vertbuf_data_alloc(&vbo, 36);
n[0] = -1.0;
add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[0], cube_vert[1], cube_vert[2], n);
@@ -401,7 +401,7 @@ static void drawsolidcube_size(float xsize, float ysize, float zsize)
add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[7], cube_vert[4], cube_vert[0], n);
add_solid_flat_triangle(&vbo, &i, pos, nor, cube_vert[0], cube_vert[3], cube_vert[7], n);
- Batch_init(&batch, PRIM_TRIANGLES, &vbo, NULL);
+ GWN_batch_init(&batch, GWN_PRIM_TRIS, &vbo, NULL);
}
gpuPushMatrix();
@@ -413,50 +413,50 @@ static void drawsolidcube_size(float xsize, float ysize, float zsize)
else {
/* TODO replace with good default lighting shader ? */
Batch_set_builtin_program(&batch, GPU_SHADER_SIMPLE_LIGHTING);
- Batch_Uniform3fv(&batch, "light", light_vec);
+ GWN_batch_uniform_3fv(&batch, "light", light_vec);
}
- Batch_Uniform4fv(&batch, "color", fcolor);
- Batch_draw(&batch);
+ GWN_batch_uniform_4fv(&batch, "color", fcolor);
+ GWN_batch_draw(&batch);
gpuPopMatrix();
}
static void drawcube_size(float xsize, float ysize, float zsize)
{
- static VertexFormat format = {0};
- static VertexBuffer vbo = {{0}};
- static ElementListBuilder elb = {0};
- static ElementList el = {0};
- static Batch batch = {{0}};
+ static Gwn_VertFormat format = {0};
+ static Gwn_VertBuf vbo = {{0}};
+ static Gwn_IndexBufBuilder elb = {0};
+ static Gwn_IndexBuf el = {0};
+ static Gwn_Batch batch = {{0}};
if (format.attrib_ct == 0) {
/* Vertex format */
- unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
/* Elements */
- ElementListBuilder_init(&elb, PRIM_LINES, 12, 8);
+ GWN_indexbuf_init(&elb, GWN_PRIM_LINES, 12, 8);
for (int i = 0; i < 12; ++i) {
- add_line_vertices(&elb, cube_wire[i*2], cube_wire[i*2+1]);
+ GWN_indexbuf_add_line_verts(&elb, cube_wire[i*2], cube_wire[i*2+1]);
}
- ElementList_build_in_place(&elb, &el);
+ GWN_indexbuf_build_in_place(&elb, &el);
/* Vertices */
- VertexBuffer_init_with_format(&vbo, &format);
- VertexBuffer_allocate_data(&vbo, 8);
+ GWN_vertbuf_init_with_format(&vbo, &format);
+ GWN_vertbuf_data_alloc(&vbo, 8);
for (int i = 0; i < 8; ++i) {
- VertexBuffer_set_attrib(&vbo, pos, i, cube_vert[i]);
+ GWN_vertbuf_attr_set(&vbo, pos, i, cube_vert[i]);
}
- Batch_init(&batch, PRIM_LINES, &vbo, &el);
+ GWN_batch_init(&batch, GWN_PRIM_LINES, &vbo, &el);
Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
gpuPushMatrix();
gpuScale3f(xsize, ysize, zsize);
- Batch_use_program(&batch);
- Batch_Uniform4fv(&batch, "color", fcolor);
- Batch_draw(&batch);
+ GWN_batch_program_use_begin(&batch);
+ GWN_batch_uniform_4fv(&batch, "color", fcolor);
+ GWN_batch_draw(&batch);
gpuPopMatrix();
}
@@ -464,57 +464,57 @@ static void drawcube_size(float xsize, float ysize, float zsize)
static void draw_bonevert(void)
{
- static VertexFormat format = {0};
- static VertexBuffer vbo = {{0}};
- static Batch batch = {{0}};
+ static Gwn_VertFormat format = {0};
+ static Gwn_VertBuf vbo = {{0}};
+ static Gwn_Batch batch = {{0}};
if (format.attrib_ct == 0) {
/* Vertex format */
- unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
/* Vertices */
- VertexBuffer_init_with_format(&vbo, &format);
- VertexBuffer_allocate_data(&vbo, 96);
+ GWN_vertbuf_init_with_format(&vbo, &format);
+ GWN_vertbuf_data_alloc(&vbo, 96);
for (int i = 0; i < 16; ++i) {
float vert[3] = {0.f, 0.f, 0.f};
const float r = 0.05f;
vert[0] = r * cosf(2 * M_PI * i / 16.f);
vert[1] = r * sinf(2 * M_PI * i / 16.f);
- VertexBuffer_set_attrib(&vbo, pos, i * 6 + 0, vert);
+ GWN_vertbuf_attr_set(&vbo, pos, i * 6 + 0, vert);
vert[0] = r * cosf(2 * M_PI * (i + 1) / 16.f);
vert[1] = r * sinf(2 * M_PI * (i + 1) / 16.f);
- VertexBuffer_set_attrib(&vbo, pos, i * 6 + 1, vert);
+ GWN_vertbuf_attr_set(&vbo, pos, i * 6 + 1, vert);
vert[0] = 0.f;
vert[1] = r * cosf(2 * M_PI * i / 16.f);
vert[2] = r * sinf(2 * M_PI * i / 16.f);
- VertexBuffer_set_attrib(&vbo, pos, i * 6 + 2, vert);
+ GWN_vertbuf_attr_set(&vbo, pos, i * 6 + 2, vert);
vert[1] = r * cosf(2 * M_PI * (i + 1) / 16.f);
vert[2] = r * sinf(2 * M_PI * (i + 1) / 16.f);
- VertexBuffer_set_attrib(&vbo, pos, i * 6 + 3, vert);
+ GWN_vertbuf_attr_set(&vbo, pos, i * 6 + 3, vert);
vert[1] = 0.f;
vert[0] = r * cosf(2 * M_PI * i / 16.f);
vert[2] = r * sinf(2 * M_PI * i / 16.f);
- VertexBuffer_set_attrib(&vbo, pos, i * 6 + 4, vert);
+ GWN_vertbuf_attr_set(&vbo, pos, i * 6 + 4, vert);
vert[0] = r * cosf(2 * M_PI * (i + 1) / 16.f);
vert[2] = r * sinf(2 * M_PI * (i + 1) / 16.f);
- VertexBuffer_set_attrib(&vbo, pos, i * 6 + 5, vert);
+ GWN_vertbuf_attr_set(&vbo, pos, i * 6 + 5, vert);
}
- Batch_init(&batch, PRIM_LINES, &vbo, NULL);
+ GWN_batch_init(&batch, GWN_PRIM_LINES, &vbo, NULL);
Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
- Batch_use_program(&batch);
- Batch_Uniform4fv(&batch, "color", fcolor);
- Batch_draw(&batch);
+ GWN_batch_program_use_begin(&batch);
+ GWN_batch_uniform_4fv(&batch, "color", fcolor);
+ GWN_batch_draw(&batch);
}
static void draw_bonevert_solid(void)
{
- Batch *batch = Batch_get_sphere(0);
+ Gwn_Batch *batch = Batch_get_sphere(0);
const float light_vec[3] = {0.0f, 0.0f, 1.0f};
gpuPushMatrix();
@@ -526,10 +526,10 @@ static void draw_bonevert_solid(void)
else {
/* TODO replace with good default lighting shader ? */
Batch_set_builtin_program(batch, GPU_SHADER_SIMPLE_LIGHTING);
- Batch_Uniform3fv(batch, "light", light_vec);
+ GWN_batch_uniform_3fv(batch, "light", light_vec);
}
- Batch_Uniform4fv(batch, "color", fcolor);
- Batch_draw(batch);
+ GWN_batch_uniform_4fv(batch, "color", fcolor);
+ GWN_batch_draw(batch);
gpuPopMatrix();
}
@@ -575,55 +575,55 @@ static const float bone_octahedral_solid_normals[8][3] = {
static void draw_bone_octahedral(void)
{
- static VertexFormat format = {0};
- static VertexBuffer vbo = {{0}};
- static ElementListBuilder elb = {0};
- static ElementList el = {0};
- static Batch batch = {{0}};
+ static Gwn_VertFormat format = {0};
+ static Gwn_VertBuf vbo = {{0}};
+ static Gwn_IndexBufBuilder elb = {0};
+ static Gwn_IndexBuf el = {0};
+ static Gwn_Batch batch = {{0}};
if (format.attrib_ct == 0) {
/* Vertex format */
- unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
/* Elements */
- ElementListBuilder_init(&elb, PRIM_LINES, 12, 6);
+ GWN_indexbuf_init(&elb, GWN_PRIM_LINES, 12, 6);
for (int i = 0; i < 12; ++i) {
- add_line_vertices(&elb, bone_octahedral_wire[i*2], bone_octahedral_wire[i*2+1]);
+ GWN_indexbuf_add_line_verts(&elb, bone_octahedral_wire[i*2], bone_octahedral_wire[i*2+1]);
}
- ElementList_build_in_place(&elb, &el);
+ GWN_indexbuf_build_in_place(&elb, &el);
/* Vertices */
- VertexBuffer_init_with_format(&vbo, &format);
- VertexBuffer_allocate_data(&vbo, 6);
+ GWN_vertbuf_init_with_format(&vbo, &format);
+ GWN_vertbuf_data_alloc(&vbo, 6);
for (int i = 0; i < 6; ++i) {
- VertexBuffer_set_attrib(&vbo, pos, i, bone_octahedral_verts[i]);
+ GWN_vertbuf_attr_set(&vbo, pos, i, bone_octahedral_verts[i]);
}
- Batch_init(&batch, PRIM_LINES, &vbo, &el);
+ GWN_batch_init(&batch, GWN_PRIM_LINES, &vbo, &el);
Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
- Batch_use_program(&batch);
- Batch_Uniform4fv(&batch, "color", fcolor);
- Batch_draw(&batch);
+ GWN_batch_program_use_begin(&batch);
+ GWN_batch_uniform_4fv(&batch, "color", fcolor);
+ GWN_batch_draw(&batch);
}
static void draw_bone_solid_octahedral(void)
{
- static VertexFormat format = {0};
- static VertexBuffer vbo = {{0}};
- static Batch batch = {{0}};
+ static Gwn_VertFormat format = {0};
+ static Gwn_VertBuf vbo = {{0}};
+ static Gwn_Batch batch = {{0}};
const float light_vec[3] = {0.0f, 0.0f, 1.0f};
if (format.attrib_ct == 0) {
unsigned int v_idx = 0;
/* Vertex format */
- 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);
+ unsigned int pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int nor = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
/* Vertices */
- VertexBuffer_init_with_format(&vbo, &format);
- VertexBuffer_allocate_data(&vbo, 24);
+ GWN_vertbuf_init_with_format(&vbo, &format);
+ GWN_vertbuf_data_alloc(&vbo, 24);
for (int i = 0; i < 8; i++) {
add_solid_flat_triangle(&vbo, &v_idx, pos, nor,
@@ -633,7 +633,7 @@ static void draw_bone_solid_octahedral(void)
bone_octahedral_solid_normals[i]);
}
- Batch_init(&batch, PRIM_TRIANGLES, &vbo, NULL);
+ GWN_batch_init(&batch, GWN_PRIM_TRIS, &vbo, NULL);
}
if (flat_color) {
@@ -642,10 +642,10 @@ static void draw_bone_solid_octahedral(void)
else {
/* TODO replace with good default lighting shader ? */
Batch_set_builtin_program(&batch, GPU_SHADER_SIMPLE_LIGHTING);
- Batch_Uniform3fv(&batch, "light", light_vec);
+ GWN_batch_uniform_3fv(&batch, "light", light_vec);
}
- Batch_Uniform4fv(&batch, "color", fcolor);
- Batch_draw(&batch);
+ GWN_batch_uniform_4fv(&batch, "color", fcolor);
+ GWN_batch_draw(&batch);
}
/* *************** Armature drawing, bones ******************* */
@@ -810,11 +810,11 @@ static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChann
//mul_v3_fl(dirvec, head);
cross_v3_v3v3(norvec, dirvec, imat[2]);
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
- immBegin(PRIM_TRIANGLE_STRIP, 66);
+ immBegin(GWN_PRIM_TRI_STRIP, 66);
immUniformColor4ub(255, 255, 255, 50);
for (a = 0; a < 16; a++) {
@@ -866,8 +866,8 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
float head, tail /*, length*/;
float *headvec, *tailvec, dirvec[3];
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -966,7 +966,7 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
if (id != -1)
GPU_select_load_id(id | BONESEL_BONE);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
add_v3_v3v3(vec, headvec, norvech);
immVertex3fv(pos, vec);
@@ -990,14 +990,14 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
static void draw_sphere_bone(const short dt, int armflag, int boneflag, short constflag, unsigned int id,
bPoseChannel *pchan, EditBone *ebone)
{
- Batch *sphere = Batch_get_sphere(1);
+ Gwn_Batch *sphere = Batch_get_sphere(1);
float head, tail, length;
float fac1, fac2, size1, size2;
const float light_vec[3] = {0.0f, 0.0f, 1.0f};
/* dt is always OB_SOlID */
Batch_set_builtin_program(sphere, GPU_SHADER_SIMPLE_LIGHTING);
- Batch_Uniform3fv(sphere, "light", light_vec);
+ GWN_batch_uniform_3fv(sphere, "light", light_vec);
gpuPushMatrix();
@@ -1040,8 +1040,8 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
GPU_select_load_id(id | BONESEL_ROOT);
gpuPushMatrix();
gpuScaleUniform(head);
- Batch_Uniform4fv(sphere, "color", fcolor);
- Batch_draw(sphere);
+ GWN_batch_uniform_4fv(sphere, "color", fcolor);
+ GWN_batch_draw(sphere);
gpuPopMatrix();
}
@@ -1058,9 +1058,9 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
gpuPushMatrix();
gpuScaleUniform(tail);
- Batch_use_program(sphere); /* hack to make the following uniforms stick */
- Batch_Uniform4fv(sphere, "color", fcolor);
- Batch_draw(sphere);
+ GWN_batch_program_use_begin(sphere); /* hack to make the following uniforms stick */
+ GWN_batch_uniform_4fv(sphere, "color", fcolor);
+ GWN_batch_draw(sphere);
gpuPopMatrix();
gpuTranslate3f(0.0f, 0.0f, -length);
@@ -1075,8 +1075,8 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
else if (dt == OB_SOLID)
UI_GetThemeColor4fv(TH_BONE_SOLID, fcolor);
- Batch_use_program(sphere); /* hack to make the following uniforms stick */
- Batch_Uniform4fv(sphere, "color", fcolor);
+ GWN_batch_program_use_begin(sphere); /* hack to make the following uniforms stick */
+ GWN_batch_uniform_4fv(sphere, "color", fcolor);
fac1 = (length - head) / length;
fac2 = (length - tail) / length;
@@ -1093,23 +1093,23 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
gpuTranslate3f(0.0f, 0.0f, length - tail);
gpuScaleUniform(size1);
- Batch_draw(sphere);
+ GWN_batch_draw(sphere);
gpuPopMatrix();
gpuPushMatrix();
gpuTranslate3f(0.0f, 0.0f, head);
gpuScaleUniform(size2);
- Batch_draw(sphere);
+ GWN_batch_draw(sphere);
gpuPopMatrix();
/* draw cynlinder between spheres */
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int nor = GWN_vertformat_attr_add(format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_SIMPLE_LIGHTING);
immUniformColor4fv(fcolor);
@@ -1129,7 +1129,7 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
gpuTranslate3f(0.0f, 0.0f, (head + length - tail) / 2.0f);
gpuScaleUniform(size1);
- Batch_draw(sphere);
+ GWN_batch_draw(sphere);
}
gpuPopMatrix();
@@ -1145,8 +1145,8 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
else
length = ebone->length;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
gpuPushMatrix();
gpuScaleUniform(length);
@@ -1169,7 +1169,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
if (id != -1)
GPU_select_load_id(id | BONESEL_BONE);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3f(pos, 0.0f, 1.0f, 0.0f);
immVertex3f(pos, 0.0f, 0.0f, 0.0f);
immEnd();
@@ -1184,7 +1184,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
if (G.f & G_PICKSEL)
GPU_select_load_id(id | BONESEL_ROOT);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex3f(pos, 0.0f, 0.0f, 0.0f);
immEnd();
}
@@ -1193,7 +1193,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
if (G.f & G_PICKSEL)
GPU_select_load_id(id | BONESEL_TIP);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex3f(pos, 0.0f, 1.0f, 0.0f);
immEnd();
@@ -1221,7 +1221,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(fcolor);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3f(pos, 0.0f, 1.0f, 0.0f);
immVertex3f(pos, 0.0f, 0.0f, 0.0f);
immEnd();
@@ -1237,7 +1237,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
else UI_GetThemeColor4fv(TH_VERTEX, fcolor);
}
immUniformColor4fv(fcolor);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex3f(pos, 0.0f, 0.0f, 0.0f);
immEnd();
}
@@ -1250,7 +1250,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
else UI_GetThemeColor4fv(TH_VERTEX, fcolor);
}
immUniformColor4fv(fcolor);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex3f(pos, 0.0f, 1.0f, 0.0f);
immEnd();
}
@@ -1451,8 +1451,8 @@ 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 = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(fcolor);
@@ -1466,7 +1466,7 @@ static void draw_wire_bone_segments(bPoseChannel *pchan, Mat4 *bbones, float len
gpuPushMatrix();
gpuMultMatrix(bbone->mat);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3f(pos, 0.0f, 0.0f, 0.0f);
immVertex3f(pos, 0.0f, dlen, 0.0f);
immEnd();
@@ -1477,7 +1477,7 @@ static void draw_wire_bone_segments(bPoseChannel *pchan, Mat4 *bbones, float len
else {
gpuPushMatrix();
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3f(pos, 0.0f, 0.0f, 0.0f);
immVertex3f(pos, 0.0f, length, 0.0f);
immEnd();
@@ -1632,7 +1632,7 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
bConstraint *con;
bPoseChannel *parchan;
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_COLOR);
@@ -1677,7 +1677,7 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
}
if (parchan) {
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3fv(shdr_pos, ik_tip);
immVertex3fv(shdr_pos, parchan->pose_head);
immEnd();
@@ -1703,7 +1703,7 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
}
/* Only draw line in case our chain is more than one bone long! */
if (parchan != pchan) { /* XXX revise the breaking conditions to only stop at the tail? */
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3fv(shdr_pos, ik_tip);
immVertex3fv(shdr_pos, parchan->pose_head);
immEnd();
@@ -1750,7 +1750,7 @@ static void draw_dof_ellipse(unsigned int pos, float ax, float az)
immUniformColor4ub(70, 70, 70, 50);
- immBegin(PRIM_TRIANGLES, tri*3);
+ immBegin(GWN_PRIM_TRIS, tri*3);
pz = 0.0f;
for (i = 1; i < n; i++) {
z = staticSine[i];
@@ -1785,7 +1785,7 @@ static void draw_dof_ellipse(unsigned int pos, float ax, float az)
immUniformColor3ub(0, 0, 0);
- immBegin(PRIM_LINE_STRIP, n);
+ immBegin(GWN_PRIM_LINE_STRIP, n);
for (i = 0; i < n; i++)
imm_sphere_project(pos, staticSine[n - i - 1] * ax, staticSine[i] * az);
immEnd();
@@ -1797,8 +1797,8 @@ static void draw_pose_dofs(Object *ob)
bPoseChannel *pchan;
Bone *bone;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -1863,7 +1863,7 @@ static void draw_pose_dofs(Object *ob)
gpuRotateAxis(theta, 'Z');
immUniformColor3ub(50, 50, 255); /* blue, Z axis limit */
- immBegin(PRIM_LINE_STRIP, 33);
+ immBegin(GWN_PRIM_LINE_STRIP, 33);
for (a = -16; a <= 16; a++) {
/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
float fac = ((float)a) / 16.0f * 0.5f;
@@ -1888,7 +1888,7 @@ static void draw_pose_dofs(Object *ob)
gpuRotateAxis(theta, 'X');
immUniformColor3ub(255, 50, 50); /* Red, X axis limit */
- immBegin(PRIM_LINE_STRIP, 33);
+ immBegin(GWN_PRIM_LINE_STRIP, 33);
for (a = -16; a <= 16; a++) {
/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
float fac = ((float)a) / 16.0f * 0.5f;
@@ -2207,7 +2207,7 @@ static void draw_pose_bones(Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *
* - only if V3D_HIDE_HELPLINES is enabled...
