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https://github.com/thunderbrewhq/thunderbrew
synced 2025-04-15 17:46:03 +03:00
feat(gx): handle projection and view matrices in GLL backend
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eb70607750
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317d94cd1a
@ -628,8 +628,59 @@ void GLDevice::ApplyGLStates(const GLStates& states, bool force) {
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{
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glMatrixMode(GL_PROJECTION);
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// TODO
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// - some interesting logic to manipulate the projection matrix before loading
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GLTransform projection = {
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true,
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{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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},
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true
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};
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if (!states.fixedFunc.transforms.projection.isIdentity) {
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projection.isIdentity = false;
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memcpy(projection.m, states.fixedFunc.transforms.projection.m, sizeof(projection.m));
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projection.isDirty = true;
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}
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if (projection.isIdentity) {
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projection.SetIdentity();
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}
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projection.a1 *= -1.0f;
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projection.b1 *= -1.0f;
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projection.c1 *= -1.0f;
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projection.d1 *= -1.0f;
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auto isIdentity = projection.a0 == 1.0f
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&& projection.a1 == 0.0f
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&& projection.a2 == 0.0f
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&& projection.a3 == 0.0f
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&& projection.b0 == 0.0f
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&& projection.b1 == 1.0f
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&& projection.b2 == 0.0f
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&& projection.b3 == 0.0f
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&& projection.c0 == 0.0f
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&& projection.c1 == 0.0f
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&& projection.c2 == 1.0f
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&& projection.c3 == 0.0f
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&& projection.d0 == 0.0f
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&& projection.d1 == 0.0f
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&& projection.d2 == 0.0f
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&& projection.d3 == 1.0f;
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projection.isDirty = true;
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if (isIdentity) {
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glLoadIdentity();
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} else {
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glLoadMatrixf(projection.m);
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}
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projection.isDirty = false;
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}
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glMatrixMode(states.fixedFunc.transforms.matrixMode);
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@ -892,7 +943,53 @@ void GLDevice::ApplyShaderConstants() {
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}
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void GLDevice::ApplyTransforms() {
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// TODO
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this->SetModelView(GL_MODELVIEW);
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auto& projection = this->m_States.fixedFunc.transforms.projection;
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if (projection.isDirty) {
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if (projection.isIdentity) {
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projection.SetIdentity();
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}
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projection.a1 *= -1.0f;
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projection.b1 *= -1.0f;
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projection.c1 *= -1.0f;
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projection.d1 *= -1.0f;
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projection.isIdentity = projection.a0 == 1.0f
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&& projection.a1 == 0.0f
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&& projection.a2 == 0.0f
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&& projection.a3 == 0.0f
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&& projection.b0 == 0.0f
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&& projection.b1 == 1.0f
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&& projection.b2 == 0.0f
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&& projection.b3 == 0.0f
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&& projection.c0 == 0.0f
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&& projection.c1 == 0.0f
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&& projection.c2 == 1.0f
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&& projection.c3 == 0.0f
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&& projection.d0 == 0.0f
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&& projection.d1 == 0.0f
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&& projection.d2 == 0.0f
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&& projection.d3 == 1.0f;
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projection.isDirty = true;
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if (this->m_States.fixedFunc.transforms.matrixMode != GL_PROJECTION) {
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glMatrixMode(GL_PROJECTION);
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this->m_States.fixedFunc.transforms.matrixMode = GL_PROJECTION;
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}
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if (projection.isIdentity) {
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glLoadIdentity();
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} else {
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glLoadMatrixf(projection.m);
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}
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projection.isDirty = false;
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}
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// TODO texture transforms
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}
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void GLDevice::BindBuffer(GLBuffer* buffer, GLEnum target) {
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@ -2315,6 +2412,57 @@ void GLDevice::SetLightingEnable(bool enable) {
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}
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}
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void GLDevice::SetModelView(GLEnum transform) {
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if (transform == 'VIEW') {
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// TODO
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return;
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}
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if (transform == 'WRLD') {
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// TODO
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return;
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}
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if (transform != GL_MODELVIEW) {
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BLIZZARD_ASSERT(false);
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}
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auto& world = this->m_States.fixedFunc.transforms.world;
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auto& view = this->m_States.fixedFunc.transforms.view;
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auto& modelView = this->m_States.fixedFunc.transforms.modelView;
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if (this->m_States.fixedFunc.transforms.modelviewStatus != transform || modelView.isDirty) {
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if (world.isIdentity && view.isIdentity) {
