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			986 lines
		
	
	
	
		
			30 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			986 lines
		
	
	
	
		
			30 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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|  * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@gmx.de>
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|  *
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|  * SPDX-License-Identifier: BSD-2-Clause
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|  */
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| 
 | |
| #include "SoftwareGLContext.h"
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| #include "GLStruct.h"
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| #include "SoftwareRasterizer.h"
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| #include <AK/Assertions.h>
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| #include <AK/Debug.h>
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| #include <AK/Format.h>
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| #include <AK/QuickSort.h>
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| #include <AK/TemporaryChange.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/Painter.h>
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| #include <LibGfx/Vector4.h>
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| #include <math.h>
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| 
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| using AK::dbgln;
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| 
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| namespace GL {
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| 
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| // FIXME: We should set this up when we create the context!
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| static constexpr size_t MATRIX_STACK_LIMIT = 1024;
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| 
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| #define APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(name, ...)       \
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|     if (should_append_to_listing()) {                             \
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|         append_to_listing<&SoftwareGLContext::name>(__VA_ARGS__); \
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|         if (!should_execute_after_appending_to_listing())         \
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|             return;                                               \
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|     }
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| 
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| SoftwareGLContext::SoftwareGLContext(Gfx::Bitmap& frontbuffer)
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|     : m_frontbuffer(frontbuffer)
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|     , m_rasterizer(frontbuffer.size())
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| {
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| }
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| 
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| void SoftwareGLContext::gl_begin(GLenum mode)
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| {
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|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_begin, mode);
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| 
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|     if (m_in_draw_state) {
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|         m_error = GL_INVALID_OPERATION;
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|         return;
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|     }
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| 
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|     if (mode < GL_TRIANGLES || mode > GL_POLYGON) {
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|         m_error = GL_INVALID_ENUM;
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|         return;
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|     }
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| 
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|     m_current_draw_mode = mode;
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|     m_in_draw_state = true; // Certain commands will now generate an error
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|     m_error = GL_NO_ERROR;
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| }
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| 
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| void SoftwareGLContext::gl_clear(GLbitfield mask)
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| {
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|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear, mask);
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| 
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|     if (m_in_draw_state) {
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|         m_error = GL_INVALID_OPERATION;
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|         return;
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|     }
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| 
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|     if (mask & ~(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)) {
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|         m_error = GL_INVALID_ENUM;
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|         return;
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|     }
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| 
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|     if (mask & GL_COLOR_BUFFER_BIT)
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|         m_rasterizer.clear_color(m_clear_color);
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| 
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|     if (mask & GL_DEPTH_BUFFER_BIT)
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|         m_rasterizer.clear_depth(static_cast<float>(m_clear_depth));
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| 
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|     m_error = GL_NO_ERROR;
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| }
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| 
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| void SoftwareGLContext::gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
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| {
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|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_color, red, green, blue, alpha);
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| 
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|     if (m_in_draw_state) {
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|         m_error = GL_INVALID_OPERATION;
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|         return;
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|     }
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| 
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|     m_clear_color = { red, green, blue, alpha };
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|     m_error = GL_NO_ERROR;
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| }
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| 
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| void SoftwareGLContext::gl_clear_depth(GLdouble depth)
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| {
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|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_depth, depth);
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| 
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|     if (m_in_draw_state) {
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|         m_error = GL_INVALID_OPERATION;
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|         return;
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|     }
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| 
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|     m_clear_depth = depth;
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|     m_error = GL_NO_ERROR;
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| }
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| 
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| void SoftwareGLContext::gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a)
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| {
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|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_color, r, g, b, a);
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| 
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|     m_current_vertex_color = { (float)r, (float)g, (float)b, (float)a };
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|     m_error = GL_NO_ERROR;
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| }
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| 
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| void SoftwareGLContext::gl_end()
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| {
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|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_end);
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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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|     //
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|     // 1.   Transform all of the vertices in the current vertex list into eye space by mulitplying the model-view matrix
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|     // 2.   Transform all of the vertices from eye space into clip space by multiplying by the projection matrix
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|     // 3.   If culling is enabled, we cull the desired faces (https://learnopengl.com/Advanced-OpenGL/Face-culling)
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|     // 4.   Each element of the vertex is then divided by w to bring the positions into NDC (Normalized Device Coordinates)
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|     // 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)
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|     // 6.   The vertices are then sent off to the rasteriser and drawn to the screen
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| 
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|     float scr_width = m_frontbuffer->width();
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|     float scr_height = m_frontbuffer->height();
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| 
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|     // Make sure we had a `glBegin` before this call...
