diff options
Diffstat (limited to 'indra/llrender/llrender.cpp')
-rw-r--r-- | indra/llrender/llrender.cpp | 448 |
1 files changed, 135 insertions, 313 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 828a509971..e182b870dc 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -36,6 +36,7 @@ #include "lltexture.h" #include "llshadermgr.h" #include "hbxxh.h" +#include "glm/gtc/type_ptr.hpp" #if LL_WINDOWS extern void APIENTRY gl_debug_callback(GLenum source, @@ -57,8 +58,8 @@ F32 gGLLastProjection[16]; F32 gGLProjection[16]; // transform from last frame's camera space to this frame's camera space (and inverse) -F32 gGLDeltaModelView[16]; -F32 gGLInverseDeltaModelView[16]; +glm::mat4 gGLDeltaModelView; +glm::mat4 gGLInverseDeltaModelView; S32 gGLViewport[4]; @@ -735,10 +736,10 @@ void LLLightState::setPosition(const LLVector4& position) ++gGL.mLightHash; mPosition = position; //transform position by current modelview matrix - glh::vec4f pos(position.mV); - const glh::matrix4f& mat = gGL.getModelviewMatrix(); - mat.mult_matrix_vec(pos); - mPosition.set(pos.v); + glm::vec4 pos(glm::make_vec4(position.mV)); + const glm::mat4& mat = gGL.getModelviewMatrix(); + pos = mat * pos; + mPosition.set(glm::value_ptr(pos)); } void LLLightState::setConstantAttenuation(const F32& atten) @@ -790,19 +791,18 @@ void LLLightState::setSpotDirection(const LLVector3& direction) { //always set direction because modelview matrix may have changed ++gGL.mLightHash; - mSpotDirection = direction; + //transform direction by current modelview matrix - glh::vec3f dir(direction.mV); - const glh::matrix4f& mat = gGL.getModelviewMatrix(); - mat.mult_matrix_dir(dir); + glm::vec3 dir(glm::make_vec3(direction.mV)); + const glm::mat3 mat(gGL.getModelviewMatrix()); + dir = mat * dir; - mSpotDirection.set(dir.v); + mSpotDirection.set(glm::value_ptr(dir)); } LLRender::LLRender() : mDirty(false), mCount(0), - mQuadCycle(0), mMode(LLRender::TRIANGLES), mCurrTextureUnitIndex(0) { @@ -830,6 +830,10 @@ LLRender::LLRender() for (U32 i = 0; i < NUM_MATRIX_MODES; ++i) { + for (U32 j = 0; j < LL_MATRIX_STACK_DEPTH; ++j) + { + mMatrix[i][j] = glm::identity<glm::mat4>(); + } mMatIdx[i] = 0; mMatHash[i] = 0; mCurMatHash[i] = 0xFFFFFFFF; @@ -991,12 +995,12 @@ void LLRender::syncMatrices() LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; - static glh::matrix4f cached_mvp; - static glh::matrix4f cached_inv_mdv; + static glm::mat4 cached_mvp; + static glm::mat4 cached_inv_mdv; static U32 cached_mvp_mdv_hash = 0xFFFFFFFF; static U32 cached_mvp_proj_hash = 0xFFFFFFFF; - static glh::matrix4f cached_normal; + static glm::mat4 cached_normal; static U32 cached_normal_hash = 0xFFFFFFFF; if (shader) @@ -1006,15 +1010,15 @@ void LLRender::syncMatrices() U32 i = MM_MODELVIEW; if (mMatHash[MM_MODELVIEW] != shader->mMatHash[MM_MODELVIEW]) { //update modelview, normal, and MVP - glh::matrix4f& mat = mMatrix[MM_MODELVIEW][mMatIdx[MM_MODELVIEW]]; + const glm::mat4& mat = mMatrix[MM_MODELVIEW][mMatIdx[MM_MODELVIEW]]; // if MDV has changed, update the cached inverse as well if (cached_mvp_mdv_hash != mMatHash[MM_MODELVIEW]) { - cached_inv_mdv = mat.inverse(); + cached_inv_mdv = glm::inverse(mat); } - shader->uniformMatrix4fv(name[MM_MODELVIEW], 