Cleanup: Style
This commit is contained in:
@@ -100,8 +100,7 @@ static void collection_free(SceneCollection *sc)
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*/
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bool collection_remlink(SceneCollection *sc_parent, SceneCollection *sc_gone)
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{
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for (SceneCollection *sc = sc_parent->scene_collections.first; sc; sc = sc->next)
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{
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for (SceneCollection *sc = sc_parent->scene_collections.first; sc; sc = sc->next) {
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if (sc == sc_gone) {
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BLI_remlink(&sc_parent->scene_collections, sc_gone);
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return true;
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@@ -120,7 +119,7 @@ bool collection_remlink(SceneCollection *sc_parent, SceneCollection *sc_gone)
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static void layer_collection_remove(SceneLayer *sl, ListBase *lb, const SceneCollection *sc)
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{
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LayerCollection *lc = lb->first;
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while(lc) {
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while (lc) {
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if (lc->scene_collection == sc) {
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BKE_scene_layer_engine_settings_collection_recalculate(sl, lc);
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BKE_layer_collection_free(sl, lc);
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@@ -214,7 +213,8 @@ SceneCollection *BKE_collection_master(const Scene *scene)
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* Free (or release) any data used by the master collection (does not free the master collection itself).
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* Used only to clear the entire scene data since it's not doing re-syncing of the LayerCollection tree
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*/
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void BKE_collection_master_free(Scene *scene){
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void BKE_collection_master_free(Scene *scene)
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{
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collection_free(BKE_collection_master(scene));
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}
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@@ -300,7 +300,7 @@ typedef struct SceneCollectionsIteratorData {
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Scene *scene;
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void **array;
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int tot, cur;
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} SceneCollectionsIteratorData;
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} SceneCollectionsIteratorData;
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static void scene_collection_callback(SceneCollection *sc, BKE_scene_collections_Cb callback, void *data)
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{
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@@ -32,7 +32,6 @@
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#include "BLI_string_utils.h"
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#include "BLT_translation.h"
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#include "BKE_layer.h"
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#include "BKE_collection.h"
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#include "BKE_layer.h"
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#include "BKE_main.h"
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@@ -227,7 +226,7 @@ void BKE_scene_layer_base_select(struct SceneLayer *sl, Base *selbase)
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}
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}
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static void scene_layer_object_base_unref(SceneLayer* sl, Base *base)
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static void scene_layer_object_base_unref(SceneLayer *sl, Base *base)
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{
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base->refcount--;
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@@ -242,7 +241,8 @@ static void scene_layer_object_base_unref(SceneLayer* sl, Base *base)
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}
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}
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static void layer_collection_base_flag_recalculate(LayerCollection *lc, const bool tree_is_visible, const bool tree_is_selectable)
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static void layer_collection_base_flag_recalculate(
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LayerCollection *lc, const bool tree_is_visible, const bool tree_is_selectable)
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{
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bool is_visible = tree_is_visible && ((lc->flag & COLLECTION_VISIBLE) != 0);
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/* an object can only be selected if it's visible */
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@@ -793,7 +793,8 @@ void BKE_layer_collection_engine_settings_callback_register(
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CollectionEngineSettingsCB_Type *ces_type;
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/* cleanup in case it existed */
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ces_type = BLI_findstring(&R_engines_settings_callbacks, engine_name, offsetof(CollectionEngineSettingsCB_Type, name));
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ces_type = BLI_findstring(&R_engines_settings_callbacks, engine_name,
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offsetof(CollectionEngineSettingsCB_Type, name));
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if (ces_type) {
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BLI_remlink(&R_engines_settings_callbacks, ces_type);
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@@ -839,7 +840,8 @@ static CollectionEngineSettings *collection_engine_settings_create(CollectionEng
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CollectionEngineSettings *BKE_layer_collection_engine_settings_create(const char *engine_name)
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{
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CollectionEngineSettingsCB_Type *ces_type;
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ces_type = BLI_findstring(&R_engines_settings_callbacks, engine_name, offsetof(CollectionEngineSettingsCB_Type, name));
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ces_type = BLI_findstring(&R_engines_settings_callbacks, engine_name,
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offsetof(CollectionEngineSettingsCB_Type, name));
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BLI_assert(ces_type);