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|     if (!m_in_draw_state) {
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|         m_error = GL_INVALID_OPERATION;
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|         return;
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|     }
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| 
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|     // Let's construct some triangles
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|     if (m_current_draw_mode == GL_TRIANGLES) {
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|         GLTriangle triangle;
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|         for (size_t i = 0; i < vertex_list.size(); i += 3) {
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|             triangle.vertices[0] = vertex_list.at(i);
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|             triangle.vertices[1] = vertex_list.at(i + 1);
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|             triangle.vertices[2] = vertex_list.at(i + 2);
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| 
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|             triangle_list.append(triangle);
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|         }
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|     } else if (m_current_draw_mode == GL_QUADS) {
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|         // We need to construct two triangles to form the quad
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|         GLTriangle triangle;
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|         VERIFY(vertex_list.size() % 4 == 0);
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|         for (size_t i = 0; i < vertex_list.size(); i += 4) {
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|             // Triangle 1
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|             triangle.vertices[0] = vertex_list.at(i);
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|             triangle.vertices[1] = vertex_list.at(i + 1);
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|             triangle.vertices[2] = vertex_list.at(i + 2);
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|             triangle_list.append(triangle);
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| 
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|             // Triangle 2
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|             triangle.vertices[0] = vertex_list.at(i + 2);
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|             triangle.vertices[1] = vertex_list.at(i + 3);
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|             triangle.vertices[2] = vertex_list.at(i);
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|             triangle_list.append(triangle);
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|         }
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|     } else if (m_current_draw_mode == GL_TRIANGLE_FAN) {
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|         GLTriangle triangle;
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|         triangle.vertices[0] = vertex_list.at(0); // Root vertex is always the vertex defined first
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| 
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|         for (size_t i = 1; i < vertex_list.size() - 1; i++) // This is technically `n-2` triangles. We start at index 1
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|         {
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|             triangle.vertices[1] = vertex_list.at(i);
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|             triangle.vertices[2] = vertex_list.at(i + 1);
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|             triangle_list.append(triangle);
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|         }
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|     } else if (m_current_draw_mode == GL_TRIANGLE_STRIP) {
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|         GLTriangle triangle;
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|         for (size_t i = 0; i < vertex_list.size() - 2; i++) {
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|             triangle.vertices[0] = vertex_list.at(i);
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|             triangle.vertices[1] = vertex_list.at(i + 1);
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|             triangle.vertices[2] = vertex_list.at(i + 2);
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|             triangle_list.append(triangle);
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|         }
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|     } else {
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|         m_error = GL_INVALID_ENUM;
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|         return;
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|     }
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| 
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|     // Now let's transform each triangle and send that to the GPU
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|     for (size_t i = 0; i < triangle_list.size(); i++) {
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|         GLTriangle& triangle = triangle_list.at(i);
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|         GLVertex& vertexa = triangle.vertices[0];
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|         GLVertex& vertexb = triangle.vertices[1];
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|         GLVertex& vertexc = triangle.vertices[2];
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| 
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|         FloatVector4 veca({ vertexa.x, vertexa.y, vertexa.z, 1.0f });
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|         FloatVector4 vecb({ vertexb.x, vertexb.y, vertexb.z, 1.0f });
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|         FloatVector4 vecc({ vertexc.x, vertexc.y, vertexc.z, 1.0f });
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| 
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|         // First multiply the vertex by the MODELVIEW matrix and then the PROJECTION matrix
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|         veca = m_model_view_matrix * veca;
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|         veca = m_projection_matrix * veca;
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| 
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|         vecb = m_model_view_matrix * vecb;
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|         vecb = m_projection_matrix * vecb;
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| 
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|         vecc = m_model_view_matrix * vecc;
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|         vecc = m_projection_matrix * vecc;
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| 
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|         // At this point, we're in clip space
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|         // Here's where we do the clipping. This is a really crude implementation of the
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|         // https://learnopengl.com/Getting-started/Coordinate-Systems
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|         // "Note that if only a part of a primitive e.g. a triangle is outside the clipping volume OpenGL
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|         // will reconstruct the triangle as one or more triangles to fit inside the clipping range. "
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|         //
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|         // ALL VERTICES ARE DEFINED IN A CLOCKWISE ORDER
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| 
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|         // Okay, let's do some face culling first
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| 
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|         Vector<FloatVector4> vecs;
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|         Vector<GLVertex> verts;
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| 
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|         vecs.append(veca);
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|         vecs.append(vecb);
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|         vecs.append(vecc);
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|         m_clipper.clip_triangle_against_frustum(vecs);
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| 
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|         // TODO: Copy color and UV information too!
