OpenGL immediate mode: sequencer_draw.c (finished)
Converted the remaining diagonal stripes thingies... Part of T49043
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@ -773,32 +773,39 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
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/* draw lock */
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if (seq->flag & SEQ_LOCK) {
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GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
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glEnable(GL_BLEND);
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/* light stripes */
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glColor4ub(255, 255, 255, 32);
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GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_DIAG_STRIPES);
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glRectf(x1, y1, x2, y2);
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pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_DIAG_STRIPES);
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/* dark stripes */
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glColor4ub(0, 0, 0, 32);
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GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP);
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glRectf(x1, y1, x2, y2);
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immUniform4f("color1", 1.0f, 1.0f, 1.0f, 0.125f);
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immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.125f);
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immUniform1i("size1", 8);
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immUniform1i("size2", 8);
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immRectf(pos, x1, y1, x2, y2);
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immUnbindProgram();
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GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
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glDisable(GL_BLEND);
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}
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if (!BKE_sequence_is_valid_check(seq)) {
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GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
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glEnable(GL_BLEND);
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/* panic! */
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glColor4ub(255, 0, 0, 255);
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GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_DIAG_STRIPES);
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glRectf(x1, y1, x2, y2);
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pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 2, KEEP_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_DIAG_STRIPES);
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GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
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immUniform4f("color1", 1.0f, 0.0f, 0.0f, 1.0f);
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immUniform4f("color2", 0.0f, 0.0f, 0.0f, 0.0f);
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immUniform1i("size1", 8);
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immUniform1i("size2", 8);
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immRectf(pos, x1, y1, x2, y2);
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immUnbindProgram();
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glDisable(GL_BLEND);
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}
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color3ubv_from_seq(scene, seq, col);
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