GPU: Convert gpu_matrix.c to C++

This commit is contained in:
Clément Foucault 2020-07-30 23:50:43 +02:00
parent 6941e27f4a
commit 6a444830a3
2 changed files with 11 additions and 32 deletions

View File

@ -68,7 +68,7 @@ set(SRC
intern/gpu_init_exit.c
intern/gpu_material.c
intern/gpu_material_library.c
intern/gpu_matrix.c
intern/gpu_matrix.cc
intern/gpu_node_graph.c
intern/gpu_platform.cc
intern/gpu_primitive.c

View File

@ -37,8 +37,6 @@
#include "MEM_guardedalloc.h"
#define DEBUG_MATRIX_BIND 0
#define MATRIX_STACK_DEPTH 32
typedef float Mat4[4][4];
@ -79,7 +77,7 @@ GPUMatrixState *GPU_matrix_state_create(void)
} \
}
GPUMatrixState *state = MEM_mallocN(sizeof(*state), __func__);
GPUMatrixState *state = (GPUMatrixState *)MEM_mallocN(sizeof(*state), __func__);
const MatrixStack identity_stack = {{MATRIX_4X4_IDENTITY}, 0};
state->model_view_stack = state->projection_stack = identity_stack;
@ -662,51 +660,32 @@ void GPU_matrix_bind(const GPUShaderInterface *shaderface)
int32_t MV_inv = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_MODELVIEW_INV);
int32_t P_inv = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_PROJECTION_INV);
/* XXX(fclem) this works but this assumes shader is unused inside GPU_shader_uniform_vector. */
GPUShader *sh = NULL;
if (MV != -1) {
#if DEBUG_MATRIX_BIND
puts("setting MV matrix");
#endif
glUniformMatrix4fv(MV, 1, GL_FALSE, (const float *)GPU_matrix_model_view_get(NULL));
GPU_shader_uniform_vector(sh, MV, 16, 1, (const float *)GPU_matrix_model_view_get(NULL));
}
if (P != -1) {
#if DEBUG_MATRIX_BIND
puts("setting P matrix");
#endif
glUniformMatrix4fv(P, 1, GL_FALSE, (const float *)GPU_matrix_projection_get(NULL));
GPU_shader_uniform_vector(sh, P, 16, 1, (const float *)GPU_matrix_projection_get(NULL));
}
if (MVP != -1) {
#if DEBUG_MATRIX_BIND
puts("setting MVP matrix");
#endif
glUniformMatrix4fv(
MVP, 1, GL_FALSE, (const float *)GPU_matrix_model_view_projection_get(NULL));
GPU_shader_uniform_vector(
sh, MVP, 16, 1, (const float *)GPU_matrix_model_view_projection_get(NULL));
}
if (N != -1) {
#if DEBUG_MATRIX_BIND
puts("setting normal matrix");
#endif
glUniformMatrix3fv(N, 1, GL_FALSE, (const float *)GPU_matrix_normal_get(NULL));
GPU_shader_uniform_vector(sh, N, 9, 1, (const float *)GPU_matrix_normal_get(NULL));
}
if (MV_inv != -1) {
Mat4 m;
GPU_matrix_model_view_get(m);
invert_m4(m);
glUniformMatrix4fv(MV_inv, 1, GL_FALSE, (const float *)m);
GPU_shader_uniform_vector(sh, MV_inv, 16, 1, (const float *)m);
}
if (P_inv != -1) {
Mat4 m;
GPU_matrix_projection_get(m);
invert_m4(m);
glUniformMatrix4fv(P_inv, 1, GL_FALSE, (const float *)m);
GPU_shader_uniform_vector(sh, P_inv, 16, 1, (const float *)m);
}
gpu_matrix_state_active_set_dirty(false);