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|         for (size_t vec_idx = 0; vec_idx < vecs.size(); vec_idx++) {
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|             FloatVector4& vec = vecs.at(vec_idx);
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|             GLVertex vertex;
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| 
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|             // Perform the perspective divide
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|             if (vec.w() != 0.0f) {
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|                 vec.set_x(vec.x() / vec.w());
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|                 vec.set_y(vec.y() / vec.w());
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|                 vec.set_z(vec.z() / vec.w());
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|                 vec.set_w(1 / vec.w());
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|             }
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| 
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|             vertex.x = vec.x();
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|             vertex.y = vec.y();
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|             vertex.z = vec.z();
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|             vertex.w = vec.w();
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| 
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|             // FIXME: This is to suppress any -Wunused errors
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|             vertex.u = 0.0f;
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|             vertex.v = 0.0f;
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| 
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|             if (vec_idx == 0) {
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|                 vertex.r = vertexa.r;
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|                 vertex.g = vertexa.g;
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|                 vertex.b = vertexa.b;
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|                 vertex.a = vertexa.a;
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|             } else if (vec_idx == 1) {
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|                 vertex.r = vertexb.r;
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|                 vertex.g = vertexb.g;
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|                 vertex.b = vertexb.b;
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|                 vertex.a = vertexb.a;
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|             } else {
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|                 vertex.r = vertexc.r;
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|                 vertex.g = vertexc.g;
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|                 vertex.b = vertexc.b;
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|                 vertex.a = vertexc.a;
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|             }
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| 
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|             vertex.x = (vec.x() + 1.0f) * (scr_width / 2.0f) + 0.0f; // TODO: 0.0f should be something!?
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|             vertex.y = scr_height - ((vec.y() + 1.0f) * (scr_height / 2.0f) + 0.0f);
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|             vertex.z = vec.z();
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|             verts.append(vertex);
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|         }
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| 
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|         if (verts.size() == 0) {
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|             continue;
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|         } else if (verts.size() == 3) {
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|             GLTriangle tri;
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| 
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|             tri.vertices[0] = verts.at(0);
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|             tri.vertices[1] = verts.at(1);
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|             tri.vertices[2] = verts.at(2);
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|             processed_triangles.append(tri);
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|         } else if (verts.size() == 4) {
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|             GLTriangle tri1;
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|             GLTriangle tri2;
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| 
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|             tri1.vertices[0] = verts.at(0);