1, GL_FALSE, mat.m); + shader->uniformMatrix4fv(name[MM_MODELVIEW], 1, GL_FALSE, glm::value_ptr(mat)); shader->mMatHash[MM_MODELVIEW] = mMatHash[MM_MODELVIEW]; //update normal matrix @@ -1023,17 +1027,17 @@ void LLRender::syncMatrices() { if (cached_normal_hash != mMatHash[i]) { - cached_normal = cached_inv_mdv.transpose(); + cached_normal = glm::transpose(cached_inv_mdv); cached_normal_hash = mMatHash[i]; } - glh::matrix4f& norm = cached_normal; + auto norm = glm::value_ptr(cached_normal); F32 norm_mat[] = { - norm.m[0], norm.m[1], norm.m[2], - norm.m[4], norm.m[5], norm.m[6], - norm.m[8], norm.m[9], norm.m[10] + norm[0], norm[1], norm[2], + norm[4], norm[5], norm[6], + norm[8], norm[9], norm[10] }; shader->uniformMatrix3fv(LLShaderMgr::NORMAL_MATRIX, 1, GL_FALSE, norm_mat); @@ -1041,7 +1045,7 @@ void LLRender::syncMatrices() if (shader->getUniformLocation(LLShaderMgr::INVERSE_MODELVIEW_MATRIX)) { - shader->uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_MATRIX, 1, GL_FALSE, cached_inv_mdv.m); + shader->uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_MATRIX, 1, GL_FALSE, glm::value_ptr(cached_inv_mdv)); } //update MVP matrix @@ -1054,36 +1058,36 @@ void LLRender::syncMatrices() if (cached_mvp_mdv_hash != mMatHash[i] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION]) { cached_mvp = mat; - cached_mvp.mult_left(mMatrix[proj][mMatIdx[proj]]); + cached_mvp = mMatrix[proj][mMatIdx[proj]] * cached_mvp; cached_mvp_mdv_hash = mMatHash[i]; cached_mvp_proj_hash = mMatHash[MM_PROJECTION]; } - shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.m); + shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, glm::value_ptr(cached_mvp)); } } i = MM_PROJECTION; if (mMatHash[MM_PROJECTION] != shader->mMatHash[MM_PROJECTION]) { //update projection matrix, normal, and MVP - glh::matrix4f& mat = mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]]; + const glm::mat4& mat = mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]]; // GZ: This was previously disabled seemingly due to a bug involving the deferred renderer's regular pushing and popping of mats. // We're reenabling this and cleaning up the code around that - that would've been the appropriate course initially. // Anything beyond the standard proj and inv proj mats are special cases. Please setup special uniforms accordingly in the future. if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX)) { - glh::matrix4f inv_proj = mat.inverse(); - shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, false, inv_proj.m); + glm::mat4 inv_proj = glm::inverse(mat); + shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, false, glm::value_ptr(inv_proj)); } // Used by some full screen effects - such as full screen lights, glow, etc. if (shader->getUniformLocation(LLShaderMgr::IDENTITY_MATRIX)) { - shader->uniformMatrix4fv(LLShaderMgr::IDENTITY_MATRIX, 1, GL_FALSE, glh::matrix4f::identity().m); + shader->uniformMatrix4fv(LLShaderMgr::IDENTITY_MATRIX, 1, GL_FALSE, glm::value_ptr(glm::identity<glm::mat4>())); } - shader->uniformMatrix4fv(name[MM_PROJECTION], 1, GL_FALSE, mat.m); + shader->uniformMatrix4fv(name[MM_PROJECTION], 1, GL_FALSE, glm::value_ptr(mat)); shader->mMatHash[MM_PROJECTION] = mMatHash[MM_PROJECTION]; if (!mvp_done) @@ -1096,12 +1100,12 @@ void LLRender::syncMatrices() { U32 mdv = MM_MODELVIEW; cached_mvp = mat; - cached_mvp.mult_right(mMatrix[mdv][mMatIdx[mdv]]); + cached_mvp *= mMatrix[mdv][mMatIdx[mdv]]; cached_mvp_mdv_hash = mMatHash[MM_MODELVIEW]; cached_mvp_proj_hash = mMatHash[MM_PROJECTION]; } - shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.m); + shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, glm::value_ptr(cached_mvp)); } } } @@ -1110,7 +1114,7 @@ void LLRender::syncMatrices() { if (mMatHash[i] != shader->mMatHash[i]) { - shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mMatrix[i][mMatIdx[i]].m); + shader->uniformMatrix4fv(name[i], 1, GL_FALSE, glm::value_ptr(mMatrix[i][mMatIdx[i]])); shader->mMatHash[i] = mMatHash[i]; } } @@ -1129,12 +1133,7 @@ void LLRender::translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z) flush(); { - glh::matrix4f trans_mat(1,0,0,x, - 0,1,0,y, - 0,0,1,z, - 0,0,0,1); - - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(trans_mat); + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] = glm::translate(mMatrix[mMatrixMode][mMatIdx[mMatrixMode]], glm::vec3(x, y, z)); mMatHash[mMatrixMode]++; } } @@ -1144,12 +1143,7 @@ void LLRender::scalef(const GLfloat& x, const GLfloat& y, const GLfloat& z) flush(); { - glh::matrix4f scale_mat(x,0,0,0, - 0,y,0,0, - 0,0,z,0, - 0,0,0,1); - - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(scale_mat); + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] = glm::scale(mMatrix[mMatrixMode][mMatIdx[mMatrixMode]], glm::vec3(x, y, z)); mMatHash[mMatrixMode]++; } } @@ -1159,13 +1153,7 @@ void LLRender::ortho(F32 left, F32 right, F32 bottom, F32 top, F32 zNear, F32 zF flush(); { - - glh::matrix4f ortho_mat(2.f/(right-left),0,0, -(right+left)/(right-left), - 0,2.f/(top-bottom),0, -(top+bottom)/(top-bottom), - 0,0,-2.f/(zFar-zNear), -(zFar+zNear)/(zFar-zNear), - 0,0,0,1); - - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(ortho_mat); + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] *= glm::ortho(left, right, bottom, top, zNear, zFar); mMatHash[mMatrixMode]++; } } @@ -1175,19 +1163,7 @@ void LLRender::rotatef(const GLfloat& a, const GLfloat& x, const GLfloat& y, con flush(); { - F32 r = a * DEG_TO_RAD; - - F32 c = cosf(r); - F32 s = sinf(r); - - F32 ic = 1.f-c; - - glh::matrix4f rot_mat(x*x*ic+c, x*y*ic-z*s, x*z*ic+y*s, 0, - x*y*ic+z*s, y*y*ic+c, y*z*ic-x*s, 0, - x*z*ic-y*s, y*z*ic+x*s, z*z*ic+c, 0, - 0,0,0,1); - - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(rot_mat); + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] = glm::rotate(mMatrix[mMatrixMode][mMatIdx[mMatrixMode]], glm::radians(a), glm::vec3(x,y,z)); mMatHash[mMatrixMode]++; } } @@ -1229,7 +1205,7 @@ void LLRender::loadMatrix(const GLfloat* m) { flush(); { - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].set_value((GLfloat*) m); + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] = glm::make_mat4((GLfloat*) m); mMatHash[mMatrixMode]++; } } @@ -1238,9 +1214,7 @@ void LLRender::multMatrix(const GLfloat* m) { flush(); { - glh::matrix4f mat((GLfloat*) m); - - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(mat); + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] *= glm::make_mat4(m); mMatHash[mMatrixMode]++; } } @@ -1283,17 +1257,17 @@ void LLRender::loadIdentity() { llassert_always(mMatrixMode < NUM_MATRIX_MODES) ; - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].make_identity(); + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]] = glm::identity<glm::mat4>(); mMatHash[mMatrixMode]++; } } -const glh::matrix4f& LLRender::getModelviewMatrix() +const glm::mat4& LLRender::getModelviewMatrix() { return mMatrix[MM_MODELVIEW][mMatIdx[MM_MODELVIEW]]; } -const glh::matrix4f& LLRender::getProjectionMatrix() +const glm::mat4& LLRender::getProjectionMatrix() { return mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]]; } @@ -1324,7 +1298,7 @@ void LLRender::pushUIMatrix() { if (mUIOffset.empty()) { - mUIOffset.push_back(LLVector3(0,0,0)); + mUIOffset.emplace_back(0.f,0.f,0.f); } else { @@ -1333,7 +1307,7 @@ void LLRender::pushUIMatrix() if (mUIScale.empty()) { - mUIScale.push_back(LLVector3(1,1,1)); + mUIScale.emplace_back(1.f,1.f,1.f); } else { @@ -1557,13 +1531,7 @@ void LLRender::begin(const GLuint& mode) { if (mode != mMode) { - if (mode == LLRender::QUADS) - { - mQuadCycle = 1; - } - - if (mMode == LLRender::QUADS || - mMode == LLRender::LINES || + if (mMode == LLRender::LINES || mMode == LLRender::TRIANGLES || mMode == LLRender::POINTS) { @@ -1586,8 +1554,7 @@ void LLRender::end() //IMM_ERRS << "GL begin and end called with no vertices specified." << LL_ENDL; } - if ((mMode != LLRender::QUADS && - mMode != LLRender::LINES && + if ((mMode != LLRender::LINES && mMode != LLRender::TRIANGLES && mMode != LLRender::POINTS) || mCount > 2048) @@ -1612,28 +1579,19 @@ void LLRender::flush() //store mCount in a local variable to avoid re-entrance (drawArrays may call flush) U32 count = mCount; - if (mMode == LLRender::QUADS && !sGLCoreProfile) - { - if (mCount%4 != 0) - { - count -= (mCount % 4); - LL_WARNS() << "Incomplete quad requested." << LL_ENDL; - } - } - - if (mMode == LLRender::TRIANGLES) + if (mMode == LLRender::TRIANGLES) + { + if (mCount%3 != 0) { - if (mCount%3 != 0) - { - count -= (mCount % 3); - LL_WARNS() << "Incomplete triangle requested." << LL_ENDL; - } + count -= (mCount % 3); + LL_WARNS() << "Incomplete triangle requested." << LL_ENDL; } + } - if (mMode == LLRender::LINES) + if (mMode == LLRender::LINES) + { + if (mCount%2 != 0) { - if (mCount%2 != 0) - { count -= (mCount % 2); LL_WARNS() << "Incomplete line requested." << LL_ENDL; } @@ -1760,7 +1718,7 @@ LLVertexBuffer* LLRender::genBuffer(U32 attribute_mask, S32 count) vb->setBuffer(); - vb->setPositionData((LLVector4a*)mVerticesp.get()); + vb->setPositionData(mVerticesp.get()); if (attribute_mask & LLVertexBuffer::MAP_TEXCOORD0) { @@ -1783,16 +1741,7 @@ LLVertexBuffer* LLRender::genBuffer(U32 attribute_mask, S32 count) void LLRender::drawBuffer(LLVertexBuffer* vb, U32 mode, S32 count) { vb->setBuffer(); - - if (mode == LLRender::QUADS && sGLCoreProfile) - { - vb->drawArrays(LLRender::TRIANGLES, 0, count); - mQuadCycle = 1; - } - else - { - vb->drawArrays(mode, 0, count); - } + vb->drawArrays(mode, 0, count); } void LLRender::resetStriders(S32 count) @@ -1813,7 +1762,6 @@ void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z) { case LLRender::POINTS: flush(); break; case LLRender::TRIANGLES: if (mCount%3==0) flush(); break; - case LLRender::QUADS: