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authorSmileTheory <SmileTheory@gmail.com>2013-11-19 03:18:23 -0800
committerTim Angus <tim@ngus.net>2014-06-17 17:43:36 +0100
commit85e0fa4841fd5ca6bf6c9b2f0204ee7be9c0915b (patch)
tree967d7968faf0c62bc683bfa5eb9e00aa3b89d4b2 /src/renderergl2/tr_backend.c
parent38af27b32b1302fd5ddd83d992fc8ec73209b3ad (diff)
OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
Diffstat (limited to 'src/renderergl2/tr_backend.c')
-rw-r--r--src/renderergl2/tr_backend.c36
1 files changed, 18 insertions, 18 deletions
diff --git a/src/renderergl2/tr_backend.c b/src/renderergl2/tr_backend.c
index b9cbedd9..def0786a 100644
--- a/src/renderergl2/tr_backend.c
+++ b/src/renderergl2/tr_backend.c
@@ -372,17 +372,17 @@ 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);
}
@@ -766,7 +766,7 @@ RB_SetGL2D
================
*/
void RB_SetGL2D (void) {
- matrix_t matrix;
+ mat4_t matrix;
int width, height;
if (backEnd.projection2D && backEnd.last2DFBO == glState.currentFBO)
@@ -790,9 +790,9 @@ 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 |
@@ -882,7 +882,7 @@ 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);
@@ -1123,9 +1123,9 @@ 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);
{
@@ -1579,7 +1579,7 @@ 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
@@ -1665,7 +1665,7 @@ 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);
@@ -1676,7 +1676,7 @@ 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);
@@ -1685,7 +1685,7 @@ 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);
}
@@ -1693,7 +1693,7 @@ 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)