GPU_matrix: use Blender's naming conventions
Thanks to @sergey for review
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@@ -1027,13 +1027,13 @@ void ui_draw_but_WAVEFORM(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSE
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if (scopes->wavefrm_mode == SCOPES_WAVEFRM_LUMA) {
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float col[3] = {alpha, alpha, alpha};
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gpuPushMatrix();
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gpuTranslate2f(rect.xmin, yofs);
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gpuScale2f(w, h);
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GPU_matrix_push();
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GPU_matrix_translate_2f(rect.xmin, yofs);
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GPU_matrix_scale_2f(w, h);
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waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, col);
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gpuPopMatrix();
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GPU_matrix_pop();
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/* min max */
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immUniformColor3f(0.5f, 0.5f, 0.5f);
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@@ -1049,15 +1049,15 @@ void ui_draw_but_WAVEFORM(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSE
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}
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/* RGB (3 channel) */
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else if (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB) {
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gpuPushMatrix();
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gpuTranslate2f(rect.xmin, yofs);
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gpuScale2f(w, h);
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GPU_matrix_push();
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GPU_matrix_translate_2f(rect.xmin, yofs);
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GPU_matrix_scale_2f(w, h);
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waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, colors_alpha[0]);
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waveform_draw_one(scopes->waveform_2, scopes->waveform_tot, colors_alpha[1]);
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waveform_draw_one(scopes->waveform_3, scopes->waveform_tot, colors_alpha[2]);
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gpuPopMatrix();
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GPU_matrix_pop();
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}
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/* PARADE / YCC (3 channels) */
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else if (ELEM(scopes->wavefrm_mode,
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@@ -1069,19 +1069,19 @@ void ui_draw_but_WAVEFORM(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSE
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{
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int rgb = (scopes->wavefrm_mode == SCOPES_WAVEFRM_RGB_PARADE);
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gpuPushMatrix();
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gpuTranslate2f(rect.xmin, yofs);
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gpuScale2f(w3, h);
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GPU_matrix_push();
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GPU_matrix_translate_2f(rect.xmin, yofs);
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GPU_matrix_scale_2f(w3, h);
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waveform_draw_one(scopes->waveform_1, scopes->waveform_tot, (rgb) ? colors_alpha[0] : colorsycc_alpha[0]);
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gpuTranslate2f(1.0f, 0.0f);
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GPU_matrix_translate_2f(1.0f, 0.0f);
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waveform_draw_one(scopes->waveform_2, scopes->waveform_tot, (rgb) ? colors_alpha[1] : colorsycc_alpha[1]);
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gpuTranslate2f(1.0f, 0.0f);
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GPU_matrix_translate_2f(1.0f, 0.0f);
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waveform_draw_one(scopes->waveform_3, scopes->waveform_tot, (rgb) ? colors_alpha[2] : colorsycc_alpha[2]);
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gpuPopMatrix();
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GPU_matrix_pop();
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}
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/* min max */
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@@ -1263,13 +1263,13 @@ void ui_draw_but_VECTORSCOPE(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UN
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glBlendFunc(GL_ONE, GL_ONE);
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GPU_point_size(1.0);
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gpuPushMatrix();
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gpuTranslate2f(centerx, centery);
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gpuScaleUniform(diam);
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GPU_matrix_push();
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GPU_matrix_translate_2f(centerx, centery);
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GPU_matrix_scale_1f(diam);
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waveform_draw_one(scopes->vecscope, scopes->waveform_tot, col);
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gpuPopMatrix();
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GPU_matrix_pop();
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}
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immUnbindProgram();
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@@ -1548,15 +1548,15 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
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ui_but_v3_get(but, light);
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/* transform to button */
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gpuPushMatrix();
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GPU_matrix_push();
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if (BLI_rcti_size_x(rect) < BLI_rcti_size_y(rect))
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size = 0.5f * BLI_rcti_size_x(rect);
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else
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size = 0.5f * BLI_rcti_size_y(rect);
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gpuTranslate2f(rect->xmin + 0.5f * BLI_rcti_size_x(rect), rect->ymin + 0.5f * BLI_rcti_size_y(rect));
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gpuScaleUniform(size);
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GPU_matrix_translate_2f(rect->xmin + 0.5f * BLI_rcti_size_x(rect), rect->ymin + 0.5f * BLI_rcti_size_y(rect));
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GPU_matrix_scale_1f(size);
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Gwn_Batch *sphere = GPU_batch_preset_sphere(2);
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GWN_batch_program_set_builtin(sphere, GPU_SHADER_SIMPLE_LIGHTING);
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@@ -1580,7 +1580,7 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
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GPU_line_smooth(false);
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/* matrix after circle */
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gpuPopMatrix();
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GPU_matrix_pop();
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immUnbindProgram();
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}
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@@ -1900,7 +1900,7 @@ void ui_draw_but_TRACKPREVIEW(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *U
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}
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if (!ok && scopes->track_preview) {
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gpuPushMatrix();
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GPU_matrix_push();
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/* draw content of pattern area */
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GPU_scissor(rect.xmin, rect.ymin, scissor[2], scissor[3]);
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@@ -1919,7 +1919,7 @@ void ui_draw_but_TRACKPREVIEW(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *U
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immDrawPixelsTex(&state, rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, drawibuf->rect, 1.0f, 1.0f, NULL);
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/* draw cross for pixel position */
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gpuTranslate2f(rect.xmin + scopes->track_pos[0], rect.ymin + scopes->track_pos[1]);
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GPU_matrix_translate_2f(rect.xmin + scopes->track_pos[0], rect.ymin + scopes->track_pos[1]);
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GPU_scissor(
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rect.xmin,
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rect.ymin,
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@@ -1958,7 +1958,7 @@ void ui_draw_but_TRACKPREVIEW(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *U
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immUnbindProgram();
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}
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gpuPopMatrix();
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GPU_matrix_pop();
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ok = true;
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}
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