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			613 lines
		
	
	
	
		
			24 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			613 lines
		
	
	
	
		
			24 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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| 
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| #include "SoftwareRasterizer.h"
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| #include <AK/Function.h>
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| #include <LibGfx/Painter.h>
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| #include <LibGfx/Vector2.h>
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| #include <LibGfx/Vector3.h>
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| 
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| namespace GL {
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| 
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| using IntVector2 = Gfx::Vector2<int>;
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| using IntVector3 = Gfx::Vector3<int>;
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| 
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| static constexpr int RASTERIZER_BLOCK_SIZE = 16;
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| 
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| constexpr static int edge_function(const IntVector2& a, const IntVector2& b, const IntVector2& c)
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| {
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|     return ((c.x() - a.x()) * (b.y() - a.y()) - (c.y() - a.y()) * (b.x() - a.x()));
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| }
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| 
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| template<typename T>
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| constexpr static T interpolate(const T& v0, const T& v1, const T& v2, const FloatVector3& barycentric_coords)
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| {
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|     return v0 * barycentric_coords.x() + v1 * barycentric_coords.y() + v2 * barycentric_coords.z();
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| }
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| 
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| template<typename T>
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| constexpr static T mix(const T& x, const T& y, float interp)
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| {
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|     return x * (1 - interp) + y * interp;
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| }
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| 
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| static Gfx::RGBA32 to_rgba32(const FloatVector4& v)
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| {
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|     auto clamped = v.clamped(0, 1);
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|     u8 r = clamped.x() * 255;
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|     u8 g = clamped.y() * 255;
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|     u8 b = clamped.z() * 255;
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|     u8 a = clamped.w() * 255;
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|     return a << 24 | r << 16 | g << 8 | b;
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| }
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| 
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| static FloatVector4 to_vec4(Gfx::RGBA32 rgba)
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| {
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|     return {
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|         ((rgba >> 16) & 0xff) / 255.0f,
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|         ((rgba >> 8) & 0xff) / 255.0f,
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|         (rgba & 0xff) / 255.0f,
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|         ((rgba >> 24) & 0xff) / 255.0f
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|     };
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| }
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| 
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| static constexpr void setup_blend_factors(GLenum mode, FloatVector4& constant, float& src_alpha, float& dst_alpha, float& src_color, float& dst_color)
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| {
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|     constant = { 0.0f, 0.0f, 0.0f, 0.0f };
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|     src_alpha = 0;
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|     dst_alpha = 0;
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|     src_color = 0;
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|     dst_color = 0;
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| 
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|     switch (mode) {
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|     case GL_ZERO:
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|         break;
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|     case GL_ONE:
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|         constant = { 1.0f, 1.0f, 1.0f, 1.0f };
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|         break;
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|     case GL_SRC_COLOR:
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|         src_color = 1;
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|         break;
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|     case GL_ONE_MINUS_SRC_COLOR:
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|         constant = { 1.0f, 1.0f, 1.0f, 1.0f };
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|         src_color = -1;
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|         break;
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|     case GL_SRC_ALPHA:
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|         src_alpha = 1;
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|         break;
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|     case GL_ONE_MINUS_SRC_ALPHA:
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|         constant = { 1.0f, 1.0f, 1.0f, 1.0f };
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|         src_alpha = -1;
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|         break;
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|     case GL_DST_ALPHA:
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|         dst_alpha = 1;
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|         break;
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|     case GL_ONE_MINUS_DST_ALPHA:
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|         constant = { 1.0f, 1.0f, 1.0f, 1.0f };
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|         dst_alpha = -1;
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|         break;
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|     case GL_DST_COLOR:
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|         dst_color = 1;
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|         break;
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|     case GL_ONE_MINUS_DST_COLOR:
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|         constant = { 1.0f, 1.0f, 1.0f, 1.0f };
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|         dst_color = -1;
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|         break;
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|     case GL_SRC_ALPHA_SATURATE:
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|         // FIXME: How do we implement this?
