mirror of
https://github.com/LadybirdBrowser/ladybird.git
synced 2024-11-10 13:00:29 +03:00
edcb6176ce
LibSoftGPU used to calculate the normal transformation based on the model view transformation for every primitive, because that's when we sent over the matrix. By making LibGL a bit smarter and only update the matrices when they could have changed, we only need to calculate the normal transformation once on every matrix update. When viewing `Tuba.obj` in 3DFileViewer, this brings the percentage of time spent in `FloatMatrix4x4::inverse()` down from 15% to 0%. :^)
184 lines
6.1 KiB
C++
184 lines
6.1 KiB
C++
/*
|
|
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
|
|
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
|
|
* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
|
|
*
|
|
* SPDX-License-Identifier: BSD-2-Clause
|
|
*/
|
|
|
|
#include <AK/Assertions.h>
|
|
#include <LibGL/GLContext.h>
|
|
|
|
namespace GL {
|
|
|
|
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_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
|
|
{
|
|
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_frustum, left, right, bottom, top, near_val, far_val);
|
|
|
|
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
|
|
RETURN_WITH_ERROR_IF(near_val < 0 || far_val < 0, GL_INVALID_VALUE);
|
|
RETURN_WITH_ERROR_IF(left == right || bottom == top || near_val == far_val, GL_INVALID_VALUE);
|
|
|
|
// Let's do some math!
|
|
auto a = static_cast<float>((right + left) / (right - left));
|
|
auto b = static_cast<float>((top + bottom) / (top - bottom));
|
|
auto c = static_cast<float>(-((far_val + near_val) / (far_val - near_val)));
|
|
auto d = static_cast<float>(-((2 * far_val * near_val) / (far_val - near_val)));
|
|
|
|
FloatMatrix4x4 frustum {
|
|
static_cast<float>(2 * near_val / (right - left)), 0, a, 0,
|
|
0, static_cast<float>(2 * near_val / (top - bottom)), b, 0,
|
|
0, 0, c, d,
|
|
0, 0, -1, 0
|
|
};
|
|
update_current_matrix(*m_current_matrix * frustum);
|
|
}
|
|
|
|
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);
|
|
|
|
update_current_matrix(FloatMatrix4x4::identity());
|
|
}
|
|
|
|
void GLContext::gl_load_matrix(FloatMatrix4x4 const& 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);
|
|
|
|
update_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_stack = &m_model_view_matrix_stack;
|
|
break;
|
|
case GL_PROJECTION:
|
|
m_current_matrix_stack = &m_projection_matrix_stack;
|
|
break;
|
|
case GL_TEXTURE:
|
|
m_current_matrix_stack = &m_active_texture_unit->texture_matrix_stack();
|
|
break;
|
|
default:
|
|
VERIFY_NOT_REACHED();
|
|
}
|
|
m_current_matrix = &m_current_matrix_stack->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);
|
|
|
|
update_current_matrix(*m_current_matrix * matrix);
|
|
}
|
|
|
|
void GLContext::gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
|
|
{
|
|
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_ortho, left, right, bottom, top, near_val, far_val);
|
|
|
|
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
|
|
RETURN_WITH_ERROR_IF(left == right || bottom == top || near_val == far_val, GL_INVALID_VALUE);
|
|
|
|
auto rl = right - left;
|
|
auto tb = top - bottom;
|
|
auto fn = far_val - near_val;
|
|
auto tx = -(right + left) / rl;
|
|
auto ty = -(top + bottom) / tb;
|
|
auto tz = -(far_val + near_val) / fn;
|
|
|
|
FloatMatrix4x4 projection {
|
|
static_cast<float>(2 / rl), 0, 0, static_cast<float>(tx),
|
|
0, static_cast<float>(2 / tb), 0, static_cast<float>(ty),
|
|
0, 0, static_cast<float>(-2 / fn), static_cast<float>(tz),
|
|
0, 0, 0, 1
|
|
};
|
|
update_current_matrix(*m_current_matrix * projection);
|
|
}
|
|
|
|
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->size() <= 1, GL_STACK_UNDERFLOW);
|
|
|
|
m_current_matrix_stack->take_last();
|
|
m_current_matrix = &m_current_matrix_stack->last();
|
|
m_matrices_dirty = true;
|
|
}
|
|
|
|
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);
|
|
|
|
m_current_matrix_stack->append(*m_current_matrix);
|
|
m_current_matrix = &m_current_matrix_stack->last();
|
|
m_matrices_dirty = true;
|
|
}
|
|
|
|
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, AK::to_radians(angle));
|
|
update_current_matrix(*m_current_matrix * rotation_mat);
|
|
}
|
|
|
|
void GLContext::gl_scale(GLfloat x, GLfloat y, GLfloat 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 { x, y, z });
|
|
update_current_matrix(*m_current_matrix * scale_matrix);
|
|
}
|
|
|
|
void GLContext::gl_translate(GLfloat x, GLfloat y, GLfloat 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 { x, y, z });
|
|
update_current_matrix(*m_current_matrix * translation_matrix);
|
|
}
|
|
|
|
void GLContext::sync_matrices()
|
|
{
|
|
if (!m_matrices_dirty)
|
|
return;
|
|
|
|
m_rasterizer->set_model_view_transform(model_view_matrix());
|
|
m_rasterizer->set_projection_transform(projection_matrix());
|
|
|
|
m_matrices_dirty = false;
|
|
}
|
|
|
|
}
|