OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t

This commit is contained in:
SmileTheory 2013-11-19 03:23:50 -08:00
parent 6e5f8cc918
commit c350963bf2
14 changed files with 125 additions and 125 deletions

View file

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