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|             tri1.vertices[1] = verts.at(1);
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|             tri1.vertices[2] = verts.at(2);
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|             processed_triangles.append(tri1);
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| 
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|             tri2.vertices[0] = verts.at(0);
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|             tri2.vertices[1] = verts.at(2);
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|             tri2.vertices[2] = verts.at(3);
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|             processed_triangles.append(tri2);
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|         }
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|     }
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| 
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|     for (size_t i = 0; i < processed_triangles.size(); i++) {
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|         GLTriangle& triangle = processed_triangles.at(i);
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| 
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|         // Let's calculate the (signed) area of the triangle
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|         // https://cp-algorithms.com/geometry/oriented-triangle-area.html
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|         float dxAB = triangle.vertices[0].x - triangle.vertices[1].x; // A.x - B.x
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|         float dxBC = triangle.vertices[1].x - triangle.vertices[2].x; // B.X - C.x
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|         float dyAB = triangle.vertices[0].y - triangle.vertices[1].y;
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|         float dyBC = triangle.vertices[1].y - triangle.vertices[2].y;
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|         float area = (dxAB * dyBC) - (dxBC * dyAB);
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| 
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|         if (area == 0.0f)
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|             continue;
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| 
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|         if (m_cull_faces) {
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|             bool is_front = (m_front_face == GL_CCW ? area > 0 : area < 0);
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| 
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|             if (is_front && (m_culled_sides == GL_FRONT || m_culled_sides == GL_FRONT_AND_BACK))
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|                 continue;
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| 
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|             if (!is_front && (m_culled_sides == GL_BACK || m_culled_sides == GL_FRONT_AND_BACK))
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|                 continue;
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|         }
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| 
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|         m_rasterizer.submit_triangle(triangle);
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|     }
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| 
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|     triangle_list.clear();
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|     processed_triangles.clear();
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|     vertex_list.clear();
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| 
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|     m_in_draw_state = false;
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|     m_error = GL_NO_ERROR;
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| }
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| 
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| void SoftwareGLContext::gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
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| {
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|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_frustum, left, right, bottom, top, near_val, far_val);
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| 
 | |
|     if (m_in_draw_state) {
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|         m_error = GL_INVALID_OPERATION;
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|         return;
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|     }
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| 
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|     // Let's do some math!
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|     // FIXME: Are we losing too much precision by doing this?
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|     float a = static_cast<float>((right + left) / (right - left));
