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Diffstat (limited to 'src/renderer/painter.cpp')
-rw-r--r--src/renderer/painter.cpp38
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 }};