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		61bd1890d2
		
	
	
	
	
		
			
			This is a very basic implementation of glGetfloatv. It will only give a result when used with GL_MODELVIEW_MATRIX. In the future we can update and extend it's functionality.
		
			
				
	
	
		
			1330 lines
		
	
	
	
		
			47 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1330 lines
		
	
	
	
		
			47 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@serenityos.org>
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|  *
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|  * SPDX-License-Identifier: BSD-2-Clause
 | |
|  */
 | |
| 
 | |
| #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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| 
 | |
| using AK::dbgln;
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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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| #define RETURN_WITH_ERROR_IF(condition, error) \
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|     if (condition) {                           \
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|         if (m_error == GL_NO_ERROR)            \
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|             m_error = error;                   \
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|         return;                                \
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|     }
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| 
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| #define RETURN_VALUE_WITH_ERROR_IF(condition, error, return_value) \
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|     if (condition) {                                               \
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|         if (m_error == GL_NO_ERROR)                                \
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|             m_error = error;                                       \
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|         return return_value;                                       \
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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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|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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|     RETURN_WITH_ERROR_IF(mode < GL_TRIANGLES || mode > GL_POLYGON, GL_INVALID_ENUM);
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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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| }
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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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|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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|     RETURN_WITH_ERROR_IF(mask & ~(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT), GL_INVALID_ENUM);
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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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| 
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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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|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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| 
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|     m_clear_color = { red, green, blue, alpha };
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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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|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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| 
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|     m_clear_depth = depth;
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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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| }
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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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|     RETURN_WITH_ERROR_IF(!m_in_draw_state, GL_INVALID_OPERATION);
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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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|         RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
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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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|                 vertex.u = vertexa.u;
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|                 vertex.v = vertexa.v;
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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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|                 vertex.u = vertexb.u;
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|                 vertex.v = vertexb.v;
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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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|                 vertex.u = vertexc.u;
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|                 vertex.v = vertexc.v;
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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, m_texture_units);
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|     }
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| 
 | |
|     triangle_list.clear();
 | |
|     processed_triangles.clear();
 | |
|     vertex_list.clear();
 | |
| 
 | |
|     m_in_draw_state = false;
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| }
 | |
| 
 | |
| void SoftwareGLContext::gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_frustum, left, right, bottom, top, near_val, far_val);
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| 
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|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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| 
 | |
|     // Let's do some math!
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|     // FIXME: Are we losing too much precision by doing this?
