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author | Campbell Barton <ideasman42@gmail.com> | 2020-02-04 14:20:58 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2020-02-04 14:20:58 +0300 |
commit | 5c8f8a74030c96e07a0ce719f37ed7958b6c3fb8 (patch) | |
tree | 6ef48627addb8acf00f2cff7cde50592dd730d98 /source/blender/gpu | |
parent | 04ec64b251f155581b6bd2a6bc0d55c4381ba12d (diff) | |
parent | 3dde6360ff6ae002002472f7b5a155e3d119230f (diff) |
Merge branch 'blender-v2.82-release'
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/GPU_matrix.h | 7 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_matrix.c | 8 |
2 files changed, 15 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_matrix.h b/source/blender/gpu/GPU_matrix.h index a424f3180de..2899fba46e4 100644 --- a/source/blender/gpu/GPU_matrix.h +++ b/source/blender/gpu/GPU_matrix.h @@ -90,6 +90,8 @@ void GPU_matrix_identity_projection_set(void); void GPU_matrix_projection_set(const float m[4][4]); void GPU_matrix_ortho_set(float left, float right, float bottom, float top, float near, float far); +void GPU_matrix_ortho_set_z(float near, float far); + void GPU_matrix_frustum_set( float left, float right, float bottom, float top, float near, float far); void GPU_matrix_perspective_set(float fovy, float aspect, float near, float far); @@ -222,4 +224,9 @@ int GPU_matrix_stack_level_get_projection(void); # define GPU_matrix_normal_inverse_get(x) GPU_matrix_normal_inverse_get(_GPU_MAT3_CAST(x)) #endif /* SUPPRESS_GENERIC_MATRIX_API */ +/* Not part of the GPU_matrix API, + * however we need to check these limits in code that calls into these API's. */ +#define GPU_MATRIX_ORTHO_CLIP_NEAR_DEFAULT (-100) +#define GPU_MATRIX_ORTHO_CLIP_FAR_DEFAULT (100) + #endif /* __GPU_MATRIX_H__ */ diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c index 5e44a950ba7..8260e1496ff 100644 --- a/source/blender/gpu/intern/gpu_matrix.c +++ b/source/blender/gpu/intern/gpu_matrix.c @@ -421,6 +421,14 @@ void GPU_matrix_ortho_set(float left, float right, float bottom, float top, floa gpu_matrix_state_active_set_dirty(true); } +void GPU_matrix_ortho_set_z(float near, float far) +{ + CHECKMAT(Projection); + Projection[2][2] = -2.0f / (far - near); + Projection[3][2] = -(far + near) / (far - near); + gpu_matrix_state_active_set_dirty(true); +} + void GPU_matrix_ortho_2d_set(float left, float right, float bottom, float top) { Mat4 m; |