diff options
author | Mike Erwin <significant.bit@gmail.com> | 2016-11-15 19:49:00 +0300 |
---|---|---|
committer | Mike Erwin <significant.bit@gmail.com> | 2016-11-15 19:49:00 +0300 |
commit | b78ddd43a5af7810b9befb1cdf2be0528c721932 (patch) | |
tree | 0d75f7d14d6b27af11b3365ab7313fea0418c872 /source/blender/editors | |
parent | 093b6c9e6e8eae7e1e559cf0742146f43525c84f (diff) |
start using COMP_* instead of GL_* in viewport
Gawain can accept either enum, but its own COMP_ values are recommended.
Diffstat (limited to 'source/blender/editors')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 23 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw_legacy.c | 14 |
2 files changed, 17 insertions, 20 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index e843d3cdf8e..9184e4723a8 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -506,9 +506,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) y2i = (int)(y2 + (1.0f - 0.0001f)); /* use the same program for everything */ - VertexFormat *format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT); - + unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); /* passepartout, specified in camera edit buttons */ @@ -707,8 +705,7 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d) static void drawrenderborder(ARegion *ar, View3D *v3d) { /* use the same program for everything */ - VertexFormat *format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT); + unsigned pos = add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); glLineWidth(1.0f); @@ -802,8 +799,8 @@ static void view3d_draw_background_gradient() glClear(GL_DEPTH_BUFFER_BIT); VertexFormat *format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT); - unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT); + unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); + unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); unsigned char col_hi[3], col_lo[3]; immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); @@ -1112,8 +1109,8 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char ** #endif VertexFormat* format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT); - unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT); + unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); + unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); @@ -1288,8 +1285,8 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr unsigned char col_bg[3], col_grid_emphasise[3], col_grid_light[3]; VertexFormat* format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT); - unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT); + unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); + unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); @@ -1376,8 +1373,8 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr /* draw axis lines -- sometimes grid floor is off, other times we still need to draw the Z axis */ VertexFormat* format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT); + unsigned pos = add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); + unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); immBegin(GL_LINES, (show_axis_x + show_axis_y + show_axis_z) * 2); diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c index 80428906c0a..86870d48e27 100644 --- a/source/blender/editors/space_view3d/view3d_draw_legacy.c +++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c @@ -227,8 +227,8 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) glLineWidth(1); VertexFormat* format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT); - unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT); + unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); + unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); @@ -253,7 +253,7 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d) immUnbindProgram(); VertexFormat_clear(format); - pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT); + pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); @@ -312,8 +312,8 @@ static void draw_view_axis(RegionView3D *rv3d, rcti *rect) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); VertexFormat *format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT); - unsigned col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT); + unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); + unsigned col = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); immBegin(GL_LINES, 6); @@ -360,8 +360,8 @@ static void draw_rotation_guide(RegionView3D *rv3d) glDepthMask(0); /* don't overwrite zbuf */ VertexFormat *format = immVertexFormat(); - unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT); - unsigned col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT); + unsigned pos = add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT); + unsigned col = add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR); |