OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
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6e5f8cc918
commit
c350963bf2
14 changed files with 125 additions and 125 deletions
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@ -371,17 +371,17 @@ void GL_State( unsigned long stateBits )
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}
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void GL_SetProjectionMatrix(matrix_t matrix)
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void GL_SetProjectionMatrix(mat4_t matrix)
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{
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Matrix16Copy(matrix, glState.projection);
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Matrix16Multiply(glState.projection, glState.modelview, glState.modelviewProjection);
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Mat4Copy(matrix, glState.projection);
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Mat4Multiply(glState.projection, glState.modelview, glState.modelviewProjection);
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}
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void GL_SetModelviewMatrix(matrix_t matrix)
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void GL_SetModelviewMatrix(mat4_t matrix)
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{
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Matrix16Copy(matrix, glState.modelview);
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Matrix16Multiply(glState.projection, glState.modelview, glState.modelviewProjection);
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Mat4Copy(matrix, glState.modelview);
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Mat4Multiply(glState.projection, glState.modelview, glState.modelviewProjection);
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}
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@ -765,7 +765,7 @@ RB_SetGL2D
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================
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*/
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void RB_SetGL2D (void) {
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matrix_t matrix;
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mat4_t matrix;
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int width, height;
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if (backEnd.projection2D && backEnd.last2DFBO == glState.currentFBO)
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@ -789,9 +789,9 @@ void RB_SetGL2D (void) {
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qglViewport( 0, 0, width, height );
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qglScissor( 0, 0, width, height );
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Matrix16Ortho(0, width, height, 0, 0, 1, matrix);
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Mat4Ortho(0, width, height, 0, 0, 1, matrix);
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GL_SetProjectionMatrix(matrix);
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Matrix16Identity(matrix);
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Mat4Identity(matrix);
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GL_SetModelviewMatrix(matrix);
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GL_State( GLS_DEPTHTEST_DISABLE |
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@ -881,7 +881,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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GLSL_BindProgram(&tr.textureColorShader);
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GLSL_SetUniformMatrix16(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite);
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RB_InstantQuad2(quadVerts, texCoords);
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@ -1122,9 +1122,9 @@ const void *RB_DrawSurfs( const void *data ) {
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GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
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GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
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GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
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GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
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GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
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GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
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GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
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GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
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GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
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{
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@ -1578,7 +1578,7 @@ const void *RB_PostProcess(const void *data)
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{
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const postProcessCommand_t *cmd = data;
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FBO_t *srcFbo;
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vec4i_t srcBox, dstBox;
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ivec4_t srcBox, dstBox;
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qboolean autoExposure;
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// finish any 2D drawing if needed
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@ -1664,7 +1664,7 @@ const void *RB_PostProcess(const void *data)
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if (0)
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{
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vec4i_t dstBox;
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ivec4_t dstBox;
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VectorSet4(dstBox, 0, 0, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 128, 0, 128, 128);
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@ -1675,7 +1675,7 @@ const void *RB_PostProcess(const void *data)
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if (0)
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{
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vec4i_t dstBox;
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ivec4_t dstBox;
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VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
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FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 512, glConfig.vidHeight - 256, 256, 256);
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@ -1684,7 +1684,7 @@ const void *RB_PostProcess(const void *data)
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if (0)
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{
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vec4i_t dstBox;
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ivec4_t dstBox;
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VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
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FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
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}
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@ -1692,7 +1692,7 @@ const void *RB_PostProcess(const void *data)
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#if 0
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if (r_cubeMapping->integer && tr.numCubemaps)
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{
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vec4i_t dstBox;
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ivec4_t dstBox;
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int cubemapIndex = R_CubemapForPoint( backEnd.viewParms.or.origin );
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if (cubemapIndex)
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