*/
if ((do_dashed & DASH_HELP_LINES) && ((bone->flag & BONE_CONNECTED) == 0)) {
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_COLOR);
@@ -2225,7 +2225,7 @@ static void draw_pose_bones(Scene *scene, SceneLayer *sl, View3D *v3d, ARegion *
immUniformThemeColor(TH_WIRE);
}
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3fv(shdr_pos, pchan->parent->pose_tail);
immVertex3fv(shdr_pos, pchan->pose_head);
immEnd();
@@ -2512,7 +2512,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
/* offset to parent */
if (eBone->parent) {
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
GPU_select_load_id(-1); /* -1 here is OK! */
@@ -2527,7 +2527,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
immUniform1f("dash_width", 6.0f);
immUniform1f("dash_factor", 0.5f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3fv(shdr_pos, eBone->parent->tail);
immVertex3fv(shdr_pos, eBone->head);
immEnd();
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 126217057e5..f41602f7899 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -429,7 +429,7 @@ static const float cosval[CIRCLE_RESOL] = {
*/
static void draw_xyz_wire(const float viewmat_local_unit[3][3], const float c[3], float size, int axis, unsigned pos)
{
- PrimitiveType line_type = PRIM_LINES;
+ Gwn_PrimType line_type = GWN_PRIM_LINES;
float buffer[4][3];
int n = 0;
@@ -481,7 +481,7 @@ static void draw_xyz_wire(const float viewmat_local_unit[3][3], const float c[3]
break;
case 2: /* z axis */
- line_type = PRIM_LINE_STRIP;
+ line_type = GWN_PRIM_LINE_STRIP;
/* start at top left */
negate_v3_v3(v1, dx);
@@ -530,7 +530,7 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const
glLineWidth(1.0f);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
if (color) {
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4ubv(color);
@@ -541,7 +541,7 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const
switch (drawtype) {
case OB_PLAINAXES:
- immBegin(PRIM_LINES, 6);
+ immBegin(GWN_PRIM_LINES, 6);
for (axis = 0; axis < 3; axis++) {
v1[axis] = size;
v2[axis] = -size;
@@ -555,7 +555,7 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const
break;
case OB_SINGLE_ARROW:
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
/* in positive z direction only */
v1[2] = size;
immVertex3fv(pos, v1);
@@ -563,7 +563,7 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const
immEnd();
/* square pyramid */
- immBegin(PRIM_TRIANGLES, 12);
+ immBegin(GWN_PRIM_TRIS, 12);
v2[0] = size * 0.035f; v2[1] = size * 0.035f;
v3[0] = size * -0.035f; v3[1] = size * 0.035f;
@@ -613,7 +613,7 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const
for (axis = 0; axis < 3; axis++) {
const int arrow_axis = (axis == 0) ? 1 : 0;
- immBegin(PRIM_LINES, 6);
+ immBegin(GWN_PRIM_LINES, 6);
v2[axis] = size;
immVertex3fv(pos, v1);
@@ -725,14 +725,14 @@ static void draw_empty_image(Object *ob, const short dflag, const unsigned char
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int texCoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA);
immUniform1f("alpha", ob_alpha);
immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
- immBegin(PRIM_TRIANGLE_FAN, 4);
+ immBegin(GWN_PRIM_TRI_FAN, 4);
immAttrib2f(texCoord, 0.0f, 0.0f);
immVertex2f(pos, rect.xmin, rect.ymin);
@@ -753,7 +753,7 @@ static void draw_empty_image(Object *ob, const short dflag, const unsigned char
/* Draw the image outline */
glLineWidth(1.5f);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
const bool picking = dflag & DRAW_CONSTCOLOR;
if (picking) {
@@ -805,7 +805,7 @@ void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], un
circball_array_fill(verts, cent, rad, tmat);
- immBegin(PRIM_LINE_LOOP, CIRCLE_RESOL);
+ immBegin(GWN_PRIM_LINE_LOOP, CIRCLE_RESOL);
for (int i = 0; i < CIRCLE_RESOL; ++i) {
immVertex3fv(pos, verts[i]);
}
@@ -826,7 +826,7 @@ static void drawcentercircle(View3D *v3d, RegionView3D *UNUSED(rv3d), const floa
glEnable(GL_BLEND);
GPU_enable_program_point_size();
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform1f("size", size);
@@ -846,7 +846,7 @@ static void drawcentercircle(View3D *v3d, RegionView3D *UNUSED(rv3d), const floa
immUniform4fv("outlineColor", outlineColor);
immUniform1f("outlineWidth", outlineWidth);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex3fv(pos, co);
immEnd();
@@ -1039,7 +1039,7 @@ static void drawcube_size(float size, unsigned pos)
glDrawRangeElements(GL_LINES, 0, 7, 24, GL_UNSIGNED_BYTE, indices);
glDisableClientState(GL_VERTEX_ARRAY);
#else
- immBegin(PRIM_LINES, 24);
+ immBegin(GWN_PRIM_LINES, 24);
for (int i = 0; i < 24; ++i) {
immVertex3fv(pos, verts[indices[i]]);
}
@@ -1057,13 +1057,13 @@ static void drawshadbuflimits(const Lamp *la, const float mat[4][4], unsigned po
madd_v3_v3v3fl(sta, mat[3], lavec, la->clipsta);
madd_v3_v3v3fl(end, mat[3], lavec, la->clipend);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3fv(pos, sta);
immVertex3fv(pos, end);
immEnd();
glPointSize(3.0f);
- immBegin(PRIM_POINTS, 2);
+ immBegin(GWN_PRIM_POINTS, 2);
immVertex3fv(pos, sta);
immVertex3fv(pos, end);
immEnd();
@@ -1138,7 +1138,7 @@ static void draw_spot_cone(Lamp *la, float x, float z, unsigned pos)
const bool square = (la->mode & LA_SQUARE);
- immBegin(PRIM_TRIANGLE_FAN, square ? 6 : 34);
+ immBegin(GWN_PRIM_TRI_FAN, square ? 6 : 34);
immVertex3f(pos, 0.0f, 0.0f, -x);
if (square) {
@@ -1285,7 +1285,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
normalize_v3(imat[0]);
normalize_v3(imat[1]);
- const unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ const unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
/* lamp center */
copy_v3_v3(vec, ob->obmat[3]);
@@ -1329,7 +1329,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
immUniformColor3fvAlpha(color, 0.3f);
immUniform4fv("outlineColor", color);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex3fv(pos, vec);
immEnd();
@@ -1345,7 +1345,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
/* color doesn't matter, so don't set */
glPointSize(lampdot_size);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex3fv(pos, vec);
immEnd();
@@ -1400,7 +1400,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
setlinestyle(3);
- immBegin(PRIM_LINES, 16);
+ immBegin(GWN_PRIM_LINES, 16);
for (axis = 0; axis < 8; axis++) {
immVertex3fv(pos, v1);
immVertex3fv(pos, v2);
@@ -1453,7 +1453,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
{-z_abs, z_abs, x},
};
- immBegin(PRIM_LINES, 16);
+ immBegin(GWN_PRIM_LINES, 16);
for (int i = 1; i <= 4; ++i) {
immVertex3fv(pos, vertices[0]); /* apex to corner */
immVertex3fv(pos, vertices[i]);
@@ -1479,7 +1479,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
}
else {
/* draw the angled sides of the cone */
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
immVertex3fv(pos, vvec);
immVertex3fv(pos, vec);
immVertex3fv(pos, lvec);
@@ -1507,7 +1507,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
/* draw clip start, useful for wide cones where its not obvious where the start is */
gpuTranslate3f(0.0f, 0.0f, -x); /* reverse translation above */
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
if (la->type == LA_SPOT && (la->mode & LA_SHAD_BUF)) {
float lvec_clip[3];
float vvec_clip[3];
@@ -1528,7 +1528,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
}
else if (ELEM(la->type, LA_HEMI, LA_SUN)) {
/* draw the line from the circle along the dist */
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
vec[2] = -circrad;
immVertex3fv(pos, vec);
vec[2] = -la->dist;
@@ -1548,7 +1548,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
float v[3] = {0.0f, 0.0f, 0.0f};
zdist = 0.02f;
- immBegin(PRIM_LINE_STRIP, 6);
+ immBegin(GWN_PRIM_LINE_STRIP, 6);
for (steps = 0; steps < 6; steps++) {
if (axis == 0 || axis == 1) { /* x axis up, x axis down */
@@ -1587,7 +1587,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
else if (la->area_shape == LA_AREA_RECT)
imm_draw_line_box_3d(pos, -la->area_size * 0.5f, -la->area_sizey * 0.5f, la->area_size * 0.5f, la->area_sizey * 0.5f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3f(pos, 0.0f, 0.0f, -circrad);
immVertex3f(pos, 0.0f, 0.0f, -la->dist);
immEnd();
@@ -1613,14 +1613,14 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
if (vec[2] > 0) vec[2] -= circrad;
else vec[2] += circrad;
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3fv(pos, vec);
vec[2] = 0;
immVertex3fv(pos, vec);
immEnd();
glPointSize(2.0f);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex3fv(pos, vec);
immEnd();
@@ -1632,7 +1632,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
static void draw_limit_line(float sta, float end, const short dflag, const unsigned char col[3], unsigned pos)
{
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3f(pos, 0.0f, 0.0f, -sta);
immVertex3f(pos, 0.0f, 0.0f, -end);
immEnd();
@@ -1641,7 +1641,7 @@ static void draw_limit_line(float sta, float end, const short dflag, const unsig
glPointSize(3.0f);
/* would like smooth round points here, but that means binding another shader...
