Remove reference to SUPPORT_LEGACY_MATRIX

Since the change to core profile this is no longer supported.
This commit is contained in:
Dalai Felinto 2017-05-19 12:04:56 +02:00
parent 60fc04fb9b
commit 3527739002
4 changed files with 0 additions and 350 deletions

View File

@ -1085,22 +1085,12 @@ static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs)
int bindcode = (ima) ? GPU_verify_image(ima, iuser, GL_TEXTURE_2D, 0, 0, mipmap, false) : 0;
if (bindcode) {
NodeTexBase *texbase = node->storage;
/* disable existing material */
GPU_object_material_unbind();
/* bind texture */
glBindTexture(GL_TEXTURE_2D, ima->bindcode[TEXTARGET_TEXTURE_2D]);
#if SUPPORT_LEGACY_MATRIX
glMatrixMode(GL_TEXTURE);
glLoadMatrixf((float*) texbase->tex_mapping.mat); /* TEXTURE */
glMatrixMode(GL_MODELVIEW);
#else
(void)texbase;
#endif
/* use active UV texture layer */
memset(gattribs, 0, sizeof(*gattribs));

View File

@ -40,12 +40,6 @@
extern "C" {
#endif
/* For now we support the legacy matrix stack in gpuGetMatrix functions.
* Will remove this after switching to core profile, which can happen after
* we convert all code to use the API in this file. */
#define SUPPORT_LEGACY_MATRIX 0
void gpuMatrixReset(void); /* to Identity transform & empty stack */
/* ModelView Matrix (2D or 3D) */

View File

@ -400,13 +400,6 @@ void GPU_clear_tpage(bool force)
GTS.lasttface = NULL;
GTS.curtile = 0;
GTS.curima = NULL;
if (GTS.curtilemode != 0) {
#if SUPPORT_LEGACY_MATRIX
glMatrixMode(GL_TEXTURE);
glLoadIdentity(); /* TEXTURE */
glMatrixMode(GL_MODELVIEW);
#endif
}
GTS.curtilemode = 0;
GTS.curtileXRep = 0;
GTS.curtileYRep = 0;
@ -592,21 +585,6 @@ int GPU_verify_image(
return (ima != NULL);
}
/* if tiling mode or repeat changed, change texture matrix to fit */
if (GTS.tilemode != GTS.curtilemode || GTS.curtileXRep != GTS.tileXRep ||
GTS.curtileYRep != GTS.tileYRep)
{
#if SUPPORT_LEGACY_MATRIX
glMatrixMode(GL_TEXTURE);
glLoadIdentity(); /* TEXTURE */
if (ima && (ima->tpageflag & IMA_TILES))
glScalef(ima->xrep, ima->yrep, 0); /* TEXTURE */
glMatrixMode(GL_MODELVIEW);
#endif
}
/* check if we have a valid image */
if (ima == NULL || ima->ok == 0)
return 0;
@ -2104,15 +2082,6 @@ void GPU_end_object_materials(void)
GMS.gmatbuf = NULL;
GMS.alphablend = NULL;
GMS.two_sided_lighting = false;
/* resetting the texture matrix after the scaling needed for tiled textures */
if (GTS.tilemode) {
#if SUPPORT_LEGACY_MATRIX
glMatrixMode(GL_TEXTURE);
glLoadIdentity(); /* TEXTURE */
glMatrixMode(GL_MODELVIEW);
#endif
}
}
/* Lights */
@ -2287,12 +2256,6 @@ void GPU_state_init(void)
glDepthRange(0.0, 1.0);
#if SUPPORT_LEGACY_MATRIX
glMatrixMode(GL_TEXTURE);
glLoadIdentity(); /* TEXTURE */
glMatrixMode(GL_MODELVIEW);
#endif
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);