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|     float b = static_cast<float>((top + bottom) / (top - bottom));
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|     float c = static_cast<float>(-((far_val + near_val) / (far_val - near_val)));
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|     float d = static_cast<float>(-((2 * (far_val * near_val)) / (far_val - near_val)));
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| 
 | |
|     FloatMatrix4x4 frustum {
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|         ((2 * (float)near_val) / ((float)right - (float)left)), 0, a, 0,
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|         0, ((2 * (float)near_val) / ((float)top - (float)bottom)), b, 0,
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|         0, 0, c, d,
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|         0, 0, -1, 0
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|     };
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| 
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|     if (m_current_matrix_mode == GL_PROJECTION) {
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|         m_projection_matrix = m_projection_matrix * frustum;
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|     } else if (m_current_matrix_mode == GL_MODELVIEW) {
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|         dbgln_if(GL_DEBUG, "glFrustum(): frustum created with curr_matrix_mode == GL_MODELVIEW!!!");
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|         m_projection_matrix = m_model_view_matrix * frustum;
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|     }
 | |
| 
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|     m_error = GL_NO_ERROR;
 | |
| }
 | |
| 
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| void SoftwareGLContext::gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_ortho, left, right, bottom, top, near_val, far_val);
 | |
| 
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     if (left == right || bottom == top || near_val == far_val) {
 | |
|         m_error = GL_INVALID_VALUE;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     auto rl = right - left;
 | |
|     auto tb = top - bottom;
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|     auto fn = far_val - near_val;
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|     auto tx = -(right + left) / rl;
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|     auto ty = -(top + bottom) / tb;
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|     auto tz = -(far_val + near_val) / fn;
 | |
| 
 | |
|     FloatMatrix4x4 projection {
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|         static_cast<float>(2 / rl), 0, 0, static_cast<float>(tx),
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|         0, static_cast<float>(2 / tb), 0, static_cast<float>(ty),
 | |
|         0, 0, static_cast<float>(-2 / fn), static_cast<float>(tz),
 | |
|         0, 0, 0, 1
 | |
|     };
 | |
| 
 | |
|     if (m_current_matrix_mode == GL_PROJECTION) {
 | |
|         m_projection_matrix = m_projection_matrix * projection;
 | |
|     } else if (m_current_matrix_mode == GL_MODELVIEW) {
 | |
|         m_projection_matrix = m_model_view_matrix * projection;
 | |
|     }
 | |
| 
 | |
|     m_error = GL_NO_ERROR;
 | |
| }
 | |
| 
 | |
| GLenum SoftwareGLContext::gl_get_error()
 | |
| {
 | |
|     if (m_in_draw_state) {
 | |
|         return GL_INVALID_OPERATION;
 | |
|     }
 | |
| 
 | |
|     return m_error;
 | |
| }
 | |
| 
 | |
| GLubyte* SoftwareGLContext::gl_get_string(GLenum name)
 | |
| {
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return nullptr;
 | |
|     }
 | |
| 
 | |
|     switch (name) {
 | |
|     case GL_VENDOR:
 | |
|         return reinterpret_cast<GLubyte*>(const_cast<char*>("The SerenityOS Developers"));
 | |
|     case GL_RENDERER:
 | |
|         return reinterpret_cast<GLubyte*>(const_cast<char*>("SerenityOS OpenGL"));
 | |
|     case GL_VERSION:
 | |
|         return reinterpret_cast<GLubyte*>(const_cast<char*>("OpenGL 1.2 SerenityOS"));
 | |
|     default:
 | |
|         dbgln_if(GL_DEBUG, "glGetString(): Unknown enum name!");
 | |
|         break;
 | |
|     }
 | |
| 
 | |
|     m_error = GL_INVALID_ENUM;
 | |
|     return nullptr;
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_load_identity()
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_load_identity);
 | |
| 
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     if (m_current_matrix_mode == GL_PROJECTION)
 | |
|         m_projection_matrix = FloatMatrix4x4::identity();
 | |
|     else if (m_current_matrix_mode == GL_MODELVIEW)
 | |
|         m_model_view_matrix = FloatMatrix4x4::identity();
 | |
|     else
 | |
|         VERIFY_NOT_REACHED();
 | |
| 
 | |
|     m_error = GL_NO_ERROR;
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_load_matrix(const FloatMatrix4x4& matrix)
 | |
| {
 | |
|     if (should_append_to_listing()) {
 | |
|         auto ptr = store_in_listing(matrix);
