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authorCampbell Barton <ideasman42@gmail.com>2021-12-14 10:35:23 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-12-14 10:35:23 +0300
commita207c1cdaf11864a413c5de3ade93f85a592b3cb (patch)
tree658b0676ffbaea37c9ec98689bdba8de5eae1d11 /source/blender/gpu
parentc097c7b855d4b01950494dc369e9def59486b0fd (diff)
Cleanup: resolve parameter mis-matches in doc-strings
Renamed or removed parameters which no longer exist.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/GPU_immediate_util.h10
-rw-r--r--source/blender/gpu/intern/gpu_immediate_util.c56
2 files changed, 33 insertions, 33 deletions
diff --git a/source/blender/gpu/GPU_immediate_util.h b/source/blender/gpu/GPU_immediate_util.h
index 25672489612..102bd6c284c 100644
--- a/source/blender/gpu/GPU_immediate_util.h
+++ b/source/blender/gpu/GPU_immediate_util.h
@@ -61,7 +61,7 @@ void imm_cpack(uint x);
* \param shdr_pos: The vertex attribute number for position.
* \param x: Horizontal center.
* \param y: Vertical center.
- * \param rad: The circle's radius.
+ * \param radius: The circle's radius.
* \param nsegments: The number of segments to use in drawing (more = smoother).
*/
void imm_draw_circle_wire_2d(uint shdr_pos, float x, float y, float radius, int nsegments);
@@ -72,15 +72,15 @@ void imm_draw_circle_wire_2d(uint shdr_pos, float x, float y, float radius, int
* \param shdr_pos: The vertex attribute number for position.
* \param x: Horizontal center.
* \param y: Vertical center.
- * \param rad: The circle's radius.
+ * \param radius: The circle's radius.
* \param nsegments: The number of segments to use in drawing (more = smoother).
*/
void imm_draw_circle_fill_2d(uint shdr_pos, float x, float y, float radius, int nsegments);
void imm_draw_circle_wire_aspect_2d(
- uint shdr_pos, float x, float y, float rad_x, float rad_y, int nsegments);
+ uint shdr_pos, float x, float y, float radius_x, float radius_y, int nsegments);
void imm_draw_circle_fill_aspect_2d(
- uint shdr_pos, float x, float y, float rad_x, float rad_y, int nsegments);
+ uint shdr_pos, float x, float y, float radius_x, float radius_y, int nsegments);
/**
* Use this version when #GPUVertFormat has a vec3 position.
@@ -169,7 +169,7 @@ void imm_draw_cylinder_wire_3d(
void imm_draw_cylinder_fill_3d(
uint pos, float base, float top, float height, int slices, int stacks);
-void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], uint pos);
+void imm_drawcircball(const float cent[3], float radius, const float tmat[4][4], uint pos);
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/gpu/intern/gpu_immediate_util.c b/source/blender/gpu/intern/gpu_immediate_util.c
index 4ef7492428e..37a423d41a0 100644
--- a/source/blender/gpu/intern/gpu_immediate_util.c
+++ b/source/blender/gpu/intern/gpu_immediate_util.c
@@ -152,44 +152,44 @@ static void imm_draw_circle(GPUPrimType prim_type,
const uint shdr_pos,
float x,
float y,
- float rad_x,
- float rad_y,
+ float radius_x,
+ float radius_y,
int nsegments)
{
immBegin(prim_type, nsegments);
for (int i = 0; i < nsegments; i++) {
const float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
- immVertex2f(shdr_pos, x + (rad_x * cosf(angle)), y + (rad_y * sinf(angle)));
+ immVertex2f(shdr_pos, x + (radius_x * cosf(angle)), y + (radius_y * sinf(angle)));
}
immEnd();
}
-void imm_draw_circle_wire_2d(uint shdr_pos, float x, float y, float rad, int nsegments)
+void imm_draw_circle_wire_2d(uint shdr_pos, float x, float y, float radius, int nsegments)
{
- imm_draw_circle(GPU_PRIM_LINE_LOOP, shdr_pos, x, y, rad, rad, nsegments);
+ imm_draw_circle(GPU_PRIM_LINE_LOOP, shdr_pos, x, y, radius, radius, nsegments);
}
-void imm_draw_circle_fill_2d(uint shdr_pos, float x, float y, float rad, int nsegments)
+void imm_draw_circle_fill_2d(uint shdr_pos, float x, float y, float radius, int nsegments)
{
- imm_draw_circle(GPU_PRIM_TRI_FAN, shdr_pos, x, y, rad, rad, nsegments);
+ imm_draw_circle(GPU_PRIM_TRI_FAN, shdr_pos, x, y, radius, radius, nsegments);
}
void imm_draw_circle_wire_aspect_2d(
- uint shdr_pos, float x, float y, float rad_x, float rad_y, int nsegments)
+ uint shdr_pos, float x, float y, float radius_x, float radius_y, int nsegments)
{