 | |
|     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)));
 | |
| 
 | |
|     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,
 | |
|         0, 0, -1, 0
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|     };
 | |
| 
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|     if (m_current_matrix_mode == GL_PROJECTION) {
 | |
|         m_projection_matrix = m_projection_matrix * frustum;
 | |
|     } else if (m_current_matrix_mode == GL_MODELVIEW) {
 | |
|         dbgln_if(GL_DEBUG, "glFrustum(): frustum created with curr_matrix_mode == GL_MODELVIEW!!!");
 | |
|         m_projection_matrix = m_model_view_matrix * frustum;
 | |
|     }
 | |
| }
 | |
| 
 | |
| 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);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
|     RETURN_WITH_ERROR_IF(left == right || bottom == top || near_val == far_val, GL_INVALID_VALUE);
 | |
| 
 | |
|     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;
 | |
|     auto ty = -(top + bottom) / tb;
 | |
|     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;
 | |
|     }
 | |
| }
 | |
| 
 | |
| GLenum SoftwareGLContext::gl_get_error()
 | |
| {
 | |
|     if (m_in_draw_state)
 | |
|         return GL_INVALID_OPERATION;
 | |
| 
 | |
|     auto last_error = m_error;
 | |
|     m_error = GL_NO_ERROR;
 | |
|     return last_error;
 | |
| }
 | |
| 
 | |
| GLubyte* SoftwareGLContext::gl_get_string(GLenum name)
 | |
| {
 | |
|     RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, 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;
 | |
|     }
 | |
| 
 | |
|     RETURN_VALUE_WITH_ERROR_IF(true, GL_INVALID_ENUM, nullptr);
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_load_identity()
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_load_identity);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     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();
 | |
| }
 | |
| 
 | |
| 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;
 | |
|     }
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     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();
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_matrix_mode(GLenum mode)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_matrix_mode, mode);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
|     RETURN_WITH_ERROR_IF(mode < GL_MODELVIEW || mode > GL_PROJECTION, GL_INVALID_ENUM);
 | |
| 
 | |
|     m_current_matrix_mode = mode;
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_push_matrix()
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_push_matrix);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     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:
 | |
|         RETURN_WITH_ERROR_IF(m_projection_matrix_stack.size() >= MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW);
 | |
|         m_projection_matrix_stack.append(m_projection_matrix);
 | |
|         break;
 | |
|     case GL_MODELVIEW:
 | |
|         RETURN_WITH_ERROR_IF(m_model_view_matrix_stack.size() >= MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW);
 | |
|         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;
 | |
|     }
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_pop_matrix()
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_pop_matrix);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     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:
 | |
|         RETURN_WITH_ERROR_IF(m_projection_matrix_stack.size() == 0, GL_STACK_UNDERFLOW);
 | |
|         m_projection_matrix = m_projection_matrix_stack.take_last();
 | |
|         break;
 | |
|     case GL_MODELVIEW:
 | |
|         RETURN_WITH_ERROR_IF(m_model_view_matrix_stack.size() == 0, GL_STACK_UNDERFLOW);
 | |
|         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;
 | |
|     }
 | |
| }
 | |
| 
 | |
| 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);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     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;
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_scale(GLdouble x, GLdouble y, GLdouble z)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_scale, x, y, z);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     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) });
 | |
|     }
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_translate(GLdouble x, GLdouble y, GLdouble z)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_translate, x, y, z);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     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 });
 | |
|     }
 | |
| }
 | |
| 
 | |
| 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);
 | |
| }
 | |
| 
 | |
| // FIXME: We need to add `r` and `q` to our GLVertex?!
 | |
| void SoftwareGLContext::gl_tex_coord(GLfloat s, GLfloat t, GLfloat, GLfloat)
 | |
| {
 | |
|     auto& vertex = vertex_list.last(); // Get the last created vertex
 | |
| 
 | |
|     vertex.u = s;
 | |
|     vertex.v = t;
 | |
| }
 | |
| 
 | |
| 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);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     (void)(x);
 | |
|     (void)(y);
 | |
|     (void)(width);
 | |
|     (void)(height);
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_enable(GLenum capability)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_enable, capability);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     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:
 | |
|         RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
 | |
|     }
 | |
| 
 | |
|     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);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     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 = true;
 | |
|         break;
 | |
|     case GL_ALPHA_TEST:
 | |
|         m_alpha_test_enabled = false;
 | |
|         rasterizer_options.enable_alpha_test = false;
 | |
|         update_rasterizer_options = true;
 | |
|         break;
 | |
|     default:
 | |
|         RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
 | |
|     }
 | |
| 
 | |
|     if (update_rasterizer_options)
 | |
|         m_rasterizer.set_options(rasterizer_options);
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_gen_textures(GLsizei n, GLuint* textures)
