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LibGL+LibSoftGPU: Move primitive assembly and clipping into LibSoftGPU

This commit is contained in:
Stephan Unverwerth 2021-12-16 21:26:15 +01:00 committed by Brian Gianforcaro
parent 2f35135743
commit 73ba208ee7
4 changed files with 176 additions and 161 deletions

View file

@ -1,5 +1,6 @@
/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
@ -494,7 +495,160 @@ SoftwareRasterizer::SoftwareRasterizer(const Gfx::IntSize& min_size)
m_options.scissor_box = m_render_target->rect();
}
void SoftwareRasterizer::submit_triangle(GL::GLTriangle const& triangle, GL::TextureUnit::BoundList const& bound_texture_units)
void SoftwareRasterizer::draw_primitives(GLenum primitive_type, FloatMatrix4x4 const& transform, FloatMatrix4x4 const& texture_matrix, Vector<GL::GLVertex> const& vertices, GL::TextureUnit::BoundList const& bound_texture_units)
{
// At this point, the user has effectively specified that they are done with defining the geometry
// of what they want to draw. We now need to do a few things (https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview):
//
// 1. Transform all of the vertices in the current vertex list into eye space by mulitplying the model-view matrix
// 2. Transform all of the vertices from eye space into clip space by multiplying by the projection matrix
// 3. If culling is enabled, we cull the desired faces (https://learnopengl.com/Advanced-OpenGL/Face-culling)
// 4. Each element of the vertex is then divided by w to bring the positions into NDC (Normalized Device Coordinates)
// 5. The vertices are sorted (for the rasteriser, how are we doing this? 3Dfx did this top to bottom in terms of vertex y coordinates)
// 6. The vertices are then sent off to the rasteriser and drawn to the screen
float scr_width = m_render_target->width();
float scr_height = m_render_target->height();
m_triangle_list.clear_with_capacity();
m_processed_triangles.clear_with_capacity();
// Let's construct some triangles
if (primitive_type == GL_TRIANGLES) {
GL::GLTriangle triangle;
for (size_t i = 0; i < vertices.size(); i += 3) {
triangle.vertices[0] = vertices.at(i);
triangle.vertices[1] = vertices.at(i + 1);
triangle.vertices[2] = vertices.at(i + 2);
m_triangle_list.append(triangle);
}
} else if (primitive_type == GL_QUADS) {
// We need to construct two triangles to form the quad
GL::GLTriangle triangle;
VERIFY(vertices.size() % 4 == 0);
for (size_t i = 0; i < vertices.size(); i += 4) {
// Triangle 1
triangle.vertices[0] = vertices.at(i);
triangle.vertices[1] = vertices.at(i + 1);
triangle.vertices[2] = vertices.at(i + 2);
m_triangle_list.append(triangle);
// Triangle 2
triangle.vertices[0] = vertices.at(i + 2);
triangle.vertices[1] = vertices.at(i + 3);
triangle.vertices[2] = vertices.at(i);
m_triangle_list.append(triangle);
}
} else if (primitive_type == GL_TRIANGLE_FAN || primitive_type == GL_POLYGON) {
GL::GLTriangle triangle;
triangle.vertices[0] = vertices.at(0); // Root vertex is always the vertex defined first
for (size_t i = 1; i < vertices.size() - 1; i++) // This is technically `n-2` triangles. We start at index 1
{
triangle.vertices[1] = vertices.at(i);
triangle.vertices[2] = vertices.at(i + 1);
m_triangle_list.append(triangle);
}
} else if (primitive_type == GL_TRIANGLE_STRIP) {
GL::GLTriangle triangle;
for (size_t i = 0; i < vertices.size() - 2; i++) {
triangle.vertices[0] = vertices.at(i);
triangle.vertices[1] = vertices.at(i + 1);
triangle.vertices[2] = vertices.at(i + 2);
m_triangle_list.append(triangle);
}
}
// Now let's transform each triangle and send that to the GPU
