LibGL: Implement glTexEnvf
This controls how fetched texels are combined with the color that was produced by a preceding texture unit or with the vertex color if it is the first texture unit. Currently only a small subset of possible combine modes is implemented as required by glquake.
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19a08ff187
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b54573739c
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sideshowbarker
2024-07-18 05:16:22 +09:00
Author: https://github.com/sunverwerth Commit: https://github.com/SerenityOS/serenity/commit/b54573739ce Pull-request: https://github.com/SerenityOS/serenity/pull/9548 Reviewed-by: https://github.com/Quaker762 ✅
7 changed files with 66 additions and 7 deletions
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@ -358,6 +358,7 @@ GLAPI void glTexCoord2f(GLfloat s, GLfloat t);
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GLAPI void glTexCoord4fv(const GLfloat* v);
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GLAPI void glTexParameteri(GLenum target, GLenum pname, GLint param);
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GLAPI void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
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GLAPI void glTexEnvf(GLenum target, GLenum pname, GLfloat param);
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GLAPI void glBindTexture(GLenum target, GLuint texture);
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GLAPI void glActiveTexture(GLenum texture);
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GLAPI void glGetFloatv(GLenum pname, GLfloat* params);
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@ -60,6 +60,7 @@ public:
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virtual void gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* data) = 0;
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virtual void gl_tex_parameter(GLenum target, GLenum pname, GLfloat param) = 0;
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virtual void gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q) = 0;
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virtual void gl_tex_env(GLenum target, GLenum pname, GLfloat param) = 0;
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virtual void gl_bind_texture(GLenum target, GLuint texture) = 0;
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virtual void gl_active_texture(GLenum texture) = 0;
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virtual void gl_get_floatv(GLenum pname, GLfloat* params) = 0;
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@ -46,3 +46,8 @@ void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
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{
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g_gl_context->gl_tex_parameter(target, pname, param);
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}
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void glTexEnvf(GLenum target, GLenum pname, GLfloat param)
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{
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g_gl_context->gl_tex_env(target, pname, param);
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}
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@ -1482,6 +1482,36 @@ void SoftwareGLContext::gl_tex_coord_pointer(GLint size, GLenum type, GLsizei st
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m_client_tex_coord_pointer.pointer = pointer;
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}
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void SoftwareGLContext::gl_tex_env(GLenum target, GLenum pname, GLfloat param)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_env, target, pname, param);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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if (target == GL_TEXTURE_ENV) {
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if (pname == GL_TEXTURE_ENV_MODE) {
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auto param_enum = static_cast<GLenum>(param);
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switch (param_enum) {
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case GL_MODULATE:
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case GL_REPLACE:
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case GL_DECAL:
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m_active_texture_unit->set_env_mode(param_enum);
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break;
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default:
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// FIXME: We currently only support a subset of possible param values. Implement the rest!
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RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
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break;
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}
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} else {
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// FIXME: We currently only support a subset of possible pname values. Implement the rest!
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RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
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}
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} else {
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// FIXME: We currently only support a subset of possible target values. Implement the rest!
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RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
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}
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}
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void SoftwareGLContext::gl_draw_arrays(GLenum mode, GLint first, GLsizei count)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_arrays, mode, first, count);
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@ -70,6 +70,7 @@ public:
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virtual void gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* data) override;
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virtual void gl_tex_parameter(GLenum target, GLenum pname, GLfloat param) override;
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virtual void gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q) override;
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virtual void gl_tex_env(GLenum target, GLenum pname, GLfloat param) override;
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virtual void gl_bind_texture(GLenum target, GLuint texture) override;
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virtual void gl_active_texture(GLenum texture) override;
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virtual void gl_get_floatv(GLenum pname, GLfloat* params) override;
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@ -483,9 +483,7 @@ SoftwareRasterizer::SoftwareRasterizer(const Gfx::IntSize& min_size)
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void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Array<TextureUnit, 32>& texture_units)
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{
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rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [this, &texture_units](const FloatVector2& uv, const FloatVector4& color, float z) -> FloatVector4 {
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// TODO: We'd do some kind of multitexturing/blending here
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// Construct a vector for the texel we want to sample
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FloatVector4 texel = color;
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FloatVector4 fragment = color;
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for (const auto& texture_unit : texture_units) {
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@ -493,8 +491,27 @@ void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Array
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if (!texture_unit.is_bound())
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continue;
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// FIXME: Don't assume Texture2D, _and_ work out how we blend/do multitexturing properly.....
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texel = texel * static_ptr_cast<Texture2D>(texture_unit.bound_texture())->sampler().sample(uv);
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// FIXME: Don't assume Texture2D
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auto texel = texture_unit.bound_texture_2d()->sampler().sample(uv);
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// FIXME: Implement more blend modes
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switch (texture_unit.env_mode()) {
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case GL_MODULATE:
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default:
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fragment = fragment * texel;
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break;
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case GL_REPLACE:
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fragment = texel;
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break;
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case GL_DECAL: {
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float src_alpha = fragment.w();
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float one_minus_src_alpha = 1 - src_alpha;
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fragment.set_x(texel.x() * src_alpha + fragment.x() * one_minus_src_alpha);
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fragment.set_y(texel.y() * src_alpha + fragment.y() * one_minus_src_alpha);
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fragment.set_z(texel.z() * src_alpha + fragment.z() * one_minus_src_alpha);
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break;
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}
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}
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}
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// Calculate fog
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@ -516,10 +533,10 @@ void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Array
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}
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// Mix texel with fog
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texel = mix(m_options.fog_color, texel, factor);
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fragment = mix(m_options.fog_color, fragment, factor);
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}
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return texel;
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return fragment;
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});
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}
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@ -24,10 +24,14 @@ public:
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GLenum currently_bound_target() const { return m_currently_bound_target; }
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bool is_bound() const { return !m_currently_bound_texture.is_null(); }
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void set_env_mode(GLenum mode) { m_env_mode = mode; }
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GLenum env_mode() const { return m_env_mode; }
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private:
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mutable RefPtr<Texture2D> m_texture_target_2d { nullptr };
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mutable RefPtr<Texture> m_currently_bound_texture { nullptr };
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GLenum m_currently_bound_target;
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GLenum m_env_mode { GL_MODULATE };
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};
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}
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