 | |
| {
 | |
|     RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE);
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     m_name_allocator.allocate(n, textures);
 | |
| 
 | |
|     // Initialize all texture names with a nullptr
 | |
|     for (auto i = 0; i < n; i++) {
 | |
|         GLuint name = textures[i];
 | |
| 
 | |
|         m_allocated_textures.set(name, nullptr);
 | |
|     }
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_delete_textures(GLsizei n, const GLuint* textures)
 | |
| {
 | |
|     RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE);
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     m_name_allocator.free(n, textures);
 | |
| 
 | |
|     for (auto i = 0; i < n; i++) {
 | |
|         GLuint name = textures[i];
 | |
| 
 | |
|         auto texture_object = m_allocated_textures.find(name);
 | |
|         if (texture_object == m_allocated_textures.end() || texture_object->value.is_null())
 | |
|             continue;
 | |
| 
 | |
|         // Check all texture units
 | |
|         for (auto& texture_unit : m_texture_units) {
 | |
|             if (texture_object->value == texture_unit.bound_texture())
 | |
|                 texture_unit.unbind_texture(GL_TEXTURE_2D);
 | |
|         }
 | |
| 
 | |
|         m_allocated_textures.remove(name);
 | |
|     }
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* data)
 | |
| {
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     // We only support GL_TEXTURE_2D for now
 | |
|     RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
 | |
| 
 | |
|     // Check if there is actually a texture bound
 | |
|     RETURN_WITH_ERROR_IF(target == GL_TEXTURE_2D && m_active_texture_unit->currently_bound_target() != GL_TEXTURE_2D, GL_INVALID_OPERATION);
 | |
| 
 | |
|     // We only support symbolic constants for now
 | |
|     RETURN_WITH_ERROR_IF(!(internal_format == GL_RGB || internal_format == GL_RGBA), GL_INVALID_ENUM);
 | |
|     RETURN_WITH_ERROR_IF(type != GL_UNSIGNED_BYTE, GL_INVALID_VALUE);
 | |
|     RETURN_WITH_ERROR_IF(level < 0 || level > Texture2D::LOG2_MAX_TEXTURE_SIZE, GL_INVALID_VALUE);
 | |
|     RETURN_WITH_ERROR_IF(width < 0 || height < 0 || width > (2 + Texture2D::MAX_TEXTURE_SIZE) || height > (2 + Texture2D::MAX_TEXTURE_SIZE), GL_INVALID_VALUE);
 | |
|     RETURN_WITH_ERROR_IF((width & 2) != 0 || (height & 2) != 0, GL_INVALID_VALUE);
 | |
|     RETURN_WITH_ERROR_IF(border < 0 || border > 1, GL_INVALID_VALUE);
 | |
| 
 | |
|     m_active_texture_unit->bound_texture_2d()->upload_texture_data(target, level, internal_format, width, height, border, format, type, data);
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_front_face(GLenum face)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_front_face, face);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(face < GL_CW || face > GL_CCW, GL_INVALID_ENUM);
 | |
| 
 | |
|     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);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(cull_mode < GL_FRONT || cull_mode > GL_FRONT_AND_BACK, GL_INVALID_ENUM);
 | |
| 
 | |
|     m_culled_sides = cull_mode;
 | |
| }
 | |
| 
 | |
| GLuint SoftwareGLContext::gl_gen_lists(GLsizei range)
 | |
| {
 | |
|     RETURN_VALUE_WITH_ERROR_IF(range <= 0, GL_INVALID_VALUE, 0);
 | |
|     RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, 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()
 | |
| {
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
|     RETURN_WITH_ERROR_IF(!m_current_listing_index.has_value(), GL_INVALID_OPERATION);
 | |
| 
 | |
|     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)
 | |
| {
 | |
|     RETURN_WITH_ERROR_IF(list == 0, GL_INVALID_VALUE);
 | |
|     RETURN_WITH_ERROR_IF(mode != GL_COMPILE && mode != GL_COMPILE_AND_EXECUTE, GL_INVALID_ENUM);
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
|     RETURN_WITH_ERROR_IF(m_current_listing_index.has_value(), GL_INVALID_OPERATION);
 | |
| 
 | |
|     if (m_listings.size() < list)
 | |
|         return;
 | |
| 
 | |
|     m_current_listing_index = CurrentListing { {}, static_cast<size_t>(list - 1), mode };
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_flush()
 | |
| {
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     // No-op since SoftwareGLContext is completely synchronous at the moment
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_finish()
 | |
| {
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     // 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);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     // FIXME: The list of allowed enums differs between API versions
 | |
|     // This was taken from the 2.0 spec on https://docs.gl/gl2/glBlendFunc
 | |
| 
 | |
|     RETURN_WITH_ERROR_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),
 | |
|         GL_INVALID_ENUM);
 | |
| 
 | |
|     RETURN_WITH_ERROR_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),
 | |
|         GL_INVALID_ENUM);
 | |
| 
 | |
|     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);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
|     RETURN_WITH_ERROR_IF(mode != GL_FLAT && mode != GL_SMOOTH, GL_INVALID_ENUM);
 | |
| 
 | |
|     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);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
|     RETURN_WITH_ERROR_IF(func < GL_NEVER || func > GL_ALWAYS, GL_INVALID_ENUM);
 | |
| 
 | |
|     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::gl_hint(GLenum target, GLenum mode)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_hint, target, mode);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(target != GL_PERSPECTIVE_CORRECTION_HINT
 | |
|             && target != GL_POINT_SMOOTH_HINT
 | |
|             && target != GL_LINE_SMOOTH_HINT
 | |
|             && target != GL_POLYGON_SMOOTH_HINT
 | |
|             && target != GL_FOG_HINT
 | |
|             && target != GL_GENERATE_MIPMAP_HINT
 | |
|             && target != GL_TEXTURE_COMPRESSION_HINT,
 | |
|         GL_INVALID_ENUM);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(mode != GL_DONT_CARE
 | |
|             && mode != GL_FASTEST
 | |
|             && mode != GL_NICEST,
 | |
|         GL_INVALID_ENUM);
 | |
| 
 | |
|     // According to the spec implementors are free to ignore glHint. So we do.