 | |
|         append_to_listing<&SoftwareGLContext::gl_load_matrix>(*ptr);
 | |
|         if (!should_execute_after_appending_to_listing())
 | |
|             return;
 | |
|     }
 | |
| 
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     if (m_current_matrix_mode == GL_PROJECTION)
 | |
|         m_projection_matrix = matrix;
 | |
|     else if (m_current_matrix_mode == GL_MODELVIEW)
 | |
|         m_model_view_matrix = matrix;
 | |
|     else
 | |
|         VERIFY_NOT_REACHED();
 | |
| 
 | |
|     m_error = GL_NO_ERROR;
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_matrix_mode(GLenum mode)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_matrix_mode, mode);
 | |
| 
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     if (mode < GL_MODELVIEW || mode > GL_PROJECTION) {
 | |
|         m_error = GL_INVALID_ENUM;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     m_current_matrix_mode = mode;
 | |
|     m_error = GL_NO_ERROR;
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_push_matrix()
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_push_matrix);
 | |
| 
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     dbgln_if(GL_DEBUG, "glPushMatrix(): Pushing matrix to the matrix stack (matrix_mode {})", m_current_matrix_mode);
 | |
| 
 | |
|     switch (m_current_matrix_mode) {
 | |
|     case GL_PROJECTION:
 | |
|         if (m_projection_matrix_stack.size() >= MATRIX_STACK_LIMIT) {
 | |
|             m_error = GL_STACK_OVERFLOW;
 | |
|             return;
 | |
|         }
 | |
|         m_projection_matrix_stack.append(m_projection_matrix);
 | |
|         break;
 | |
|     case GL_MODELVIEW:
 | |
|         if (m_model_view_matrix_stack.size() >= MATRIX_STACK_LIMIT) {
 | |
|             m_error = GL_STACK_OVERFLOW;
 | |
|             return;
 | |
|         }
 | |
|         m_model_view_matrix_stack.append(m_model_view_matrix);
 | |
|         break;
 | |
|     default:
 | |
|         dbgln_if(GL_DEBUG, "glPushMatrix(): Attempt to push matrix with invalid matrix mode {})", m_current_matrix_mode);
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     m_error = GL_NO_ERROR;
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_pop_matrix()
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_pop_matrix);
 | |
| 
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     dbgln_if(GL_DEBUG, "glPopMatrix(): Popping matrix from matrix stack (matrix_mode = {})", m_current_matrix_mode);
 | |
| 
 | |
|     // FIXME: Make sure stack::top() doesn't cause any  nasty issues if it's empty (that could result in a lockup/hang)
 | |
|     switch (m_current_matrix_mode) {
 | |
|     case GL_PROJECTION:
 | |
|         if (m_projection_matrix_stack.size() == 0) {
 | |
|             m_error = GL_STACK_UNDERFLOW;
 | |
|             return;
 | |
|         }
 | |
|         m_projection_matrix = m_projection_matrix_stack.take_last();
 | |
|         break;
 | |
|     case GL_MODELVIEW:
 | |
|         if (m_model_view_matrix_stack.size() == 0) {
 | |
|             m_error = GL_STACK_UNDERFLOW;
 | |
|             return;
 | |
|         }
 | |
|         m_model_view_matrix = m_model_view_matrix_stack.take_last();
 | |
|         break;
 | |
|     default:
 | |
|         dbgln_if(GL_DEBUG, "glPopMatrix(): Attempt to pop matrix with invalid matrix mode, {}", m_current_matrix_mode);
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     m_error = GL_NO_ERROR;
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_rotate, angle, x, y, z);
 | |
| 
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     FloatVector3 axis = { (float)x, (float)y, (float)z };
 | |
|     axis.normalize();
 | |
|     auto rotation_mat = Gfx::rotation_matrix(axis, static_cast<float>(angle));
 | |
| 
 | |
|     if (m_current_matrix_mode == GL_MODELVIEW)
 | |
|         m_model_view_matrix = m_model_view_matrix * rotation_mat;
 | |
|     else if (m_current_matrix_mode == GL_PROJECTION)
 | |
|         m_projection_matrix = m_projection_matrix * rotation_mat;
 | |
| 
 | |
|     m_error = GL_NO_ERROR;
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_scale(GLdouble x, GLdouble y, GLdouble z)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_scale, x, y, z);
 | |
| 
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     if (m_current_matrix_mode == GL_MODELVIEW) {
 | |
|         m_model_view_matrix = m_model_view_matrix * Gfx::scale_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
 | |
|     } else if (m_current_matrix_mode == GL_PROJECTION) {
 | |
|         m_projection_matrix = m_projection_matrix * Gfx::scale_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
 | |
|     }
 | |
| 
 | |
|     m_error = GL_NO_ERROR;
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_translate(GLdouble x, GLdouble y, GLdouble z)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_translate, x, y, z);
 | |
| 
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     if (m_current_matrix_mode == GL_MODELVIEW) {
 | |
|         m_model_view_matrix = m_model_view_matrix * Gfx::translation_matrix(FloatVector3 { (float)x, (float)y, (float)z });