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CollectionEngineSettings *ces = collection_engine_settings_create(ces_type);
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@@ -920,7 +922,8 @@ static void layer_collection_create_mode_settings(LayerCollection *lc)
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/**
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* Return collection enginne settings for either Object s of LayerCollection s
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*/
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static CollectionEngineSettings *collection_engine_get(ListBase *lb_render, ListBase *lb_mode, const int type, const char *engine_name)
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static CollectionEngineSettings *collection_engine_get(
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ListBase *lb_render, ListBase *lb_mode, const int type, const char *engine_name)
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{
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if (type == COLLECTION_MODE_NONE) {
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return BLI_findstring(lb_render, engine_name, offsetof(CollectionEngineSettings, name));
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@@ -993,28 +996,32 @@ CollectionEngineProperty *BKE_collection_engine_property_get(CollectionEngineSet
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int BKE_collection_engine_property_value_get_int(CollectionEngineSettings *ces, const char *name)
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{
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CollectionEnginePropertyInt *prop;
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prop = (CollectionEnginePropertyInt *)BLI_findstring(&ces->properties, name, offsetof(CollectionEngineProperty, name));
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prop = (CollectionEnginePropertyInt *)BLI_findstring(&ces->properties, name,
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offsetof(CollectionEngineProperty, name));
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return prop->value;
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}
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float BKE_collection_engine_property_value_get_float(CollectionEngineSettings *ces, const char *name)
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{
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CollectionEnginePropertyFloat *prop;
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prop = (CollectionEnginePropertyFloat *)BLI_findstring(&ces->properties, name, offsetof(CollectionEngineProperty, name));
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prop = (CollectionEnginePropertyFloat *)BLI_findstring(&ces->properties, name,
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offsetof(CollectionEngineProperty, name));
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return prop->value;
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}
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bool BKE_collection_engine_property_value_get_bool(CollectionEngineSettings *ces, const char *name)
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{
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CollectionEnginePropertyBool *prop;
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prop = (CollectionEnginePropertyBool *)BLI_findstring(&ces->properties, name, offsetof(CollectionEngineProperty, name));
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prop = (CollectionEnginePropertyBool *)BLI_findstring(&ces->properties, name,
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offsetof(CollectionEngineProperty, name));
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return prop->value;
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}
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void BKE_collection_engine_property_value_set_int(CollectionEngineSettings *ces, const char *name, int value)
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{
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CollectionEnginePropertyInt *prop;
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prop = (CollectionEnginePropertyInt *)BLI_findstring(&ces->properties, name, offsetof(CollectionEngineProperty, name));
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prop = (CollectionEnginePropertyInt *)BLI_findstring(&ces->properties, name,
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offsetof(CollectionEngineProperty, name));
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prop->value = value;
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prop->data.flag |= COLLECTION_PROP_USE;
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}
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@@ -1022,7 +1029,8 @@ void BKE_collection_engine_property_value_set_int(CollectionEngineSettings *ces,
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void BKE_collection_engine_property_value_set_float(CollectionEngineSettings *ces, const char *name, float value)
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{
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CollectionEnginePropertyFloat *prop;
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prop = (CollectionEnginePropertyFloat *)BLI_findstring(&ces->properties, name, offsetof(CollectionEngineProperty, name));
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prop = (CollectionEnginePropertyFloat *)BLI_findstring(&ces->properties, name,
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offsetof(CollectionEngineProperty, name));
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prop->value = value;
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prop->data.flag |= COLLECTION_PROP_USE;
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}
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@@ -1030,7 +1038,8 @@ void BKE_collection_engine_property_value_set_float(CollectionEngineSettings *ce
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void BKE_collection_engine_property_value_set_bool(CollectionEngineSettings *ces, const char *name, bool value)
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{
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CollectionEnginePropertyBool *prop;
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prop = (CollectionEnginePropertyBool *)BLI_findstring(&ces->properties, name, offsetof(CollectionEngineProperty, name));
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prop = (CollectionEnginePropertyBool *)BLI_findstring(&ces->properties, name,
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offsetof(CollectionEngineProperty, name));
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prop->value = value;
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prop->data.flag |= COLLECTION_PROP_USE;
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}
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@@ -1076,7 +1085,7 @@ static void collection_engine_settings_init(ListBase *lb)
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static void collection_engine_settings_copy(ListBase *lb_dst, ListBase *lb_src)
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{
