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LibGL: Add supporting code for depth buffer

This adds glClearDepth() and new caps for enabling and disabling
the depth buffer with glEnable() and glDisable()
This commit is contained in:
Stephan Unverwerth 2021-05-06 23:17:35 +02:00 committed by Andreas Kling
parent d922c2f5f3
commit a8fc4be47a
6 changed files with 57 additions and 4 deletions

View file

@ -31,9 +31,11 @@ extern "C" {
// Buffer bits
#define GL_COLOR_BUFFER_BIT 0x0200
#define GL_DEPTH_BUFFER_BIT 0x0400
// Enable capabilities
#define GL_CULL_FACE 0x0B44
#define GL_DEPTH_TEST 0x0B71
// Utility
#define GL_VENDOR 0x1F00
@ -85,6 +87,7 @@ typedef unsigned int GLbitfield;
GLAPI void glBegin(GLenum mode);
GLAPI void glClear(GLbitfield mask);
GLAPI void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
GLAPI void glClearDepth(GLdouble depth);
GLAPI void glColor3f(GLfloat r, GLfloat g, GLfloat b);
GLAPI void glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
GLAPI void glColor4fv(const GLfloat* v);

View file

@ -21,6 +21,7 @@ public:
virtual void gl_begin(GLenum mode) = 0;
virtual void gl_clear(GLbitfield mask) = 0;
virtual void gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) = 0;
virtual void gl_clear_depth(GLdouble depth) = 0;
virtual void gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a) = 0;
virtual void gl_end() = 0;
virtual void gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) = 0;

View file

@ -40,6 +40,11 @@ void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
g_gl_context->gl_clear_color(red, green, blue, alpha);
}
void glClearDepth(GLdouble depth)
{
g_gl_context->gl_clear_depth(depth);
}
GLubyte* glGetString(GLenum name)
{
return g_gl_context->gl_get_string(name);

View file

@ -55,12 +55,18 @@ void SoftwareGLContext::gl_clear(GLbitfield mask)
return;
}
if (mask & GL_COLOR_BUFFER_BIT) {
m_rasterizer.clear_color(m_clear_color);
m_error = GL_NO_ERROR;
} else {
if (mask & ~(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)) {
m_error = GL_INVALID_ENUM;
return;
}
if (mask & GL_COLOR_BUFFER_BIT)
m_rasterizer.clear_color(m_clear_color);
if (mask & GL_DEPTH_BUFFER_BIT)
m_rasterizer.clear_depth(static_cast<float>(m_clear_depth));
m_error = GL_NO_ERROR;
}
void SoftwareGLContext::gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
@ -74,6 +80,17 @@ void SoftwareGLContext::gl_clear_color(GLclampf red, GLclampf green, GLclampf bl
m_error = GL_NO_ERROR;
}
void SoftwareGLContext::gl_clear_depth(GLdouble depth)
{
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
m_clear_depth = depth;
m_error = GL_NO_ERROR;
}
void SoftwareGLContext::gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a)
{
m_current_vertex_color = { (float)r, (float)g, (float)b, (float)a };
@ -601,14 +618,25 @@ void SoftwareGLContext::gl_enable(GLenum capability)
return;
}
auto rasterizer_options = m_rasterizer.options();
bool update_rasterizer_options = false;
switch (capability) {
case GL_CULL_FACE:
m_cull_faces = true;
break;
case GL_DEPTH_TEST:
m_depth_test_enabled = true;
rasterizer_options.enable_depth_test = true;
update_rasterizer_options = true;
break;
default:
m_error = GL_INVALID_ENUM;
break;
}
if (update_rasterizer_options)
m_rasterizer.set_options(rasterizer_options);
}
void SoftwareGLContext::gl_disable(GLenum capability)
@ -618,14 +646,25 @@ void SoftwareGLContext::gl_disable(GLenum capability)
return;
}
auto rasterizer_options = m_rasterizer.options();
bool update_rasterizer_options = false;
switch (capability) {
case GL_CULL_FACE:
m_cull_faces = false;
break;
case GL_DEPTH_TEST:
m_depth_test_enabled = false;
rasterizer_options.enable_depth_test = false;
update_rasterizer_options = true;
break;
default:
m_error = GL_INVALID_ENUM;
break;
}
if (update_rasterizer_options)
m_rasterizer.set_options(rasterizer_options);
}
void SoftwareGLContext::gl_front_face(GLenum face)

View file

@ -25,6 +25,7 @@ public:
virtual void gl_begin(GLenum mode) override;
virtual void gl_clear(GLbitfield mask) override;
virtual void gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) override;
virtual void gl_clear_depth(GLdouble depth) override;
virtual void gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a) override;
virtual void gl_end() override;
virtual void gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) override;
@ -60,6 +61,7 @@ private:
Vector<FloatMatrix4x4> m_model_view_matrix_stack;
FloatVector4 m_clear_color = { 0.0f, 0.0f, 0.0f, 0.0f };
double m_clear_depth = { 1.0 };
FloatVector4 m_current_vertex_color = { 1.0f, 1.0f, 1.0f, 1.0f };
Vector<GLVertex, 96> vertex_list;
@ -69,6 +71,8 @@ private:
GLenum m_error = GL_NO_ERROR;
bool m_in_draw_state = false;
bool m_depth_test_enabled = false;
bool m_cull_faces = false;
GLenum m_front_face = GL_CCW;
GLenum m_culled_sides = GL_BACK;

View file

@ -14,6 +14,7 @@ namespace GL {
struct RasterizerOptions {
bool shade_smooth { false };
bool enable_depth_test { false };
};
class SoftwareRasterizer final {