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Merge pull request #7513 from djrm/compilation_fix

Matrix32 -> Transform2D
Rémi Verschelde 8 年之前
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a540e15cd1

+ 10 - 10
drivers/gles2/rasterizer_gles2.cpp

@@ -7855,7 +7855,7 @@ void RasterizerGLES2::_debug_draw_shadow(GLuint tex, const Rect2& p_rect) {
 
 
 
-	Matrix32 modelview;
+	Transform2D modelview;
 	modelview.translate(p_rect.pos.x, p_rect.pos.y);
 	canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, modelview);
 	glBindTexture(GL_TEXTURE_2D,tex);
@@ -8073,8 +8073,8 @@ void RasterizerGLES2::canvas_begin() {
 
 	canvas_transform.scale( Vector3( 2.0f / viewport.width, csy * -2.0f / viewport.height, 1.0f ) );
 	canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
-	canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,Matrix32());
-	canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
+	canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,Transform2D());
+	canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
 
 	canvas_opacity=1.0;
 	canvas_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
@@ -8138,11 +8138,11 @@ void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {
 }
 
 
-void RasterizerGLES2::canvas_begin_rect(const Matrix32& p_transform) {
+void RasterizerGLES2::canvas_begin_rect(const Transform2D& p_transform) {
 
 
 	canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,p_transform);
-	canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
+	canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
 
 }
 
@@ -8670,7 +8670,7 @@ void RasterizerGLES2::canvas_draw_polygon(int p_vertex_count, const int* p_indic
 };
 
 
-void RasterizerGLES2::canvas_set_transform(const Matrix32& p_transform) {
+void RasterizerGLES2::canvas_set_transform(const Transform2D& p_transform) {
 
 	canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,p_transform);
 
@@ -8880,7 +8880,7 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) {
 	return canvas_light_shadow_owner.make_rid(cls);
 }
 
-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) {
+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) {
 
 	CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_buffer);
 	ERR_FAIL_COND(!cls);
@@ -9602,7 +9602,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
 
 
 		canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
-		canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
+		canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
 
 
 		bool reclip=false;
@@ -9715,7 +9715,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
 						}
 
 						canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
-						canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
+						canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
 						canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
 						if (canvas_use_modulate)
 							canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
@@ -9782,7 +9782,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const
 				}
 
 				canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
-				canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
+				canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
 				if (canvas_use_modulate)
 					canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
 

+ 3 - 3
drivers/gles2/rasterizer_gles2.h

@@ -1630,7 +1630,7 @@ public:
 
 	virtual void canvas_set_opacity(float p_opacity);
 	virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode);
-	virtual void canvas_begin_rect(const Matrix32& p_transform);
+	virtual void canvas_begin_rect(const Transform2D& p_transform);
 	virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect);
 	virtual void canvas_end_rect();
 	virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width,bool p_antialiased);
@@ -1638,7 +1638,7 @@ public:
 	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));
 	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);
 	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);
-	virtual void canvas_set_transform(const Matrix32& p_transform);
+	virtual void canvas_set_transform(const Transform2D& p_transform);
 
 	virtual void canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light);
 	virtual void canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow);
@@ -1647,7 +1647,7 @@ public:
 
 	//buffer
 	virtual RID canvas_light_shadow_buffer_create(int p_width);
-	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);
+	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);
 
 	//occluder
 	virtual RID canvas_light_occluder_create();

+ 1 - 1
drivers/gles2/shader_gles2.h

@@ -213,7 +213,7 @@ private:
 
 		case Variant::MATRIX32: {
 
-			Matrix32 tr=p_value;
+			Transform2D tr=p_value;
 			GLfloat matrix[16]={ /* build a 16x16 matrix */
 				tr.elements[0][0],
 				tr.elements[0][1],

+ 1 - 1
drivers/gles3/rasterizer_canvas_gles3.cpp

@@ -1138,7 +1138,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const
 
 
 				state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
-				state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Matrix32());
+				state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D());
 				state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
 
 				glBlendEquation(GL_FUNC_ADD);