 | |
|     } else if (m_current_matrix_mode == GL_PROJECTION) {
 | |
|         m_projection_matrix = m_projection_matrix * Gfx::translation_matrix(FloatVector3 { (float)x, (float)y, (float)z });
 | |
|     }
 | |
| 
 | |
|     m_error = GL_NO_ERROR;
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_vertex, x, y, z, w);
 | |
| 
 | |
|     GLVertex vertex;
 | |
| 
 | |
|     vertex.x = x;
 | |
|     vertex.y = y;
 | |
|     vertex.z = z;
 | |
|     vertex.w = w;
 | |
|     vertex.r = m_current_vertex_color.x();
 | |
|     vertex.g = m_current_vertex_color.y();
 | |
|     vertex.b = m_current_vertex_color.z();
 | |
|     vertex.a = m_current_vertex_color.w();
 | |
| 
 | |
|     // FIXME: This is to suppress any -Wunused errors
 | |
|     vertex.w = 0.0f;
 | |
|     vertex.u = 0.0f;
 | |
|     vertex.v = 0.0f;
 | |
| 
 | |
|     vertex_list.append(vertex);
 | |
|     m_error = GL_NO_ERROR;
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_viewport, x, y, width, height);
 | |
| 
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     (void)(x);
 | |
|     (void)(y);
 | |
|     (void)(width);
 | |
|     (void)(height);
 | |
|     m_error = GL_NO_ERROR;
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_enable(GLenum capability)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_enable, capability);
 | |
| 
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         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;
 | |
|     case GL_BLEND:
 | |
|         m_blend_enabled = true;
 | |
|         rasterizer_options.enable_blending = true;
 | |
|         update_rasterizer_options = true;
 | |
|         break;
 | |
|     case GL_ALPHA_TEST:
 | |
|         m_alpha_test_enabled = true;
 | |
|         rasterizer_options.enable_alpha_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)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_disable, capability);
 | |
| 
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         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;
 | |
|     case GL_BLEND:
 | |
|         m_blend_enabled = false;
 | |
|         rasterizer_options.enable_blending = false;
 | |
|         update_rasterizer_options = false;
 | |
|         break;
 | |
|     case GL_ALPHA_TEST:
 | |
|         m_alpha_test_enabled = false;
 | |
|         rasterizer_options.enable_alpha_test = false;
 | |
|         update_rasterizer_options = false;
 | |
|         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)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_front_face, face);
 | |
| 
 | |
|     if (face < GL_CW || face > GL_CCW) {
 | |
|         m_error = GL_INVALID_ENUM;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     m_front_face = face;
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_cull_face(GLenum cull_mode)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_cull_face, cull_mode);
 | |
| 
 | |
|     if (cull_mode < GL_FRONT || cull_mode > GL_FRONT_AND_BACK) {
 | |
|         m_error = GL_INVALID_ENUM;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     m_culled_sides = cull_mode;
 | |
| }
 | |
| 
 | |
| GLuint SoftwareGLContext::gl_gen_lists(GLsizei range)
 | |
| {
 | |
|     if (range <= 0) {
 | |
|         m_error = GL_INVALID_VALUE;
 | |
|         return 0;
 | |
|     }
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return 0;
 | |
|     }
 | |
| 
 | |
|     auto initial_entry = m_listings.size();
 | |
|     m_listings.resize(range + initial_entry);
 | |
|     return initial_entry + 1;
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_call_list(GLuint list)
 | |
| {
 | |
|     if (m_gl_call_depth > max_allowed_gl_call_depth)
 | |
|         return;
 | |
| 
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_call_list, list);
 | |
| 
 | |
|     if (m_listings.size() < list)
 | |
|         return;
 | |
| 
 | |
|     TemporaryChange change { m_gl_call_depth, m_gl_call_depth + 1 };
 | |
| 
 | |
|     auto& listing = m_listings[list - 1];
 | |
|     for (auto& entry : listing.entries) {
 | |
|         entry.function.visit([&](auto& function) {
 | |
|             entry.arguments.visit([&](auto& arguments) {
 | |
|                 auto apply = [&]<typename... Args>(Args && ... args)
 | |
|                 {
 | |
|                     if constexpr (requires { (this->*function)(forward<Args>(args)...); })
 | |
|                         (this->*function)(forward<Args>(args)...);
 | |
|                 };
 | |
| 
 | |
|                 arguments.apply_as_args(apply);
 | |
|             });
 | |
|         });
 | |
|     }
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_delete_lists(GLuint list, GLsizei range)
 | |
| {
 | |
|     if (m_listings.size() < list || m_listings.size() <= list + range)
 | |
|         return;
 | |
| 
 | |
|     for (auto& entry : m_listings.span().slice(list - 1, range))
 | |
|         entry.entries.clear();
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_end_list()
 | |
| {
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
