diff options
author | SmileTheory <SmileTheory@gmail.com> | 2013-03-20 22:53:30 -0700 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2013-03-22 18:49:26 +0000 |
commit | 9cea10c89110fd782568472fa131646d2b7be8ba (patch) | |
tree | 7cbced57a070a2c5349911c4014b8265f9a7b6d3 /src/renderergl2/tr_shade.c | |
parent | 41f69435838077e39bfa3fbba85f0cfb80a2c985 (diff) |
Make all GLSL shaders use the same set of uniforms.
Diffstat (limited to 'src/renderergl2/tr_shade.c')
-rw-r--r-- | src/renderergl2/tr_shade.c | 226 |
1 files changed, 113 insertions, 113 deletions
diff --git a/src/renderergl2/tr_shade.c b/src/renderergl2/tr_shade.c index 6b46c1b2..ace5b2dc 100644 --- a/src/renderergl2/tr_shade.c +++ b/src/renderergl2/tr_shade.c @@ -149,9 +149,9 @@ static void DrawTris (shaderCommands_t *input) { GLSL_VertexAttribsState(ATTR_POSITION); GLSL_BindProgram(sp); - GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); VectorSet4(color, 1, 1, 1, 1); - GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color); + GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color); if (input->multiDrawPrimitives) { @@ -370,28 +370,28 @@ static void ProjectDlightTexture( void ) { GLSL_BindProgram(sp); - GLSL_SetUniformMatrix16(sp, DLIGHT_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); - GLSL_SetUniformFloat(sp, DLIGHT_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); + GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); - GLSL_SetUniformInt(sp, DLIGHT_UNIFORM_DEFORMGEN, deformGen); + GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen); if (deformGen != DGEN_NONE) { - GLSL_SetUniformFloat5(sp, DLIGHT_UNIFORM_DEFORMPARAMS, deformParams); - GLSL_SetUniformFloat(sp, DLIGHT_UNIFORM_TIME, tess.shaderTime); + GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams); + GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime); } vector[0] = dl->color[0]; vector[1] = dl->color[1]; vector[2] = dl->color[2]; vector[3] = 1.0f; - GLSL_SetUniformVec4(sp, DLIGHT_UNIFORM_COLOR, vector); + GLSL_SetUniformVec4(sp, UNIFORM_COLOR, vector); vector[0] = origin[0]; vector[1] = origin[1]; vector[2] = origin[2]; vector[3] = scale; - GLSL_SetUniformVec4(sp, DLIGHT_UNIFORM_DLIGHTINFO, vector); + GLSL_SetUniformVec4(sp, UNIFORM_DLIGHTINFO, vector); GL_Bind( tr.dlightImage ); @@ -773,28 +773,28 @@ static void ForwardDlight( void ) { GLSL_BindProgram(sp); - GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); - GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin); + GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin); - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); + GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); - GLSL_SetUniformInt(sp, GENERIC_UNIFORM_DEFORMGEN, deformGen); + GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen); if (deformGen != DGEN_NONE) { - GLSL_SetUniformFloat5(sp, GENERIC_UNIFORM_DEFORMPARAMS, deformParams); - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_TIME, tess.shaderTime); + GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams); + GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime); } if ( input->fogNum ) { vec4_t fogColorMask; - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDISTANCE, fogDistanceVector); - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDEPTH, fogDepthVector); - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_FOGEYET, eyeT); + GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector); + GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector); + GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT); ComputeFogColorMask(pStage, fogColorMask); - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGCOLORMASK, fogColorMask); + GLSL_SetUniformVec4(sp, UNIFORM_FOGCOLORMASK, fogColorMask); } { @@ -803,36 +803,36 @@ static void ForwardDlight( void ) { ComputeShaderColors(pStage, baseColor, vertColor); - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_BASECOLOR, baseColor); - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_VERTCOLOR, vertColor); + GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, baseColor); + GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, vertColor); } if (pStage->alphaGen == AGEN_PORTAL) { - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_PORTALRANGE, tess.shader->portalRange); + GLSL_SetUniformFloat(sp, UNIFORM_PORTALRANGE, tess.shader->portalRange); } - GLSL_SetUniformInt(sp, GENERIC_UNIFORM_COLORGEN, pStage->rgbGen); - GLSL_SetUniformInt(sp, GENERIC_UNIFORM_ALPHAGEN, pStage->alphaGen); + GLSL_SetUniformInt(sp, UNIFORM_COLORGEN, pStage->rgbGen); + GLSL_SetUniformInt(sp, UNIFORM_ALPHAGEN, pStage->alphaGen); - GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_DIRECTEDLIGHT, dl->color); + GLSL_SetUniformVec3(sp, UNIFORM_DIRECTEDLIGHT, dl->color); VectorSet(vector, 0, 0, 0); - GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_AMBIENTLIGHT, vector); + GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT, vector); VectorCopy(dl->origin, vector); vector[3] = 1.0f; - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_LIGHTORIGIN, vector); + GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vector); - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_LIGHTRADIUS, radius); + GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, radius); - GLSL_SetUniformVec2(sp, GENERIC_UNIFORM_MATERIALINFO, pStage->materialInfo); + GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo); // include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light // where they aren't rendered GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); - GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); + GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); if (pStage->bundle[TB_DIFFUSEMAP].image[0]) R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP); @@ -853,12 +853,12 @@ static void ForwardDlight( void ) { ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix ); VectorSet4(vector, matrix[0], matrix[1], matrix[4], matrix[5]); - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, vector); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector); VectorSet4(vector, matrix[8], matrix[9], matrix[12], matrix[13]); - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXOFFTURB, vector); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector); - GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TCGEN0, pStage->bundle[0].tcGen); + GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen); // // draw @@ -963,28 +963,28 @@ static void ForwardSunlight( void ) { GLSL_BindProgram(sp); - GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); - GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin); + GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin); - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); + GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); - GLSL_SetUniformInt(sp, GENERIC_UNIFORM_DEFORMGEN, deformGen); + GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen); if (deformGen != DGEN_NONE) { - GLSL_SetUniformFloat5(sp, GENERIC_UNIFORM_DEFORMPARAMS, deformParams); - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_TIME, tess.shaderTime); + GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams); + GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime); } if ( input->fogNum ) { vec4_t fogColorMask; - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDISTANCE, fogDistanceVector); - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDEPTH, fogDepthVector); - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_FOGEYET, eyeT); + GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector); + GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector); + GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT); ComputeFogColorMask(pStage, fogColorMask); - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGCOLORMASK, fogColorMask); + GLSL_SetUniformVec4(sp, UNIFORM_FOGCOLORMASK, fogColorMask); } { @@ -1007,30 +1007,30 @@ static void ForwardSunlight( void ) { } } - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_BASECOLOR, baseColor); - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_VERTCOLOR, vertColor); + GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, baseColor); + GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, vertColor); } if (pStage->alphaGen == AGEN_PORTAL) { - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_PORTALRANGE, tess.shader->portalRange); + GLSL_SetUniformFloat(sp, UNIFORM_PORTALRANGE, tess.shader->portalRange); } - GLSL_SetUniformInt(sp, GENERIC_UNIFORM_COLORGEN, pStage->rgbGen); - GLSL_SetUniformInt(sp, GENERIC_UNIFORM_ALPHAGEN, pStage->alphaGen); + GLSL_SetUniformInt(sp, UNIFORM_COLORGEN, pStage->rgbGen); + GLSL_SetUniformInt(sp, UNIFORM_ALPHAGEN, pStage->alphaGen); - GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_DIRECTEDLIGHT, backEnd.refdef.sunCol); - GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_AMBIENTLIGHT, backEnd.refdef.sunAmbCol); + GLSL_SetUniformVec3(sp, UNIFORM_DIRECTEDLIGHT, backEnd.refdef.sunCol); + GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT, backEnd.refdef.sunAmbCol); - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_LIGHTORIGIN, backEnd.refdef.sunDir); + GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, backEnd.refdef.sunDir); - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_LIGHTRADIUS, 9999999999.9f); + GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, 9999999999.9f); - GLSL_SetUniformVec2(sp, GENERIC_UNIFORM_MATERIALINFO, pStage->materialInfo); + GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo); GL_State( stageGlState[stage] ); - GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); + GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); if (pStage->bundle[TB_DIFFUSEMAP].image[0]) R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP); @@ -1046,9 +1046,9 @@ static void ForwardSunlight( void ) { GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP); GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2); GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3); - GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]); - GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]); - GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]); + GLSL_SetUniformMatrix16(sp, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]); + GLSL_SetUniformMatrix16(sp, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]); + GLSL_SetUniformMatrix16(sp, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]); } */ GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP); @@ -1056,12 +1056,12 @@ static void ForwardSunlight( void ) { ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix ); VectorSet4(vector, matrix[0], matrix[1], matrix[4], matrix[5]); - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, vector); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector); VectorSet4(vector, matrix[8], matrix[9], matrix[12], matrix[13]); - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXOFFTURB, vector); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector); - GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TCGEN0, pStage->bundle[0].tcGen); + GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen); // // draw @@ -1115,22 +1115,22 @@ static void ProjectPshadowVBOGLSL( void ) { GLSL_BindProgram(sp); - GLSL_SetUniformMatrix16(sp, PSHADOW_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); VectorCopy(origin, vector); vector[3] = 1.0f; - GLSL_SetUniformVec4(sp, PSHADOW_UNIFORM_LIGHTORIGIN, vector); + GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vector); VectorScale(ps->lightViewAxis[0], 1.0f / ps->viewRadius, vector); - GLSL_SetUniformVec3(sp, PSHADOW_UNIFORM_LIGHTFORWARD, vector); + GLSL_SetUniformVec3(sp, UNIFORM_LIGHTFORWARD, vector); VectorScale(ps->lightViewAxis[1], 1.0f / ps->viewRadius, vector); - GLSL_SetUniformVec3(sp, PSHADOW_UNIFORM_LIGHTRIGHT, vector); + GLSL_SetUniformVec3(sp, UNIFORM_LIGHTRIGHT, vector); VectorScale(ps->lightViewAxis[2], 1.0f / ps->viewRadius, vector); - GLSL_SetUniformVec3(sp, PSHADOW_UNIFORM_LIGHTUP, vector); + GLSL_SetUniformVec3(sp, UNIFORM_LIGHTUP, vector); - GLSL_SetUniformFloat(sp, PSHADOW_UNIFORM_LIGHTRADIUS, radius); + GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, radius); // include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light // where they aren't rendered @@ -1195,28 +1195,28 @@ static void RB_FogPass( void ) { fog = tr.world->fogs + tess.fogNum; - GLSL_SetUniformMatrix16(sp, FOGPASS_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); - GLSL_SetUniformFloat(sp, FOGPASS_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); + GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); - GLSL_SetUniformInt(sp, FOGPASS_UNIFORM_DEFORMGEN, deformGen); + GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen); if (deformGen != DGEN_NONE) { - GLSL_SetUniformFloat5(sp, FOGPASS_UNIFORM_DEFORMPARAMS, deformParams); - GLSL_SetUniformFloat(sp, FOGPASS_UNIFORM_TIME, tess.shaderTime); + GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams); + GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime); } color[0] = ((unsigned char *)(&fog->colorInt))[0] / 255.0f; color[1] = ((unsigned char *)(&fog->colorInt))[1] / 255.0f; color[2] = ((unsigned char *)(&fog->colorInt))[2] / 255.0f; color[3] = ((unsigned char *)(&fog->colorInt))[3] / 255.0f; - GLSL_SetUniformVec4(sp, FOGPASS_UNIFORM_COLOR, color); + GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color); ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT); - GLSL_SetUniformVec4(sp, FOGPASS_UNIFORM_FOGDISTANCE, fogDistanceVector); - GLSL_SetUniformVec4(sp, FOGPASS_UNIFORM_FOGDEPTH, fogDepthVector); - GLSL_SetUniformFloat(sp, FOGPASS_UNIFORM_FOGEYET, eyeT); + GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector); + GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector); + GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT); if ( tess.shader->fogPass == FP_EQUAL ) { GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL ); @@ -1351,22 +1351,22 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input ) GLSL_BindProgram(sp); - GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); - GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin); + GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin); - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); + GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); - GLSL_SetUniformInt(sp, GENERIC_UNIFORM_DEFORMGEN, deformGen); + GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen); if (deformGen != DGEN_NONE) { - GLSL_SetUniformFloat5(sp, GENERIC_UNIFORM_DEFORMPARAMS, deformParams); - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_TIME, tess.shaderTime); + GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams); + GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime); } if ( input->fogNum ) { - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDISTANCE, fogDistanceVector); - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDEPTH, fogDepthVector); - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_FOGEYET, eyeT); + GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector); + GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector); + GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT); } GL_State( pStage->stateBits ); @@ -1413,8 +1413,8 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input ) VectorScale(vertColor, backEnd.refdef.colorScale, vertColor); } - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_BASECOLOR, baseColor); - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_VERTCOLOR, vertColor); + GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, baseColor); + GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, vertColor); } if (pStage->rgbGen == CGEN_LIGHTING_DIFFUSE) @@ -1422,25 +1422,25 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input ) vec4_t vec; VectorScale(backEnd.currentEntity->ambientLight, 1.0f / 255.0f, vec); - GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_AMBIENTLIGHT, vec); + GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT, vec); VectorScale(backEnd.currentEntity->directedLight, 1.0f / 255.0f, vec); - GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_DIRECTEDLIGHT, vec); + GLSL_SetUniformVec3(sp, UNIFORM_DIRECTEDLIGHT, vec); VectorCopy(backEnd.currentEntity->lightDir, vec); vec[3] = 0.0f; - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_LIGHTORIGIN, vec); + GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vec); - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_LIGHTRADIUS, 999999.0f); + GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, 999999.0f); } if (pStage->alphaGen == AGEN_PORTAL) { - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_PORTALRANGE, tess.shader->portalRange); + GLSL_SetUniformFloat(sp, UNIFORM_PORTALRANGE, tess.shader->portalRange); } - GLSL_SetUniformInt(sp, GENERIC_UNIFORM_COLORGEN, pStage->rgbGen); - GLSL_SetUniformInt(sp, GENERIC_UNIFORM_ALPHAGEN, pStage->alphaGen); + GLSL_SetUniformInt(sp, UNIFORM_COLORGEN, pStage->rgbGen); + GLSL_SetUniformInt(sp, UNIFORM_ALPHAGEN, pStage->alphaGen); if ( input->fogNum ) { @@ -1448,7 +1448,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input ) ComputeFogColorMask(pStage, fogColorMask); - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGCOLORMASK, fogColorMask); + GLSL_SetUniformVec4(sp, UNIFORM_FOGCOLORMASK, fogColorMask); } ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix ); @@ -1456,28 +1456,28 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input ) { vec4_t vector; VectorSet4(vector, matrix[0], matrix[1], matrix[4], matrix[5]); - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, vector); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector); VectorSet4(vector, matrix[8], matrix[9], matrix[12], matrix[13]); - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXOFFTURB, vector); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector); } - GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TCGEN0, pStage->bundle[0].tcGen); + GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen); if (pStage->bundle[0].tcGen == TCGEN_VECTOR) { vec3_t vec; VectorCopy(pStage->bundle[0].tcGenVectors[0], vec); - GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_TCGEN0VECTOR0, vec); + GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR0, vec); VectorCopy(pStage->bundle[0].tcGenVectors[1], vec); - GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_TCGEN0VECTOR1, vec); + GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR1, vec); } - GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); + GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); - GLSL_SetUniformVec2(sp, GENERIC_UNIFORM_MATERIALINFO, pStage->materialInfo); + GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo); - //GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_MAPLIGHTSCALE, backEnd.refdef.mapLightScale); + //GLSL_SetUniformFloat(sp, UNIFORM_MAPLIGHTSCALE, backEnd.refdef.mapLightScale); // // do multitexture @@ -1540,9 +1540,9 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input ) // lightmap/secondary pass // if ( r_lightmap->integer ) { - GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TEXTURE1ENV, GL_REPLACE); + GLSL_SetUniformInt(sp, UNIFORM_TEXTURE1ENV, GL_REPLACE); } else { - GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TEXTURE1ENV, tess.shader->multitextureEnv); + GLSL_SetUniformInt(sp, UNIFORM_TEXTURE1ENV, tess.shader->multitextureEnv); } R_BindAnimatedImageToTMU( &pStage->bundle[1], 1 ); @@ -1559,7 +1559,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input ) else R_BindAnimatedImageToTMU( &pStage->bundle[0], 0 ); - GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TEXTURE1ENV, 0); + GLSL_SetUniformInt(sp, UNIFORM_TEXTURE1ENV, 0); } // @@ -1600,23 +1600,23 @@ static void RB_RenderShadowmap( shaderCommands_t *input ) GLSL_BindProgram(sp); - GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); - GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); + GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); + GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); - GLSL_SetUniformInt(sp, GENERIC_UNIFORM_DEFORMGEN, deformGen); + GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen); if (deformGen != DGEN_NONE) { - GLSL_SetUniformFloat5(sp, GENERIC_UNIFORM_DEFORMPARAMS, deformParams); - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_TIME, tess.shaderTime); + GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams); + GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime); } VectorCopy(backEnd.viewParms.or.origin, vector); vector[3] = 1.0f; - GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_LIGHTORIGIN, vector); - GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_LIGHTRADIUS, backEnd.viewParms.zFar); + GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vector); + GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, backEnd.viewParms.zFar); GL_State( 0 ); |