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for (CollectionEngineSettings *ces_src = lb_src->first; ces_src; ces_src = ces_src->next) {
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CollectionEngineSettings *ces_dst = MEM_callocN(sizeof(CollectionEngineSettings), "CollectionEngineSettings copy");
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CollectionEngineSettings *ces_dst = MEM_callocN(sizeof(*ces_dst), "CollectionEngineSettings copy");
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BLI_strncpy_utf8(ces_dst->name, ces_src->name, sizeof(ces_dst->name));
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ces_dst->type = ces_src->type;
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@@ -1092,23 +1101,24 @@ static void collection_engine_settings_copy(ListBase *lb_dst, ListBase *lb_src)
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/**
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* Set a value from a CollectionProperty to another
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*/
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static void collection_engine_property_set (CollectionEngineProperty *prop_dst, CollectionEngineProperty *prop_src){
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static void collection_engine_property_set (CollectionEngineProperty *prop_dst, CollectionEngineProperty *prop_src)
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{
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if ((prop_src->flag & COLLECTION_PROP_USE) != 0) {
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/* mark the property as used, so the engine knows if the value was ever set*/
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prop_dst->flag |= COLLECTION_PROP_USE;
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switch (prop_src->type) {
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case COLLECTION_PROP_TYPE_FLOAT:
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((CollectionEnginePropertyFloat *)prop_dst)->value = ((CollectionEnginePropertyFloat *)prop_src)->value;
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break;
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case COLLECTION_PROP_TYPE_INT:
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((CollectionEnginePropertyInt *)prop_dst)->value = ((CollectionEnginePropertyInt *)prop_src)->value;
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break;
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case COLLECTION_PROP_TYPE_BOOL:
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((CollectionEnginePropertyBool *)prop_dst)->value = ((CollectionEnginePropertyBool *)prop_src)->value;
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break;
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default:
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BLI_assert(false);
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break;
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case COLLECTION_PROP_TYPE_FLOAT:
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((CollectionEnginePropertyFloat *)prop_dst)->value = ((CollectionEnginePropertyFloat *)prop_src)->value;
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break;
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case COLLECTION_PROP_TYPE_INT:
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((CollectionEnginePropertyInt *)prop_dst)->value = ((CollectionEnginePropertyInt *)prop_src)->value;
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break;
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case COLLECTION_PROP_TYPE_BOOL:
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((CollectionEnginePropertyBool *)prop_dst)->value = ((CollectionEnginePropertyBool *)prop_src)->value;
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break;
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default:
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BLI_assert(false);
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break;
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}
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}
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}
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@@ -1405,7 +1415,10 @@ static bool scene_layer_doversion_is_outdated_engines(ListBase *lb_ces, ListBase
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}
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CollectionEngineProperty *cep, *cep_ref;
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for (cep = ces->properties.first, cep_ref = ces_ref->properties.first; cep; cep = cep->next, cep_ref = cep_ref->next) {
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for (cep = ces->properties.first, cep_ref = ces_ref->properties.first;
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cep != NULL;
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cep = cep->next, cep_ref = cep_ref->next)
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{
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if (cep->type != cep_ref->type) {
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return true;
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}
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@@ -101,7 +101,7 @@ typedef struct CLAY_StorageList {
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} CLAY_StorageList;
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/* keep it under MAX_BUFFERS */
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typedef struct CLAY_FramebufferList{
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typedef struct CLAY_FramebufferList {
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/* default */
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struct GPUFrameBuffer *default_fb;
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/* engine specific */
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@@ -109,7 +109,7 @@ typedef struct CLAY_FramebufferList{
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} CLAY_FramebufferList;
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/* keep it under MAX_TEXTURES */
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typedef struct CLAY_TextureList{
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typedef struct CLAY_TextureList {
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/* default */
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struct GPUTexture *color;
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struct GPUTexture *depth;
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@@ -125,7 +125,7 @@ enum {
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};
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/* keep it under MAX_PASSES */
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typedef struct CLAY_PassList{
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typedef struct CLAY_PassList {
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struct DRWPass *depth_pass;
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struct DRWPass *depth_pass_cull;
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struct DRWPass *clay_pass;
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@@ -463,8 +463,7 @@ static int search_mat_to_ubo(CLAY_Storage *storage, float matcap_rot, float matc
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{
