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authorMike Erwin <significant.bit@gmail.com>2017-04-15 08:29:25 +0300
committerMike Erwin <significant.bit@gmail.com>2017-04-15 08:29:56 +0300
commit4b043994e8795f37e9227362fe24fd66d45c6b39 (patch)
tree921b417669349cc5cc592634bf7b304a4f3820de /source/blender/editors/screen/glutil.c
parentff3942505a8d861d0024ce4e95bd80da6ee303de (diff)
GPU Matrix API: clean up after 2D-3D unification
See GPU_matrix.h & gpu_matrix.c for the important changes. Other files are mostly just updated to use the latest API. - remove unused functions, defines, enums, comments - remove "3D" from function names - init to Identity transform (otherwise empty stack) - gpuMatrixReset lets outside code return to initial state Part of T49450 Follow up to D2626 and 49fc9cff3b90
Diffstat (limited to 'source/blender/editors/screen/glutil.c')
-rw-r--r--source/blender/editors/screen/glutil.c22
1 files changed, 6 insertions, 16 deletions
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index a54bd8a290a..43f77a7d5b5 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -367,18 +367,8 @@ void glaDefine2DArea(rcti *screen_rect)
* Programming Guide, Appendix H, Correctness Tips.
*/
-#if 1 /* new style */
gpuOrtho2D(GLA_PIXEL_OFS, sc_w + GLA_PIXEL_OFS, GLA_PIXEL_OFS, sc_h + GLA_PIXEL_OFS);
gpuLoadIdentity();
-#else /* original */
- glMatrixMode(GL_PROJECTION);
- gpuLoadIdentity();
- glOrtho(0.0, sc_w, 0.0, sc_h, -1, 1);
- gpuTranslate2f(GLA_PIXEL_OFS, GLA_PIXEL_OFS);
-
- glMatrixMode(GL_MODELVIEW);
- gpuLoadIdentity();
-#endif
}
/* TODO(merwin): put the following 2D code to use, or build new 2D code inspired & informd by it */
@@ -436,8 +426,8 @@ gla2DDrawInfo *glaBegin2DDraw(rcti *screen_rect, rctf *world_rect)
glGetIntegerv(GL_VIEWPORT, (GLint *)di->orig_vp);
glGetIntegerv(GL_SCISSOR_BOX, (GLint *)di->orig_sc);
- gpuGetProjectionMatrix3D(di->orig_projmat);
- gpuGetModelViewMatrix3D(di->orig_viewmat);
+ gpuGetProjectionMatrix(di->orig_projmat);
+ gpuGetModelViewMatrix(di->orig_viewmat);
di->screen_rect = *screen_rect;
if (world_rect) {
@@ -488,8 +478,8 @@ void glaEnd2DDraw(gla2DDrawInfo *di)
{
glViewport(di->orig_vp[0], di->orig_vp[1], di->orig_vp[2], di->orig_vp[3]);
glScissor(di->orig_vp[0], di->orig_vp[1], di->orig_vp[2], di->orig_vp[3]);
- gpuLoadProjectionMatrix3D(di->orig_projmat);
- gpuLoadMatrix3D(di->orig_viewmat);
+ gpuLoadProjectionMatrix(di->orig_projmat);
+ gpuLoadMatrix(di->orig_viewmat);
MEM_freeN(di);
}
@@ -513,7 +503,7 @@ void bglPolygonOffset(float viewdist, float dist)
// glPolygonOffset(-1.0, -1.0);
/* hack below is to mimic polygon offset */
- gpuGetProjectionMatrix3D((float (*)[4])winmat);
+ gpuGetProjectionMatrix(winmat);
/* dist is from camera to center point */
@@ -550,7 +540,7 @@ void bglPolygonOffset(float viewdist, float dist)
offset = 0.0;
}
- gpuLoadProjectionMatrix3D((const float (*)[4])winmat);
+ gpuLoadProjectionMatrix(winmat);
}
/* **** Color management helper functions for GLSL display/transform ***** */