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_read_buffer(GLenum mode)
 | |
| {
 | |
|     APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_read_buffer, mode);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     // FIXME: Also allow aux buffers GL_AUX0 through GL_AUX3 here
 | |
|     // plus any aux buffer between 0 and GL_AUX_BUFFERS
 | |
|     RETURN_WITH_ERROR_IF(mode != GL_FRONT_LEFT
 | |
|             && mode != GL_FRONT_RIGHT
 | |
|             && mode != GL_BACK_LEFT
 | |
|             && mode != GL_BACK_RIGHT
 | |
|             && mode != GL_FRONT
 | |
|             && mode != GL_BACK
 | |
|             && mode != GL_LEFT
 | |
|             && mode != GL_RIGHT,
 | |
|         GL_INVALID_ENUM);
 | |
| 
 | |
|     // FIXME: We do not currently have aux buffers, so make it an invalid
 | |
|     // operation to select anything but front or back buffers. Also we do
 | |
|     // not allow selecting the stereoscopic RIGHT buffers since we do not
 | |
|     // have them configured.
 | |
|     RETURN_WITH_ERROR_IF(mode != GL_FRONT_LEFT
 | |
|             && mode != GL_FRONT
 | |
|             && mode != GL_BACK_LEFT
 | |
|             && mode != GL_BACK
 | |
|             && mode != GL_FRONT
 | |
|             && mode != GL_BACK
 | |
|             && mode != GL_LEFT,
 | |
|         GL_INVALID_OPERATION);
 | |
| 
 | |
|     m_current_read_buffer = mode;
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
 | |
| {
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
|     RETURN_WITH_ERROR_IF(width < 0 || height < 0, GL_INVALID_VALUE);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(format != GL_COLOR_INDEX
 | |
|             && format != GL_STENCIL_INDEX
 | |
|             && format != GL_DEPTH_COMPONENT
 | |
|             && format != GL_RED
 | |
|             && format != GL_GREEN
 | |
|             && format != GL_BLUE
 | |
|             && format != GL_ALPHA
 | |
|             && format != GL_RGB
 | |
|             && format != GL_RGBA
 | |
|             && format != GL_LUMINANCE
 | |
|             && format != GL_LUMINANCE_ALPHA,
 | |
|         GL_INVALID_ENUM);
 | |
| 
 | |
|     RETURN_WITH_ERROR_IF(type != GL_UNSIGNED_BYTE
 | |
|             && type != GL_BYTE
 | |
|             && type != GL_BITMAP
 | |
|             && type != GL_UNSIGNED_SHORT
 | |
|             && type != GL_SHORT
 | |
|             && type != GL_BLUE
 | |
|             && type != GL_UNSIGNED_INT
 | |
|             && type != GL_INT
 | |
|             && type != GL_FLOAT,
 | |
|         GL_INVALID_ENUM);
 | |
| 
 | |
|     // FIXME: We only support RGBA buffers for now.
