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Diffstat (limited to 'source/blender/gpu/intern/gpu_framebuffer.c')
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c36
1 files changed, 18 insertions, 18 deletions
diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c
index 96c740410c5..d791f839e20 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -448,9 +448,9 @@ void GPU_framebuffer_blur(
const float fullscreencos[4][2] = {{-1.0f, -1.0f}, {1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}};
const float fullscreenuvs[4][2] = {{0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}};
- 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 scaleh[2] = {1.0f / GPU_texture_width(blurtex), 0.0f};
const float scalev[2] = {0.0f, 1.0f / GPU_texture_height(tex)};
@@ -464,23 +464,23 @@ void GPU_framebuffer_blur(
if (format.attrib_ct == 0) {
unsigned int i = 0;
/* Vertex format */
- unsigned int pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int uvs = VertexFormat_add_attrib(&format, "uvs", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int uvs = GWN_vertformat_attr_add(&format, "uvs", GWN_COMP_F32, 2, 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);
for (int j = 0; j < 3; ++j) {
- VertexBuffer_set_attrib(&vbo, uvs, i, fullscreenuvs[j]);
- VertexBuffer_set_attrib(&vbo, pos, i++, fullscreencos[j]);
+ GWN_vertbuf_attr_set(&vbo, uvs, i, fullscreenuvs[j]);
+ GWN_vertbuf_attr_set(&vbo, pos, i++, fullscreencos[j]);
}
for (int j = 1; j < 4; ++j) {
- VertexBuffer_set_attrib(&vbo, uvs, i, fullscreenuvs[j]);
- VertexBuffer_set_attrib(&vbo, pos, i++, fullscreencos[j]);
+ GWN_vertbuf_attr_set(&vbo, uvs, i, fullscreenuvs[j]);
+ GWN_vertbuf_attr_set(&vbo, pos, i++, fullscreencos[j]);
}
- Batch_init(&batch, GL_TRIANGLES, &vbo, NULL);
+ GWN_batch_init(&batch, GL_TRIANGLES, &vbo, NULL);
}
glDisable(GL_DEPTH_TEST);
@@ -499,9 +499,9 @@ void GPU_framebuffer_blur(
GPU_texture_bind(tex, 0);
Batch_set_builtin_program(&batch, GPU_SHADER_SEP_GAUSSIAN_BLUR);
- Batch_Uniform2f(&batch, "ScaleU", scaleh[0], scaleh[1]);
- Batch_Uniform1i(&batch, "textureSource", GL_TEXTURE0);
- Batch_draw(&batch);
+ GWN_batch_uniform_2f(&batch, "ScaleU", scaleh[0], scaleh[1]);
+ GWN_batch_uniform_1i(&batch, "textureSource", GL_TEXTURE0);
+ GWN_batch_draw(&batch);
/* Blurring vertically */
glBindFramebuffer(GL_FRAMEBUFFER, fb->object);
@@ -515,9 +515,9 @@ void GPU_framebuffer_blur(
/* Hack to make the following uniform stick */
Batch_set_builtin_program(&batch, GPU_SHADER_SEP_GAUSSIAN_BLUR);
- Batch_Uniform2f(&batch, "ScaleU", scalev[0], scalev[1]);
- Batch_Uniform1i(&batch, "textureSource", GL_TEXTURE0);
- Batch_draw(&batch);
+ GWN_batch_uniform_2f(&batch, "ScaleU", scalev[0], scalev[1]);
+ GWN_batch_uniform_1i(&batch, "textureSource", GL_TEXTURE0);
+ GWN_batch_draw(&batch);
}
void GPU_framebuffer_blit(GPUFrameBuffer *fb_read, int read_slot, GPUFrameBuffer *fb_write, int write_slot, bool use_depth)