Remove reference to SUPPORT_LEGACY_MATRIX
Since the change to core profile this is no longer supported.
This commit is contained in:
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60fc04fb9b
commit
3527739002
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@ -1085,22 +1085,12 @@ static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs)
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int bindcode = (ima) ? GPU_verify_image(ima, iuser, GL_TEXTURE_2D, 0, 0, mipmap, false) : 0;
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if (bindcode) {
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NodeTexBase *texbase = node->storage;
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/* disable existing material */
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GPU_object_material_unbind();
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/* bind texture */
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glBindTexture(GL_TEXTURE_2D, ima->bindcode[TEXTARGET_TEXTURE_2D]);
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#if SUPPORT_LEGACY_MATRIX
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf((float*) texbase->tex_mapping.mat); /* TEXTURE */
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glMatrixMode(GL_MODELVIEW);
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#else
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(void)texbase;
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#endif
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/* use active UV texture layer */
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memset(gattribs, 0, sizeof(*gattribs));
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@ -40,12 +40,6 @@
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extern "C" {
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#endif
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/* For now we support the legacy matrix stack in gpuGetMatrix functions.
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* Will remove this after switching to core profile, which can happen after
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* we convert all code to use the API in this file. */
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#define SUPPORT_LEGACY_MATRIX 0
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void gpuMatrixReset(void); /* to Identity transform & empty stack */
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/* ModelView Matrix (2D or 3D) */
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@ -400,13 +400,6 @@ void GPU_clear_tpage(bool force)
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GTS.lasttface = NULL;
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GTS.curtile = 0;
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GTS.curima = NULL;
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if (GTS.curtilemode != 0) {
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#if SUPPORT_LEGACY_MATRIX
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity(); /* TEXTURE */
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glMatrixMode(GL_MODELVIEW);
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#endif
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}
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GTS.curtilemode = 0;
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GTS.curtileXRep = 0;
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GTS.curtileYRep = 0;
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@ -592,21 +585,6 @@ int GPU_verify_image(
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return (ima != NULL);
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}
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/* if tiling mode or repeat changed, change texture matrix to fit */
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if (GTS.tilemode != GTS.curtilemode || GTS.curtileXRep != GTS.tileXRep ||
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GTS.curtileYRep != GTS.tileYRep)
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{
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#if SUPPORT_LEGACY_MATRIX
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity(); /* TEXTURE */
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if (ima && (ima->tpageflag & IMA_TILES))
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glScalef(ima->xrep, ima->yrep, 0); /* TEXTURE */
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glMatrixMode(GL_MODELVIEW);
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#endif
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}
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/* check if we have a valid image */
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if (ima == NULL || ima->ok == 0)
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return 0;
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@ -2104,15 +2082,6 @@ void GPU_end_object_materials(void)
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GMS.gmatbuf = NULL;
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GMS.alphablend = NULL;
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GMS.two_sided_lighting = false;
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/* resetting the texture matrix after the scaling needed for tiled textures */
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if (GTS.tilemode) {
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#if SUPPORT_LEGACY_MATRIX
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity(); /* TEXTURE */
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glMatrixMode(GL_MODELVIEW);
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#endif
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}
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}
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/* Lights */
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@ -2287,12 +2256,6 @@ void GPU_state_init(void)
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glDepthRange(0.0, 1.0);
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#if SUPPORT_LEGACY_MATRIX
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity(); /* TEXTURE */
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glMatrixMode(GL_MODELVIEW);
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#endif
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glFrontFace(GL_CCW);
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glCullFace(GL_BACK);
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glDisable(GL_CULL_FACE);
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@ -117,25 +117,6 @@ static void checkmat(cosnt float *m)
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void gpuPushMatrix(void)
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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GLenum mode;
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glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
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if (mode != GL_MODELVIEW) {
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glMatrixMode(GL_MODELVIEW);
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}
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glPushMatrix();
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if (mode != GL_MODELVIEW) {
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glMatrixMode(mode); /* restore */
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}
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state.dirty = true;
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return;
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}
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#endif
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BLI_assert(ModelViewStack.top < MATRIX_STACK_DEPTH);
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ModelViewStack.top++;
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copy_m4_m4(ModelView, ModelViewStack.stack[ModelViewStack.top - 1]);
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@ -143,25 +124,6 @@ void gpuPushMatrix(void)
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void gpuPopMatrix(void)
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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GLenum mode;
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glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
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if (mode != GL_MODELVIEW) {
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glMatrixMode(GL_MODELVIEW);
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}
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glPopMatrix();
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if (mode != GL_MODELVIEW) {
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glMatrixMode(mode); /* restore */
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}
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state.dirty = true;
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return;
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}
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#endif
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BLI_assert(ModelViewStack.top > 0);
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ModelViewStack.top--;
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state.dirty = true;
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@ -169,25 +131,6 @@ void gpuPopMatrix(void)
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void gpuPushProjectionMatrix(void)
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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GLenum mode;
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glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
