diff --git a/code/renderergl2/tr_backend.c b/code/renderergl2/tr_backend.c index 10d05353..d3ec3bd8 100644 --- a/code/renderergl2/tr_backend.c +++ b/code/renderergl2/tr_backend.c @@ -371,17 +371,17 @@ 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); } @@ -765,7 +765,7 @@ RB_SetGL2D ================ */ void RB_SetGL2D (void) { - matrix_t matrix; + mat4_t matrix; int width, height; if (backEnd.projection2D && backEnd.last2DFBO == glState.currentFBO) @@ -789,9 +789,9 @@ 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 | @@ -881,7 +881,7 @@ 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); @@ -1122,9 +1122,9 @@ 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); { @@ -1578,7 +1578,7 @@ 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 @@ -1664,7 +1664,7 @@ 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); @@ -1675,7 +1675,7 @@ 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); @@ -1684,7 +1684,7 @@ 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); } @@ -1692,7 +1692,7 @@ 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) diff --git a/code/renderergl2/tr_extramath.c b/code/renderergl2/tr_extramath.c index 8cb6fe1a..b844678f 100644 --- a/code/renderergl2/tr_extramath.c +++ b/code/renderergl2/tr_extramath.c @@ -26,7 +26,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA // Some matrix helper functions // FIXME: do these already exist in ioq3 and I don't know about them? -void Matrix16Zero( matrix_t out ) +void Mat4Zero( mat4_t out ) { out[ 0] = 0.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = 0.0f; out[ 1] = 0.0f; out[ 5] = 0.0f; out[ 9] = 0.0f; out[13] = 0.0f; @@ -34,7 +34,7 @@ void Matrix16Zero( matrix_t out ) out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 0.0f; } -void Matrix16Identity( matrix_t out ) +void Mat4Identity( mat4_t out ) { out[ 0] = 1.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = 0.0f; out[ 1] = 0.0f; out[ 5] = 1.0f; out[ 9] = 0.0f; out[13] = 0.0f; @@ -42,7 +42,7 @@ void Matrix16Identity( matrix_t out ) out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f; } -void Matrix16Copy( const matrix_t in, matrix_t out ) +void Mat4Copy( const mat4_t in, mat4_t out ) { out[ 0] = in[ 0]; out[ 4] = in[ 4]; out[ 8] = in[ 8]; out[12] = in[12]; out[ 1] = in[ 1]; out[ 5] = in[ 5]; out[ 9] = in[ 9]; out[13] = in[13]; @@ -50,7 +50,7 @@ void Matrix16Copy( const matrix_t in, matrix_t out ) out[ 3] = in[ 3]; out[ 7] = in[ 7]; out[11] = in[11]; out[15] = in[15]; } -void Matrix16Multiply( const matrix_t in1, const matrix_t in2, matrix_t out ) +void Mat4Multiply( const mat4_t in1, const mat4_t in2, mat4_t out ) { out[ 0] = in1[ 0] * in2[ 0] + in1[ 4] * in2[ 1] + in1[ 8] * in2[ 2] + in1[12] * in2[ 3]; out[ 1] = in1[ 1] * in2[ 0] + in1[ 5] * in2[ 1] + in1[ 9] * in2[ 2] + in1[13] * in2[ 3]; @@ -73,7 +73,7 @@ void Matrix16Multiply( const matrix_t in1, const matrix_t in2, matrix_t out ) out[15] = in1[ 3] * in2[12] + in1[ 7] * in2[13] + in1[11] * in2[14] + in1[15] * in2[15]; } -void Matrix16Transform( const matrix_t in1, const vec4_t in2, vec4_t out ) +void Mat4Transform( const mat4_t in1, const vec4_t in2, vec4_t out ) { out[ 0] = in1[ 0] * in2[ 0] + in1[ 4] * in2[ 1] + in1[ 8] * in2[ 2] + in1[12] * in2[ 3]; out[ 1] = in1[ 1] * in2[ 0] + in1[ 5] * in2[ 1] + in1[ 9] * in2[ 2] + in1[13] * in2[ 3]; @@ -81,7 +81,7 @@ void Matrix16Transform( const matrix_t in1, const vec4_t in2, vec4_t out ) out[ 3] = in1[ 3] * in2[ 0] + in1[ 7] * in2[ 1] + in1[11] * in2[ 2] + in1[15] * in2[ 3]; } -qboolean Matrix16Compare( const matrix_t a, const matrix_t b ) +qboolean Mat4Compare( const mat4_t a, const mat4_t b ) { return !