- remove use of builtin texture matrices.

- make matrix class single precision.
This commit is contained in:
Christoph Oelckers 2014-07-13 20:41:20 +02:00
parent 9230a20f18
commit dbb05c5f33
14 changed files with 198 additions and 175 deletions

View file

@ -18,16 +18,16 @@ This is a simplified version of VSMatrix that has been adjusted for GZDoom's nee
#include "doomtype.h" #include "doomtype.h"
#include "gl/data/gl_matrix.h" #include "gl/data/gl_matrix.h"
static inline double static inline FLOATTYPE
DegToRad(double degrees) DegToRad(FLOATTYPE degrees)
{ {
return (double)(degrees * (M_PI / 180.0f)); return (FLOATTYPE)(degrees * (M_PI / 180.0f));
}; };
// sets the square matrix mat to the identity matrix, // sets the square matrix mat to the identity matrix,
// size refers to the number of rows (or columns) // size refers to the number of rows (or columns)
void void
VSMatrix::setIdentityMatrix( double *mat, int size) { VSMatrix::setIdentityMatrix( FLOATTYPE *mat, int size) {
// fill matrix with 0s // fill matrix with 0s
for (int i = 0; i < size * size; ++i) for (int i = 0; i < size * size; ++i)
@ -56,10 +56,10 @@ VSMatrix::loadIdentity()
// glMultMatrix implementation // glMultMatrix implementation
void void
VSMatrix::multMatrix(const double *aMatrix) VSMatrix::multMatrix(const FLOATTYPE *aMatrix)
{ {
double res[16]; FLOATTYPE res[16];
for (int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
{ {
@ -72,15 +72,16 @@ VSMatrix::multMatrix(const double *aMatrix)
} }
} }
} }
memcpy(mMatrix, res, 16 * sizeof(double)); memcpy(mMatrix, res, 16 * sizeof(FLOATTYPE));
} }
#ifdef USE_DOUBLE
// glMultMatrix implementation // glMultMatrix implementation
void void
VSMatrix::multMatrix(const float *aMatrix) VSMatrix::multMatrix(const float *aMatrix)
{ {
double res[16]; FLOATTYPE res[16];
for (int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
{ {
@ -93,18 +94,20 @@ VSMatrix::multMatrix(const float *aMatrix)
} }
} }
} }
memcpy(mMatrix, res, 16 * sizeof(double)); memcpy(mMatrix, res, 16 * sizeof(FLOATTYPE));
} }
#endif
// glLoadMatrix implementation // glLoadMatrix implementation
void void
VSMatrix::loadMatrix(const double *aMatrix) VSMatrix::loadMatrix(const FLOATTYPE *aMatrix)
{ {
memcpy(mMatrix, aMatrix, 16 * sizeof(double)); memcpy(mMatrix, aMatrix, 16 * sizeof(FLOATTYPE));
} }
#ifdef USE_DOUBLE
// glLoadMatrix implementation // glLoadMatrix implementation
void void
VSMatrix::loadMatrix(const float *aMatrix) VSMatrix::loadMatrix(const float *aMatrix)
@ -114,13 +117,14 @@ VSMatrix::loadMatrix(const float *aMatrix)
mMatrix[i] = aMatrix[i]; mMatrix[i] = aMatrix[i];
} }
} }
#endif
// gl Translate implementation with matrix selection // gl Translate implementation with matrix selection
void void
VSMatrix::translate(double x, double y, double z) VSMatrix::translate(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
{ {
double mat[16]; FLOATTYPE mat[16];
setIdentityMatrix(mat); setIdentityMatrix(mat);
mat[12] = x; mat[12] = x;
@ -133,9 +137,9 @@ VSMatrix::translate(double x, double y, double z)
// gl Scale implementation with matrix selection // gl Scale implementation with matrix selection
void void
VSMatrix::scale(double x, double y, double z) VSMatrix::scale(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
{ {
double mat[16]; FLOATTYPE mat[16];
setIdentityMatrix(mat,4); setIdentityMatrix(mat,4);
mat[0] = x; mat[0] = x;
@ -148,22 +152,22 @@ VSMatrix::scale(double x, double y, double z)
// gl Rotate implementation with matrix selection // gl Rotate implementation with matrix selection
void void
VSMatrix::rotate(double angle, double x, double y, double z) VSMatrix::rotate(FLOATTYPE angle, FLOATTYPE x, FLOATTYPE y, FLOATTYPE z)
{ {
double mat[16]; FLOATTYPE mat[16];
double v[3]; FLOATTYPE v[3];
v[0] = x; v[0] = x;
v[1] = y; v[1] = y;
v[2] = z; v[2] = z;