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if (mode != GL_PROJECTION) {
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glMatrixMode(GL_PROJECTION);
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}
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glPushMatrix();
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if (mode != GL_PROJECTION) {
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glMatrixMode(mode); /* restore */
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}
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state.dirty = true;
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return;
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}
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#endif
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BLI_assert(ProjectionStack.top < MATRIX_STACK_DEPTH);
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ProjectionStack.top++;
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copy_m4_m4(Projection, ProjectionStack.stack[ProjectionStack.top - 1]);
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@ -195,25 +138,6 @@ void gpuPushProjectionMatrix(void)
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void gpuPopProjectionMatrix(void)
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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GLenum mode;
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glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
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if (mode != GL_PROJECTION) {
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glMatrixMode(GL_PROJECTION);
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}
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glPopMatrix();
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if (mode != GL_PROJECTION) {
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glMatrixMode(mode); /* restore */
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}
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state.dirty = true;
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return;
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}
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#endif
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BLI_assert(ProjectionStack.top > 0);
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ProjectionStack.top--;
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state.dirty = true;
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@ -221,14 +145,6 @@ void gpuPopProjectionMatrix(void)
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void gpuLoadMatrix(const float m[4][4])
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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glLoadMatrixf((const float*) m);
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state.dirty = true;
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return;
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}
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#endif
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copy_m4_m4(ModelView, m);
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CHECKMAT(ModelView3D);
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state.dirty = true;
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@ -236,25 +152,6 @@ void gpuLoadMatrix(const float m[4][4])
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void gpuLoadIdentityProjectionMatrix(void)
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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GLenum mode;
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glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
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if (mode != GL_PROJECTION) {
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glMatrixMode(GL_PROJECTION);
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}
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glLoadIdentity();
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if (mode != GL_PROJECTION_MATRIX) {
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glMatrixMode(mode); /* restore */
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}
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state.dirty = true;
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return;
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}
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#endif
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unit_m4(Projection);
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CHECKMAT(Projection3D);
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state.dirty = true;
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@ -262,25 +159,6 @@ void gpuLoadIdentityProjectionMatrix(void)
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void gpuLoadProjectionMatrix(const float m[4][4])
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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GLenum mode;
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glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
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if (mode != GL_PROJECTION) {
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glMatrixMode(GL_PROJECTION);
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}
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glLoadMatrixf((const float*) m);
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if (mode != GL_PROJECTION_MATRIX) {
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glMatrixMode(mode); /* restore */
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}
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state.dirty = true;
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return;
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}
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#endif
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copy_m4_m4(Projection, m);
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CHECKMAT(Projection3D);
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state.dirty = true;
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@ -289,22 +167,11 @@ void gpuLoadProjectionMatrix(const float m[4][4])
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void gpuLoadIdentity(void)
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{
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unit_m4(ModelView);
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#if SUPPORT_LEGACY_MATRIX
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glLoadIdentity();
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#endif
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state.dirty = true;
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}
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void gpuTranslate2f(float x, float y)
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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glTranslatef(x, y, 0.0f);
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state.dirty = true;
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return;
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}
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#endif
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Mat4 m;
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unit_m4(m);
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m[3][0] = x;
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@ -319,14 +186,6 @@ void gpuTranslate2fv(const float vec[2])
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void gpuTranslate3f(float x, float y, float z)
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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glTranslatef(x, y, z);
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state.dirty = true;
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return;
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}
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#endif
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#if 1
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translate_m4(ModelView, x, y, z);
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CHECKMAT(ModelView);
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@ -348,13 +207,6 @@ void gpuTranslate3fv(const float vec[3])
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void gpuScaleUniform(float factor)
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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glScalef(factor, factor, factor); /* always scale Z since we can't distinguish 2D from 3D */
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state.dirty = true;
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return;
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}
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#endif
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Mat4 m;
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scale_m4_fl(m, factor);
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gpuMultMatrix(m);
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@ -362,14 +214,6 @@ void gpuScaleUniform(float factor)
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void gpuScale2f(float x, float y)
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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glScalef(x, y, 1.0f);
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state.dirty = true;
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return;
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}
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#endif
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Mat4 m = {{0.0f}};
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m[0][0] = x;
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m[1][1] = y;
