Make variable names consistent between reign.v.glsl and reign_shadow.v.glsl

Pure refactoring, no behavior changes.
This commit is contained in:
kichikuou
2024-10-13 07:18:49 +09:00
parent a0a68a022c
commit 87b1e2abe2
3 changed files with 8 additions and 10 deletions
+4 -4
View File
@@ -14,7 +14,7 @@
* along with this program; if not, see <http://gnu.org/licenses/>.
*/
uniform mat4 world_transform;
uniform mat4 local_transform;
uniform mat4 view_transform;
const int MAX_BONES = 308; // see 3d_internal.h
@@ -29,7 +29,7 @@ in ivec4 vertex_bone_index;
in vec4 vertex_bone_weight;
void main() {
mat4 world_bone_transform = world_transform;
mat4 local_bone_transform = local_transform;
if (has_bones) {
mat4 bone_transform = mat4(0.f);
for (int i = 0; i < NR_WEIGHTS; i++) {
@@ -37,8 +37,8 @@ void main() {
bone_transform += bone_matrices[vertex_bone_index[i]] * vertex_bone_weight[i];
}
}
world_bone_transform *= bone_transform;
local_bone_transform *= bone_transform;
}
gl_Position = view_transform * world_bone_transform * vec4(vertex_pos, 1.0);
gl_Position = view_transform * local_bone_transform * vec4(vertex_pos, 1.0);
}
+1 -2
View File
@@ -108,7 +108,7 @@ struct shadow_renderer {
GLuint texture;
// Uniform variable locations
GLint world_transform;
GLint local_transform;
GLint view_transform;
GLint has_bones;
};
@@ -119,7 +119,6 @@ struct RE_renderer {
struct shadow_renderer shadow;
// Uniform variable locations
GLint world_transform;
GLint view_transform;
GLint texture;
GLint local_transform;
+3 -4
View File
@@ -99,7 +99,7 @@ static void init_shadow_renderer(struct shadow_renderer *sr)
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &orig_fbo);
sr->program = load_shader("shaders/reign_shadow.v.glsl", "shaders/reign_shadow.f.glsl");
sr->world_transform = glGetUniformLocation(sr->program, "world_transform");
sr->local_transform = glGetUniformLocation(sr->program, "local_transform");
sr->view_transform = glGetUniformLocation(sr->program, "view_transform");
sr->has_bones = glGetUniformLocation(sr->program, "has_bones");
GLuint bone_transforms = glGetUniformBlockIndex(sr->program, "BoneTransforms");
@@ -176,7 +176,6 @@ struct RE_renderer *RE_renderer_new(void)
struct RE_renderer *r = xcalloc(1, sizeof(struct RE_renderer));
r->program = load_shader("shaders/reign.v.glsl", "shaders/reign.f.glsl");
r->world_transform = glGetUniformLocation(r->program, "world_transform");
r->view_transform = glGetUniformLocation(r->program, "view_transform");
r->texture = glGetUniformLocation(r->program, "tex");
r->local_transform = glGetUniformLocation(r->program, "local_transform");
@@ -729,7 +728,7 @@ static void render_shadow_map(struct RE_plugin *plugin, mat4 light_space_transfo
} else {
glUniform1i(r->shadow.has_bones, GL_FALSE);
}
glUniformMatrix4fv(r->shadow.world_transform, 1, GL_FALSE, inst->local_transform[0]);
glUniformMatrix4fv(r->shadow.local_transform, 1, GL_FALSE, inst->local_transform[0]);
for (int j = 0; j < model->nr_meshes; j++) {
struct mesh *mesh = &model->meshes[j];
if (mesh->flags & MESH_NOMAKESHADOW)
@@ -975,7 +974,7 @@ struct height_detector *RE_renderer_create_height_detector(struct RE_renderer *r
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glClear(GL_DEPTH_BUFFER_BIT);
glUseProgram(r->shadow.program);
glUniformMatrix4fv(r->shadow.world_transform, 1, GL_FALSE, view_matrix[0]);
glUniformMatrix4fv(r->shadow.local_transform, 1, GL_FALSE, view_matrix[0]);
glUniformMatrix4fv(r->shadow.view_transform, 1, GL_FALSE, proj_matrix[0]);
glUniform1i(r->shadow.has_bones, GL_FALSE);