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Matrix32 -> Transform2D
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@ -7853,7 +7853,7 @@ void RasterizerGLES2::_debug_draw_shadow(GLuint tex, const Rect2& p_rect) {
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Matrix32 modelview;
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Transform2D modelview;
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modelview.translate(p_rect.pos.x, p_rect.pos.y);
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canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, modelview);
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glBindTexture(GL_TEXTURE_2D,tex);
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@ -8071,8 +8071,8 @@ void RasterizerGLES2::canvas_begin() {
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canvas_transform.scale( Vector3( 2.0f / viewport.width, csy * -2.0f / viewport.height, 1.0f ) );
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canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
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canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,Matrix32());
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canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
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canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,Transform2D());
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canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
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canvas_opacity=1.0;
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canvas_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
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@ -8136,11 +8136,11 @@ void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {
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}
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void RasterizerGLES2::canvas_begin_rect(const Matrix32& p_transform) {
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void RasterizerGLES2::canvas_begin_rect(const Transform2D& p_transform) {
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canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,p_transform);
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canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
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canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
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}
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@ -8668,7 +8668,7 @@ void RasterizerGLES2::canvas_draw_polygon(int p_vertex_count, const int* p_indic
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};
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void RasterizerGLES2::canvas_set_transform(const Matrix32& p_transform) {
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void RasterizerGLES2::canvas_set_transform(const Transform2D& p_transform) {
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canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,p_transform);
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@ -8878,7 +8878,7 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) {
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return canvas_light_shadow_owner.make_rid(cls);
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}
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void RasterizerGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache) {
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void RasterizerGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache) {
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CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_buffer);
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ERR_FAIL_COND(!cls);
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@ -9603,7 +9603,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
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canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
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canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
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canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
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bool reclip=false;
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@ -9716,7 +9716,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
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}
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canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
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canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
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canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
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canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
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if (canvas_use_modulate)
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canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
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@ -9783,7 +9783,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
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}
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canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
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canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
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canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
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if (canvas_use_modulate)
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canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
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@ -1630,7 +1630,7 @@ public:
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virtual void canvas_set_opacity(float p_opacity);
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virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode);
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virtual void canvas_begin_rect(const Matrix32& p_transform);
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virtual void canvas_begin_rect(const Transform2D& p_transform);
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virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect);
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virtual void canvas_end_rect();
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virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width,bool p_antialiased);
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@ -1638,7 +1638,7 @@ public:
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virtual void canvas_draw_style_box(const Rect2& p_rect, const Rect2& p_src_region, RID p_texture,const float *p_margins, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1));
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virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width);
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virtual void canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor);
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virtual void canvas_set_transform(const Matrix32& p_transform);
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virtual void canvas_set_transform(const Transform2D& p_transform);
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virtual void canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light);
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virtual void canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow);
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@ -1647,7 +1647,7 @@ public:
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//buffer
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virtual RID canvas_light_shadow_buffer_create(int p_width);
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virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache);
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virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache);
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//occluder
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virtual RID canvas_light_occluder_create();
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@ -213,7 +213,7 @@ private:
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case Variant::MATRIX32: {
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Matrix32 tr=p_value;
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Transform2D tr=p_value;
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GLfloat matrix[16]={ /* build a 16x16 matrix */
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tr.elements[0][0],
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tr.elements[0][1],
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@ -1141,7 +1141,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const
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state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Matrix32());
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state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D());
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state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
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glBlendEquation(GL_FUNC_ADD);
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