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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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| }
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| 
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| template<typename PS>
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| static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& render_target, DepthBuffer& depth_buffer, const GLTriangle& triangle, PS pixel_shader)
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| {
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|     // Since the algorithm is based on blocks of uniform size, we need
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|     // to ensure that our render_target size is actually a multiple of the block size
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|     VERIFY((render_target.width() % RASTERIZER_BLOCK_SIZE) == 0);
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|     VERIFY((render_target.height() % RASTERIZER_BLOCK_SIZE) == 0);
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| 
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|     // Calculate area of the triangle for later tests
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|     IntVector2 v0 { (int)triangle.vertices[0].position.x(), (int)triangle.vertices[0].position.y() };
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|     IntVector2 v1 { (int)triangle.vertices[1].position.x(), (int)triangle.vertices[1].position.y() };
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|     IntVector2 v2 { (int)triangle.vertices[2].position.x(), (int)triangle.vertices[2].position.y() };
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| 
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|     int area = edge_function(v0, v1, v2);
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|     if (area == 0)
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|         return;
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| 
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|     float one_over_area = 1.0f / area;
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| 
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|     FloatVector4 src_constant {};
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|     float src_factor_src_alpha = 0;
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|     float src_factor_dst_alpha = 0;
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|     float src_factor_src_color = 0;
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|     float src_factor_dst_color = 0;
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| 
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|     FloatVector4 dst_constant {};
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|     float dst_factor_src_alpha = 0;
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|     float dst_factor_dst_alpha = 0;
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|     float dst_factor_src_color = 0;
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|     float dst_factor_dst_color = 0;
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| 
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|     if (options.enable_blending) {
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|         setup_blend_factors(
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|             options.blend_source_factor,
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|             src_constant,
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|             src_factor_src_alpha,
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|             src_factor_dst_alpha,
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|             src_factor_src_color,
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|             src_factor_dst_color);
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| 
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|         setup_blend_factors(
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|             options.blend_destination_factor,
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|             dst_constant,
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|             dst_factor_src_alpha,
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|             dst_factor_dst_alpha,
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|             dst_factor_src_color,
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|             dst_factor_dst_color);
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|     }
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| 
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|     // Obey top-left rule:
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|     // This sets up "zero" for later pixel coverage tests.
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|     // Depending on where on the triangle the edge is located
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|     // it is either tested against 0 or 1, effectively
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|     // turning "< 0" into "<= 0"
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|     IntVector3 zero { 1, 1, 1 };
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|     if (v1.y() > v0.y() || (v1.y() == v0.y() && v1.x() < v0.x()))
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|         zero.set_z(0);
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|     if (v2.y() > v1.y() || (v2.y() == v1.y() && v2.x() < v1.x()))
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|         zero.set_x(0);
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|     if (v0.y() > v2.y() || (v0.y() == v2.y() && v0.x() < v2.x()))
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|         zero.set_y(0);
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| 
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|     // This function calculates the 3 edge values for the pixel relative to the triangle.