for (size_t i = 0; i < m_triangle_list.size(); i++) {
GL::GLTriangle& triangle = m_triangle_list.at(i);
// First multiply the vertex by the MODELVIEW matrix and then the PROJECTION matrix
triangle.vertices[0].position = transform * triangle.vertices[0].position;
triangle.vertices[1].position = transform * triangle.vertices[1].position;
triangle.vertices[2].position = transform * triangle.vertices[2].position;
// Apply texture transformation
// FIXME: implement multi-texturing: texcoords should be stored per texture unit
triangle.vertices[0].tex_coord = texture_matrix * triangle.vertices[0].tex_coord;
triangle.vertices[1].tex_coord = texture_matrix * triangle.vertices[1].tex_coord;
triangle.vertices[2].tex_coord = texture_matrix * triangle.vertices[2].tex_coord;
// At this point, we're in clip space
// Here's where we do the clipping. This is a really crude implementation of the
// https://learnopengl.com/Getting-started/Coordinate-Systems
// "Note that if only a part of a primitive e.g. a triangle is outside the clipping volume OpenGL
// will reconstruct the triangle as one or more triangles to fit inside the clipping range. "
//
// ALL VERTICES ARE DEFINED IN A CLOCKWISE ORDER
// Okay, let's do some face culling first
m_clipped_vertices.clear_with_capacity();
m_clipped_vertices.append(triangle.vertices[0]);
m_clipped_vertices.append(triangle.vertices[1]);
m_clipped_vertices.append(triangle.vertices[2]);
m_clipper.clip_triangle_against_frustum(m_clipped_vertices);
if (m_clipped_vertices.size() < 3)
continue;
for (auto& vec : m_clipped_vertices) {
// perspective divide
float w = vec.position.w();
vec.position.set_x(vec.position.x() / w);
vec.position.set_y(vec.position.y() / w);
vec.position.set_z(vec.position.z() / w);
vec.position.set_w(1 / w);
// to screen space
vec.position.set_x(scr_width / 2 + vec.position.x() * scr_width / 2);
vec.position.set_y(scr_height / 2 - vec.position.y() * scr_height / 2);
}
GL::GLTriangle tri;
tri.vertices[0] = m_clipped_vertices[0];
for (size_t i = 1; i < m_clipped_vertices.size() - 1; i++) {
tri.vertices[1] = m_clipped_vertices[i];
tri.vertices[2] = m_clipped_vertices[i + 1];
m_processed_triangles.append(tri);
}
}
for (size_t i = 0; i < m_processed_triangles.size(); i++) {
GL::GLTriangle& triangle = m_processed_triangles.at(i);
// Let's calculate the (signed) area of the triangle
// https://cp-algorithms.com/geometry/oriented-triangle-area.html
float dxAB = triangle.vertices[0].position.x() - triangle.vertices[1].position.x(); // A.x - B.x
float dxBC = triangle.vertices[1].position.x() - triangle.vertices[2].position.x(); // B.X - C.x
float dyAB = triangle.vertices[0].position.y() - triangle.vertices[1].position.y();
float dyBC = triangle.vertices[1].position.y() - triangle.vertices[2].position.y();
float area = (dxAB * dyBC) - (dxBC * dyAB);
if (area == 0.0f)
continue;
if (m_options.enable_culling) {
bool is_front = (m_options.front_face == GL_CCW ? area < 0 : area > 0);
if (is_front && (m_options.culled_sides == GL_FRONT || m_options.culled_sides == GL_FRONT_AND_BACK))
continue;
if (!is_front && (m_options.culled_sides == GL_BACK || m_options.culled_sides == GL_FRONT_AND_BACK))
continue;
}
if (area > 0) {
swap(triangle.vertices[0], triangle.vertices[1]);
}
submit_triangle(triangle, bound_texture_units);
}
}
void SoftwareRasterizer::submit_triangle(const GL::GLTriangle& triangle, GL::TextureUnit::BoundList const& bound_texture_units)
{
rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [this, &bound_texture_units](FloatVector4 const& uv, FloatVector4 const& color, float z) -> FloatVector4 {
FloatVector4 fragment = color;