double radAngle = DegToRad(angle); FLOATTYPE radAngle = DegToRad(angle);
double co = cos(radAngle); FLOATTYPE co = cos(radAngle);
double si = sin(radAngle); FLOATTYPE si = sin(radAngle);
normalize(v); normalize(v);
double x2 = v[0]*v[0]; FLOATTYPE x2 = v[0]*v[0];
double y2 = v[1]*v[1]; FLOATTYPE y2 = v[1]*v[1];
double z2 = v[2]*v[2]; FLOATTYPE z2 = v[2]*v[2];
// mat[0] = x2 + (y2 + z2) * co; // mat[0] = x2 + (y2 + z2) * co;
mat[0] = co + x2 * (1 - co);// + (y2 + z2) * co; mat[0] = co + x2 * (1 - co);// + (y2 + z2) * co;
@ -194,11 +198,11 @@ VSMatrix::rotate(double angle, double x, double y, double z)
// gluLookAt implementation // gluLookAt implementation
void void
VSMatrix::lookAt(double xPos, double yPos, double zPos, VSMatrix::lookAt(FLOATTYPE xPos, FLOATTYPE yPos, FLOATTYPE zPos,
double xLook, double yLook, double zLook, FLOATTYPE xLook, FLOATTYPE yLook, FLOATTYPE zLook,
double xUp, double yUp, double zUp) FLOATTYPE xUp, FLOATTYPE yUp, FLOATTYPE zUp)
{ {
double dir[3], right[3], up[3]; FLOATTYPE dir[3], right[3], up[3];
up[0] = xUp; up[1] = yUp; up[2] = zUp; up[0] = xUp; up[1] = yUp; up[2] = zUp;
@ -213,7 +217,7 @@ VSMatrix::lookAt(double xPos, double yPos, double zPos,
crossProduct(right,dir,up); crossProduct(right,dir,up);
normalize(up); normalize(up);
double m1[16],m2[16]; FLOATTYPE m1[16],m2[16];
m1[0] = right[0]; m1[0] = right[0];
m1[4] = right[1]; m1[4] = right[1];
@ -247,11 +251,11 @@ VSMatrix::lookAt(double xPos, double yPos, double zPos,
// gluPerspective implementation // gluPerspective implementation
void void
VSMatrix::perspective(double fov, double ratio, double nearp, double farp) VSMatrix::perspective(FLOATTYPE fov, FLOATTYPE ratio, FLOATTYPE nearp, FLOATTYPE farp)
{ {
double projMatrix[16]; FLOATTYPE projMatrix[16];
double f = 1.0f / tan (fov * (M_PI / 360.0f)); FLOATTYPE f = 1.0f / tan (fov * (M_PI / 360.0f));
setIdentityMatrix(projMatrix,4); setIdentityMatrix(projMatrix,4);
@ -268,11 +272,11 @@ VSMatrix::perspective(double fov, double ratio, double nearp, double farp)
// glOrtho implementation // glOrtho implementation
void void
VSMatrix::ortho(double left, double right, VSMatrix::ortho(FLOATTYPE left, FLOATTYPE right,
double bottom, double top, FLOATTYPE bottom, FLOATTYPE top,
double nearp, double farp) FLOATTYPE nearp, FLOATTYPE farp)
{ {
double m[16]; FLOATTYPE m[16];
setIdentityMatrix(m,4); setIdentityMatrix(m,4);
@ -289,11 +293,11 @@ VSMatrix::ortho(double left, double right,
// glFrustum implementation // glFrustum implementation
void void
VSMatrix::frustum(double left, double right, VSMatrix::frustum(FLOATTYPE left, FLOATTYPE right,
double bottom, double top, FLOATTYPE bottom, FLOATTYPE top,
double nearp, double farp) FLOATTYPE nearp, FLOATTYPE farp)
{ {
double m[16]; FLOATTYPE m[16];
setIdentityMatrix(m,4); setIdentityMatrix(m,4);
@ -312,7 +316,7 @@ VSMatrix::frustum(double left, double right,
/* /*
// returns a pointer to the requested matrix // returns a pointer to the requested matrix
double * FLOATTYPE *
VSMatrix::get(MatrixTypes aType) VSMatrix::get(MatrixTypes aType)
{ {
return mMatrix[aType]; return mMatrix[aType];
@ -331,9 +335,13 @@ VSMatrix::get(MatrixTypes aType)
void void
VSMatrix::matrixToGL(int loc) VSMatrix::matrixToGL(int loc)
{ {
#ifdef USE_DOUBLE
float copyto[16]; float copyto[16];
copy(copyto); copy(copyto);
glUniformMatrix4fv(loc, 1, false, copyto); glUniformMatrix4fv(loc, 1, false, copyto);
#else
glUniformMatrix4fv(loc, 1, false, mMatrix);
#endif
} }
// ----------------------------------------------------- // -----------------------------------------------------
@ -343,7 +351,7 @@ VSMatrix::matrixToGL(int loc)
// Compute res = M * point // Compute res = M * point
void void
VSMatrix::multMatrixPoint(const double *point, double *res) VSMatrix::multMatrixPoint(const FLOATTYPE *point, FLOATTYPE *res)
{ {