* if it's really desired, pull these points into their own function to be called after */
- immBegin(PRIM_POINTS, 2);
+ immBegin(GWN_PRIM_POINTS, 2);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
immUniformColor3ubv(col);
}
@@ -1656,7 +1656,7 @@ static void draw_limit_line(float sta, float end, const short dflag, const unsig
/* qdn: now also enabled for Blender to set focus point for defocus composite node */
static void draw_focus_cross(float dist, float size, unsigned pos)
{
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex3f(pos, -size, 0.0f, -dist);
immVertex3f(pos, size, 0.0f, -dist);
immVertex3f(pos, 0.0f, -size, -dist);
@@ -1753,7 +1753,7 @@ static void draw_viewport_object_reconstruction(
}
else if (v3d_drawtype > OB_WIRE) {
if (v3d->bundle_drawtype == OB_EMPTY_SPHERE) {
- Batch *batch;
+ Gwn_Batch *batch;
gpuScaleUniform(0.05f);
@@ -1763,17 +1763,17 @@ static void draw_viewport_object_reconstruction(
if ((dflag & DRAW_CONSTCOLOR) == 0) {
Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
- Batch_Uniform4f(batch, "color",
- ob_wire_col[0]/255.f,
- ob_wire_col[1]/255.f,
- ob_wire_col[2]/255.f, 1.0f);
+ GWN_batch_uniform_4f(batch, "color",
+ ob_wire_col[0] / 255.f,
+ ob_wire_col[1] / 255.f,
+ ob_wire_col[2] / 255.f, 1.0f);
}
else {
Batch_set_builtin_program(batch, GPU_SHADER_3D_DEPTH_ONLY);
}
glLineWidth(2.0f);
- Batch_draw(batch);
+ GWN_batch_draw(batch);
}
batch = Batch_get_sphere(0);
@@ -1782,17 +1782,17 @@ static void draw_viewport_object_reconstruction(
const float light[3] = {0.0f, 0.0f, 1.0f};
float col[3];
Batch_set_builtin_program(batch, GPU_SHADER_SIMPLE_LIGHTING);
- Batch_Uniform3fv(batch, "light", light);
+ GWN_batch_uniform_3fv(batch, "light", light);
if (track->flag & TRACK_CUSTOMCOLOR) copy_v3_v3(col, track->color);
else UI_GetThemeColor3fv(TH_BUNDLE_SOLID, col);
- Batch_Uniform4f(batch, "color", col[0], col[1], col[2], 1.0f);
+ GWN_batch_uniform_4f(batch, "color", col[0], col[1], col[2], 1.0f);
}
else {
Batch_set_builtin_program(batch, GPU_SHADER_3D_DEPTH_ONLY);
}
- Batch_draw(batch);
+ GWN_batch_draw(batch);
}
else {
unsigned char color[4];
@@ -1835,14 +1835,14 @@ static void draw_viewport_object_reconstruction(
if (reconstruction->camnr >= 2) {
MovieReconstructedCamera *camera = reconstruction->cameras;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_CAMERA_PATH);
glLineWidth(2.0f);
- immBegin(PRIM_LINE_STRIP, reconstruction->camnr);
+ immBegin(GWN_PRIM_LINE_STRIP, reconstruction->camnr);
for (int a = 0; a < reconstruction->camnr; a++, camera++) {
immVertex3fv(pos, camera->mat[3]);
}
@@ -1895,7 +1895,7 @@ static void draw_viewport_reconstruction(
/* camera frame */
static void drawcamera_frame(float vec[4][3], bool filled, unsigned pos)
{
- immBegin(filled ? PRIM_TRIANGLE_FAN : PRIM_LINE_LOOP, 4);
+ immBegin(filled ? GWN_PRIM_TRI_FAN : GWN_PRIM_LINE_LOOP, 4);
immVertex3fv(pos, vec[0]);
immVertex3fv(pos, vec[1]);
immVertex3fv(pos, vec[2]);
@@ -1906,7 +1906,7 @@ static void drawcamera_frame(float vec[4][3], bool filled, unsigned pos)
/* center point to camera frame */
static void drawcamera_framelines(float vec[4][3], float origin[3], unsigned pos)
{
- immBegin(PRIM_LINES, 8);
+ immBegin(GWN_PRIM_LINES, 8);
immVertex3fv(pos, origin);
immVertex3fv(pos, vec[0]);
immVertex3fv(pos, origin);
@@ -1924,7 +1924,7 @@ static void drawcamera_volume(float near_plane[4][3], float far_plane[4][3], boo
drawcamera_frame(far_plane, filled, pos);
if (filled) {
- immBegin(PRIM_TRIANGLE_STRIP, 10);
+ immBegin(GWN_PRIM_TRI_STRIP, 10);
immVertex3fv(pos, near_plane[0]);
immVertex3fv(pos, far_plane[0]);
@@ -1940,7 +1940,7 @@ static void drawcamera_volume(float near_plane[4][3], float far_plane[4][3], boo
immEnd();
}
else {
- immBegin(PRIM_LINES, 8);
+ immBegin(GWN_PRIM_LINES, 8);
for (int i = 0; i < 4; ++i) {
immVertex3fv(pos, near_plane[i]);
immVertex3fv(pos, far_plane[i]);
@@ -2024,7 +2024,7 @@ static void drawcamera_stereo3d(
glLineStipple(2, 0xAAAA);
glEnable(GL_LINE_STIPPLE);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3fv(pos, origin[0]);
immVertex3fv(pos, origin[1]);
immEnd();
@@ -2180,7 +2180,7 @@ 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 int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) {
immUniformColor3ubv(ob_wire_col);
@@ -2225,10 +2225,10 @@ void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
* for active cameras. We actually draw both outline+filled
* for active cameras so the wire can be seen side-on */
for (int i = 0; i < 2; i++) {
- if (i == 0) immBegin(PRIM_LINE_LOOP, 3);
+ if (i == 0) immBegin(GWN_PRIM_LINE_LOOP, 3);
else if (i == 1 && is_active) {
glDisable(GL_CULL_FACE); /* TODO: declarative state tracking */
- immBegin(PRIM_TRIANGLES, 3);
+ immBegin(GWN_PRIM_TRIS, 3);
}
else break;
@@ -2288,8 +2288,8 @@ void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
/* flag similar to draw_object() */
void drawspeaker(const unsigned char ob_wire_col[3])
{
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -2304,7 +2304,7 @@ void drawspeaker(const unsigned char ob_wire_col[3])
for (int j = 0; j < 3; j++) {
float z = 0.25f * j - 0.125f;
- immBegin(PRIM_LINE_LOOP, segments);
+ immBegin(GWN_PRIM_LINE_LOOP, segments);
for (int i = 0; i < segments; i++) {
float x = cosf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
float y = sinf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
@@ -2316,7 +2316,7 @@ void drawspeaker(const unsigned char ob_wire_col[3])
for (int j = 0; j < 4; j++) {
float x = (((j + 1) % 2) * (j - 1)) * 0.5f;
float y = ((j % 2) * (j - 2)) * 0.5f;
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
for (int i = 0; i < 3; i++) {
if (i == 1) {
x *= 0.5f;
@@ -2343,7 +2343,7 @@ static void lattice_draw_verts(Lattice *lt, DispList *dl, BPoint *actbp, short s
UI_GetThemeColor4fv(TH_ACTIVE_VERT, active_color);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
- immBeginAtMost(PRIM_POINTS, lt->pntsw * lt->pntsv * lt->pntsu);
+ immBeginAtMost(GWN_PRIM_POINTS, lt->pntsw * lt->pntsv * lt->pntsu);
for (int w = 0; w < lt->pntsw; w++) {
int wxt = (w == 0 || w == lt->pntsw - 1);
@@ -2453,11 +2453,11 @@ static void drawlattice(View3D *v3d, Object *ob, const short dflag, const unsign
}
}
- VertexFormat *format = immVertexFormat();
- unsigned int color, pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int color, pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
if (actdef_wcol) {
- color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
+ color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
}
else {
@@ -2477,7 +2477,7 @@ static void drawlattice(View3D *v3d, Object *ob, const short dflag, const unsign
}
glLineWidth(1.0f);
- immBeginAtMost(PRIM_LINES, lt->pntsw * lt->pntsv * lt->pntsu * 6);
+ immBeginAtMost(GWN_PRIM_LINES, lt->pntsw * lt->pntsv * lt->pntsu * 6);
for (w = 0; w < lt->pntsw; w++) {
int wxt = (w == 0 || w == lt->pntsw - 1);
@@ -2510,9 +2510,9 @@ 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 = 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);
+ Gwn_VertFormat *v_format = immVertexFormat();
+ unsigned int v_pos = GWN_vertformat_attr_add(v_format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int v_color = GWN_vertformat_attr_add(v_format, "color", GWN_COMP_F32, 4, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
@@ -2557,7 +2557,7 @@ static void drawSelectedVertices__mapFunc(void *userData, int index, const float
static void drawSelectedVertices(DerivedMesh *dm, Mesh *me)
{
drawDMVertSel_userData data;
- VertexFormat *format = immVertexFormat();
+ Gwn_VertFormat *format = immVertexFormat();
/* TODO define selected color */
unsigned char base_col[3] = {0x0, 0x0, 0x0};
@@ -2572,14 +2572,14 @@ static void drawSelectedVertices(DerivedMesh *dm, Mesh *me)
data.col[1] = sel_col;
data.col[2] = act_col;
- 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);
+ data.color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
if (dm->getNumVerts(dm) == 0) return;
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
- immBeginAtMost(PRIM_POINTS, dm->getNumVerts(dm));
+ immBeginAtMost(GWN_PRIM_POINTS, dm->getNumVerts(dm));
dm->foreachMappedVert(dm, drawSelectedVertices__mapFunc, &data, DM_FOREACH_NOP);
immEnd();
@@ -2639,12 +2639,12 @@ static void draw_dm_face_normals__mapFunc(void *userData, int index, const float
static void draw_dm_face_normals(BMEditMesh *em, Scene *scene, Object *ob, DerivedMesh *dm, int theme_id)
{
- VertexFormat *format = immVertexFormat();
+ Gwn_VertFormat *format = immVertexFormat();
drawDMNormal_userData data;
data.bm = em->bm;
data.normalsize = scene->toolsettings->normalsize;
- data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
calcDrawDMNormalScale(ob, &data);
@@ -2653,7 +2653,7 @@ static void draw_dm_face_normals(BMEditMesh *em, Scene *scene, Object *ob, Deriv
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(theme_id);
- immBeginAtMost(PRIM_LINES, dm->getNumPolys(dm) * 2);
+ immBeginAtMost(GWN_PRIM_LINES, dm->getNumPolys(dm) * 2);
dm->foreachMappedFaceCenter(dm, draw_dm_face_normals__mapFunc, &data, DM_FOREACH_USE_NORMAL);
immEnd();
@@ -2673,19 +2673,19 @@ static void draw_dm_face_centers__mapFunc(void *userData, int index, const float
}
static void draw_dm_face_centers(BMEditMesh *em, DerivedMesh *dm, bool select, const unsigned char fcol[3])
{
- VertexFormat *format = immVertexFormat();
+ Gwn_VertFormat *format = immVertexFormat();
drawBMSelect_userData data;
data.bm = em->bm;
data.select = select;
- data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
if (dm->getNumPolys(dm) == 0) return;
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ubv(fcol);
- immBeginAtMost(PRIM_POINTS, dm->getNumPolys(dm));
+ immBeginAtMost(GWN_PRIM_POINTS, dm->getNumPolys(dm));
dm->foreachMappedFaceCenter(dm, draw_dm_face_centers__mapFunc, &data, DM_FOREACH_NOP);
immEnd();
@@ -2726,11 +2726,11 @@ static void draw_dm_vert_normals__mapFunc(void *userData, int index, const float
static void draw_dm_vert_normals(BMEditMesh *em, Scene *scene, Object *ob, DerivedMesh *dm, int theme_id)
{
drawDMNormal_userData data;
- VertexFormat *format = immVertexFormat();
+ Gwn_VertFormat *format = immVertexFormat();
data.bm = em->bm;
data.normalsize = scene->toolsettings->normalsize;
- data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
calcDrawDMNormalScale(ob, &data);
@@ -2739,7 +2739,7 @@ static void draw_dm_vert_normals(BMEditMesh *em, Scene *scene, Object *ob, Deriv
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(theme_id);
- immBeginAtMost(PRIM_LINES, dm->getNumVerts(dm) * 2);
+ immBeginAtMost(GWN_PRIM_LINES, dm->getNumVerts(dm) * 2);
dm->foreachMappedVert(dm, draw_dm_vert_normals__mapFunc, &data, DM_FOREACH_USE_NORMAL);
immEnd();
@@ -2785,14 +2785,14 @@ static void draw_dm_verts__mapFunc(void *userData, int index, const float co[3],
static void draw_dm_verts(BMEditMesh *em, DerivedMesh *dm, const char sel, BMVert *eve_act,
RegionView3D *rv3d, const unsigned char col[4])
{
- VertexFormat *format = immVertexFormat();
+ Gwn_VertFormat *format = immVertexFormat();
drawDMVerts_userData data;
data.sel = sel;
data.eve_act = eve_act;
data.bm = em->bm;
- 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);
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ data.color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
/* Cache theme values */
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, data.th_editmesh_active);
@@ -2813,7 +2813,7 @@ static void draw_dm_verts(BMEditMesh *em, DerivedMesh *dm, const char sel, BMVer
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
- immBeginAtMost(PRIM_POINTS, dm->getNumVerts(dm));
+ immBeginAtMost(GWN_PRIM_POINTS, dm->getNumVerts(dm));
dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data, DM_FOREACH_NOP);
immEnd();
@@ -2823,7 +2823,7 @@ 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 = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ data.pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4ubv(data.th_skin_root);
@@ -3148,7 +3148,7 @@ static void draw_dm_loop_normals(BMEditMesh *em, Scene *scene, Object *ob, Deriv
data.bm = em->bm;
data.normalsize = scene->toolsettings->normalsize;
- data.pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ data.pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
if (dm->getNumLoops(dm) == 0) return;
@@ -3157,7 +3157,7 @@ static void draw_dm_loop_normals(BMEditMesh *em, Scene *scene, Object *ob, Deriv
calcDrawDMNormalScale(ob, &data);
- immBeginAtMost(PRIM_LINES, dm->getNumLoops(dm) * 2);
+ immBeginAtMost(GWN_PRIM_LINES, dm->getNumLoops(dm) * 2);
dm->foreachMappedLoop(dm, draw_dm_loop_normals__mapFunc, &data, DM_FOREACH_USE_NORMAL);
immEnd();
@@ -3327,15 +3327,15 @@ 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 = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ data.col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) + 2.0f);
- immBeginAtMost(PRIM_POINTS, dm->getNumVerts(dm));
+ immBeginAtMost(GWN_PRIM_POINTS, dm->getNumVerts(dm));
dm->foreachMappedVert(dm, draw_dm_bweights__mapFunc, &data, DM_FOREACH_NOP);
immEnd();
@@ -4141,7 +4141,7 @@ static void draw_em_fancy_new(Scene *UNUSED(scene), ARegion *UNUSED(ar), View3D
Object *UNUSED(ob), Mesh *me, BMEditMesh *UNUSED(em), DerivedMesh *UNUSED(cageDM), DerivedMesh *UNUSED(finalDM), const char UNUSED(dt))
{
/* for now... something simple! */
- Batch *surface = DRW_mesh_batch_cache_get_all_triangles(me);
+ Gwn_Batch *surface = DRW_mesh_batch_cache_get_all_triangles(me);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
@@ -4152,16 +4152,16 @@ static void draw_em_fancy_new(Scene *UNUSED(scene), ARegion *UNUSED(ar), View3D
glDepthMask(GL_FALSE);
Batch_set_builtin_program(surface, GPU_SHADER_3D_UNIFORM_COLOR);
- Batch_Uniform4f(surface, "color", 1.0f, 0.5f, 0.0f, 0.5f);
- Batch_draw(surface);
+ GWN_batch_uniform_4f(surface, "color", 1.0f, 0.5f, 0.0f, 0.5f);
+ GWN_batch_draw(surface);
#if 0 /* until I understand finalDM better */
if (finalDM != cageDM) {
puts("finalDM != cageDM");
- Batch *finalSurface = MBC_get_all_triangles(finalDM);
+ Gwn_Batch *finalSurface = MBC_get_all_triangles(finalDM);
Batch_set_builtin_program(finalSurface, GPU_SHADER_3D_UNIFORM_COLOR);
- Batch_Uniform4f(finalSurface, "color", 0.0f, 0.0f, 0.0f, 0.05f);
- Batch_draw(finalSurface);
+ GWN_batch_uniform_4f(finalSurface, "color", 0.0f, 0.0f, 0.0f, 0.05f);
+ GWN_batch_draw(finalSurface);
}
#endif
@@ -4172,46 +4172,46 @@ static void draw_em_fancy_new(Scene *UNUSED(scene), ARegion *UNUSED(ar), View3D
* TODO: draw edit object last to avoid this mess
*/
Batch_set_builtin_program(surface, GPU_SHADER_3D_DEPTH_ONLY);
- Batch_draw(surface);
+ GWN_batch_draw(surface);
if (GLEW_VERSION_3_2) {
#if 0
- Batch *overlay = DRW_mesh_batch_cache_get_overlay_edges(me);
+ Gwn_Batch *overlay = DRW_mesh_batch_cache_get_overlay_edges(me);
Batch_set_builtin_program(overlay, GPU_SHADER_EDGES_OVERLAY);
- Batch_Uniform2f(overlay, "viewportSize", ar->winx, ar->winy);
- Batch_draw(overlay);
+ GWN_batch_uniform_2f(overlay, "viewportSize", ar->winx, ar->winy);
+ GWN_batch_draw(overlay);
#endif
#if 0 /* TODO: use this SIMPLE variant for pure triangle meshes */
