mirror of
https://github.com/RGBCube/serenity
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The previous clipping implementation was problematic especially when clipping against the near plane. Triangles are now correctly clipped using homogenous coordinates against all frustum planes. Texture coordinates and vertex colors are now correctly interpolated. The earier implementation was just a placeholder.
255 lines
11 KiB
C++
255 lines
11 KiB
C++
/*
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include "Clipper.h"
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#include "GLContext.h"
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#include "GLStruct.h"
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#include "SoftwareRasterizer.h"
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#include "Tex/NameAllocator.h"
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#include "Tex/Texture.h"
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#include "Tex/TextureUnit.h"
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#include <AK/HashMap.h>
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#include <AK/RefPtr.h>
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#include <AK/Tuple.h>
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#include <AK/Variant.h>
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#include <AK/Vector.h>
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#include <LibGfx/Bitmap.h>
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#include <LibGfx/Matrix4x4.h>
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#include <LibGfx/Vector3.h>
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namespace GL {
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class SoftwareGLContext : public GLContext {
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public:
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SoftwareGLContext(Gfx::Bitmap&);
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virtual void gl_begin(GLenum mode) override;
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virtual void gl_clear(GLbitfield mask) override;
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virtual void gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) override;
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virtual void gl_clear_depth(GLdouble depth) override;
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virtual void gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a) override;
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virtual void gl_delete_textures(GLsizei n, const GLuint* textures) override;
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virtual void gl_end() override;
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virtual void gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) override;
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virtual void gl_gen_textures(GLsizei n, GLuint* textures) override;
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virtual GLenum gl_get_error() override;
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virtual GLubyte* gl_get_string(GLenum name) override;
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virtual void gl_load_identity() override;
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virtual void gl_load_matrix(const FloatMatrix4x4& matrix) override;
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virtual void gl_matrix_mode(GLenum mode) override;
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virtual void gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) override;
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virtual void gl_push_matrix() override;
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virtual void gl_pop_matrix() override;
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virtual void gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) override;
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virtual void gl_scale(GLdouble x, GLdouble y, GLdouble z) override;
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virtual void gl_translate(GLdouble x, GLdouble y, GLdouble z) override;
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virtual void gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w) override;
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virtual void gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height) override;
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virtual void gl_enable(GLenum) override;
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virtual void gl_disable(GLenum) override;
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virtual void gl_front_face(GLenum) override;
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virtual void gl_cull_face(GLenum) override;
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virtual GLuint gl_gen_lists(GLsizei range) override;
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virtual void gl_call_list(GLuint list) override;
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virtual void gl_delete_lists(GLuint list, GLsizei range) override;
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virtual void gl_end_list(void) override;
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virtual void gl_new_list(GLuint list, GLenum mode) override;
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virtual void gl_flush() override;
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virtual void gl_finish() override;
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virtual void gl_blend_func(GLenum src_factor, GLenum dst_factor) override;
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virtual void gl_shade_model(GLenum mode) override;
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virtual void gl_alpha_func(GLenum func, GLclampf ref) override;
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virtual void gl_hint(GLenum target, GLenum mode) override;
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virtual void gl_read_buffer(GLenum mode) override;
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virtual void gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) override;
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virtual void gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* data) override;
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virtual void gl_tex_parameter(GLenum target, GLenum pname, GLfloat param) override;
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virtual void gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q) override;
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virtual void gl_bind_texture(GLenum target, GLuint texture) override;
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virtual void gl_active_texture(GLenum texture) override;
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virtual void gl_get_floatv(GLenum pname, GLfloat* params) override;
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virtual void gl_depth_mask(GLboolean flag) override;
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virtual void gl_enable_client_state(GLenum cap) override;
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virtual void gl_disable_client_state(GLenum cap) override;
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virtual void gl_vertex_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer) override;
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virtual void gl_color_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer) override;
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virtual void gl_tex_coord_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer) override;
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virtual void gl_draw_arrays(GLenum mode, GLint first, GLsizei count) override;
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virtual void gl_draw_elements(GLenum mode, GLsizei count, GLenum type, const void* indices) override;
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virtual void gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) 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_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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private:
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template<typename T>
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T* store_in_listing(T value)
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{
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VERIFY(m_current_listing_index.has_value());
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auto& listing = m_current_listing_index->listing;
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listing.saved_arguments.empend(make<Listing::ExtraSavedArguments>(move(value)));
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return listing.saved_arguments.last()->template get_pointer<T>();
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}
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template<auto member, typename... Args>
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void append_to_listing(Args&&... args)
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{
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VERIFY(m_current_listing_index.has_value());
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m_current_listing_index->listing.entries.empend(member, Listing::ArgumentsFor<member> { forward<Args>(args)... });
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}
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[[nodiscard]] bool should_append_to_listing() const { return m_current_listing_index.has_value(); }
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[[nodiscard]] bool should_execute_after_appending_to_listing() const { return m_current_listing_index.has_value() && m_current_listing_index->mode == GL_COMPILE_AND_EXECUTE; }
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GLenum m_current_draw_mode;
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GLenum m_current_matrix_mode;
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FloatMatrix4x4 m_projection_matrix;
