OpenGL: use new API for persp & ortho projection

Still using legacy GL within the GPU library itself, but we'll be able to switch soon.

Part of T49450
This commit is contained in:
Mike Erwin 2017-03-22 15:52:48 -04:00
parent 98a0dd6888
commit 4646ecf749
4 changed files with 64 additions and 24 deletions

View File

@ -927,10 +927,10 @@ void view3d_winmatrix_set(ARegion *ar, const View3D *v3d, const rcti *rect)
}
if (is_ortho) {
wmOrtho(viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
gpuOrtho(viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
}
else {
wmFrustum(viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
gpuFrustum(viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
}
/* update matrix in 3d view region */

View File

@ -578,6 +578,26 @@ 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
if (state.mode == MATRIX_MODE_INACTIVE) {
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
BLI_assert(state.mode == MATRIX_MODE_3D);
mat4_ortho_set(Projection3D, left, right, bottom, top, near, far);
CHECKMAT(Projection3D);
@ -586,6 +606,26 @@ 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
if (state.mode == MATRIX_MODE_INACTIVE) {
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
/* TODO: this function, but correct */
BLI_assert(state.mode == MATRIX_MODE_2D);
Mat4 m;
@ -597,6 +637,26 @@ 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
if (state.mode == MATRIX_MODE_INACTIVE) {
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
BLI_assert(state.mode == MATRIX_MODE_3D);
mat4_frustum_set(Projection3D, left, right, bottom, top, near, far);
CHECKMAT(Projection3D);

View File

@ -422,9 +422,7 @@ ListBase *WM_dropboxmap_find(const char *idname, int spaceid, int regionid);
void wmSubWindowSet (struct wmWindow *win, int swinid);
void wmSubWindowScissorSet (struct wmWindow *win, int swinid, const struct rcti *srct, bool srct_pad);
/* OpenGL utilities with safety check + working in modelview matrix mode */
void wmFrustum (float x1, float x2, float y1, float y2, float n, float f);
void wmOrtho (float x1, float x2, float y1, float y2, float n, float f);
/* OpenGL utilities with safety check */
void wmOrtho2 (float x1, float x2, float y1, float y2);
/* use for conventions (avoid hard-coded offsets all over) */
void wmOrtho2_region_pixelspace(const struct ARegion *ar);

View File

@ -332,31 +332,13 @@ void wmSubWindowSet(wmWindow *win, int swinid)
wmSubWindowScissorSet(win, swinid, NULL, true);
}
void wmFrustum(float x1, float x2, float y1, float y2, float n, float f)
{
glMatrixMode(GL_PROJECTION);
gpuLoadIdentity();
glFrustum(x1, x2, y1, y2, n, f);
glMatrixMode(GL_MODELVIEW);
}
void wmOrtho(float x1, float x2, float y1, float y2, float n, float f)
{
glMatrixMode(GL_PROJECTION);
gpuLoadIdentity();
glOrtho(x1, x2, y1, y2, n, f);
glMatrixMode(GL_MODELVIEW);
}
void wmOrtho2(float x1, float x2, float y1, float y2)
{
/* prevent opengl from generating errors */
if (x1 == x2) x2 += 1.0f;
if (y1 == y2) y2 += 1.0f;
wmOrtho(x1, x2, y1, y2, -100, 100);
gpuOrtho(x1, x2, y1, y2, -100, 100);
}
static void wmOrtho2_offset(const float x, const float y, const float ofs)