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https://github.com/AxioDL/PrimeWorldEditor.git
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Change CTransform4f to inherit from CMatrix4f
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@@ -142,7 +142,7 @@ void CDrawUtil::DrawCube(const CColor& Color)
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void CDrawUtil::DrawCube(const CVector3f& Position, const CColor& Color)
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{
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CGraphics::sMVPBlock.ModelMatrix = CTransform4f::TranslationMatrix(Position).ToMatrix4f();
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CGraphics::sMVPBlock.ModelMatrix = CTransform4f::TranslationMatrix(Position);
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CGraphics::UpdateMVPBlock();
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UseColorShader(Color);
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DrawCube();
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@@ -172,7 +172,7 @@ void CDrawUtil::DrawWireCube(const CAABox& kAABox, const CColor& kColor)
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CTransform4f Transform;
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Transform.Scale(kAABox.Size());
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Transform.Translate(kAABox.Center());
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CGraphics::sMVPBlock.ModelMatrix = Transform.ToMatrix4f();
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CGraphics::sMVPBlock.ModelMatrix = Transform;
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CGraphics::UpdateMVPBlock();
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UseColorShader(kColor);
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@@ -204,7 +204,7 @@ void CDrawUtil::DrawWireSphere(const CVector3f& Position, float Radius, const CC
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CTransform4f Transform;
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Transform.Scale(Radius);
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Transform.Translate(Position);
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CGraphics::sMVPBlock.ModelMatrix = Transform.ToMatrix4f();
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CGraphics::sMVPBlock.ModelMatrix = Transform;
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CGraphics::UpdateMVPBlock();
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// Set other render params
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@@ -223,7 +223,7 @@ void CDrawUtil::DrawBillboard(CTexture* pTexture, const CVector3f& Position, con
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Init();
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// Create translation-only model matrix
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CGraphics::sMVPBlock.ModelMatrix = CTransform4f::TranslationMatrix(Position).ToMatrix4f();
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CGraphics::sMVPBlock.ModelMatrix = CTransform4f::TranslationMatrix(Position);
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CGraphics::UpdateMVPBlock();
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// Set uniforms
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@@ -252,7 +252,7 @@ void CDrawUtil::DrawLightBillboard(ELightType Type, const CColor& LightColor, co
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Init();
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// Create translation-only model matrix
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CGraphics::sMVPBlock.ModelMatrix = CTransform4f::TranslationMatrix(Position).ToMatrix4f();
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CGraphics::sMVPBlock.ModelMatrix = CTransform4f::TranslationMatrix(Position);
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CGraphics::UpdateMVPBlock();
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// Set uniforms
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@@ -46,7 +46,7 @@ void CRenderBucket::Sort(CCamera* pCamera)
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float Intensity = 1.f - (Dot / 50.f);
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CColor CubeColor(Intensity, Intensity, Intensity, 1.f);
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CGraphics::sMVPBlock.ModelMatrix = CTransform4f::TranslationMatrix(Point).ToMatrix4f();
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CGraphics::sMVPBlock.ModelMatrix = CTransform4f::TranslationMatrix(Point);
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CGraphics::UpdateMVPBlock();
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CDrawUtil::DrawCube(CubeColor);
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}
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@@ -190,7 +190,7 @@ void CRenderer::RenderBloom()
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{
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CDrawUtil::UseTextureShader(skTintColors[iPass]);
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CVector3f Translate(skHOffset[iPass] * BloomHScale, 0.f, 0.f);
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CGraphics::sMVPBlock.ModelMatrix = CTransform4f::TranslationMatrix(Translate).ToMatrix4f();
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CGraphics::sMVPBlock.ModelMatrix = CTransform4f::TranslationMatrix(Translate);
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CGraphics::UpdateMVPBlock();
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glBlendFunc(GL_ONE, GL_ONE);
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CDrawUtil::DrawSquare();
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@@ -210,7 +210,7 @@ void CRenderer::RenderBloom()
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{
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CDrawUtil::UseTextureShader(skTintColors[iPass]);
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CVector3f Translate(0.f, skVOffset[iPass] * BloomVScale, 0.f);
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CGraphics::sMVPBlock.ModelMatrix = CTransform4f::TranslationMatrix(Translate).ToMatrix4f();
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CGraphics::sMVPBlock.ModelMatrix = CTransform4f::TranslationMatrix(Translate);
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CGraphics::UpdateMVPBlock();
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glBlendFunc(GL_ONE, GL_ONE);
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CDrawUtil::DrawSquare();
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@@ -101,7 +101,6 @@ CVector2f CFont::RenderString(const TString& rkString, CRenderer* /*pRenderer*/,
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GlyphTransform.Scale(CVector3f((float) pGlyph->Width / 2, (float) pGlyph->Height, 1.f));
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GlyphTransform.Scale(Scale);
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GlyphTransform.Translate(CVector3f(XTrans, YTrans, 0.f));
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CMatrix4f Glyph4f = GlyphTransform.ToMatrix4f();
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// Get glyph layer
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u8 GlyphLayer = pGlyph->RGBAChannel;
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@@ -109,7 +108,7 @@ CVector2f CFont::RenderString(const TString& rkString, CRenderer* /*pRenderer*/,
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else if (mTextureFormat == 8) GlyphLayer = 3;
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// Load shader uniforms, buffer texture
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glUniformMatrix4fv(ModelMtxLoc, 1, GL_FALSE, (GLfloat*) &Glyph4f);
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glUniformMatrix4fv(ModelMtxLoc, 1, GL_FALSE, (GLfloat*) &GlyphTransform);
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smGlyphVertices.BufferAttrib(eTex0, &pGlyph->TexCoords);
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// Draw fill
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@@ -84,7 +84,7 @@ void CSkeleton::Draw(FRenderOptions /*Options*/)
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CTransform4f Transform;
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Transform.Scale(0.025f);
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Transform.Translate(pBone->AbsolutePosition());
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CGraphics::sMVPBlock.ModelMatrix = Transform.ToMatrix4f();
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CGraphics::sMVPBlock.ModelMatrix = Transform;
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CGraphics::UpdateMVPBlock();
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CDrawUtil::DrawSphere(CColor::skWhite);
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@@ -124,7 +124,7 @@ void CSceneNode::SetInheritance(bool InheritPos, bool InheritRot, bool InheritSc
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void CSceneNode::LoadModelMatrix()
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{
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CGraphics::sMVPBlock.ModelMatrix = Transform().ToMatrix4f();
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CGraphics::sMVPBlock.ModelMatrix = Transform();
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CGraphics::UpdateMVPBlock();
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}
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@@ -242,7 +242,7 @@ void CScriptNode::DrawSelection()
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CTransform4f Transform;
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Transform.Rotate(AbsoluteRotation());
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Transform.Translate(AbsolutePosition());
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CGraphics::sMVPBlock.ModelMatrix = Transform.ToMatrix4f();
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CGraphics::sMVPBlock.ModelMatrix = Transform;
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CGraphics::UpdateMVPBlock();
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CGraphics::sPixelBlock.TintColor = CColor::skWhite;
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