diff options
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawarmature.c | 254 |
1 files changed, 127 insertions, 127 deletions
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(); |