if(mCount%4 == 0) flush(); break; case LLRender::LINES: if (mCount%2 == 0) flush(); break; } } @@ -1826,31 +1774,12 @@ void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z) if (mUIOffset.empty()) { - mVerticesp[mCount] = LLVector3(x,y,z); + mVerticesp[mCount].set(x,y,z); } else { LLVector3 vert = (LLVector3(x,y,z)+mUIOffset.back()).scaledVec(mUIScale.back()); - mVerticesp[mCount] = vert; - } - - if (mMode == LLRender::QUADS && LLRender::sGLCoreProfile) - { - mQuadCycle++; - if (mQuadCycle == 4) - { //copy two vertices so fourth quad element will add a triangle - mQuadCycle = 0; - - mCount++; - mVerticesp[mCount] = mVerticesp[mCount-3]; - mColorsp[mCount] = mColorsp[mCount-3]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-3]; - - mCount++; - mVerticesp[mCount] = mVerticesp[mCount-2]; - mColorsp[mCount] = mColorsp[mCount-2]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-2]; - } + mVerticesp[mCount].set(vert.mV[VX], vert.mV[VY], vert.mV[VZ]); } mCount++; @@ -1859,7 +1788,7 @@ void LLRender::vertex3f(const GLfloat& x, const GLfloat& y, const GLfloat& z) mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; } -void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count) +void LLRender::vertexBatchPreTransformed(LLVector4a* verts, S32 vert_count) { if (mCount + vert_count > 4094) { @@ -1867,57 +1796,20 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, S32 vert_count) return; } - if (sGLCoreProfile && mMode == LLRender::QUADS) - { //quads are deprecated, convert to triangle list - S32 i = 0; - - while (i < vert_count) - { - //read first three - mVerticesp[mCount++] = verts[i++]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - - mVerticesp[mCount++] = verts[i++]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - - mVerticesp[mCount++] = verts[i++]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - - //copy two - mVerticesp[mCount++] = verts[i-3]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - - mVerticesp[mCount++] = verts[i-1]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - - //copy last one - mVerticesp[mCount++] = verts[i++]; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - } - } - else + for (S32 i = 0; i < vert_count; i++) { - for (S32 i = 0; i < vert_count; i++) - { - mVerticesp[mCount] = verts[i]; + mVerticesp[mCount] = verts[i]; - mCount++; - mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - } + mCount++; + mTexcoordsp[mCount] = mTexcoordsp[mCount-1]; + mColorsp[mCount] = mColorsp[mCount-1]; } if( mCount > 0 ) // ND: Guard against crashes if mCount is zero, yes it can happen mVerticesp[mCount] = mVerticesp[mCount-1]; } -void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 vert_count) +void LLRender::vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, S32 vert_count) { if (mCount + vert_count > 4094) { @@ -1925,50 +1817,13 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 v return; } - if (sGLCoreProfile && mMode == LLRender::QUADS) - { //quads are deprecated, convert to triangle list - S32 i = 0; - - while (i < vert_count) - { - //read first three - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount++] = uvs[i++]; - mColorsp[mCount] = mColorsp[mCount-1]; - - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount++] = uvs[i++]; - mColorsp[mCount] = mColorsp[mCount-1]; - - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount++] = uvs[i++]; - mColorsp[mCount] = mColorsp[mCount-1]; - - //copy last two - mVerticesp[mCount] = verts[i-3]; - mTexcoordsp[mCount++] = uvs[i-3]; - mColorsp[mCount] = mColorsp[mCount-1]; - - mVerticesp[mCount] = verts[i-1]; - mTexcoordsp[mCount++] = uvs[i-1]; - mColorsp[mCount] = mColorsp[mCount-1]; - - //copy last one - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount++] = uvs[i++]; - mColorsp[mCount] = mColorsp[mCount-1]; - } - } - else + for (S32 i = 0; i < vert_count; i++) { - for (S32 i = 0; i < vert_count; i++) - { - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount] = uvs[i]; + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; - mCount++; - mColorsp[mCount] = mColorsp[mCount-1]; - } + mCount++; + mColorsp[mCount] = mColorsp[mCount-1]; } if (mCount > 0) @@ -1978,7 +1833,7 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, S32 v } } -void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLColor4U* colors, S32 vert_count) +void LLRender::vertexBatchPreTransformed(LLVector4a* verts, LLVector2* uvs, LLColor4U* colors, S32 vert_count) { if (mCount + vert_count > 4094) { @@ -1986,51 +1841,13 @@ void LLRender::vertexBatchPreTransformed(LLVector3* verts, LLVector2* uvs, LLCol return; } - - if (sGLCoreProfile && mMode == LLRender::QUADS) - { //quads are deprecated, convert to triangle list - S32 i = 0; - - while (i < vert_count) - { - //read first three - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount] = uvs[i]; - mColorsp[mCount++] = colors[i++]; - - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount] = uvs[i]; - mColorsp[mCount++] = colors[i++]; - - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount] = uvs[i]; - mColorsp[mCount++] = colors[i++]; - - //copy last two - mVerticesp[mCount] = verts[i-3]; - mTexcoordsp[mCount] = uvs[i-3]; - mColorsp[mCount++] = colors[i-3]; - - mVerticesp[mCount] = verts[i-1]; - mTexcoordsp[mCount] = uvs[i-1]; - mColorsp[mCount++] = colors[i-1]; - - //copy last one - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount] = uvs[i]; - mColorsp[mCount++] = colors[i++]; - } - } - else + for (S32 i = 0; i < vert_count; i++) { - for (S32 i = 0; i < vert_count; i++) - { - mVerticesp[mCount] = verts[i]; - mTexcoordsp[mCount] = uvs[i]; - mColorsp[mCount] = colors[i]; + mVerticesp[mCount] = verts[i]; + mTexcoordsp[mCount] = uvs[i]; + mColorsp[mCount] = colors[i]; - mCount++; - } + mCount++; } if (mCount > 0) @@ -2063,7 +1880,7 @@ void LLRender::vertex3fv(const GLfloat* v) void LLRender::texCoord2f(const GLfloat& x, const GLfloat& y) { - mTexcoordsp[mCount] = LLVector2(x,y); + mTexcoordsp[mCount].set(x,y); } void LLRender::texCoord2i(const GLint& x, const GLint& y) @@ -2080,7 +1897,7 @@ void LLRender::color4ub(const GLubyte& r, const GLubyte& g, const GLubyte& b, co { if (!LLGLSLShader::sCurBoundShaderPtr || LLGLSLShader::sCurBoundShaderPtr->mAttributeMask & LLVertexBuffer::MAP_COLOR) { - mColorsp[mCount] = LLColor4U(r,g,b,a); + mColorsp[mCount].set(r,g,b,a); } else { //not using shaders or shader reads color from a uniform @@ -2214,85 +2031,90 @@ void LLRender::debugTexUnits(void) LL_INFOS("TextureUnit") << "Active