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https://github.com/RGBCube/serenity
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LibGL: Implement glDepthFunc
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parent
a97dbd2317
commit
5b9c87a8b5
7 changed files with 60 additions and 2 deletions
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@ -370,6 +370,7 @@ GLAPI void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void
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GLAPI void glDrawArrays(GLenum mode, GLint first, GLsizei count);
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GLAPI void glDrawArrays(GLenum mode, GLint first, GLsizei count);
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GLAPI void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices);
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GLAPI void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices);
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GLAPI void glDepthRange(GLdouble nearVal, GLdouble farVal);
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GLAPI void glDepthRange(GLdouble nearVal, GLdouble farVal);
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GLAPI void glDepthFunc(GLenum func);
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#ifdef __cplusplus
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#ifdef __cplusplus
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}
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}
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@ -75,6 +75,7 @@ public:
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virtual void gl_get_booleanv(GLenum pname, GLboolean* data) = 0;
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virtual void gl_get_booleanv(GLenum pname, GLboolean* data) = 0;
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virtual void gl_get_integerv(GLenum pname, GLint* data) = 0;
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virtual void gl_get_integerv(GLenum pname, GLint* data) = 0;
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virtual void gl_depth_range(GLdouble min, GLdouble max) = 0;
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virtual void gl_depth_range(GLdouble min, GLdouble max) = 0;
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virtual void gl_depth_func(GLenum func) = 0;
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virtual void present() = 0;
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virtual void present() = 0;
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};
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};
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@ -124,3 +124,8 @@ void glDepthRange(GLdouble min, GLdouble max)
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{
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{
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g_gl_context->gl_depth_range(min, max);
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g_gl_context->gl_depth_range(min, max);
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}
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}
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void glDepthFunc(GLenum func)
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{
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g_gl_context->gl_depth_func(func);
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}
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@ -1653,6 +1653,27 @@ void SoftwareGLContext::gl_depth_range(GLdouble min, GLdouble max)
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m_rasterizer.set_options(options);
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m_rasterizer.set_options(options);
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}
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}
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void SoftwareGLContext::gl_depth_func(GLenum func)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_depth_func, func);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(!(func == GL_NEVER
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|| func == GL_LESS
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|| func == GL_EQUAL
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|| func == GL_LEQUAL
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|| func == GL_GREATER
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|| func == GL_NOTEQUAL
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|| func == GL_GEQUAL
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|| func == GL_ALWAYS),
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GL_INVALID_ENUM);
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auto options = m_rasterizer.options();
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options.depth_func = func;
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m_rasterizer.set_options(options);
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}
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// General helper function to read arbitrary vertex attribute data into a float array
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// General helper function to read arbitrary vertex attribute data into a float array
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void SoftwareGLContext::read_from_vertex_attribute_pointer(VertexAttribPointer const& attrib, int index, float* elements, bool normalize)
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void SoftwareGLContext::read_from_vertex_attribute_pointer(VertexAttribPointer const& attrib, int index, float* elements, bool normalize)
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{
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{
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@ -85,6 +85,7 @@ public:
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virtual void gl_get_booleanv(GLenum pname, GLboolean* data) override;
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virtual void gl_get_booleanv(GLenum pname, GLboolean* data) override;
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virtual void gl_get_integerv(GLenum pname, GLint* data) override;
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virtual void gl_get_integerv(GLenum pname, GLint* data) override;
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virtual void gl_depth_range(GLdouble min, GLdouble max) override;
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virtual void gl_depth_range(GLdouble min, GLdouble max) override;
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virtual void gl_depth_func(GLenum func) override;
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virtual void present() override;
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virtual void present() override;
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private:
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private:
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@ -261,8 +261,36 @@ static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& re
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auto barycentric = FloatVector3(coords.x(), coords.y(), coords.z()) * one_over_area;
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auto barycentric = FloatVector3(coords.x(), coords.y(), coords.z()) * one_over_area;
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float z = interpolate(triangle.vertices[0].z, triangle.vertices[1].z, triangle.vertices[2].z, barycentric);
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float z = interpolate(triangle.vertices[0].z, triangle.vertices[1].z, triangle.vertices[2].z, barycentric);
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z = options.depth_min + (options.depth_max - options.depth_min) * (z + 1) / 2;
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z = options.depth_min + (options.depth_max - options.depth_min) * (z + 1) / 2;
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if (z >= *depth) {
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bool pass = false;
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switch (options.depth_func) {
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case GL_ALWAYS:
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pass = true;
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break;
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case GL_NEVER:
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pass = false;
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break;
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case GL_GREATER:
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pass = z > *depth;
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break;
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case GL_GEQUAL:
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pass = z >= *depth;
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break;
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case GL_NOTEQUAL:
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pass = z != *depth;
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break;
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case GL_EQUAL:
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pass = z == *depth;
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break;
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case GL_LEQUAL:
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pass = z <= *depth;
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break;
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case GL_LESS:
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pass = z < *depth;
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break;
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}
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if (!pass) {
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pixel_mask[y] ^= 1 << x;
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pixel_mask[y] ^= 1 << x;
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continue;
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continue;
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}
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}
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@ -31,6 +31,7 @@ struct RasterizerOptions {
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u32 color_mask { 0xffffffff };
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u32 color_mask { 0xffffffff };
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float depth_min { 0 };
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float depth_min { 0 };
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float depth_max { 1 };
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float depth_max { 1 };
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GLenum depth_func { GL_LESS };
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};
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};
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class SoftwareRasterizer final {
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class SoftwareRasterizer final {
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