GPU_matrix: use Blender's naming conventions

Thanks to @sergey for review
This commit is contained in:
2018-07-15 15:27:15 +02:00
parent b457cae397
commit 57ab7daa2a
64 changed files with 495 additions and 495 deletions

View File

@@ -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 */