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Diffstat (limited to 'source/blender/editors/space_view3d/drawobject.c')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c149
1 files changed, 74 insertions, 75 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 19f8f6eae6f..726a67a5d74 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -539,7 +539,7 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const
glLineWidth(1.0f);
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
if (color) {
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4ubv(color);
@@ -706,8 +706,8 @@ static void draw_empty_image(Object *ob, const short dflag, const unsigned char
}
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int texCoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA);
immUniform1f("alpha", ob_alpha);
immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
@@ -733,7 +733,7 @@ static void draw_empty_image(Object *ob, const short dflag, const unsigned char
/* Draw the image outline */
glLineWidth(1.5f);
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
const bool picking = dflag & DRAW_CONSTCOLOR;
if (picking) {
@@ -806,7 +806,7 @@ static void drawcentercircle(View3D *v3d, RegionView3D *UNUSED(rv3d), const floa
glEnable(GL_BLEND);
GPU_enable_program_point_size();
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
immUniform1f("size", size);
@@ -1266,7 +1266,7 @@ void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
normalize_v3(imat[0]);
normalize_v3(imat[1]);
- const unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ const unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
/* lamp center */
copy_v3_v3(vec, ob->obmat[3]);
@@ -1816,7 +1816,7 @@ static void draw_viewport_object_reconstruction(
if (reconstruction->camnr >= 2) {
MovieReconstructedCamera *camera = reconstruction->cameras;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_CAMERA_PATH);
@@ -2168,7 +2168,7 @@ void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
BKE_camera_view_frame_ex(scene, cam, cam->drawsize, is_view, scale,
asp, shift, &drawsize, vec);
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) {
immUniformColor3ubv(ob_wire_col);
@@ -2277,7 +2277,7 @@ void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
void drawspeaker(const unsigned char ob_wire_col[3])
{
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -2442,10 +2442,10 @@ static void drawlattice(View3D *v3d, Object *ob, const short dflag, const unsign
}
VertexFormat *format = immVertexFormat();
- unsigned int color, pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int color, pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
if (actdef_wcol) {
- color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+ color = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
}
else {
@@ -2499,8 +2499,8 @@ static void drawlattice(View3D *v3d, Object *ob, const short dflag, const unsign
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
VertexFormat *v_format = immVertexFormat();
- unsigned int v_pos = add_attrib(v_format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- unsigned int v_color = add_attrib(v_format, "color", GL_FLOAT, 4, KEEP_FLOAT);
+ unsigned int v_pos = VertexFormat_add_attrib(v_format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int v_color = VertexFormat_add_attrib(v_format, "color", COMP_F32, 4, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
@@ -2560,8 +2560,8 @@ static void drawSelectedVertices(DerivedMesh *dm, Mesh *me)
data.col[1] = sel_col;
data.col[2] = act_col;
- data.color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ data.color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
if (dm->getNumVerts(dm) == 0) return;
@@ -2632,7 +2632,7 @@ static void draw_dm_face_normals(BMEditMesh *em, Scene *scene, Object *ob, Deriv
data.bm = em->bm;
data.normalsize = scene->toolsettings->normalsize;
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
calcDrawDMNormalScale(ob, &data);
@@ -2666,7 +2666,7 @@ static void draw_dm_face_centers(BMEditMesh *em, DerivedMesh *dm, bool select, c
drawBMSelect_userData data;
data.bm = em->bm;
data.select = select;
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
if (dm->getNumPolys(dm) == 0) return;
@@ -2718,7 +2718,7 @@ static void draw_dm_vert_normals(BMEditMesh *em, Scene *scene, Object *ob, Deriv
data.bm = em->bm;
data.normalsize = scene->toolsettings->normalsize;
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
calcDrawDMNormalScale(ob, &data);
@@ -2779,8 +2779,8 @@ static void draw_dm_verts(BMEditMesh *em, DerivedMesh *dm, const char sel, BMVer
data.sel = sel;
data.eve_act = eve_act;
data.bm = em->bm;
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- data.color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ data.color = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
/* Cache theme values */
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, data.th_editmesh_active);
@@ -2811,7 +2811,7 @@ static void draw_dm_verts(BMEditMesh *em, DerivedMesh *dm, const char sel, BMVer
data.cd_vskin_offset = CustomData_get_offset(&em->bm->vdata, CD_MVERT_SKIN);
if (data.cd_vskin_offset != -1) {
- data.pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ data.pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4ubv(data.th_skin_root);
@@ -3136,7 +3136,7 @@ static void draw_dm_loop_normals(BMEditMesh *em, Scene *scene, Object *ob, Deriv
data.bm = em->bm;
data.normalsize = scene->toolsettings->normalsize;
