Migration to LLMatrix4a instead of glh::matrix4f

This commit is contained in:
Shyotl
2014-06-15 22:42:32 -05:00
parent 24ca32f9f7
commit 8f6a578ec0
14 changed files with 113 additions and 103 deletions

View File

@@ -311,16 +311,19 @@ public:
/*virtual*/ S32 getDepthChannel() const { return 1; }
/*virtual*/ QuadType preDraw()
{
glh::matrix4f inv_proj(gGLModelView.getF32ptr());
inv_proj.mult_left(gGLProjection.getF32ptr());
inv_proj = inv_proj.inverse();
glh::matrix4f prev_proj(gGLPreviousModelView.getF32ptr());
prev_proj.mult_left(gGLProjection.getF32ptr());
const LLMatrix4a& M = gGLModelView;
const LLMatrix4a& P = gGLProjection;
LLMatrix4a inv_proj;
inv_proj.setMul(gGLProjection,gGLModelView);
inv_proj.invert();
const LLMatrix4a& MPrev = gGLPreviousModelView;
LLMatrix4a prev_proj;
prev_proj.setMul(P,MPrev);
LLVector2 screen_rect = LLPostProcess::getInstance()->getDimensions();
getShader().uniformMatrix4fv(sPrevProj, 1, GL_FALSE, prev_proj.m);
getShader().uniformMatrix4fv(sInvProj, 1, GL_FALSE, inv_proj.m);
getShader().uniformMatrix4fv(sPrevProj, 1, GL_FALSE, prev_proj.getF32ptr());
getShader().uniformMatrix4fv(sInvProj, 1, GL_FALSE, inv_proj.getF32ptr());
getShader().uniform2fv(sScreenRes, 1, screen_rect.mV);
getShader().uniform1i(sBlurStrength, mStrength);