diff options
Diffstat (limited to 'indra/newview/llterrainpaintmap.cpp')
-rw-r--r-- | indra/newview/llterrainpaintmap.cpp | 52 |
1 files changed, 26 insertions, 26 deletions
diff --git a/indra/newview/llterrainpaintmap.cpp b/indra/newview/llterrainpaintmap.cpp index 6a57605325..d36e4ea657 100644 --- a/indra/newview/llterrainpaintmap.cpp +++ b/indra/newview/llterrainpaintmap.cpp @@ -447,7 +447,7 @@ LLTerrainPaintQueue LLTerrainPaintMap::convertPaintQueueRGBAToRGB(LLViewerTextur // View matrix // Coordinates should be in pixels. 1.0f = 1 pixel on the framebuffer. // Camera is centered in the middle of the framebuffer. - glh::matrix4f view((GLfloat *) OGL_TO_CFR_ROTATION); + glm::mat4 view(glm::make_mat4((GLfloat*) OGL_TO_CFR_ROTATION)); { LLViewerCamera camera; const LLVector3 camera_origin(target_half_width, target_half_height, 0.5f); @@ -456,7 +456,7 @@ LLTerrainPaintQueue LLTerrainPaintMap::convertPaintQueueRGBAToRGB(LLViewerTextur camera.setAspect(F32(scratch_target.getHeight()) / F32(scratch_target.getWidth())); GLfloat ogl_matrix[16]; camera.getOpenGLTransform(ogl_matrix); - view *= glh::matrix4f(ogl_matrix); + view *= glm::make_mat4(ogl_matrix); } LLGLDisable stencil(GL_STENCIL_TEST); @@ -471,14 +471,14 @@ LLTerrainPaintQueue LLTerrainPaintMap::convertPaintQueueRGBAToRGB(LLViewerTextur // First, apply the paint map as the background { - glh::matrix4f model; + glm::mat4 model; { - model.set_scale(glh::vec3f((F32)tex.getWidth(), (F32)tex.getHeight(), 1.0f)); - model.set_translate(glh::vec3f(0.0f, 0.0f, 0.0f)); + model = glm::scale(model, glm::vec3((F32)tex.getWidth(), (F32)tex.getHeight(), 1.0f)); + model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f)); } - glh::matrix4f modelview = view * model; + glm::mat4 modelview = view * model; gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.loadMatrix(modelview.m); + gGL.loadMatrix(glm::value_ptr(modelview)); shader.bindTexture(LLShaderMgr::DIFFUSE_MAP, &tex); // We care about the whole paintmap, which is already a power of two. @@ -505,14 +505,14 @@ LLTerrainPaintQueue LLTerrainPaintMap::convertPaintQueueRGBAToRGB(LLViewerTextur // Modelview matrix for the current paint // View matrix is already computed. Just need the model matrix. // Orthographic projection matrix is already updated - glh::matrix4f model; + glm::mat4 model; { - model.set_scale(glh::vec3f(paint_in->mWidthX, paint_in->mWidthY, 1.0f)); - model.set_translate(glh::vec3f(paint_in->mStartX, paint_in->mStartY, 0.0f)); + model = glm::scale(model, glm::vec3(paint_in->mWidthX, paint_in->mWidthY, 1.0f)); + model = glm::translate(model, glm::vec3(paint_in->mStartX, paint_in->mStartY, 0.0f)); } - glh::matrix4f modelview = view * model; + glm::mat4 modelview = view * model; gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.loadMatrix(modelview.m); + gGL.loadMatrix(glm::value_ptr(modelview)); // Generate temporary stamp texture from paint contents. // Our stamp image needs to be a power of two. @@ -663,7 +663,7 @@ LLTerrainPaintQueue LLTerrainPaintMap::convertBrushQueueToPaintRGB(const LLViewe // View matrix // Coordinates should be in pixels. 1.0f = 1 pixel on the framebuffer. // Camera is centered in the middle of the framebuffer. - glh::matrix4f view((GLfloat *) OGL_TO_CFR_ROTATION); + glm::mat4 view(glm::make_mat4((GLfloat*)OGL_TO_CFR_ROTATION)); { LLViewerCamera camera; const LLVector3 camera_origin(target_half_width, target_half_height, 0.5f); @@ -672,7 +672,7 @@ LLTerrainPaintQueue LLTerrainPaintMap::convertBrushQueueToPaintRGB(const LLViewe camera.setAspect(F32(scratch_target.getHeight()) / F32(scratch_target.getWidth())); GLfloat ogl_matrix[16]; camera.getOpenGLTransform(ogl_matrix); - view *= glh::matrix4f(ogl_matrix); + view *= glm::make_mat4(ogl_matrix); } LLGLDisable stencil(GL_STENCIL_TEST); @@ -687,14 +687,14 @@ LLTerrainPaintQueue LLTerrainPaintMap::convertBrushQueueToPaintRGB(const LLViewe // First, apply the paint map as the background { - glh::matrix4f model; + glm::mat4 model; { - model.set_scale(glh::vec3f((F32)tex.getWidth(), (F32)tex.getHeight(), 1.0f)); - model.set_translate(glh::vec3f(0.0f, 0.0f, 0.0f)); + model = glm::scale(model, glm::vec3((F32)tex.getWidth(), (F32)tex.getHeight(), 1.0f)); + model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f)); } - glh::matrix4f modelview = view * model; + glm::mat4 modelview = view * model; gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.loadMatrix(modelview.m); + gGL.loadMatrix(glm::value_ptr(modelview)); shader.bindTexture(LLShaderMgr::DIFFUSE_MAP, &tex); // We care about the whole paintmap, which is already a power of two. @@ -748,14 +748,14 @@ LLTerrainPaintQueue LLTerrainPaintMap::convertBrushQueueToPaintRGB(const LLViewe brush_start_x *= tex.getWidth() / region.getWidth(); brush_start_y *= tex.getHeight() / region.getWidth(); } - glh::matrix4f model; + glm::mat4 model; { - model.set_scale(glh::vec3f(brush_width_x, brush_width_y, 1.0f)); - model.set_translate(glh::vec3f(brush_start_x, brush_start_y, 0.0f)); + model = glm::scale(model, glm::vec3(brush_width_x, brush_width_y, 1.0f)); + model = glm::translate(model, glm::vec3(brush_start_x, brush_start_y, 0.0f)); } - glh::matrix4f modelview = view * model; + glm::mat4 modelview = view * model; gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.loadMatrix(modelview.m); + gGL.loadMatrix(glm::value_ptr(modelview)); // Apply the "brush" to the render target { @@ -842,11 +842,11 @@ template<typename T> bool LLTerrainQueue<T>::enqueue(std::vector<std::shared_ptr<T>>& list) { constexpr bool dry_run = true; - for (T::ptr_t& t : list) + for (auto& t : list) { if (!enqueue(t), dry_run) { return false; } } - for (T::ptr_t& t : list) + for (auto& t : list) { enqueue(t); } |