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/* For now just use a linear search and test all parameters */
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/* TODO make a hash table */
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for (int i = 0; i < storage->ubo_current_id; ++i)
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{
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for (int i = 0; i < storage->ubo_current_id; ++i) {
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CLAY_UBO_Material *ubo = &storage->mat_storage.materials[i];
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if ((ubo->matcap_rot[0] == cosf(matcap_rot * 3.14159f * 2.0f)) &&
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@@ -584,7 +583,7 @@ static DRWShadingGroup *CLAY_object_shgrp_get(Object *ob, CLAY_StorageList *stl,
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override_setting(ces, "ssao_factor_edge", &ssao_factor_edge);
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override_setting(ces, "ssao_attenuation", &ssao_attenuation);
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override_setting(ces, "matcap_icon", &matcap_icon);
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};
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}
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int id = mat_in_ubo(stl->storage, matcap_rot, matcap_hue, matcap_sat, matcap_val,
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ssao_distance, ssao_factor_cavity, ssao_factor_edge,
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@@ -23,8 +23,8 @@
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* \ingroup DNA
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*/
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#ifndef __ENGINE_CLAY_H__
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#define __ENGINE_CLAY_H__
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#ifndef __CLAY_H__
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#define __CLAY_H__
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extern RenderEngineType viewport_clay_type;
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@@ -33,4 +33,4 @@ struct MaterialEngineSettings *CLAY_material_settings_create(void);
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void clay_engine_free(void);
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#endif /* __ENGINE_CLAY_H__ */
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#endif /* __CLAY_H__ */
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@@ -92,11 +92,11 @@ typedef enum {
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} DRWTextureFlag;
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struct GPUTexture *DRW_texture_create_1D(
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int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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struct GPUTexture *DRW_texture_create_2D(
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int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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struct GPUTexture *DRW_texture_create_2D_array(
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int w, int h, int d, DRWTextureFormat UNUSED(format), DRWTextureFlag flags, const float *fpixels);
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int w, int h, int d, DRWTextureFormat UNUSED(format), DRWTextureFlag flags, const float *fpixels);
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void DRW_texture_free(struct GPUTexture *tex);
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/* UBOs */
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@@ -231,4 +231,4 @@ void *DRW_mode_pass_list_get(void);
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void *DRW_mode_storage_list_get(void);
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void *DRW_mode_texture_list_get(void);
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void *DRW_mode_framebuffer_list_get(void);
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#endif /* __DRW_RENDER_H__ */
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#endif /* __DRW_RENDER_H__ */
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@@ -37,7 +37,7 @@
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#include "draw_cache.h"
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static struct DRWShapeCache{
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static struct DRWShapeCache {
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Batch *drw_single_vertice;
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Batch *drw_fullscreen_quad;
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Batch *drw_plain_axes;
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@@ -201,8 +201,8 @@ static VertexBuffer *sphere_wire_vbo(const float rad)
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for (int j = 0; j < 2; ++j) {
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float cv[2], v[3];
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cv[0] = p[(i+j) % NSEGMENTS][0];
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cv[1] = p[(i+j) % NSEGMENTS][1];
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cv[0] = p[(i + j) % NSEGMENTS][0];
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cv[1] = p[(i + j) % NSEGMENTS][1];
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if (axis == 0)
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v[0] = cv[0], v[1] = cv[1], v[2] = 0.0f;
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@@ -211,7 +211,7 @@ static VertexBuffer *sphere_wire_vbo(const float rad)
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else
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v[0] = 0.0f, v[1] = cv[0], v[2] = cv[1];
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setAttrib(vbo, pos_id, i*2 + j + (NSEGMENTS * 2 * axis), v);
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setAttrib(vbo, pos_id, i * 2 + j + (NSEGMENTS * 2 * axis), v);
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}
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}
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}
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@@ -268,7 +268,7 @@ Batch *DRW_cache_cube_get(void)
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{ 1.0f, 1.0f, 1.0f}
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};
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const GLubyte indices[24] = {0,1,1,3,3,2,2,0,0,4,4,5,5,7,7,6,6,4,1,5,3,7,2,6};
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const GLubyte indices[24] = {0, 1, 1, 3, 3, 2, 2, 0, 0, 4, 4, 5, 5, 7, 7, 6, 6, 4, 1, 5, 3, 7, 2, 6};
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/* Position Only 3D format */
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static VertexFormat format = { 0 };
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@@ -460,17 +460,17 @@ Batch *DRW_cache_empty_cone_get(void)
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/* cone sides */
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v[0] = cv[0], v[1] = 0.0f, v[2] = cv[1];
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setAttrib(vbo, pos_id, i*4, v);
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setAttrib(vbo, pos_id, i * 4, v);