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|     auto calculate_edge_values = [v0, v1, v2](const IntVector2& p) -> IntVector3 {
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|         return {
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|             edge_function(v1, v2, p),
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|             edge_function(v2, v0, p),
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|             edge_function(v0, v1, p),
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|         };
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|     };
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| 
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|     // This function tests whether a point as identified by its 3 edge values lies within the triangle
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|     auto test_point = [zero](const IntVector3& edges) -> bool {
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|         return edges.x() >= zero.x()
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|             && edges.y() >= zero.y()
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|             && edges.z() >= zero.z();
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|     };
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| 
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|     // Calculate block-based bounds
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|     // clang-format off
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|     const int bx0 = max(0,                      min(min(v0.x(), v1.x()), v2.x())                            ) / RASTERIZER_BLOCK_SIZE;
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|     const int bx1 = min(render_target.width(),  max(max(v0.x(), v1.x()), v2.x()) + RASTERIZER_BLOCK_SIZE - 1) / RASTERIZER_BLOCK_SIZE;
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|     const int by0 = max(0,                      min(min(v0.y(), v1.y()), v2.y())                            ) / RASTERIZER_BLOCK_SIZE;
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|     const int by1 = min(render_target.height(), max(max(v0.y(), v1.y()), v2.y()) + RASTERIZER_BLOCK_SIZE - 1) / RASTERIZER_BLOCK_SIZE;
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|     // clang-format on
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| 
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|     static_assert(RASTERIZER_BLOCK_SIZE < sizeof(int) * 8, "RASTERIZER_BLOCK_SIZE must be smaller than the pixel_mask's width in bits");
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|     int pixel_mask[RASTERIZER_BLOCK_SIZE];
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| 
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|     FloatVector4 pixel_buffer[RASTERIZER_BLOCK_SIZE][RASTERIZER_BLOCK_SIZE];
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| 
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|     // Iterate over all blocks within the bounds of the triangle
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|     for (int by = by0; by < by1; by++) {
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|         for (int bx = bx0; bx < bx1; bx++) {
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| 
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|             // Edge values of the 4 block corners
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|             // clang-format off
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|             auto b0 = calculate_edge_values({ bx * RASTERIZER_BLOCK_SIZE,                         by * RASTERIZER_BLOCK_SIZE });
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|             auto b1 = calculate_edge_values({ bx * RASTERIZER_BLOCK_SIZE + RASTERIZER_BLOCK_SIZE, by * RASTERIZER_BLOCK_SIZE });
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|             auto b2 = calculate_edge_values({ bx * RASTERIZER_BLOCK_SIZE,                         by * RASTERIZER_BLOCK_SIZE + RASTERIZER_BLOCK_SIZE });
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|             auto b3 = calculate_edge_values({ bx * RASTERIZER_BLOCK_SIZE + RASTERIZER_BLOCK_SIZE, by * RASTERIZER_BLOCK_SIZE + RASTERIZER_BLOCK_SIZE });
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|             // clang-format on
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| 
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|             // If the whole block is outside any of the triangle edges we can discard it completely
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|             // We test this by and'ing the relevant edge function values together for all block corners
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|             // and checking if the negative sign bit is set for all of them
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|             if ((b0.x() & b1.x() & b2.x() & b3.x()) & 0x80000000)
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|                 continue;
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| 
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|             if ((b0.y() & b1.y() & b2.y() & b3.y()) & 0x80000000)
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|                 continue;
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| 
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|             if ((b0.z() & b1.z() & b2.z() & b3.z()) & 0x80000000)
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|                 continue;
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| 
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|             // edge value derivatives
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|             auto dbdx = (b1 - b0) / RASTERIZER_BLOCK_SIZE;
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|             auto dbdy = (b2 - b0) / RASTERIZER_BLOCK_SIZE;
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|             // step edge value after each horizontal span: 1 down, BLOCK_SIZE left
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|             auto step_y = dbdy - dbdx * RASTERIZER_BLOCK_SIZE;
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| 
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|             int x0 = bx * RASTERIZER_BLOCK_SIZE;
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|             int y0 = by * RASTERIZER_BLOCK_SIZE;
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| 
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|             // Generate the coverage mask
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|             if (test_point(b0) && test_point(b1) && test_point(b2) && test_point(b3)) {
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|                 // The block is fully contained within the triangle. Fill the mask with all 1s
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|                 for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++) {
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|                     pixel_mask[y] = -1;
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|                 }
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|             } else {
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|                 // The block overlaps at least one triangle edge.
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|                 // We need to test coverage of every pixel within the block.