 | |
|     // Once we add support for indexed color modes do the correct check here
 | |
|     RETURN_WITH_ERROR_IF(format == GL_COLOR_INDEX, GL_INVALID_OPERATION);
 | |
| 
 | |
|     // FIXME: We do not have stencil buffers yet
 | |
|     // Once we add support for stencil buffers do the correct check here
 | |
|     RETURN_WITH_ERROR_IF(format == GL_STENCIL_INDEX, GL_INVALID_OPERATION);
 | |
| 
 | |
|     if (format == GL_DEPTH_COMPONENT) {
 | |
|         // FIXME: This check needs to be a bit more sophisticated. Currently the buffers
 | |
|         // are hardcoded. Once we add proper structures for them we need to correct this check
 | |
| 
 | |
|         // Error because only back buffer has a depth buffer
 | |
|         RETURN_WITH_ERROR_IF(m_current_read_buffer == GL_FRONT
 | |
|                 || m_current_read_buffer == GL_FRONT_LEFT
 | |
|                 || m_current_read_buffer == GL_FRONT_RIGHT,
 | |
|             GL_INVALID_OPERATION);
 | |
|     }
 | |
| 
 | |
|     // Some helper functions for converting float values to integer types
 | |
|     auto float_to_i8 = [](float f) -> GLchar {
 | |
|         return static_cast<GLchar>((0x7f * min(max(f, 0.0f), 1.0f) - 1) / 2);
 | |
|     };
 | |
| 
 | |
|     auto float_to_i16 = [](float f) -> GLshort {
 | |
|         return static_cast<GLshort>((0x7fff * min(max(f, 0.0f), 1.0f) - 1) / 2);
 | |
|     };
 | |
| 
 | |
|     auto float_to_i32 = [](float f) -> GLint {
 | |
|         return static_cast<GLint>((0x7fffffff * min(max(f, 0.0f), 1.0f) - 1) / 2);
 | |
|     };
 | |
| 
 | |
|     auto float_to_u8 = [](float f) -> GLubyte {
 | |
|         return static_cast<GLubyte>(0xff * min(max(f, 0.0f), 1.0f));
 | |
|     };
 | |
| 
 | |
|     auto float_to_u16 = [](float f) -> GLushort {
 | |
|         return static_cast<GLushort>(0xffff * min(max(f, 0.0f), 1.0f));
 | |
|     };
 | |
| 
 | |
|     auto float_to_u32 = [](float f) -> GLuint {
 | |
|         return static_cast<GLuint>(0xffffffff * min(max(f, 0.0f), 1.0f));
 | |
|     };
 | |
| 
 | |
|     if (format == GL_DEPTH_COMPONENT) {
 | |
|         // Read from depth buffer
 | |
|         for (GLsizei i = 0; i < height; ++i) {
 | |
|             for (GLsizei j = 0; j < width; ++j) {
 | |
|                 float depth = m_rasterizer.get_depthbuffer_value(x + j, y + i);
 | |
| 
 | |
|                 switch (type) {
 | |
|                 case GL_BYTE:
 | |
|                     reinterpret_cast<GLchar*>(pixels)[i * width + j] = float_to_i8(depth);
 | |
|                     break;
 | |
|                 case GL_SHORT:
 | |
|                     reinterpret_cast<GLshort*>(pixels)[i * width + j] = float_to_i16(depth);
 | |
|                     break;
 | |
|                 case GL_INT:
 | |
|                     reinterpret_cast<GLint*>(pixels)[i * width + j] = float_to_i32(depth);
 | |
|                     break;
 | |
|                 case GL_UNSIGNED_BYTE:
 | |
|                     reinterpret_cast<GLubyte*>(pixels)[i * width + j] = float_to_u8(depth);
 | |
|                     break;
 | |
|                 case GL_UNSIGNED_SHORT:
 | |
|                     reinterpret_cast<GLushort*>(pixels)[i * width + j] = float_to_u16(depth);
 | |
|                     break;
 | |
|                 case GL_UNSIGNED_INT:
 | |
|                     reinterpret_cast<GLuint*>(pixels)[i * width + j] = float_to_u32(depth);
 | |
|                     break;
 | |
|                 case GL_FLOAT:
 | |
|                     reinterpret_cast<GLfloat*>(pixels)[i * width + j] = min(max(depth, 0.0f), 1.0f);
 | |
|                     break;
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     bool write_red = false;
 | |
|     bool write_green = false;
 | |
|     bool write_blue = false;
