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- /*
- * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
- * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
- *
- * SPDX-License-Identifier: BSD-2-Clause
- */
- #include "SoftwareGLContext.h"
- #include "GLStruct.h"
- #include "SoftwareRasterizer.h"
- #include <AK/Assertions.h>
- #include <AK/Debug.h>
- #include <AK/Format.h>
- #include <AK/QuickSort.h>
- #include <AK/TemporaryChange.h>
- #include <AK/Variant.h>
- #include <AK/Vector.h>
- #include <LibGfx/Bitmap.h>
- #include <LibGfx/Painter.h>
- #include <LibGfx/Vector4.h>
- using AK::dbgln;
- namespace GL {
- // FIXME: We should set this up when we create the context!
- static constexpr size_t MATRIX_STACK_LIMIT = 1024;
- #define APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(name, ...) \
- if (should_append_to_listing()) { \
- append_to_listing<&SoftwareGLContext::name>(__VA_ARGS__); \
- if (!should_execute_after_appending_to_listing()) \
- return; \
- }
- #define RETURN_WITH_ERROR_IF(condition, error) \
- if (condition) { \
- if (m_error == GL_NO_ERROR) \
- m_error = error; \
- return; \
- }
- #define RETURN_VALUE_WITH_ERROR_IF(condition, error, return_value) \
- if (condition) { \
- if (m_error == GL_NO_ERROR) \
- m_error = error; \
- return return_value; \
- }
- SoftwareGLContext::SoftwareGLContext(Gfx::Bitmap& frontbuffer)
- : m_frontbuffer(frontbuffer)
- , m_rasterizer(frontbuffer.size())
- {
- }
- void SoftwareGLContext::gl_begin(GLenum mode)
- {
- APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_begin, mode);
- RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
- RETURN_WITH_ERROR_IF(mode < GL_TRIANGLES || mode > GL_POLYGON, GL_INVALID_ENUM);
- m_current_draw_mode = mode;
- m_in_draw_state = true; // Certain commands will now generate an error
- }
- void SoftwareGLContext::gl_clear(GLbitfield mask)
- {
- APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear, mask);
- RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
- RETURN_WITH_ERROR_IF(mask & ~(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT), GL_INVALID_ENUM);
- if (mask & GL_COLOR_BUFFER_BIT)
- m_rasterizer.clear_color(m_clear_color);
- if (mask & GL_DEPTH_BUFFER_BIT)
- m_rasterizer.clear_depth(static_cast<float>(m_clear_depth));
- }
- void SoftwareGLContext::gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
- {
- APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_color, red, green, blue, alpha);
- RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
- m_clear_color = { red, green, blue, alpha };
- }
- void SoftwareGLContext::gl_clear_depth(GLdouble depth)
- {
- APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_depth, depth);
- RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
- m_clear_depth = depth;
- }
- void SoftwareGLContext::gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a)
- {
- APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_color, r, g, b, a);
- m_current_vertex_color = { (float)r, (float)g, (float)b, (float)a };
- }
- void SoftwareGLContext::gl_end()
- {
- APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_end);
- // At this point, the user has effectively specified that they are done with defining the geometry
- // of what they want to draw. We now need to do a few things (https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview):
- //
- // 1. Transform all of the vertices in the current vertex list into eye space by mulitplying the model-view matrix
- // 2. Transform all of the vertices from eye space into clip space by multiplying by the projection matrix
- // 3. If culling is enabled, we cull the desired faces (https://learnopengl.com/Advanced-OpenGL/Face-culling)
- // 4. Each element of the vertex is then divided by w to bring the positions into NDC (Normalized Device Coordinates)
- // 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)
- // 6. The vertices are then sent off to the rasteriser and drawn to the screen
- float scr_width = m_frontbuffer->width();
- float scr_height = m_frontbuffer->height();
- // Make sure we had a `glBegin` before this call...