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|                 auto coords = b0;
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|                 for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++, coords += step_y) {
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|                     pixel_mask[y] = 0;
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| 
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|                     for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, coords += dbdx) {
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|                         if (test_point(coords))
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|                             pixel_mask[y] |= 1 << x;
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|                     }
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|                 }
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|             }
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| 
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|             // AND the depth mask onto the coverage mask
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|             if (options.enable_depth_test) {
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|                 int z_pass_count = 0;
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|                 auto coords = b0;
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| 
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|                 for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++, coords += step_y) {
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|                     if (pixel_mask[y] == 0) {
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|                         coords += dbdx * RASTERIZER_BLOCK_SIZE;
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|                         continue;
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|                     }
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| 
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|                     auto* depth = &depth_buffer.scanline(y0 + y)[x0];
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|                     for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, coords += dbdx, depth++) {
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|                         if (~pixel_mask[y] & (1 << x))
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|                             continue;
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| 
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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].position.z(), triangle.vertices[1].position.z(), triangle.vertices[2].position.z(), barycentric);
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| 
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|                         z = options.depth_min + (options.depth_max - options.depth_min) * (z + 1) / 2;
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| 
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|                         // FIXME: Also apply depth_offset_factor which depends on the depth gradient
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|                         z += options.depth_offset_constant * NumericLimits<float>::epsilon();
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| 
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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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| #ifdef __SSE__
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|                             pass = z != *depth;
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| #else
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|                             pass = bit_cast<u32>(z) != bit_cast<u32>(*depth);
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| #endif
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|                             break;
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|                         case GL_EQUAL:
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| #ifdef __SSE__
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|                             pass = z == *depth;
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| #else
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|                             //
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|                             // This is an interesting quirk that occurs due to us using the x87 FPU when Serenity is
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|                             // compiled for the i386 target. When we calculate our depth value to be stored in the buffer,
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|                             // it is an 80-bit x87 floating point number, however, when stored into the DepthBuffer, this is
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|                             // truncated to 32 bits. This 38 bit loss of precision means that when x87 `FCOMP` is eventually
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|                             // used here the comparison fails.
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|                             // This could be solved by using a `long double` for the depth buffer, however this would take
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|                             // up significantly more space and is completely overkill for a depth buffer. As such, comparing
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|                             // the first 32-bits of this depth value is "good enough" that if we get a hit on it being
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|                             // equal, we can pretty much guarantee that it's actually equal.
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|                             //
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|                             pass = bit_cast<u32>(z) == bit_cast<u32>(*depth);
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| #endif
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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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| 
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|                         if (!pass) {
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|                             pixel_mask[y] ^= 1 << x;
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|                             continue;
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|                         }
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| 
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|                         if (options.enable_depth_write)
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|                             *depth = z;
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| 
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|                         z_pass_count++;
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|                     }
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|                 }
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| 
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|                 // Nice, no pixels passed the depth test -> block rejected by early z
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|                 if (z_pass_count == 0)
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|                     continue;
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|             }
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| 
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|             // We will not update the color buffer at all
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|             if (!options.color_mask || options.draw_buffer == GL_NONE)
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|                 continue;
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| 
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|             // Draw the pixels according to the previously generated mask
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|             auto coords = b0;
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|             for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++, coords += step_y) {
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|                 if (pixel_mask[y] == 0) {
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|                     coords += dbdx * RASTERIZER_BLOCK_SIZE;
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|                     continue;
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|                 }
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| 
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|                 auto* pixel = pixel_buffer[y];
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|                 for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, coords += dbdx, pixel++) {
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|                     if (~pixel_mask[y] & (1 << x))
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|                         continue;
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| 
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|                     // Perspective correct barycentric coordinates
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|                     auto barycentric = FloatVector3(coords.x(), coords.y(), coords.z()) * one_over_area;
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|                     float interpolated_reciprocal_w = interpolate(triangle.vertices[0].position.w(), triangle.vertices[1].position.w(), triangle.vertices[2].position.w(), barycentric);
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|                     float interpolated_w = 1 / interpolated_reciprocal_w;
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|                     barycentric = barycentric * FloatVector3(triangle.vertices[0].position.w(), triangle.vertices[1].position.w(), triangle.vertices[2].position.w()) * interpolated_w;
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| 
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|                     // FIXME: make this more generic. We want to interpolate more than just color and uv
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|                     FloatVector4 vertex_color;
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|                     if (options.shade_smooth) {
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|                         vertex_color = interpolate(
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|                             triangle.vertices[0].color,
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|                             triangle.vertices[1].color,
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|                             triangle.vertices[2].color,
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|                             barycentric);
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|                     } else {
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|                         vertex_color = triangle.vertices[0].color;
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|                     }
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| 
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|                     auto uv = interpolate(
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|                         triangle.vertices[0].tex_coord,
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|                         triangle.vertices[1].tex_coord,
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|                         triangle.vertices[2].tex_coord,
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|                         barycentric);
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| 
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|                     // Calculate depth of fragment for fog
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|                     float z = interpolate(triangle.vertices[0].position.z(), triangle.vertices[1].position.z(), triangle.vertices[2].position.z(), barycentric);
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|                     z = options.depth_min + (options.depth_max - options.depth_min) * (z + 1) / 2;
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| 
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|                     *pixel = pixel_shader(uv, vertex_color, z);
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|                 }
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|             }
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| 
