Commit: 3cecf3906947b461d75665c7d2e2ba5735dcf015
Author: Dalai Felinto
Date:   Thu Oct 13 20:08:18 2016 +0000
Branches: blender2.8
https://developer.blender.org/rB3cecf3906947b461d75665c7d2e2ba5735dcf015

immediate mode: starting using new immUniformThemeColorBlendShade and more 
conversion

===================================================================

M       source/blender/editors/space_view3d/view3d_draw_legacy.c

===================================================================

diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c 
b/source/blender/editors/space_view3d/view3d_draw_legacy.c
index 5fc22fa..bdc0775 100644
--- a/source/blender/editors/space_view3d/view3d_draw_legacy.c
+++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c
@@ -900,30 +900,43 @@ static void drawviewborder(Scene *scene, ARegion *ar, 
View3D *v3d)
                if (ca->dtx & CAM_DTX_CENTER) {
                        float x3, y3;
 
-                       UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 
0);
-
                        x3 = x1 + 0.5f * (x2 - x1);
                        y3 = y1 + 0.5f * (y2 - y1);
 
-                       glBegin(GL_LINES);
-                       glVertex2f(x1, y3);
-                       glVertex2f(x2, y3);
+                       VertexFormat *format = immVertexFormat();
+                       unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, 
KEEP_FLOAT);
 
-                       glVertex2f(x3, y1);
-                       glVertex2f(x3, y2);
-                       glEnd();
+                       immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+                       immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, 
TH_BACK, 0.25f, 0);
+                       immBegin(GL_LINES, 4);
+
+                       immVertex2f(pos, x1, y3);
+                       immVertex2f(pos, x2, y3);
+
+                       immVertex2f(pos, x3, y1);
+                       immVertex2f(pos, x3, y2);
+
+                       immEnd();
+                       immUnbindProgram();
                }
 
                if (ca->dtx & CAM_DTX_CENTER_DIAG) {
-                       UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 
0);
 
-                       glBegin(GL_LINES);
-                       glVertex2f(x1, y1);
-                       glVertex2f(x2, y2);
+                       VertexFormat *format = immVertexFormat();
+                       unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, 
KEEP_FLOAT);
 
-                       glVertex2f(x1, y2);
-                       glVertex2f(x2, y1);
-                       glEnd();
+                       immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+                       immUniformThemeColorBlendShade(TH_VIEW_OVERLAY, 
TH_BACK, 0.25f, 0);
+                       immBegin(GL_LINES, 4);
+
+                       immVertex2f(pos, x1, y1);
+                       immVertex2f(pos, x2, y2);
+
+                       immVertex2f(pos, x1, y2);
+                       immVertex2f(pos, x2, y1);
+
+                       immEnd();
+                       immUnbindProgram();
                }
 
                if (ca->dtx & CAM_DTX_THIRDS) {

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