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v[0] = 0.0f, v[1] = 2.0f, v[2] = 0.0f;
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setAttrib(vbo, pos_id, i*4 + 1, v);
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setAttrib(vbo, pos_id, i * 4 + 1, v);
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/* end ring */
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v[0] = cv[0], v[1] = 0.0f, v[2] = cv[1];
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setAttrib(vbo, pos_id, i*4 + 2, v);
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cv[0] = p[(i+1) % NSEGMENTS][0];
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cv[1] = p[(i+1) % NSEGMENTS][1];
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setAttrib(vbo, pos_id, i * 4 + 2, v);
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cv[0] = p[(i + 1) % NSEGMENTS][0];
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cv[1] = p[(i + 1) % NSEGMENTS][1];
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v[0] = cv[0], v[1] = 0.0f, v[2] = cv[1];
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setAttrib(vbo, pos_id, i*4 + 3, v);
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setAttrib(vbo, pos_id, i * 4 + 3, v);
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}
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SHC.drw_empty_cone = Batch_create(GL_LINES, vbo, NULL);
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@@ -768,10 +768,10 @@ Batch *DRW_cache_bone_octahedral_wire_outline_get(void)
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VertexBuffer_allocate_data(vbo, 12 * 2);
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for (int i = 0; i < 12; i++) {
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const float *co1 = bone_octahedral_verts[bone_octahedral_wire[i*2]];
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const float *co2 = bone_octahedral_verts[bone_octahedral_wire[i*2+1]];
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const float *n1 = bone_octahedral_solid_normals[bone_octahedral_wire_adjacent_face[i*2]];
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const float *n2 = bone_octahedral_solid_normals[bone_octahedral_wire_adjacent_face[i*2+1]];
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const float *co1 = bone_octahedral_verts[bone_octahedral_wire[i * 2]];
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const float *co2 = bone_octahedral_verts[bone_octahedral_wire[i * 2 + 1]];
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const float *n1 = bone_octahedral_solid_normals[bone_octahedral_wire_adjacent_face[i * 2]];
|
||||
const float *n2 = bone_octahedral_solid_normals[bone_octahedral_wire_adjacent_face[i * 2 + 1]];
|
||||
add_fancy_edge(vbo, pos_id, n1_id, n2_id, &v_idx, co1, co2, n1, n2);
|
||||
}
|
||||
|
||||
@@ -799,22 +799,22 @@ Batch *DRW_cache_bone_point_get(void)
|
||||
|
||||
/* Vertices */
|
||||
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
|
||||
VertexBuffer_allocate_data(vbo, (lat_res-1) * lon_res * 6);
|
||||
VertexBuffer_allocate_data(vbo, (lat_res - 1) * lon_res * 6);
|
||||
|
||||
float lon = 0.0f;
|
||||
for(int i = 0; i < lon_res; i++, lon += lon_inc) {
|
||||
for (int i = 0; i < lon_res; i++, lon += lon_inc) {
|
||||
float lat = 0.0f;
|
||||
for(int j = 0; j < lat_res; j++, lat += lat_inc) {
|
||||
for (int j = 0; j < lat_res; j++, lat += lat_inc) {
|
||||
if (j != lat_res - 1) { /* Pole */
|
||||
add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat+lat_inc, lon+lon_inc);
|
||||
add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat+lat_inc, lon);
|
||||
add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat, lon);
|
||||
add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat + lat_inc, lon + lon_inc);
|
||||
add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat + lat_inc, lon);
|
||||
add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat, lon);
|
||||
}
|
||||
|
||||
if (j != 0) { /* Pole */
|
||||
add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat, lon+lon_inc);
|
||||
add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat+lat_inc, lon+lon_inc);
|
||||
add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat, lon);
|
||||
add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat, lon + lon_inc);
|
||||
add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat + lat_inc, lon + lon_inc);
|
||||
add_lat_lon_vert(vbo, pos_id, nor_id, &v_idx, rad, lat, lon);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -910,4 +910,4 @@ struct Batch *DRW_cache_surface_material_get(Object *ob, int nr) {
|
||||
/* TODO */
|
||||
return NULL;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
*
|
||||
*/
|
||||
|
||||
/** \file blender/draw/draw_manager.c
|
||||
/** \file blender/draw/intern/draw_manager.c
|
||||
* \ingroup draw
|
||||
*/
|
||||
|
||||
@@ -160,7 +160,7 @@ enum {
|
||||
};
|
||||
|
||||
/* Render State */
|
||||
static struct DRWGlobalState{
|
||||
static struct DRWGlobalState {
|
||||
GPUShader *shader;
|
||||
struct GPUFrameBuffer *default_framebuffer;
|
||||
FramebufferList *fbl, *fbl_mode;
|
||||
@@ -680,8 +680,10 @@ static void shgroup_dynamic_instance(DRWShadingGroup *shgroup)
|
||||
static void shgroup_dynamic_batch_from_calls(DRWShadingGroup *shgroup)
|
||||
{
|
||||
if ((shgroup->interface->instance_vbo || shgroup->batch_geom) &&
|
||||
(G.debug_value == 667))
|
||||
(G.debug_value == 667))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (shgroup->type == DRW_SHG_INSTANCE) {
|
||||
shgroup_dynamic_instance(shgroup);
|
||||
@@ -924,7 +926,8 @@ static void set_state(short flag)
|
||||
|
||||
/* Backface Culling */
|
||||
if (flag & DRW_STATE_CULL_BACK ||
|
||||
flag & DRW_STATE_CULL_FRONT) {
|
||||
flag & DRW_STATE_CULL_FRONT)
|
||||
{
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
@@ -939,7 +942,8 @@ static void set_state(short flag)
|
||||
|
||||
/* Depht Test */
|
||||
if (flag & DRW_STATE_DEPTH_LESS ||
|
||||
flag & DRW_STATE_DEPTH_EQUAL) {
|
||||
flag & DRW_STATE_DEPTH_EQUAL)
|
||||
{
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
@@ -1187,14 +1191,14 @@ void DRW_framebuffer_init(struct GPUFrameBuffer **fb, int width, int height, DRW
|
||||
int color_attachment = -1;
|
||||
*fb = GPU_framebuffer_create();
|
||||
|
||||
for (int i = 0; i < texnbr; ++i)
|
||||
{
|
||||
for (int i = 0; i < texnbr; ++i) {
|
||||
DRWFboTexture fbotex = textures[i];
|
||||
|
||||
if (!*fbotex.tex) {
|
||||
/* TODO refine to opengl formats */
|
||||
if (fbotex.format == DRW_BUF_DEPTH_16 ||
|
||||
fbotex.format == DRW_BUF_DEPTH_24) {
|
||||
fbotex.format == DRW_BUF_DEPTH_24)
|
||||
{
|
||||
*fbotex.tex = GPU_texture_create_depth(width, height, NULL);
|
||||
GPU_texture_compare_mode(*fbotex.tex, false);
|
||||
GPU_texture_filter_mode(*fbotex.tex, false);
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
*
|
||||
*/
|
||||
|
||||
/** \file blender/draw/draw_mode_pass.c
|
||||
/** \file blender/draw/intern/draw_mode_pass.c
|
||||
* \ingroup draw
|
||||
*/
|
||||
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
*
|
||||
*/
|
||||
|
||||
/** \file blender/draw/draw_view.c
|
||||
/** \file blender/draw/intern/draw_view.c
|
||||
* \ingroup draw
|
||||
*
|
||||
* Contains dynamic drawing using immediate mode
|
||||
@@ -65,7 +65,7 @@ void DRW_draw_region_info(void)
