Revision: 48328
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=48328
Author:   jwilkins
Date:     2012-06-27 05:38:52 +0000 (Wed, 27 Jun 2012)
Log Message:
-----------
Fixed up some changes that were missed after the last merge.  Several new uses 
of deprecated functions were introduced.

Modified Paths:
--------------
    branches/soc-2012-swiss_cheese/source/blender/editors/mask/CMakeLists.txt
    branches/soc-2012-swiss_cheese/source/blender/editors/mask/mask_draw.c
    branches/soc-2012-swiss_cheese/source/blender/editors/space_clip/clip_draw.c
    branches/soc-2012-swiss_cheese/source/blender/gpu/GPU_extensions.h
    
branches/soc-2012-swiss_cheese/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp

Modified: 
branches/soc-2012-swiss_cheese/source/blender/editors/mask/CMakeLists.txt
===================================================================
--- branches/soc-2012-swiss_cheese/source/blender/editors/mask/CMakeLists.txt   
2012-06-27 05:36:56 UTC (rev 48327)
+++ branches/soc-2012-swiss_cheese/source/blender/editors/mask/CMakeLists.txt   
2012-06-27 05:38:52 UTC (rev 48328)
@@ -26,6 +26,7 @@
        ../../blenkernel
        ../../blenloader
        ../../blenlib
+       ../../gpu
        ../../makesdna
        ../../makesrna
        ../../windowmanager

Modified: branches/soc-2012-swiss_cheese/source/blender/editors/mask/mask_draw.c
===================================================================
--- branches/soc-2012-swiss_cheese/source/blender/editors/mask/mask_draw.c      
2012-06-27 05:36:56 UTC (rev 48327)
+++ branches/soc-2012-swiss_cheese/source/blender/editors/mask/mask_draw.c      
2012-06-27 05:38:52 UTC (rev 48328)
@@ -40,8 +40,9 @@
 #include "DNA_object_types.h"   /* SELECT */
 
 #include "ED_mask.h"  /* own include */
-#include "BIF_gl.h"
 
+#include "GPU_compatibility.h"
+
 #include "UI_resources.h"
 
 #include "mask_intern.h"  /* own include */
@@ -90,26 +91,26 @@
        if (!spline->tot_point)
                return;
 
-       glColor3ub(0, 0, 0);
+       gpuCurrentColor3ub(0, 0, 0);
        glEnable(GL_LINE_STIPPLE);
        glLineStipple(1, 0xAAAA);
 
-       glBegin(GL_LINES);
+       gpuBegin(GL_LINES);
 
        for (i = 0; i < spline->tot_point; i++) {
                MaskSplinePoint *point = &points_array[i];
                BezTriple *bezt = &point->bezt;
 
                if (point->parent.id) {
-                       glVertex2f(bezt->vec[1][0],
+                       gpuVertex2f(bezt->vec[1][0],
                                   bezt->vec[1][1]);
 
-                       glVertex2f(bezt->vec[1][0] - point->parent.offset[0],
+                       gpuVertex2f(bezt->vec[1][0] - point->parent.offset[0],
                                   bezt->vec[1][1] - point->parent.offset[1]);
                }
        }
 
-       glEnd();
+       gpuEnd();
 
        glDisable(GL_LINE_STIPPLE);
 }
@@ -136,7 +137,12 @@
        mask_spline_color_get(masklay, spline, is_spline_sel, rgb_spline);
 
        /* feather points */
+
        feather_points = fp = BKE_mask_spline_feather_points(spline, 
&tot_feather_point);
+
+       gpuImmediateFormat_C4_V3();
+       gpuBegin(GL_POINTS);
+
        for (i = 0; i < spline->tot_point; i++) {
 
                /* watch it! this is intentionally not the deform array, only 
check for sel */
@@ -156,21 +162,22 @@
 
                        if (sel) {
                                if (point == masklay->act_point)
-                                       glColor3f(1.0f, 1.0f, 1.0f);
+                                       gpuColor3f(1.0f, 1.0f, 1.0f);
                                else
-                                       glColor3f(1.0f, 1.0f, 0.0f);
+                                       gpuColor3f(1.0f, 1.0f, 0.0f);
                        }
                        else {
-                               glColor3f(0.5f, 0.5f, 0.0f);
+                               gpuColor3f(0.5f, 0.5f, 0.0f);
                        }
 
-                       glBegin(GL_POINTS);
-                       glVertex2fv(*fp);
-                       glEnd();
+                       gpuVertex2fv(*fp);
 
                        fp++;
                }
        }
+
+       gpuEnd();
+
        MEM_freeN(feather_points);
 