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|             if (options.enable_alpha_test && options.alpha_test_func != GL_ALWAYS) {
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|                 // FIXME: I'm not sure if this is the right place to test this.
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|                 // If we tested this right at the beginning of our rasterizer routine
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|                 // we could skip a lot of work but the GL spec might disagree.
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|                 if (options.alpha_test_func == GL_NEVER)
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|                     continue;
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| 
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|                 for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++) {
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|                     auto src = pixel_buffer[y];
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|                     for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, src++) {
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|                         if (~pixel_mask[y] & (1 << x))
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|                             continue;
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| 
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|                         bool passed = true;
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| 
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|                         switch (options.alpha_test_func) {
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|                         case GL_LESS:
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|                             passed = src->w() < options.alpha_test_ref_value;
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|                             break;
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|                         case GL_EQUAL:
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|                             passed = src->w() == options.alpha_test_ref_value;
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|                             break;
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|                         case GL_LEQUAL:
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|                             passed = src->w() <= options.alpha_test_ref_value;
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|                             break;
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|                         case GL_GREATER:
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|                             passed = src->w() > options.alpha_test_ref_value;
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|                             break;
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|                         case GL_NOTEQUAL:
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|                             passed = src->w() != options.alpha_test_ref_value;
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|                             break;
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|                         case GL_GEQUAL:
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|                             passed = src->w() >= options.alpha_test_ref_value;
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|                             break;
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|                         }
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| 
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|                         if (!passed)
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|                             pixel_mask[y] ^= (1 << x);
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|                     }
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|                 }
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|             }
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| 
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|             if (options.enable_blending) {
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|                 // Blend color values from pixel_buffer into render_target
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|                 for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++) {
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|                     auto src = pixel_buffer[y];
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|                     auto dst = &render_target.scanline(y + y0)[x0];
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|                     for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, src++, dst++) {
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|                         if (~pixel_mask[y] & (1 << x))
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|                             continue;
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| 
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|                         auto float_dst = to_vec4(*dst);
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| 
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|                         auto src_factor = src_constant
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|                             + *src * src_factor_src_color
 | |
|                             + FloatVector4(src->w(), src->w(), src->w(), src->w()) * src_factor_src_alpha
 | |
|                             + float_dst * src_factor_dst_color
 | |
|                             + FloatVector4(float_dst.w(), float_dst.w(), float_dst.w(), float_dst.w()) * src_factor_dst_alpha;
 | |
| 
 | |
|                         auto dst_factor = dst_constant
 | |
|                             + *src * dst_factor_src_color
 | |
|                             + FloatVector4(src->w(), src->w(), src->w(), src->w()) * dst_factor_src_alpha
 | |
|                             + float_dst * dst_factor_dst_color
 | |
|                             + FloatVector4(float_dst.w(), float_dst.w(), float_dst.w(), float_dst.w()) * dst_factor_dst_alpha;
 | |
| 
 | |
|                         *dst = (*dst & ~options.color_mask) | (to_rgba32(*src * src_factor + float_dst * dst_factor) & options.color_mask);
 | |
|                     }
 | |
|                 }