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modelView.isIdentity = true;
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modelView.isDirty = true;
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} else if (world.isIdentity) {
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modelView = view;
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modelView.isIdentity = false;
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modelView.isDirty = true;
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} else if (view.isIdentity) {
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modelView = world;
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modelView.isIdentity = false;
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modelView.isDirty = true;
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} else {
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// TODO assign model * view to modelView
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BLIZZARD_ASSERT(!"Unimplemented");
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}
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if (this->m_States.fixedFunc.transforms.matrixMode != GL_MODELVIEW) {
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glMatrixMode(GL_MODELVIEW);
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this->m_States.fixedFunc.transforms.matrixMode = GL_MODELVIEW;
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}
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if (modelView.isIdentity) {
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glLoadIdentity();
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} else {
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glLoadMatrixf(modelView.m);
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}
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this->m_States.fixedFunc.transforms.modelviewStatus = transform;
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}
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}
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void GLDevice::SetScissor(bool a2, const GLRect& a3) {
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// TODO
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}
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@ -2469,15 +2617,13 @@ void GLDevice::SetTransform(GLEnum transform, const float* a3) {
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BLIZZARD_ASSERT(false);
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}
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// TODO
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// int32_t needsUpdate = !(t == a3); // GLTransform::operator==()
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// if (needsUpdate) {
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// t.Set(a3);
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// }
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if (*t != a3) {
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t->Set(a3);
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}
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if (t->isDirty) {
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if (transform == 'VIEW' || transform == 'WRLD') {
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this->m_States.fixedFunc.transforms.modelView.isDirty = 1;
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this->m_States.fixedFunc.transforms.modelView.isDirty = true;
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}
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}
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}
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@ -172,6 +172,7 @@ class GLDevice {
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void SetFogParam(GLEnum param, float value);
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void SetIndexBuffer(GLBuffer*);
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void SetLightingEnable(bool enable);
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void SetModelView(GLEnum view);
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void SetScissor(bool, const GLRect&);
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void SetShader(GLShader::ShaderType, GLShader*);
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void SetShaderConstants(GLShader::ShaderType, uint32_t, const float*, uint32_t);
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@ -1,5 +1,58 @@
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#include "gx/gll/GLTypes.h"
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#include <cstring>
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GLColor4f GLColor4f::ZERO = { 0.0, 0.0, 0.0, 0.0 };
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GLColor4f GLColor4f::WHITE = { 1.0, 1.0, 1.0, 1.0 };
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GLColor4f GLColor4f::BLACK = { 0.0, 0.0, 0.0, 1.0 };
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bool GLTransform::operator==(const float m[16]) const {
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return this->m[0] == m[0]
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&& this->m[1] == m[1]
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&& this->m[2] == m[2]
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&& this->m[3] == m[3]
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&& this->m[4] == m[4]
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&& this->m[5] == m[5]
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&& this->m[6] == m[6]
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&& this->m[7] == m[7]
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&& this->m[8] == m[8]
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&& this->m[9] == m[9]
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&& this->m[10] == m[10]
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&& this->m[11] == m[11]
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&& this->m[12] == m[12]
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&& this->m[13] == m[13]
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&& this->m[14] == m[14]
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&& this->m[15] == m[15];
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}
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bool GLTransform::operator!=(const float m[16]) const {
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return !(*this == m);
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}
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void GLTransform::Set(const float m[16]) {
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memcpy(this->m, m, sizeof(this->m));
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this->isDirty = true;
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this->isIdentity = this->a0 == 1.0f
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&& this->a1 == 0.0f
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&& this->a2 == 0.0f
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&& this->a3 == 0.0f
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&& this->b0 == 0.0f
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&& this->b1 == 1.0f
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&& this->b2 == 0.0f
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&& this->b3 == 0.0f
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&& this->c0 == 0.0f
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&& this->c1 == 0.0f
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&& this->c2 == 1.0f
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&& this->c3 == 0.0f
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&& this->d0 == 0.0f
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&& this->d1 == 0.0f
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&& this->d2 == 0.0f
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&& this->d3 == 1.0f;
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}
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void GLTransform::SetIdentity() {
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memset(this->m, 0, sizeof(this->m));
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this->a0 = 1.0f;
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this->b1 = 1.0f;
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this->c2 = 1.0f;
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this->d3 = 1.0f;
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}
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@ -138,6 +138,11 @@ struct GLTransform {
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};
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bool isIdentity;
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bool operator==(const float m[16]) const;
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bool operator!=(const float m[16]) const;
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void Set(const float m[16]);
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void SetIdentity();
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};
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struct GLStates {
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