        /* control points */
@@ -194,54 +201,57 @@
                        if (draw_type == MASK_DT_OUTLINE) {
                                const unsigned char rgb_grey[4] = {0x60, 0x60, 
0x60, 0xff};
                                glLineWidth(3);
-                               glColor4ubv(rgb_grey);
-                               glBegin(GL_LINES);
-                               glVertex3fv(vert);
-                               glVertex3fv(handle);
-                               glEnd();
+                               gpuCurrentColor4ubv(rgb_grey);
+                               gpuBegin(GL_LINES);
+                               gpuVertex3fv(vert);
+                               gpuVertex3fv(handle);
+                               gpuEnd();
                                glLineWidth(1);
                        }
 
-                       glColor3ubv(rgb_spline);
-                       glBegin(GL_LINES);
-                       glVertex3fv(vert);
-                       glVertex3fv(handle);
-                       glEnd();
+                       gpuCurrentColor3ubv(rgb_spline);
+                       gpuBegin(GL_LINES);
+                       gpuVertex3fv(vert);
+                       gpuVertex3fv(handle);
+                       gpuEnd();
                }
 
+               gpuBegin(GL_POINTS);
+
                /* draw CV point */
                if (MASKPOINT_ISSEL_KNOT(point)) {
                        if (point == masklay->act_point)
-                               glColor3f(1.0f, 1.0f, 1.0f);
+                               gpuColor3f(1.0f, 1.0f, 1.0f);
                        else
-                               glColor3f(1.0f, 1.0f, 0.0f);
+                               gpuColor3f(1.0f, 1.0f, 0.0f);
                }
-               else
-                       glColor3f(0.5f, 0.5f, 0.0f);
+               else {
+                       gpuColor3f(0.5f, 0.5f, 0.0f);
+               }
 
-               glBegin(GL_POINTS);
-               glVertex3fv(vert);
-               glEnd();
+               gpuVertex3fv(vert);
 
                /* draw handle points */
                if (has_handle) {
                        if (MASKPOINT_ISSEL_HANDLE(point)) {
                                if (point == masklay->act_point)
-                                       glColor3f(1.0f, 1.0f, 1.0f);
+                                       gpuColor3f(1.0f, 1.0f, 1.0f);
                                else
-                                       glColor3f(1.0f, 1.0f, 0.0f);
+                                       gpuColor3f(1.0f, 1.0f, 0.0f);
                        }
                        else {
-                               glColor3f(0.5f, 0.5f, 0.0f);
+                               gpuColor3f(0.5f, 0.5f, 0.0f);
                        }
 
-                       glBegin(GL_POINTS);
-                       glVertex3fv(handle);
-                       glEnd();
+                       gpuVertex3fv(handle);
                }
+
+               gpuEnd();
        }
 
        glPointSize(1.0f);
+
+       gpuImmediateUnformat();
 }
 
 /* #define USE_XOR */
@@ -267,25 +277,25 @@
        const unsigned char rgb_black[4] = {0x00, 0x00, 0x00, 0xff};
 //     const unsigned char rgb_white[4] = {0xff, 0xff, 0xff, 0xff};
        unsigned char rgb_tmp[4];
+       GPUarrays arrays = GPU_ARRAYS_V3F;
 
-       glEnableClientState(GL_VERTEX_ARRAY);
-       glVertexPointer(2, GL_FLOAT, 0, points);
+       arrays.vertexPointer = points;
 
+       gpuImmediateFormat_V3();
+
        switch (draw_type) {
 
                case MASK_DT_OUTLINE:
                        glLineWidth(3);
 
                        mask_color_active_tint(rgb_tmp, rgb_black, is_active);
-                       glColor4ubv(rgb_tmp);
+                       gpuCurrentColor4ubv(rgb_tmp);
+                       gpuDrawClientArrays(draw_method, &arrays, 0, tot_point);
 
-                       glDrawArrays(draw_method, 0, tot_point);
-
                        glLineWidth(1);
                        mask_color_active_tint(rgb_tmp, rgb_spline, is_active);
-                       glColor4ubv(rgb_tmp);
-                       glDrawArrays(draw_method, 0, tot_point);
-
+                       gpuCurrentColor4ubv(rgb_tmp);
+                       gpuRepeat();
                        break;
 
                case MASK_DT_DASH:
@@ -297,19 +307,17 @@
                        glLogicOp(GL_OR);
 #endif
                        mask_color_active_tint(rgb_tmp, rgb_spline, is_active);
-                       glColor4ubv(rgb_tmp);
+                       gpuCurrentColor4ubv(rgb_tmp);
                        glLineStipple(3, 0xaaaa);
-                       glEnableClientState(GL_VERTEX_ARRAY);
-                       glVertexPointer(2, GL_FLOAT, 0, points);
-                       glDrawArrays(draw_method, 0, tot_point);
+                       gpuDrawClientArrays(draw_method, &arrays, 0, tot_point);
 