 | |
|     bool write_alpha = false;
 | |
|     size_t component_count = 0;
 | |
|     size_t component_size = 0;
 | |
|     size_t red_offset = 0;
 | |
|     size_t green_offset = 0;
 | |
|     size_t blue_offset = 0;
 | |
|     size_t alpha_offset = 0;
 | |
|     char* red_ptr = nullptr;
 | |
|     char* green_ptr = nullptr;
 | |
|     char* blue_ptr = nullptr;
 | |
|     char* alpha_ptr = nullptr;
 | |
| 
 | |
|     switch (format) {
 | |
|     case GL_RGB:
 | |
|         write_red = true;
 | |
|         write_green = true;
 | |
|         write_blue = true;
 | |
|         component_count = 3;
 | |
|         red_offset = 2;
 | |
|         green_offset = 1;
 | |
|         blue_offset = 0;
 | |
|         break;
 | |
|     case GL_RGBA:
 | |
|         write_red = true;
 | |
|         write_green = true;
 | |
|         write_blue = true;
 | |
|         write_alpha = true;
 | |
|         component_count = 4;
 | |
|         red_offset = 3;
 | |
|         green_offset = 2;
 | |
|         blue_offset = 1;
 | |
|         alpha_offset = 0;
 | |
|         break;
 | |
|     case GL_RED:
 | |
|         write_red = true;
 | |
|         component_count = 1;
 | |
|         red_offset = 0;
 | |
|         break;
 | |
|     case GL_GREEN:
 | |
|         write_green = true;
 | |
|         component_count = 1;
 | |
|         green_offset = 0;
 | |
|         break;
 | |
|     case GL_BLUE:
 | |
|         write_blue = true;
 | |
|         component_count = 1;
 | |
|         blue_offset = 0;
 | |
|         break;
 | |
|     case GL_ALPHA:
 | |
|         write_alpha = true;
 | |
|         component_count = 1;
 | |
|         alpha_offset = 0;
 | |
|         break;
 | |
|     }
 | |
| 
 | |
|     switch (type) {
 | |
|     case GL_BYTE:
 | |
|     case GL_UNSIGNED_BYTE:
 | |
|         component_size = 1;
 | |
|         break;
 | |
|     case GL_SHORT:
 | |
|     case GL_UNSIGNED_SHORT:
 | |
|         component_size = 2;
 | |
|         break;
 | |
|     case GL_INT:
 | |
|     case GL_UNSIGNED_INT:
 | |
|     case GL_FLOAT:
 | |
|         component_size = 4;
 | |
|         break;
 | |
|     }
 | |
| 
 | |
|     char* out_ptr = reinterpret_cast<char*>(pixels);
 | |
|     for (int i = 0; i < (int)height; ++i) {
 | |
|         for (int j = 0; j < (int)width; ++j) {
 | |
|             Gfx::RGBA32 color {};
 | |
|             if (m_current_read_buffer == GL_FRONT || m_current_read_buffer == GL_LEFT || m_current_read_buffer == GL_FRONT_LEFT) {
 | |
|                 if (y + i >= m_frontbuffer->width() || x + j >= m_frontbuffer->height())
 | |
|                     color = 0;
 | |
|                 else
 | |
|                     color = m_frontbuffer->scanline(y + i)[x + j];
 | |
|             } else {
 | |
|                 color = m_rasterizer.get_backbuffer_pixel(x + j, y + i);
 | |
|             }
 | |
| 
 | |
|             float red = ((color >> 24) & 0xff) / 255.0f;
 | |
|             float green = ((color >> 16) & 0xff) / 255.0f;
 | |
|             float blue = ((color >> 8) & 0xff) / 255.0f;
 | |
|             float alpha = (color & 0xff) / 255.0f;
 | |
| 
 | |
|             // FIXME: Set up write pointers based on selected endianness (glPixelStore)
 | |
|             red_ptr = out_ptr + (component_size * red_offset);
 | |
|             green_ptr = out_ptr + (component_size * green_offset);
 | |
|             blue_ptr = out_ptr + (component_size * blue_offset);
 | |
|             alpha_ptr = out_ptr + (component_size * alpha_offset);
 | |
| 
 | |
|             switch (type) {
 | |
|             case GL_BYTE:
 | |
|                 if (write_red)
 | |
|                     *reinterpret_cast<GLchar*>(red_ptr) = float_to_i8(red);
 | |
|                 if (write_green)
 | |
