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authorMike Erwin <significant.bit@gmail.com>2017-03-21 07:09:40 +0300
committerMike Erwin <significant.bit@gmail.com>2017-03-21 07:09:40 +0300
commit938613f720f0cd31cb9f4b2dfce0a1a90b10b964 (patch)
tree0998573578fc5233d975ca60450d55940030e1ee /source/blender/editors/space_view3d/drawobject.c
parent06f7fba6aaad19023f9430c311ab088a73a6d3e2 (diff)
OpenGL: convert to new matrix API (part 1 of x)
Part of T49450 For this batch I focused on usage of (now-obsolete) macros in BIF_gl.h
Diffstat (limited to 'source/blender/editors/space_view3d/drawobject.c')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c60
1 files changed, 30 insertions, 30 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index ed6229238d6..d7ef3838dc3 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -935,11 +935,11 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, bool depth_write, flo
}
glMatrixMode(GL_PROJECTION);
- glPushMatrix();
+ gpuPushMatrix();
glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
+ gpuPushMatrix();
wmOrtho2_region_pixelspace(ar);
- glLoadIdentity();
+ gpuLoadIdentity();
if (depth_write) {
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
@@ -974,9 +974,9 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, bool depth_write, flo
}
glMatrixMode(GL_PROJECTION);
- glPopMatrix();
+ gpuPopMatrix();
glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
+ gpuPopMatrix();
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_enable();
@@ -1679,7 +1679,7 @@ static void draw_viewport_object_reconstruction(
if ((tracking_object->flag & TRACKING_OBJECT_CAMERA) == 0)
mul_v3_fl(camera_size, tracking_object->scale);
- glPushMatrix();
+ gpuPushMatrix();
if (tracking_object->flag & TRACKING_OBJECT_CAMERA) {
/* current ogl matrix is translated in camera space, bundles should
@@ -1687,8 +1687,8 @@ static void draw_viewport_object_reconstruction(
* from current ogl matrix */
invert_m4_m4(imat, base->object->obmat);
- glMultMatrixf(imat);
- glMultMatrixf(mat);
+ gpuMultMatrix3D(imat);
+ gpuMultMatrix3D(mat);
}
else {
float obmat[4][4];
@@ -1697,7 +1697,7 @@ static void draw_viewport_object_reconstruction(
BKE_tracking_camera_get_reconstructed_interpolate(tracking, tracking_object, framenr, obmat);
invert_m4_m4(imat, obmat);
- glMultMatrixf(imat);
+ gpuMultMatrix3D(imat);
}
for (track = tracksbase->first; track; track = track->next) {
@@ -1712,11 +1712,11 @@ static void draw_viewport_object_reconstruction(
if (dflag & DRAW_PICKING)
GPU_select_load_id(base->selcol + (tracknr << 16));
- glPushMatrix();
- glTranslate3fv(track->bundle_pos);
- glScalef(v3d->bundle_size / 0.05f / camera_size[0],
- v3d->bundle_size / 0.05f / camera_size[1],
- v3d->bundle_size / 0.05f / camera_size[2]);
+ gpuPushMatrix();
+ gpuTranslate3fv(track->bundle_pos);
+ gpuScale3f(v3d->bundle_size / 0.05f / camera_size[0],
+ v3d->bundle_size / 0.05f / camera_size[1],
+ v3d->bundle_size / 0.05f / camera_size[2]);
const int v3d_drawtype = view3d_effective_drawtype(v3d);