- RETURN_WITH_ERROR_IF(!m_in_draw_state, GL_INVALID_OPERATION);
- // Let's construct some triangles
- if (m_current_draw_mode == GL_TRIANGLES) {
- GLTriangle triangle;
- for (size_t i = 0; i < vertex_list.size(); i += 3) {
- triangle.vertices[0] = vertex_list.at(i);
- triangle.vertices[1] = vertex_list.at(i + 1);
- triangle.vertices[2] = vertex_list.at(i + 2);
- triangle_list.append(triangle);
- }
- } else if (m_current_draw_mode == GL_QUADS) {
- // We need to construct two triangles to form the quad
- GLTriangle triangle;
- VERIFY(vertex_list.size() % 4 == 0);
- for (size_t i = 0; i < vertex_list.size(); i += 4) {
- // Triangle 1
- triangle.vertices[0] = vertex_list.at(i);
- triangle.vertices[1] = vertex_list.at(i + 1);
- triangle.vertices[2] = vertex_list.at(i + 2);
- triangle_list.append(triangle);
- // Triangle 2
- triangle.vertices[0] = vertex_list.at(i + 2);
- triangle.vertices[1] = vertex_list.at(i + 3);
- triangle.vertices[2] = vertex_list.at(i);
- triangle_list.append(triangle);
- }
- } else if (m_current_draw_mode == GL_TRIANGLE_FAN) {
- GLTriangle triangle;
- triangle.vertices[0] = vertex_list.at(0); // Root vertex is always the vertex defined first
- for (size_t i = 1; i < vertex_list.size() - 1; i++) // This is technically `n-2` triangles. We start at index 1
- {
- triangle.vertices[1] = vertex_list.at(i);
- triangle.vertices[2] = vertex_list.at(i + 1);
- triangle_list.append(triangle);
- }
- } else if (m_current_draw_mode == GL_TRIANGLE_STRIP) {
- GLTriangle triangle;
- for (size_t i = 0; i < vertex_list.size() - 2; i++) {
- triangle.vertices[0] = vertex_list.at(i);
- triangle.vertices[1] = vertex_list.at(i + 1);
- triangle.vertices[2] = vertex_list.at(i + 2);
- triangle_list.append(triangle);
- }
- } else {
- RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
- }
- // Now let's transform each triangle and send that to the GPU
- for (size_t i = 0; i < triangle_list.size(); i++) {
- GLTriangle& triangle = triangle_list.at(i);
- GLVertex& vertexa = triangle.vertices[0];
- GLVertex& vertexb = triangle.vertices[1];
- GLVertex& vertexc = triangle.vertices[2];
- FloatVector4 veca({ vertexa.x, vertexa.y, vertexa.z, 1.0f });
- FloatVector4 vecb({ vertexb.x, vertexb.y, vertexb.z, 1.0f });
- FloatVector4 vecc({ vertexc.x, vertexc.y, vertexc.z, 1.0f });
- // First multiply the vertex by the MODELVIEW matrix and then the PROJECTION matrix
- veca = m_model_view_matrix * veca;
- veca = m_projection_matrix * veca;
- vecb = m_model_view_matrix * vecb;
- vecb = m_projection_matrix * vecb;
- vecc = m_model_view_matrix * vecc;
- vecc = m_projection_matrix * vecc;
- // At this point, we're in clip space
- // Here's where we do the clipping. This is a really crude implementation of the
- // https://learnopengl.com/Getting-started/Coordinate-Systems
- // "Note that if only a part of a primitive e.g. a triangle is outside the clipping volume OpenGL
- // will reconstruct the triangle as one or more triangles to fit inside the clipping range. "
- //
- // ALL VERTICES ARE DEFINED IN A CLOCKWISE ORDER
- // Okay, let's do some face culling first
- Vector<FloatVector4> vecs;
- Vector<GLVertex> verts;
- vecs.append(veca);
- vecs.append(vecb);
- vecs.append(vecc);
- m_clipper.clip_triangle_against_frustum(vecs);
- // TODO: Copy color and UV information too!