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@ -385,14 +229,6 @@ void gpuScale2fv(const float vec[2])
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void gpuScale3f(float x, float y, float z)
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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glScalef(x, y, z);
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state.dirty = true;
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return;
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}
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#endif
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Mat4 m = {{0.0f}};
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m[0][0] = x;
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m[1][1] = y;
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@ -408,14 +244,6 @@ void gpuScale3fv(const float vec[3])
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void gpuMultMatrix(const float m[4][4])
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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glMultMatrixf((const float*) m);
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state.dirty = true;
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return;
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}
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#endif
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mul_m4_m4_post(ModelView, m);
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CHECKMAT(ModelView);
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state.dirty = true;
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@ -423,14 +251,6 @@ void gpuMultMatrix(const float m[4][4])
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void gpuRotate2D(float deg)
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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glRotatef(deg, 0.0f, 0.0f, 1.0f);
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state.dirty = true;
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return;
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}
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#endif
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/* essentially RotateAxis('Z')
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* TODO: simpler math for 2D case
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*/
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@ -445,14 +265,6 @@ void gpuRotate3f(float deg, float x, float y, float z)
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void gpuRotate3fv(float deg, const float axis[3])
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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glRotatef(deg, axis[0], axis[1], axis[2]);
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state.dirty = true;
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return;
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}
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#endif
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Mat4 m;
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axis_angle_to_mat4(m, axis, DEG2RADF(deg));
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gpuMultMatrix(m);
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@ -460,21 +272,6 @@ void gpuRotate3fv(float deg, const float axis[3])
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void gpuRotateAxis(float deg, char axis)
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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float a[3] = { 0.0f };
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switch (axis) {
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case 'X': a[0] = 1.0f; break;
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case 'Y': a[1] = 1.0f; break;
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case 'Z': a[2] = 1.0f; break;
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default: BLI_assert(false); /* bad axis */
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}
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glRotatef(deg, a[0], a[1], a[2]);
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state.dirty = true;
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return;
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}
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#endif
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/* rotate_m4 works in place */
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rotate_m4(ModelView, axis, DEG2RADF(deg));
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CHECKMAT(ModelView);
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@ -599,26 +396,6 @@ static void mat4_look_from_origin(float m[4][4], float lookdir[3], float camup[3
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void gpuOrtho(float left, float right, float bottom, float top, float near, float far)
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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GLenum mode;
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glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
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if (mode != GL_PROJECTION) {
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glMatrixMode(GL_PROJECTION);
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}
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glLoadIdentity();
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glOrtho(left, right, bottom, top, near, far);
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if (mode != GL_PROJECTION_MATRIX) {
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glMatrixMode(mode); /* restore */
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}
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state.dirty = true;
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return;
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}
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#endif
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mat4_ortho_set(Projection, left, right, bottom, top, near, far);
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CHECKMAT(Projection);
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state.dirty = true;
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@ -626,26 +403,6 @@ void gpuOrtho(float left, float right, float bottom, float top, float near, floa
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void gpuOrtho2D(float left, float right, float bottom, float top)
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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GLenum mode;
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glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
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if (mode != GL_PROJECTION) {
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glMatrixMode(GL_PROJECTION);
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}
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glLoadIdentity();
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glOrtho(left, right, bottom, top, -1.0f, 1.0f);
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if (mode != GL_PROJECTION_MATRIX) {
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glMatrixMode(mode); /* restore */
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}
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state.dirty = true;
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return;
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}
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#endif
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Mat4 m;
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mat4_ortho_set(m, left, right, bottom, top, -1.0f, 1.0f);
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CHECKMAT(Projection2D);
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@ -654,26 +411,6 @@ void gpuOrtho2D(float left, float right, float bottom, float top)
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void gpuFrustum(float left, float right, float bottom, float top, float near, float far)
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{
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#if SUPPORT_LEGACY_MATRIX
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{
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GLenum mode;
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glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
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if (mode != GL_PROJECTION) {
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glMatrixMode(GL_PROJECTION);
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}
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glLoadIdentity();
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glFrustum(left, right, bottom, top, near, far);
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if (mode != GL_PROJECTION_MATRIX) {
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glMatrixMode(mode); /* restore */
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}
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state.dirty = true;
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return;
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}
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#endif
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mat4_frustum_set(Projection, left, right, bottom, top, near, far);
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CHECKMAT(Projection);
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state.dirty = true;
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@ -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;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue