mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-10 14:52:00 +00:00
Small progress
world is now rendering correctly, but.. - All items in world are rendering in the wrong place - no 2D still
This commit is contained in:
parent
71708ee91e
commit
e2a5472667
14 changed files with 57 additions and 97 deletions
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@ -56,10 +56,6 @@ uniform highp mat4 u_ModelMatrix;
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uniform vec4 u_BaseColor;
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uniform vec4 u_VertColor;
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#if defined(USE_MODELTRANSFORMMATRIX)
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uniform mat4 u_ModelTransformMatrix;
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#endif
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#if defined(USE_VERTEX_ANIMATION)
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uniform float u_VertexLerp;
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@ -202,11 +198,11 @@ void main()
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gl_Position = u_ProjectionMatrix * (u_ViewMatrices[gl_ViewID_OVR] * (u_ModelMatrix * vec4(position, 1.0)));
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#if defined(USE_MODELTRANSFORMMATRIX)
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position = (u_ModelTransformMatrix * vec4(position, 1.0)).xyz;
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normal = (u_ModelTransformMatrix * vec4(normal, 0.0)).xyz;
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#if defined(USE_MODELMATRIX)
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position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
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normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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tangent = (u_ModelTransformMatrix * vec4(tangent, 0.0)).xyz;
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tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
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#endif
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#endif
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@ -218,8 +214,8 @@ void main()
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vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
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#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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vec3 L = attr_LightDirection;
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#if defined(USE_MODELTRANSFORMMATRIX)
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L = (u_ModelTransformMatrix * vec4(L, 0.0)).xyz;
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#if defined(USE_MODELMATRIX)
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L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
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#endif
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#endif
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@ -272,9 +272,9 @@ void GL_SetProjectionMatrix(mat4_t matrix)
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Mat4Copy(matrix, glState.projection);
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}
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void GL_SetModelviewMatrix(mat4_t matrix)
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void GL_SetModelMatrix(mat4_t matrix)
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{
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Mat4Copy(matrix, glState.modelview);
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Mat4Copy(matrix, glState.modelMatrix);
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}
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@ -410,8 +410,7 @@ void RB_BeginDrawingView (void) {
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plane2[3] = DotProduct (plane, backEnd.viewParms.or.origin) - plane[3];
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#endif
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//TODO: This probably won't work at the moment!!
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GL_SetModelviewMatrix( s_flipMatrix );
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GL_SetModelMatrix( s_flipMatrix );
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}
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}
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@ -530,7 +529,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
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}
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GL_SetModelviewMatrix( backEnd.or.eyeViewMatrix[2] );
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GL_SetModelMatrix( backEnd.or.modelMatrix );
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//
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// change depthrange. Also change projection matrix so first person weapon does not look like coming
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@ -600,9 +599,9 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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if (glRefConfig.framebufferObject)
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FBO_Bind(fbo);
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// go back to the world modelview matrix
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// go back to the world model matrix
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GL_SetModelviewMatrix( backEnd.viewParms.world.eyeViewMatrix[2] );
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GL_SetModelMatrix( backEnd.viewParms.world.modelMatrix );
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#ifdef __ANDROID__
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glDepthRangef(0, 1);
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@ -654,7 +653,7 @@ void RB_SetGL2D (void) {
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Mat4Ortho(0, width, height, 0, 0, 1, matrix);
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GL_SetProjectionMatrix(matrix);
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Mat4Identity(matrix);
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GL_SetModelviewMatrix(matrix);
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GL_SetModelMatrix(matrix);
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GL_State( GLS_DEPTHTEST_DISABLE |
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GLS_SRCBLEND_SRC_ALPHA |
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@ -737,8 +736,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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GLSL_BindProgram(&tr.textureColorShader);
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GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELTRANSFORMMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELMATRIX, glState.modelview);
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GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELMATRIX, glState.modelMatrix);
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GLSL_BindBuffers(&tr.textureColorShader);
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GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite);
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@ -577,8 +577,7 @@ void FBO_BlitFromTexture(struct image_s *src, vec4_t inSrcTexCorners, vec2_t inS