(a[ 0] != b[ 0] || a[ 4] != b[ 4] || a[ 8] != b[ 8] || a[12] != b[12] || a[ 1] != b[ 1] || a[ 5] != b[ 5] || a[ 9] != b[ 9] || a[13] != b[13] || @@ -89,7 +89,7 @@ qboolean Matrix16Compare( const matrix_t a, const matrix_t b ) a[ 3] != b[ 3] || a[ 7] != b[ 7] || a[11] != b[11] || a[15] != b[15]); } -void Matrix16Dump( const matrix_t in ) +void Mat4Dump( const mat4_t in ) { ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 0], in[ 4], in[ 8], in[12]); ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 1], in[ 5], in[ 9], in[13]); @@ -97,7 +97,7 @@ void Matrix16Dump( const matrix_t in ) ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 3], in[ 7], in[11], in[15]); } -void Matrix16Translation( vec3_t vec, matrix_t out ) +void Mat4Translation( vec3_t vec, mat4_t out ) { out[ 0] = 1.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = vec[0]; out[ 1] = 0.0f; out[ 5] = 1.0f; out[ 9] = 0.0f; out[13] = vec[1]; @@ -105,7 +105,7 @@ void Matrix16Translation( vec3_t vec, matrix_t out ) out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f; } -void Matrix16Ortho( float left, float right, float bottom, float top, float znear, float zfar, matrix_t out ) +void Mat4Ortho( float left, float right, float bottom, float top, float znear, float zfar, mat4_t out ) { out[ 0] = 2.0f / (right - left); out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = -(right + left) / (right - left); out[ 1] = 0.0f; out[ 5] = 2.0f / (top - bottom); out[ 9] = 0.0f; out[13] = -(top + bottom) / (top - bottom); @@ -113,7 +113,7 @@ void Matrix16Ortho( float left, float right, float bottom, float top, float znea out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f; } -void Matrix16View(vec3_t axes[3], vec3_t origin, matrix_t out) +void Mat4View(vec3_t axes[3], vec3_t origin, mat4_t out) { out[0] = axes[0][0]; out[1] = axes[1][0]; @@ -136,7 +136,7 @@ void Matrix16View(vec3_t axes[3], vec3_t origin, matrix_t out) out[15] = 1; } -void Matrix16SimpleInverse( const matrix_t in, matrix_t out) +void Mat4SimpleInverse( const mat4_t in, mat4_t out) { vec3_t v; float invSqrLen; diff --git a/code/renderergl2/tr_extramath.h b/code/renderergl2/tr_extramath.h index 3e11bb48..08fb080a 100644 --- a/code/renderergl2/tr_extramath.h +++ b/code/renderergl2/tr_extramath.h @@ -24,22 +24,22 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA #ifndef __TR_EXTRAMATH_H__ #define __TR_EXTRAMATH_H__ -typedef vec_t matrix_t[16]; -typedef int vec2i_t[2]; -typedef int vec3i_t[3]; -typedef int vec4i_t[4]; +typedef vec_t mat4_t[16]; +typedef int ivec2_t[2]; +typedef int ivec3_t[3]; +typedef int ivec4_t[4]; -void Matrix16Zero( matrix_t out ); -void Matrix16Identity( matrix_t out ); -void Matrix16Copy( const matrix_t in, matrix_t out ); -void Matrix16Multiply( const matrix_t in1, const matrix_t in2, matrix_t out ); -void Matrix16Transform( const matrix_t in1, const vec4_t in2, vec4_t out ); -qboolean Matrix16Compare(const matrix_t a, const matrix_t b); -void Matrix16Dump( const matrix_t in ); -void Matrix16Translation( vec3_t vec, matrix_t out ); -void Matrix16Ortho( float left, float right, float bottom, float top, float znear, float zfar, matrix_t out ); -void Matrix16View(vec3_t axes[3], vec3_t origin, matrix_t out); -void Matrix16SimpleInverse( const matrix_t in, matrix_t out); +void Mat4Zero( mat4_t out ); +void Mat4Identity( mat4_t out ); +void Mat4Copy( const mat4_t in, mat4_t out ); +void Mat4Multiply( const mat4_t in1, const mat4_t in2, mat4_t out ); +void Mat4Transform( const mat4_t in1, const vec4_t in2, vec4_t out ); +qboolean Mat4Compare(const mat4_t a, const mat4_t b); +void Mat4Dump( const mat4_t in ); +void Mat4Translation( vec3_t vec, mat4_t out ); +void Mat4Ortho( float left, float right, float bottom, float top, float znear, float zfar, mat4_t out ); +void Mat4View(vec3_t axes[3], vec3_t origin, mat4_t out); +void Mat4SimpleInverse( const mat4_t in, mat4_t out); #define VectorCopy2(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1]) #define VectorSet2(v,x,y) ((v)[0]=(x),(v)[1]=(y)); diff --git a/code/renderergl2/tr_fbo.c b/code/renderergl2/tr_fbo.c index d9fd917f..35e2b74d 100644 --- a/code/renderergl2/tr_fbo.c +++ b/code/renderergl2/tr_fbo.c @@ -651,16 +651,16 @@ void R_FBOList_f(void) // FIXME extern void RB_SetGL2D (void); -void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexScale, FBO_t *dst, vec4i_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend) +void FBO_BlitFromTexture(struct image_s *src, ivec4_t inSrcBox, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend) { - vec4i_t dstBox, srcBox; + ivec4_t dstBox, srcBox; vec2_t srcTexScale; vec4_t color; vec4_t quadVerts[4]; vec2_t texCoords[4]; vec2_t invTexRes; FBO_t *oldFbo = glState.currentFBO; - matrix_t projection; + mat4_t projection; int width, height; if (!src) @@ -741,7 +741,7 @@ void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexS qglViewport( 0, 0, width, height ); qglScissor( 0, 0, width, height ); - Matrix16Ortho(0, width, height, 0, 0, 1, projection); + Mat4Ortho(0, width, height, 0, 0, 1, projection); qglDisable( GL_CULL_FACE ); @@ -764,7 +764,7 @@ void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexS GLSL_BindProgram(shaderProgram); - GLSL_SetUniformMatrix16(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection); + GLSL_SetUniformMat4(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection); GLSL_SetUniformVec4(shaderProgram, UNIFORM_COLOR, color); GLSL_SetUniformVec2(shaderProgram, UNIFORM_INVTEXRES, invTexRes); GLSL_SetUniformVec2(shaderProgram, UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax); @@ -775,9 +775,9 @@ void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexS FBO_Bind(oldFbo); } -void FBO_Blit(FBO_t *src, vec4i_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend) +void FBO_Blit(FBO_t *src, ivec4_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend) { - vec4i_t srcBox; + ivec4_t srcBox; if (!src) { @@ -801,9 +801,9 @@ void FBO_Blit(FBO_t *src, vec4i_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, vec4 FBO_BlitFromTexture(src->colorImage[0], srcBox, srcTexScale, dst, dstBox, shaderProgram, color, blend | GLS_DEPTHTEST_DISABLE); } -void FBO_FastBlit(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, int buffers, int filter) +void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter) { - vec4i_t srcBoxFinal, dstBoxFinal; + ivec4_t srcBoxFinal, dstBoxFinal; GLuint srcFb, dstFb; if (!glRefConfig.framebufferBlit) diff --git a/code/renderergl2/tr_fbo.h b/code/renderergl2/tr_fbo.h index f0366251..b5ab18c1 100644 --- a/code/renderergl2/tr_fbo.h +++ b/code/renderergl2/tr_fbo.h @@ -56,9 +56,9 @@ void FBO_Bind(FBO_t *fbo); void FBO_Init(void); void FBO_Shutdown(void); -void FBO_BlitFromTexture(struct image_s *src, vec4i_t srcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend); -void FBO_Blit(FBO_t *src, vec4i_t srcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend); -void FBO_FastBlit(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, int buffers, int filter); +void FBO_BlitFromTexture(struct image_s *src, ivec4_t srcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend); +void FBO_Blit(FBO_t *src, ivec4_t srcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend); +void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter); #endif diff --git a/code/renderergl2/tr_flares.c b/code/renderergl2/tr_flares.c index 4447aa23..c67effb7 100644 --- a/code/renderergl2/tr_flares.c +++ b/code/renderergl2/tr_flares.c @@ -458,7 +458,7 @@ void RB_RenderFlares (void) { flare_t *f; flare_t **prev; qboolean draw; - matrix_t oldmodelview, oldprojection, matrix; + mat4_t oldmodelview, oldprojection, matrix; if ( !r_flares->integer ) { return; @@ -516,11 +516,11 @@ void RB_RenderFlares (void) { qglDisable (GL_CLIP_PLANE0); } - Matrix16Copy(glState.projection, oldprojection); - Matrix16Copy(glState.modelview, oldmodelview); - Matrix16Identity(matrix); + Mat4Copy(glState.projection, oldprojection); + Mat4Copy(glState.modelview, oldmodelview); + Mat4Identity(matrix); GL_SetModelviewMatrix(matrix); - Matrix16Ortho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth, + Mat4Ortho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight, -99999, 99999, matrix ); GL_SetProjectionMatrix(matrix); diff --git