- for (size_t vec_idx = 0; vec_idx < vecs.size(); vec_idx++) {
- FloatVector4& vec = vecs.at(vec_idx);
- GLVertex vertex;
- // Perform the perspective divide
- if (vec.w() != 0.0f) {
- vec.set_x(vec.x() / vec.w());
- vec.set_y(vec.y() / vec.w());
- vec.set_z(vec.z() / vec.w());
- vec.set_w(1 / vec.w());
- }
- vertex.x = vec.x();
- vertex.y = vec.y();
- vertex.z = vec.z();
- vertex.w = vec.w();
- // FIXME: This is to suppress any -Wunused errors
- vertex.u = 0.0f;
- vertex.v = 0.0f;
- if (vec_idx == 0) {
- vertex.r = vertexa.r;
- vertex.g = vertexa.g;
- vertex.b = vertexa.b;
- vertex.a = vertexa.a;
- vertex.u = vertexa.u;
- vertex.v = vertexa.v;
- } else if (vec_idx == 1) {
- vertex.r = vertexb.r;
- vertex.g = vertexb.g;
- vertex.b = vertexb.b;
- vertex.a = vertexb.a;
- vertex.u = vertexb.u;
- vertex.v = vertexb.v;
- } else {
- vertex.r = vertexc.r;
- vertex.g = vertexc.g;
- vertex.b = vertexc.b;
- vertex.a = vertexc.a;
- vertex.u = vertexc.u;
- vertex.v = vertexc.v;
- }
- vertex.x = (vec.x() + 1.0f) * (scr_width / 2.0f) + 0.0f; // TODO: 0.0f should be something!?
- vertex.y = scr_height - ((vec.y() + 1.0f) * (scr_height / 2.0f) + 0.0f);
- vertex.z = vec.z();
- verts.append(vertex);
- }
- if (verts.size() == 0) {
- continue;
- } else if (verts.size() == 3) {
- GLTriangle tri;
- tri.vertices[0] = verts.at(0);
- tri.vertices[1] = verts.at(1);
- tri.vertices[2] = verts.at(2);
- processed_triangles.append(tri);
- } else if (verts.size() == 4) {
- GLTriangle tri1;
- GLTriangle tri2;
- tri1.vertices[0] = verts.at(0);
- tri1.vertices[1] = verts.at(1);
- tri1.vertices[2] = verts.at(2);
- processed_triangles.append(tri1);
- tri2.vertices[0] = verts.at(0);
- tri2.vertices[1] = verts.at(2);
- tri2.vertices[2] = verts.at(3);
- processed_triangles.append(tri2);
- }
- }
- for (size_t i = 0; i < processed_triangles.size(); i++) {
- GLTriangle& triangle = processed_triangles.at(i);
- // Let's calculate the (signed) area of the triangle
- // https://cp-algorithms.com/geometry/oriented-triangle-area.html
- float dxAB = triangle.vertices[0].x - triangle.vertices[1].x; // A.x - B.x
- float dxBC = triangle.vertices[1].x - triangle.vertices[2].x; // B.X - C.x
- float dyAB = triangle.vertices[0].y - triangle.vertices[1].y;
- float dyBC = triangle.vertices[1].y - triangle.vertices[2].y;
- float area = (dxAB * dyBC) - (dxBC * dyAB);
- if (area == 0.0f)
- continue;
- if (m_cull_faces) {
- bool is_front = (m_front_face == GL_CCW ? area > 0 : area < 0);
- if (is_front && (m_culled_sides == GL_FRONT || m_culled_sides == GL_FRONT_AND_BACK))
- continue;
- if (!is_front && (m_culled_sides == GL_BACK || m_culled_sides == GL_FRONT_AND_BACK))
- continue;
- }
- m_rasterizer.submit_triangle(triangle, m_texture_units);
- }
- triangle_list.clear();
- processed_triangles.clear();
- vertex_list.clear();
- m_in_draw_state = false;
- }
- 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);
- RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
- // Let's do some math!