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FloatMatrix4x4 m_model_view_matrix;
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FloatMatrix4x4 m_current_matrix;
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Vector<FloatMatrix4x4> m_projection_matrix_stack;
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Vector<FloatMatrix4x4> m_model_view_matrix_stack;
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FloatVector4 m_clear_color = { 0.0f, 0.0f, 0.0f, 0.0f };
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double m_clear_depth = { 1.0 };
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FloatVector4 m_current_vertex_color = { 1.0f, 1.0f, 1.0f, 1.0f };
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FloatVector4 m_current_vertex_tex_coord = { 0.0f, 0.0f, 0.0f, 0.0f };
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Vector<GLVertex, 96> vertex_list;
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Vector<GLTriangle, 32> triangle_list;
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Vector<GLTriangle, 32> processed_triangles;
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Vector<GLVertex> m_clipped_vertices;
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GLenum m_error = GL_NO_ERROR;
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bool m_in_draw_state = false;
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bool m_depth_test_enabled = false;
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bool m_cull_faces = false;
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GLenum m_front_face = GL_CCW;
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GLenum m_culled_sides = GL_BACK;
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bool m_blend_enabled = false;
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GLenum m_blend_source_factor = GL_ONE;
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GLenum m_blend_destination_factor = GL_ZERO;
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bool m_alpha_test_enabled = false;
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GLenum m_alpha_test_func = GL_ALWAYS;
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GLclampf m_alpha_test_ref_value = 0;
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GLenum m_current_read_buffer = GL_BACK;
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// Client side arrays
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bool m_client_side_vertex_array_enabled = false;
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bool m_client_side_color_array_enabled = false;
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bool m_client_side_texture_coord_array_enabled = false;
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NonnullRefPtr<Gfx::Bitmap> m_frontbuffer;
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Clipper m_clipper;
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// Texture objects
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TextureNameAllocator m_name_allocator;
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HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
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Array<TextureUnit, 32> m_texture_units;
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TextureUnit* m_active_texture_unit { &m_texture_units[0] };
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SoftwareRasterizer m_rasterizer;
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struct Listing {
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template<typename F>
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struct TupleTypeForArgumentListOf_;
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template<typename Ret, typename C, typename... Args>
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struct TupleTypeForArgumentListOf_<Ret (C::*)(Args...)> {
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using Type = Tuple<Args...>;
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};
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template<typename F>
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using TupleTypeForArgumentListOf = typename TupleTypeForArgumentListOf_<F>::Type;
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template<auto member>
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using ArgumentsFor = TupleTypeForArgumentListOf<decltype(member)>;
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template<typename... Fns>
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struct FunctionAndArgs {
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Variant<Fns...> function;
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Variant<TupleTypeForArgumentListOf<Fns>...> arguments;
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};
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using FunctionsAndArgs = FunctionAndArgs<
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decltype(&SoftwareGLContext::gl_begin),
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decltype(&SoftwareGLContext::gl_clear),
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decltype(&SoftwareGLContext::gl_clear_color),
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decltype(&SoftwareGLContext::gl_clear_depth),
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decltype(&SoftwareGLContext::gl_color),
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decltype(&SoftwareGLContext::gl_end),
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decltype(&SoftwareGLContext::gl_frustum),
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decltype(&SoftwareGLContext::gl_load_identity),
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decltype(&SoftwareGLContext::gl_load_matrix),
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decltype(&SoftwareGLContext::gl_matrix_mode),
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decltype(&SoftwareGLContext::gl_ortho),
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decltype(&SoftwareGLContext::gl_push_matrix),
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decltype(&SoftwareGLContext::gl_pop_matrix),
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decltype(&SoftwareGLContext::gl_rotate),
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decltype(&SoftwareGLContext::gl_scale),
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decltype(&SoftwareGLContext::gl_translate),
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decltype(&SoftwareGLContext::gl_vertex),
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decltype(&SoftwareGLContext::gl_viewport),
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decltype(&SoftwareGLContext::gl_enable),
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decltype(&SoftwareGLContext::gl_disable),
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decltype(&SoftwareGLContext::gl_front_face),
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decltype(&SoftwareGLContext::gl_cull_face),
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decltype(&SoftwareGLContext::gl_call_list),
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decltype(&SoftwareGLContext::gl_blend_func),
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decltype(&SoftwareGLContext::gl_shade_model),
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decltype(&SoftwareGLContext::gl_alpha_func),
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decltype(&SoftwareGLContext::gl_hint),
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decltype(&SoftwareGLContext::gl_read_buffer),
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decltype(&SoftwareGLContext::gl_tex_parameter),
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decltype(&SoftwareGLContext::gl_depth_mask),
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decltype(&SoftwareGLContext::gl_draw_arrays),
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decltype(&SoftwareGLContext::gl_draw_elements),
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decltype(&SoftwareGLContext::gl_depth_range)>;
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using ExtraSavedArguments = Variant<
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FloatMatrix4x4>;
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Vector<NonnullOwnPtr<ExtraSavedArguments>> saved_arguments;
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Vector<FunctionsAndArgs> entries;
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};
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static constexpr size_t max_allowed_gl_call_depth { 128 };
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size_t m_gl_call_depth { 0 };
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Vector<Listing> m_listings;
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struct CurrentListing {
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Listing listing;
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size_t index { 0 };
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GLenum mode { GL_COMPILE };
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};
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Optional<CurrentListing> m_current_listing_index;
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struct VertexAttribPointer {
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GLint size { 4 };
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GLenum type { GL_FLOAT };
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GLsizei stride { 0 };
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const void* pointer { 0 };
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};
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static void read_from_vertex_attribute_pointer(VertexAttribPointer const&, int index, float* elements, bool normalize);
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VertexAttribPointer m_client_vertex_pointer;
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VertexAttribPointer m_client_color_pointer;
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VertexAttribPointer m_client_tex_coord_pointer;
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};
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}
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