|
||||
|
||||
/* ************************* Grid ************************** */
|
||||
|
||||
static void gridline_range(double x0, double dx, double max, int* first_out, int* count_out)
|
||||
static void gridline_range(double x0, double dx, double max, int *r_first, int *r_count)
|
||||
{
|
||||
/* determine range of gridlines that appear in this Area -- similar calc but separate ranges for x & y
|
||||
* x0 is gridline 0, the axis in screen space
|
||||
@@ -75,12 +75,12 @@ static void gridline_range(double x0, double dx, double max, int* first_out, int
|
||||
int last = (int)floor((max - x0) / dx);
|
||||
|
||||
if (first <= last) {
|
||||
*first_out = first;
|
||||
*count_out = last - first + 1;
|
||||
*r_first = first;
|
||||
*r_count = last - first + 1;
|
||||
}
|
||||
else {
|
||||
*first_out = 0;
|
||||
*count_out = 0;
|
||||
*r_first = 0;
|
||||
*r_count = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -198,9 +198,9 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
|
||||
glDepthMask(GL_FALSE); /* disable write in zbuffer */
|
||||
#endif
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
|
||||
unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
|
||||
unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
|
||||
|
||||
@@ -273,7 +273,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (dx >(GRID_MIN_PX_D * 10.0)) { /* start blending in */
|
||||
if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
|
||||
rv3d->gridview /= sublines_fl;
|
||||
dx /= sublines;
|
||||
if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
|
||||
@@ -364,9 +364,9 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
|
||||
|
||||
unsigned char col_bg[3], col_grid_emphasise[3], col_grid_light[3];
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
|
||||
unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
|
||||
unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
|
||||
|
||||
@@ -452,9 +452,9 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
|
||||
if (show_axis_x || show_axis_y || show_axis_z) {
|
||||
/* 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", COMP_F32, 3, KEEP_FLOAT);
|
||||
unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
|
||||
unsigned int 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);
|
||||
@@ -636,10 +636,10 @@ void DRW_draw_cursor(void)
|
||||
const float f10 = 0.5f;
|
||||
const float f20 = 1.0f;
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
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 wpos = add_attrib(format, "world_pos", COMP_F32, 3, KEEP_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
|
||||
unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
||||
unsigned int wpos = add_attrib(format, "world_pos", COMP_F32, 3, KEEP_FLOAT);
|
||||
|
||||
/* XXX Using instance shader without instance */
|
||||
immBindBuiltinProgram(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR);
|
||||
|
||||
@@ -33,7 +33,7 @@
|
||||
#include "edit_armature_mode.h"
|
||||
|
||||
/* keep it under MAX_PASSES */
|
||||
typedef struct EDIT_ARMATURE_PassList{
|
||||
typedef struct EDIT_ARMATURE_PassList {
|
||||
struct DRWPass *non_meshes_pass;
|
||||
struct DRWPass *ob_center_pass;
|
||||
struct DRWPass *wire_outline_pass;
|
||||
|
||||
@@ -31,7 +31,7 @@
|
||||
#include "edit_mesh_mode.h"
|
||||
|
||||
/* keep it under MAX_PASSES */
|
||||
typedef struct EDIT_MESH_PassList{
|
||||
typedef struct EDIT_MESH_PassList {
|
||||
struct DRWPass *non_meshes_pass;
|
||||
struct DRWPass *ob_center_pass;
|
||||
struct DRWPass *wire_outline_pass;
|
||||
|
||||
@@ -31,7 +31,7 @@
|
||||
#include "object_mode.h"
|
||||
|
||||
/* keep it under MAX_PASSES */
|
||||
typedef struct OBJECT_PassList{
|
||||
typedef struct OBJECT_PassList {
|
||||
struct DRWPass *non_meshes_pass;
|
||||
struct DRWPass *ob_center_pass;
|
||||
struct DRWPass *wire_outline_pass;
|
||||
|
||||
@@ -1051,9 +1051,9 @@ static void icon_draw_texture(
|
||||
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -0.5f);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, icongltex.id);
|
||||
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);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
unsigned int texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
|
||||
if (rgb) immUniformColor3fvAlpha(rgb, alpha);
|
||||
|
||||
@@ -2351,9 +2351,9 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *
|
||||
|
||||
ui_color_picker_to_rgb(0.0f, 0.0f, hsv[2], colcent, colcent + 1, colcent + 2);
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
unsigned color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
|
||||
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);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
|
||||
|
||||
|
||||
@@ -1468,9 +1468,9 @@ void UI_view2d_constant_grid_draw(View2D *v2d)
|
||||
count_y = (v2d->cur.ymax - start_y) / step + 1;
|
||||
|
||||
if (count_x > 0 || count_y > 0) {
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
unsigned color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
|
||||
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);
|
||||
float theme_color[3];
|
||||
|
||||
UI_GetThemeColorShade3fv(TH_BACK, -10, theme_color);
|
||||
|
||||
@@ -92,9 +92,9 @@ static void region_draw_emboss(const ARegion *ar, const rcti *scirct)
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int 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);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
|
||||
immBegin(GL_LINE_STRIP, 5);
|
||||
@@ -222,9 +222,9 @@ static void area_draw_azone_fullscreen(short x1, short y1, short x2, short y2, f
|
||||
|
||||
BLI_rcti_init(&click_rect, x, x + icon_size, y, y + icon_size);
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int 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);
|
||||
|
||||
immAttrib4ub(color, 255, 0, 0, alpha_debug);
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
|
||||
@@ -255,9 +255,9 @@ static void area_draw_azone(short x1, short y1, short x2, short y2)
|
||||
|
||||
glEnable(GL_LINE_SMOOTH);
|
||||
|
||||
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);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
unsigned int col = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
|
||||
immBegin(GL_LINES, 12);
|
||||
@@ -297,8 +297,8 @@ static void region_draw_azone_icon(AZone *az)
|
||||
float midx = az->x1 + (az->x2 - az->x1) * 0.5f;
|
||||
float midy = az->y1 + (az->y2 - az->y1) * 0.5f;
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
|
||||
/* outlined circle */
|
||||
GPU_enable_program_point_size(); /* TODO: make a fixed-size shader to avoid this */
|
||||
@@ -330,8 +330,8 @@ static void draw_azone_plus(float x1, float y1, float x2, float y2)
|
||||
float width = 0.1f * U.widget_unit;
|
||||
float pad = 0.2f * U.widget_unit;
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
||||
@@ -570,8 +570,8 @@ void ED_region_do_draw(bContext *C, ARegion *ar)
|
||||
/* for debugging unneeded area redraws and partial redraw */
|
||||
#if 0
|
||||
glEnable(GL_BLEND);
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
||||
immUniformColor4f(drand48(), drand48(), drand48(), 0.1f);
|
||||
immRectf(pos, ar->drawrct.xmin - ar->winrct.xmin, ar->drawrct.ymin - ar->winrct.ymin,
|
||||
@@ -2014,8 +2014,8 @@ void ED_region_panels(const bContext *C, ARegion *ar, const char *context, int c