Batch_set_builtin_program(surface, GPU_SHADER_EDGES_OVERLAY_SIMPLE);
/* use these defaults:
* const float edgeColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
- * Batch_Uniform4f(surface, "fillColor", edgeColor[0], edgeColor[1], edgeColor[2], 0.0f);
- * Batch_Uniform4fv(surface, "outlineColor", edgeColor);
- * Batch_Uniform1f(surface, "outlineWidth", 1.0f);
+ * GWN_batch_uniform_4f(surface, "fillColor", edgeColor[0], edgeColor[1], edgeColor[2], 0.0f);
+ * GWN_batch_uniform_4fv(surface, "outlineColor", edgeColor);
+ * GWN_batch_uniform_1f(surface, "outlineWidth", 1.0f);
*/
- Batch_Uniform2f(surface, "viewportSize", ar->winx, ar->winy);
- Batch_draw(surface);
+ GWN_batch_uniform_2f(surface, "viewportSize", ar->winx, ar->winy);
+ GWN_batch_draw(surface);
#endif
}
else {
- Batch *edges = DRW_mesh_batch_cache_get_all_edges(me);
+ Gwn_Batch *edges = DRW_mesh_batch_cache_get_all_edges(me);
Batch_set_builtin_program(edges, GPU_SHADER_3D_UNIFORM_COLOR);
- Batch_Uniform4f(edges, "color", 0.0f, 0.0f, 0.0f, 1.0f);
+ GWN_batch_uniform_4f(edges, "color", 0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_LINE_SMOOTH);
glLineWidth(1.5f);
- Batch_draw(edges);
+ GWN_batch_draw(edges);
glDisable(GL_LINE_SMOOTH);
}
#if 0 /* looks good even without points */
- Batch *verts = MBC_get_all_verts(me);
+ Gwn_Batch *verts = MBC_get_all_verts(me);
glEnable(GL_BLEND);
Batch_set_builtin_program(verts, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
- Batch_Uniform4f(verts, "color", 0.0f, 0.0f, 0.0f, 1.0f);
- Batch_Uniform1f(verts, "size", UI_GetThemeValuef(TH_VERTEX_SIZE) * 1.5f);
- Batch_draw(verts);
+ GWN_batch_uniform_4f(verts, "color", 0.0f, 0.0f, 0.0f, 1.0f);
+ GWN_batch_uniform_1f(verts, "size", UI_GetThemeValuef(TH_VERTEX_SIZE) * 1.5f);
+ GWN_batch_draw(verts);
glDisable(GL_BLEND);
#endif
@@ -4257,30 +4257,30 @@ static void draw_mesh_object_outline_new(View3D *v3d, RegionView3D *rv3d, Object
UI_GetThemeColor4fv((is_active ? TH_ACTIVE : TH_SELECT), outline_color);
#if 1 /* new version that draws only silhouette edges */
- Batch *fancy_edges = DRW_mesh_batch_cache_get_fancy_edges(me);
+ Gwn_Batch *fancy_edges = DRW_mesh_batch_cache_get_fancy_edges(me);
if (rv3d->persp == RV3D_ORTHO) {
Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_ORTHO);
/* set eye vector, transformed to object coords */
float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */
mul_m3_v3(gpuGetNormalMatrixInverse(NULL), eye);
- Batch_Uniform3fv(fancy_edges, "eye", eye);
+ GWN_batch_uniform_3fv(fancy_edges, "eye", eye);
}
else {
Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_PERSP);
}
- Batch_Uniform1b(fancy_edges, "drawFront", false);
- Batch_Uniform1b(fancy_edges, "drawBack", false);
- Batch_Uniform1b(fancy_edges, "drawSilhouette", true);
- Batch_Uniform4fv(fancy_edges, "silhouetteColor", outline_color);
+ GWN_batch_uniform_1b(fancy_edges, "drawFront", false);
+ GWN_batch_uniform_1b(fancy_edges, "drawBack", false);
+ GWN_batch_uniform_1b(fancy_edges, "drawSilhouette", true);
+ GWN_batch_uniform_4fv(fancy_edges, "silhouetteColor", outline_color);
- Batch_draw(fancy_edges);
+ GWN_batch_draw(fancy_edges);
#else /* alternate version that matches look of old viewport (but more efficient) */
- Batch *batch = MBC_get_all_edges(dm);
+ Gwn_Batch *batch = MBC_get_all_edges(dm);
Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
- Batch_Uniform4fv(batch, "color", outline_color);
- Batch_draw(batch);
+ GWN_batch_uniform_4fv(batch, "color", outline_color);
+ GWN_batch_draw(batch);
#endif
glDepthMask(GL_TRUE);
@@ -4781,14 +4781,14 @@ static void draw_mesh_fancy_new(Scene *scene, SceneLayer *sl, ARegion *ar, View3
#if 1 /* fancy wireframes */
- Batch *fancy_edges = DRW_mesh_batch_cache_get_fancy_edges(me);
+ Gwn_Batch *fancy_edges = DRW_mesh_batch_cache_get_fancy_edges(me);
if (rv3d->persp == RV3D_ORTHO) {
Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_ORTHO);
/* set eye vector, transformed to object coords */
float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */
mul_m3_v3(gpuGetNormalMatrixInverse(NULL), eye);
- Batch_Uniform3fv(fancy_edges, "eye", eye);
+ GWN_batch_uniform_3fv(fancy_edges, "eye", eye);
}
else {
Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_PERSP);
@@ -4799,35 +4799,35 @@ static void draw_mesh_fancy_new(Scene *scene, SceneLayer *sl, ARegion *ar, View3
float outlineColor[4];
make_color_variations(ob_wire_col, backColor, frontColor, outlineColor, other_obedit);
- Batch_Uniform4fv(fancy_edges, "frontColor", frontColor);
- Batch_Uniform4fv(fancy_edges, "backColor", backColor);
- Batch_Uniform1b(fancy_edges, "drawFront", true);
- Batch_Uniform1b(fancy_edges, "drawBack", true); /* false here = backface cull */
- Batch_Uniform1b(fancy_edges, "drawSilhouette", false);
+ GWN_batch_uniform_4fv(fancy_edges, "frontColor", frontColor);
+ GWN_batch_uniform_4fv(fancy_edges, "backColor", backColor);
+ GWN_batch_uniform_1b(fancy_edges, "drawFront", true);
+ GWN_batch_uniform_1b(fancy_edges, "drawBack", true); /* false here = backface cull */
+ GWN_batch_uniform_1b(fancy_edges, "drawSilhouette", false);
- Batch_draw(fancy_edges);
+ GWN_batch_draw(fancy_edges);
/* extra oomph for the silhouette contours */
glLineWidth(2.0f);
- Batch_use_program(fancy_edges); /* hack to make the following uniforms stick */
- Batch_Uniform1b(fancy_edges, "drawFront", false);
- Batch_Uniform1b(fancy_edges, "drawBack", false);
- Batch_Uniform1b(fancy_edges, "drawSilhouette", true);
- Batch_Uniform4fv(fancy_edges, "silhouetteColor", outlineColor);
+ GWN_batch_program_use_begin(fancy_edges); /* hack to make the following uniforms stick */
+ GWN_batch_uniform_1b(fancy_edges, "drawFront", false);
+ GWN_batch_uniform_1b(fancy_edges, "drawBack", false);
+ GWN_batch_uniform_1b(fancy_edges, "drawSilhouette", true);
+ GWN_batch_uniform_4fv(fancy_edges, "silhouetteColor", outlineColor);
- Batch_draw(fancy_edges);
+ GWN_batch_draw(fancy_edges);
#else /* simple wireframes */
- Batch *batch = MBC_get_all_edges(dm);
+ Gwn_Batch *batch = MBC_get_all_edges(dm);
Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
float color[4];
rgba_uchar_to_float(color, ob_wire_col);
- Batch_Uniform4fv(batch, "color", color);
+ GWN_batch_uniform_4fv(batch, "color", color);
- Batch_draw(batch);
+ GWN_batch_draw(batch);
#endif
}
else if (((is_obact && ob->mode & OB_MODE_TEXTURE_PAINT)) ||
@@ -5121,23 +5121,23 @@ static bool UNUSED_FUNCTION(draw_mesh_object_new)(Scene *scene, SceneLayer *sl,
/* ************** DRAW DISPLIST ****************** */
-static void drawDispListVerts(PrimitiveType prim_type, const void *data, unsigned int vert_ct, const unsigned char wire_col[3])
+static void drawDispListVerts(Gwn_PrimType prim_type, const void *data, unsigned int vert_ct, const unsigned char wire_col[3])
{
- VertexFormat format = {0};
- unsigned int pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat format = {0};
+ unsigned int pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
- VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
- VertexBuffer_allocate_data(vbo, vert_ct);
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, vert_ct);
- VertexBuffer_fill_attrib(vbo, pos_id, data);
+ GWN_vertbuf_attr_fill(vbo, pos_id, data);
- Batch *batch = Batch_create(prim_type, vbo, NULL);
+ Gwn_Batch *batch = GWN_batch_create(prim_type, vbo, NULL);
Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
if (wire_col) {
- Batch_Uniform4f(batch, "color", wire_col[0]/255.0f, wire_col[1]/255.0f, wire_col[2]/255.0f, 1.0f);
+ GWN_batch_uniform_4f(batch, "color", wire_col[0] / 255.0f, wire_col[1] / 255.0f, wire_col[2] / 255.0f, 1.0f);
}
- Batch_draw(batch);
- Batch_discard_all(batch);
+ GWN_batch_draw(batch);
+ GWN_batch_discard_all(batch);
}
/* convert dispList with elem indices to batch, only support triangles and quads
@@ -5149,59 +5149,59 @@ static void drawDispListElem(
const float *data, const float *ndata, unsigned int data_len,
const int *elem, unsigned int elem_len, const unsigned char wire_col[3])
{
- VertexFormat format = {0};
+ Gwn_VertFormat format = {0};
int i;
const int *idx = elem;
unsigned int pos_id, nor_id;
- pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
if (ndata) {
if (ndata_is_single) {
/* pass */
}
else {
- nor_id = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT);
+ nor_id = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
}
}
- ElementListBuilder elb;
- ElementListBuilder_init(&elb, PRIM_TRIANGLES, (quads) ? elem_len * 2 : elem_len, 0xffffffff);
+ Gwn_IndexBufBuilder elb;
+ GWN_indexbuf_init(&elb, GWN_PRIM_TRIS, (quads) ? elem_len * 2 : elem_len, 0xffffffff);
if (quads) {
for (i = elem_len; i; --i, idx += 4) {
- add_triangle_vertices(&elb, idx[0], idx[1], idx[2]);
- add_triangle_vertices(&elb, idx[0], idx[2], idx[3]);
+ GWN_indexbuf_add_tri_verts(&elb, idx[0], idx[1], idx[2]);
+ GWN_indexbuf_add_tri_verts(&elb, idx[0], idx[2], idx[3]);
}
}
else {
for (i = elem_len; i; --i, idx += 3) {
- add_triangle_vertices(&elb, idx[0], idx[1], idx[2]);
+ GWN_indexbuf_add_tri_verts(&elb, idx[0], idx[1], idx[2]);
}
}
- VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
- VertexBuffer_allocate_data(vbo, data_len);
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, data_len);
- VertexBuffer_fill_attrib(vbo, pos_id, data);
+ GWN_vertbuf_attr_fill(vbo, pos_id, data);
if (ndata) {
if (ndata_is_single) {
/* TODO: something like glNormal for a single value */
}
else {
- VertexBuffer_fill_attrib(vbo, nor_id, ndata);
+ GWN_vertbuf_attr_fill(vbo, nor_id, ndata);
}
}
- Batch *batch = Batch_create(PRIM_TRIANGLES, vbo, ElementList_build(&elb));
+ Gwn_Batch *batch = GWN_batch_create(GWN_PRIM_TRIS, vbo, GWN_indexbuf_build(&elb));
Batch_set_builtin_program(batch, GPU_SHADER_SIMPLE_LIGHTING);
if (wire_col) {
- Batch_Uniform4f(batch, "color", wire_col[0]/255.0f, wire_col[1]/255.0f, wire_col[2]/255.0f, 1.0f);
+ GWN_batch_uniform_4f(batch, "color", wire_col[0] / 255.0f, wire_col[1] / 255.0f, wire_col[2] / 255.0f, 1.0f);
}
- Batch_Uniform4f(batch, "color", 0.8f, 0.8f, 0.8f, 1.0f);
- Batch_Uniform3f(batch, "light", 0.0f, 0.0f, 1.0f);
- Batch_draw(batch);
- Batch_discard_all(batch);
+ GWN_batch_uniform_4f(batch, "color", 0.8f, 0.8f, 0.8f, 1.0f);
+ GWN_batch_uniform_3f(batch, "light", 0.0f, 0.0f, 1.0f);
+ GWN_batch_draw(batch);
+ GWN_batch_discard_all(batch);
}
/**
@@ -5229,20 +5229,20 @@ static bool drawDispListwire_ex(ListBase *dlbase, unsigned int dl_type_mask, con
switch (dl->type) {
case DL_SEGM:
for (parts = 0; parts < dl->parts; parts++)
- drawDispListVerts(PRIM_LINE_STRIP, data + (parts * dl->nr * 3), dl->nr, wire_col);
+ drawDispListVerts(GWN_PRIM_LINE_STRIP, data + (parts * dl->nr * 3), dl->nr, wire_col);
break;
case DL_POLY:
for (parts = 0; parts < dl->parts; parts++)
- drawDispListVerts(PRIM_LINE_LOOP, data + (parts * dl->nr * 3), dl->nr, wire_col);
+ drawDispListVerts(GWN_PRIM_LINE_LOOP, data + (parts * dl->nr * 3), dl->nr, wire_col);
break;
case DL_SURF:
for (parts = 0; parts < dl->parts; parts++) {
if (dl->flag & DL_CYCL_U)
- drawDispListVerts(PRIM_LINE_LOOP, data + (parts * dl->nr * 3), dl->nr, wire_col);
+ drawDispListVerts(GWN_PRIM_LINE_LOOP, data + (parts * dl->nr * 3), dl->nr, wire_col);
else
- drawDispListVerts(PRIM_LINE_STRIP, data + (parts * dl->nr * 3), dl->nr, wire_col);
+ drawDispListVerts(GWN_PRIM_LINE_STRIP, data + (parts * dl->nr * 3), dl->nr, wire_col);
}
float *data_aligned = MEM_mallocN(sizeof(float) * 3 * dl->parts, "aligned data");
@@ -5260,9 +5260,9 @@ static bool drawDispListwire_ex(ListBase *dlbase, unsigned int dl_type_mask, con
}
if (dl->flag & DL_CYCL_V)
- drawDispListVerts(PRIM_LINE_LOOP, data_aligned, dl->parts, wire_col);
+ drawDispListVerts(GWN_PRIM_LINE_LOOP, data_aligned, dl->parts, wire_col);
else
- drawDispListVerts(PRIM_LINE_STRIP, data_aligned, dl->parts, wire_col);
+ drawDispListVerts(GWN_PRIM_LINE_STRIP, data_aligned, dl->parts, wire_col);
}
if (data_aligned)
@@ -5328,7 +5328,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob, const short UNUSED(dflag
col = -1;
}
- drawDispListVerts(PRIM_LINE_STRIP, data, dl->nr, ob_wire_col);
+ drawDispListVerts(GWN_PRIM_LINE_STRIP, data, dl->nr, ob_wire_col);
}
break;
case DL_POLY:
@@ -5338,7 +5338,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob, const short UNUSED(dflag
col = -1;
}
- drawDispListVerts(PRIM_LINE_LOOP, data, dl->nr, ob_wire_col);
+ drawDispListVerts(GWN_PRIM_LINE_LOOP, data, dl->nr, ob_wire_col);
}
break;
case DL_SURF:
@@ -5621,47 +5621,47 @@ static bool drawDispList(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3D
/* *********** drawing for particles ************* */
/* stride : offset size in bytes
* col[4] : the color to use when *color is NULL, can be also NULL */
-static void draw_vertex_array(PrimitiveType prim_type, const float *vert, const float *nor, const float *color, int stride, int vert_ct, float col[4])
+static void draw_vertex_array(Gwn_PrimType prim_type, const float *vert, const float *nor, const float *color, int stride, int vert_ct, float col[4])
{
- VertexFormat format = {0};
+ Gwn_VertFormat format = {0};
unsigned int pos_id, nor_id, col_id;
- 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);
+ pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ if (nor) nor_id = GWN_vertformat_attr_add(&format, "nor", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ if (color) col_id = GWN_vertformat_attr_add(&format, "color", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
- VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
- VertexBuffer_allocate_data(vbo, vert_ct);
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, vert_ct);
if (stride == 0) {
- VertexBuffer_fill_attrib(vbo, pos_id, vert);
- if (nor) VertexBuffer_fill_attrib(vbo, nor_id, nor);
- if (color) VertexBuffer_fill_attrib(vbo, col_id, color);
+ GWN_vertbuf_attr_fill(vbo, pos_id, vert);
+ if (nor) GWN_vertbuf_attr_fill(vbo, nor_id, nor);
+ if (color) GWN_vertbuf_attr_fill(vbo, col_id, color);
}
else {
- VertexBuffer_fill_attrib_stride(vbo, pos_id, stride, vert);
- if (nor) VertexBuffer_fill_attrib_stride(vbo, nor_id, stride, nor);
- if (color) VertexBuffer_fill_attrib_stride(vbo, col_id, stride, color);
+ GWN_vertbuf_attr_fill_stride(vbo, pos_id, stride, vert);
+ if (nor) GWN_vertbuf_attr_fill_stride(vbo, nor_id, stride, nor);
+ if (color) GWN_vertbuf_attr_fill_stride(vbo, col_id, stride, color);
}
- Batch *batch = Batch_create(prim_type, vbo, NULL);
+ Gwn_Batch *batch = GWN_batch_create(prim_type, vbo, NULL);
if (nor && color) {
Batch_set_builtin_program(batch, GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR);
- Batch_Uniform3f(batch, "light", 0.0f, 0.0f, 1.0f);
+ GWN_batch_uniform_3f(batch, "light", 0.0f, 0.0f, 1.0f);
}
else if (nor) {
Batch_set_builtin_program(batch, GPU_SHADER_SIMPLE_LIGHTING);
- Batch_Uniform3f(batch, "light", 0.0f, 0.0f, 1.0f);
- if (col) Batch_Uniform4fv(batch, "color", col);
+ GWN_batch_uniform_3f(batch, "light", 0.0f, 0.0f, 1.0f);
+ if (col) GWN_batch_uniform_4fv(batch, "color", col);
}
else if (color) {
Batch_set_builtin_program(batch, GPU_SHADER_3D_SMOOTH_COLOR);
}
else {
Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
- if (col) Batch_Uniform4fv(batch, "color", col);
