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

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