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LibGL+LibSoftGPU: Use device samplers for rendering
We now sample textures from the device owned image samplers. Passing of enabled texture units has been simplified by only passing a list of texture unit indices.
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5 changed files with 19 additions and 30 deletions
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@ -495,7 +495,7 @@ Device::Device(const Gfx::IntSize& min_size)
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m_options.scissor_box = m_render_target->rect();
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}
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void Device::draw_primitives(GLenum primitive_type, FloatMatrix4x4 const& transform, FloatMatrix4x4 const& texture_matrix, Vector<Vertex> const& vertices, GL::TextureUnit::BoundList const& bound_texture_units)
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void Device::draw_primitives(GLenum primitive_type, FloatMatrix4x4 const& transform, FloatMatrix4x4 const& texture_matrix, Vector<Vertex> const& vertices, Vector<size_t> const& enabled_texture_units)
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{
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// At this point, the user has effectively specified that they are done with defining the geometry
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// of what they want to draw. We now need to do a few things (https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview):
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@ -644,38 +644,31 @@ void Device::draw_primitives(GLenum primitive_type, FloatMatrix4x4 const& transf
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swap(triangle.vertices[0], triangle.vertices[1]);
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}
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submit_triangle(triangle, bound_texture_units);
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submit_triangle(triangle, enabled_texture_units);
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}
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}
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void Device::submit_triangle(const Triangle& triangle, GL::TextureUnit::BoundList const& bound_texture_units)
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void Device::submit_triangle(const Triangle& triangle, Vector<size_t> const& enabled_texture_units)
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{
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rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [this, &bound_texture_units](FloatVector4 const& uv, FloatVector4 const& color, float z) -> FloatVector4 {
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rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [this, &enabled_texture_units](FloatVector4 const& uv, FloatVector4 const& color, float z) -> FloatVector4 {
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FloatVector4 fragment = color;
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for (auto const& texture_unit : bound_texture_units) {
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for (size_t i : enabled_texture_units) {
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// FIXME: implement GL_TEXTURE_1D, GL_TEXTURE_3D and GL_TEXTURE_CUBE_MAP
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FloatVector4 texel;
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switch (texture_unit.currently_bound_target()) {
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case GL_TEXTURE_2D:
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if (!texture_unit.texture_2d_enabled() || texture_unit.texture_3d_enabled() || texture_unit.texture_cube_map_enabled())
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continue;
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texel = texture_unit.bound_texture_2d()->sampler().sample(uv);
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break;
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default:
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VERIFY_NOT_REACHED();
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}
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auto const& sampler = m_samplers[i];
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FloatVector4 texel = sampler.sample_2d({ uv.x(), uv.y() });
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// FIXME: Implement more blend modes
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switch (texture_unit.env_mode()) {
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case GL_MODULATE:
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switch (sampler.config().fixed_function_texture_env_mode) {
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case TextureEnvMode::Modulate:
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default:
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fragment = fragment * texel;
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break;
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case GL_REPLACE:
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case TextureEnvMode::Replace:
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fragment = texel;
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break;
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case GL_DECAL: {
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case TextureEnvMode::Decal: {
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float src_alpha = fragment.w();
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float one_minus_src_alpha = 1 - src_alpha;
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fragment.set_x(texel.x() * src_alpha + fragment.x() * one_minus_src_alpha);
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