diff options
author | SmileTheory <SmileTheory@gmail.com> | 2013-11-19 03:18:23 -0800 |
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committer | Tim Angus <tim@ngus.net> | 2014-06-17 17:43:36 +0100 |
commit | 85e0fa4841fd5ca6bf6c9b2f0204ee7be9c0915b (patch) | |
tree | 967d7968faf0c62bc683bfa5eb9e00aa3b89d4b2 /src/renderergl2/tr_main.c | |
parent | 38af27b32b1302fd5ddd83d992fc8ec73209b3ad (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.c | 24 |
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]); } } |