Simplify T&L effect code
This commit is contained in:
parent
9ca7c002be
commit
ebdb454a75
18
GL/matrix.c
18
GL/matrix.c
@ -31,26 +31,40 @@ static const Matrix4x4 __attribute__((aligned(32))) IDENTITY = {
|
||||
|
||||
GLfloat NEAR_PLANE_DISTANCE = 0.0f;
|
||||
|
||||
Matrix4x4* _glGetModelViewMatrix() {
|
||||
return (Matrix4x4*) stack_top(&MATRIX_STACKS[0]);
|
||||
}
|
||||
|
||||
Matrix4x4* _glGetProjectionMatrix() {
|
||||
return (Matrix4x4*) stack_top(&MATRIX_STACKS[1]);
|
||||
}
|
||||
|
||||
Matrix4x4* _glGetModelViewMatrix() {
|
||||
return (Matrix4x4*) stack_top(&MATRIX_STACKS[0]);
|
||||
Matrix4x4* _glGetTextureMatrix() {
|
||||
return (Matrix4x4*) stack_top(&MATRIX_STACKS[2]);
|
||||
}
|
||||
|
||||
Matrix4x4* _glGetColorMatrix() {
|
||||
return (Matrix4x4*) stack_top(&MATRIX_STACKS[3]);
|
||||
}
|
||||
|
||||
GLenum _glGetMatrixMode() {
|
||||
return MATRIX_MODE;
|
||||
}
|
||||
|
||||
GLboolean _glIsIdentity(const Matrix4x4* m) {
|
||||
return memcmp(m, IDENTITY, sizeof(Matrix4x4)) == 0;
|
||||
}
|
||||
|
||||
void _glInitMatrices() {
|
||||
init_stack(&MATRIX_STACKS[0], sizeof(Matrix4x4), 32);
|
||||
init_stack(&MATRIX_STACKS[1], sizeof(Matrix4x4), 32);
|
||||
init_stack(&MATRIX_STACKS[2], sizeof(Matrix4x4), 32);
|
||||
init_stack(&MATRIX_STACKS[3], sizeof(Matrix4x4), 32);
|
||||
|
||||
stack_push(&MATRIX_STACKS[0], IDENTITY);
|
||||
stack_push(&MATRIX_STACKS[1], IDENTITY);
|
||||
stack_push(&MATRIX_STACKS[2], IDENTITY);
|
||||
stack_push(&MATRIX_STACKS[3], IDENTITY);
|
||||
|
||||
MEMCPY4(NORMAL_MATRIX, IDENTITY, sizeof(Matrix4x4));
|
||||
|
||||
|
||||
@ -332,7 +332,10 @@ extern GLfloat HALF_POINT_SIZE;
|
||||
|
||||
Matrix4x4* _glGetProjectionMatrix();
|
||||
Matrix4x4* _glGetModelViewMatrix();
|
||||
Matrix4x4* _glGetTextureMatrix();
|
||||
Matrix4x4* _glGetColorMatrix();
|
||||
GLenum _glGetMatrixMode();
|
||||
GLboolean _glIsIdentity(const Matrix4x4* m);
|
||||
|
||||
void _glWipeTextureOnFramebuffers(GLuint texture);
|
||||
|
||||
|
||||
@ -978,6 +978,12 @@ void APIENTRY glGetFloatv(GLenum pname, GLfloat* params) {
|
||||
case GL_MODELVIEW_MATRIX:
|
||||
MEMCPY4(params, _glGetModelViewMatrix(), sizeof(float) * 16);
|
||||
break;
|
||||
case GL_TEXTURE_MATRIX:
|
||||
MEMCPY4(params, _glGetTextureMatrix(), sizeof(float) * 16);
|
||||
break;
|
||||
case GL_COLOR_MATRIX:
|
||||
MEMCPY4(params, _glGetColorMatrix(), sizeof(float) * 16);
|
||||
break;
|
||||
|
||||
case GL_POLYGON_OFFSET_FACTOR:
|
||||
*params = GPUState.offset_factor;
|
||||
|
||||
@ -8,55 +8,15 @@
|
||||
#include "private.h"
|
||||
#include "platform.h"
|
||||
|
||||
#define MAX_TNL_EFFECTS 3
|
||||
#define TNL_EFFECT_NONE 0x00
|
||||
#define TNL_EFFECT_VIEW_SPACE 0x01
|
||||
|
||||
typedef void (*TnlEffect)(SubmissionTarget* target);
|
||||
static struct tnl_effect {
|
||||
GLint flags;
|
||||
TnlEffect func;
|
||||
} TNL_EFFECTS[MAX_TNL_EFFECTS];
|
||||
|
||||
static int TNL_COUNT;
|
||||
static GLboolean TNL_VIEW;
|
||||
#define TNL_FX_LIGHTING 0x01
