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gl2shim: limited matrix support

pull/2/head
mittorn 1 year ago committed by Alibek Omarov
parent
commit
97489635af
  1. 118
      ref/gl/gl2_shim/gl2_shim.c
  2. 4
      ref/gl/gl2_shim/vertex.glsl.inc

118
ref/gl/gl2_shim/gl2_shim.c

@ -38,6 +38,7 @@ GNU General Public License for more details.
#include "crtlib.h" #include "crtlib.h"
#include "gl2_shim.h" #include "gl2_shim.h"
#include "../gl_export.h" #include "../gl_export.h"
#include "xash3d_mathlib.h"
#define MAX_SHADERLEN 4096 #define MAX_SHADERLEN 4096
// increase this when adding more attributes // increase this when adding more attributes
#define MAX_PROGS 32 #define MAX_PROGS 32
@ -75,6 +76,7 @@ typedef struct
GLint utex0; GLint utex0;
GLint utex1; GLint utex1;
GLint ufog; GLint ufog;
GLint uMVP;
} gl2wrap_prog_t; } gl2wrap_prog_t;
static const char *gl2wrap_vert_src = static const char *gl2wrap_vert_src =
@ -102,6 +104,14 @@ static struct
GLboolean uchanged; GLboolean uchanged;
} gl2wrap; } gl2wrap;
static struct
{
float mvp[16], mv[16], pr[16], dummy[16];
GLenum mode;
float *current;
} gl2wrap_matrix;
static const int gl2wrap_attr_size[GL2_ATTR_MAX] = { 3, 4, 2, 2 }; static const int gl2wrap_attr_size[GL2_ATTR_MAX] = { 3, 4, 2, 2 };
static const char *gl2wrap_flag_name[GL2_FLAG_MAX] = static const char *gl2wrap_flag_name[GL2_FLAG_MAX] =
@ -264,6 +274,7 @@ static gl2wrap_prog_t *GL2_GetProg( const GLuint flags )
prog->utex0 = pglGetUniformLocationARB( glprog, "uTex0" ); prog->utex0 = pglGetUniformLocationARB( glprog, "uTex0" );
prog->utex1 = pglGetUniformLocationARB( glprog, "uTex1" ); prog->utex1 = pglGetUniformLocationARB( glprog, "uTex1" );
prog->ufog = pglGetUniformLocationARB( glprog, "uFog" ); prog->ufog = pglGetUniformLocationARB( glprog, "uFog" );
prog->uMVP = pglGetUniformLocationARB( glprog, "uMVP" );
// these never change // these never change
if ( prog->utex0 >= 0 ) if ( prog->utex0 >= 0 )
@ -277,7 +288,7 @@ static gl2wrap_prog_t *GL2_GetProg( const GLuint flags )
return prog; return prog;
} }
static void GL2_UpdateMVP( gl2wrap_prog_t *prog);
static gl2wrap_prog_t *GL2_SetProg( const GLuint flags ) static gl2wrap_prog_t *GL2_SetProg( const GLuint flags )
{ {
gl2wrap_prog_t *prog = NULL; gl2wrap_prog_t *prog = NULL;
@ -299,6 +310,7 @@ static gl2wrap_prog_t *GL2_SetProg( const GLuint flags )
pglUniform4fvARB( prog->ufog, 1, gl2wrap.fog ); pglUniform4fvARB( prog->ufog, 1, gl2wrap.fog );
gl2wrap.uchanged = GL_FALSE; gl2wrap.uchanged = GL_FALSE;
} }
GL2_UpdateMVP( prog );
} }
else else
{ {
@ -590,6 +602,104 @@ void GL2_Disable( GLenum e )
else rpglDisable(e); else rpglDisable(e);
} }
void GL2_MatrixMode( GLenum m )
{
// if(gl2wrap_matrix.mode == m)
// return;
gl2wrap_matrix.mode = m;
switch( m )
{
case GL_MODELVIEW:
gl2wrap_matrix.current = gl2wrap_matrix.mv;
break;
case GL_PROJECTION:
gl2wrap_matrix.current = gl2wrap_matrix.pr;
break;
default:
gl2wrap_matrix.current = gl2wrap_matrix.dummy;
break;
}
}
void GL2_LoadIdentity( void )
{
float *m = (float*)gl2wrap_matrix.current;
m[1] = m[2] = m[3] = m[4] = 0.0f;
m[6] = m[7] = m[8] = m[9] = 0.0f;
m[11] = m[12] = m[13] = m[14] = 0.0f;
m[0] = m[5] = m[10] = m[15] = 1.0f;
}
void GL2_Ortho(double l, double r, double b, double t, double n, double f)
{