- imm_draw_circle(GPU_PRIM_LINE_LOOP, shdr_pos, x, y, rad_x, rad_y, nsegments);
+ imm_draw_circle(GPU_PRIM_LINE_LOOP, shdr_pos, x, y, radius_x, radius_y, nsegments);
}
void imm_draw_circle_fill_aspect_2d(
- uint shdr_pos, float x, float y, float rad_x, float rad_y, int nsegments)
+ uint shdr_pos, float x, float y, float radius_x, float radius_y, int nsegments)
{
- imm_draw_circle(GPU_PRIM_TRI_FAN, shdr_pos, x, y, rad_x, rad_y, nsegments);
+ imm_draw_circle(GPU_PRIM_TRI_FAN, shdr_pos, x, y, radius_x, radius_y, nsegments);
}
static void imm_draw_circle_partial(GPUPrimType prim_type,
uint pos,
float x,
float y,
- float rad,
+ float radius,
int nsegments,
float start,
float sweep)
@@ -203,15 +203,15 @@ static void imm_draw_circle_partial(GPUPrimType prim_type,
const float angle = interpf(angle_start, angle_end, ((float)i / (float)(nsegments - 1)));
const float angle_sin = sinf(angle);
const float angle_cos = cosf(angle);
- immVertex2f(pos, x + rad * angle_cos, y + rad * angle_sin);
+ immVertex2f(pos, x + radius * angle_cos, y + radius * angle_sin);
}
immEnd();
}
void imm_draw_circle_partial_wire_2d(
- uint pos, float x, float y, float rad, int nsegments, float start, float sweep)
+ uint pos, float x, float y, float radius, int nsegments, float start, float sweep)
{
- imm_draw_circle_partial(GPU_PRIM_LINE_STRIP, pos, x, y, rad, nsegments, start, sweep);
+ imm_draw_circle_partial(GPU_PRIM_LINE_STRIP, pos, x, y, radius, nsegments, start, sweep);
}
static void imm_draw_disk_partial(GPUPrimType prim_type,
@@ -257,29 +257,29 @@ void imm_draw_disk_partial_fill_2d(uint pos,
}
static void imm_draw_circle_3D(
- GPUPrimType prim_type, uint pos, float x, float y, float rad, int nsegments)
+ GPUPrimType prim_type, uint pos, float x, float y, float radius, int nsegments)
{
immBegin(prim_type, nsegments);
for (int i = 0; i < nsegments; i++) {
float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
- immVertex3f(pos, x + rad * cosf(angle), y + rad * sinf(angle), 0.0f);
+ immVertex3f(pos, x + radius * cosf(angle), y + radius * sinf(angle), 0.0f);
}
immEnd();
}
-void imm_draw_circle_wire_3d(uint pos, float x, float y, float rad, int nsegments)
+void imm_draw_circle_wire_3d(uint pos, float x, float y, float radius, int nsegments)
{
- imm_draw_circle_3D(GPU_PRIM_LINE_LOOP, pos, x, y, rad, nsegments);
+ imm_draw_circle_3D(GPU_PRIM_LINE_LOOP, pos, x, y, radius, nsegments);
}
-void imm_draw_circle_dashed_3d(uint pos, float x, float y, float rad, int nsegments)
+void imm_draw_circle_dashed_3d(uint pos, float x, float y, float radius, int nsegments)
{
- imm_draw_circle_3D(GPU_PRIM_LINES, pos, x, y, rad, nsegments / 2);
+ imm_draw_circle_3D(GPU_PRIM_LINES, pos, x, y, radius, nsegments / 2);
}
-void imm_draw_circle_fill_3d(uint pos, float x, float y, float rad, int nsegments)
+void imm_draw_circle_fill_3d(uint pos, float x, float y, float radius, int nsegments)
{
- imm_draw_circle_3D(GPU_PRIM_TRI_FAN, pos, x, y, rad, nsegments);
+ imm_draw_circle_3D(GPU_PRIM_TRI_FAN, pos, x, y, radius, nsegments);
}
void imm_draw_box_wire_2d(uint pos, float x1, float y1, float x2, float y2)
@@ -538,7 +538,7 @@ void imm_draw_cylinder_fill_3d(
static void circball_array_fill(const float verts[CIRCLE_RESOL][3],
const float cent[3],
- float rad,
+ const float radius,
const float tmat[4][4])
{
/* 32 values of sin function (still same result!) */
@@ -562,8 +562,8 @@ static void circball_array_fill(const float verts[CIRCLE_RESOL][3],
float vx[3], vy[3];
float *viter = (float *)verts;
- mul_v3_v3fl(vx, tmat[0], rad);
- mul_v3_v3fl(vy, tmat[1], rad);
+ mul_v3_v3fl(vx, tmat[0], radius);
+ mul_v3_v3fl(vy, tmat[1], radius);
for (uint a = 0; a < CIRCLE_RESOL; a++, viter += 3) {
viter[0] = cent[0] + sinval[a] * vx[0] + cosval[a] * vy[0];
@@ -572,11 +572,11 @@ static void circball_array_fill(const float verts[CIRCLE_RESOL][3],
}
}
-void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], uint pos)
+void imm_drawcircball(const float cent[3], float radius, const float tmat[4][4], uint pos)
{
float verts[CIRCLE_RESOL][3];
- circball_array_fill(verts, cent, rad, tmat);
+ circball_array_fill(verts, cent, radius, tmat);
immBegin(GPU_PRIM_LINE_LOOP, CIRCLE_RESOL);
for (int i = 0; i < CIRCLE_RESOL; i++) {