+ if (col) GWN_batch_uniform_4fv(batch, "color", col);
}
- Batch_draw(batch);
- Batch_discard_all(batch);
+ GWN_batch_draw(batch);
+ GWN_batch_discard_all(batch);
}
static void draw_particle_arrays_new(int draw_as, int ob_dt, int select,
@@ -5672,10 +5672,10 @@ static void draw_particle_arrays_new(int draw_as, int ob_dt, int select,
switch (draw_as) {
case PART_DRAW_AXIS:
case PART_DRAW_CROSS:
- draw_vertex_array(PRIM_LINES, vert, nor, color, 0, 6 * totpoint, col);
+ draw_vertex_array(GWN_PRIM_LINES, vert, nor, color, 0, 6 * totpoint, col);
break;
case PART_DRAW_LINE:
- draw_vertex_array(PRIM_LINES, vert, nor, color, 0, 2 * totpoint, col);
+ draw_vertex_array(GWN_PRIM_LINES, vert, nor, color, 0, 2 * totpoint, col);
break;
case PART_DRAW_BB:
if (ob_dt <= OB_WIRE || select)
@@ -5683,10 +5683,10 @@ static void draw_particle_arrays_new(int draw_as, int ob_dt, int select,
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- draw_vertex_array(PRIM_TRIANGLES, vert, nor, color, 0, 6 * totpoint, col);
+ draw_vertex_array(GWN_PRIM_TRIS, vert, nor, color, 0, 6 * totpoint, col);
break;
default:
- draw_vertex_array(PRIM_POINTS, vert, nor, color, 0, totpoint, col);
+ draw_vertex_array(GWN_PRIM_POINTS, vert, nor, color, 0, totpoint, col);
break;
}
}
@@ -6160,7 +6160,7 @@ 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 = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
imm_cpack(0xFFFFFF);
}
@@ -6329,12 +6329,12 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
path = cache[a];
if (path->segments > 0) {
if (((dflag & DRAW_CONSTCOLOR) == 0) && (part->draw_col == PART_DRAW_COL_MAT)) {
- draw_vertex_array(PRIM_LINE_STRIP, path->co, path->vel, path->col, sizeof(ParticleCacheKey), path->segments + 1, NULL);
+ draw_vertex_array(GWN_PRIM_LINE_STRIP, path->co, path->vel, path->col, sizeof(ParticleCacheKey), path->segments + 1, NULL);
}
else {
float color[4];
rgba_uchar_to_float(color, tcol);
- draw_vertex_array(PRIM_LINE_STRIP, path->co, path->vel, NULL, sizeof(ParticleCacheKey), path->segments + 1, color);
+ draw_vertex_array(GWN_PRIM_LINE_STRIP, path->co, path->vel, NULL, sizeof(ParticleCacheKey), path->segments + 1, color);
}
}
}
@@ -6349,7 +6349,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
/* XXX use proper theme color here */
float color[4] = {0.58f, 0.67f, 1.0f, 1.0f};
- draw_vertex_array(PRIM_LINE_STRIP, hkey->world_co, NULL, NULL, sizeof(HairKey), pa->totkey, color);
+ draw_vertex_array(GWN_PRIM_LINE_STRIP, hkey->world_co, NULL, NULL, sizeof(HairKey), pa->totkey, color);
}
}
@@ -6357,7 +6357,7 @@ 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 = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos_id = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3f(0.9f, 0.4f, 0.4f);
@@ -6367,7 +6367,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
}
if (count > 0) {
- immBegin(PRIM_LINES, count * 2);
+ immBegin(GWN_PRIM_LINES, count * 2);
for (a = 0, pa = psys->particles; a < totpart; a++, pa++) {
for (i = 1; i < pa->totkey; ++i) {
float v1[3], v2[3];
@@ -6397,14 +6397,14 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
int *res = clmd->hair_grid_res;
int i;
- unsigned int pos_id = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos_id = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (select)
immUniformThemeColor(TH_ACTIVE);
else
immUniformThemeColor(TH_WIRE);
- immBegin(PRIM_LINES, 24);
+ immBegin(GWN_PRIM_LINES, 24);
immVertex3f(pos_id, gmin[0], gmin[1], gmin[2]); immVertex3f(pos_id, gmax[0], gmin[1], gmin[2]);
immVertex3f(pos_id, gmax[0], gmin[1], gmin[2]); immVertex3f(pos_id, gmax[0], gmax[1], gmin[2]);
immVertex3f(pos_id, gmax[0], gmax[1], gmin[2]); immVertex3f(pos_id, gmin[0], gmax[1], gmin[2]);
@@ -6433,7 +6433,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
if (count >= 2) {
glEnable(GL_BLEND);
- immBegin(PRIM_LINES, count);
+ immBegin(GWN_PRIM_LINES, count);
for (i = 1; i < res[0] - 1; ++i) {
float f = interpf(gmax[0], gmin[0], (float)i / (float)(res[0] - 1));
immVertex3f(pos_id, f, gmin[1], gmin[2]); immVertex3f(pos_id, f, gmax[1], gmin[2]);
@@ -6470,11 +6470,11 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
path = cache[a];
if (((dflag & DRAW_CONSTCOLOR) == 0) && (part->draw_col == PART_DRAW_COL_MAT)) {
- draw_vertex_array(PRIM_LINE_STRIP, path->co, path->vel, path->col, sizeof(ParticleCacheKey), path->segments + 1, NULL);
+ draw_vertex_array(GWN_PRIM_LINE_STRIP, path->co, path->vel, path->col, sizeof(ParticleCacheKey), path->segments + 1, NULL);
}
else {
float color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
- draw_vertex_array(PRIM_LINE_STRIP, path->co, path->vel, NULL, sizeof(ParticleCacheKey), path->segments + 1, color);
+ draw_vertex_array(GWN_PRIM_LINE_STRIP, path->co, path->vel, NULL, sizeof(ParticleCacheKey), path->segments + 1, color);
}
}
@@ -6543,7 +6543,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
if (pdd && pdd->vedata) {
float color[4] = {0.75f, 0.75f, 0.75f, 1.0f};
- draw_vertex_array(PRIM_LINES, pdd->vedata, NULL, NULL, 0, 2 * totve, color);
+ draw_vertex_array(GWN_PRIM_LINES, pdd->vedata, NULL, NULL, 0, 2 * totve, color);
}
glPolygonMode(GL_FRONT, polygonmode[0]);
@@ -6625,18 +6625,18 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
for (i = 0, point = edit->points; i < totpoint; i++, point++) {
ParticleCacheKey *path = cache[i];
- VertexFormat format = {0};
+ Gwn_VertFormat format = {0};
unsigned int pos_id, col_id, col_comp;
col_comp = ((point->flag & PEP_HIDE) || timed) ? 4 : 3;
- 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);
+ pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ col_id = GWN_vertformat_attr_add(&format, "color", GWN_COMP_F32, col_comp, GWN_FETCH_FLOAT);
- VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
- VertexBuffer_allocate_data(vbo, path->segments + 1);
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, path->segments + 1);
- VertexBuffer_fill_attrib_stride(vbo, pos_id, sizeof(ParticleCacheKey), path->co);
+ GWN_vertbuf_attr_fill_stride(vbo, pos_id, sizeof(ParticleCacheKey), path->co);
float *pcol = pathcol;
@@ -6646,7 +6646,7 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
pcol[3] = 0.25f;
}
- VertexBuffer_fill_attrib(vbo, col_id, pathcol);
+ GWN_vertbuf_attr_fill(vbo, col_id, pathcol);
}
else if (timed) {
ParticleCacheKey *pkey = path;
@@ -6655,18 +6655,18 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
pcol[3] = 1.0f - fabsf((float)(CFRA) -pkey->time) / (float)pset->fade_frames;
}
- VertexBuffer_fill_attrib(vbo, col_id, pathcol);
+ GWN_vertbuf_attr_fill(vbo, col_id, pathcol);
}
else {
/* FIXME: shader wants 4 color components but the cache only contains ParticleCacheKey
* So alpha is random */
- VertexBuffer_fill_attrib_stride(vbo, col_id, sizeof(ParticleCacheKey), path->col);
+ GWN_vertbuf_attr_fill_stride(vbo, col_id, sizeof(ParticleCacheKey), path->col);
}
- Batch *batch = Batch_create(PRIM_LINE_STRIP, vbo, NULL);
+ Gwn_Batch *batch = GWN_batch_create(GWN_PRIM_LINE_STRIP, vbo, NULL);
Batch_set_builtin_program(batch, GPU_SHADER_3D_SMOOTH_COLOR);
- Batch_draw(batch);
- Batch_discard_all(batch);
+ GWN_batch_draw(batch);
+ GWN_batch_discard_all(batch);
}
if (pathcol) { MEM_freeN(pathcol); pathcol = NULL; }
@@ -6680,9 +6680,9 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
float *cd = NULL, *cdata = NULL;
int totkeys_visible = 0;
- VertexFormat format = {0};
- 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);
+ Gwn_VertFormat format = {0};
+ unsigned int pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int col_id = GWN_vertformat_attr_add(&format, "color", GWN_COMP_F32, (timed ? 4 : 3), GWN_FETCH_FLOAT);
for (i = 0, point = edit->points; i < totpoint; i++, point++)
if (!(point->flag & PEP_HIDE))
@@ -6724,20 +6724,20 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
if (point->flag & PEP_HIDE || point->totkey == 0)
continue;
- VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
- VertexBuffer_allocate_data(vbo, point->totkey);
+ Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, point->totkey);
if (point->keys->flag & PEK_USE_WCO)
- VertexBuffer_fill_attrib_stride(vbo, pos_id, sizeof(PTCacheEditKey), point->keys->world_co);
+ GWN_vertbuf_attr_fill_stride(vbo, pos_id, sizeof(PTCacheEditKey), point->keys->world_co);
else
- VertexBuffer_fill_attrib(vbo, pos_id, pd);
+ GWN_vertbuf_attr_fill(vbo, pos_id, pd);
- VertexBuffer_fill_attrib(vbo, col_id, cd);
+ GWN_vertbuf_attr_fill(vbo, col_id, cd);
- Batch *batch = Batch_create(PRIM_POINTS, vbo, NULL);
+ Gwn_Batch *batch = GWN_batch_create(GWN_PRIM_POINTS, vbo, NULL);
Batch_set_builtin_program(batch, GPU_SHADER_3D_SMOOTH_COLOR);
- Batch_draw(batch);
- Batch_discard_all(batch);
+ GWN_batch_draw(batch);
+ GWN_batch_discard_all(batch);
pd += pd ? 3 * point->totkey : 0;
cd += (timed ? 4 : 3) * point->totkey;
@@ -6746,11 +6746,11 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
if (cdata) { MEM_freeN(cdata); cd = cdata = NULL; }
}
else if (pset->selectmode == SCE_SELECT_END) {
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos_id = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int col_id = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
- immBeginAtMost(PRIM_POINTS, totpoint);
+ immBeginAtMost(GWN_PRIM_POINTS, totpoint);
for (i = 0, point = edit->points; i < totpoint; i++, point++) {
if ((point->flag & PEP_HIDE) == 0 && point->totkey) {
PTCacheEditKey *key = point->keys + point->totkey - 1;
@@ -6782,12 +6782,12 @@ static void ob_draw_RE_motion(float com[3], float rotscale[3][3], float itw, flo
float tw = itw * drw_size;
float th = ith * drw_size;
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
- immBegin(PRIM_LINES, 30);
+ immBegin(GWN_PRIM_LINES, 30);
immAttrib4ub(col, 0x7F, 0x00, 0x00, 155);
root[1] = root[2] = 0.0f;
@@ -6934,14 +6934,14 @@ static void drawhandlesN(Nurb *nu, const char sel, const bool hide_handles)
UI_GetThemeColor3ubv(basecol + a, handle_cols[a]);
}
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
glLineWidth(1.0f);
- immBeginAtMost(PRIM_LINES, nu->pntsu * 4);
+ immBeginAtMost(GWN_PRIM_LINES, nu->pntsu * 4);
BezTriple *bezt = nu->bezt;
int a = nu->pntsu;
@@ -6990,12 +6990,12 @@ static void drawhandlesN_active(Nurb *nu)
if (nu->hide) return;
if (nu->type == CU_BEZIER && nu->pntsu > 0) {
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_ACTIVE_SPLINE);
glLineWidth(2.0f);
- immBeginAtMost(PRIM_LINES, nu->pntsu * 4);
+ immBeginAtMost(GWN_PRIM_LINES, nu->pntsu * 4);
BezTriple *bezt = nu->bezt;
int a = nu->pntsu;
while (a--) {
@@ -7033,9 +7033,9 @@ static void drawvertsN(const Nurb *nurb, const bool hide_handles, const void *ve
}
if (count == 0) return;
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
unsigned char vert_color[3];
@@ -7047,7 +7047,7 @@ static void drawvertsN(const Nurb *nurb, const bool hide_handles, const void *ve
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
- immBeginAtMost(PRIM_POINTS, count);
+ immBeginAtMost(GWN_PRIM_POINTS, count);
for (nu = nurb; nu; nu = nu->next) {
@@ -7107,8 +7107,8 @@ 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 int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_ACTIVE_SPLINE);
@@ -7117,8 +7117,8 @@ static void editnurb_draw_active_poly(Nurb *nu)
BPoint *bp = nu->bp;
for (int b = 0; b < nu->pntsv; b++) {
if (nu->pntsu >= 2) {
- if (nu->flagu & 1) immBegin(PRIM_LINE_LOOP, nu->pntsu);
- else immBegin(PRIM_LINE_STRIP, nu->pntsu);
+ if (nu->flagu & 1) immBegin(GWN_PRIM_LINE_LOOP, nu->pntsu);
+ else immBegin(GWN_PRIM_LINE_STRIP, nu->pntsu);
for (int a = 0; a < nu->pntsu; a++, bp++) {
immVertex3fv(pos, bp->vec);
@@ -7134,8 +7134,8 @@ static void editnurb_draw_active_poly(Nurb *nu)
static void editnurb_draw_active_nurbs(Nurb *nu)
{
if (nu->pntsv > 0) {
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_ACTIVE_SPLINE);
@@ -7145,7 +7145,7 @@ static void editnurb_draw_active_nurbs(Nurb *nu)
if (nu->pntsv > 1) count += (nu->pntsv - 1) * nu->pntsu * 2;
if (count < 2) return;
- immBeginAtMost(PRIM_LINES, count);
+ immBeginAtMost(GWN_PRIM_LINES, count);
BPoint *bp = nu->bp;
for (int b = 0; b < nu->pntsv; b++) {
BPoint *bp1 = bp;
@@ -7186,7 +7186,7 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
BPoint *bp, *bp1;
int a, b;
Curve *cu = ob->data;
- VertexFormat *format;
+ Gwn_VertFormat *format;
unsigned int pos, col;
unsigned char color[3];
@@ -7203,7 +7203,7 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
}
format = immVertexFormat();
- pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
glLineWidth(1.0f);
@@ -7212,8 +7212,8 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
bp = nu->bp;
for (b = 0; b < nu->pntsv; b++) {
if (nu->pntsu >= 2) {
- if (nu->flagu & 1) immBegin(PRIM_LINE_LOOP, nu->pntsu);
- else immBegin(PRIM_LINE_STRIP, nu->pntsu);
+ if (nu->flagu & 1) immBegin(GWN_PRIM_LINE_LOOP, nu->pntsu);
+ else immBegin(GWN_PRIM_LINE_STRIP, nu->pntsu);
for (a = 0; a < nu->pntsu; a++, bp++) {
immVertex3fv(pos, bp->vec);
@@ -7233,8 +7233,8 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
}
format = immVertexFormat();
- pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
// just quick guesstimate of how many verts to draw
@@ -7244,7 +7244,7 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
glLineWidth(1.0f);
- immBeginAtMost(PRIM_LINES, count);
+ immBeginAtMost(GWN_PRIM_LINES, count);
bp = nu->bp;
for (b = 0; b < nu->pntsv; b++) {
@@ -7367,8 +7367,8 @@ static void draw_editnurb(
if ((cu->flag & CU_3D) && (ts->normalsize > 0.0015f) && (cu->drawflag & CU_HIDE_NORMALS) == 0) {
BevList *bl;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_WIRE_EDIT);
@@ -7392,7 +7392,7 @@ static void draw_editnurb(
}
if (count > 2) {
- immBegin(PRIM_LINES, count);
+ immBegin(GWN_PRIM_LINES, count);
for (bl = ob->curve_cache->bev.first, nu = nurb; nu && bl; bl = bl->next, nu = nu->next) {
BevPoint *bevp = bl->bevpoints;
int nr = bl->nr;
@@ -7443,12 +7443,12 @@ static void draw_editnurb(
static void draw_editfont_textcurs(RegionView3D *rv3d, float textcurs[4][2])
{
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
ED_view3d_polygon_offset(rv3d, -1.0);
set_inverted_drawing(1);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
imm_cpack(0);
- immBegin(PRIM_TRIANGLE_FAN, 4);
+ immBegin(GWN_PRIM_TRI_FAN, 4);
immVertex2fv(pos, textcurs[0]);
immVertex2fv(pos, textcurs[1]);
immVertex2fv(pos, textcurs[2]);
@@ -7480,7 +7480,7 @@ static void draw_editfont(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3
}
if (cu->linewidth != 0.0f) {
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_WIRE_EDIT);
copy_v3_v3(vec1, ob->orig);
@@ -7490,7 +7490,7 @@ static void draw_editfont(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3
vec1[1] += cu->linedist * cu->fsize;
vec2[1] -= cu->lines * cu->linedist * cu->fsize;
setlinestyle(3);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2fv(pos, vec1);
immVertex2fv(pos, vec2);
immEnd();
@@ -7501,13 +7501,13 @@ 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 = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(i == (cu->actbox - 1) ? TH_ACTIVE : TH_WIRE);
vec1[0] = cu->xof + cu->tb[i].x;
vec1[1] = cu->yof + cu->tb[i].y + cu->fsize;
vec1[2] = 0.001;
