OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
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c350963bf2
14 changed files with 125 additions and 125 deletions
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@ -840,7 +840,7 @@ void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms,
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glMatrix[11] = 0;
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glMatrix[15] = 1;
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Matrix16Copy(glMatrix, or->transformMatrix);
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Mat4Copy(glMatrix, or->transformMatrix);
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myGlMultMatrix( glMatrix, viewParms->world.modelMatrix, or->modelMatrix );
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// calculate the viewer origin in the model's space
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@ -2634,7 +2634,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
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// Create bounds for light projection using slice of view projection
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{
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matrix_t lightViewMatrix;
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mat4_t lightViewMatrix;
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vec4_t point, base, lightViewPoint;
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float lx, ly;
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@ -2642,7 +2642,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
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point[3] = 1;
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lightViewPoint[3] = 1;
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Matrix16View(lightViewAxis, lightOrigin, lightViewMatrix);
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Mat4View(lightViewAxis, lightOrigin, lightViewMatrix);
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ClearBounds(lightviewBounds[0], lightviewBounds[1]);
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@ -2653,22 +2653,22 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
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VectorMA(base, lx, fd->viewaxis[1], point);
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VectorMA(point, ly, fd->viewaxis[2], point);
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Matrix16Transform(lightViewMatrix, point, lightViewPoint);
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Mat4Transform(lightViewMatrix, point, lightViewPoint);
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AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
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VectorMA(base, -lx, fd->viewaxis[1], point);
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VectorMA(point, ly, fd->viewaxis[2], point);
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Matrix16Transform(lightViewMatrix, point, lightViewPoint);
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Mat4Transform(lightViewMatrix, point, lightViewPoint);
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AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
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VectorMA(base, lx, fd->viewaxis[1], point);
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VectorMA(point, -ly, fd->viewaxis[2], point);
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Matrix16Transform(lightViewMatrix, point, lightViewPoint);
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Mat4Transform(lightViewMatrix, point, lightViewPoint);
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AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
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VectorMA(base, -lx, fd->viewaxis[1], point);
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VectorMA(point, -ly, fd->viewaxis[2], point);
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Matrix16Transform(lightViewMatrix, point, lightViewPoint);
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Mat4Transform(lightViewMatrix, point, lightViewPoint);
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AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
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@ -2679,22 +2679,22 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
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VectorMA(base, lx, fd->viewaxis[1], point);
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VectorMA(point, ly, fd->viewaxis[2], point);
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Matrix16Transform(lightViewMatrix, point, lightViewPoint);
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Mat4Transform(lightViewMatrix, point, lightViewPoint);
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AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
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VectorMA(base, -lx, fd->viewaxis[1], point);
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VectorMA(point, ly, fd->viewaxis[2], point);
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Matrix16Transform(lightViewMatrix, point, lightViewPoint);
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Mat4Transform(lightViewMatrix, point, lightViewPoint);
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AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
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VectorMA(base, lx, fd->viewaxis[1], point);
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VectorMA(point, -ly, fd->viewaxis[2], point);
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Matrix16Transform(lightViewMatrix, point, lightViewPoint);
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Mat4Transform(lightViewMatrix, point, lightViewPoint);
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AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
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VectorMA(base, -lx, fd->viewaxis[1], point);
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VectorMA(point, -ly, fd->viewaxis[2], point);
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Matrix16Transform(lightViewMatrix, point, lightViewPoint);
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Mat4Transform(lightViewMatrix, point, lightViewPoint);
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AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
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if (!glRefConfig.depthClamp)
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@ -2792,7 +2792,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
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R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf );
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}
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Matrix16Multiply(tr.viewParms.projectionMatrix, tr.viewParms.world.modelMatrix, tr.refdef.sunShadowMvp[level]);
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Mat4Multiply(tr.viewParms.projectionMatrix, tr.viewParms.world.modelMatrix, tr.refdef.sunShadowMvp[level]);
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}
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}
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