|
||||
/* view should be in pixelspace */
|
||||
UI_view2d_view_restore(C);
|
||||
glEnable(GL_BLEND);
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
||||
immUniformThemeColor((ar->type->regionid == RGN_TYPE_PREVIEW) ? TH_PREVIEW_BACK : TH_BACK);
|
||||
immRecti(pos, 0, 0, BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct) + 1);
|
||||
@@ -2148,8 +2148,8 @@ void ED_region_info_draw(ARegion *ar, const char *text, float fill_color[4], con
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
||||
immUniformColor4fv(fill_color);
|
||||
immRecti(pos, rect.xmin, rect.ymin, rect.xmax + 1, rect.ymax + 1);
|
||||
@@ -2355,8 +2355,8 @@ void ED_region_image_metadata_draw(int x, int y, ImBuf *ibuf, const rctf *frame,
|
||||
/* set up rect */
|
||||
BLI_rctf_init(&rect, frame->xmin, frame->xmax, frame->ymax, frame->ymax + box_y);
|
||||
/* draw top box */
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
||||
immUniformThemeColor(TH_METADATA_BG);
|
||||
immRectf(pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
|
||||
@@ -2380,8 +2380,8 @@ void ED_region_image_metadata_draw(int x, int y, ImBuf *ibuf, const rctf *frame,
|
||||
/* set up box rect */
|
||||
BLI_rctf_init(&rect, frame->xmin, frame->xmax, frame->ymin - box_y, frame->ymin);
|
||||
/* draw top box */
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
||||
immUniformThemeColor(TH_METADATA_BG);
|
||||
immRectf(pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
|
||||
@@ -2409,8 +2409,8 @@ void ED_region_grid_draw(ARegion *ar, float zoomx, float zoomy)
|
||||
UI_view2d_view_to_region(&ar->v2d, 0.0f, 0.0f, &x1, &y1);
|
||||
UI_view2d_view_to_region(&ar->v2d, 1.0f, 1.0f, &x2, &y2);
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
||||
immUniformThemeColorShade(TH_BACK, 20);
|
||||
|
||||
@@ -456,8 +456,8 @@ static void screencast_draw_cursor(bContext *UNUSED(C), int x, int y, void *UNUS
|
||||
glEnable(GL_LINE_SMOOTH);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
||||
|
||||
|
||||
@@ -722,8 +722,8 @@ static void gradient_draw_line(bContext *UNUSED(C), int x, int y, void *customda
|
||||
glEnable(GL_LINE_SMOOTH);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
||||
|
||||
|
||||
@@ -204,8 +204,8 @@ void draw_channel_strips(bAnimContext *ac, SpaceAction *saction, ARegion *ar)
|
||||
/* first backdrop strips */
|
||||
y = (float)(-ACHANNEL_HEIGHT(ac));
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
||||
|
||||
|
||||
@@ -158,8 +158,8 @@ static int console_textview_line_color(struct TextViewContext *tvc, unsigned cha
|
||||
int offl = 0, offc = 0;
|
||||
int xy[2] = {CONSOLE_DRAW_MARGIN, CONSOLE_DRAW_MARGIN};
|
||||
int pen[2];
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
xy[1] += tvc->lheight / 6;
|
||||
|
||||
console_cursor_wrap_offset(sc->prompt, tvc->console_width, &offl, &offc, NULL);
|
||||
|
||||
@@ -400,8 +400,8 @@ static void file_draw_preview(
|
||||
|
||||
/* border */
|
||||
if (use_dropshadow) {
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2,KEEP_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2,KEEP_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
||||
immUniformColor4f(0.0f, 0.0f, 0.0f, 0.4f);
|
||||
@@ -481,9 +481,9 @@ static void draw_dividers(FileLayout *layout, View2D *v2d)
|
||||
unsigned int vertex_ct = 0;
|
||||
unsigned char col_hi[3], col_lo[3];
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
|
||||
unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
|
||||
unsigned int color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 3, NORMALIZE_INT_TO_FLOAT);
|
||||
|
||||
vertex_ct = (v2d->cur.xmax - v2d->tot.xmin) / step + 1; /* paint at least 1 divider */
|
||||
vertex_ct *= 4; /* vertex_count = 2 points per divider * 2 lines per divider */
|
||||
|
||||
@@ -2176,8 +2176,8 @@ static void node_composit_backdrop_viewer(SpaceNode *snode, ImBuf *backdrop, bNo
|
||||
const float cx = x + snode->zoom * backdropWidth * node->custom3;
|
||||
const float cy = y + snode->zoom * backdropHeight * node->custom4;
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
||||
|
||||
@@ -2221,8 +2221,8 @@ static void node_composit_backdrop_boxmask(SpaceNode *snode, ImBuf *backdrop, bN
|
||||
y3 = cy - (-sine * -halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
|
||||
y4 = cy - (-sine * halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
||||
|
||||
@@ -2265,8 +2265,8 @@ static void node_composit_backdrop_ellipsemask(SpaceNode *snode, ImBuf *backdrop
|
||||
y3 = cy - (-sine * -halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
|
||||
y4 = cy - (-sine * halveBoxWidth + cosine * -halveBoxHeight) * snode->zoom;
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
||||
|
||||
|
||||
@@ -855,7 +855,7 @@ bool outliner_set_flag(ListBase *lb, short flag, short set)
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
else if (!has_flag){
|
||||
else if (!has_flag) {
|
||||
tselem->flag |= flag;
|
||||
changed = true;
|
||||
}
|
||||
|
||||
@@ -199,7 +199,7 @@ static eOLDrawState tree_element_set_active_object(
|
||||
}
|
||||
|
||||
static eOLDrawState tree_element_active_material(
|
||||
bContext *C, Scene* UNUSED(scene), SceneLayer *sl, SpaceOops *soops,
|
||||
bContext *C, Scene *UNUSED(scene), SceneLayer *sl, SpaceOops *soops,
|
||||
TreeElement *te, const eOLSetState set)
|
||||
{
|
||||
TreeElement *tes;
|
||||
@@ -786,17 +786,17 @@ eOLDrawState tree_element_active(bContext *C, Scene *scene, SceneLayer *sl, Spac
|
||||
}
|
||||
break;
|
||||
case ID_MA:
|
||||
return tree_element_active_material(C, scene, sl, soops, te, set);
|
||||
return tree_element_active_material(C, scene, sl, soops, te, set);
|
||||
case ID_WO:
|
||||
return tree_element_active_world(C, scene, sl, soops, te, set);
|
||||
return tree_element_active_world(C, scene, sl, soops, te, set);
|
||||
case ID_LA:
|
||||
return tree_element_active_lamp(C, scene, sl, soops, te, set);
|
||||
return tree_element_active_lamp(C, scene, sl, soops, te, set);
|
||||
case ID_TE:
|
||||
return tree_element_active_texture(C, scene, sl, soops, te, set);
|
||||
return tree_element_active_texture(C, scene, sl, soops, te, set);
|
||||
case ID_TXT:
|
||||
return tree_element_active_text(C, scene, sl, soops, te, set);
|
||||
return tree_element_active_text(C, scene, sl, soops, te, set);
|
||||
case ID_CA:
|
||||
return tree_element_active_camera(C, scene, sl, soops, te, set);
|
||||
return tree_element_active_camera(C, scene, sl, soops, te, set);
|
||||
}
|
||||
return OL_DRAWSEL_NONE;
|
||||
}
|
||||
@@ -818,7 +818,7 @@ eOLDrawState tree_element_type_active(
|
||||
case TSE_EBONE:
|
||||
return tree_element_active_ebone(C, scene, te, tselem, set, recursive);
|
||||
case TSE_MODIFIER:
|
||||
return tree_element_active_modifier(C, scene, sl, te, tselem, set);
|
||||
return tree_element_active_modifier(C, scene, sl, te, tselem, set);
|
||||
case TSE_LINKED_OB:
|
||||
if (set != OL_SETSEL_NONE) {
|
||||
tree_element_set_active_object(C, scene, sl, soops, te, set, false);
|
||||
@@ -832,21 +832,21 @@ eOLDrawState tree_element_type_active(
|
||||
case TSE_POSE_BASE:
|
||||
return tree_element_active_pose(C, scene, sl, te, tselem, set);
|
||||
case TSE_POSE_CHANNEL:
|
||||
return tree_element_active_posechannel(C, scene, sl, te, tselem, set, recursive);
|
||||
return tree_element_active_posechannel(C, scene, sl, te, tselem, set, recursive);
