OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
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6e5f8cc918
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c350963bf2
14 changed files with 125 additions and 125 deletions
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@ -651,16 +651,16 @@ void R_FBOList_f(void)
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// FIXME
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extern void RB_SetGL2D (void);
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void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexScale, FBO_t *dst, vec4i_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend)
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void FBO_BlitFromTexture(struct image_s *src, ivec4_t inSrcBox, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend)
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{
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vec4i_t dstBox, srcBox;
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ivec4_t dstBox, srcBox;
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vec2_t srcTexScale;
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vec4_t color;
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vec4_t quadVerts[4];
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vec2_t texCoords[4];
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vec2_t invTexRes;
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FBO_t *oldFbo = glState.currentFBO;
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matrix_t projection;
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mat4_t projection;
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int width, height;
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if (!src)
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@ -741,7 +741,7 @@ void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexS
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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, projection);
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Mat4Ortho(0, width, height, 0, 0, 1, projection);
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qglDisable( GL_CULL_FACE );
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@ -764,7 +764,7 @@ void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexS
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GLSL_BindProgram(shaderProgram);
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GLSL_SetUniformMatrix16(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection);
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GLSL_SetUniformMat4(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection);
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GLSL_SetUniformVec4(shaderProgram, UNIFORM_COLOR, color);
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GLSL_SetUniformVec2(shaderProgram, UNIFORM_INVTEXRES, invTexRes);
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GLSL_SetUniformVec2(shaderProgram, UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
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@ -775,9 +775,9 @@ void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexS
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FBO_Bind(oldFbo);
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}
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void FBO_Blit(FBO_t *src, vec4i_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend)
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void FBO_Blit(FBO_t *src, ivec4_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend)
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{
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vec4i_t srcBox;
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ivec4_t srcBox;
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if (!src)
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{
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@ -801,9 +801,9 @@ void FBO_Blit(FBO_t *src, vec4i_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, vec4
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FBO_BlitFromTexture(src->colorImage[0], srcBox, srcTexScale, dst, dstBox, shaderProgram, color, blend | GLS_DEPTHTEST_DISABLE);
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}
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void FBO_FastBlit(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, int buffers, int filter)
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void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter)
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{
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vec4i_t srcBoxFinal, dstBoxFinal;
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ivec4_t srcBoxFinal, dstBoxFinal;
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GLuint srcFb, dstFb;
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if (!glRefConfig.framebufferBlit)
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