- // FIXME: Are we losing too much precision by doing this?
- float a = static_cast<float>((right + left) / (right - left));
- float b = static_cast<float>((top + bottom) / (top - bottom));
- float c = static_cast<float>(-((far_val + near_val) / (far_val - near_val)));
- float d = static_cast<float>(-((2 * (far_val * near_val)) / (far_val - near_val)));
- FloatMatrix4x4 frustum {
- ((2 * (float)near_val) / ((float)right - (float)left)), 0, a, 0,
- 0, ((2 * (float)near_val) / ((float)top - (float)bottom)), b, 0,
- 0, 0, c, d,
- 0, 0, -1, 0
- };
- 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;
- auto fn = far_val - near_val;
- auto tx = -(right + left) / rl;
- auto ty = -(top + bottom) / tb;
- auto tz = -(far_val + near_val) / fn;
- FloatMatrix4x4 projection {
- static_cast<float>(2 / rl), 0, 0, static_cast<float>(tx),
- 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_tex_parameter(GLenum target, GLenum pname, GLfloat param)
- {
- APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_parameter, target, pname, param);
- RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
- // FIXME: We currently only support GL_TETXURE_2D targets. 1D, 3D and CUBE should also be supported (https://docs.gl/gl2/glTexParameter)
- RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
- // FIXME: implement the remaining parameters. (https://docs.gl/gl2/glTexParameter)
- RETURN_WITH_ERROR_IF(!(pname == GL_TEXTURE_MIN_FILTER
- || pname == GL_TEXTURE_MAG_FILTER
- || pname == GL_TEXTURE_WRAP_S
- || pname == GL_TEXTURE_WRAP_T),
- GL_INVALID_ENUM);
- if (target == GL_TEXTURE_2D) {
- auto texture2d = m_active_texture_unit->bound_texture_2d();
- if (texture2d.is_null())
- return;
- switch (pname) {
- case GL_TEXTURE_MIN_FILTER:
- RETURN_WITH_ERROR_IF(!(param == GL_NEAREST
- || param == GL_LINEAR
- || param == GL_NEAREST_MIPMAP_NEAREST
- || param == GL_LINEAR_MIPMAP_NEAREST
- || param == GL_NEAREST_MIPMAP_LINEAR
- || param == GL_LINEAR_MIPMAP_LINEAR),
- GL_INVALID_ENUM);
- texture2d->sampler().set_min_filter(param);
- break;
- case GL_TEXTURE_MAG_FILTER:
- RETURN_WITH_ERROR_IF(!(param == GL_NEAREST
- || param == GL_LINEAR),
- GL_INVALID_ENUM);
- texture2d->sampler().set_mag_filter(param);
- break;
- case GL_TEXTURE_WRAP_S:
- RETURN_WITH_ERROR_IF(!(param == GL_CLAMP
- || param == GL_CLAMP_TO_BORDER
- || param == GL_CLAMP_TO_EDGE
- || param == GL_MIRRORED_REPEAT
- || param == GL_REPEAT),
- GL_INVALID_ENUM);
- texture2d->sampler().set_wrap_s_mode(param);
- break;
- case GL_TEXTURE_WRAP_T:
- RETURN_WITH_ERROR_IF(!(param == GL_CLAMP
- || param == GL_CLAMP_TO_BORDER
- || param == GL_CLAMP_TO_EDGE
- || param == GL_MIRRORED_REPEAT
- || param == GL_REPEAT),
- GL_INVALID_ENUM);
- texture2d->sampler().set_wrap_t_mode(param);
- break;
- default:
- VERIFY_NOT_REACHED();
- }
- }
- }
- 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::gl_depth_mask(GLboolean flag)
- {
- APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_depth_mask, flag);
- RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
- auto options = m_rasterizer.options();
- options.enable_depth_write = (flag != GL_FALSE);
- m_rasterizer.set_options(options);
- }
- void SoftwareGLContext::present()
- {
- m_rasterizer.blit_to(*m_frontbuffer);
- }
- }
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