 | |
|             } else {
 | |
|                 // Copy color values from pixel_buffer into render_target
 | |
|                 for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++) {
 | |
|                     auto src = pixel_buffer[y];
 | |
|                     auto dst = &render_target.scanline(y + y0)[x0];
 | |
|                     for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, src++, dst++) {
 | |
|                         if (~pixel_mask[y] & (1 << x))
 | |
|                             continue;
 | |
| 
 | |
|                         *dst = (*dst & ~options.color_mask) | (to_rgba32(*src) & options.color_mask);
 | |
|                     }
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| static Gfx::IntSize closest_multiple(const Gfx::IntSize& min_size, size_t step)
 | |
| {
 | |
|     int width = ((min_size.width() + step - 1) / step) * step;
 | |
|     int height = ((min_size.height() + step - 1) / step) * step;
 | |
|     return { width, height };
 | |
| }
 | |
| 
 | |
| SoftwareRasterizer::SoftwareRasterizer(const Gfx::IntSize& min_size)
 | |
|     : m_render_target { Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, closest_multiple(min_size, RASTERIZER_BLOCK_SIZE)) }
 | |
|     , m_depth_buffer { adopt_own(*new DepthBuffer(closest_multiple(min_size, RASTERIZER_BLOCK_SIZE))) }
 | |
| {
 | |
| }
 | |
| 
 | |
| void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Array<TextureUnit, 32>& texture_units)
 | |
| {
 | |
|     rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [this, &texture_units](const FloatVector2& uv, const FloatVector4& color, float z) -> FloatVector4 {
 | |
|         FloatVector4 fragment = color;
 | |
| 
 | |
|         for (const auto& texture_unit : texture_units) {
 | |
| 
 | |
|             // No texture is bound to this texture unit
 | |
|             if (!texture_unit.is_bound())
 | |
|                 continue;
 | |
| 
 | |
|             // FIXME: Don't assume Texture2D
 | |
|             auto texel = texture_unit.bound_texture_2d()->sampler().sample(uv);
 | |
| 
 | |
|             // FIXME: Implement more blend modes
 | |
|             switch (texture_unit.env_mode()) {
 | |
|             case GL_MODULATE:
 | |
|             default:
 | |
|                 fragment = fragment * texel;
 | |
|                 break;
 | |
|             case GL_REPLACE:
 | |
|                 fragment = texel;
 | |
|                 break;
 | |
|             case GL_DECAL: {
 | |
|                 float src_alpha = fragment.w();
 | |
|                 float one_minus_src_alpha = 1 - src_alpha;
 | |
|                 fragment.set_x(texel.x() * src_alpha + fragment.x() * one_minus_src_alpha);
 | |
|                 fragment.set_y(texel.y() * src_alpha + fragment.y() * one_minus_src_alpha);
 | |
|                 fragment.set_z(texel.z() * src_alpha + fragment.z() * one_minus_src_alpha);
 | |
|                 break;
 | |
|             }
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         // Calculate fog
 | |
|         // Math from here: https://opengl-notes.readthedocs.io/en/latest/topics/texturing/aliasing.html
 | |
|         if (m_options.fog_enabled) {
 | |
|             float factor = 0.0f;
 | |
|             switch (m_options.fog_mode) {
 | |
|             case GL_LINEAR:
 | |
|                 factor = (m_options.fog_end - z) / (m_options.fog_end - m_options.fog_start);
 | |
|                 break;
 | |
|             case GL_EXP:
 | |
|                 factor = exp(-((m_options.fog_density * z)));
 | |
|                 break;
 | |
|             case GL_EXP2:
 | |
|                 factor = exp(-((m_options.fog_density * z) * (m_options.fog_density * z)));
 | |
|                 break;
 | |
|             default:
 | |
|                 break;
 | |
|             }
 | |
| 
 | |
|             // Mix texel with fog
 | |
|             fragment = mix(m_options.fog_color, fragment, factor);
 | |
|         }
 | |
| 
 | |
|         return fragment;
 | |
|     });
 | |
| }
 | |
| 
 | |
| void SoftwareRasterizer::resize(const Gfx::IntSize& min_size)
 | |
| {
 | |
|     wait_for_all_threads();
 | |
| 
 | |
|     m_render_target = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, closest_multiple(min_size, RASTERIZER_BLOCK_SIZE));
 | |
|     m_depth_buffer = adopt_own(*new DepthBuffer(m_render_target->size()));
 | |
| }
 | |
| 
 | |
| void SoftwareRasterizer::clear_color(const FloatVector4& color)
 | |
| {
 | |
|     wait_for_all_threads();
 | |
| 
 | |
|     uint8_t r = static_cast<uint8_t>(clamp(color.x(), 0.0f, 1.0f) * 255);
 | |
|     uint8_t g = static_cast<uint8_t>(clamp(color.y(), 0.0f, 1.0f) * 255);
 | |
|     uint8_t b = static_cast<uint8_t>(clamp(color.z(), 0.0f, 1.0f) * 255);
 | |
|     uint8_t a = static_cast<uint8_t>(clamp(color.w(), 0.0f, 1.0f) * 255);
 | |
| 
 | |
|     m_render_target->fill(Gfx::Color(r, g, b, a));
 | |
| }
 | |
| 
 | |
| void SoftwareRasterizer::clear_depth(float depth)
 | |
| {
 | |
|     wait_for_all_threads();
 | |
| 
 | |
|     m_depth_buffer->clear(depth);
 | |
| }
 | |
| 
 | |
| void SoftwareRasterizer::blit_to(Gfx::Bitmap& target)
 | |
| {
 | |
|     wait_for_all_threads();
 | |
| 
 | |
|     Gfx::Painter painter { target };
 | |
|     painter.blit({ 0, 0 }, *m_render_target, m_render_target->rect(), 1.0f, false);
 | |
| }
 | |
| 
 | |
| void SoftwareRasterizer::wait_for_all_threads() const
 | |
| {
 | |
|     // FIXME: Wait for all render threads to finish when multithreading is being implemented
 | |
| }
 | |
| 
 | |
| void SoftwareRasterizer::set_options(const RasterizerOptions& options)
 | |
| {
 | |
|     wait_for_all_threads();
 | |
| 
 | |
|     m_options = options;
 | |
| 
 | |
|     // FIXME: Recreate or reinitialize render threads here when multithreading is being implemented
 | |
| }
 | |
| 
 | |
| Gfx::RGBA32 SoftwareRasterizer::get_backbuffer_pixel(int x, int y)
 | |
| {
 | |
|     // FIXME: Reading individual pixels is very slow, rewrite this to transfer whole blocks
 | |
|     if (x < 0 || y < 0 || x >= m_render_target->width() || y >= m_render_target->height())
 | |
|         return 0;
 | |
| 
 | |
|     return m_render_target->scanline(y)[x];
 | |
| }
 | |
| 
 | |
| float SoftwareRasterizer::get_depthbuffer_value(int x, int y)
 | |
| {
 | |
|     // FIXME: Reading individual pixels is very slow, rewrite this to transfer whole blocks
 | |
|     if (x < 0 || y < 0 || x >= m_render_target->width() || y >= m_render_target->height())
 | |
|         return 1.0f;
 | |
| 
 | |
|     return m_depth_buffer->scanline(y)[x];
 | |
| }
 | |
| 
 | |
| }
 | 
