/* * Copyright (c) 2021, Jesse Buhagiar * Copyright (c) 2021, Stephan Unverwerth * Copyright (c) 2022, Jelle Raaijmakers * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include namespace GL { static constexpr size_t matrix_stack_limit(GLenum matrix_mode) { switch (matrix_mode) { case GL_MODELVIEW: return MODELVIEW_MATRIX_STACK_LIMIT; case GL_PROJECTION: return PROJECTION_MATRIX_STACK_LIMIT; case GL_TEXTURE: return TEXTURE_MATRIX_STACK_LIMIT; } VERIFY_NOT_REACHED(); } void GLContext::gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) { APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_frustum, left, right, bottom, top, near_val, far_val); RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); RETURN_WITH_ERROR_IF(near_val < 0 || far_val < 0, GL_INVALID_VALUE); RETURN_WITH_ERROR_IF(left == right || bottom == top || near_val == far_val, GL_INVALID_VALUE); // Let's do some math! auto a = static_cast((right + left) / (right - left)); auto b = static_cast((top + bottom) / (top - bottom)); auto c = static_cast(-((far_val + near_val) / (far_val - near_val))); auto d = static_cast(-((2 * far_val * near_val) / (far_val - near_val))); FloatMatrix4x4 frustum { static_cast(2 * near_val / (right - left)), 0, a, 0, 0, static_cast(2 * near_val / (top - bottom)), b, 0, 0, 0, c, d, 0, 0, -1, 0 }; *m_current_matrix = *m_current_matrix * frustum; } void GLContext::gl_load_identity() { APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_load_identity); RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); *m_current_matrix = FloatMatrix4x4::identity(); } void GLContext::gl_load_matrix(FloatMatrix4x4 const& matrix) { APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(gl_load_matrix, matrix); RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); *m_current_matrix = matrix; } void GLContext::gl_matrix_mode(GLenum mode) { APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_matrix_mode, mode); RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); RETURN_WITH_ERROR_IF(mode < GL_MODELVIEW || mode > GL_TEXTURE, GL_INVALID_ENUM); m_current_matrix_mode = mode; switch (mode) { case GL_MODELVIEW: m_current_matrix = &m_model_view_matrix; m_current_matrix_stack = &m_model_view_matrix_stack; break; case GL_PROJECTION: m_current_matrix = &m_projection_matrix; m_current_matrix_stack = &m_projection_matrix_stack; break; case GL_TEXTURE: m_current_matrix = &m_texture_matrix; m_current_matrix_stack = &m_texture_matrix_stack; break; default: VERIFY_NOT_REACHED(); } } void GLContext::gl_mult_matrix(FloatMatrix4x4 const& matrix) { APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(gl_mult_matrix, matrix); RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); *m_current_matrix = *m_current_matrix * matrix; } void GLContext::gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) { APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_ortho, left, right, bottom, top, near_val, far_val); RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); RETURN_WITH_ERROR_IF(left == right || bottom == top || near_val == far_val, GL_INVALID_VALUE); auto rl = right - left; auto tb = top - bottom; auto fn = far_val - near_val; auto tx = -(right + left) / rl; auto ty = -(top + bottom) / tb; auto tz = -(far_val + near_val) / fn; FloatMatrix4x4 projection { static_cast(2 / rl), 0, 0, static_cast(tx), 0, static_cast(2 / tb), 0, static_cast(ty), 0, 0, static_cast(-2 / fn), static_cast(tz), 0, 0, 0, 1 }; *m_current_matrix = *m_current_matrix * projection; } void GLContext::gl_pop_matrix() { APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_pop_matrix); RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); RETURN_WITH_ERROR_IF((*m_current_matrix_stack).is_empty(), GL_STACK_UNDERFLOW); *m_current_matrix = (*m_current_matrix_stack).take_last(); } void GLContext::gl_push_matrix() { APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_push_matrix); RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); RETURN_WITH_ERROR_IF((*m_current_matrix_stack).size() >= matrix_stack_limit(m_current_matrix_mode), GL_STACK_OVERFLOW); (*m_current_matrix_stack).append(*m_current_matrix); } void GLContext::gl_rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_rotate, angle, x, y, z); RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); FloatVector3 axis = { x, y, z }; if (axis.length() > 0.f) axis.normalize(); auto rotation_mat = Gfx::rotation_matrix(axis, angle * static_cast(M_PI * 2 / 360)); *m_current_matrix = *m_current_matrix * rotation_mat; } void GLContext::gl_scale(GLdouble x, GLdouble y, GLdouble z) { APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_scale, x, y, z); RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); auto scale_matrix = Gfx::scale_matrix(FloatVector3 { static_cast(x), static_cast(y), static_cast(z) }); *m_current_matrix = *m_current_matrix * scale_matrix; } void GLContext::gl_translate(GLdouble x, GLdouble y, GLdouble z) { APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_translate, x, y, z); RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); auto translation_matrix = Gfx::translation_matrix(FloatVector3 { static_cast(x), static_cast(y), static_cast(z) }); *m_current_matrix = *m_current_matrix * translation_matrix; } }