View File

@ -117,25 +117,6 @@ static void checkmat(cosnt float *m)
void gpuPushMatrix(void)
{
#if SUPPORT_LEGACY_MATRIX
{
GLenum mode;
glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
if (mode != GL_MODELVIEW) {
glMatrixMode(GL_MODELVIEW);
}
glPushMatrix();
if (mode != GL_MODELVIEW) {
glMatrixMode(mode); /* restore */
}
state.dirty = true;
return;
}
#endif
BLI_assert(ModelViewStack.top < MATRIX_STACK_DEPTH);
ModelViewStack.top++;
copy_m4_m4(ModelView, ModelViewStack.stack[ModelViewStack.top - 1]);
@ -143,25 +124,6 @@ void gpuPushMatrix(void)
void gpuPopMatrix(void)
{
#if SUPPORT_LEGACY_MATRIX
{
GLenum mode;
glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
if (mode != GL_MODELVIEW) {
glMatrixMode(GL_MODELVIEW);
}
glPopMatrix();
if (mode != GL_MODELVIEW) {
glMatrixMode(mode); /* restore */
}
state.dirty = true;
return;
}
#endif
BLI_assert(ModelViewStack.top > 0);
ModelViewStack.top--;
state.dirty = true;
@ -169,25 +131,6 @@ void gpuPopMatrix(void)
void gpuPushProjectionMatrix(void)
{
#if SUPPORT_LEGACY_MATRIX
{
GLenum mode;
glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
if (mode != GL_PROJECTION) {
glMatrixMode(GL_PROJECTION);
}
glPushMatrix();
if (mode != GL_PROJECTION) {
glMatrixMode(mode); /* restore */
}
state.dirty = true;
return;
}
#endif
BLI_assert(ProjectionStack.top < MATRIX_STACK_DEPTH);
ProjectionStack.top++;
copy_m4_m4(Projection, ProjectionStack.stack[ProjectionStack.top - 1]);
@ -195,25 +138,6 @@ void gpuPushProjectionMatrix(void)
void gpuPopProjectionMatrix(void)
{
#if SUPPORT_LEGACY_MATRIX
{
GLenum mode;
glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
if (mode != GL_PROJECTION) {
glMatrixMode(GL_PROJECTION);
}
glPopMatrix();
if (mode != GL_PROJECTION) {
glMatrixMode(mode); /* restore */
}
state.dirty = true;
return;
}
#endif
BLI_assert(ProjectionStack.top > 0);
ProjectionStack.top--;
state.dirty = true;
@ -221,14 +145,6 @@ void gpuPopProjectionMatrix(void)
void gpuLoadMatrix(const float m[4][4])
{
#if SUPPORT_LEGACY_MATRIX
{
glLoadMatrixf((const float*) m);
state.dirty = true;
return;
}
#endif
copy_m4_m4(ModelView, m);
CHECKMAT(ModelView3D);
state.dirty = true;
@ -236,25 +152,6 @@ void gpuLoadMatrix(const float m[4][4])
void gpuLoadIdentityProjectionMatrix(void)
{
#if SUPPORT_LEGACY_MATRIX
{
GLenum mode;
glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
if (mode != GL_PROJECTION) {
glMatrixMode(GL_PROJECTION);
}
glLoadIdentity();
if (mode != GL_PROJECTION_MATRIX) {
glMatrixMode(mode); /* restore */
}
state.dirty = true;
return;
}
#endif
unit_m4(Projection);
CHECKMAT(Projection3D);
state.dirty = true;
@ -262,25 +159,6 @@ void gpuLoadIdentityProjectionMatrix(void)
void gpuLoadProjectionMatrix(const float m[4][4])
{
#if SUPPORT_LEGACY_MATRIX
{
GLenum mode;
glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
if (mode != GL_PROJECTION) {
glMatrixMode(GL_PROJECTION);