for (int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
@ -360,7 +368,7 @@ VSMatrix::multMatrixPoint(const double *point, double *res)
// res = a cross b; // res = a cross b;
void void
VSMatrix::crossProduct(const double *a, const double *b, double *res) { VSMatrix::crossProduct(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
res[0] = a[1] * b[2] - b[1] * a[2]; res[0] = a[1] * b[2] - b[1] * a[2];
res[1] = a[2] * b[0] - b[2] * a[0]; res[1] = a[2] * b[0] - b[2] * a[0];
@ -369,10 +377,10 @@ VSMatrix::crossProduct(const double *a, const double *b, double *res) {
// returns a . b // returns a . b
double FLOATTYPE
VSMatrix::dotProduct(const double *a, const double *b) { VSMatrix::dotProduct(const FLOATTYPE *a, const FLOATTYPE *b) {
double res = a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; FLOATTYPE res = a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
return res; return res;
} }
@ -380,9 +388,9 @@ VSMatrix::dotProduct(const double *a, const double *b) {
// Normalize a vec3 // Normalize a vec3
void void
VSMatrix::normalize(double *a) { VSMatrix::normalize(FLOATTYPE *a) {
double mag = sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]); FLOATTYPE mag = sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]);
a[0] /= mag; a[0] /= mag;
a[1] /= mag; a[1] /= mag;
@ -392,7 +400,7 @@ VSMatrix::normalize(double *a) {
// res = b - a // res = b - a
void void
VSMatrix::subtract(const double *a, const double *b, double *res) { VSMatrix::subtract(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
res[0] = b[0] - a[0]; res[0] = b[0] - a[0];
res[1] = b[1] - a[1]; res[1] = b[1] - a[1];
@ -402,7 +410,7 @@ VSMatrix::subtract(const double *a, const double *b, double *res) {
// res = a + b // res = a + b
void void
VSMatrix::add(const double *a, const double *b, double *res) { VSMatrix::add(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res) {
res[0] = b[0] + a[0]; res[0] = b[0] + a[0];
res[1] = b[1] + a[1]; res[1] = b[1] + a[1];
@ -411,8 +419,8 @@ VSMatrix::add(const double *a, const double *b, double *res) {
// returns |a| // returns |a|
double FLOATTYPE
VSMatrix::length(const double *a) { VSMatrix::length(const FLOATTYPE *a) {
return(sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2])); return(sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]));
@ -429,10 +437,10 @@ M3(int i, int j)
// computes the derived normal matrix for the view matrix // computes the derived normal matrix for the view matrix
void void
VSMatrix::computeNormalMatrix(const double *aMatrix) VSMatrix::computeNormalMatrix(const FLOATTYPE *aMatrix)
{ {
double mMat3x3[9]; FLOATTYPE mMat3x3[9];
mMat3x3[0] = aMatrix[0]; mMat3x3[0] = aMatrix[0];
mMat3x3[1] = aMatrix[1]; mMat3x3[1] = aMatrix[1];
@ -446,7 +454,7 @@ VSMatrix::computeNormalMatrix(const double *aMatrix)
mMat3x3[7] = aMatrix[9]; mMat3x3[7] = aMatrix[9];
mMat3x3[8] = aMatrix[10]; mMat3x3[8] = aMatrix[10];
double det, invDet; FLOATTYPE det, invDet;
det = mMat3x3[0] * (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) + det = mMat3x3[0] * (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) +
mMat3x3[1] * (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) + mMat3x3[1] * (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) +
@ -476,10 +484,10 @@ VSMatrix::computeNormalMatrix(const double *aMatrix)
// aux function resMat = resMat * aMatrix // aux function resMat = resMat * aMatrix
void void
VSMatrix::multMatrix(double *resMat, const double *aMatrix) VSMatrix::multMatrix(FLOATTYPE *resMat, const FLOATTYPE *aMatrix)
{ {
double res[16]; FLOATTYPE res[16];
for (int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
{ {
@ -492,5 +500,5 @@ VSMatrix::multMatrix(double *resMat, const double *aMatrix)
} }
} }
} }
memcpy(resMat, res, 16 * sizeof(double)); memcpy(resMat, res, 16 * sizeof(FLOATTYPE));
} }

