1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
|
/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/Assertions.h>
#include <AK/Debug.h>
#include <LibGL/GLContext.h>
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<float>((right + left) / (right - left));
auto b = static_cast<float>((top + bottom) / (top - bottom));
auto c = static_cast<float>(-((far_val + near_val) / (far_val - near_val)));
auto d = static_cast<float>(-((2 * far_val * near_val) / (far_val - near_val)));
FloatMatrix4x4 frustum {
static_cast<float>(2 * near_val / (right - left)), 0, a, 0,
0, static_cast<float>(2 * near_val / (top - bottom)), b, 0,
0, 0, c, d,
0, 0, -1, 0
};
update_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);
update_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);
update_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_stack = &m_model_view_matrix_stack;
break;
case GL_PROJECTION:
m_current_matrix_stack = &m_projection_matrix_stack;
break;
case GL_TEXTURE:
m_current_matrix_stack = &m_active_texture_unit->texture_matrix_stack();
break;
default:
VERIFY_NOT_REACHED();
}
m_current_matrix = &m_current_matrix_stack->last();
}
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);
update_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<float>(2 / rl), 0, 0, static_cast<float>(tx),
0, static_cast<float>(2 / tb), 0, static_cast<float>(ty),
0, 0, static_cast<float>(-2 / fn), static_cast<float>(tz),
0, 0, 0, 1
};
update_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->size() <= 1, GL_STACK_UNDERFLOW);
m_current_matrix_stack->take_last();
m_current_matrix = &m_current_matrix_stack->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);
m_current_matrix = &m_current_matrix_stack->last();
}
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<float>(M_PI * 2 / 360));
update_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<float>(x), static_cast<float>(y), static_cast<float>(z) });
update_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<float>(x), static_cast<float>(y), static_cast<float>(z) });
update_current_matrix(*m_current_matrix * translation_matrix);
}
}
|