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GLSL_BindProgram(shaderProgram);
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GLSL_SetUniformMat4(shaderProgram, UNIFORM_MODELTRANSFORMMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformMat4(shaderProgram, UNIFORM_MODELMATRIX, glState.modelview);
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GLSL_SetUniformMat4(shaderProgram, UNIFORM_MODELMATRIX, glState.modelMatrix);
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GLSL_BindBuffers(shaderProgram);
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GLSL_SetUniformVec4(shaderProgram, UNIFORM_COLOR, color);
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GLSL_SetUniformVec2(shaderProgram, UNIFORM_INVTEXRES, invTexRes);
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@ -472,7 +472,7 @@ void RB_RenderFlares (void) {
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flare_t *f;
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flare_t **prev;
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qboolean draw;
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mat4_t oldmodelview, oldprojection, matrix;
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mat4_t oldmodelmatrix, oldprojection, matrix;
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if ( !r_flares->integer ) {
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return;
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@ -527,9 +527,9 @@ void RB_RenderFlares (void) {
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}
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Mat4Copy(glState.projection, oldprojection);
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Mat4Copy(glState.modelview, oldmodelview);
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Mat4Copy(glState.modelMatrix, oldmodelmatrix);
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Mat4Identity(matrix);
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GL_SetModelviewMatrix(matrix);
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GL_SetModelMatrix(matrix);
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Mat4Ortho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth,
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backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight,
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-99999, 99999, matrix );
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@ -544,7 +544,7 @@ void RB_RenderFlares (void) {
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}
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GL_SetProjectionMatrix(oldprojection);
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GL_SetModelviewMatrix(oldmodelview);
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GL_SetModelMatrix(oldmodelmatrix);
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}
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@ -130,7 +130,6 @@ static uniformInfo_t uniformsInfo[] =
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{ "u_FogColorMask", GLSL_VEC4 },
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{ "u_ModelMatrix", GLSL_MAT16 },
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{ "u_ModelTransformMatrix", GLSL_MAT16 },
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{ "u_Time", GLSL_FLOAT },
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{ "u_VertexLerp" , GLSL_FLOAT },
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@ -1314,7 +1313,7 @@ void GLSL_InitGPUShaders(void)
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if (i & LIGHTDEF_ENTITY_VERTEX_ANIMATION)
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{
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Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n#define USE_MODELTRANSFORMMATRIX\n");
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Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n#define USE_MODELMATRIX\n");
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attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
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if (r_normalMapping->integer)
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@ -1324,7 +1323,7 @@ void GLSL_InitGPUShaders(void)
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}
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else if (i & LIGHTDEF_ENTITY_BONE_ANIMATION)
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{
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Q_strcat(extradefines, 1024, "#define USE_MODELTRANSFORMMATRIX\n");
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Q_strcat(extradefines, 1024, "#define USE_MODELMATRIX\n");
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Q_strcat(extradefines, 1024, va("#define USE_BONE_ANIMATION\n#define MAX_GLSL_BONES %d\n", glRefConfig.glslMaxAnimatedBones));
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attribs |= ATTR_BONE_INDEXES | ATTR_BONE_WEIGHTS;
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}
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@ -1677,7 +1676,7 @@ void GLSL_PrepareUniformBuffers(void)
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}
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//Set up the buffers that won't change this frame
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GLSL_ViewMatricesUniformBuffer(tr.viewParms.world.viewMatrix);
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GLSL_ViewMatricesUniformBuffer(tr.viewParms.world.eyeViewMatrix);
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}
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void GLSL_BindProgram(shaderProgram_t * program)
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@ -107,11 +107,8 @@ typedef struct {
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vec3_t origin; // in world coordinates
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vec3_t axis[3]; // orientation in world
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vec3_t viewOrigin; // viewParms->or.origin in local coordinates
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float transformMatrix[16];
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union {
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float modelMatrix[16];
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float eyeViewMatrix[3][16];
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float viewMatrix[48];
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};
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} orientationr_t;
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// Ensure this is >= the ATTR_INDEX_COUNT enum below
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@ -674,7 +671,6 @@ typedef enum
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UNIFORM_FOGCOLORMASK,
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UNIFORM_MODELMATRIX,
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UNIFORM_MODELTRANSFORMMATRIX,
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UNIFORM_TIME,
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UNIFORM_VERTEXLERP,
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@ -843,6 +839,7 @@ typedef struct {
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vec3_t visBounds[2];
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float zFar;
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float zNear;