|                     *reinterpret_cast<GLchar*>(green_ptr) = float_to_i8(green);
 | |
|                 if (write_blue)
 | |
|                     *reinterpret_cast<GLchar*>(blue_ptr) = float_to_i8(blue);
 | |
|                 if (write_alpha)
 | |
|                     *reinterpret_cast<GLchar*>(alpha_ptr) = float_to_i8(alpha);
 | |
|                 break;
 | |
|             case GL_UNSIGNED_BYTE:
 | |
|                 if (write_red)
 | |
|                     *reinterpret_cast<GLubyte*>(red_ptr) = float_to_u8(red);
 | |
|                 if (write_green)
 | |
|                     *reinterpret_cast<GLubyte*>(green_ptr) = float_to_u8(green);
 | |
|                 if (write_blue)
 | |
|                     *reinterpret_cast<GLubyte*>(blue_ptr) = float_to_u8(blue);
 | |
|                 if (write_alpha)
 | |
|                     *reinterpret_cast<GLubyte*>(alpha_ptr) = float_to_u8(alpha);
 | |
|                 break;
 | |
|             case GL_SHORT:
 | |
|                 if (write_red)
 | |
|                     *reinterpret_cast<GLshort*>(red_ptr) = float_to_i16(red);
 | |
|                 if (write_green)
 | |
|                     *reinterpret_cast<GLshort*>(green_ptr) = float_to_i16(green);
 | |
|                 if (write_blue)
 | |
|                     *reinterpret_cast<GLshort*>(blue_ptr) = float_to_i16(blue);
 | |
|                 if (write_alpha)
 | |
|                     *reinterpret_cast<GLshort*>(alpha_ptr) = float_to_i16(alpha);
 | |
|                 break;
 | |
|             case GL_UNSIGNED_SHORT:
 | |
|                 if (write_red)
 | |
|                     *reinterpret_cast<GLushort*>(red_ptr) = float_to_u16(red);
 | |
|                 if (write_green)
 | |
|                     *reinterpret_cast<GLushort*>(green_ptr) = float_to_u16(green);
 | |
|                 if (write_blue)
 | |
|                     *reinterpret_cast<GLushort*>(blue_ptr) = float_to_u16(blue);
 | |
|                 if (write_alpha)
 | |
|                     *reinterpret_cast<GLushort*>(alpha_ptr) = float_to_u16(alpha);
 | |
|                 break;
 | |
|             case GL_INT:
 | |
|                 if (write_red)
 | |
|                     *reinterpret_cast<GLint*>(red_ptr) = float_to_i32(red);
 | |
|                 if (write_green)
 | |
|                     *reinterpret_cast<GLint*>(green_ptr) = float_to_i32(green);
 | |
|                 if (write_blue)
 | |
|                     *reinterpret_cast<GLint*>(blue_ptr) = float_to_i32(blue);
 | |
|                 if (write_alpha)
 | |
|                     *reinterpret_cast<GLint*>(alpha_ptr) = float_to_i32(alpha);
 | |
|                 break;
 | |
|             case GL_UNSIGNED_INT:
 | |
|                 if (write_red)
 | |
|                     *reinterpret_cast<GLuint*>(red_ptr) = float_to_u32(red);
 | |
|                 if (write_green)
 | |
|                     *reinterpret_cast<GLuint*>(green_ptr) = float_to_u32(green);
 | |
|                 if (write_blue)
 | |
|                     *reinterpret_cast<GLuint*>(blue_ptr) = float_to_u32(blue);
 | |
|                 if (write_alpha)
 | |
|                     *reinterpret_cast<GLuint*>(alpha_ptr) = float_to_u32(alpha);
 | |
|                 break;
 | |
|             case GL_FLOAT:
 | |
|                 if (write_red)
 | |
|                     *reinterpret_cast<GLfloat*>(red_ptr) = min(max(red, 0.0f), 1.0f);
 | |
|                 if (write_green)
 | |
|                     *reinterpret_cast<GLfloat*>(green_ptr) = min(max(green, 0.0f), 1.0f);
 | |
|                 if (write_blue)
 | |
|                     *reinterpret_cast<GLfloat*>(blue_ptr) = min(max(blue, 0.0f), 1.0f);
 | |
|                 if (write_alpha)
 | |
