feat(gx): handle projection and view matrices in GLL backend

This commit is contained in:
fallenoak 2023-04-14 08:02:40 -05:00
parent eb70607750
commit 317d94cd1a
No known key found for this signature in database
GPG key ID: 7628F8E61AEA070D
4 changed files with 214 additions and 9 deletions

View file

@ -628,8 +628,59 @@ void GLDevice::ApplyGLStates(const GLStates& states, bool force) {
{
glMatrixMode(GL_PROJECTION);
// TODO
// - some interesting logic to manipulate the projection matrix before loading
GLTransform projection = {
true,
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
},
true
};
if (!states.fixedFunc.transforms.projection.isIdentity) {
projection.isIdentity = false;
memcpy(projection.m, states.fixedFunc.transforms.projection.m, sizeof(projection.m));
projection.isDirty = true;
}
if (projection.isIdentity) {
projection.SetIdentity();
}
projection.a1 *= -1.0f;
projection.b1 *= -1.0f;
projection.c1 *= -1.0f;
projection.d1 *= -1.0f;
auto isIdentity = projection.a0 == 1.0f
&& projection.a1 == 0.0f
&& projection.a2 == 0.0f
&& projection.a3 == 0.0f
&& projection.b0 == 0.0f
&& projection.b1 == 1.0f
&& projection.b2 == 0.0f
&& projection.b3 == 0.0f
&& projection.c0 == 0.0f
&& projection.c1 == 0.0f
&& projection.c2 == 1.0f
&& projection.c3 == 0.0f
&& projection.d0 == 0.0f
&& projection.d1 == 0.0f
&& projection.d2 == 0.0f
&& projection.d3 == 1.0f;
projection.isDirty = true;
if (isIdentity) {
glLoadIdentity();
} else {
glLoadMatrixf(projection.m);
}
projection.isDirty = false;
}
glMatrixMode(states.fixedFunc.transforms.matrixMode);
@ -892,7 +943,53 @@ void GLDevice::ApplyShaderConstants() {
}
void GLDevice::ApplyTransforms() {
// TODO
this->SetModelView(GL_MODELVIEW);
auto& projection = this->m_States.fixedFunc.transforms.projection;
if (projection.isDirty) {
if (projection.isIdentity) {
projection.SetIdentity();
}
projection.a1 *= -1.0f;
projection.b1 *= -1.0f;
projection.c1 *= -1.0f;
projection.d1 *= -1.0f;
projection.isIdentity = projection.a0 == 1.0f
&& projection.a1 == 0.0f
&& projection.a2 == 0.0f
&& projection.a3 == 0.0f
&& projection.b0 == 0.0f
&& projection.b1 == 1.0f
&& projection.b2 == 0.0f
&& projection.b3 == 0.0f
&& projection.c0 == 0.0f
&& projection.c1 == 0.0f
&& projection.c2 == 1.0f
&& projection.c3 == 0.0f
&& projection.d0 == 0.0f
&& projection.d1 == 0.0f
&& projection.d2 == 0.0f
&& projection.d3 == 1.0f;
projection.isDirty = true;
if (this->m_States.fixedFunc.transforms.matrixMode != GL_PROJECTION) {
glMatrixMode(GL_PROJECTION);
this->m_States.fixedFunc.transforms.matrixMode = GL_PROJECTION;
}
if (projection.isIdentity) {
glLoadIdentity();
} else {
glLoadMatrixf(projection.m);
}
projection.isDirty = false;
}
// TODO texture transforms
}
void GLDevice::BindBuffer(GLBuffer* buffer, GLEnum target) {
@ -2315,6 +2412,57 @@ void GLDevice::SetLightingEnable(bool enable) {
}
}
void GLDevice::SetModelView(GLEnum transform) {
if (transform == 'VIEW') {
// TODO
return;
}
if (transform == 'WRLD') {
// TODO
return;
}
if (transform != GL_MODELVIEW) {
BLIZZARD_ASSERT(false);
}
auto& world = this->m_States.fixedFunc.transforms.world;
auto& view = this->m_States.fixedFunc.transforms.view;
auto& modelView = this->m_States.fixedFunc.transforms.modelView;
if (this->m_States.fixedFunc.transforms.modelviewStatus != transform || modelView.isDirty) {
if (world.isIdentity && view.isIdentity) {
modelView.isIdentity = true;
modelView.isDirty = true;
} else if (world.isIdentity) {
modelView = view;
modelView.isIdentity = false;
modelView.isDirty = true;
} else if (view.isIdentity) {
modelView = world;
modelView.isIdentity = false;
modelView.isDirty = true;
} else {
// TODO assign model * view to modelView
BLIZZARD_ASSERT(!"Unimplemented");
}
if (this->m_States.fixedFunc.transforms.matrixMode != GL_MODELVIEW) {
glMatrixMode(GL_MODELVIEW);
this->m_States.fixedFunc.transforms.matrixMode = GL_MODELVIEW;
}
if (modelView.isIdentity) {
glLoadIdentity();
} else {
glLoadMatrixf(modelView.m);
}
this->m_States.fixedFunc.transforms.modelviewStatus = transform;
}
}
void GLDevice::SetScissor(bool a2, const GLRect& a3) {
// TODO
}
@ -2469,15 +2617,13 @@ void GLDevice::SetTransform(GLEnum transform, const float* a3) {
BLIZZARD_ASSERT(false);
}
// TODO
// int32_t needsUpdate = !(t == a3); // GLTransform::operator==()
// if (needsUpdate) {
// t.Set(a3);
// }
if (*t != a3) {
t->Set(a3);
}
if (t->isDirty) {
if (transform == 'VIEW' || transform == 'WRLD') {
this->m_States.fixedFunc.transforms.modelView.isDirty = 1;
this->m_States.fixedFunc.transforms.modelView.isDirty = true;
}
}
}