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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_main.c
parent38af27b32b1302fd5ddd83d992fc8ec73209b3ad (diff)
OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
Diffstat (limited to 'src/renderergl2/tr_main.c')
-rw-r--r--src/renderergl2/tr_main.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/renderergl2/tr_main.c b/src/renderergl2/tr_main.c
index 5973b9b5..ef1a7444 100644
--- a/src/renderergl2/tr_main.c
+++ b/src/renderergl2/tr_main.c
@@ -841,7 +841,7 @@ 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
@@ -2635,7 +2635,7 @@ 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;
@@ -2643,7 +2643,7 @@ 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]);
@@ -2654,22 +2654,22 @@ 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]);
@@ -2680,22 +2680,22 @@ 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)
@@ -2793,7 +2793,7 @@ 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]);
}
}