View file

@ -22,6 +22,12 @@
#include <stdlib.h> #include <stdlib.h>
#ifdef USE_DOUBLE
typedef double FLOATTYPE;
#else
typedef float FLOATTYPE;
#endif
class VSMatrix { class VSMatrix {
public: public:
@ -35,27 +41,32 @@ class VSMatrix {
loadIdentity(); loadIdentity();
} }
void translate(double x, double y, double z); void translate(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z);
void scale(double x, double y, double z); void scale(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z);
void rotate(double angle, double x, double y, double z); void rotate(FLOATTYPE angle, FLOATTYPE x, FLOATTYPE y, FLOATTYPE z);
void loadIdentity(); void loadIdentity();
#ifdef USE_DOUBLE
void multMatrix(const float *aMatrix); void multMatrix(const float *aMatrix);
void multMatrix(const double *aMatrix); #endif
void multMatrix(const FLOATTYPE *aMatrix);
void multMatrix(const VSMatrix &aMatrix) void multMatrix(const VSMatrix &aMatrix)
{ {
multMatrix(aMatrix.mMatrix); multMatrix(aMatrix.mMatrix);
} }
void loadMatrix(const double *aMatrix); void loadMatrix(const FLOATTYPE *aMatrix);
#ifdef USE_DOUBLE
void loadMatrix(const float *aMatrix); void loadMatrix(const float *aMatrix);
void lookAt(double xPos, double yPos, double zPos, double xLook, double yLook, double zLook, double xUp, double yUp, double zUp); #endif
void perspective(double fov, double ratio, double nearp, double farp); void lookAt(FLOATTYPE xPos, FLOATTYPE yPos, FLOATTYPE zPos, FLOATTYPE xLook, FLOATTYPE yLook, FLOATTYPE zLook, FLOATTYPE xUp, FLOATTYPE yUp, FLOATTYPE zUp);
void ortho(double left, double right, double bottom, double top, double nearp=-1.0f, double farp=1.0f); void perspective(FLOATTYPE fov, FLOATTYPE ratio, FLOATTYPE nearp, FLOATTYPE farp);
void frustum(double left, double right, double bottom, double top, double nearp, double farp); void ortho(FLOATTYPE left, FLOATTYPE right, FLOATTYPE bottom, FLOATTYPE top, FLOATTYPE nearp=-1.0f, FLOATTYPE farp=1.0f);
void copy(double * pDest) void frustum(FLOATTYPE left, FLOATTYPE right, FLOATTYPE bottom, FLOATTYPE top, FLOATTYPE nearp, FLOATTYPE farp);
void copy(FLOATTYPE * pDest)
{ {
memcpy(pDest, mMatrix, 16 * sizeof(double)); memcpy(pDest, mMatrix, 16 * sizeof(FLOATTYPE));
} }
#ifdef USE_DOUBLE
void copy(float * pDest) void copy(float * pDest)
{ {
for (int i = 0; i < 16; i++) for (int i = 0; i < 16; i++)
@ -63,30 +74,38 @@ class VSMatrix {
pDest[i] = (float)mMatrix[i]; pDest[i] = (float)mMatrix[i];
} }
} }
#endif
const FLOATTYPE *get() const
{
return mMatrix;
}
void matrixToGL(int location); void matrixToGL(int location);
void multMatrixPoint(const double *point, double *res); void multMatrixPoint(const FLOATTYPE *point, FLOATTYPE *res);
#ifdef USE_DOUBLE
void computeNormalMatrix(const float *aMatrix); void computeNormalMatrix(const float *aMatrix);
void computeNormalMatrix(const double *aMatrix); #endif
void computeNormalMatrix(const FLOATTYPE *aMatrix);
void computeNormalMatrix(const VSMatrix &aMatrix) void computeNormalMatrix(const VSMatrix &aMatrix)
{ {
computeNormalMatrix(aMatrix.mMatrix); computeNormalMatrix(aMatrix.mMatrix);
} }
protected: protected:
static void crossProduct(const double *a, const double *b, double *res); static void crossProduct(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res);
static double dotProduct(const double *a, const double * b); static FLOATTYPE dotProduct(const FLOATTYPE *a, const FLOATTYPE * b);
static void normalize(double *a); static void normalize(FLOATTYPE *a);
static void subtract(const double *a, const double *b, double *res); static void subtract(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res);
static void add(const double *a, const double *b, double *res); static void add(const FLOATTYPE *a, const FLOATTYPE *b, FLOATTYPE *res);
static double length(const double *a); static FLOATTYPE length(const FLOATTYPE *a);
static void multMatrix(double *resMatrix, const double *aMatrix); static void multMatrix(FLOATTYPE *resMatrix, const FLOATTYPE *aMatrix);
static void setIdentityMatrix(double *mat, int size = 4); static void setIdentityMatrix(FLOATTYPE *mat, int size = 4);
/// The storage for matrices /// The storage for matrices
double mMatrix[16]; FLOATTYPE mMatrix[16];
}; };

