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/*********************************************************************
*
* Copyright 2020 Collabora Ltd
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*********************************************************************/
#include "ft_matrixstate.hpp"
#include <cstring>
#include <GL/gl.h>
using std::make_shared;
namespace frametrim {
MatrixState::MatrixState(MatrixState::Pointer parent):
UsedObject(0),
m_parent(parent)
{
}
void
MatrixState::selectMatrixType(const trace::Call& call)
{
m_type_select_call = trace2call(call);
}
void
MatrixState::setMatrix(const trace::Call &call)
{
assert(!strcmp(call.name(), "glLoadIdentity") ||
!strncmp(call.name(), "glLoadMatrix", 12));
/* Remember matrix type when doing
* glMatrixMode
* glPushMatrix
* glLoad*
*/
if (!m_type_select_call && m_parent)
m_type_select_call = m_parent->m_type_select_call;
m_parent = nullptr;
setCall(trace2call(call));
if (m_type_select_call)
addCall(m_type_select_call);
}
AllMatrisStates::AllMatrisStates()
{
m_mv_matrix.push(make_shared<MatrixState>(nullptr));
m_current_matrix = m_mv_matrix.top();
m_current_matrix_stack = &m_mv_matrix;
}
void AllMatrisStates::emitStateTo(CallSet& list) const
{
if (!m_mv_matrix.empty())
m_mv_matrix.top()->emitCallsTo(list);
if (!m_proj_matrix.empty())
m_proj_matrix.top()->emitCallsTo(list);
if (!m_texture_matrix.empty())
m_texture_matrix.top()->emitCallsTo(list);
if (!m_color_matrix.empty())
m_color_matrix.top()->emitCallsTo(list);
}
void
AllMatrisStates::loadIdentity(const trace::Call& call)
{
return m_current_matrix->setMatrix(call);
}
void
AllMatrisStates::loadMatrix(const trace::Call& call)
{
return m_current_matrix->setMatrix(call);
}
void
AllMatrisStates::matrixMode(const trace::Call& call)
{
switch (call.arg(0).toUInt()) {
case GL_MODELVIEW:
m_current_matrix_stack = &m_mv_matrix;
break;
case GL_PROJECTION:
m_current_matrix_stack = &m_proj_matrix;
break;
case GL_TEXTURE:
m_current_matrix_stack = &m_texture_matrix;
break;
case GL_COLOR:
m_current_matrix_stack = &m_color_matrix;
break;
default:
assert(0 && "Unknown matrix mode");
}
if (m_current_matrix_stack->empty())
m_current_matrix_stack->push(make_shared<MatrixState>(nullptr));
m_current_matrix = m_current_matrix_stack->top();
m_current_matrix->selectMatrixType(call);
}
void
AllMatrisStates::popMatrix(const trace::Call& call)
{
m_current_matrix->addCall(trace2call(call));
m_current_matrix_stack->pop();
assert(!m_current_matrix_stack->empty());
m_current_matrix = m_current_matrix_stack->top();
}
void
AllMatrisStates::pushMatrix(const trace::Call& call)
{
m_current_matrix = make_shared<MatrixState>(m_current_matrix);
m_current_matrix_stack->push(m_current_matrix);
m_current_matrix->addCall(trace2call(call));
}
void AllMatrisStates::matrixOp(const trace::Call& call)
{
m_current_matrix->addCall(trace2call(call));
}
}
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