 #ifdef USE_XOR
                        glDisable(GL_COLOR_LOGIC_OP);
 #endif
                        mask_color_active_tint(rgb_tmp, rgb_black, is_active);
-                       glColor4ubv(rgb_tmp);
+                       gpuCurrentColor4ubv(rgb_tmp);
                        glLineStipple(3, 0x5555);
-                       glDrawArrays(draw_method, 0, tot_point);
+                       gpuRepeat();
 
                        glDisable(GL_LINE_STIPPLE);
                        break;
@@ -331,18 +339,14 @@
 
                        if (is_smooth == FALSE && is_feather) {
                                glEnable(GL_BLEND);
-                               glBlendFunc(GL_SRC_ALPHA, 
GL_ONE_MINUS_SRC_ALPHA);
                        }
 
                        mask_color_active_tint(rgb_tmp, rgb_tmp, is_active);
-                       glColor4ubv(rgb_tmp);
+                       gpuCurrentColor4ubv(rgb_tmp);
 
-                       glEnableClientState(GL_VERTEX_ARRAY);
-                       glVertexPointer(2, GL_FLOAT, 0, points);
-                       glDrawArrays(draw_method, 0, tot_point);
+                       gpuDrawClientArrays(draw_method, &arrays, 0, tot_point);
+                       gpuRepeat(); // XXX: why twice?
 
-                       glDrawArrays(draw_method, 0, tot_point);
-
                        if (is_smooth == FALSE && is_feather) {
                                glDisable(GL_BLEND);
                        }
@@ -350,8 +354,7 @@
                        break;
        }
 
-       glDisableClientState(GL_VERTEX_ARRAY);
-
+       gpuImmediateUnformat();
 }
 
 static void draw_spline_curve(MaskLayer *masklay, MaskSpline *spline,

Modified: 
branches/soc-2012-swiss_cheese/source/blender/editors/space_clip/clip_draw.c
===================================================================
--- 
branches/soc-2012-swiss_cheese/source/blender/editors/space_clip/clip_draw.c    
    2012-06-27 05:36:56 UTC (rev 48327)
+++ 
branches/soc-2012-swiss_cheese/source/blender/editors/space_clip/clip_draw.c    
    2012-06-27 05:38:52 UTC (rev 48328)
@@ -214,7 +214,7 @@
                        {
                                i = masklay_shape->frame;
 
-                               /* glRecti((i - sfra) * framelen, 0, (i - sfra 
+ 1) * framelen, 4); */
+                               /* gpuDrawFilledRecti((i - sfra) * framelen, 0, 
(i - sfra + 1) * framelen, 4); */
 
                                /* use a line so we always see the keyframes */
                                gpuVertex2i((i - sfra) * framelen, 0);

Modified: branches/soc-2012-swiss_cheese/source/blender/gpu/GPU_extensions.h
===================================================================
--- branches/soc-2012-swiss_cheese/source/blender/gpu/GPU_extensions.h  
2012-06-27 05:36:56 UTC (rev 48327)
+++ branches/soc-2012-swiss_cheese/source/blender/gpu/GPU_extensions.h  
2012-06-27 05:38:52 UTC (rev 48328)
@@ -97,7 +97,7 @@
  *   graphics card capabilities the texture may actually be stored in a
  *   larger texture with power of two dimensions. the actual dimensions
  *   may be queried with GPU_texture_opengl_width/height. GPU_texture_coord_2f
- *   calls glTexCoord2f with the coordinates adjusted for this.
+ *   calls gpuTexCoord2f with the coordinates adjusted for this.
  * - can use reference counting:
  *     - reference counter after GPU_texture_create is 1
  *     - GPU_texture_ref increases by one

Modified: 
branches/soc-2012-swiss_cheese/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
===================================================================
--- 
branches/soc-2012-swiss_cheese/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
  2012-06-27 05:36:56 UTC (rev 48327)
+++ 
branches/soc-2012-swiss_cheese/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
  2012-06-27 05:38:52 UTC (rev 48328)
@@ -162,7 +162,7 @@
                        return 2;
                if (current_ms->m_bObjectColor) {
                        MT_Vector4& rgba = current_ms->m_RGBAcolor;
-                       glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
+                       gpuCurrentColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
                        // don't use mcol
                        return 2;
                }
@@ -170,7 +170,7 @@
                        // we have to set the color from the material
                        unsigned char rgba[4];
                        current_polymat->GetMaterialRGBAColor(rgba);
-                       glColor4ubv((const GLubyte *)rgba);
+                       gpuCurrentColor4ubv((const GLubyte *)rgba);
                        return 2;
                }
                return 1;

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