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authorCampbell Barton <ideasman42@gmail.com>2018-07-15 16:27:15 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-07-15 16:34:13 +0300
commit57ab7daa2aee436b0b0acfa00b2e2b1d28b55b2c (patch)
tree377218e81452e4e0d3f8ca3cf3c3ac5148f237b8 /source/blender/draw
parentb457cae397054a1be4e60f3007995f97c198b2b6 (diff)
GPU_matrix: use Blender's naming conventions
Thanks to @sergey for review
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/external/external_engine.c4
-rw-r--r--source/blender/draw/intern/draw_manager.c18
-rw-r--r--source/blender/draw/intern/draw_manager_text.c10
-rw-r--r--source/blender/draw/intern/draw_view.c16
4 files changed, 24 insertions, 24 deletions
diff --git a/source/blender/draw/engines/external/external_engine.c b/source/blender/draw/engines/external/external_engine.c
index 2917805d233..35ff777b885 100644
--- a/source/blender/draw/engines/external/external_engine.c
+++ b/source/blender/draw/engines/external/external_engine.c
@@ -165,14 +165,14 @@ static void external_draw_scene_do(void *vedata)
}
/* Rendered draw. */
- gpuPushProjectionMatrix();
+ GPU_matrix_push_projection();
ED_region_pixelspace(ar);
/* Render result draw. */
type = rv3d->render_engine->type;
type->view_draw(rv3d->render_engine, draw_ctx->evil_C);
- gpuPopProjectionMatrix();
+ GPU_matrix_pop_projection();
/* Set render info. */
EXTERNAL_Data *data = vedata;
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index a16d0bab104..1460f9a88f2 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -120,16 +120,16 @@ void DRW_draw_callbacks_pre_scene(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
- gpuLoadProjectionMatrix(rv3d->winmat);
- gpuLoadMatrix(rv3d->viewmat);
+ GPU_matrix_projection_set(rv3d->winmat);
+ GPU_matrix_set(rv3d->viewmat);
}
void DRW_draw_callbacks_post_scene(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
- gpuLoadProjectionMatrix(rv3d->winmat);
- gpuLoadMatrix(rv3d->viewmat);
+ GPU_matrix_projection_set(rv3d->winmat);
+ GPU_matrix_set(rv3d->viewmat);
}
struct DRWTextStore *DRW_text_cache_ensure(void)
@@ -2074,18 +2074,18 @@ void DRW_draw_depth_loop(
DRW_opengl_context_disable();
/* XXX Drawing the resulting buffer to the BACK_BUFFER */
- gpuPushMatrix();
- gpuPushProjectionMatrix();
+ GPU_matrix_push();
+ GPU_matrix_push_projection();
wmOrtho2_region_pixelspace(ar);
- gpuLoadIdentity();
+ GPU_matrix_identity_set();
glEnable(GL_DEPTH_TEST); /* Cannot write to depth buffer without testing */
glDepthFunc(GL_ALWAYS);
draw_depth_texture_to_screen(g_select_buffer.texture_depth);
glDepthFunc(GL_LEQUAL);
- gpuPopMatrix();
- gpuPopProjectionMatrix();
+ GPU_matrix_pop();
+ GPU_matrix_pop_projection();
}
/** \} */
diff --git a/source/blender/draw/intern/draw_manager_text.c b/source/blender/draw/intern/draw_manager_text.c
index 977374a00c5..b32853959c8 100644
--- a/source/blender/draw/intern/draw_manager_text.c
+++ b/source/blender/draw/intern/draw_manager_text.c
@@ -141,11 +141,11 @@ void DRW_text_cache_draw(DRWTextStore *dt, ARegion *ar)
}
float original_proj[4][4];
- gpuGetProjectionMatrix(original_proj);
+ GPU_matrix_projection_get(original_proj);
wmOrtho2_region_pixelspace(ar);
- gpuPushMatrix();
- gpuLoadIdentity();
+ GPU_matrix_push();
+ GPU_matrix_identity_set();
const int font_id = BLF_default();
@@ -173,8 +173,8 @@ void DRW_text_cache_draw(DRWTextStore *dt, ARegion *ar)
}
}
- gpuPopMatrix();
- gpuLoadProjectionMatrix(original_proj);
+ GPU_matrix_pop();
+ GPU_matrix_projection_set(original_proj);
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_enable();
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c
index 75a7d567d5c..688712a97b6 100644
--- a/source/blender/draw/intern/draw_view.c
+++ b/source/blender/draw/intern/draw_view.c
@@ -548,8 +548,8 @@ void DRW_draw_grid(void)
*(&grid_unit) = NULL; /* drawgrid need this to detect/affect smallest valid unit... */
drawgrid(&scene->unit, ar, v3d, &grid_unit);
- gpuLoadProjectionMatrix(rv3d->winmat);
- gpuLoadMatrix(rv3d->viewmat);
+ GPU_matrix_projection_set(rv3d->winmat);
+ GPU_matrix_set(rv3d->viewmat);
}
else {
glDepthMask(GL_TRUE);
@@ -587,9 +587,9 @@ void DRW_draw_background(void)
uint color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
uchar col_hi[3], col_lo[3];
- gpuPushMatrix();
- gpuLoadIdentity();
- gpuLoadProjectionMatrix(m);
+ GPU_matrix_push();
+ GPU_matrix_identity_set();
+ GPU_matrix_projection_set(m);
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR_DITHER);
@@ -608,7 +608,7 @@ void DRW_draw_background(void)
immUnbindProgram();
- gpuPopMatrix();
+ GPU_matrix_pop();
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
@@ -724,8 +724,8 @@ void DRW_draw_cursor(void)
}
ED_region_pixelspace(ar);
- gpuTranslate2f(co[0] + 0.5f, co[1] + 0.5f);
- gpuScale2f(U.widget_unit, U.widget_unit);
+ GPU_matrix_translate_2f(co[0] + 0.5f, co[1] + 0.5f);
+ GPU_matrix_scale_2f(U.widget_unit, U.widget_unit);
Gwn_Batch *cursor_batch = DRW_cache_cursor_get(is_aligned);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);