Shader code cleanup

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2017-01-27 23:19:04 -04:00
parent e360346c21
commit 470098b7e6
7 changed files with 91 additions and 80 deletions
+9 -9
View File
@@ -392,7 +392,7 @@ bool Shader::loadVolatile()
for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
{
const char *name = nullptr;
if (getConstant((VertexAttribID) i, name))
if (vertex::getConstant((VertexAttribID) i, name))
glBindAttribLocation(program, i, (const GLchar *) name);
}
@@ -419,7 +419,7 @@ bool Shader::loadVolatile()
for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
{
const char *name = nullptr;
if (getConstant(VertexAttribID(i), name))
if (vertex::getConstant(VertexAttribID(i), name))
builtinAttributes[i] = glGetAttribLocation(program, name);
else
builtinAttributes[i] = -1;
@@ -745,9 +745,9 @@ void Shader::setVideoTextures(ptrdiff_t ytexture, ptrdiff_t cbtexture, ptrdiff_t
if (videoTextureUnits[0] == 0)
{
const BuiltinUniform builtins[3] = {
BUILTIN_VIDEO_Y_CHANNEL,
BUILTIN_VIDEO_CB_CHANNEL,
BUILTIN_VIDEO_CR_CHANNEL,
BUILTIN_TEXTURE_VIDEO_Y,
BUILTIN_TEXTURE_VIDEO_CB,
BUILTIN_TEXTURE_VIDEO_CR,
};
for (int i = 0; i < 3; i++)
@@ -857,14 +857,14 @@ void Shader::updateBuiltinUniforms()
// Only upload the matrices if they've changed.
if (memcmp(curxform.getElements(), lastTransformMatrix.getElements(), sizeof(float) * 16) != 0)
{
GLint location = builtinUniforms[BUILTIN_TRANSFORM_MATRIX];
GLint location = builtinUniforms[BUILTIN_MATRIX_TRANSFORM];
if (location >= 0)
glUniformMatrix4fv(location, 1, GL_FALSE, curxform.getElements());
// Also upload the re-calculated normal matrix, if possible. The normal
// matrix is the transpose of the inverse of the rotation portion
// (top-left 3x3) of the transform matrix.
location = builtinUniforms[BUILTIN_NORMAL_MATRIX];
location = builtinUniforms[BUILTIN_MATRIX_NORMAL];
if (location >= 0)
{
Matrix3 normalmatrix = Matrix3(curxform).transposedInverse();
@@ -877,7 +877,7 @@ void Shader::updateBuiltinUniforms()
if (memcmp(curproj.getElements(), lastProjectionMatrix.getElements(), sizeof(float) * 16) != 0)
{
GLint location = builtinUniforms[BUILTIN_PROJECTION_MATRIX];
GLint location = builtinUniforms[BUILTIN_MATRIX_PROJECTION];
if (location >= 0)
glUniformMatrix4fv(location, 1, GL_FALSE, curproj.getElements());
@@ -887,7 +887,7 @@ void Shader::updateBuiltinUniforms()
if (tpmatrixneedsupdate)
{
GLint location = builtinUniforms[BUILTIN_TRANSFORM_PROJECTION_MATRIX];
GLint location = builtinUniforms[BUILTIN_MATRIX_TRANSFORM_PROJECTION];
if (location >= 0)
{
Matrix4 tp_matrix(curproj, curxform);