LibGL: Keep track of active matrix and stack

This simplifies a lot of code in `GLContext` and prevents potential
errors when testing against the current matrix mode.
This commit is contained in:
Jelle Raaijmakers 2022-03-10 10:38:22 +01:00 committed by Andreas Kling
parent 5d0a64bfde
commit 2ac415f728
Notes: sideshowbarker 2024-07-17 17:36:48 +09:00
2 changed files with 47 additions and 114 deletions

View File

@ -413,15 +413,7 @@ void GLContext::gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdou
0, 0, c, d,
0, 0, -1, 0
};
if (m_current_matrix_mode == GL_PROJECTION)
m_projection_matrix = m_projection_matrix * frustum;
else if (m_current_matrix_mode == GL_MODELVIEW)
m_model_view_matrix = m_model_view_matrix * frustum;
else if (m_current_matrix_mode == GL_TEXTURE)
m_texture_matrix = m_texture_matrix * frustum;
else
VERIFY_NOT_REACHED();
*m_current_matrix = *m_current_matrix * frustum;
}
void GLContext::gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
@ -444,15 +436,7 @@ void GLContext::gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdoubl
0, 0, static_cast<float>(-2 / fn), static_cast<float>(tz),
0, 0, 0, 1
};
if (m_current_matrix_mode == GL_PROJECTION)
m_projection_matrix = m_projection_matrix * projection;
else if (m_current_matrix_mode == GL_MODELVIEW)
m_model_view_matrix = m_model_view_matrix * projection;
else if (m_current_matrix_mode == GL_TEXTURE)
m_texture_matrix = m_texture_matrix * projection;
else
VERIFY_NOT_REACHED();
*m_current_matrix = *m_current_matrix * projection;
}
GLenum GLContext::gl_get_error()
@ -491,164 +475,111 @@ GLubyte* GLContext::gl_get_string(GLenum name)
void GLContext::gl_load_identity()
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_load_identity);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
if (m_current_matrix_mode == GL_PROJECTION)
m_projection_matrix = FloatMatrix4x4::identity();
else if (m_current_matrix_mode == GL_MODELVIEW)
m_model_view_matrix = FloatMatrix4x4::identity();
else if (m_current_matrix_mode == GL_TEXTURE)
m_texture_matrix = FloatMatrix4x4::identity();
else
VERIFY_NOT_REACHED();
*m_current_matrix = FloatMatrix4x4::identity();
}
void GLContext::gl_load_matrix(const FloatMatrix4x4& matrix)
{
APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(gl_load_matrix, matrix);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
if (m_current_matrix_mode == GL_PROJECTION)
m_projection_matrix = matrix;
else if (m_current_matrix_mode == GL_MODELVIEW)
m_model_view_matrix = matrix;
else if (m_current_matrix_mode == GL_TEXTURE)
m_texture_matrix = matrix;
else
VERIFY_NOT_REACHED();
*m_current_matrix = matrix;
}
void GLContext::gl_matrix_mode(GLenum mode)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_matrix_mode, mode);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF(mode < GL_MODELVIEW || mode > GL_TEXTURE, GL_INVALID_ENUM);
m_current_matrix_mode = mode;
switch (mode) {
case GL_MODELVIEW:
m_current_matrix = &m_model_view_matrix;
m_current_matrix_stack = &m_model_view_matrix_stack;
break;
case GL_PROJECTION:
m_current_matrix = &m_projection_matrix;
m_current_matrix_stack = &m_projection_matrix_stack;
break;
case GL_TEXTURE:
m_current_matrix = &m_texture_matrix;
m_current_matrix_stack = &m_texture_matrix_stack;
break;
default:
VERIFY_NOT_REACHED();
}
}
static constexpr size_t matrix_stack_limit(GLenum matrix_mode)
{
switch (matrix_mode) {
case GL_MODELVIEW:
return MODELVIEW_MATRIX_STACK_LIMIT;
case GL_PROJECTION:
return PROJECTION_MATRIX_STACK_LIMIT;
case GL_TEXTURE:
return TEXTURE_MATRIX_STACK_LIMIT;
}
VERIFY_NOT_REACHED();
}
void GLContext::gl_push_matrix()
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_push_matrix);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF((*m_current_matrix_stack).size() >= matrix_stack_limit(m_current_matrix_mode), GL_STACK_OVERFLOW);
switch (m_current_matrix_mode) {
case GL_PROJECTION:
RETURN_WITH_ERROR_IF(m_projection_matrix_stack.size() >= PROJECTION_MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW);
m_projection_matrix_stack.append(m_projection_matrix);
break;
case GL_MODELVIEW:
RETURN_WITH_ERROR_IF(m_model_view_matrix_stack.size() >= MODELVIEW_MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW);
m_model_view_matrix_stack.append(m_model_view_matrix);
break;
case GL_TEXTURE:
RETURN_WITH_ERROR_IF(m_texture_matrix_stack.size() >= TEXTURE_MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW);
m_texture_matrix_stack.append(m_texture_matrix);
break;
default:
VERIFY_NOT_REACHED();
}
(*m_current_matrix_stack).append(*m_current_matrix);
}
void GLContext::gl_pop_matrix()
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_pop_matrix);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF((*m_current_matrix_stack).is_empty(), GL_STACK_UNDERFLOW);
switch (m_current_matrix_mode) {
case GL_PROJECTION:
RETURN_WITH_ERROR_IF(m_projection_matrix_stack.size() == 0, GL_STACK_UNDERFLOW);
m_projection_matrix = m_projection_matrix_stack.take_last();
break;
case GL_MODELVIEW:
RETURN_WITH_ERROR_IF(m_model_view_matrix_stack.size() == 0, GL_STACK_UNDERFLOW);
m_model_view_matrix = m_model_view_matrix_stack.take_last();
break;
case GL_TEXTURE:
RETURN_WITH_ERROR_IF(m_texture_matrix_stack.size() == 0, GL_STACK_UNDERFLOW);
m_texture_matrix = m_texture_matrix_stack.take_last();
break;
default:
VERIFY_NOT_REACHED();
}
*m_current_matrix = (*m_current_matrix_stack).take_last();
}
void GLContext::gl_mult_matrix(FloatMatrix4x4 const& matrix)
{
APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(gl_mult_matrix, matrix);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
if (m_current_matrix_mode == GL_MODELVIEW)
m_model_view_matrix = m_model_view_matrix * matrix;
else if (m_current_matrix_mode == GL_PROJECTION)
m_projection_matrix = m_projection_matrix * matrix;
else if (m_current_matrix_mode == GL_TEXTURE)
m_texture_matrix = m_texture_matrix * matrix;
else
VERIFY_NOT_REACHED();
*m_current_matrix = *m_current_matrix * matrix;
}
void GLContext::gl_rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_rotate, angle, x, y, z);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
FloatVector3 axis = { x, y, z };
if (axis.length() > 0.f)
axis.normalize();
auto rotation_mat = Gfx::rotation_matrix(axis, angle * static_cast<float>(M_PI * 2 / 360));
if (m_current_matrix_mode == GL_MODELVIEW)
m_model_view_matrix = m_model_view_matrix * rotation_mat;
else if (m_current_matrix_mode == GL_PROJECTION)
m_projection_matrix = m_projection_matrix * rotation_mat;
else if (m_current_matrix_mode == GL_TEXTURE)
m_texture_matrix = m_texture_matrix * rotation_mat;
else
VERIFY_NOT_REACHED();
*m_current_matrix = *m_current_matrix * rotation_mat;
}
void GLContext::gl_scale(GLdouble x, GLdouble y, GLdouble z)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_scale, x, y, z);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
auto scale_matrix = Gfx::scale_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
if (m_current_matrix_mode == GL_MODELVIEW)
m_model_view_matrix = m_model_view_matrix * scale_matrix;
else if (m_current_matrix_mode == GL_PROJECTION)
m_projection_matrix = m_projection_matrix * scale_matrix;
else if (m_current_matrix_mode == GL_TEXTURE)
m_texture_matrix = m_texture_matrix * scale_matrix;
else
VERIFY_NOT_REACHED();
*m_current_matrix = *m_current_matrix * scale_matrix;
}
void GLContext::gl_translate(GLdouble x, GLdouble y, GLdouble z)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_translate, x, y, z);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
auto translation_matrix = Gfx::translation_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
if (m_current_matrix_mode == GL_MODELVIEW)
m_model_view_matrix = m_model_view_matrix * translation_matrix;
else if (m_current_matrix_mode == GL_PROJECTION)
m_projection_matrix = m_projection_matrix * translation_matrix;
else if (m_current_matrix_mode == GL_TEXTURE)
m_texture_matrix = m_texture_matrix * translation_matrix;
else
VERIFY_NOT_REACHED();
*m_current_matrix = *m_current_matrix * translation_matrix;
}
void GLContext::gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w)

