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author | Mike Erwin <significant.bit@gmail.com> | 2017-03-22 01:10:20 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2017-03-22 01:10:20 +0300 |
commit | 0a274df536251adbb7141f6baf8a95af89e50710 (patch) | |
tree | 6605097f2b57347dbdff1d28d3a0c35b4edb0a59 | |
parent | 6d2aca5a96efd8ac61eec633c43a41e641379a68 (diff) |
OpenGL: add gpuLoadProjectionMatrix3D function
Make an existing 4x4 matrix the current projection.
Found a need for this while converting code to new API.
Part of T49450
-rw-r--r-- | source/blender/gpu/GPU_matrix.h | 4 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_matrix.c | 28 |
2 files changed, 32 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_matrix.h b/source/blender/gpu/GPU_matrix.h index dd65d39822c..d0194659db5 100644 --- a/source/blender/gpu/GPU_matrix.h +++ b/source/blender/gpu/GPU_matrix.h @@ -106,6 +106,8 @@ void gpuRotate2D(float deg); /* 3D Projection Matrix */ +void gpuLoadProjectionMatrix3D(const float m[4][4]); + void gpuOrtho(float left, float right, float bottom, float top, float near, float far); void gpuFrustum(float left, float right, float bottom, float top, float near, float far); void gpuPerspective(float fovy, float aspect, float near, float far); @@ -174,6 +176,8 @@ bool gpuMatricesDirty(void); /* since last bind */ # define gpuMultMatrix3D(x) gpuMultMatrix3D((const float (*)[4])(x)) # define gpuLoadMatrix3D(x) gpuLoadMatrix3D((const float (*)[4])(x)) +# define gpuLoadProjectionMatrix3D(x) gpuLoadProjectionMatrix3D((const float (*)[4])(x)) + # define gpuMultMatrix2D(x) gpuMultMatrix2D((const float (*)[3])(x)) # define gpuLoadMatrix2D(x) gpuLoadMatrix2D((const float (*)[3])(x)) diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c index cbef2d7373e..8cc51176310 100644 --- a/source/blender/gpu/intern/gpu_matrix.c +++ b/source/blender/gpu/intern/gpu_matrix.c @@ -32,6 +32,8 @@ #define SUPPRESS_GENERIC_MATRIX_API #include "GPU_matrix.h" +#include "BIF_glutil.h" + #include "BLI_math_matrix.h" #include "BLI_math_rotation.h" #include "BLI_math_vector.h" @@ -185,6 +187,32 @@ void gpuLoadMatrix3D(const float m[4][4]) state.dirty = true; } +void gpuLoadProjectionMatrix3D(const float m[4][4]) +{ +#if SUPPORT_LEGACY_MATRIX + if (state.mode == MATRIX_MODE_INACTIVE) { + GLenum mode = glaGetOneInt(GL_MATRIX_MODE); + if (mode != GL_PROJECTION_MATRIX) { + glMatrixMode(GL_PROJECTION_MATRIX); + } + + glLoadMatrixf((const float*) m); + + if (mode != GL_PROJECTION_MATRIX) { + glMatrixMode(mode); /* restore */ + } + + state.dirty = true; + return; + } +#endif + + BLI_assert(state.mode == MATRIX_MODE_3D); + copy_m4_m4(Projection3D, m); + CHECKMAT(Projection3D); + state.dirty = true; +} + void gpuLoadMatrix2D(const float m[3][3]) { BLI_assert(state.mode == MATRIX_MODE_2D); |