|
||||
case TSE_CONSTRAINT:
|
||||
return tree_element_active_constraint(C, scene, sl, te, tselem, set);
|
||||
return tree_element_active_constraint(C, scene, sl, te, tselem, set);
|
||||
case TSE_R_LAYER:
|
||||
return tree_element_active_renderlayer(C, scene, sl, te, tselem, set);
|
||||
return tree_element_active_renderlayer(C, scene, sl, te, tselem, set);
|
||||
case TSE_POSEGRP:
|
||||
return tree_element_active_posegroup(C, scene, sl, te, tselem, set);
|
||||
return tree_element_active_posegroup(C, scene, sl, te, tselem, set);
|
||||
case TSE_SEQUENCE:
|
||||
return tree_element_active_sequence(C, scene, te, tselem, set);
|
||||
case TSE_SEQUENCE_DUP:
|
||||
return tree_element_active_sequence_dup(scene, te, tselem, set);
|
||||
case TSE_KEYMAP_ITEM:
|
||||
return tree_element_active_keymap_item(C, scene, sl, te, tselem, set);
|
||||
return tree_element_active_keymap_item(C, scene, sl, te, tselem, set);
|
||||
case TSE_GP_LAYER:
|
||||
//return tree_element_active_gplayer(C, scene, s, te, tselem, set);
|
||||
//return tree_element_active_gplayer(C, scene, s, te, tselem, set);
|
||||
break;
|
||||
case TSE_COLLECTION:
|
||||
return tree_element_active_collection(C, te, tselem, set);
|
||||
|
||||
@@ -809,7 +809,7 @@ static void modifier_cb(int event, TreeElement *te, TreeStoreElem *UNUSED(tselem
|
||||
static void collection_cb(int event, TreeElement *te, TreeStoreElem *UNUSED(tselem), void *Carg)
|
||||
{
|
||||
bContext *C = (bContext *)Carg;
|
||||
Scene *scene= CTX_data_scene(C);
|
||||
Scene *scene = CTX_data_scene(C);
|
||||
LayerCollection *lc = te->directdata;
|
||||
SceneCollection *sc = lc->scene_collection;
|
||||
|
||||
|
||||
@@ -49,9 +49,9 @@
|
||||
|
||||
static void draw_sim_debug_elements(SimDebugData *debug_data, float imat[4][4])
|
||||
{
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
|
||||
unsigned color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
|
||||
unsigned int color = add_attrib(format, "color", GL_FLOAT, 3, KEEP_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
|
||||
|
||||
|
||||
@@ -308,7 +308,7 @@ static void view3d_draw_debug_store_depth(ARegion *UNUSED(ar), DrawData *draw_da
|
||||
|
||||
if (GPU_viewport_debug_depth_is_valid(viewport)) {
|
||||
if ((GPU_viewport_debug_depth_width(viewport) != w) ||
|
||||
(GPU_viewport_debug_depth_height(viewport) != h))
|
||||
(GPU_viewport_debug_depth_height(viewport) != h))
|
||||
{
|
||||
GPU_viewport_debug_depth_free(viewport);
|
||||
}
|
||||
@@ -344,7 +344,7 @@ static void view3d_draw_debug(const bContext *C, ARegion *ar, DrawData *draw_dat
|
||||
}
|
||||
|
||||
if (((v3d->tmp_compat_flag & V3D_DEBUG_SHOW_SCENE_DEPTH) != 0) ||
|
||||
((v3d->tmp_compat_flag & V3D_DEBUG_SHOW_COMBINED_DEPTH) != 0))
|
||||
((v3d->tmp_compat_flag & V3D_DEBUG_SHOW_COMBINED_DEPTH) != 0))
|
||||
{
|
||||
/* draw */
|
||||
if (GPU_viewport_debug_depth_is_valid(draw_data->viewport)) {
|
||||
@@ -965,7 +965,7 @@ static void view3d_draw_outline_plates(const bContext *UNUSED(C))
|
||||
|
||||
#define DEBUG_GRID 0
|
||||
|
||||
static void gridline_range(double x0, double dx, double max, int* first_out, int* count_out)
|
||||
static void gridline_range(double x0, double dx, double max, int *r_first, int *r_count)
|
||||
{
|
||||
/* determine range of gridlines that appear in this Area -- similar calc but separate ranges for x & y
|
||||
* x0 is gridline 0, the axis in screen space
|
||||
@@ -975,12 +975,12 @@ static void gridline_range(double x0, double dx, double max, int* first_out, int
|
||||
int last = (int)floor((max - x0) / dx);
|
||||
|
||||
if (first <= last) {
|
||||
*first_out = first;
|
||||
*count_out = last - first + 1;
|
||||
*r_first = first;
|
||||
*r_count = last - first + 1;
|
||||
}
|
||||
else {
|
||||
*first_out = 0;
|
||||
*count_out = 0;
|
||||
*r_first = 0;
|
||||
*r_count = 0;
|
||||
}
|
||||
|
||||
#if DEBUG_GRID
|
||||
@@ -1125,9 +1125,9 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
|
||||
glDepthMask(GL_FALSE); /* disable write in zbuffer */
|
||||
#endif
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
|
||||
unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
|
||||
unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
|
||||
|
||||
@@ -1207,7 +1207,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (dx >(GRID_MIN_PX_D * 10.0)) { /* start blending in */
|
||||
if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
|
||||
rv3d->gridview /= sublines_fl;
|
||||
dx /= sublines;
|
||||
if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
|
||||
@@ -1301,9 +1301,9 @@ 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", COMP_F32, 2, KEEP_FLOAT);
|
||||
unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
|
||||
unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
|
||||
|
||||
@@ -1389,9 +1389,9 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr
|
||||
if (show_axis_x || show_axis_y || show_axis_z) {
|
||||
/* 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", COMP_F32, 3, KEEP_FLOAT);
|
||||
unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", COMP_F32, 3, KEEP_FLOAT);
|
||||
unsigned int 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);
|
||||
@@ -1547,9 +1547,9 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
|
||||
|
||||
glLineWidth(1.0f);
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
|
||||
unsigned color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
|
||||
unsigned int color = add_attrib(format, "color", COMP_U8, 3, NORMALIZE_INT_TO_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
|
||||
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
* ***** END GPL LICENSE BLOCK *****
|
||||
*/
|
||||
|
||||
/** \file blender/editors/space_view3d/view3d_draw.c
|
||||
/** \file blender/editors/space_view3d/view3d_draw_legacy.c
|
||||
* \ingroup spview3d
|
||||
*/
|
||||
|
||||
|
||||
@@ -259,8 +259,8 @@ static void drawFlyPixel(const struct bContext *UNUSED(C), ARegion *UNUSED(ar),
|
||||
x2 = xoff + 0.55f * fly->width;
|
||||
y2 = yoff + 0.55f * fly->height;
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
||||
|
||||
|
||||
@@ -340,8 +340,8 @@ static void drawWalkPixel(const struct bContext *UNUSED(C), ARegion *ar, void *a
|
||||
yoff = walk->ar->winy / 2;
|
||||
}
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
unsigned pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
|
||||
VertexFormat *format = immVertexFormat();
|
||||
unsigned int pos = add_attrib(format, "pos", GL_INT, 2, CONVERT_INT_TO_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
|
||||
|
||||
|
||||
@@ -332,7 +332,7 @@ 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();
|
||||
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);
|
||||
|
||||
@@ -902,7 +902,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
|
||||
int sel;
|
||||
UI_GetThemeColor4ubv(TH_EDGE_SELECT, col1);
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
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);
|
||||
|
||||
@@ -989,7 +989,7 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, SceneLayer *sl, Object *obe
|
||||
float cent[2];
|
||||
bool col_set = false;
|
||||
|
||||
VertexFormat* format = immVertexFormat();
|
||||
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);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user