- moved the matrix code out of 'gl' because the model code also needs it.
This commit is contained in:
parent
637a9dff9b
commit
836970f012
18 changed files with 129 additions and 138 deletions
|
|
@ -50,6 +50,11 @@ CVAR(Bool, gl_bandedswlight, false, CVAR_ARCHIVE)
|
|||
static VSMatrix identityMatrix(1);
|
||||
TArray<VSMatrix> gl_MatrixStack;
|
||||
|
||||
static void matrixToGL(const VSMatrix &mat, int loc)
|
||||
{
|
||||
glUniformMatrix4fv(loc, 1, false, (float*)&mat);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
|
@ -273,28 +278,28 @@ bool FRenderState::ApplyShader()
|
|||
}
|
||||
if (mTextureMatrixEnabled)
|
||||
{
|
||||
mTextureMatrix.matrixToGL(activeShader->texturematrix_index);
|
||||
matrixToGL(mTextureMatrix, activeShader->texturematrix_index);
|
||||
activeShader->currentTextureMatrixState = true;
|
||||
}
|
||||
else if (activeShader->currentTextureMatrixState)
|
||||
{
|
||||
activeShader->currentTextureMatrixState = false;
|
||||
identityMatrix.matrixToGL(activeShader->texturematrix_index);
|
||||
matrixToGL(identityMatrix, activeShader->texturematrix_index);
|
||||
}
|
||||
|
||||
if (mModelMatrixEnabled)
|
||||
{
|
||||
mModelMatrix.matrixToGL(activeShader->modelmatrix_index);
|
||||
matrixToGL(mModelMatrix, activeShader->modelmatrix_index);
|
||||
VSMatrix norm;
|
||||
norm.computeNormalMatrix(mModelMatrix);
|
||||
norm.matrixToGL(activeShader->normalmodelmatrix_index);
|
||||
matrixToGL(norm, activeShader->normalmodelmatrix_index);
|
||||
activeShader->currentModelMatrixState = true;
|
||||
}
|
||||
else if (activeShader->currentModelMatrixState)
|
||||
{
|
||||
activeShader->currentModelMatrixState = false;
|
||||
identityMatrix.matrixToGL(activeShader->modelmatrix_index);
|
||||
identityMatrix.matrixToGL(activeShader->normalmodelmatrix_index);
|
||||
matrixToGL(identityMatrix, activeShader->modelmatrix_index);
|
||||
matrixToGL(identityMatrix, activeShader->normalmodelmatrix_index);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue