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authorDalai Felinto <dfelinto@gmail.com>2017-04-14 19:06:56 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-04-14 19:07:16 +0300
commit49fc9cff3b90f993122e778bec24763679ffb1d8 (patch)
treec6f1be777ad20d4dcdad756387008b9c20afcedd /source/blender/gpu/intern/gpu_matrix.c
parentcb2c4bfb74ca7f385bbd8d7c3445a49a2d1b7b8d (diff)
GPU Matrix API: Remove ModelView/Projection 3D suffix
Diffstat (limited to 'source/blender/gpu/intern/gpu_matrix.c')
-rw-r--r--source/blender/gpu/intern/gpu_matrix.c47
1 files changed, 25 insertions, 22 deletions
diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c
index 8b58a981a65..5a327630572 100644
--- a/source/blender/gpu/intern/gpu_matrix.c
+++ b/source/blender/gpu/intern/gpu_matrix.c
@@ -45,8 +45,8 @@ typedef float Mat4[4][4];
typedef float Mat3[3][3];
typedef struct {
- Mat4 ModelViewStack3D[MATRIX_STACK_DEPTH];
- Mat4 ProjectionMatrix3D;
+ Mat4 ModelViewStack[MATRIX_STACK_DEPTH];
+ Mat4 ProjectionMatrix;
unsigned top; /* of current stack (would have to replicate if gpuResume2D/3D are implemented) */
@@ -67,14 +67,14 @@ typedef struct {
/* TODO(merwin): make part of GPUContext, alongside immediate mode & state tracker */
static MatrixState state = {
- .ModelViewStack3D = {MATRIX_4X4_IDENTITY},
- .ProjectionMatrix3D = MATRIX_4X4_IDENTITY,
+ .ModelViewStack = {MATRIX_4X4_IDENTITY},
+ .ProjectionMatrix = MATRIX_4X4_IDENTITY,
};
#undef MATRIX_4X4_IDENTITY
-#define ModelView3D state.ModelViewStack3D[state.top]
-#define Projection3D state.ProjectionMatrix3D
+#define ModelView state.ModelViewStack[state.top]
+#define Projection state.ProjectionMatrix
void gpuMatrixInit(void)
{
@@ -117,7 +117,7 @@ void gpuPushMatrix(void)
BLI_assert(state.top < MATRIX_STACK_DEPTH);
state.top++;
- copy_m4_m4(ModelView3D, state.ModelViewStack3D[state.top - 1]);
+ copy_m4_m4(ModelView, state.ModelViewStack[state.top - 1]);
}
void gpuPopMatrix(void)
@@ -145,7 +145,7 @@ void gpuLoadMatrix3D(const float m[4][4])
}
#endif
- copy_m4_m4(ModelView3D, m);
+ copy_m4_m4(ModelView, m);
CHECKMAT(ModelView3D);
state.dirty = true;
}
@@ -171,7 +171,7 @@ void gpuLoadProjectionMatrix3D(const float m[4][4])
}
#endif
- copy_m4_m4(Projection3D, m);
+ copy_m4_m4(Projection, m);
CHECKMAT(Projection3D);
state.dirty = true;
}
@@ -187,7 +187,7 @@ void gpuLoadMatrix2D(const float m[3][3])
void gpuLoadIdentity(void)
{
- unit_m4(ModelView3D);
+ unit_m4(ModelView);
#if SUPPORT_LEGACY_MATRIX
glLoadIdentity();
#endif
@@ -227,7 +227,7 @@ void gpuTranslate3f(float x, float y, float z)
#endif
#if 1
- translate_m4(ModelView3D, x, y, z);
+ translate_m4(ModelView, x, y, z);
CHECKMAT(ModelView3D);
#else /* above works well in early testing, below is generic version */
Mat4 m;
@@ -313,7 +313,7 @@ void gpuMultMatrix3D(const float m[4][4])
}
#endif
- mul_m4_m4_post(ModelView3D, m);
+ mul_m4_m4_post(ModelView, m);
CHECKMAT(ModelView3D);
state.dirty = true;
}
@@ -321,7 +321,7 @@ void gpuMultMatrix3D(const float m[4][4])
#if MATRIX_2D_4x4
void gpuMultMatrix2D(const float m[4][4])
{
- mul_m4_m4_post(ModelView3D, m);
+ mul_m4_m4_post(ModelView, m);
CHECKMAT(ModelView2D);
state.dirty = true;
}
@@ -347,7 +347,7 @@ void gpuRotate2D(float deg)
/* essentially RotateAxis('Z')
* TODO: simpler math for 2D case
*/
- rotate_m4(ModelView3D, 'Z', DEG2RADF(deg));
+ rotate_m4(ModelView, 'Z', DEG2RADF(deg));
}
void gpuRotate3f(float deg, float x, float y, float z)
@@ -389,7 +389,7 @@ void gpuRotateAxis(float deg, char axis)
#endif
/* rotate_m4 works in place */
- rotate_m4(ModelView3D, axis, DEG2RADF(deg));
+ rotate_m4(ModelView, axis, DEG2RADF(deg));
CHECKMAT(ModelView3D);
state.dirty = true;
}
@@ -532,7 +532,7 @@ void gpuOrtho(float left, float right, float bottom, float top, float near, floa
}
#endif
- mat4_ortho_set(Projection3D, left, right, bottom, top, near, far);
+ mat4_ortho_set(Projection, left, right, bottom, top, near, far);
CHECKMAT(Projection3D);
state.dirty = true;
}
@@ -587,7 +587,7 @@ void gpuFrustum(float left, float right, float bottom, float top, float near, fl
}
#endif
- mat4_frustum_set(Projection3D, left, right, bottom, top, near, far);
+ mat4_frustum_set(Projection, left, right, bottom, top, near, far);
CHECKMAT(Projection3D);
state.dirty = true;
}
@@ -684,11 +684,11 @@ const float *gpuGetModelViewMatrix3D(float m[4][4])
#endif
if (m) {
- copy_m4_m4(m, ModelView3D);
+ copy_m4_m4(m, ModelView);
return (const float*)m;
}
else {
- return (const float*)ModelView3D;
+ return (const float*)ModelView;
}
}
@@ -707,11 +707,11 @@ const float *gpuGetProjectionMatrix3D(float m[4][4])
#endif
if (m) {
- copy_m4_m4(m, Projection3D);
+ copy_m4_m4(m, Projection);
return (const float*)m;
}
else {
- return (const float*)Projection3D;
+ return (const float*)Projection;
}
}
@@ -732,7 +732,7 @@ const float *gpuGetModelViewProjectionMatrix3D(float m[4][4])
}
#endif
- mul_m4_m4m4(m, Projection3D, ModelView3D);
+ mul_m4_m4m4(m, Projection, ModelView);
return (const float*)m;
}
@@ -832,3 +832,6 @@ bool gpuMatricesDirty(void)
{
return state.dirty;
}
+
+#undef ModelView
+#undef Projection