TexUnit Enabled : " << active_enabled << LL_ENDL; } - - -glh::matrix4f copy_matrix(F32* src) +glm::mat4 get_current_modelview() { - glh::matrix4f ret; - ret.set_value(src); - return ret; + return glm::make_mat4(gGLModelView); } -glh::matrix4f get_current_modelview() +glm::mat4 get_current_projection() { - return copy_matrix(gGLModelView); + return glm::make_mat4(gGLProjection); } -glh::matrix4f get_current_projection() +glm::mat4 get_last_modelview() { - return copy_matrix(gGLProjection); + return glm::make_mat4(gGLLastModelView); } -glh::matrix4f get_last_modelview() +glm::mat4 get_last_projection() { - return copy_matrix(gGLLastModelView); + return glm::make_mat4(gGLLastProjection); } -glh::matrix4f get_last_projection() -{ - return copy_matrix(gGLLastProjection); -} - -void copy_matrix(const glh::matrix4f& src, F32* dst) +void copy_matrix(const glm::mat4& src, F32* dst) { + auto matp = glm::value_ptr(src); for (U32 i = 0; i < 16; i++) { - dst[i] = src.m[i]; + dst[i] = matp[i]; } } -void set_current_modelview(const glh::matrix4f& mat) +void set_current_modelview(const glm::mat4& mat) { copy_matrix(mat, gGLModelView); } -void set_current_projection(glh::matrix4f& mat) +void set_current_projection(const glm::mat4& mat) { copy_matrix(mat, gGLProjection); } -glh::matrix4f gl_ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat znear, GLfloat zfar) +void set_last_modelview(const glm::mat4& mat) { - glh::matrix4f ret( - 2.f/(right-left), 0.f, 0.f, -(right+left)/(right-left), - 0.f, 2.f/(top-bottom), 0.f, -(top+bottom)/(top-bottom), - 0.f, 0.f, -2.f/(zfar-znear), -(zfar+znear)/(zfar-znear), - 0.f, 0.f, 0.f, 1.f); - - return ret; + copy_matrix(mat, gGLLastModelView); } -glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar) +void set_last_projection(const glm::mat4& mat) { - GLfloat f = 1.f/tanf(DEG_TO_RAD*fovy/2.f); - - return glh::matrix4f(f/aspect, 0, 0, 0, - 0, f, 0, 0, - 0, 0, (zFar+zNear)/(zNear-zFar), (2.f*zFar*zNear)/(zNear-zFar), - 0, 0, -1.f, 0); + copy_matrix(mat, gGLLastProjection); } -glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up) +glm::vec3 mul_mat4_vec3(const glm::mat4& mat, const glm::vec3& vec) { - LLVector3 f = center-eye; - f.normVec(); - up.normVec(); - LLVector3 s = f % up; - LLVector3 u = s % f; + //const float w = vec[0] * mat[0][3] + vec[1] * mat[1][3] + vec[2] * mat[2][3] + mat[3][3]; + //return glm::vec3( + // (vec[0] * mat[0][0] + vec[1] * mat[1][0] + vec[2] * mat[2][0] + mat[3][0]) / w, + // (vec[0] * mat[0][1] + vec[1] * mat[1][1] + vec[2] * mat[2][1] + mat[3][1]) / w, + // (vec[0] * mat[0][2] + vec[1] * mat[1][2] + vec[2] * mat[2][2] + mat[3][2]) / w + //); + LLVector4a x, y, z, s, t, p, q; + + x.splat(vec.x); + y.splat(vec.y); + z.splat(vec.z); + + s.splat<3>(mat[0].data); + t.splat<3>(mat[1].data); + p.splat<3>(mat[2].data); + q.splat<3>(mat[3].data); + + s.mul(x); + t.mul(y); + p.mul(z); + q.add(s); + t.add(p); + q.add(t); - return glh::matrix4f(s[0], s[1], s[2], 0, - u[0], u[1], u[2], 0, - -f[0], -f[1], -f[2], 0, - 0, 0, 0, 1); + x.mul(mat[0].data); + y.mul(mat[1].data); + z.mul(mat[2].data); + x.add(y); + z.add(mat[3].data); + LLVector4a res; + res.load3(glm::value_ptr(vec)); + res.setAdd(x, z); + res.div(q); + return glm::make_vec3(res.getF32ptr()); } |