- immBegin(PRIM_LINE_STRIP, 5);
+ immBegin(GWN_PRIM_LINE_STRIP, 5);
immVertex3fv(pos, vec1);
vec1[0] += cu->tb[i].w;
immVertex3fv(pos, vec1);
@@ -7527,7 +7527,7 @@ static void draw_editfont(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3
if (ef->selboxes && ef->selboxes_len) {
float selboxw;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
imm_cpack(0xffffff);
set_inverted_drawing(1);
@@ -7548,7 +7548,7 @@ static void draw_editfont(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3
/* fill in xy below */
tvec[2] = 0.001;
- immBegin(PRIM_TRIANGLE_FAN, 4);
+ immBegin(GWN_PRIM_TRI_FAN, 4);
if (sb->rot == 0.0f) {
copy_v2_fl2(tvec, sb->x, sb->y);
@@ -7606,15 +7606,15 @@ static void draw_empty_sphere(float size, unsigned pos)
p[i][1] = size * sinf(angle);
}
- immBegin(PRIM_LINE_LOOP, NSEGMENTS);
+ immBegin(GWN_PRIM_LINE_LOOP, NSEGMENTS);
for (int i = 0; i < NSEGMENTS; ++i)
immVertex3f(pos, p[i][0], p[i][1], 0.0f);
immEnd();
- immBegin(PRIM_LINE_LOOP, NSEGMENTS);
+ immBegin(GWN_PRIM_LINE_LOOP, NSEGMENTS);
for (int i = 0; i < NSEGMENTS; ++i)
immVertex3f(pos, p[i][0], 0.0f, p[i][1]);
immEnd();
- immBegin(PRIM_LINE_LOOP, NSEGMENTS);
+ immBegin(GWN_PRIM_LINE_LOOP, NSEGMENTS);
for (int i = 0; i < NSEGMENTS; ++i)
immVertex3f(pos, 0.0f, p[i][0], p[i][1]);
immEnd();
@@ -7634,7 +7634,7 @@ static void draw_empty_cone(float size, unsigned pos)
}
/* cone sides */
- immBegin(PRIM_LINES, NSEGMENTS * 2);
+ immBegin(GWN_PRIM_LINES, NSEGMENTS * 2);
for (int i = 0; i < NSEGMENTS; ++i) {
immVertex3f(pos, 0.0f, 2.0f * size, 0.0f);
immVertex3f(pos, p[i][0], 0.0f, p[i][1]);
@@ -7642,7 +7642,7 @@ static void draw_empty_cone(float size, unsigned pos)
immEnd();
/* end ring */
- immBegin(PRIM_LINE_LOOP, NSEGMENTS);
+ immBegin(GWN_PRIM_LINE_LOOP, NSEGMENTS);
for (int i = 0; i < NSEGMENTS; ++i)
immVertex3f(pos, p[i][0], 0.0f, p[i][1]);
immEnd();
@@ -7665,7 +7665,7 @@ static void drawspiral(unsigned int pos, const float cent[3], float rad, float t
mul_v3_v3fl(vx, tmat[0], rad);
mul_v3_v3fl(vy, tmat[1], rad);
- immBegin(PRIM_LINE_STRIP, CIRCLE_RESOL + 1);
+ immBegin(GWN_PRIM_LINE_STRIP, CIRCLE_RESOL + 1);
if (inverse == 0) {
copy_v3_v3(vec, cent);
@@ -7719,7 +7719,7 @@ static void drawspiral(unsigned int pos, const float cent[3], float rad, float t
* all required matrices have been set (used for drawing empties) */
static void drawcircle_size(float size, unsigned pos)
{
- immBegin(PRIM_LINE_LOOP, CIRCLE_RESOL);
+ immBegin(GWN_PRIM_LINE_LOOP, CIRCLE_RESOL);
/* coordinates are: cos(degrees * 11.25) = x, sin(degrees * 11.25) = y, 0.0f = z */
for (short degrees = 0; degrees < CIRCLE_RESOL; degrees++) {
@@ -7743,7 +7743,7 @@ static void imm_drawtube(const float vec[3], float radius, float height, float t
imm_drawcircball(cur, radius, tmat, pos);
- immBegin(PRIM_LINES, 8);
+ immBegin(GWN_PRIM_LINES, 8);
immVertex3f(pos, vec[0] + radius, vec[1], vec[2]);
immVertex3f(pos, cur[0] + radius, cur[1], cur[2]);
immVertex3f(pos, vec[0] - radius, vec[1], vec[2]);
@@ -7765,7 +7765,7 @@ static void imm_drawcone(const float vec[3], float radius, float height, float t
imm_drawcircball(cur, radius, tmat, pos);
- immBegin(PRIM_LINES, 8);
+ immBegin(GWN_PRIM_LINES, 8);
immVertex3f(pos, vec[0], vec[1], vec[2]);
immVertex3f(pos, cur[0] + radius, cur[1], cur[2]);
immVertex3f(pos, vec[0], vec[1], vec[2]);
@@ -7825,7 +7825,7 @@ static bool drawmball(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3D *r
glLineWidth(1.0f);
- const unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ const unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
while (ml) {
@@ -7881,7 +7881,7 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d,
normalize_v3(imat[1]);
#endif
- const unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ const unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3fv(draw_color);
@@ -8047,7 +8047,7 @@ static void imm_draw_box(const float vec[8][3], bool solid, unsigned pos)
/* Adpated from "Optimizing Triangle Strips for Fast Rendering" by F. Evans, S. Skiena and A. Varshney
* (http://www.cs.umd.edu/gvil/papers/av_ts.pdf). */
static const GLubyte tris_strip_indices[14] = {0,1,3,2,6,1,5,0,4,3,7,6,4,5};
- immBegin(PRIM_TRIANGLE_STRIP, 14);
+ immBegin(GWN_PRIM_TRI_STRIP, 14);
for (int i = 0; i < 14; ++i) {
immVertex3fv(pos, vec[tris_strip_indices[i]]);
}
@@ -8055,7 +8055,7 @@ static void imm_draw_box(const float vec[8][3], bool solid, unsigned pos)
}
else {
static const GLubyte line_indices[24] = {0,1,1,2,2,3,3,0,0,4,4,5,5,6,6,7,7,4,1,5,2,6,3,7};
- immBegin(PRIM_LINES, 24);
+ immBegin(GWN_PRIM_LINES, 24);
for (int i = 0; i < 24; ++i) {
immVertex3fv(pos, vec[line_indices[i]]);
}
@@ -8067,9 +8067,9 @@ static void imm_draw_box(const float vec[8][3], bool solid, unsigned pos)
static void imm_draw_bb(BoundBox *bb, char type, bool around_origin, const unsigned char ob_wire_col[4])
{
float size[3], cent[3];
- Batch *sphere = Batch_get_sphere_wire(0);
+ Gwn_Batch *sphere = Batch_get_sphere_wire(0);
Batch_set_builtin_program(sphere, GPU_SHADER_3D_UNIFORM_COLOR);
- if (ob_wire_col) Batch_Uniform4f(sphere, "color", ob_wire_col[0]/255.0f, ob_wire_col[1]/255.0f, ob_wire_col[2]/255.0f, 1.0f);
+ if (ob_wire_col) GWN_batch_uniform_4f(sphere, "color", ob_wire_col[0] / 255.0f, ob_wire_col[1] / 255.0f, ob_wire_col[2] / 255.0f, 1.0f);
BKE_boundbox_calc_size_aabb(bb, size);
@@ -8082,7 +8082,7 @@ static void imm_draw_bb(BoundBox *bb, char type, bool around_origin, const unsig
gpuPushMatrix();
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -8091,7 +8091,7 @@ static void imm_draw_bb(BoundBox *bb, char type, bool around_origin, const unsig
gpuTranslate3fv(cent);
gpuRotateAxis(90, 'X');
gpuScaleUniform(scale);
- Batch_draw(sphere);
+ GWN_batch_draw(sphere);
}
else if (type == OB_BOUND_CYLINDER) {
float radius = size[0] > size[1] ? size[0] : size[1];
@@ -8114,10 +8114,10 @@ static void imm_draw_bb(BoundBox *bb, char type, bool around_origin, const unsig
gpuRotateAxis(90, 'X');
gpuScaleUniform(radius);
- Batch_draw(sphere);
+ GWN_batch_draw(sphere);
gpuTranslate3f(0.0f, length / radius, 0.0f);
- Batch_draw(sphere);
+ GWN_batch_draw(sphere);
}
gpuPopMatrix();
@@ -8160,7 +8160,7 @@ 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 = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -8183,7 +8183,7 @@ void draw_bounding_volume(Object *ob, char type, const unsigned char ob_wire_col
}
else {
if (type == OB_BOUND_BOX) {
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -8227,7 +8227,7 @@ static void drawtexspace(Object *ob, const unsigned char ob_wire_col[3])
setlinestyle(2);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
if (ob_wire_col) {
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -8346,7 +8346,7 @@ static void draw_hooks(Object *ob, unsigned int pos)
if (hmd->object) {
setlinestyle(3);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3fv(pos, hmd->object->obmat[3]);
immVertex3fv(pos, vec);
immEnd();
@@ -8354,7 +8354,7 @@ static void draw_hooks(Object *ob, unsigned int pos)
}
glPointSize(3.0f);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex3fv(pos, vec);
immEnd();
}
@@ -8367,7 +8367,7 @@ static void draw_rigid_body_pivot(bRigidBodyJointConstraint *data,
const char *axis_str[3] = {"px", "py", "pz"};
float mat[4][4];
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -8376,7 +8376,7 @@ static void draw_rigid_body_pivot(bRigidBodyJointConstraint *data,
glLineWidth(4.0f);
setlinestyle(2);
- immBegin(PRIM_LINES, 6);
+ immBegin(GWN_PRIM_LINES, 6);
for (int axis = 0; axis < 3; axis++) {
float dir[3] = {0, 0, 0};
float v[3];
@@ -8514,7 +8514,7 @@ 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 = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -8963,7 +8963,7 @@ afterdraw:
if (!render_override) {
BoundBox bb;
float p0[3], p1[3];
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -9101,7 +9101,7 @@ afterdraw:
{
float imat[4][4], vec[3] = {0.0f, 0.0f, 0.0f};
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
invert_m4_m4(imat, rv3d->viewmatob);
@@ -9156,12 +9156,12 @@ afterdraw:
if ((base->sx != IS_CLIPPED) &&
(U.obcenter_dia != 0.0))
{
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_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 */
glPointSize(U.obcenter_dia);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex3fv(pos, ob->obmat[3]);
immEnd();
immUnbindProgram();
@@ -9185,7 +9185,7 @@ afterdraw:
ListBase *list;
RigidBodyCon *rbc = ob->rigidbody_constraint;
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ubv(ob_wire_col);
@@ -9198,7 +9198,7 @@ afterdraw:
Base *base_parent = BKE_scene_layer_base_find(sl, ob->parent);
if ((base_parent->flag & BASE_VISIBLED) != 0) {
setlinestyle(3);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3fv(pos, ob->obmat[3]);
immVertex3fv(pos, ob->orig);
immEnd();
@@ -9241,7 +9241,7 @@ afterdraw:
if (camob) {
setlinestyle(3);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3fv(pos, camob->obmat[3]);
immVertex3fv(pos, ob->obmat[3]);
immEnd();
@@ -9265,7 +9265,7 @@ afterdraw:
unit_m4(ct->matrix);
setlinestyle(3);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3fv(pos, ct->matrix[3]);
immVertex3fv(pos, ob->obmat[3]);
immEnd();
@@ -9285,7 +9285,7 @@ afterdraw:
immUniformThemeColor(TH_WIRE);
setlinestyle(3);
- immBegin(PRIM_LINES, ((int)((bool)rbc->ob1) + (int)((bool)rbc->ob2)) * 2);
+ immBegin(GWN_PRIM_LINES, ((int)((bool)rbc->ob1) + (int)((bool)rbc->ob2)) * 2);
if (rbc->ob1) {
immVertex3fv(pos, ob->obmat[3]);
immVertex3fv(pos, rbc->ob1->obmat[3]);
@@ -9374,15 +9374,15 @@ static void bbs_obmode_mesh_verts(Object *ob, DerivedMesh *dm, int offset)
if (imm_len == 0) return;
- VertexFormat *format = immVertexFormat();
- data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- data.col = VertexFormat_add_attrib(format, "color", COMP_U32, 1, KEEP_INT);
+ Gwn_VertFormat *format = immVertexFormat();
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ data.col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U32, 1, GWN_FETCH_INT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR_U32);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
- immBeginAtMost(PRIM_POINTS, imm_len);
+ immBeginAtMost(GWN_PRIM_POINTS, imm_len);
dm->foreachMappedVert(dm, bbs_obmode_mesh_verts__mapFunc, &data, DM_FOREACH_NOP);
immEnd();
@@ -9407,15 +9407,15 @@ static void bbs_mesh_verts(BMEditMesh *em, DerivedMesh *dm, int offset)
drawBMOffset_userData data;
data.bm = em->bm;
data.offset = offset;
- VertexFormat *format = immVertexFormat();
- data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- data.col = VertexFormat_add_attrib(format, "color", COMP_U32, 1, KEEP_INT);
+ Gwn_VertFormat *format = immVertexFormat();
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ data.col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U32, 1, GWN_FETCH_INT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR_U32);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
- immBeginAtMost(PRIM_POINTS, em->bm->totvert);
+ immBeginAtMost(GWN_PRIM_POINTS, em->bm->totvert);
dm->foreachMappedVert(dm, bbs_mesh_verts__mapFunc, &data, DM_FOREACH_NOP);
immEnd();
@@ -9442,20 +9442,20 @@ static void bbs_mesh_wire(BMEditMesh *em, DerivedMesh *dm, int offset)
data.bm = em->bm;
data.offset = offset;
- VertexFormat *format = immVertexFormat();
+ Gwn_VertFormat *format = immVertexFormat();
const int imm_len = dm->getNumEdges(dm) * 2;
if (imm_len == 0) return;
- data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- data.col = VertexFormat_add_attrib(format, "color", COMP_U32, 1, KEEP_INT);
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ data.col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U32, 1, GWN_FETCH_INT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR_U32);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
- immBeginAtMost(PRIM_LINES, imm_len);
+ immBeginAtMost(GWN_PRIM_LINES, imm_len);
dm->foreachMappedEdge(dm, bbs_mesh_wire__mapFunc, &data);
immEnd();
@@ -9475,13 +9475,13 @@ static void bbs_mesh_face(BMEditMesh *em, DerivedMesh *dm, const bool use_select
if (imm_len == 0) return;
- VertexFormat *format = immVertexFormat();
- data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- data.col = VertexFormat_add_attrib(format, "color", COMP_U32, 1, KEEP_INT);
+ Gwn_VertFormat *format = immVertexFormat();
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ data.col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U32, 1, GWN_FETCH_INT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR_U32);
- immBeginAtMost(PRIM_TRIANGLES, imm_len);
+ immBeginAtMost(GWN_PRIM_TRIS, imm_len);
if (use_select == false) {
int selcol;
@@ -9532,15 +9532,15 @@ static void bbs_mesh_face_dot(BMEditMesh *em, DerivedMesh *dm)
{
drawBMOffset_userData data; /* don't use offset */
data.bm = em->bm;
- VertexFormat *format = immVertexFormat();
- data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
- data.col = VertexFormat_add_attrib(format, "color", COMP_U32, 1, KEEP_INT);
+ Gwn_VertFormat *format = immVertexFormat();
+ data.pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ data.col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U32, 1, GWN_FETCH_INT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR_U32);
glPointSize(UI_GetThemeValuef(TH_FACEDOT_SIZE));
- immBeginAtMost(PRIM_POINTS, em->bm->totface);
+ immBeginAtMost(GWN_PRIM_POINTS, em->bm->totface);
dm->foreachMappedFaceCenter(dm, bbs_mesh_solid__drawCenter, &data, DM_FOREACH_NOP);
immEnd();
@@ -9614,7 +9614,7 @@ static void bbs_mesh_solid_faces(Scene *scene, Object *ob)
{
Mesh *me = ob->data;
UNUSED_VARS(scene, bbs_mesh_solid_hide__setDrawOpts, bbs_mesh_solid__setDrawOpts);
- Batch *batch;
+ Gwn_Batch *batch;
if ((me->editflag & ME_EDIT_PAINT_FACE_SEL)) {
batch = DRW_mesh_batch_cache_get_triangles_with_select_id(me, true);
}
@@ -9622,7 +9622,7 @@ static void bbs_mesh_solid_faces(Scene *scene, Object *ob)
batch = DRW_mesh_batch_cache_get_triangles_with_select_id(me, false);
}
Batch_set_builtin_program(batch, GPU_SHADER_3D_FLAT_COLOR_U32);
- Batch_draw(batch);
+ GWN_batch_draw(batch);
}
void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob)
@@ -9816,8 +9816,8 @@ void ED_draw_object_facemap(Scene *scene, Object *ob, const float col[4], const
Mesh *me = ob->data;
const int *facemap_data = CustomData_get_layer(&me->pdata, CD_FACEMAP);
if (facemap_data) {
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(col);
@@ -9857,7 +9857,7 @@ void ED_draw_object_facemap(Scene *scene, Object *ob, const float col[4], const
/* use gawain immediate mode fore now */
const int looptris_len = poly_to_tri_count(mpoly_len, mloop_len);
- immBeginAtMost(PRIM_TRIANGLES, looptris_len * 3);
+ immBeginAtMost(GWN_PRIM_TRIS, looptris_len * 3);
MPoly *mp;
int i;
diff --git a/source/blender/editors/space_view3d/drawsimdebug.c b/source/blender/editors/space_view3d/drawsimdebug.c
index 24ac1c5b4db..14708ca67bc 100644
--- a/source/blender/editors/space_view3d/drawsimdebug.c
+++ b/source/blender/editors/space_view3d/drawsimdebug.c
@@ -48,9 +48,9 @@
static void draw_sim_debug_elements(SimDebugData *debug_data, float imat[4][4])
{
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