|
||||
#define TNL_FX_TEXTURE 0x02
|
||||
#define TNL_FX_COLOR 0x04
|
||||
static int TNL_EFFECTS;
|
||||
|
||||
#define ITERATE(count) \
|
||||
GLuint i = count; \
|
||||
while(i--)
|
||||
|
||||
static void updateEffectList(void) {
|
||||
TNL_VIEW = GL_FALSE;
|
||||
|
||||
ITERATE(TNL_COUNT) {
|
||||
if (TNL_EFFECTS[i].flags == TNL_EFFECT_VIEW_SPACE) TNL_VIEW = true;
|
||||
}
|
||||
}
|
||||
|
||||
static void _glTnlAddEffect(GLint flags, TnlEffect func) {
|
||||
if (TNL_COUNT == MAX_TNL_EFFECTS) return;
|
||||
|
||||
TNL_EFFECTS[TNL_COUNT].flags = flags;
|
||||
TNL_EFFECTS[TNL_COUNT].func = func;
|
||||
|
||||
TNL_COUNT++;
|
||||
updateEffectList();
|
||||
}
|
||||
|
||||
static void _glTnlRemoveEffect(TnlEffect func) {
|
||||
int i, j;
|
||||
|
||||
for (i = TNL_COUNT - 1; i >= 0; i--) {
|
||||
if (TNL_EFFECTS[i].func != func) continue;
|
||||
|
||||
for(j = i; j < TNL_COUNT - 1; j++) {
|
||||
TNL_EFFECTS[j] = TNL_EFFECTS[j + 1];
|
||||
}
|
||||
TNL_COUNT--;
|
||||
}
|
||||
updateEffectList();
|
||||
}
|
||||
|
||||
void _glTnlLoadMatrix(void) {
|
||||
/* If we're lighting, then we need to do some work in
|
||||
* eye-space, so we only transform vertices by the modelview
|
||||
@ -65,7 +25,7 @@ void _glTnlLoadMatrix(void) {
|
||||
* If we're not doing lighting though we can optimise by taking
|
||||
* vertices straight to clip-space */
|
||||
|
||||
if(TNL_VIEW) {
|
||||
if(TNL_EFFECTS & TNL_FX_LIGHTING) {
|
||||
_glMatrixLoadModelView();
|
||||
} else {
|
||||
_glMatrixLoadModelViewProjection();
|
||||
@ -86,21 +46,6 @@ static void transformVertices(SubmissionTarget* target) {
|
||||
}
|
||||
}
|
||||
|
||||
void _glTnlApplyEffects(SubmissionTarget* target) {
|
||||
if (!TNL_COUNT) return;
|
||||
|
||||
struct tnl_effect* e = TNL_EFFECTS;
|
||||
ITERATE(TNL_COUNT) {
|
||||
e->func(target);
|
||||
e++;
|
||||
}
|
||||
|
||||
if (!TNL_VIEW) return;
|
||||
/* OK eye-space work done, now move into clip space */
|
||||
_glMatrixLoadProjection();
|
||||
transformVertices(target);
|
||||
}
|
||||
|
||||
|
||||
static void mat_transform_normal3(VertexExtra* extra, const uint32_t count) {
|
||||
ITERATE(count) {
|
||||
@ -122,8 +67,21 @@ static void lightingEffect(SubmissionTarget* target) {
|
||||
|
||||
void _glTnlUpdateLighting(void) {
|
||||
if (_glIsLightingEnabled()) {
|
||||
_glTnlAddEffect(TNL_EFFECT_VIEW_SPACE, lightingEffect);
|
||||
TNL_EFFECTS |= TNL_FX_LIGHTING;
|
||||
} else {
|
||||
_glTnlRemoveEffect(lightingEffect);
|
||||
TNL_EFFECTS &= ~TNL_FX_LIGHTING;
|
||||
}
|
||||
}
|
||||
|
||||
void _glTnlApplyEffects(SubmissionTarget* target) {
|
||||
if (!TNL_EFFECTS) return;
|
||||
|
||||
if (TNL_EFFECTS & TNL_FX_LIGHTING)
|
||||
lightingEffect(target);
|
||||
|
||||
if (TNL_EFFECTS & TNL_FX_LIGHTING) {
|
||||
/* OK eye-space work done, now move into clip space */
|
||||
_glMatrixLoadProjection();
|
||||
transformVertices(target);
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
Reference in New Issue
Block a user