if (v3d_drawtype == OB_WIRE) {
@@ -1738,7 +1738,7 @@ static void draw_viewport_object_reconstruction(
if (v3d->bundle_drawtype == OB_EMPTY_SPHERE) {
Batch *batch;
- glScalef(0.05f, 0.05f, 0.05f);
+ gpuScaleUniform(0.05f);
/* selection outline */
if (selected) {
@@ -1796,7 +1796,7 @@ static void draw_viewport_object_reconstruction(
}
}
- glPopMatrix();
+ gpuPopMatrix();
if ((dflag & DRAW_PICKING) == 0 && (v3d->flag2 & V3D_SHOW_BUNDLENAME)) {
float pos[3];
@@ -1836,7 +1836,7 @@ static void draw_viewport_object_reconstruction(
}
}
- glPopMatrix();
+ gpuPopMatrix();
*global_track_index = tracknr;
}
@@ -5946,7 +5946,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
if ((ob->flag & OB_FROMGROUP) != 0) {
float mat[4][4];
mul_m4_m4m4(mat, ob->obmat, psys->imat);
- glMultMatrixf(mat);
+ gpuMultMatrix3D(mat);
}
/* needed for text display */
@@ -6536,7 +6536,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
}
if ((ob->flag & OB_FROMGROUP) != 0) {
- glLoadMatrixf(rv3d->viewmat);
+ gpuLoadMatrix3D(rv3d->viewmat);
}
}
@@ -8856,12 +8856,12 @@ afterdraw:
if ((sb = ob->soft)) {
if (sb->solverflags & SBSO_ESTIMATEIPO) {
- glLoadMatrixf(rv3d->viewmat);
+ gpuLoadMatrix3D(rv3d->viewmat);
copy_m3_m3(msc, sb->lscale);
copy_m3_m3(mrt, sb->lrot);
mul_m3_m3m3(mtr, mrt, msc);
ob_draw_RE_motion(sb->lcom, mtr, tipw, tiph, drawsize);
- glMultMatrixf(ob->obmat);
+ gpuMultMatrix3D(ob->obmat);
}
}
}
@@ -8886,7 +8886,7 @@ afterdraw:
}
//glDepthMask(GL_FALSE);
- glLoadMatrixf(rv3d->viewmat);
+ gpuLoadMatrix3D(rv3d->viewmat);
view3d_cached_text_draw_begin();
@@ -8903,7 +8903,7 @@ afterdraw:
invert_m4_m4(ob->imat, ob->obmat);
view3d_cached_text_draw_end(v3d, ar, 0, NULL);
- glMultMatrixf(ob->obmat);
+ gpuMultMatrix3D(ob->obmat);
//glDepthMask(GL_TRUE);
if (col) cpack(col);
@@ -8917,10 +8917,10 @@ afterdraw:
if (ob->mode & OB_MODE_PARTICLE_EDIT && is_obact) {
PTCacheEdit *edit = PE_create_current(scene, ob);
if (edit) {
- glLoadMatrixf(rv3d->viewmat);
+ gpuLoadMatrix3D(rv3d->viewmat);
draw_update_ptcache_edit(scene, sl, ob, edit);
draw_ptcache_edit(scene, v3d, edit);
- glMultMatrixf(ob->obmat);
+ gpuMultMatrix3D(ob->obmat);
}
}
}
@@ -8931,8 +8931,8 @@ afterdraw:
const bool show_smoke = (CFRA >= sds->point_cache[0]->startframe);
float viewnormal[3];
- glLoadMatrixf(rv3d->viewmat);
- glMultMatrixf(ob->obmat);
+ gpuLoadMatrix3D(rv3d->viewmat);
+ gpuMultMatrix3D(ob->obmat);
if (!render_override) {
BoundBox bb;
@@ -9099,7 +9099,7 @@ afterdraw:
/* return warning, clear temp flag */
v3d->flag2 &= ~V3D_SHOW_SOLID_MATCAP;
- glLoadMatrixf(rv3d->viewmat);
+ gpuLoadMatrix3D(rv3d->viewmat);
if (zbufoff) {
glDisable(GL_DEPTH_TEST);
@@ -9554,7 +9554,7 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
{
ToolSettings *ts = scene->toolsettings;
- glMultMatrixf(ob->obmat);
+ gpuMultMatrix3D(ob->obmat);
glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
@@ -9614,7 +9614,7 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
break;
}
- glLoadMatrixf(rv3d->viewmat);
+ gpuLoadMatrix3D(rv3d->viewmat);
}