View file

@ -806,65 +806,41 @@ void gl_RenderModel(GLSprite * spr)
// This is rather crappy way to transfer fixet_t type into angle in degrees, but its works! // This is rather crappy way to transfer fixet_t type into angle in degrees, but its works!
if(smf->flags & MDL_INHERITACTORPITCH) pitch += float(static_cast<double>(spr->actor->pitch >> 16) / (1 << 13) * 45 + static_cast<double>(spr->actor->pitch & 0x0000FFFF) / (1 << 29) * 45); if(smf->flags & MDL_INHERITACTORPITCH) pitch += float(static_cast<double>(spr->actor->pitch >> 16) / (1 << 13) * 45 + static_cast<double>(spr->actor->pitch & 0x0000FFFF) / (1 << 29) * 45);
if(smf->flags & MDL_INHERITACTORROLL) roll += float(static_cast<double>(spr->actor->roll >> 16) / (1 << 13) * 45 + static_cast<double>(spr->actor->roll & 0x0000FFFF) / (1 << 29) * 45); if(smf->flags & MDL_INHERITACTORROLL) roll += float(static_cast<double>(spr->actor->roll >> 16) / (1 << 13) * 45 + static_cast<double>(spr->actor->roll & 0x0000FFFF) / (1 << 29) * 45);
glActiveTexture(GL_TEXTURE7); // Hijack the otherwise unused seventh texture matrix for the model to world transformation. gl_RenderState.mModelMatrix.loadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
// Model space => World space // Model space => World space
glTranslatef(spr->x, spr->z, spr->y ); gl_RenderState.mModelMatrix.translate(spr->x, spr->z, spr->y );
// Applying model transformations: // Applying model transformations:
// 1) Applying actor angle, pitch and roll to the model // 1) Applying actor angle, pitch and roll to the model
glRotatef(-angle, 0, 1, 0); gl_RenderState.mModelMatrix.rotate(-angle, 0, 1, 0);
glRotatef(pitch, 0, 0, 1); gl_RenderState.mModelMatrix.rotate(pitch, 0, 0, 1);
glRotatef(-roll, 1, 0, 0); gl_RenderState.mModelMatrix.rotate(-roll, 1, 0, 0);
// 2) Applying Doomsday like rotation of the weapon pickup models // 2) Applying Doomsday like rotation of the weapon pickup models
// The rotation angle is based on the elapsed time. // The rotation angle is based on the elapsed time.
if( smf->flags & MDL_ROTATING ) if( smf->flags & MDL_ROTATING )
{ {
glTranslatef(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ); gl_RenderState.mModelMatrix.translate(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ);
glRotatef(rotateOffset, smf->xrotate, smf->yrotate, smf->zrotate); gl_RenderState.mModelMatrix.rotate(rotateOffset, smf->xrotate, smf->yrotate, smf->zrotate);
glTranslatef(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ); gl_RenderState.mModelMatrix.translate(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ);
} }
// 3) Scaling model. // 3) Scaling model.
glScalef(scaleFactorX, scaleFactorZ, scaleFactorY); gl_RenderState.mModelMatrix.scale(scaleFactorX, scaleFactorZ, scaleFactorY);
// 4) Aplying model offsets (model offsets do not depend on model scalings). // 4) Aplying model offsets (model offsets do not depend on model scalings).
glTranslatef(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale); gl_RenderState.mModelMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
// 5) Applying model rotations. // 5) Applying model rotations.
glRotatef(-ANGLE_TO_FLOAT(smf->angleoffset), 0, 1, 0); gl_RenderState.mModelMatrix.rotate(-ANGLE_TO_FLOAT(smf->angleoffset), 0, 1, 0);
glRotatef(smf->pitchoffset, 0, 0, 1); gl_RenderState.mModelMatrix.rotate(smf->pitchoffset, 0, 0, 1);
glRotatef(-smf->rolloffset, 1, 0, 0); gl_RenderState.mModelMatrix.rotate(-smf->rolloffset, 1, 0, 0);
gl_RenderState.EnableModelMatrix(true);
glActiveTexture(GL_TEXTURE0);
#if 0
if (gl_light_models)
{
// The normal transform matrix only contains the inverse rotations and scalings but not the translations
NormalTransform.MakeIdentity();
NormalTransform.Scale(1.f/scaleFactorX, 1.f/scaleFactorZ, 1.f/scaleFactorY);
if( smf->flags & MDL_ROTATING ) NormalTransform.Rotate(smf->xrotate, smf->yrotate, smf->zrotate, -rotateOffset);
if (pitch != 0) NormalTransform.Rotate(0,0,1,-pitch);
if (angle != 0) NormalTransform.Rotate(0,1,0, angle);
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), &ModelToWorld, &NormalTransform, translation );
}
#endif
gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), NULL, translation ); gl_RenderFrameModels( smf, spr->actor->state, spr->actor->tics, RUNTIME_TYPE(spr->actor), NULL, translation );
gl_RenderState.EnableModelMatrix(false);
glActiveTexture(GL_TEXTURE7);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_MODELVIEW);
glDepthFunc(GL_LESS); glDepthFunc(GL_LESS);
if (!( spr->actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] )) if (!( spr->actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] ))

