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https://github.com/LadybirdBrowser/ladybird.git
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00d46e5d77
Each texture unit now has its own texture transformation matrix stack. Introduce a new texture unit configuration that is synced when changed. Because we're no longer passing a silly `Vector` when drawing each primitive, this results in a slightly improved frames per second :^)
171 lines
6 KiB
C++
171 lines
6 KiB
C++
/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <AK/Assertions.h>
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#include <AK/Debug.h>
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#include <LibGL/GLContext.h>
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namespace GL {
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static constexpr size_t matrix_stack_limit(GLenum matrix_mode)
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{
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switch (matrix_mode) {
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case GL_MODELVIEW:
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return MODELVIEW_MATRIX_STACK_LIMIT;
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case GL_PROJECTION:
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return PROJECTION_MATRIX_STACK_LIMIT;
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case GL_TEXTURE:
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return TEXTURE_MATRIX_STACK_LIMIT;
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}
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VERIFY_NOT_REACHED();
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}
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void GLContext::gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_frustum, left, right, bottom, top, near_val, far_val);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(near_val < 0 || far_val < 0, GL_INVALID_VALUE);
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RETURN_WITH_ERROR_IF(left == right || bottom == top || near_val == far_val, GL_INVALID_VALUE);
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// Let's do some math!
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auto a = static_cast<float>((right + left) / (right - left));
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auto b = static_cast<float>((top + bottom) / (top - bottom));
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auto c = static_cast<float>(-((far_val + near_val) / (far_val - near_val)));
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auto d = static_cast<float>(-((2 * far_val * near_val) / (far_val - near_val)));
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FloatMatrix4x4 frustum {
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static_cast<float>(2 * near_val / (right - left)), 0, a, 0,
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0, static_cast<float>(2 * near_val / (top - bottom)), b, 0,
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0, 0, c, d,
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0, 0, -1, 0
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};
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update_current_matrix(*m_current_matrix * frustum);
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}
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void GLContext::gl_load_identity()
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_load_identity);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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update_current_matrix(FloatMatrix4x4::identity());
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}
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void GLContext::gl_load_matrix(FloatMatrix4x4 const& matrix)
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{
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APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(gl_load_matrix, matrix);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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update_current_matrix(matrix);
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}
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void GLContext::gl_matrix_mode(GLenum mode)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_matrix_mode, mode);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(mode < GL_MODELVIEW || mode > GL_TEXTURE, GL_INVALID_ENUM);
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m_current_matrix_mode = mode;
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switch (mode) {
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case GL_MODELVIEW:
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m_current_matrix_stack = &m_model_view_matrix_stack;
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break;
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case GL_PROJECTION:
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m_current_matrix_stack = &m_projection_matrix_stack;
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break;
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case GL_TEXTURE:
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m_current_matrix_stack = &m_active_texture_unit->texture_matrix_stack();
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break;
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default:
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VERIFY_NOT_REACHED();
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}
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m_current_matrix = &m_current_matrix_stack->last();
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}
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void GLContext::gl_mult_matrix(FloatMatrix4x4 const& matrix)
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{
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APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(gl_mult_matrix, matrix);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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update_current_matrix(*m_current_matrix * matrix);
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}
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void GLContext::gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_ortho, left, right, bottom, top, near_val, far_val);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(left == right || bottom == top || near_val == far_val, GL_INVALID_VALUE);
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auto rl = right - left;
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auto tb = top - bottom;
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auto fn = far_val - near_val;
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auto tx = -(right + left) / rl;
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auto ty = -(top + bottom) / tb;
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auto tz = -(far_val + near_val) / fn;
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FloatMatrix4x4 projection {
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static_cast<float>(2 / rl), 0, 0, static_cast<float>(tx),
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0, static_cast<float>(2 / tb), 0, static_cast<float>(ty),
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0, 0, static_cast<float>(-2 / fn), static_cast<float>(tz),
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0, 0, 0, 1
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};
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update_current_matrix(*m_current_matrix * projection);
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}
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void GLContext::gl_pop_matrix()
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_pop_matrix);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(m_current_matrix_stack->size() <= 1, GL_STACK_UNDERFLOW);
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m_current_matrix_stack->take_last();
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m_current_matrix = &m_current_matrix_stack->last();
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}
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void GLContext::gl_push_matrix()
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_push_matrix);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(m_current_matrix_stack->size() >= matrix_stack_limit(m_current_matrix_mode), GL_STACK_OVERFLOW);
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m_current_matrix_stack->append(*m_current_matrix);
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m_current_matrix = &m_current_matrix_stack->last();
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}
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void GLContext::gl_rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_rotate, angle, x, y, z);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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FloatVector3 axis = { x, y, z };
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if (axis.length() > 0.f)
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axis.normalize();
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auto rotation_mat = Gfx::rotation_matrix(axis, angle * static_cast<float>(M_PI * 2 / 360));
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update_current_matrix(*m_current_matrix * rotation_mat);
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}
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void GLContext::gl_scale(GLdouble x, GLdouble y, GLdouble z)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_scale, x, y, z);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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auto scale_matrix = Gfx::scale_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
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update_current_matrix(*m_current_matrix * scale_matrix);
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}
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void GLContext::gl_translate(GLdouble x, GLdouble y, GLdouble z)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_translate, x, y, z);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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auto translation_matrix = Gfx::translation_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
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update_current_matrix(*m_current_matrix * translation_matrix);
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}
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}
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