1
Fork 0
mirror of https://github.com/RGBCube/serenity synced 2025-07-26 11:07:35 +00:00

LibGL+LibSoftGPU: Implement viewport support

This implements the `glViewport` API call, the coordinate
transformation and the `GL_VIEWPORT` context parameter.
This commit is contained in:
Jelle Raaijmakers 2022-01-08 14:43:03 +01:00 committed by Linus Groh
parent d236b0ed12
commit 29bbf56286
4 changed files with 33 additions and 13 deletions

View file

@ -56,7 +56,8 @@ static constexpr size_t TEXTURE_MATRIX_STACK_LIMIT = 8;
} }
SoftwareGLContext::SoftwareGLContext(Gfx::Bitmap& frontbuffer) SoftwareGLContext::SoftwareGLContext(Gfx::Bitmap& frontbuffer)
: m_frontbuffer(frontbuffer) : m_viewport(frontbuffer.rect())
, m_frontbuffer(frontbuffer)
, m_rasterizer(frontbuffer.size()) , m_rasterizer(frontbuffer.size())
, m_device_info(m_rasterizer.info()) , m_device_info(m_rasterizer.info())
{ {
@ -159,6 +160,18 @@ Optional<ContextParameter> SoftwareGLContext::get_context_parameter(GLenum name)
return ContextParameter { .type = GL_INT, .value = { .integer_value = 0 } }; return ContextParameter { .type = GL_INT, .value = { .integer_value = 0 } };
case GL_UNPACK_SWAP_BYTES: case GL_UNPACK_SWAP_BYTES:
return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = false } }; return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = false } };
case GL_VIEWPORT:
return ContextParameter {
.type = GL_INT,
.count = 4,
.value = {
.integer_list = {
m_viewport.x(),
m_viewport.y(),
m_viewport.width(),
m_viewport.height(),
} }
};
default: default:
dbgln_if(GL_DEBUG, "get_context_parameter({:#x}): unknown context parameter", name); dbgln_if(GL_DEBUG, "get_context_parameter({:#x}): unknown context parameter", name);
return {}; return {};
@ -577,11 +590,13 @@ void SoftwareGLContext::gl_viewport(GLint x, GLint y, GLsizei width, GLsizei hei
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_viewport, x, y, width, height); APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_viewport, x, y, width, height);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF(width < 0 || height < 0, GL_INVALID_VALUE);
(void)(x); m_viewport = { x, y, width, height };
(void)(y);
(void)(width); auto rasterizer_options = m_rasterizer.options();
(void)(height); rasterizer_options.viewport = m_viewport;
m_rasterizer.set_options(rasterizer_options);
} }
void SoftwareGLContext::gl_enable(GLenum capability) void SoftwareGLContext::gl_enable(GLenum capability)

View file

@ -179,6 +179,8 @@ private:
// FIXME: implement multi-texturing: the texture matrix stack should live inside a texture unit // FIXME: implement multi-texturing: the texture matrix stack should live inside a texture unit
Vector<FloatMatrix4x4> m_texture_matrix_stack; Vector<FloatMatrix4x4> m_texture_matrix_stack;
Gfx::IntRect m_viewport;
FloatVector4 m_clear_color { 0.0f, 0.0f, 0.0f, 0.0f }; FloatVector4 m_clear_color { 0.0f, 0.0f, 0.0f, 0.0f };
double m_clear_depth { 1.0 }; double m_clear_depth { 1.0 };
GLint m_clear_stencil { 0 }; GLint m_clear_stencil { 0 };

View file

@ -468,6 +468,7 @@ Device::Device(const Gfx::IntSize& size)
, m_depth_buffer { adopt_own(*new DepthBuffer(size)) } , m_depth_buffer { adopt_own(*new DepthBuffer(size)) }
{ {
m_options.scissor_box = m_render_target->rect(); m_options.scissor_box = m_render_target->rect();
m_options.viewport = m_render_target->rect();
} }
DeviceInfo Device::info() const DeviceInfo Device::info() const
@ -561,9 +562,6 @@ void Device::draw_primitives(PrimitiveType primitive_type, FloatMatrix4x4 const&
m_enabled_texture_units = enabled_texture_units; m_enabled_texture_units = enabled_texture_units;
float scr_width = m_render_target->width();
float scr_height = m_render_target->height();
m_triangle_list.clear_with_capacity(); m_triangle_list.clear_with_capacity();
m_processed_triangles.clear_with_capacity(); m_processed_triangles.clear_with_capacity();
@ -621,6 +619,11 @@ void Device::draw_primitives(PrimitiveType primitive_type, FloatMatrix4x4 const&
} }
// Now let's transform each triangle and send that to the GPU // Now let's transform each triangle and send that to the GPU
auto const viewport = window_coordinates_to_target_coordinates(m_options.viewport, m_render_target->rect());
auto const viewport_half_width = viewport.width() / 2.0f;
auto const viewport_half_height = viewport.height() / 2.0f;
auto const viewport_center_x = viewport.x() + viewport_half_width;
auto const viewport_center_y = viewport.y() + viewport_half_height;
auto const depth_half_range = (m_options.depth_max - m_options.depth_min) / 2; auto const depth_half_range = (m_options.depth_max - m_options.depth_min) / 2;
auto const depth_halfway = (m_options.depth_min + m_options.depth_max) / 2; auto const depth_halfway = (m_options.depth_min + m_options.depth_max) / 2;
for (auto& triangle : m_triangle_list) { for (auto& triangle : m_triangle_list) {
@ -663,12 +666,11 @@ void Device::draw_primitives(PrimitiveType primitive_type, FloatMatrix4x4 const&
one_over_w, one_over_w,
}; };
// To window coordinates // To window coordinates - note that we flip the Y coordinate into target space
// FIXME: implement viewport functionality
vec.window_coordinates = { vec.window_coordinates = {
scr_width / 2 + ndc_coordinates.x() * scr_width / 2, viewport_center_x + ndc_coordinates.x() * viewport_half_width,
scr_height / 2 - ndc_coordinates.y() * scr_height / 2, viewport_center_y - ndc_coordinates.y() * viewport_half_height,
depth_half_range * ndc_coordinates.z() + depth_halfway, depth_halfway + ndc_coordinates.z() * depth_half_range,
ndc_coordinates.w(), ndc_coordinates.w(),
}; };
} }

View file

@ -66,6 +66,7 @@ struct RasterizerOptions {
bool cull_front { false }; bool cull_front { false };
u8 texcoord_generation_enabled_coordinates { TexCoordGenerationCoordinate::None }; u8 texcoord_generation_enabled_coordinates { TexCoordGenerationCoordinate::None };
Array<TexCoordGenerationConfig, 4> texcoord_generation_config {}; Array<TexCoordGenerationConfig, 4> texcoord_generation_config {};
Gfx::IntRect viewport;
}; };
struct PixelQuad; struct PixelQuad;