View file

@ -56,6 +56,8 @@ FRenderState gl_RenderState;
CVAR(Bool, gl_direct_state_change, true, 0) CVAR(Bool, gl_direct_state_change, true, 0)
static VSMatrix identityMatrix(1);
//========================================================================== //==========================================================================
// //
// //
@ -225,6 +227,27 @@ bool FRenderState::ApplyShader()
activeShader->muColormapStart.Set(r, g, b, 1.f); activeShader->muColormapStart.Set(r, g, b, 1.f);
} }
} }
if (mTextureMatrixEnabled)
{
mTextureMatrix.matrixToGL(activeShader->texturematrix_index);
activeShader->currentTextureMatrixState = true;
}
else if (activeShader->currentTextureMatrixState)
{
activeShader->currentTextureMatrixState = false;
identityMatrix.matrixToGL(activeShader->texturematrix_index);
}
if (mModelMatrixEnabled)
{
mModelMatrix.matrixToGL(activeShader->modelmatrix_index);
activeShader->currentModelMatrixState = true;
}
else if (activeShader->currentModelMatrixState)
{
activeShader->currentModelMatrixState = false;
identityMatrix.matrixToGL(activeShader->modelmatrix_index);
}
return true; return true;
} }

View file

@ -4,6 +4,7 @@
#include <string.h> #include <string.h>
#include "gl/system/gl_interface.h" #include "gl/system/gl_interface.h"
#include "gl/data/gl_data.h" #include "gl/data/gl_data.h"
#include "gl/data/gl_matrix.h"
#include "c_cvars.h" #include "c_cvars.h"
#include "r_defs.h" #include "r_defs.h"
@ -58,6 +59,8 @@ class FRenderState
bool m2D; bool m2D;
float mInterpolationFactor; float mInterpolationFactor;
float mClipHeightTop, mClipHeightBottom; float mClipHeightTop, mClipHeightBottom;
bool mModelMatrixEnabled;
bool mTextureMatrixEnabled;
FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer; FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer;
FStateVec4 mColor; FStateVec4 mColor;
@ -80,6 +83,12 @@ class FRenderState
bool ApplyShader(); bool ApplyShader();
public: public:
VSMatrix mProjectionMatrix;
VSMatrix mViewMatrix;
VSMatrix mModelMatrix;
VSMatrix mTextureMatrix;
FRenderState() FRenderState()
{ {
Reset(); Reset();
@ -89,6 +98,7 @@ public:
void SetupShader(int &shaderindex, float warptime); void SetupShader(int &shaderindex, float warptime);
void Apply(); void Apply();
void ApplyMatrices();
void SetVertexBuffer(FVertexBuffer *vb) void SetVertexBuffer(FVertexBuffer *vb)
{ {
@ -180,6 +190,16 @@ public:
mBrightmapEnabled = on; mBrightmapEnabled = on;
} }
void EnableModelMatrix(bool on)
{
mModelMatrixEnabled = on;
}
void EnableTextureMatrix(bool on)
{
mTextureMatrixEnabled = on;
}
void SetCameraPos(float x, float y, float z) void SetCameraPos(float x, float y, float z)
{ {
mCameraPos.Set(x, z, y, 0); mCameraPos.Set(x, z, y, 0);

