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Unify separate GL/GLES code paths for love’s built in matrices in shaders.
--HG-- branch : minor
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@@ -892,58 +892,54 @@ void Shader::checkSetBuiltinUniforms()
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checkSetScreenParams();
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// We use a more efficient method for sending transformation matrices to
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// the GPU on desktop GL.
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if (GLAD_ES_VERSION_2_0)
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{
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checkSetPointSize(gl.getPointSize());
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auto gfx = Module::getInstance<graphics::Graphics>(Module::M_GRAPHICS);
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auto gfx = Module::getInstance<graphics::Graphics>(Module::M_GRAPHICS);
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const Matrix4 &curproj = gfx->getProjection();
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const Matrix4 &curxform = gfx->getTransform();
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const Matrix4 &curproj = gfx->getProjection();
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const Matrix4 &curxform = gfx->getTransform();
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bool tpmatrixneedsupdate = false;
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bool tpmatrixneedsupdate = false;
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// Only upload the matrices if they've changed.
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if (memcmp(curxform.getElements(), lastTransformMatrix.getElements(), sizeof(float) * 16) != 0)
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// Only upload the matrices if they've changed.
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if (memcmp(curxform.getElements(), lastTransformMatrix.getElements(), sizeof(float) * 16) != 0)
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{
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GLint location = builtinUniforms[BUILTIN_TRANSFORM_MATRIX];
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if (location >= 0)
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glUniformMatrix4fv(location, 1, GL_FALSE, curxform.getElements());
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// Also upload the re-calculated normal matrix, if possible. The normal
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// matrix is the transpose of the inverse of the rotation portion
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// (top-left 3x3) of the transform matrix.
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location = builtinUniforms[BUILTIN_NORMAL_MATRIX];
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if (location >= 0)
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{
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GLint location = builtinUniforms[BUILTIN_TRANSFORM_MATRIX];
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if (location >= 0)
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glUniformMatrix4fv(location, 1, GL_FALSE, curxform.getElements());
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// Also upload the re-calculated normal matrix, if possible. The
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// normal matrix is the transpose of the inverse of the rotation
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// portion (top-left 3x3) of the transform matrix.
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location = builtinUniforms[BUILTIN_NORMAL_MATRIX];
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if (location >= 0)
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{
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Matrix3 normalmatrix = Matrix3(curxform).transposedInverse();
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glUniformMatrix3fv(location, 1, GL_FALSE, normalmatrix.getElements());
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}
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tpmatrixneedsupdate = true;
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lastTransformMatrix = curxform;
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Matrix3 normalmatrix = Matrix3(curxform).transposedInverse();
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glUniformMatrix3fv(location, 1, GL_FALSE, normalmatrix.getElements());
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}
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if (memcmp(curproj.getElements(), lastProjectionMatrix.getElements(), sizeof(float) * 16) != 0)
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{
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GLint location = builtinUniforms[BUILTIN_PROJECTION_MATRIX];
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if (location >= 0)
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glUniformMatrix4fv(location, 1, GL_FALSE, curproj.getElements());
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tpmatrixneedsupdate = true;
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lastTransformMatrix = curxform;
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}
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tpmatrixneedsupdate = true;
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lastProjectionMatrix = curproj;
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}
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if (memcmp(curproj.getElements(), lastProjectionMatrix.getElements(), sizeof(float) * 16) != 0)
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{
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GLint location = builtinUniforms[BUILTIN_PROJECTION_MATRIX];
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if (location >= 0)
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glUniformMatrix4fv(location, 1, GL_FALSE, curproj.getElements());
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if (tpmatrixneedsupdate)
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tpmatrixneedsupdate = true;
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lastProjectionMatrix = curproj;
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}
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if (tpmatrixneedsupdate)
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{
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GLint location = builtinUniforms[BUILTIN_TRANSFORM_PROJECTION_MATRIX];
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if (location >= 0)
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{
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GLint location = builtinUniforms[BUILTIN_TRANSFORM_PROJECTION_MATRIX];
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if (location >= 0)
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{
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Matrix4 tp_matrix(curproj * curxform);
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glUniformMatrix4fv(location, 1, GL_FALSE, tp_matrix.getElements());
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}
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Matrix4 tp_matrix(curproj, curxform);
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glUniformMatrix4fv(location, 1, GL_FALSE, tp_matrix.getElements());
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}
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}
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}
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