Renamed projModelviewMatrix to transform in all shaders

This commit is contained in:
andres
2013-02-05 16:06:57 -05:00
parent 48c5f66e5e
commit 39ea20a326
5 changed files with 16 additions and 49 deletions
@@ -6470,15 +6470,11 @@ public class PGraphicsOpenGL extends PGraphics {
protected class BaseShader extends PShader {
protected int projmodelviewMatrixLoc;
protected int transformMatrixLoc;
protected int modelviewMatrixLoc;
protected int projectionMatrixLoc;
protected int pframeSamplerLoc;
protected int resolutionLoc;
protected int bufferSamplerLoc;
protected int viewportLoc;
protected int mouseLoc;
protected int pmouseLoc;
protected int timeLoc;
public BaseShader(PApplet parent) {
super(parent);
@@ -6494,22 +6490,16 @@ public class PGraphicsOpenGL extends PGraphics {
@Override
public void loadUniforms() {
projmodelviewMatrixLoc = getUniformLoc("projmodelviewMatrix");
transformMatrixLoc = getUniformLoc("transform");
modelviewMatrixLoc = getUniformLoc("modelviewMatrix");
projectionMatrixLoc = getUniformLoc("projectionMatrix");
resolutionLoc = getUniformLoc("resolution");
viewportLoc = getUniformLoc("viewport");
mouseLoc = getUniformLoc("mouse");
pmouseLoc = getUniformLoc("pmouse");
timeLoc = getUniformLoc("time");
pframeSamplerLoc = getUniformLoc("pframeSampler");
bufferSamplerLoc = getUniformLoc("buffer");
}
@Override
public void unbind() {
if (-1 < pframeSamplerLoc) {
if (-1 < bufferSamplerLoc) {
pgl.needFBOLayer();
pgl.activeTexture(PGL.TEXTURE0 + lastTexUnit);
pgCurrent.unbindBackTexture();
@@ -6522,9 +6512,9 @@ public class PGraphicsOpenGL extends PGraphics {
}
protected void setCommonUniforms() {
if (-1 < projmodelviewMatrixLoc) {
if (-1 < transformMatrixLoc) {
pgCurrent.updateGLProjmodelview();
setUniformMatrix(projmodelviewMatrixLoc, pgCurrent.glProjmodelview);
setUniformMatrix(transformMatrixLoc, pgCurrent.glProjmodelview);
}
if (-1 < modelviewMatrixLoc) {
@@ -6537,12 +6527,6 @@ public class PGraphicsOpenGL extends PGraphics {
setUniformMatrix(projectionMatrixLoc, pgCurrent.glProjection);
}
if (1 < resolutionLoc) {
float w = pgCurrent.width;
float h = pgCurrent.height;
setUniformValue(resolutionLoc, w, h);
}
if (-1 < viewportLoc) {
float x = pgCurrent.viewport.get(0);
float y = pgCurrent.viewport.get(1);
@@ -6551,25 +6535,8 @@ public class PGraphicsOpenGL extends PGraphics {
setUniformValue(viewportLoc, x, y, w, h);
}
if (-1 < mouseLoc) {
float mx = pgCurrent.parent.mouseX;
float my = pgCurrent.parent.height - pgCurrent.parent.mouseY;
setUniformValue(mouseLoc, mx, my);
}
if (-1 < pmouseLoc) {
float pmx = pgCurrent.parent.pmouseX;
float pmy = pgCurrent.parent.height - pgCurrent.parent.pmouseY;
setUniformValue(pmouseLoc, pmx, pmy);
}
if (-1 < timeLoc) {
float sec = pgCurrent.parent.millis() / 1000.0f;
setUniformValue(timeLoc, sec);
}
if (-1 < pframeSamplerLoc) {
setUniformValue(pframeSamplerLoc, lastTexUnit);
if (-1 < bufferSamplerLoc) {
setUniformValue(bufferSamplerLoc, lastTexUnit);
pgl.activeTexture(PGL.TEXTURE0 + lastTexUnit);
pgCurrent.bindBackTexture();
}
@@ -18,7 +18,7 @@
Boston, MA 02111-1307 USA
*/
uniform mat4 projmodelviewMatrix;
uniform mat4 transform;
attribute vec4 inVertex;
attribute vec4 inColor;
@@ -26,7 +26,7 @@ attribute vec4 inColor;
varying vec4 vertColor;
void main() {
gl_Position = projmodelviewMatrix * inVertex;
gl_Position = transform * inVertex;
vertColor = inColor;
}
@@ -19,7 +19,7 @@
*/
uniform mat4 modelviewMatrix;
uniform mat4 projmodelviewMatrix;
uniform mat4 transform;
uniform mat3 normalMatrix;
uniform int lightCount;
@@ -73,7 +73,7 @@ float blinnPhongFactor(vec3 lightDir, vec3 vertPos, vec3 vecNormal, float shine)
void main() {
// Vertex in clip coordinates
gl_Position = projmodelviewMatrix * inVertex;
gl_Position = transform * inVertex;
// Vertex in eye coordinates
vec3 ecVertex = vec3(modelviewMatrix * inVertex);
@@ -18,7 +18,7 @@
Boston, MA 02111-1307 USA
*/
uniform mat4 projmodelviewMatrix;
uniform mat4 transform;
uniform mat4 texcoordMatrix;
attribute vec4 inVertex;
@@ -29,7 +29,7 @@ varying vec4 vertColor;
varying vec4 vertTexcoord;
void main() {
gl_Position = projmodelviewMatrix * inVertex;
gl_Position = transform * inVertex;
vertColor = inColor;
vertTexcoord = texcoordMatrix * vec4(inTexcoord, 1.0, 1.0);
@@ -19,7 +19,7 @@
*/
uniform mat4 modelviewMatrix;
uniform mat4 projmodelviewMatrix;
uniform mat4 transform;
uniform mat3 normalMatrix;
uniform mat4 texcoordMatrix;