View file

@ -1083,10 +1083,9 @@ void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, boo
float fviewy = FIXED2FLOAT(viewy); float fviewy = FIXED2FLOAT(viewy);
float fviewz = FIXED2FLOAT(viewz); float fviewz = FIXED2FLOAT(viewz);
gl_SetPlaneTextureRotation(&plane, gltexture);
gl_RenderState.Apply(); gl_RenderState.Apply();
bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture);
float prj_fac1 = (planez-fviewz)/(ws->z1-fviewz); float prj_fac1 = (planez-fviewz)/(ws->z1-fviewz);
float prj_fac2 = (planez-fviewz)/(ws->z2-fviewz); float prj_fac2 = (planez-fviewz)/(ws->z2-fviewz);
@ -1113,11 +1112,7 @@ void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, boo
ptr++; ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN); GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
if (pushed) gl_RenderState.EnableTextureMatrix(false);
{
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
} }
//========================================================================== //==========================================================================

View file

@ -273,7 +273,7 @@ public:
extern FDrawInfo * gl_drawinfo; extern FDrawInfo * gl_drawinfo;
bool gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture); void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture);
void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending); void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending);
#endif #endif

View file

@ -70,7 +70,7 @@
// //
//========================================================================== //==========================================================================
bool gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture) void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture)
{ {
// only manipulate the texture matrix if needed. // only manipulate the texture matrix if needed.
if (secplane->xoffs != 0 || secplane->yoffs != 0 || if (secplane->xoffs != 0 || secplane->yoffs != 0 ||
@ -93,15 +93,13 @@ bool gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * glte
float xscale2=64.f/gltexture->TextureWidth(GLUSE_TEXTURE); float xscale2=64.f/gltexture->TextureWidth(GLUSE_TEXTURE);
float yscale2=64.f/gltexture->TextureHeight(GLUSE_TEXTURE); float yscale2=64.f/gltexture->TextureHeight(GLUSE_TEXTURE);
glMatrixMode(GL_TEXTURE); gl_RenderState.mTextureMatrix.loadIdentity();
glPushMatrix(); gl_RenderState.mTextureMatrix.scale(xscale1 ,yscale1,1.0f);
glScalef(xscale1 ,yscale1,1.0f); gl_RenderState.mTextureMatrix.translate(uoffs,voffs,0.0f);
glTranslatef(uoffs,voffs,0.0f); gl_RenderState.mTextureMatrix.scale(xscale2 ,yscale2,1.0f);
glScalef(xscale2 ,yscale2,1.0f); gl_RenderState.mTextureMatrix.rotate(angle,0.0f,0.0f,1.0f);
glRotatef(angle,0.0f,0.0f,1.0f); gl_RenderState.EnableTextureMatrix(true);
return true;
} }
return false;
} }
@ -377,13 +375,9 @@ void GLFlat::Draw(int pass)
case GLPASS_TEXTURE: case GLPASS_TEXTURE:
{ {
gltexture->Bind(); gltexture->Bind();
bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture); gl_SetPlaneTextureRotation(&plane, gltexture);
DrawSubsectors(pass, false); DrawSubsectors(pass, false);
if (pushed) gl_RenderState.EnableTextureMatrix(false);
{
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
break; break;
} }
@ -440,13 +434,9 @@ void GLFlat::Draw(int pass)
else else
{ {
gltexture->Bind(); gltexture->Bind();
bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture); gl_SetPlaneTextureRotation(&plane, gltexture);
DrawSubsectors(pass, true); DrawSubsectors(pass, true);
if (pushed) gl_RenderState.EnableTextureMatrix(false);
{
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
} }
if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break; break;

