mirror of
https://github.com/nunuhara/xsystem4.git
synced 2026-10-05 21:37:59 +03:00
Make variable names consistent between reign.v.glsl and reign_shadow.v.glsl
Pure refactoring, no behavior changes.
This commit is contained in:
@@ -14,7 +14,7 @@
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* along with this program; if not, see <http://gnu.org/licenses/>.
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*/
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uniform mat4 world_transform;
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uniform mat4 local_transform;
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uniform mat4 view_transform;
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const int MAX_BONES = 308; // see 3d_internal.h
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@@ -29,7 +29,7 @@ in ivec4 vertex_bone_index;
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in vec4 vertex_bone_weight;
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void main() {
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mat4 world_bone_transform = world_transform;
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mat4 local_bone_transform = local_transform;
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if (has_bones) {
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mat4 bone_transform = mat4(0.f);
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for (int i = 0; i < NR_WEIGHTS; i++) {
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@@ -37,8 +37,8 @@ void main() {
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bone_transform += bone_matrices[vertex_bone_index[i]] * vertex_bone_weight[i];
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}
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}
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world_bone_transform *= bone_transform;
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local_bone_transform *= bone_transform;
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}
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gl_Position = view_transform * world_bone_transform * vec4(vertex_pos, 1.0);
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gl_Position = view_transform * local_bone_transform * vec4(vertex_pos, 1.0);
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}
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@@ -108,7 +108,7 @@ struct shadow_renderer {
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GLuint texture;
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// Uniform variable locations
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GLint world_transform;
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GLint local_transform;
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GLint view_transform;
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GLint has_bones;
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};
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@@ -119,7 +119,6 @@ struct RE_renderer {
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struct shadow_renderer shadow;
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// Uniform variable locations
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GLint world_transform;
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GLint view_transform;
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GLint texture;
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GLint local_transform;
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+3
-4
@@ -99,7 +99,7 @@ static void init_shadow_renderer(struct shadow_renderer *sr)
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &orig_fbo);
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sr->program = load_shader("shaders/reign_shadow.v.glsl", "shaders/reign_shadow.f.glsl");
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sr->world_transform = glGetUniformLocation(sr->program, "world_transform");
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sr->local_transform = glGetUniformLocation(sr->program, "local_transform");
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sr->view_transform = glGetUniformLocation(sr->program, "view_transform");
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sr->has_bones = glGetUniformLocation(sr->program, "has_bones");
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GLuint bone_transforms = glGetUniformBlockIndex(sr->program, "BoneTransforms");
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@@ -176,7 +176,6 @@ struct RE_renderer *RE_renderer_new(void)
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struct RE_renderer *r = xcalloc(1, sizeof(struct RE_renderer));
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r->program = load_shader("shaders/reign.v.glsl", "shaders/reign.f.glsl");
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r->world_transform = glGetUniformLocation(r->program, "world_transform");
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r->view_transform = glGetUniformLocation(r->program, "view_transform");
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r->texture = glGetUniformLocation(r->program, "tex");
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r->local_transform = glGetUniformLocation(r->program, "local_transform");
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@@ -729,7 +728,7 @@ static void render_shadow_map(struct RE_plugin *plugin, mat4 light_space_transfo
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} else {
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glUniform1i(r->shadow.has_bones, GL_FALSE);
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}
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glUniformMatrix4fv(r->shadow.world_transform, 1, GL_FALSE, inst->local_transform[0]);
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glUniformMatrix4fv(r->shadow.local_transform, 1, GL_FALSE, inst->local_transform[0]);
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for (int j = 0; j < model->nr_meshes; j++) {
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struct mesh *mesh = &model->meshes[j];
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if (mesh->flags & MESH_NOMAKESHADOW)
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@@ -975,7 +974,7 @@ struct height_detector *RE_renderer_create_height_detector(struct RE_renderer *r
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glClear(GL_DEPTH_BUFFER_BIT);
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glUseProgram(r->shadow.program);
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glUniformMatrix4fv(r->shadow.world_transform, 1, GL_FALSE, view_matrix[0]);
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glUniformMatrix4fv(r->shadow.local_transform, 1, GL_FALSE, view_matrix[0]);
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glUniformMatrix4fv(r->shadow.view_transform, 1, GL_FALSE, proj_matrix[0]);
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glUniform1i(r->shadow.has_bones, GL_FALSE);
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