View File

@ -196,15 +196,17 @@ private:
[[nodiscard]] bool should_execute_after_appending_to_listing() const { return m_current_listing_index.has_value() && m_current_listing_index->mode == GL_COMPILE_AND_EXECUTE; }
GLenum m_current_draw_mode;
GLenum m_current_matrix_mode;
FloatMatrix4x4 m_projection_matrix = FloatMatrix4x4::identity();
FloatMatrix4x4 m_model_view_matrix = FloatMatrix4x4::identity();
FloatMatrix4x4 m_texture_matrix = FloatMatrix4x4::identity();
GLenum m_current_matrix_mode { GL_MODELVIEW };
FloatMatrix4x4 m_projection_matrix { FloatMatrix4x4::identity() };
FloatMatrix4x4 m_model_view_matrix { FloatMatrix4x4::identity() };
FloatMatrix4x4 m_texture_matrix { FloatMatrix4x4::identity() };
FloatMatrix4x4* m_current_matrix { &m_model_view_matrix };
Vector<FloatMatrix4x4> m_projection_matrix_stack;
Vector<FloatMatrix4x4> m_model_view_matrix_stack;
// FIXME: implement multi-texturing: the texture matrix stack should live inside a texture unit
Vector<FloatMatrix4x4> m_texture_matrix_stack;
Vector<FloatMatrix4x4>* m_current_matrix_stack { &m_model_view_matrix_stack };
Gfx::IntRect m_viewport;