View file

@ -1000,7 +1000,7 @@ void GLHorizonPortal::DrawContents()
gltexture->Bind(); gltexture->Bind();
bool pushed = gl_SetPlaneTextureRotation(sp, gltexture); gl_SetPlaneTextureRotation(sp, gltexture);
gl_RenderState.EnableAlphaTest(false); gl_RenderState.EnableAlphaTest(false);
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO); gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
gl_RenderState.Apply(); gl_RenderState.Apply();
@ -1059,12 +1059,7 @@ void GLHorizonPortal::DrawContents()
ptr++; ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
if (pushed) gl_RenderState.EnableTextureMatrix(false);
{
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
PortalAll.Unclock(); PortalAll.Unclock();
} }

View file

@ -286,14 +286,6 @@ void FGLRenderer::SetProjection(float fov, float ratio, float fovratio)
void FGLRenderer::SetViewMatrix(bool mirror, bool planemirror) void FGLRenderer::SetViewMatrix(bool mirror, bool planemirror)
{ {
glActiveTexture(GL_TEXTURE7);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();

View file

@ -293,20 +293,17 @@ void RenderDome(FMaterial * tex, float x_offset, float y_offset, bool mirror, in
glScalef(1.f, 1.2f * 1.17f, 1.f); glScalef(1.f, 1.2f * 1.17f, 1.f);
yscale = 240.f / texh; yscale = 240.f / texh;
} }
glMatrixMode(GL_TEXTURE); gl_RenderState.EnableTextureMatrix(true);
glPushMatrix(); gl_RenderState.mTextureMatrix.loadIdentity();
glLoadIdentity(); gl_RenderState.mTextureMatrix.scale(mirror? -xscale : xscale, yscale, 1.f);
glScalef(mirror? -xscale : xscale, yscale, 1.f); gl_RenderState.mTextureMatrix.translate(1.f, y_offset / texh, 1.f);
glTranslatef(1.f, y_offset / texh, 1.f);
glMatrixMode(GL_MODELVIEW);
} }
GLRenderer->mSkyVBO->RenderDome(tex, mode); GLRenderer->mSkyVBO->RenderDome(tex, mode);
gl_RenderState.EnableTextureMatrix(false);
if (tex) if (tex)
{ {
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPopMatrix(); glPopMatrix();
} }

View file

@ -206,6 +206,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
timer_index = glGetUniformLocation(hShader, "timer"); timer_index = glGetUniformLocation(hShader, "timer");
lights_index = glGetUniformLocation(hShader, "lights"); lights_index = glGetUniformLocation(hShader, "lights");
fakevb_index = glGetUniformLocation(hShader, "fakeVB"); fakevb_index = glGetUniformLocation(hShader, "fakeVB");
modelmatrix_index = glGetUniformLocation(hShader, "ModelMatrix");
texturematrix_index = glGetUniformLocation(hShader, "TextureMatrix");
glBindAttribLocation(hShader, VATTR_VERTEX2, "aVertex2"); glBindAttribLocation(hShader, VATTR_VERTEX2, "aVertex2");

View file

@ -198,11 +198,15 @@ class FShader
int timer_index; int timer_index;
int lights_index; int lights_index;
int modelmatrix_index;
int texturematrix_index;
public: public:
int fakevb_index; int fakevb_index;
private: private:
int currentglowstate; int currentglowstate;
int currentfixedcolormap; int currentfixedcolormap;
bool currentTextureMatrixState;
bool currentModelMatrixState;
public: public:
FShader(const char *name) FShader(const char *name)
@ -211,6 +215,8 @@ public:
hShader = hVertProg = hFragProg = 0; hShader = hVertProg = hFragProg = 0;
currentglowstate = 0; currentglowstate = 0;
currentfixedcolormap = 0; currentfixedcolormap = 0;
currentTextureMatrixState = true; // by setting the matrix state to 'true' it is guaranteed to be set the first time the render state gets applied.
currentModelMatrixState = true;
} }
~FShader(); ~FShader();

View file

@ -36,8 +36,8 @@ uniform ivec4 uLightRange;
// redefine the matrix names to what they actually represent. // redefine the matrix names to what they actually represent.
#define ModelMatrix gl_TextureMatrix[7]
#define ViewMatrix gl_ModelViewMatrix
#define ProjectionMatrix gl_ProjectionMatrix #define ProjectionMatrix gl_ProjectionMatrix
#define TextureMatrix gl_TextureMatrix[0] #define ViewMatrix gl_ModelViewMatrix
uniform mat4 ModelMatrix;
uniform mat4 TextureMatrix;