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stereoFrame_t stereoFrame;
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} viewParms_t;
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typedef struct {
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@ -1390,7 +1387,7 @@ typedef struct {
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FBO_t *currentFBO;
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vao_t *currentVao;
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mat4_t modelview;
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mat4_t modelMatrix;
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mat4_t projection;
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} glstate_t;
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@ -1922,7 +1919,7 @@ void GL_CheckErrs( char *file, int line );
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#define GL_CheckErrors(...) GL_CheckErrs(__FILE__, __LINE__)
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void GL_State( unsigned long stateVector );
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void GL_SetProjectionMatrix(mat4_t matrix);
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void GL_SetModelviewMatrix(mat4_t matrix);
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void GL_SetModelMatrix(mat4_t matrix);
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void GL_Cull( int cullType );
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#define GLS_SRCBLEND_ZERO 0x00000001
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@ -536,7 +536,7 @@ void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms,
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glMatrix[11] = 0;
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glMatrix[15] = 1;
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Mat4Copy(glMatrix, or->transformMatrix);
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Mat4Copy(glMatrix, or->modelMatrix);
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for (int eye = 0; eye <= 2; ++eye) {
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myGlMultMatrix( glMatrix, viewParms->world.eyeViewMatrix[eye], or->eyeViewMatrix[eye] );
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}
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@ -616,6 +616,7 @@ void R_RotateForViewer (void)
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// convert from our coordinate system (looking down X)
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// to OpenGL's coordinate system (looking down -Z)
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Mat4Copy(viewerMatrix, tr.or.modelMatrix);
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myGlMultMatrix(viewerMatrix, s_flipMatrix, tr.or.eyeViewMatrix[eye]);
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}
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@ -114,8 +114,7 @@ static void DrawTris (shaderCommands_t *input) {
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GLSL_BindProgram(sp);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELTRANSFORMMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelview);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelMatrix);
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GLSL_BindBuffers(sp);
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VectorSet4(color, 1, 1, 1, 1);
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GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color);
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@ -354,8 +353,7 @@ static void ProjectDlightTexture( void ) {
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GLSL_BindProgram(sp);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELTRANSFORMMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelview);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelMatrix);
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GLSL_BindBuffers(sp);
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GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
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@ -695,8 +693,7 @@ static void ForwardDlight( void ) {
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GLSL_BindProgram(sp);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELTRANSFORMMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelview);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelMatrix);
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GLSL_BindBuffers(sp);
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GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
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GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.or.viewOrigin);
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@ -759,8 +756,7 @@ static void ForwardDlight( void ) {
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
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GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELTRANSFORMMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelview);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelMatrix);
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GLSL_BindBuffers(sp);
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if (pStage->bundle[TB_DIFFUSEMAP].image[0])
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@ -852,8 +848,7 @@ static void ProjectPshadowVBOGLSL( void ) {
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GLSL_BindProgram(sp);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELTRANSFORMMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelview);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelMatrix);
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GLSL_BindBuffers(sp);
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VectorCopy(origin, vector);
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@ -930,8 +925,7 @@ static void RB_FogPass( void ) {
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fog = tr.world->fogs + tess.fogNum;
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GLSL_SetUniformMat4(sp, UNIFORM_MODELTRANSFORMMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelview);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelMatrix);
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GLSL_BindBuffers(sp);
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GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
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@ -1106,8 +1100,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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GLSL_BindProgram(sp);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELTRANSFORMMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelview);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelMatrix);
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GLSL_BindBuffers(sp);
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GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
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GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.or.viewOrigin);
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@ -1224,8 +1217,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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}
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}
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GLSL_SetUniformMat4(sp, UNIFORM_MODELTRANSFORMMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelview);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelMatrix);
