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authorCampbell Barton <ideasman42@gmail.com>2018-07-15 16:27:15 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-07-15 16:34:13 +0300
commit57ab7daa2aee436b0b0acfa00b2e2b1d28b55b2c (patch)
tree377218e81452e4e0d3f8ca3cf3c3ac5148f237b8 /source/blender/windowmanager
parentb457cae397054a1be4e60f3007995f97c198b2b6 (diff)
GPU_matrix: use Blender's naming conventions
Thanks to @sergey for review
Diffstat (limited to 'source/blender/windowmanager')
-rw-r--r--source/blender/windowmanager/intern/wm_operators.c18
-rw-r--r--source/blender/windowmanager/intern/wm_playanim.c16
-rw-r--r--source/blender/windowmanager/intern/wm_subwindow.c8
3 files changed, 21 insertions, 21 deletions
diff --git a/source/blender/windowmanager/intern/wm_operators.c b/source/blender/windowmanager/intern/wm_operators.c
index 5cf9ac625c3..64aa64e1478 100644
--- a/source/blender/windowmanager/intern/wm_operators.c
+++ b/source/blender/windowmanager/intern/wm_operators.c
@@ -2118,8 +2118,8 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
/* set up rotation if available */
if (rc->rot_prop) {
rot = RNA_property_float_get(&rc->rot_ptr, rc->rot_prop);
- gpuPushMatrix();
- gpuRotate2D(RAD2DEGF(rot));
+ GPU_matrix_push();
+ GPU_matrix_rotate_2d(RAD2DEGF(rot));
}
/* draw textured quad */
@@ -2141,7 +2141,7 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
/* undo rotation */
if (rc->rot_prop)
- gpuPopMatrix();
+ GPU_matrix_pop();
}
else {
/* flat color if no texture available */
@@ -2208,7 +2208,7 @@ static void radial_control_paint_cursor(bContext *UNUSED(C), int x, int y, void
/* Keep cursor in the original place */
x = rc->initial_mouse[0];
y = rc->initial_mouse[1];
- gpuTranslate2f((float)x, (float)y);
+ GPU_matrix_translate_2f((float)x, (float)y);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
@@ -2216,7 +2216,7 @@ static void radial_control_paint_cursor(bContext *UNUSED(C), int x, int y, void
/* apply zoom if available */
if (rc->zoom_prop) {
RNA_property_float_get_array(&rc->zoom_ptr, rc->zoom_prop, zoom);
- gpuScale2fv(zoom);
+ GPU_matrix_scale_2fv(zoom);
}
/* draw rotated texture */
@@ -2233,23 +2233,23 @@ static void radial_control_paint_cursor(bContext *UNUSED(C), int x, int y, void
immUniformColor3fvAlpha(col, 0.5f);
if (rc->subtype == PROP_ANGLE) {
- gpuPushMatrix();
+ GPU_matrix_push();
/* draw original angle line */
- gpuRotate2D(RAD2DEGF(rc->initial_value));
+ GPU_matrix_rotate_2d(RAD2DEGF(rc->initial_value));
immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f);
immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
immEnd();
/* draw new angle line */
- gpuRotate2D(RAD2DEGF(rc->current_value - rc->initial_value));
+ GPU_matrix_rotate_2d(RAD2DEGF(rc->current_value - rc->initial_value));
immBegin(GWN_PRIM_LINES, 2);
immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_MIN_SIZE, 0.0f);
immVertex2f(pos, (float)WM_RADIAL_CONTROL_DISPLAY_SIZE, 0.0f);
immEnd();
- gpuPopMatrix();
+ GPU_matrix_pop();
}
/* draw circles on top */
diff --git a/source/blender/windowmanager/intern/wm_playanim.c b/source/blender/windowmanager/intern/wm_playanim.c
index 003932930ed..7ddc87a2524 100644
--- a/source/blender/windowmanager/intern/wm_playanim.c
+++ b/source/blender/windowmanager/intern/wm_playanim.c
@@ -201,8 +201,8 @@ static void playanim_window_get_size(int *r_width, int *r_height)
static void playanim_gl_matrix(void)
{
/* unified matrix, note it affects offset for drawing */
- /* note! cannot use gpuOrtho2D here because shader ignores. */
- gpuOrtho(0.0f, 1.0f, 0.0f, 1.0f, -1.0, 1.0f);
+ /* note! cannot use GPU_matrix_ortho_2d_set here because shader ignores. */
+ GPU_matrix_ortho_set(0.0f, 1.0f, 0.0f, 1.0f, -1.0, 1.0f);
}
/* implementation */
@@ -366,10 +366,10 @@ static void playanim_toscreen(PlayState *ps, PlayAnimPict *picture, struct ImBuf
float fac = ps->picture->frame / (double)(((PlayAnimPict *)picsbase.last)->frame - ((PlayAnimPict *)picsbase.first)->frame);
fac = 2.0f * fac - 1.0f;
- gpuPushProjectionMatrix();
- gpuLoadIdentityProjectionMatrix();
- gpuPushMatrix();
- gpuLoadIdentity();
+ GPU_matrix_push_projection();
+ GPU_matrix_identity_projection_set();
+ GPU_matrix_push();
+ GPU_matrix_identity_set();
uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
@@ -383,8 +383,8 @@ static void playanim_toscreen(PlayState *ps, PlayAnimPict *picture, struct ImBuf
immUnbindProgram();
- gpuPopMatrix();
- gpuPopProjectionMatrix();
+ GPU_matrix_pop();
+ GPU_matrix_pop_projection();
}
GHOST_SwapWindowBuffers(g_WS.ghost_window);
diff --git a/source/blender/windowmanager/intern/wm_subwindow.c b/source/blender/windowmanager/intern/wm_subwindow.c
index f55eee69f71..ff3c712dae0 100644
--- a/source/blender/windowmanager/intern/wm_subwindow.c
+++ b/source/blender/windowmanager/intern/wm_subwindow.c
@@ -50,7 +50,7 @@ void wmViewport(const rcti *winrct)
glScissor(winrct->xmin, winrct->ymin, width, height);
wmOrtho2_pixelspace(width, height);
- gpuLoadIdentity();
+ GPU_matrix_identity_set();
}
void wmPartialViewport(rcti *drawrct, const rcti *winrct, const rcti *partialrct)
@@ -89,7 +89,7 @@ void wmPartialViewport(rcti *drawrct, const rcti *winrct, const rcti *partialrct
glScissor(x, y, scissor_width, scissor_height);
wmOrtho2_pixelspace(width, height);
- gpuLoadIdentity();
+ GPU_matrix_identity_set();
}
void wmWindowViewport(wmWindow *win)
@@ -101,7 +101,7 @@ void wmWindowViewport(wmWindow *win)
glScissor(0, 0, width, height);
wmOrtho2_pixelspace(width, height);
- gpuLoadIdentity();
+ GPU_matrix_identity_set();
}
void wmOrtho2(float x1, float x2, float y1, float y2)
@@ -110,7 +110,7 @@ void wmOrtho2(float x1, float x2, float y1, float y2)
if (x1 == x2) x2 += 1.0f;
if (y1 == y2) y2 += 1.0f;
- gpuOrtho(x1, x2, y1, y2, -100, 100);
+ GPU_matrix_ortho_set(x1, x2, y1, y2, -100, 100);
}
static void wmOrtho2_offset(const float x, const float y, const float ofs)