These stubs are largely implemented the same: their API is exposed, but
they print to the debug console and sometimes `TODO()`. These changes
allow GLU and Tux Racer to build.
Methods stubbed:
* `glTexImage1D`
* `glTexImage3D`
* `glTexCoord2d(v)`
* `glNormalPointer`
* `glTexGen(d|f|i)`
* `glTexGenfv`
This adds a method `info()` to SoftGPU that returns the name of the
hardware vendor and device name, as well as the number of texture untis.
LibGL uses the returned texture unit count to initialize its internal
texture unit array.
We now sample textures from the device owned image samplers.
Passing of enabled texture units has been simplified by only passing a
list of texture unit indices.
This introduces a new library, LibSoftGPU, that incorporates all
rendering related features that formerly resided within LibGL itself.
Going forward we will make both libraries completely independent from
each other allowing LibGL to load different, possibly accelerated,
rendering backends.
Implement support for the `GL_TEXTURE` matrix mode, the texture matrix
stack and texture coordinate matrix transformation.
Also, an unused `m_current_matrix` was removed to make room for
`m_texture_matrix`.
In OpenGL, texture coordinates can have up to 4 values. This change
will help with easy application of texture coordinate matrix
transformations in the future.
Additionally, correct the initial value for texture coordinates to
`{ 0.f, 0.f, 0.f, 1.f}`.
Before, `SoftwareRasterizer` was iterating over all 32 possible texture
units for each fragment and checking each if they're bound to a texture.
After this change, an intrusive list containing only texture units with
bound textures is passed to the rasterizer. In GLQuake, this results in
a performance improvement of ~30% (from 12 to 16 FPS in the first demo)
on my machine.
The `glGet*` family of functions requires that all parameters of
different types are transparently converted into each other. For
example, you can request a boolean parameter as a float or a list of
double values as an integer. It might be considered bad practice to
request parameters through the wrongly-typed function, but to be spec-
compliant we need to implement this.
Introduce a new `::get_context_parameter()` to obtain a parameter
value, which is then converted to the right type by the respective
`::gl_get_*()` functions.
These enums are used to indicate byte-alignment when reading from and
to textures. The `GL_UNPACK_ROW_LENGTH` value was reimplemented to
support overriding the source data row width.
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.
This sets the length of a row for the image to be transferred. This
value is measured in pixels. When a rectangle with a width less than
this value is transferred the remaining pixels of this row are skipped.
Currently just sets the renderer option for what polygon mode we
want the rasterizer to draw in. GLQuake only uses `GL_FRONT_AND_BACK`
with `GL_FILL` )which implies both back and front facing triangles
are to be filled completely by the rasterizer), so keeping this as
a small stub is perfectly fine for now.
The previous clipping implementation was problematic especially when
clipping against the near plane. Triangles are now correctly clipped
using homogenous coordinates against all frustum planes.
Texture coordinates and vertex colors are now correctly interpolated.
The earier implementation was just a placeholder.