a/code/renderergl2/tr_glsl.c b/code/renderergl2/tr_glsl.c index d0573b97..42ce225e 100644 --- a/code/renderergl2/tr_glsl.c +++ b/code/renderergl2/tr_glsl.c @@ -809,7 +809,7 @@ void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_ qglUniform1fvARB(uniforms[uniformNum], 5, v); } -void GLSL_SetUniformMatrix16(shaderProgram_t *program, int uniformNum, const matrix_t matrix) +void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix) { GLint *uniforms = program->uniforms; vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]); @@ -819,16 +819,16 @@ void GLSL_SetUniformMatrix16(shaderProgram_t *program, int uniformNum, const mat if (uniformsInfo[uniformNum].type != GLSL_MAT16) { - ri.Printf( PRINT_WARNING, "GLSL_SetUniformMatrix16: wrong type for uniform %i in program %s\n", uniformNum, program->name); + ri.Printf( PRINT_WARNING, "GLSL_SetUniformMat4: wrong type for uniform %i in program %s\n", uniformNum, program->name); return; } - if (Matrix16Compare(matrix, compare)) + if (Mat4Compare(matrix, compare)) { return; } - Matrix16Copy(matrix, compare); + Mat4Copy(matrix, compare); qglUniformMatrix4fvARB(uniforms[uniformNum], 1, GL_FALSE, matrix); } diff --git a/code/renderergl2/tr_local.h b/code/renderergl2/tr_local.h index 1adfc361..62c1302f 100644 --- a/code/renderergl2/tr_local.h +++ b/code/renderergl2/tr_local.h @@ -1454,9 +1454,9 @@ typedef struct { FBO_t *currentFBO; VBO_t *currentVBO; IBO_t *currentIBO; - matrix_t modelview; - matrix_t projection; - matrix_t modelviewProjection; + mat4_t modelview; + mat4_t projection; + mat4_t modelviewProjection; } glstate_t; typedef enum { @@ -1963,8 +1963,8 @@ void GL_TextureMode( const char *string ); void GL_CheckErrs( char *file, int line ); #define GL_CheckErrors(...) GL_CheckErrs(__FILE__, __LINE__) void GL_State( unsigned long stateVector ); -void GL_SetProjectionMatrix(matrix_t matrix); -void GL_SetModelviewMatrix(matrix_t matrix); +void GL_SetProjectionMatrix(mat4_t matrix); +void GL_SetModelviewMatrix(mat4_t matrix); void GL_TexEnv( int env ); void GL_Cull( int cullType ); @@ -2295,7 +2295,7 @@ void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_ void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v); void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v); void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v); -void GLSL_SetUniformMatrix16(shaderProgram_t *program, int uniformNum, const matrix_t matrix); +void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix); shaderProgram_t *GLSL_GetGenericShaderProgram(int stage); diff --git a/code/renderergl2/tr_main.c b/code/renderergl2/tr_main.c index e87bb8ee..81bd09f3 100644 --- a/code/renderergl2/tr_main.c +++ b/code/renderergl2/tr_main.c @@ -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]); } } diff --git a/code/renderergl2/tr_postprocess.c b/code/renderergl2/tr_postprocess.c index dba19d4a..35982fce 100644 --- a/code/renderergl2/tr_postprocess.c +++ b/code/renderergl2/tr_postprocess.c @@ -22,9 +22,9 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA #include "tr_local.h" -void RB_ToneMap(FBO_t *hdrFbo, vec4i_t hdrBox, FBO_t *ldrFbo, vec4i_t ldrBox, int autoExposure) +void RB_ToneMap(FBO_t *hdrFbo, ivec4_t hdrBox, FBO_t *ldrFbo, ivec4_t ldrBox, int autoExposure) { - vec4i_t srcBox, dstBox; + ivec4_t srcBox, dstBox; vec4_t color; static int lastFrameCount = 0; @@ -103,9 +103,9 @@ Blurs a part of one framebuffer to another. Framebuffers can be identical. ============= */ -void RB_BokehBlur(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, float blur) +void RB_BokehBlur(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, float blur) { -// vec4i_t srcBox, dstBox; +// ivec4_t srcBox, dstBox; vec4_t color; blur *= 10.0f; @@ -118,7 +118,7 @@ void RB_BokehBlur(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, float // bokeh blur if (blur > 0.0f) { - vec4i_t quarterBox; + ivec4_t quarterBox; quarterBox[0] = 0; quarterBox[1] = tr.quarterFbo[0]->height; @@ -226,7 +226,7 @@ void RB_BokehBlur(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, float static void RB_RadialBlur(FBO_t *srcFbo, FBO_t *dstFbo, int passes, float stretch, float x, float y, float w, float h, float xcenter, float ycenter, float alpha) { - vec4i_t srcBox, dstBox; + ivec4_t srcBox, dstBox; vec4_t color; const float inc = 1.f / passes; const float mul = powf(stretch, inc); @@ -308,7 +308,7 @@ static qboolean RB_UpdateSunFlareVis(void) return sampleCount > 0; } -void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox) +void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox) { vec4_t color; float dot; @@ -316,7 +316,7 @@ void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox) qboolean colorize = qtrue; // float w, h, w2, h2; - matrix_t mvp; + mat4_t mvp; vec4_t pos, hpos; dot = DotProduct(tr.sunDirection, backEnd.viewParms.or.axis[0]); @@ -329,11 +329,11 @@ void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox) // From RB_DrawSun() { float dist; - matrix_t trans, model, mvp; + mat4_t trans, model, mvp; - Matrix16Translation( backEnd.viewParms.or.origin, trans ); - Matrix16Multiply( backEnd.viewParms.world.modelMatrix, trans, model ); - Matrix16Multiply(backEnd.viewParms.projectionMatrix, model, mvp); + Mat4Translation( backEnd.viewParms.or.origin, trans ); + Mat4Multiply( backEnd.viewParms.world.modelMatrix, trans, model ); + Mat4Multiply(backEnd.viewParms.projectionMatrix, model, mvp); dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3) @@ -341,8 +341,8 @@ void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox) } // project sun point - //Matrix16Multiply(backEnd.viewParms.projectionMatrix, backEnd.viewParms.world.modelMatrix, mvp); - Matrix16Transform(mvp, pos, hpos); + //Mat4Multiply(backEnd.viewParms.projectionMatrix, backEnd.viewParms.world.modelMatrix, mvp); + Mat4Transform(mvp, pos, hpos); // transform to UV coords hpos[3] = 0.5f / hpos[3]; @@ -354,7 +354,7 @@ void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox) { float mul = 1.f; vec2_t texScale; - vec4i_t rayBox, quarterBox; + ivec4_t rayBox, quarterBox; texScale[0] = texScale[1] = 1.0f; @@ -441,7 +441,7 @@ static void RB_BlurAxis(FBO_t *srcFbo, FBO_t *dstFbo, float strength, qboolean h ymul *= strength; { - vec4i_t srcBox, dstBox; + ivec4_t srcBox, dstBox; vec4_t color; vec2_t texScale; @@ -490,7 +490,7 @@ void RB_GaussianBlur(float blur) return; { - vec4i_t srcBox, dstBox; + ivec4_t srcBox, dstBox; vec4_t color; vec2_t texScale; diff --git a/code/renderergl2/tr_postprocess.h b/code/renderergl2/tr_postprocess.h index 6c34ecc2..09daf134 100644 --- a/code/renderergl2/tr_postprocess.h +++ b/code/renderergl2/tr_postprocess.h @@ -25,9 +25,9 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA #include "tr_fbo.h" -void RB_ToneMap(FBO_t *hdrFbo, vec4i_t hdrBox, FBO_t *ldrFbo, vec4i_t ldrBox, int autoExposure); -void RB_BokehBlur(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, float blur); -void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox); +void RB_ToneMap(FBO_t *hdrFbo, ivec4_t hdrBox, FBO_t *ldrFbo, ivec4_t ldrBox, int autoExposure); +void RB_BokehBlur(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, float blur); +void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox); void RB_GaussianBlur(float blur); #endif diff --git a/code/renderergl2/tr_shade.c b/code/renderergl2/tr_shade.c index 695b42fc..9e53e73b 100644 --- a/code/renderergl2/tr_shade.c +++ b/code/renderergl2/tr_shade.c @@ -148,7 +148,7 @@ static void DrawTris (shaderCommands_t *input) { GLSL_VertexAttribsState(ATTR_POSITION); GLSL_BindProgram(sp); - GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); VectorSet4(color, 1, 1, 1, 1); GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color); @@ -392,7 +392,7 @@ static void ProjectDlightTexture( void ) { GLSL_BindProgram(sp); - GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); @@ -757,7 +757,7 @@ static void ForwardDlight( void ) { GLSL_BindProgram(sp); - GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin); GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.or.viewOrigin); @@ -817,7 +817,7 @@ static void ForwardDlight( void ) { // where they aren't rendered GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); - GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); + GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); if (pStage->bundle[TB_DIFFUSEMAP].image[0]) R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP); @@ -894,7 +894,7 @@ static void ProjectPshadowVBOGLSL( void ) { GLSL_BindProgram(sp); - GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); VectorCopy(origin, vector); vector[3] = 1.0f; @@ -974,7 +974,7 @@ static void RB_FogPass( void ) { fog = tr.world->fogs + tess.fogNum; - GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); @@ -1132,7 +1132,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input ) GLSL_BindProgram(sp); - GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin); GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.or.viewOrigin); @@ -1220,7 +1220,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input ) GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR1, vec); } - GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); + GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo); @@ -1391,9 +1391,9 @@ static void RB_RenderShadowmap( shaderCommands_t *input ) GLSL_BindProgram(sp); - GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); - GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); + GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); diff --git a/code/renderergl2/tr_sky.c b/code/renderergl2/tr_sky.c index 13eb4042..6a220318 100644 --- a/code/renderergl2/tr_sky.c +++ b/code/renderergl2/tr_sky.c @@ -429,7 +429,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD); GLSL_BindProgram(sp); - GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); color[0] = color[1] = @@ -445,7 +445,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD); GLSL_BindProgram(sp); - GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); color[0] = color[1] = @@ -806,10 +806,10 @@ void RB_DrawSun( float scale, shader_t *shader ) { //qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]); { // FIXME: this could be a lot cleaner - matrix_t translation, modelview; + mat4_t translation, modelview; - Matrix16Translation( backEnd.viewParms.or.origin, translation ); - Matrix16Multiply( backEnd.viewParms.world.modelMatrix, translation, modelview ); + Mat4Translation( backEnd.viewParms.or.origin, translation ); + Mat4Multiply( backEnd.viewParms.world.modelMatrix, translation, modelview ); GL_SetModelviewMatrix( modelview ); } @@ -869,18 +869,18 @@ void RB_StageIteratorSky( void ) { // draw the outer skybox if ( tess.shader->sky.outerbox[0] && tess.shader->sky.outerbox[0] != tr.defaultImage ) { - matrix_t oldmodelview; + mat4_t oldmodelview; GL_State( 0 ); //qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]); { // FIXME: this could be a lot cleaner - matrix_t trans, product; + mat4_t trans, product; - Matrix16Copy( glState.modelview, oldmodelview ); - Matrix16Translation( backEnd.viewParms.or.origin, trans ); - Matrix16Multiply( glState.modelview, trans, product ); + Mat4Copy( glState.modelview, oldmodelview ); + Mat4Translation( backEnd.viewParms.or.origin, trans ); + Mat4Multiply( glState.modelview, trans, product ); GL_SetModelviewMatrix( product ); } diff --git a/code/renderergl2/tr_surface.c b/code/renderergl2/tr_surface.c index 8978519c..56c10dad 100644 --- a/code/renderergl2/tr_surface.c +++ b/code/renderergl2/tr_surface.c @@ -243,7 +243,7 @@ void RB_InstantQuad(vec4_t quadVerts[4]) 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); @@ -630,7 +630,7 @@ static void RB_SurfaceBeam( void ) GLSL_VertexAttribsState(ATTR_POSITION); GLSL_BindProgram(sp); - GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); GLSL_SetUniformVec4(sp, UNIFORM_COLOR, colorRed);