@@ -73,7 +73,7 @@ static void draw_sim_debug_elements(SimDebugData *debug_data, float imat[4][4])
/**** dots ****/
glPointSize(3.0f);
- immBegin(PRIM_POINTS, num_dots);
+ immBegin(GWN_PRIM_POINTS, num_dots);
for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
if (elem->type != SIM_DEBUG_ELEM_DOT)
@@ -94,7 +94,7 @@ static void draw_sim_debug_elements(SimDebugData *debug_data, float imat[4][4])
{-0.000000, -1.000000}, {-0.382683, -0.923880}, {-0.707107, -0.707107}, {-0.923879, -0.382684},
{-1.000000, 0.000000}, {-0.923879, 0.382684}, {-0.707107, 0.707107}, {-0.382683, 0.923880} };
- immBegin(PRIM_LINES, num_circles * CIRCLERES * 2);
+ immBegin(GWN_PRIM_LINES, num_circles * CIRCLERES * 2);
for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
@@ -130,7 +130,7 @@ static void draw_sim_debug_elements(SimDebugData *debug_data, float imat[4][4])
/**** lines ****/
- immBegin(PRIM_LINES, num_lines * 2);
+ immBegin(GWN_PRIM_LINES, num_lines * 2);
for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
if (elem->type != SIM_DEBUG_ELEM_LINE)
@@ -145,7 +145,7 @@ static void draw_sim_debug_elements(SimDebugData *debug_data, float imat[4][4])
/**** vectors ****/
glPointSize(2.0f);
- immBegin(PRIM_POINTS, num_vectors);
+ immBegin(GWN_PRIM_POINTS, num_vectors);
for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
if (elem->type != SIM_DEBUG_ELEM_VECTOR)
@@ -156,7 +156,7 @@ static void draw_sim_debug_elements(SimDebugData *debug_data, float imat[4][4])
}
immEnd();
- immBegin(PRIM_LINES, num_vectors * 2);
+ immBegin(GWN_PRIM_LINES, num_vectors * 2);
for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
float t[3];
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index b1938054944..7c057723b72 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -364,7 +364,7 @@ static void drawviewborder_grid3(uint shdr_pos, float x1, float x2, float y1, fl
x4 = x1 + (1.0f - fac) * (x2 - x1);
y4 = y1 + (1.0f - fac) * (y2 - y1);
- immBegin(PRIM_LINES, 8);
+ immBegin(GWN_PRIM_LINES, 8);
immVertex2f(shdr_pos, x1, y3);
immVertex2f(shdr_pos, x2, y3);
@@ -389,7 +389,7 @@ static void drawviewborder_triangle(
float w = x2 - x1;
float h = y2 - y1;
- immBegin(PRIM_LINES, 6);
+ immBegin(GWN_PRIM_LINES, 6);
if (w > h) {
if (golden) {
@@ -466,7 +466,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
x2i = (int)(x2 + (1.0f - 0.0001f));
y2i = (int)(y2 + (1.0f - 0.0001f));
- uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
/* First, solid lines. */
{
@@ -558,7 +558,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
x3 = x1 + 0.5f * (x2 - x1);
y3 = y1 + 0.5f * (y2 - y1);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(shdr_pos, x1, y3);
immVertex2f(shdr_pos, x2, y3);
@@ -570,7 +570,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
}
if (ca->dtx & CAM_DTX_CENTER_DIAG) {
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
immVertex2f(shdr_pos, x1, y1);
immVertex2f(shdr_pos, x2, y2);
@@ -673,7 +673,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
static void drawrenderborder(ARegion *ar, View3D *v3d)
{
/* use the same program for everything */
- uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
glLineWidth(1.0f);
@@ -755,9 +755,9 @@ static void view3d_draw_background_gradient(void)
{
/* TODO: finish 2D API & draw background with that */
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
unsigned char col_hi[3], col_lo[3];
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
@@ -765,7 +765,7 @@ static void view3d_draw_background_gradient(void)
UI_GetThemeColor3ubv(TH_LOW_GRAD, col_lo);
UI_GetThemeColor3ubv(TH_HIGH_GRAD, col_hi);
- immBegin(PRIM_TRIANGLE_FAN, 4);
+ immBegin(GWN_PRIM_TRI_FAN, 4);
immAttrib3ubv(color, col_lo);
immVertex2f(pos, -1.0f, -1.0f);
immVertex2f(pos, 1.0f, -1.0f);
@@ -978,9 +978,9 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
glDepthMask(GL_FALSE); /* disable write in zbuffer */
#endif
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
@@ -1017,7 +1017,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
if (gridline_ct == 0)
goto drawgrid_cleanup; /* nothing to draw */
- immBegin(PRIM_LINES, gridline_ct * 2);
+ immBegin(GWN_PRIM_LINES, gridline_ct * 2);
}
float blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar);
@@ -1077,7 +1077,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
if (gridline_ct == 0)
goto drawgrid_cleanup; /* nothing to draw */
- immBegin(PRIM_LINES, gridline_ct * 2);
+ immBegin(GWN_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);
@@ -1154,13 +1154,13 @@ 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 = 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
- immBegin(PRIM_LINES, vertex_ct);
+ immBegin(GWN_PRIM_LINES, vertex_ct);
/* draw normal grid lines */
UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10);
@@ -1242,12 +1242,12 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr
if (show_axis_x || show_axis_y || show_axis_z) {
/* draw axis lines -- sometimes grid floor is off, other times we still need to draw the Z axis */
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
- immBegin(PRIM_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2);
+ immBegin(GWN_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');
@@ -1347,15 +1347,15 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
glLineWidth(1.0f);
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
const int segments = 16;
- immBegin(PRIM_LINE_LOOP, segments);
+ immBegin(GWN_PRIM_LINE_LOOP, segments);
for (int i = 0; i < segments; ++i) {
float angle = 2 * M_PI * ((float)i / (float)segments);
@@ -1373,8 +1373,8 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
immUnbindProgram();
- VertexFormat_clear(format);
- pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ GWN_vertformat_clear(format);
+ pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -1382,7 +1382,7 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
UI_GetThemeColor3ubv(TH_VIEW_OVERLAY, crosshair_color);
immUniformColor3ubv(crosshair_color);
- immBegin(PRIM_LINES, 8);
+ immBegin(GWN_PRIM_LINES, 8);
immVertex2f(pos, co[0] - f20, co[1]);
immVertex2f(pos, co[0] - f5, co[1]);
immVertex2f(pos, co[0] + f5, co[1]);
@@ -1432,12 +1432,12 @@ static void draw_view_axis(RegionView3D *rv3d, rcti *rect)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
- immBegin(PRIM_LINES, 6);
+ immBegin(GWN_PRIM_LINES, 6);
for (int axis_i = 0; axis_i < 3; axis_i++) {
int i = axis_order[axis_i];
@@ -1476,9 +1476,9 @@ static void draw_rotation_guide(RegionView3D *rv3d)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE); /* don't overwrite zbuf */
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
@@ -1489,7 +1489,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
color[3] = 0; /* more transparent toward the ends */
immAttrib4ubv(col, color);
add_v3_v3v3(end, o, scaled_axis);
@@ -1528,7 +1528,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
axis_angle_to_quat(q, vis_axis, vis_angle);
}
- immBegin(PRIM_LINE_LOOP, ROT_AXIS_DETAIL);
+ immBegin(GWN_PRIM_LINE_LOOP, ROT_AXIS_DETAIL);
color[3] = 63; /* somewhat faint */
immAttrib4ubv(col, color);
float angle = 0.0f;
@@ -1557,7 +1557,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
/* -- draw rotation center -- */
immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
glPointSize(5.0f);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immAttrib4ubv(col, color);
immVertex3fv(pos, o);
immEnd();
diff --git a/source/blender/editors/space_view3d/view3d_fly.c b/source/blender/editors/space_view3d/view3d_fly.c
index 1a8ac374e75..85f44b528bc 100644
--- a/source/blender/editors/space_view3d/view3d_fly.c
+++ b/source/blender/editors/space_view3d/view3d_fly.c
@@ -259,14 +259,14 @@ static void drawFlyPixel(const struct bContext *UNUSED(C), ARegion *UNUSED(ar),
x2 = xoff + 0.55f * fly->width;
y2 = yoff + 0.55f * fly->height;
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_VIEW_OVERLAY);
- immBegin(PRIM_LINES, 16);
+ immBegin(GWN_PRIM_LINES, 16);
/* bottom left */
immVertex2f(pos, x1, y1);
diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h
index 99449a40a8c..3428af3f560 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -38,7 +38,7 @@
struct ARegion;
struct ARegionType;
struct BoundBox;
-struct Batch;
+struct Gwn_Batch;
struct DerivedMesh;
struct Object;
struct SmokeDomainSettings;
diff --git a/source/blender/editors/space_view3d/view3d_ruler.c b/source/blender/editors/space_view3d/view3d_ruler.c
index aecde1b1657..550a0ee4186 100644
--- a/source/blender/editors/space_view3d/view3d_ruler.c
+++ b/source/blender/editors/space_view3d/view3d_ruler.c
@@ -458,7 +458,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
glEnable(GL_BLEND);
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
if (ruler_item->flag & RULERITEM_USE_ANGLE) {
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
@@ -472,7 +472,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
immUniformArray4fv("colors", (float *)(float[][4]){{0.67f, 0.67f, 0.67f, 1.0f}, {col[0], col[1], col[2], col[3]}}, 2);
immUniform1f("dash_width", 6.0f);
- immBegin(PRIM_LINE_STRIP, 3);
+ immBegin(GWN_PRIM_LINE_STRIP, 3);
immVertex2fv(shdr_pos, co_ss[0]);
immVertex2fv(shdr_pos, co_ss[1]);
@@ -514,7 +514,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
immUniformColor3ubv(color_wire);
- immBegin(PRIM_LINE_STRIP, arc_steps + 1);
+ immBegin(GWN_PRIM_LINE_STRIP, arc_steps + 1);
for (j = 0; j <= arc_steps; j++) {
madd_v3_v3v3fl(co_tmp, ruler_item->co[1], dir_tmp, px_scale);
@@ -547,7 +547,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
immUniformColor3ubv(color_wire);
- immBegin(PRIM_LINES, 8);
+ immBegin(GWN_PRIM_LINES, 8);
madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, cap_size);
immVertex2fv(shdr_pos, cap);
@@ -611,7 +611,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
immUniformArray4fv("colors", (float *)(float[][4]){{0.67f, 0.67f, 0.67f, 1.0f}, {col[0], col[1], col[2], col[3]}}, 2);
immUniform1f("dash_width", 6.0f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2fv(shdr_pos, co_ss[0]);
immVertex2fv(shdr_pos, co_ss[2]);
@@ -635,7 +635,7 @@ static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *a
immUniformColor3ubv(color_wire);
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, cap_size);
immVertex2fv(shdr_pos, cap);
@@ -700,7 +700,7 @@ 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 int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(color_act);
diff --git a/source/blender/editors/space_view3d/view3d_walk.c b/source/blender/editors/space_view3d/view3d_walk.c
index e0c8ad2ed6b..71a4980d4a6 100644
--- a/source/blender/editors/space_view3d/view3d_walk.c
+++ b/source/blender/editors/space_view3d/view3d_walk.c
@@ -341,14 +341,14 @@ static void drawWalkPixel(const struct bContext *UNUSED(C), ARegion *ar, void *a
yoff = walk->ar->winy / 2;
}
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_VIEW_OVERLAY);
- immBegin(PRIM_LINES, 8);
+ immBegin(GWN_PRIM_LINES, 8);
/* North */
immVertex2i(pos, xoff, yoff + inner_length);
diff --git a/source/blender/editors/transform/transform.c b/source/blender/editors/transform/transform.c
index 4727986fdb4..81d8f64045f 100644
--- a/source/blender/editors/transform/transform.c
+++ b/source/blender/editors/transform/transform.c
@@ -1605,13 +1605,13 @@ typedef enum {
} ArrowDirection;
#define POS_INDEX 0
-/* NOTE: this --^ is a bit hackish, but simplifies VertexFormat usage among functions
+/* NOTE: this --^ is a bit hackish, but simplifies Gwn_VertFormat usage among functions
* private to this file - merwin
*/
static void drawArrow(ArrowDirection d, short offset, short length, short size)
{
- immBegin(PRIM_LINES, 6);
+ immBegin(GWN_PRIM_LINES, 6);
switch (d) {
case LEFT:
@@ -1648,7 +1648,7 @@ static void drawArrow(ArrowDirection d, short offset, short length, short size)
static void drawArrowHead(ArrowDirection d, short size)
{
- immBegin(PRIM_LINES, 4);
+ immBegin(GWN_PRIM_LINES, 4);
switch (d) {
case LEFT:
@@ -1681,7 +1681,7 @@ static void drawArc(float size, float angle_start, float angle_end, int segments
float angle;
int a;
- immBegin(PRIM_LINE_STRIP, segments + 1);
+ immBegin(GWN_PRIM_LINE_STRIP, segments + 1);
for (angle = angle_start, a = 0; a < segments; angle += delta, a++) {
immVertex2f(POS_INDEX, cosf(angle) * size, sinf(angle) * size);
@@ -1724,7 +1724,7 @@ static void drawHelpline(bContext *UNUSED(C), int x, int y, void *customdata)
/* Dashed lines first. */
if (ELEM(t->helpline, HLP_SPRING, HLP_ANGLE)) {
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
UNUSED_VARS_NDEBUG(shdr_pos); /* silence warning */
BLI_assert(shdr_pos == POS_INDEX);
@@ -1742,7 +1742,7 @@ static void drawHelpline(bContext *UNUSED(C), int x, int y, void *customdata)
immUniform1f("dash_width", 6.0f);
immUniform1f("dash_factor", 0.5f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2fv(POS_INDEX, cent);
immVertex2f(POS_INDEX, (float)t->mval[0], (float)t->mval[1]);
immEnd();
@@ -1751,7 +1751,7 @@ static void drawHelpline(bContext *UNUSED(C), int x, int y, void *customdata)
}
/* And now, solid lines. */
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
UNUSED_VARS_NDEBUG(pos); /* silence warning */
BLI_assert(pos == POS_INDEX);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -6879,7 +6879,7 @@ static void drawEdgeSlide(TransInfo *t)
gpuPushMatrix();
gpuMultMatrix(t->obedit->obmat);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -6896,7 +6896,7 @@ static void drawEdgeSlide(TransInfo *t)
glLineWidth(line_size);
immUniformThemeColorShadeAlpha(TH_EDGE_SELECT, 80, alpha_shade);
- immBeginAtMost(PRIM_LINES, 4);
+ immBeginAtMost(GWN_PRIM_LINES, 4);
if (curr_sv->v_side[0]) {
immVertex3fv(pos, curr_sv->v_side[0]->co);
immVertex3fv(pos, curr_sv->v_co_orig);
@@ -6909,7 +6909,7 @@ static void drawEdgeSlide(TransInfo *t)
immUniformThemeColorShadeAlpha(TH_SELECT, -30, alpha_shade);
glPointSize(ctrl_size);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
if (sld->flipped) {
if (curr_sv->v_side[1]) immVertex3fv(pos, curr_sv->v_side[1]->co);
}
@@ -6920,7 +6920,7 @@ static void drawEdgeSlide(TransInfo *t)
immUniformThemeColorShadeAlpha(TH_SELECT, 255, alpha_shade);
glPointSize(guide_size);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
interp_line_v3_v3v3v3(co_mark, co_b, curr_sv->v_co_orig, co_a, fac);
immVertex3fv(pos, co_mark);
immEnd();
@@ -6934,7 +6934,7 @@ static void drawEdgeSlide(TransInfo *t)
glLineWidth(line_size);
immUniformThemeColorShadeAlpha(TH_EDGE_SELECT, 80, alpha_shade);
- immBegin(PRIM_LINES, sld->totsv * 2);
+ immBegin(GWN_PRIM_LINES, sld->totsv * 2);
sv = sld->sv;
for (i = 0; i < sld->totsv; i++, sv++) {
@@ -7493,12 +7493,12 @@ static void drawVertSlide(TransInfo *t)
glLineWidth(line_size);
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColorShadeAlpha(TH_EDGE_SELECT, 80, alpha_shade);
- immBegin(PRIM_LINES, sld->totsv * 2);
+ immBegin(GWN_PRIM_LINES, sld->totsv * 2);
if (is_clamp) {
sv = sld->sv;
for (i = 0; i < sld->totsv; i++, sv++) {
@@ -7524,7 +7524,7 @@ static void drawVertSlide(TransInfo *t)
glPointSize(ctrl_size);
- immBegin(PRIM_POINTS, 1);
+ immBegin(GWN_PRIM_POINTS, 1);
immVertex3fv(shdr_pos, (sld->flipped && sld->use_even) ?