}
glLoadMatrixf((const float*) m);
if (mode != GL_PROJECTION_MATRIX) {
glMatrixMode(mode); /* restore */
}
state.dirty = true;
return;
}
#endif
copy_m4_m4(Projection, m);
CHECKMAT(Projection3D);
state.dirty = true;
@ -289,22 +167,11 @@ void gpuLoadProjectionMatrix(const float m[4][4])
void gpuLoadIdentity(void)
{
unit_m4(ModelView);
#if SUPPORT_LEGACY_MATRIX
glLoadIdentity();
#endif
state.dirty = true;
}
void gpuTranslate2f(float x, float y)
{
#if SUPPORT_LEGACY_MATRIX
{
glTranslatef(x, y, 0.0f);
state.dirty = true;
return;
}
#endif
Mat4 m;
unit_m4(m);
m[3][0] = x;
@ -319,14 +186,6 @@ void gpuTranslate2fv(const float vec[2])
void gpuTranslate3f(float x, float y, float z)
{
#if SUPPORT_LEGACY_MATRIX
{
glTranslatef(x, y, z);
state.dirty = true;
return;
}
#endif
#if 1
translate_m4(ModelView, x, y, z);
CHECKMAT(ModelView);
@ -348,13 +207,6 @@ void gpuTranslate3fv(const float vec[3])
void gpuScaleUniform(float factor)
{
#if SUPPORT_LEGACY_MATRIX
{
glScalef(factor, factor, factor); /* always scale Z since we can't distinguish 2D from 3D */
state.dirty = true;
return;
}
#endif
Mat4 m;
scale_m4_fl(m, factor);
gpuMultMatrix(m);
@ -362,14 +214,6 @@ void gpuScaleUniform(float factor)
void gpuScale2f(float x, float y)
{
#if SUPPORT_LEGACY_MATRIX
{
glScalef(x, y, 1.0f);
state.dirty = true;
return;
}
#endif
Mat4 m = {{0.0f}};
m[0][0] = x;
m[1][1] = y;
@ -385,14 +229,6 @@ void gpuScale2fv(const float vec[2])
void gpuScale3f(float x, float y, float z)
{
#if SUPPORT_LEGACY_MATRIX
{
glScalef(x, y, z);
state.dirty = true;
return;
}
#endif
Mat4 m = {{0.0f}};
m[0][0] = x;
m[1][1] = y;
@ -408,14 +244,6 @@ void gpuScale3fv(const float vec[3])
void gpuMultMatrix(const float m[4][4])
{
#if SUPPORT_LEGACY_MATRIX
{
glMultMatrixf((const float*) m);
state.dirty = true;
return;
}
#endif
mul_m4_m4_post(ModelView, m);
CHECKMAT(ModelView);
state.dirty = true;
@ -423,14 +251,6 @@ void gpuMultMatrix(const float m[4][4])
void gpuRotate2D(float deg)
{
#if SUPPORT_LEGACY_MATRIX
{
glRotatef(deg, 0.0f, 0.0f, 1.0f);
state.dirty = true;
return;
}
#endif
/* essentially RotateAxis('Z')
* TODO: simpler math for 2D case
*/
@ -445,14 +265,6 @@ void gpuRotate3f(float deg, float x, float y, float z)
void gpuRotate3fv(float deg, const float axis[3])
{
#if SUPPORT_LEGACY_MATRIX
{
glRotatef(deg, axis[0], axis[1], axis[2]);
state.dirty = true;
return;
}
#endif
Mat4 m;
axis_angle_to_mat4(m, axis, DEG2RADF(deg));
gpuMultMatrix(m);
@ -460,21 +272,6 @@ void gpuRotate3fv(float deg, const float axis[3])
void gpuRotateAxis(float deg, char axis)
{
#if SUPPORT_LEGACY_MATRIX
{
float a[3] = { 0.0f };
switch (axis) {
case 'X': a[0] = 1.0f; break;
case 'Y': a[1] = 1.0f; break;
case 'Z': a[2] = 1.0f; break;
default: BLI_assert(false); /* bad axis */
}
glRotatef(deg, a[0], a[1], a[2]);
state.dirty = true;
return;
}
#endif
/* rotate_m4 works in place */