GLfloat m0 = 2 / (r - l);
GLfloat m5 = 2 / (t - b);
GLfloat m10 = - 2 / (f - n);
GLfloat m12 = - (r + l) / (r - l);
GLfloat m13 = - (t + b) / (t - b);
GLfloat m14 = - (f + n) / (f - n);
float *m = gl2wrap_matrix.current;
m[12] += m12 * m[0] + m13 * m[4] + m14 * m[8];
m[13] += m12 * m[1] + m13 * m[5] + m14 * m[9];
m[14] += m12 * m[2] + m13 * m[6] + m14 * m[10];
m[15] += m12 * m[3] + m13 * m[7] + m14 * m[11];
m[0] *= m0;
m[1] *= m0;
m[2] *= m0;
m[3] *= m0;
m[4] *= m5;
m[5] *= m5;
m[6] *= m5;
m[7] *= m5;
m[8] *= m10;
m[9] *= m10;
m[10] *= m10;
m[11] *= m10;
}
static void GL2_Mul4x4(const GLfloat *in0, const GLfloat *in1, GLfloat *out)
{
out[0] = in0[0] * in1[0] + in0[1] * in1[4] + in0[2] * in1[8] + in0[3] * in1[12];
out[1] = in0[0] * in1[1] + in0[1] * in1[5] + in0[2] * in1[9] + in0[3] * in1[13];
out[2] = in0[0] * in1[2] + in0[1] * in1[6] + in0[2] * in1[10] + in0[3] * in1[14];
out[3] = in0[0] * in1[3] + in0[1] * in1[7] + in0[2] * in1[11] + in0[3] * in1[15];
out[4] = in0[4] * in1[0] + in0[5] * in1[4] + in0[6] * in1[8] + in0[7] * in1[12];
out[5] = in0[4] * in1[1] + in0[5] * in1[5] + in0[6] * in1[9] + in0[7] * in1[13];
out[6] = in0[4] * in1[2] + in0[5] * in1[6] + in0[6] * in1[10] + in0[7] * in1[14];
out[7] = in0[4] * in1[3] + in0[5] * in1[7] + in0[6] * in1[11] + in0[7] * in1[15];
out[8] = in0[8] * in1[0] + in0[9] * in1[4] + in0[10] * in1[8] + in0[11] * in1[12];
out[9] = in0[8] * in1[1] + in0[9] * in1[5] + in0[10] * in1[9] + in0[11] * in1[13];
out[10] = in0[8] * in1[2] + in0[9] * in1[6] + in0[10] * in1[10] + in0[11] * in1[14];
out[11] = in0[8] * in1[3] + in0[9] * in1[7] + in0[10] * in1[11] + in0[11] * in1[15];
out[12] = in0[12] * in1[0] + in0[13] * in1[4] + in0[14] * in1[8] + in0[15] * in1[12];
out[13] = in0[12] * in1[1] + in0[13] * in1[5] + in0[14] * in1[9] + in0[15] * in1[13];
out[14] = in0[12] * in1[2] + in0[13] * in1[6] + in0[14] * in1[10] + in0[15] * in1[14];
out[15] = in0[12] * in1[3] + in0[13] * in1[7] + in0[14] * in1[11] + in0[15] * in1[15];
}
static void GL2_UpdateMVP( gl2wrap_prog_t *prog )
{
GL2_Mul4x4(gl2wrap_matrix.mv, gl2wrap_matrix.pr, gl2wrap_matrix.mvp );
pglUniformMatrix4fvARB(prog->uMVP, 1, false, (void*)gl2wrap_matrix.mvp);
}
static void GL2_LoadMatrixf( const GLfloat *m )
{
memcpy( gl2wrap_matrix.current, m, 16*sizeof(float) );
}
static void GL2_Scalef(float x, float y, float z)
{
}
static void GL2_Translatef(float x, float y, float z)
{
}
#define GL2_OVERRIDE_PTR( name ) \ #define GL2_OVERRIDE_PTR( name ) \
{ \ { \
@ -620,4 +730,10 @@ void GL2_ShimInstall( void )
GL2_OVERRIDE_PTR( End ) GL2_OVERRIDE_PTR( End )
GL2_OVERRIDE_PTR( Enable ) GL2_OVERRIDE_PTR( Enable )
GL2_OVERRIDE_PTR( Disable ) GL2_OVERRIDE_PTR( Disable )
GL2_OVERRIDE_PTR( MatrixMode )
GL2_OVERRIDE_PTR( LoadIdentity )
GL2_OVERRIDE_PTR( Ortho )
GL2_OVERRIDE_PTR( LoadMatrixf )
GL2_OVERRIDE_PTR( Scalef )
GL2_OVERRIDE_PTR( Translatef )
} }

4
ref/gl/gl2_shim/vertex.glsl.inc

@ -31,9 +31,11 @@ out vec2 vTexCoord0;
out vec3 vNormal; out vec3 vNormal;
#endif #endif
uniform mat4 uMVP;
void main() void main()
{ {
gl_Position = gl_ModelViewProjectionMatrix * vec4(inPosition,1.0f); gl_Position = uMVP * vec4(inPosition,1.0f);
#if ATTR_COLOR #if ATTR_COLOR
vColor = inColor; vColor = inColor;
#endif #endif

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