diff options
Diffstat (limited to 'src/renderer/painter.cpp')
-rw-r--r-- | src/renderer/painter.cpp | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/src/renderer/painter.cpp b/src/renderer/painter.cpp index f3e265c69b..6c35db8c32 100644 --- a/src/renderer/painter.cpp +++ b/src/renderer/painter.cpp @@ -107,28 +107,28 @@ void Painter::teardown() { void Painter::changeMatrix(const Tile::Ptr& tile) { // Initialize projection matrix - float projMatrix[16]; - mat4::ortho(projMatrix, 0, transform.width, transform.height, 0, 1, 10); + mat4 projMatrix; + matrix::ortho(projMatrix, 0, transform.width, transform.height, 0, 1, 10); // The position matrix. transform.matrixFor(matrix, tile->id); - mat4::multiply(matrix, projMatrix, matrix); + matrix::multiply(matrix, projMatrix, matrix); // The extrusion matrix. - mat4::identity(exMatrix); - mat4::multiply(exMatrix, projMatrix, exMatrix); - mat4::rotate_z(exMatrix, exMatrix, transform.getAngle()); + matrix::identity(exMatrix); + matrix::multiply(exMatrix, projMatrix, exMatrix); + matrix::rotate_z(exMatrix, exMatrix, transform.getAngle()); // The native matrix is a 1:1 matrix that paints the coordinates at the // same screen position as the vertex specifies. - mat4::identity(nativeMatrix); - mat4::translate(nativeMatrix, nativeMatrix, 0, 0, -1); - mat4::multiply(nativeMatrix, projMatrix, nativeMatrix); + matrix::identity(nativeMatrix); + matrix::translate(nativeMatrix, nativeMatrix, 0, 0, -1); + matrix::multiply(nativeMatrix, projMatrix, nativeMatrix); } void Painter::drawClippingMask() { switchShader(plainShader); - glUniformMatrix4fv(plainShader->u_matrix, 1, GL_FALSE, matrix); + glUniformMatrix4fv(plainShader->u_matrix, 1, GL_FALSE, matrix.data()); glColorMask(false, false, false, false); @@ -251,7 +251,7 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name) { // Draw the actual triangle fan into the stencil buffer. switchShader(fillShader); - glUniformMatrix4fv(fillShader->u_matrix, 1, GL_FALSE, matrix); + glUniformMatrix4fv(fillShader->u_matrix, 1, GL_FALSE, matrix.data()); // Draw all groups bucket.drawElements(fillShader->a_pos); @@ -269,7 +269,7 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name) { // below, we have to draw the outline first (!) if (properties.antialias) { switchShader(outlineShader); - glUniformMatrix4fv(outlineShader->u_matrix, 1, GL_FALSE, matrix); + glUniformMatrix4fv(outlineShader->u_matrix, 1, GL_FALSE, matrix.data()); glLineWidth(2); if (properties.stroke_color != properties.fill_color) { @@ -321,7 +321,7 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name) { } else { // Draw filling rectangle. switchShader(fillShader); - glUniformMatrix4fv(fillShader->u_matrix, 1, GL_FALSE, matrix); + glUniformMatrix4fv(fillShader->u_matrix, 1, GL_FALSE, matrix.data()); glUniform4fv(fillShader->u_color, 1, fill_color.data()); } @@ -374,8 +374,8 @@ void Painter::renderLine(LineBucket& bucket, const std::string& layer_name) { } else { switchShader(lineShader); - glUniformMatrix4fv(lineShader->u_matrix, 1, GL_FALSE, matrix); - glUniformMatrix4fv(lineShader->u_exmatrix, 1, GL_FALSE, exMatrix); + glUniformMatrix4fv(lineShader->u_matrix, 1, GL_FALSE, matrix.data()); + glUniformMatrix4fv(lineShader->u_exmatrix, 1, GL_FALSE, exMatrix.data()); // glUniform2fv(painter.lineShader.u_dasharray, properties.dasharray || [1, -1]); glUniform2f(lineShader->u_dasharray, 1, -1); } @@ -421,7 +421,7 @@ void Painter::renderDebug(const Tile::Ptr& tile) { // draw tile outline switchShader(plainShader); - glUniformMatrix4fv(plainShader->u_matrix, 1, GL_FALSE, matrix); + glUniformMatrix4fv(plainShader->u_matrix, 1, GL_FALSE, matrix.data()); glBindBuffer(GL_ARRAY_BUFFER, tile_border_buffer); glVertexAttribPointer(plainShader->a_pos, 2, GL_SHORT, false, 0, BUFFER_OFFSET(0)); glUniform4f(plainShader->u_color, 1.0f, 1.0f, 1.0f, 1.0f); @@ -430,7 +430,7 @@ void Painter::renderDebug(const Tile::Ptr& tile) { // draw debug info switchShader(plainShader); - glUniformMatrix4fv(plainShader->u_matrix, 1, GL_FALSE, matrix); + glUniformMatrix4fv(plainShader->u_matrix, 1, GL_FALSE, matrix.data()); tile->debugFontBuffer->bind(); glVertexAttribPointer(plainShader->a_pos, 2, GL_SHORT, GL_FALSE, 0, BUFFER_OFFSET(0)); glUniform4f(plainShader->u_color, 1.0f, 1.0f, 1.0f, 1.0f); @@ -448,7 +448,7 @@ void Painter::renderMatte() { glDisable(GL_STENCIL_TEST); switchShader(fillShader); - glUniformMatrix4fv(fillShader->u_matrix, 1, GL_FALSE, nativeMatrix); + glUniformMatrix4fv(fillShader->u_matrix, 1, GL_FALSE, nativeMatrix.data()); Color white = {{ 1, 1, 1, 1 }}; @@ -463,7 +463,7 @@ void Painter::renderMatte() { void Painter::renderBackground() { switchShader(fillShader); - glUniformMatrix4fv(fillShader->u_matrix, 1, GL_FALSE, matrix); + glUniformMatrix4fv(fillShader->u_matrix, 1, GL_FALSE, matrix.data()); Color white = {{ 1, 1, 1, 1 }}; |