|     if (!m_current_listing_index.has_value()) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     m_listings[m_current_listing_index->index] = move(m_current_listing_index->listing);
 | |
|     m_current_listing_index.clear();
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_new_list(GLuint list, GLenum mode)
 | |
| {
 | |
|     if (list == 0) {
 | |
|         m_error = GL_INVALID_VALUE;
 | |
|         return;
 | |
|     }
 | |
|     if (mode != GL_COMPILE && mode != GL_COMPILE_AND_EXECUTE) {
 | |
|         m_error = GL_INVALID_ENUM;
 | |
|         return;
 | |
|     }
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
|     if (m_current_listing_index.has_value()) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     if (m_listings.size() < list)
 | |
|         return;
 | |
| 
 | |
|     m_current_listing_index = CurrentListing { {}, static_cast<size_t>(list - 1), mode };
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_flush()
 | |
| {
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     // No-op since SoftwareGLContext is completely synchronous at the moment
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_finish()
 | |
| {
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     // No-op since SoftwareGLContext is completely synchronous at the moment
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_blend_func(GLenum src_factor, GLenum dst_factor)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_blend_func, src_factor, dst_factor);
 | |
| 
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     // FIXME: The list of allowed enums differs between API versions
 | |
|     // This was taken from the 2.0 spec on https://docs.gl/gl2/glBlendFunc
 | |
| 
 | |
|     if (!(src_factor == GL_ZERO
 | |
|             || src_factor == GL_ONE
 | |
|             || src_factor == GL_SRC_COLOR
 | |
|             || src_factor == GL_ONE_MINUS_SRC_COLOR
 | |
|             || src_factor == GL_DST_COLOR
 | |
|             || src_factor == GL_ONE_MINUS_DST_COLOR
 | |
|             || src_factor == GL_SRC_ALPHA
 | |
|             || src_factor == GL_ONE_MINUS_SRC_ALPHA
 | |
|             || src_factor == GL_DST_ALPHA
 | |
|             || src_factor == GL_ONE_MINUS_DST_ALPHA
 | |
|             || src_factor == GL_CONSTANT_COLOR
 | |
|             || src_factor == GL_ONE_MINUS_CONSTANT_COLOR
 | |
|             || src_factor == GL_CONSTANT_ALPHA
 | |
|             || src_factor == GL_ONE_MINUS_CONSTANT_ALPHA
 | |
|             || src_factor == GL_SRC_ALPHA_SATURATE)) {
 | |
|         m_error = GL_INVALID_ENUM;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     if (!(dst_factor == GL_ZERO
 | |
|             || dst_factor == GL_ONE
 | |
|             || dst_factor == GL_SRC_COLOR
 | |
|             || dst_factor == GL_ONE_MINUS_SRC_COLOR
 | |
|             || dst_factor == GL_DST_COLOR
 | |
|             || dst_factor == GL_ONE_MINUS_DST_COLOR
 | |
|             || dst_factor == GL_SRC_ALPHA
 | |
|             || dst_factor == GL_ONE_MINUS_SRC_ALPHA
 | |
|             || dst_factor == GL_DST_ALPHA
 | |
|             || dst_factor == GL_ONE_MINUS_DST_ALPHA
 | |
|             || dst_factor == GL_CONSTANT_COLOR
 | |
|             || dst_factor == GL_ONE_MINUS_CONSTANT_COLOR
 | |
|             || dst_factor == GL_CONSTANT_ALPHA
 | |
|             || dst_factor == GL_ONE_MINUS_CONSTANT_ALPHA)) {
 | |
|         m_error = GL_INVALID_ENUM;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     m_blend_source_factor = src_factor;
 | |
|     m_blend_destination_factor = dst_factor;
 | |
| 
 | |
|     auto options = m_rasterizer.options();
 | |
|     options.blend_source_factor = m_blend_source_factor;
 | |
|     options.blend_destination_factor = m_blend_destination_factor;
 | |
|     m_rasterizer.set_options(options);
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_shade_model(GLenum mode)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_shade_model, mode);
 | |
| 
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     if (mode != GL_FLAT && mode != GL_SMOOTH) {
 | |
|         m_error = GL_INVALID_ENUM;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     auto options = m_rasterizer.options();
 | |
|     options.shade_smooth = (mode == GL_SMOOTH);
 | |
|     m_rasterizer.set_options(options);
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_alpha_func(GLenum func, GLclampf ref)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_alpha_func, func, ref);
 | |
| 
 | |
|     if (m_in_draw_state) {
 | |
|         m_error = GL_INVALID_OPERATION;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     if (func < GL_NEVER || func > GL_ALWAYS) {
 | |
|         m_error = GL_INVALID_ENUM;
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     m_alpha_test_func = func;
 | |
|     m_alpha_test_ref_value = ref;
 | |
| 
 | |
|     auto options = m_rasterizer.options();
 | |
|     options.alpha_test_func = m_alpha_test_func;
 | |
|     options.alpha_test_ref_value = m_alpha_test_ref_value;
 | |
|     m_rasterizer.set_options(options);
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::present()
 | |
| {
 | |
|     m_rasterizer.blit_to(*m_frontbuffer);
 | |
| }
 | |
| }
 | 
