Simplify T&L effect code

This commit is contained in:
UnknownShadow200 2025-02-22 08:46:58 +11:00
parent 9ca7c002be
commit ebdb454a75
4 changed files with 45 additions and 64 deletions

View File

@ -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));

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@ -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);

View File

@ -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;

View File

@ -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);
}
}