rotate_m4(ModelView, axis, DEG2RADF(deg));
CHECKMAT(ModelView);
@ -599,26 +396,6 @@ static void mat4_look_from_origin(float m[4][4], float lookdir[3], float camup[3
void gpuOrtho(float left, float right, float bottom, float top, float near, float far)
{
#if SUPPORT_LEGACY_MATRIX
{
GLenum mode;
glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
if (mode != GL_PROJECTION) {
glMatrixMode(GL_PROJECTION);
}
glLoadIdentity();
glOrtho(left, right, bottom, top, near, far);
if (mode != GL_PROJECTION_MATRIX) {
glMatrixMode(mode); /* restore */
}
state.dirty = true;
return;
}
#endif
mat4_ortho_set(Projection, left, right, bottom, top, near, far);
CHECKMAT(Projection);
state.dirty = true;
@ -626,26 +403,6 @@ void gpuOrtho(float left, float right, float bottom, float top, float near, floa
void gpuOrtho2D(float left, float right, float bottom, float top)
{
#if SUPPORT_LEGACY_MATRIX
{
GLenum mode;
glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
if (mode != GL_PROJECTION) {
glMatrixMode(GL_PROJECTION);
}
glLoadIdentity();
glOrtho(left, right, bottom, top, -1.0f, 1.0f);
if (mode != GL_PROJECTION_MATRIX) {
glMatrixMode(mode); /* restore */
}
state.dirty = true;
return;
}
#endif
Mat4 m;
mat4_ortho_set(m, left, right, bottom, top, -1.0f, 1.0f);
CHECKMAT(Projection2D);
@ -654,26 +411,6 @@ void gpuOrtho2D(float left, float right, float bottom, float top)
void gpuFrustum(float left, float right, float bottom, float top, float near, float far)
{
#if SUPPORT_LEGACY_MATRIX
{
GLenum mode;
glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
if (mode != GL_PROJECTION) {
glMatrixMode(GL_PROJECTION);
}
glLoadIdentity();
glFrustum(left, right, bottom, top, near, far);
if (mode != GL_PROJECTION_MATRIX) {
glMatrixMode(mode); /* restore */
}
state.dirty = true;
return;
}
#endif
mat4_frustum_set(Projection, left, right, bottom, top, near, far);
CHECKMAT(Projection);
state.dirty = true;
@ -758,18 +495,6 @@ bool gpuUnProject(const float win[3], const float model[4][4], const float proj[
const float (*gpuGetModelViewMatrix(float m[4][4]))[4]
{
#if SUPPORT_LEGACY_MATRIX
{
if (m == NULL) {
static Mat4 temp;
m = temp;
}
glGetFloatv(GL_MODELVIEW_MATRIX, (float*)m);
return m;
}
#endif
if (m) {
copy_m4_m4(m, ModelView);
return m;
@ -781,18 +506,6 @@ const float (*gpuGetModelViewMatrix(float m[4][4]))[4]
const float (*gpuGetProjectionMatrix(float m[4][4]))[4]
{
#if SUPPORT_LEGACY_MATRIX
{
if (m == NULL) {
static Mat4 temp;
m = temp;
}
glGetFloatv(GL_PROJECTION_MATRIX, (float*)m);
return m;
}
#endif
if (m) {
copy_m4_m4(m, Projection);
return m;
@ -809,16 +522,6 @@ const float (*gpuGetModelViewProjectionMatrix(float m[4][4]))[4]
m = temp;
}
#if SUPPORT_LEGACY_MATRIX
{
Mat4 proj;
glGetFloatv(GL_MODELVIEW_MATRIX, (float*)m);
glGetFloatv(GL_PROJECTION_MATRIX, (float*)proj);
mul_m4_m4_pre(m, proj);
return m;
}
#endif
mul_m4_m4m4(m, Projection, ModelView);
return m;
}