|                     *reinterpret_cast<GLfloat*>(alpha_ptr) = min(max(alpha, 0.0f), 1.0f);
 | |
|                 break;
 | |
|             }
 | |
| 
 | |
|             out_ptr += component_size * component_count;
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_bind_texture(GLenum target, GLuint texture)
 | |
| {
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
|     // FIXME: We only support GL_TEXTURE_2D for now
 | |
|     RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
 | |
| 
 | |
|     if (texture == 0) {
 | |
|         switch (target) {
 | |
|         case GL_TEXTURE_2D:
 | |
|             m_active_texture_unit->unbind_texture(target);
 | |
|             return;
 | |
|         default:
 | |
|             VERIFY_NOT_REACHED();
 | |
|             return;
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     auto it = m_allocated_textures.find(texture);
 | |
| 
 | |
|     // The texture name does not exist
 | |
|     RETURN_WITH_ERROR_IF(it == m_allocated_textures.end(), GL_INVALID_VALUE);
 | |
| 
 | |
|     auto texture_object = it->value;
 | |
| 
 | |
|     // Binding a texture to a different target than it was first bound is an invalid operation
 | |
|     // FIXME: We only support GL_TEXTURE_2D for now
 | |
|     RETURN_WITH_ERROR_IF(target == GL_TEXTURE_2D && !texture_object.is_null() && !texture_object->is_texture_2d(), GL_INVALID_OPERATION);
 | |
| 
 | |
|     if (!texture_object) {
 | |
|         // This is the first time the texture is bound. Allocate an actual texture object
 | |
|         switch (target) {
 | |
|         case GL_TEXTURE_2D:
 | |
|             texture_object = adopt_ref(*new Texture2D());
 | |
|             break;
 | |
|         default:
 | |
|             VERIFY_NOT_REACHED();
 | |
|             break;
 | |
|         }
 | |
| 
 | |
|         m_allocated_textures.set(texture, texture_object);
 | |
|     }
 | |
| 
 | |
|     switch (target) {
 | |
|     case GL_TEXTURE_2D:
 | |
|         m_active_texture_unit->bind_texture_to_target(target, texture_object);
 | |
|         break;
 | |
|     }
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_active_texture(GLenum texture)
 | |
| {
 | |
|     RETURN_WITH_ERROR_IF(texture < GL_TEXTURE0 || texture > GL_TEXTURE31, GL_INVALID_ENUM);
 | |
| 
 | |
|     m_active_texture_unit = &m_texture_units.at(texture - GL_TEXTURE0);
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::gl_get_floatv(GLenum pname, GLfloat* params)
 | |
| {
 | |
|     RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
 | |
| 
 | |
|     auto flatten_and_assign_matrix = [¶ms](const FloatMatrix4x4& matrix) {
 | |
|         auto elements = matrix.elements();
 | |
| 
 | |
|         for (size_t i = 0; i < 4; ++i) {
 | |
|             for (size_t j = 0; j < 4; ++j) {
 | |
|                 params[i * 4 + j] = elements[i][j];
 | |
|             }
 | |
|         }
 | |
|     };
 | |
| 
 | |
|     switch (pname) {
 | |
|     case GL_MODELVIEW_MATRIX:
 | |
|         if (m_current_matrix_mode == GL_MODELVIEW)
 | |
|             flatten_and_assign_matrix(m_model_view_matrix);
 | |
|         else {
 | |
|             if (m_model_view_matrix_stack.is_empty())
 | |
|                 flatten_and_assign_matrix(FloatMatrix4x4::identity());
 | |
|             else
 | |
|                 flatten_and_assign_matrix(m_model_view_matrix_stack.last());
 | |
|         }
 | |
|         break;
 | |
|     default:
 | |
|         // FIXME: Because glQuake only requires GL_MODELVIEW_MATRIX, that is the only parameter
 | |
|         // that we currently support. More parameters should be supported.
 | |
|         TODO();
 | |
|     }
 | |
| }
 | |
| 
 | |
| void SoftwareGLContext::present()
 | |
| {
 | |
|     m_rasterizer.blit_to(*m_frontbuffer);
 | |
| }
 | |
| }
 |