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Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c46
1 files changed, 23 insertions, 23 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 0650a0bfa19..3da83d557a3 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -54,7 +54,7 @@
#include "BKE_texture.h"
#include "BKE_utildefines.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "GPU_extensions.h"
@@ -290,7 +290,7 @@ void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float v
GPU_shader_uniform_vector(shader, material->obmatloc, 16, 1, (float*)obmat);
}
if(material->builtins & GPU_INVERSE_OBJECT_MATRIX) {
- Mat4Invert(invmat, obmat);
+ invert_m4_m4(invmat, obmat);
GPU_shader_uniform_vector(shader, material->invobmatloc, 16, 1, (float*)invmat);
}
if(material->builtins & GPU_OBCOLOR) {
@@ -305,20 +305,20 @@ void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float v
if(material->dynproperty & DYN_LAMP_VEC) {
VECCOPY(lamp->dynvec, lamp->vec);
- Normalize(lamp->dynvec);
- VecNegf(lamp->dynvec);
- Mat4Mul3Vecfl(viewmat, lamp->dynvec);
+ normalize_v3(lamp->dynvec);
+ negate_v3(lamp->dynvec);
+ mul_mat3_m4_v3(viewmat, lamp->dynvec);
}
if(material->dynproperty & DYN_LAMP_CO) {
VECCOPY(lamp->dynco, lamp->co);
- Mat4MulVecfl(viewmat, lamp->dynco);
+ mul_m4_v3(viewmat, lamp->dynco);
}
if(material->dynproperty & DYN_LAMP_IMAT)
- Mat4MulMat4(lamp->dynimat, viewinv, lamp->imat);
+ mul_m4_m4m4(lamp->dynimat, viewinv, lamp->imat);
if(material->dynproperty & DYN_LAMP_PERSMAT)
- Mat4MulMat4(lamp->dynpersmat, viewinv, lamp->persmat);
+ mul_m4_m4m4(lamp->dynpersmat, viewinv, lamp->persmat);
}
GPU_pass_update_uniforms(material->pass);
@@ -782,7 +782,7 @@ static void material_lights(GPUShadeInput *shi, GPUShadeResult *shr)
Object *ob = dob->ob;
if(ob->type==OB_LAMP) {
- Mat4CpyMat4(ob->obmat, dob->mat);
+ copy_m4_m4(ob->obmat, dob->mat);
lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob, base->object);
if(lamp)
@@ -1318,13 +1318,13 @@ void GPU_lamp_update(GPULamp *lamp, int lay, float obmat[][4])
lamp->lay = lay;
- Mat4CpyMat4(mat, obmat);
- Mat4Ortho(mat);
+ copy_m4_m4(mat, obmat);
+ normalize_m4(mat);
VECCOPY(lamp->vec, mat[2]);
VECCOPY(lamp->co, mat[3]);
- Mat4CpyMat4(lamp->obmat, mat);
- Mat4Invert(lamp->imat, mat);
+ copy_m4_m4(lamp->obmat, mat);
+ invert_m4_m4(lamp->imat, mat);
}
void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy)
@@ -1388,7 +1388,7 @@ static void gpu_lamp_from_blender(Scene *scene, Object *ob, Object *par, Lamp *l
pixsize= (lamp->d)/temp;
wsize= pixsize*0.5f*lamp->size;
- i_window(-wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend, lamp->winmat);
+ perspective_m4( lamp->winmat,-wsize, wsize, -wsize, wsize, lamp->d, lamp->clipend);
}
static void gpu_lamp_shadow_free(GPULamp *lamp)
@@ -1489,16 +1489,16 @@ void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[][4], int *winsize
float rangemat[4][4], persmat[4][4];
/* initshadowbuf */
- Mat4Invert(lamp->viewmat, lamp->obmat);
- Normalize(lamp->viewmat[0]);
- Normalize(lamp->viewmat[1]);
- Normalize(lamp->viewmat[2]);
+ invert_m4_m4(lamp->viewmat, lamp->obmat);
+ normalize_v3(lamp->viewmat[0]);
+ normalize_v3(lamp->viewmat[1]);
+ normalize_v3(lamp->viewmat[2]);
/* makeshadowbuf */
- Mat4MulMat4(persmat, lamp->viewmat, lamp->winmat);
+ mul_m4_m4m4(persmat, lamp->viewmat, lamp->winmat);
/* opengl depth buffer is range 0.0..1.0 instead of -1.0..1.0 in blender */
- Mat4One(rangemat);
+ unit_m4(rangemat);
rangemat[0][0] = 0.5f;
rangemat[1][1] = 0.5f;
rangemat[2][2] = 0.5f;
@@ -1506,15 +1506,15 @@ void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[][4], int *winsize
rangemat[3][1] = 0.5f;
rangemat[3][2] = 0.5f;
- Mat4MulMat4(lamp->persmat, persmat, rangemat);
+ mul_m4_m4m4(lamp->persmat, persmat, rangemat);
/* opengl */
glDisable(GL_SCISSOR_TEST);
GPU_framebuffer_texture_bind(lamp->fb, lamp->tex);
/* set matrices */
- Mat4CpyMat4(viewmat, lamp->viewmat);
- Mat4CpyMat4(winmat, lamp->winmat);
+ copy_m4_m4(viewmat, lamp->viewmat);
+ copy_m4_m4(winmat, lamp->winmat);
*winsize = lamp->size;
}