Signed-off-by: Paul Gofman gofmanp@gmail.com --- v3: - rename multiply_vector_matrix() to wined3d_vec4_mat().
dlls/wined3d/glsl_shader.c | 25 ++++++------------------- dlls/wined3d/wined3d_private.h | 13 +++++++++++++ 2 files changed, 19 insertions(+), 19 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index f85fb5a3e1..a977fdf8f9 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1374,19 +1374,6 @@ static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_con checkGLcall("glUniform3fv"); }
-static void multiply_vector_matrix(struct wined3d_vec4 *dest, const struct wined3d_vec4 *src1, - const struct wined3d_matrix *src2) -{ - struct wined3d_vec4 temp; - - temp.x = (src1->x * src2->_11) + (src1->y * src2->_21) + (src1->z * src2->_31) + (src1->w * src2->_41); - temp.y = (src1->x * src2->_12) + (src1->y * src2->_22) + (src1->z * src2->_32) + (src1->w * src2->_42); - temp.z = (src1->x * src2->_13) + (src1->y * src2->_23) + (src1->z * src2->_33) + (src1->w * src2->_43); - temp.w = (src1->x * src2->_14) + (src1->y * src2->_24) + (src1->z * src2->_34) + (src1->w * src2->_44); - - *dest = temp; -} - static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *context, const struct wined3d_state *state, unsigned int light, const struct wined3d_light_info *light_info, struct glsl_shader_prog_link *prog) @@ -1402,7 +1389,7 @@ static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *c switch (light_info->OriginalParms.type) { case WINED3D_LIGHT_POINT: - multiply_vector_matrix(&vec4, &light_info->position, view); + wined3d_vec4_mat(&vec4, &light_info->position, view); GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x)); GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range)); GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0)); @@ -1411,10 +1398,10 @@ static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *c break;
case WINED3D_LIGHT_SPOT: - multiply_vector_matrix(&vec4, &light_info->position, view); + wined3d_vec4_mat(&vec4, &light_info->position, view); GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
- multiply_vector_matrix(&vec4, &light_info->direction, view); + wined3d_vec4_mat(&vec4, &light_info->direction, view); GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range)); @@ -1427,12 +1414,12 @@ static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *c break;
case WINED3D_LIGHT_DIRECTIONAL: - multiply_vector_matrix(&vec4, &light_info->direction, view); + wined3d_vec4_mat(&vec4, &light_info->direction, view); GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x)); break;
case WINED3D_LIGHT_PARALLELPOINT: - multiply_vector_matrix(&vec4, &light_info->position, view); + wined3d_vec4_mat(&vec4, &light_info->position, view); GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x)); break;
@@ -1505,7 +1492,7 @@ static void shader_glsl_clip_plane_uniform(const struct wined3d_context *context { invert_matrix(&matrix, &state->transforms[WINED3D_TS_VIEW]); transpose_matrix(&matrix, &matrix); - multiply_vector_matrix(&plane, &plane, &matrix); + wined3d_vec4_mat(&plane, &plane, &matrix); }
GL_EXTCALL(glUniform4fv(prog->vs.clip_planes_location + index, 1, &plane.x)); diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 716f5101c9..57f5e69edc 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -4882,6 +4882,19 @@ static inline void wined3d_get_mcs(enum wined3d_material_color_source *diffuse_s } }
+static inline void wined3d_vec4_mat(struct wined3d_vec4 *dest, const struct wined3d_vec4 *src1, + const struct wined3d_matrix *src2) +{ + struct wined3d_vec4 temp; + + temp.x = (src1->x * src2->_11) + (src1->y * src2->_21) + (src1->z * src2->_31) + (src1->w * src2->_41); + temp.y = (src1->x * src2->_12) + (src1->y * src2->_22) + (src1->z * src2->_32) + (src1->w * src2->_42); + temp.z = (src1->x * src2->_13) + (src1->y * src2->_23) + (src1->z * src2->_33) + (src1->w * src2->_43); + temp.w = (src1->x * src2->_14) + (src1->y * src2->_24) + (src1->z * src2->_34) + (src1->w * src2->_44); + + *dest = temp; +} + BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN;
void compute_normal_matrix(float *normal_matrix, BOOL legacy_lighting,