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Diffstat (limited to 'source/blender/editors/uvedit/uvedit_draw.c')
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c34
1 files changed, 17 insertions, 17 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
index b99e878c790..d0b581eed90 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -85,7 +85,7 @@ void ED_image_draw_cursor(ARegion *ar, const float cursor[2])
gpuTranslate2fv(cursor);
- 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);
@@ -174,7 +174,7 @@ static void draw_uvs_shadow(Object *obedit)
const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
- 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);
@@ -239,7 +239,7 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
}
}
- 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);
@@ -319,8 +319,8 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
col[3] = 0.5f; /* hard coded alpha, not that nice */
VertexFormat *format = immVertexFormat();
- unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
+ 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);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
@@ -521,7 +521,7 @@ 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 = 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);
@@ -563,7 +563,7 @@ static void draw_uvs_texpaint(SpaceImage *sima, Scene *scene, SceneLayer *sl, Ob
mloopuv = me->mloopuv;
}
- 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);
@@ -681,7 +681,7 @@ 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 = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -746,7 +746,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
switch (sima->dt_uv) {
case SI_UVDT_DASH:
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -774,7 +774,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
break;
case SI_UVDT_BLACK: /* black/white */
case SI_UVDT_WHITE:
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -796,7 +796,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
break;
case SI_UVDT_OUTLINE:
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -820,8 +820,8 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
UI_GetThemeColor4ubv(TH_EDGE_SELECT, col1);
VertexFormat *format = immVertexFormat();
- pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
+ 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);
if (interpedges) {
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
@@ -876,7 +876,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
}
}
else {
- pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ubv(col2);
@@ -907,8 +907,8 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
bool col_set = false;
VertexFormat *format = immVertexFormat();
- pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
- unsigned int color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
+ 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);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
@@ -967,7 +967,7 @@ 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 = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
+ pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);