- data.pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ data.pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
if (dm->getNumLoops(dm) == 0) return;
@@ -3316,8 +3316,8 @@ static void draw_dm_bweights(BMEditMesh *em, Scene *scene, DerivedMesh *dm)
/* is that ever true? */
if (data.cd_layer_offset != -1) {
VertexFormat *format = immVertexFormat();
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- data.col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
@@ -5114,7 +5114,7 @@ static bool draw_mesh_object_new(Scene *scene, SceneLayer *sl, ARegion *ar, View
static void drawDispListVerts(int dt, const void *data, unsigned int vert_ct, const unsigned char wire_col[3])
{
VertexFormat format = {0};
- unsigned int pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, vert_ct);
@@ -5142,9 +5142,9 @@ static void drawDispListElem(bool quads, bool UNUSED(smooth), const float *data,
const int *idx = elem;
unsigned int pos_id, nor_id;
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
if (ndata) {
- nor_id = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
+ nor_id = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT);
}
ElementListBuilder elb;
@@ -5586,9 +5586,9 @@ static void draw_vertex_array(int dt, const float *vert, const float *nor, const
{
VertexFormat format = {0};
unsigned int pos_id, nor_id, col_id;
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- if (nor) nor_id = add_attrib(&format, "nor", GL_FLOAT, 3, KEEP_FLOAT);
- if (color) col_id = add_attrib(&format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ if (nor) nor_id = VertexFormat_add_attrib(&format, "nor", COMP_F32, 3, KEEP_FLOAT);
+ if (color) col_id = VertexFormat_add_attrib(&format, "color", COMP_F32, 3, KEEP_FLOAT);
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, vert_ct);
@@ -6114,7 +6114,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
}
else {
if ((draw_as == PART_DRAW_CIRC) || (part->draw & PART_DRAW_SIZE)) {
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
imm_cpack(0xFFFFFF);
}
@@ -6311,7 +6311,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
MVert *mvert = hair_dm->getVertArray(hair_dm);
int i;
- unsigned int pos_id = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos_id = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3f(0.9f, 0.4f, 0.4f);
@@ -6351,7 +6351,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
int *res = clmd->hair_grid_res;
int i;
- unsigned int pos_id = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos_id = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (select)
immUniformThemeColor(TH_ACTIVE);
@@ -6584,8 +6584,8 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
col_comp = ((point->flag & PEP_HIDE) || timed) ? 4 : 3;
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- col_id = add_attrib(&format, "color", GL_FLOAT, col_comp, KEEP_FLOAT);
+ pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ col_id = VertexFormat_add_attrib(&format, "color", COMP_F32, col_comp, KEEP_FLOAT);
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
VertexBuffer_allocate_data(vbo, path->segments + 1);
@@ -6635,9 +6635,8 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
int totkeys_visible = 0;
VertexFormat format = {0};
- unsigned int pos_id, col_id;
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- col_id = add_attrib(&format, "color", GL_FLOAT, (timed ? 4 : 3), KEEP_FLOAT);
+ unsigned int pos_id = VertexFormat_add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int col_id = VertexFormat_add_attrib(&format, "color", COMP_F32, (timed ? 4 : 3), KEEP_FLOAT);
for (i = 0, point = edit->points; i < totpoint; i++, point++)
if (!(point->flag & PEP_HIDE))
@@ -6702,8 +6701,8 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
}
else if (pset->selectmode == SCE_SELECT_END) {
VertexFormat *format = immVertexFormat();
- unsigned int pos_id = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- unsigned int col_id = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos_id = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int col_id = VertexFormat_add_attrib(format, "color", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
immBeginAtMost(GL_POINTS, totpoint);
for (i = 0, point = edit->points; i < totpoint; i++, point++) {
@@ -6738,8 +6737,8 @@ static void ob_draw_RE_motion(float com[3], float rotscale[3][3], float itw, flo
float th = ith * drw_size;
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- unsigned int col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int col = VertexFormat_add_attrib(format, "color", COMP_U8, 4, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
immBegin(GL_LINES, 30);
@@ -6890,8 +6889,8 @@ static void drawhandlesN(Nurb *nu, const char sel, const bool hide_handles)
}
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- unsigned int col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
glLineWidth(1.0f);
@@ -6945,7 +6944,7 @@ static void drawhandlesN_active(Nurb *nu)
if (nu->hide) return;
if (nu->type == CU_BEZIER && nu->pntsu > 0) {
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_ACTIVE_SPLINE);
glLineWidth(2.0f);
@@ -6989,8 +6988,8 @@ static void drawvertsN(const Nurb *nurb, const bool hide_handles, const void *ve
if (count == 0) return;
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ unsigned int color = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
unsigned char vert_color[3];
@@ -7063,7 +7062,7 @@ static void drawvertsN(const Nurb *nurb, const bool hide_handles, const void *ve
static void editnurb_draw_active_poly(Nurb *nu)