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GLSL_BindBuffers(sp);
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GLSL_SetUniformVec4(sp, UNIFORM_NORMALSCALE, pStage->normalScale);
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@ -1429,8 +1421,7 @@ static void RB_RenderShadowmap( shaderCommands_t *input )
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GLSL_BindProgram(sp);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELTRANSFORMMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelview);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelMatrix);
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GLSL_BindBuffers(sp);
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GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
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@ -417,30 +417,15 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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// FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
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RB_UpdateTessVao(ATTR_POSITION | ATTR_TEXCOORD);
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/*
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{
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shaderProgram_t *sp = &tr.textureColorShader;
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GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
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GLSL_BindProgram(sp);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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color[0] =
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color[1] =
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color[2] = tr.identityLight;
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color[3] = 1.0f;
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GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color);
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}
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*/
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{
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shaderProgram_t *sp = &tr.lightallShader[0];
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vec4_t vector;
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GLSL_BindProgram(sp);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELTRANSFORMMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelview);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelMatrix);
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GLSL_BindBuffers(sp);
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color[0] =
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@ -802,11 +787,11 @@ void RB_DrawSun( float scale, shader_t *shader ) {
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//qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
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{
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// FIXME: this could be a lot cleaner
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mat4_t translation, modelview;
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mat4_t translation, modelmatrix;
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Mat4Translation( backEnd.viewParms.or.origin, translation );
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Mat4Multiply( backEnd.viewParms.world.eyeViewMatrix[2], translation, modelview );
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GL_SetModelviewMatrix( modelview );
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Mat4Multiply( backEnd.viewParms.world.modelMatrix, translation, modelmatrix );
|
||||
GL_SetModelMatrix( modelmatrix );
|
||||
}
|
||||
|
||||
dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
|
||||
|
@ -883,16 +868,16 @@ void RB_StageIteratorSky( void ) {
|
|||
// FIXME: this could be a lot cleaner
|
||||
mat4_t trans, product;
|
||||
|
||||
Mat4Copy( glState.modelview, oldmodelview );
|
||||
Mat4Copy( glState.modelMatrix, oldmodelview );
|
||||
Mat4Translation( backEnd.viewParms.or.origin, trans );
|
||||
Mat4Multiply( glState.modelview, trans, product );
|
||||
GL_SetModelviewMatrix( product );
|
||||
Mat4Multiply( glState.modelMatrix, trans, product );
|
||||
GL_SetModelMatrix( product );
|
||||
|
||||
}
|
||||
|
||||
DrawSkyBox( tess.shader );
|
||||
|
||||
GL_SetModelviewMatrix( oldmodelview );
|
||||
GL_SetModelMatrix( oldmodelview );
|
||||
}
|
||||
|
||||
// generate the vertexes for all the clouds, which will be drawn
|
||||
|
|
|
@ -227,8 +227,7 @@ void RB_InstantQuad(vec4_t quadVerts[4])
|
|||
|
||||
GLSL_BindProgram(&tr.textureColorShader);
|
||||
|
||||
GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELTRANSFORMMATRIX, backEnd.or.transformMatrix);
|
||||
GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELMATRIX, glState.modelview);
|
||||
GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELMATRIX, glState.modelMatrix);
|
||||
GLSL_BindBuffers(&tr.textureColorShader);
|
||||
GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite);
|
||||
|
||||
|
@ -541,8 +540,7 @@ static void RB_SurfaceBeam( void )
|
|||
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMat4(sp, UNIFORM_MODELTRANSFORMMATRIX, backEnd.or.transformMatrix);
|
||||
GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelview);
|
||||
GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, glState.modelMatrix);
|
||||
GLSL_BindBuffers(sp);
|
||||
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_COLOR, colorRed);
|
||||
|
|
|
@ -136,7 +136,7 @@ public class MainActivity extends SDLActivity // implements KeyEvent.Callback
|
|||
|
||||
Log.d(TAG, "setting env");
|
||||
try {
|
||||
//commandLineParams += " +map q3dm6";
|
||||
commandLineParams += " +map q3dm7";
|
||||
setenv("commandline", commandLineParams, true);
|
||||
} catch (Exception e) {
|
||||
}
|
||||
|
|
|
@ -56,10 +56,6 @@ uniform highp mat4 u_ModelMatrix;
|
|||
uniform vec4 u_BaseColor;
|
||||
uniform vec4 u_VertColor;
|
||||
|
||||
#if defined(USE_MODELTRANSFORMMATRIX)
|
||||
uniform mat4 u_ModelTransformMatrix;
|
||||
#endif
|
||||
|
||||
|
||||
#if defined(USE_VERTEX_ANIMATION)
|
||||
uniform float u_VertexLerp;
|
||||
|
@ -202,11 +198,11 @@ void main()
|
|||
|
||||
gl_Position = u_ProjectionMatrix * (u_ViewMatrices[gl_ViewID_OVR] * (u_ModelMatrix * vec4(position, 1.0)));
|
||||
|
||||
#if defined(USE_MODELTRANSFORMMATRIX)
|
||||
position = (u_ModelTransformMatrix * vec4(position, 1.0)).xyz;
|
||||
normal = (u_ModelTransformMatrix * vec4(normal, 0.0)).xyz;
|
||||
#if defined(USE_MODELMATRIX)
|
||||
position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
|
||||
normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
|
||||
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
|
||||
tangent = (u_ModelTransformMatrix * vec4(tangent, 0.0)).xyz;
|
||||
tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
@ -218,8 +214,8 @@ void main()
|
|||
vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
|
||||
#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
|
||||
vec3 L = attr_LightDirection;
|
||||
#if defined(USE_MODELTRANSFORMMATRIX)
|
||||
L = (u_ModelTransformMatrix * vec4(L, 0.0)).xyz;
|
||||
#if defined(USE_MODELMATRIX)
|
||||
L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
|
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Reference in a new issue