curr_sv->co_link_orig_3d[curr_sv->co_link_curr] :
curr_sv->co_orig_3d);
@@ -7567,7 +7567,7 @@ static void drawVertSlide(TransInfo *t)
immUniform1f("dash_width", 6.0f);
immUniform1f("dash_factor", 0.5f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3fv(shdr_pos, curr_sv->co_orig_3d);
immVertex3fv(shdr_pos, co_dest_3d);
immEnd();
diff --git a/source/blender/editors/transform/transform_constraints.c b/source/blender/editors/transform/transform_constraints.c
index 9360727e9cf..654072766a8 100644
--- a/source/blender/editors/transform/transform_constraints.c
+++ b/source/blender/editors/transform/transform_constraints.c
@@ -733,7 +733,7 @@ void drawConstraint(TransInfo *t)
if (depth_test_enabled)
glDisable(GL_DEPTH_TEST);
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_COLOR);
@@ -746,7 +746,7 @@ void drawConstraint(TransInfo *t)
immUniform1f("dash_width", 2.0f);
immUniform1f("dash_factor", 0.5f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3fv(shdr_pos, t->center_global);
immVertex3fv(shdr_pos, vec);
immEnd();
@@ -809,7 +809,7 @@ void drawPropCircle(const struct bContext *C, TransInfo *t)
if (depth_test_enabled)
glDisable(GL_DEPTH_TEST);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_GRID);
diff --git a/source/blender/editors/transform/transform_generics.c b/source/blender/editors/transform/transform_generics.c
index 3d80ac11ec9..ca9e15f5de4 100644
--- a/source/blender/editors/transform/transform_generics.c
+++ b/source/blender/editors/transform/transform_generics.c
@@ -1054,12 +1054,12 @@ void drawLine(TransInfo *t, const float center[3], const float dir[3], char axis
}
UI_make_axis_color(col, col2, axis);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ubv(col2);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3fv(pos, v1);
immVertex3fv(pos, v2);
immEnd();
diff --git a/source/blender/editors/transform/transform_snap.c b/source/blender/editors/transform/transform_snap.c
index 18996de068b..1181f584313 100644
--- a/source/blender/editors/transform/transform_snap.c
+++ b/source/blender/editors/transform/transform_snap.c
@@ -164,7 +164,7 @@ void drawSnapping(const struct bContext *C, TransInfo *t)
invert_m4_m4(imat, rv3d->viewmat);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -189,7 +189,7 @@ void drawSnapping(const struct bContext *C, TransInfo *t)
if (usingSnappingNormal(t) && validSnappingNormal(t)) {
immUniformColor4ubv(activeCol);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex3f(pos, t->tsnap.snapPoint[0], t->tsnap.snapPoint[1], t->tsnap.snapPoint[2]);
immVertex3f(pos, t->tsnap.snapPoint[0] + t->tsnap.snapNormal[0],
t->tsnap.snapPoint[1] + t->tsnap.snapNormal[1],
@@ -219,7 +219,7 @@ void drawSnapping(const struct bContext *C, TransInfo *t)
glEnable(GL_BLEND);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
diff --git a/source/blender/editors/util/ed_util.c b/source/blender/editors/util/ed_util.c
index 6ae1de3fead..f028293d219 100644
--- a/source/blender/editors/util/ed_util.c
+++ b/source/blender/editors/util/ed_util.c
@@ -321,7 +321,7 @@ void ED_region_draw_mouse_line_cb(const bContext *C, ARegion *ar, void *arg_info
const float mval_dst[2] = {win->eventstate->x - ar->winrct.xmin,
win->eventstate->y - ar->winrct.ymin};
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
@@ -334,7 +334,7 @@ void ED_region_draw_mouse_line_cb(const bContext *C, ARegion *ar, void *arg_info
immUniform1f("dash_width", 6.0f);
immUniform1f("dash_factor", 0.5f);
- immBegin(PRIM_LINES, 2);
+ immBegin(GWN_PRIM_LINES, 2);
immVertex2fv(shdr_pos, mval_src);
immVertex2fv(shdr_pos, mval_dst);
immEnd();
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
index 8ef287b7f4d..f8c0e24c061 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -87,7 +87,7 @@ void ED_image_draw_cursor(ARegion *ar, const float cursor[2])
gpuTranslate2fv(cursor);
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
@@ -99,7 +99,7 @@ void ED_image_draw_cursor(ARegion *ar, const float cursor[2])
immUniformArray4fv("colors", (float *)(float[][4]){{1.0f, 0.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, 2);
immUniform1f("dash_width", 8.0f);
- immBegin(PRIM_LINES, 8);
+ immBegin(GWN_PRIM_LINES, 8);
immVertex2f(shdr_pos, -0.05f * x_fac, 0.0f);
immVertex2f(shdr_pos, 0.0f, 0.05f * y_fac);
@@ -118,7 +118,7 @@ void ED_image_draw_cursor(ARegion *ar, const float cursor[2])
immUniformArray4fv("colors", (float *)(float[][4]){{1.0f, 1.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 0.0f, 1.0f}}, 2);
immUniform1f("dash_width", 2.0f);
- immBegin(PRIM_LINES, 8);
+ immBegin(GWN_PRIM_LINES, 8);
immVertex2f(shdr_pos, -0.020f * x_fac, 0.0f);
immVertex2f(shdr_pos, -0.1f * x_fac, 0.0f);
@@ -165,7 +165,7 @@ static void draw_uvs_shadow(Object *obedit)
const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -228,7 +228,7 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, con
}
}
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -240,7 +240,7 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, con
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
if (BM_elem_flag_test(efa, BM_ELEM_TAG)) {
- immBegin(PRIM_TRIANGLE_FAN, efa->len);
+ immBegin(GWN_PRIM_TRI_FAN, efa->len);
BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
@@ -280,7 +280,7 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, con
immUniformColor3fv(col);
/* TODO: use editmesh tessface */
- immBegin(PRIM_TRIANGLE_FAN, efa->len);
+ immBegin(GWN_PRIM_TRI_FAN, efa->len);
BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
@@ -307,9 +307,9 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, con
col[3] = 0.5f; /* hard coded alpha, not that nice */
- VertexFormat *format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
@@ -352,7 +352,7 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, con
}
/* TODO: use editmesh tessface */
- immBegin(PRIM_TRIANGLE_FAN, efa->len);
+ immBegin(GWN_PRIM_TRI_FAN, efa->len);
BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) {
luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
a = fabsf(uvang[i] - ang[i]) / (float)M_PI;
@@ -390,7 +390,7 @@ static void draw_uvs_lineloop_bmface(BMFace *efa, const int cd_loop_uv_offset, c
BMLoop *l;
MLoopUV *luv;
- immBegin(PRIM_LINE_LOOP, efa->len);
+ immBegin(GWN_PRIM_LINE_LOOP, efa->len);
BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
@@ -405,7 +405,7 @@ static void draw_uvs_lineloop_mpoly(Mesh *me, MPoly *mpoly, unsigned int pos)
MLoopUV *mloopuv;
int i;
- immBegin(PRIM_LINE_LOOP, mpoly->totloop);
+ immBegin(GWN_PRIM_LINE_LOOP, mpoly->totloop);
mloopuv = &me->mloopuv[mpoly->loopstart];
for (i = mpoly->totloop; i != 0; i--, mloopuv++) {
@@ -520,7 +520,7 @@ static void draw_uvs_other_mesh(Object *ob, const Image *curimage, const bool ne
static void draw_uvs_other(SceneLayer *sl, Object *obedit, const Image *curimage, const bool new_shading_nodes,
const int other_uv_filter)
{
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -562,7 +562,7 @@ static void draw_uvs_texpaint(SpaceImage *sima, Scene *scene, SceneLayer *sl, Ob
mloopuv = me->mloopuv;
}
- unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -574,7 +574,7 @@ static void draw_uvs_texpaint(SpaceImage *sima, Scene *scene, SceneLayer *sl, Ob
if ((scene->toolsettings->uv_flag & UV_SHOW_SAME_IMAGE) && mpoly->mat_nr != ob->actcol - 1)
continue;
- immBegin(PRIM_LINE_LOOP, mpoly->totloop);
+ immBegin(GWN_PRIM_LINE_LOOP, mpoly->totloop);
mloopuv = mloopuv_base + mpoly->loopstart;
for (b = 0; b < mpoly->totloop; b++, mloopuv++) {
@@ -678,7 +678,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -696,7 +696,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
immUniformColor4ubv(is_select ? col2 : col1);
}
- immBegin(PRIM_TRIANGLES, (em->looptris[i][0]->f->len - 2) * 3);
+ immBegin(GWN_PRIM_TRIS, (em->looptris[i][0]->f->len - 2) * 3);
draw_uvs_looptri(em, &i, cd_loop_uv_offset, pos);
immEnd();
}
@@ -741,7 +741,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
switch (sima->dt_uv) {
case SI_UVDT_DASH:
{
- const uint shdr_pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ const uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR);
@@ -766,7 +766,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
}
case SI_UVDT_BLACK: /* black/white */
case SI_UVDT_WHITE:
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -788,7 +788,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
break;
case SI_UVDT_OUTLINE:
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -811,9 +811,9 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
int sel;
UI_GetThemeColor4ubv(TH_EDGE_SELECT, col1);
- VertexFormat *format = immVertexFormat();
- pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
+ Gwn_VertFormat *format = immVertexFormat();
+ pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
if (interpedges) {
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
@@ -822,7 +822,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
continue;
- immBegin(PRIM_LINE_LOOP, efa->len);
+ immBegin(GWN_PRIM_LINE_LOOP, efa->len);
BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
sel = uvedit_uv_select_test(scene, l, cd_loop_uv_offset);
@@ -846,7 +846,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
continue;
- immBegin(PRIM_LINES, efa->len * 2);
+ immBegin(GWN_PRIM_LINES, efa->len * 2);
BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
sel = uvedit_edge_select_test(scene, l, cd_loop_uv_offset);
@@ -868,7 +868,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
}
}
else {
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv(col2);
@@ -898,16 +898,16 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
float cent[2];
bool col_set = false;
- VertexFormat *format = immVertexFormat();
- 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);
+ Gwn_VertFormat *format = immVertexFormat();
+ pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
pointsize = UI_GetThemeValuef(TH_FACEDOT_SIZE);
glPointSize(pointsize);
- immBeginAtMost(PRIM_POINTS, bm->totface);
+ immBeginAtMost(GWN_PRIM_POINTS, bm->totface);
/* unselected faces */
@@ -959,7 +959,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
/* 6. draw uv vertices */
if (drawfaces != 2) { /* 2 means Mesh Face Mode */
- pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -968,7 +968,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
pointsize = UI_GetThemeValuef(TH_VERTEX_SIZE);
glPointSize(pointsize);
- immBeginAtMost(PRIM_POINTS, bm->totloop);
+ immBeginAtMost(GWN_PRIM_POINTS, bm->totloop);
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
@@ -988,7 +988,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
glPointSize(pointsize * 2 + (((int)pointsize % 2) ? (-1) : 0));
imm_cpack(0xFF);
- immBeginAtMost(PRIM_POINTS, bm->totloop);
+ immBeginAtMost(GWN_PRIM_POINTS, bm->totloop);
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
@@ -1008,7 +1008,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
immUniformThemeColor(TH_VERTEX_SELECT);
glPointSize(pointsize);
- immBeginAtMost(PRIM_POINTS, bm->totloop);
+ immBeginAtMost(GWN_PRIM_POINTS, bm->totloop);
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
if (!BM_elem_flag_test(efa, BM_ELEM_TAG))
diff --git a/source/blender/editors/uvedit/uvedit_smart_stitch.c b/source/blender/editors/uvedit/uvedit_smart_stitch.c
index f3191581d49..55c439924cd 100644
--- a/source/blender/editors/uvedit/uvedit_smart_stitch.c
+++ b/source/blender/editors/uvedit/uvedit_smart_stitch.c
@@ -1541,13 +1541,13 @@ static void stitch_calculate_edge_normal(BMEditMesh *em, UvEdge *edge, float *no
normalize_v2(normal);
}
-static void stitch_draw_vbo(VertexBuffer *vbo, PrimitiveType prim_type, const float col[4])
+static void stitch_draw_vbo(Gwn_VertBuf *vbo, Gwn_PrimType prim_type, const float col[4])
{
- Batch *batch = Batch_create(prim_type, vbo, NULL);
+ Gwn_Batch *batch = GWN_batch_create(prim_type, vbo, NULL);
Batch_set_builtin_program(batch, GPU_SHADER_2D_UNIFORM_COLOR);
- Batch_Uniform4fv(batch, "color", col);
- Batch_draw(batch);
- Batch_discard_all(batch);
+ GWN_batch_uniform_4fv(batch, "color", col);
+ GWN_batch_draw(batch);
+ GWN_batch_discard_all(batch);
}
/* TODO make things pretier : store batches inside StitchPreviewer instead of the bare verts pos */
@@ -1557,24 +1557,24 @@ static void stitch_draw(const bContext *UNUSED(C), ARegion *UNUSED(ar), void *ar
unsigned int num_line = 0, num_tri, tri_idx = 0, line_idx = 0;
StitchState *state = (StitchState *)arg;
StitchPreviewer *stitch_preview = state->stitch_preview;
- VertexBuffer *vbo, *vbo_line;
+ Gwn_VertBuf *vbo, *vbo_line;
float col[4];
- static VertexFormat format = { 0 };
+ static Gwn_VertFormat format = { 0 };
static unsigned int pos_id;
if (format.attrib_ct == 0) {
- pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ pos_id = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
}
glEnable(GL_BLEND);
/* Static Tris */
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_ACTIVE, col);
- vbo = VertexBuffer_create_with_format(&format);
- VertexBuffer_allocate_data(vbo, stitch_preview->num_static_tris * 3);
+ vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, stitch_preview->num_static_tris * 3);
for (int i = 0; i < stitch_preview->num_static_tris * 3; i++)
- VertexBuffer_set_attrib(vbo, pos_id, i, &stitch_preview->static_tris[i*2]);
- stitch_draw_vbo(vbo, PRIM_TRIANGLES, col);
+ GWN_vertbuf_attr_set(vbo, pos_id, i, &stitch_preview->static_tris[i*2]);
+ stitch_draw_vbo(vbo, GWN_PRIM_TRIS, col);
/* Preview Polys */
@@ -1584,38 +1584,38 @@ static void stitch_draw(const bContext *UNUSED(C), ARegion *UNUSED(ar), void *ar
num_tri = num_line - 2 * stitch_preview->num_polys;
/* we need to convert the polys into triangles / lines */
- vbo = VertexBuffer_create_with_format(&format);
- vbo_line = VertexBuffer_create_with_format(&format);
+ vbo = GWN_vertbuf_create_with_format(&format);
+ vbo_line = GWN_vertbuf_create_with_format(&format);
- VertexBuffer_allocate_data(vbo, num_tri * 3);
- VertexBuffer_allocate_data(vbo_line, num_line * 2);
+ GWN_vertbuf_data_alloc(vbo, num_tri * 3);
+ GWN_vertbuf_data_alloc(vbo_line, num_line * 2);
for (int i = 0; i < stitch_preview->num_polys; i++) {
BLI_assert(stitch_preview->uvs_per_polygon[i] >= 3);
/* Start line */
- VertexBuffer_set_attrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index]);
- VertexBuffer_set_attrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index + 2]);
+ GWN_vertbuf_attr_set(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index]);
+ GWN_vertbuf_attr_set(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index + 2]);
for (j = 1; j < stitch_preview->uvs_per_polygon[i] - 1; ++j) {
- VertexBuffer_set_attrib(vbo, pos_id, tri_idx++, &stitch_preview->preview_polys[index]);
- VertexBuffer_set_attrib(vbo, pos_id, tri_idx++, &stitch_preview->preview_polys[index + (j+0)*2]);
- VertexBuffer_set_attrib(vbo, pos_id, tri_idx++, &stitch_preview->preview_polys[index + (j+1)*2]);
+ GWN_vertbuf_attr_set(vbo, pos_id, tri_idx++, &stitch_preview->preview_polys[index]);
+ GWN_vertbuf_attr_set(vbo, pos_id, tri_idx++, &stitch_preview->preview_polys[index + (j+0)*2]);
+ GWN_vertbuf_attr_set(vbo, pos_id, tri_idx++, &stitch_preview->preview_polys[index + (j+1)*2]);
- VertexBuffer_set_attrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index + (j+0)*2]);
- VertexBuffer_set_attrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index + (j+1)*2]);
+ GWN_vertbuf_attr_set(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index + (j+0)*2]);
+ GWN_vertbuf_attr_set(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index + (j+1)*2]);
}
/* Closing line */
- VertexBuffer_set_attrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index]);
- VertexBuffer_set_attrib(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index + j*2]); /* j = uvs_per_polygon[i] - 1*/
+ GWN_vertbuf_attr_set(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index]);
+ GWN_vertbuf_attr_set(vbo_line, pos_id, line_idx++, &stitch_preview->preview_polys[index + j*2]); /* j = uvs_per_polygon[i] - 1*/
index += stitch_preview->uvs_per_polygon[i] * 2;
}
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_FACE, col);
- stitch_draw_vbo(vbo, PRIM_TRIANGLES, col);
+ stitch_draw_vbo(vbo, GWN_PRIM_TRIS, col);
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_EDGE, col);
- stitch_draw_vbo(vbo_line, PRIM_LINES, col);
+ stitch_draw_vbo(vbo_line, GWN_PRIM_LINES, col);
glDisable(GL_BLEND);
@@ -1625,33 +1625,33 @@ static void stitch_draw(const bContext *UNUSED(C), ARegion *UNUSED(ar), void *ar
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE) * 2.0f);
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_STITCHABLE, col);
- vbo = VertexBuffer_create_with_format(&format);
- VertexBuffer_allocate_data(vbo, stitch_preview->num_stitchable);
+ vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, stitch_preview->num_stitchable);
for (int i = 0; i < stitch_preview->num_stitchable; i++)
- VertexBuffer_set_attrib(vbo, pos_id, i, &stitch_preview->preview_stitchable[i*2]);
- stitch_draw_vbo(vbo, PRIM_POINTS, col);
+ GWN_vertbuf_attr_set(vbo, pos_id, i, &stitch_preview->preview_stitchable[i*2]);
+ stitch_draw_vbo(vbo, GWN_PRIM_POINTS, col);
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_UNSTITCHABLE, col);
- vbo = VertexBuffer_create_with_format(&format);
- VertexBuffer_allocate_data(vbo, stitch_preview->num_unstitchable);
+ vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, stitch_preview->num_unstitchable);
for (int i = 0; i < stitch_preview->num_unstitchable; i++)
- VertexBuffer_set_attrib(vbo, pos_id, i, &stitch_preview->preview_unstitchable[i*2]);
- stitch_draw_vbo(vbo, PRIM_POINTS, col);
+ GWN_vertbuf_attr_set(vbo, pos_id, i, &stitch_preview->preview_unstitchable[i*2]);
+ stitch_draw_vbo(vbo, GWN_PRIM_POINTS, col);
}
else {
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_STITCHABLE, col);
- vbo = VertexBuffer_create_with_format(&format);
- VertexBuffer_allocate_data(vbo, stitch_preview->num_stitchable * 2);
+ vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, stitch_preview->num_stitchable * 2);
for (int i = 0; i < stitch_preview->num_stitchable * 2; i++)
- VertexBuffer_set_attrib(vbo, pos_id, i, &stitch_preview->preview_stitchable[i*2]);
- stitch_draw_vbo(vbo, PRIM_LINES, col);
+ GWN_vertbuf_attr_set(vbo, pos_id, i, &stitch_preview->preview_stitchable[i*2]);
+ stitch_draw_vbo(vbo, GWN_PRIM_LINES, col);
UI_GetThemeColor4fv(TH_STITCH_PREVIEW_UNSTITCHABLE, col);
- vbo = VertexBuffer_create_with_format(&format);
- VertexBuffer_allocate_data(vbo, stitch_preview->num_unstitchable * 2);
+ vbo = GWN_vertbuf_create_with_format(&format);
+ GWN_vertbuf_data_alloc(vbo, stitch_preview->num_unstitchable * 2);
for (int i = 0; i < stitch_preview->num_unstitchable * 2; i++)
- VertexBuffer_set_attrib(vbo, pos_id, i, &stitch_preview->preview_unstitchable[i*2]);
- stitch_draw_vbo(vbo, PRIM_LINES, col);
+ GWN_vertbuf_attr_set(vbo, pos_id, i, &stitch_preview->preview_unstitchable[i*2]);
+ stitch_draw_vbo(vbo, GWN_PRIM_LINES, col);
}
}