{
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_ACTIVE_SPLINE);
@@ -7090,7 +7089,7 @@ static void editnurb_draw_active_nurbs(Nurb *nu)
{
if (nu->pntsv > 0) {
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_ACTIVE_SPLINE);
@@ -7158,7 +7157,7 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
}
format = immVertexFormat();
- pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
glLineWidth(1.0f);
@@ -7188,8 +7187,8 @@ static void draw_editnurb_splines(Object *ob, Nurb *nurb, const bool sel)
}
format = immVertexFormat();
- pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
// just quick guesstimate of how many verts to draw
@@ -7323,7 +7322,7 @@ static void draw_editnurb(
BevList *bl;
VertexFormat *format = immVertexFormat();
- unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_WIRE_EDIT);
@@ -7391,7 +7390,7 @@ static void draw_editnurb(
static void draw_editfont_textcurs(RegionView3D *rv3d, float textcurs[4][2])
{
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
ED_view3d_polygon_offset(rv3d, -1.0);
set_inverted_drawing(1);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -7429,7 +7428,7 @@ static void draw_editfont(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3
}
if (cu->linewidth != 0.0f) {
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_WIRE_EDIT);
copy_v3_v3(vec1, ob->orig);
@@ -7450,7 +7449,7 @@ static void draw_editfont(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3
setlinestyle(3);
for (int i = 0; i < cu->totbox; i++) {
if (cu->tb[i].w != 0.0f) {
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(i == (cu->actbox - 1) ? TH_ACTIVE : TH_WIRE);
vec1[0] = cu->xof + cu->tb[i].x;
@@ -7477,7 +7476,7 @@ static void draw_editfont(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3
const int seltot = selend - selstart;
float selboxw;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
imm_cpack(0xffffff);
set_inverted_drawing(1);
@@ -7775,7 +7774,7 @@ static bool drawmball(Scene *scene, SceneLayer *sl, View3D *v3d, RegionView3D *r
glLineWidth(1.0f);
- const int unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ const unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
while (ml) {
@@ -7831,7 +7830,7 @@ static void draw_forcefield(Object *ob, RegionView3D *rv3d,
normalize_v3(imat[1]);
#endif
- const int unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ const unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3fv(draw_color);
@@ -8033,7 +8032,7 @@ static void imm_draw_bb(BoundBox *bb, char type, bool around_origin, const unsig
gpuPushMatrix();
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -8111,7 +8110,7 @@ void draw_bounding_volume(Object *ob, char type, const unsigned char ob_wire_col
if (type == OB_BOUND_BOX) {
float vec[8][3], size[3];
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -8134,7 +8133,7 @@ void draw_bounding_volume(Object *ob, char type, const unsigned char ob_wire_col
}
else {
if (type == OB_BOUND_BOX) {
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -8178,7 +8177,7 @@ static void drawtexspace(Object *ob, const unsigned char ob_wire_col[3])
setlinestyle(2);
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
if (ob_wire_col) {
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -8318,7 +8317,7 @@ static void draw_rigid_body_pivot(bRigidBodyJointConstraint *data,
const char *axis_str[3] = {"px", "py", "pz"};
float mat[4][4];
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -8465,7 +8464,7 @@ void draw_rigidbody_shape(Object *ob, const unsigned char ob_wire_col[4])
case RB_SHAPE_BOX:
BKE_boundbox_calc_size_aabb(bb, size);
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -8929,7 +8928,7 @@ afterdraw:
if (!render_override) {
BoundBox bb;
float p0[3], p1[3];
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) immUniformColor3ubv(ob_wire_col);
@@ -9067,7 +9066,7 @@ afterdraw:
{
float imat[4][4], vec[3] = {0.0f, 0.0f, 0.0f};
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
invert_m4_m4(imat, rv3d->viewmatob);
@@ -9122,7 +9121,7 @@ afterdraw:
if ((base->sx != IS_CLIPPED) &&
(U.obcenter_dia != 0.0))
{
- unsigned pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR);
/* TODO: short term, use DEPTH_ONLY shader or set appropriate color */
/* TODO: long term, solve picking & selection problem better */
@@ -9151,7 +9150,7 @@ afterdraw:
ListBase *list;
RigidBodyCon *rbc = ob->rigidbody_constraint;
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ubv(ob_wire_col);
@@ -9337,8 +9336,8 @@ static void bbs_obmode_mesh_verts(Object *ob, DerivedMesh *dm, int offset)
if (dm->getNumVerts(dm) == 0) return;
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- data.col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
@@ -9370,8 +9369,8 @@ static void bbs_mesh_verts(BMEditMesh *em, DerivedMesh *dm, int offset)
data.bm = em->bm;
data.offset = offset;
VertexFormat *format = immVertexFormat();
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- data.col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
@@ -9460,8 +9459,8 @@ static void bbs_mesh_solid_EM(BMEditMesh *em, Scene *scene, View3D *v3d,
drawBMOffset_userData data; /* don't use offset */
data.bm = em->bm;
VertexFormat *format = immVertexFormat();
- data.pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- data.col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ data.pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
+ data.col = VertexFormat_add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);