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- /*
- * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
- * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@gmx.de>
- *
- * 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/Vector.h>
- #include <LibGfx/Bitmap.h>
- #include <LibGfx/Painter.h>
- #include <LibGfx/Vector4.h>
- #include <math.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;
- SoftwareGLContext::SoftwareGLContext(Gfx::Bitmap& frontbuffer)
- : m_frontbuffer(frontbuffer)
- , m_rasterizer(frontbuffer.size())
- {
- }
- void SoftwareGLContext::gl_begin(GLenum mode)
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- if (mode < GL_TRIANGLES || mode > GL_POLYGON) {
- m_error = GL_INVALID_ENUM;
- return;
- }
- m_current_draw_mode = mode;
- m_in_draw_state = true; // Certain commands will now generate an error
- m_error = GL_NO_ERROR;
- }
- void SoftwareGLContext::gl_clear(GLbitfield mask)
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- if (mask & ~(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)) {
- m_error = GL_INVALID_ENUM;
- return;
- }
- 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));
- m_error = GL_NO_ERROR;
- }
- void SoftwareGLContext::gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- m_clear_color = { red, green, blue, alpha };
- m_error = GL_NO_ERROR;
- }
- void SoftwareGLContext::gl_clear_depth(GLdouble depth)
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- m_clear_depth = depth;
- m_error = GL_NO_ERROR;
- }
- void SoftwareGLContext::gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a)
- {
- m_current_vertex_color = { (float)r, (float)g, (float)b, (float)a };
- m_error = GL_NO_ERROR;
- }
- void SoftwareGLContext::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 co-ordinates)
- // 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...
- if (!m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- // 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 {
- m_error = GL_INVALID_ENUM;
- return;
- }
- // 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());
- }
- 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;
- } else if (vec_idx == 1) {
- vertex.r = vertexb.r;
- vertex.g = vertexb.g;
- vertex.b = vertexb.b;
- vertex.a = vertexb.a;
- } else {
- vertex.r = vertexc.r;
- vertex.g = vertexc.g;
- vertex.b = vertexc.b;
- vertex.a = vertexc.a;
- }
- 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);
- }
- triangle_list.clear();
- processed_triangles.clear();
- vertex_list.clear();
- m_in_draw_state = false;
- m_error = GL_NO_ERROR;
- }
- void SoftwareGLContext::gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- // 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;
- }
- m_error = GL_NO_ERROR;
- }
- void SoftwareGLContext::gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- if (left == right || bottom == top || near_val == far_val) {
- m_error = GL_INVALID_VALUE;
- return;
- }
- auto rl = right - left;
- auto tb = top - bottom;
- 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;
- }
- m_error = GL_NO_ERROR;
- }
- GLenum SoftwareGLContext::gl_get_error()
- {
- if (m_in_draw_state) {
- return GL_INVALID_OPERATION;
- }
- return m_error;
- }
- GLubyte* SoftwareGLContext::gl_get_string(GLenum name)
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return nullptr;
- }
- switch (name) {
- case GL_VENDOR:
- return reinterpret_cast<GLubyte*>(const_cast<char*>("The SerenityOS Developers"));
- case GL_RENDERER:
- return reinterpret_cast<GLubyte*>(const_cast<char*>("SerenityOS OpenGL"));
- case GL_VERSION:
- return reinterpret_cast<GLubyte*>(const_cast<char*>("OpenGL 1.2 SerenityOS"));
- default:
- dbgln_if(GL_DEBUG, "glGetString(): Unknown enum name!");
- break;
- }
- m_error = GL_INVALID_ENUM;
- return nullptr;
- }
- void SoftwareGLContext::gl_load_identity()
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- if (m_current_matrix_mode == GL_PROJECTION)
- m_projection_matrix = FloatMatrix4x4::identity();
- else if (m_current_matrix_mode == GL_MODELVIEW)
- m_model_view_matrix = FloatMatrix4x4::identity();
- else
- VERIFY_NOT_REACHED();
- m_error = GL_NO_ERROR;
- }
- void SoftwareGLContext::gl_load_matrix(const FloatMatrix4x4& matrix)
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- if (m_current_matrix_mode == GL_PROJECTION)
- m_projection_matrix = matrix;
- else if (m_current_matrix_mode == GL_MODELVIEW)
- m_model_view_matrix = matrix;
- else
- VERIFY_NOT_REACHED();
- m_error = GL_NO_ERROR;
- }
- void SoftwareGLContext::gl_matrix_mode(GLenum mode)
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- if (mode < GL_MODELVIEW || mode > GL_PROJECTION) {
- m_error = GL_INVALID_ENUM;
- return;
- }
- m_current_matrix_mode = mode;
- m_error = GL_NO_ERROR;
- }
- void SoftwareGLContext::gl_push_matrix()
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- dbgln_if(GL_DEBUG, "glPushMatrix(): Pushing matrix to the matrix stack (matrix_mode {})", m_current_matrix_mode);
- switch (m_current_matrix_mode) {
- case GL_PROJECTION:
- if (m_projection_matrix_stack.size() >= MATRIX_STACK_LIMIT) {
- m_error = GL_STACK_OVERFLOW;
- return;
- }
- m_projection_matrix_stack.append(m_projection_matrix);
- break;
- case GL_MODELVIEW:
- if (m_model_view_matrix_stack.size() >= MATRIX_STACK_LIMIT) {
- m_error = GL_STACK_OVERFLOW;
- return;
- }
- m_model_view_matrix_stack.append(m_model_view_matrix);
- break;
- default:
- dbgln_if(GL_DEBUG, "glPushMatrix(): Attempt to push matrix with invalid matrix mode {})", m_current_matrix_mode);
- return;
- }
- m_error = GL_NO_ERROR;
- }
- void SoftwareGLContext::gl_pop_matrix()
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- dbgln_if(GL_DEBUG, "glPopMatrix(): Popping matrix from matrix stack (matrix_mode = {})", m_current_matrix_mode);
- // FIXME: Make sure stack::top() doesn't cause any nasty issues if it's empty (that could result in a lockup/hang)
- switch (m_current_matrix_mode) {
- case GL_PROJECTION:
- if (m_projection_matrix_stack.size() == 0) {
- m_error = GL_STACK_UNDERFLOW;
- return;
- }
- m_projection_matrix = m_projection_matrix_stack.take_last();
- break;
- case GL_MODELVIEW:
- if (m_model_view_matrix_stack.size() == 0) {
- m_error = GL_STACK_UNDERFLOW;
- return;
- }
- m_model_view_matrix = m_model_view_matrix_stack.take_last();
- break;
- default:
- dbgln_if(GL_DEBUG, "glPopMatrix(): Attempt to pop matrix with invalid matrix mode, {}", m_current_matrix_mode);
- return;
- }
- m_error = GL_NO_ERROR;
- }
- void SoftwareGLContext::gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- FloatVector3 axis = { (float)x, (float)y, (float)z };
- axis.normalize();
- auto rotation_mat = FloatMatrix4x4::rotate(axis, angle);
- if (m_current_matrix_mode == GL_MODELVIEW)
- m_model_view_matrix = m_model_view_matrix * rotation_mat;
- else if (m_current_matrix_mode == GL_PROJECTION)
- m_projection_matrix = m_projection_matrix * rotation_mat;
- m_error = GL_NO_ERROR;
- }
- void SoftwareGLContext::gl_scale(GLdouble x, GLdouble y, GLdouble z)
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- if (m_current_matrix_mode == GL_MODELVIEW) {
- m_model_view_matrix = m_model_view_matrix * FloatMatrix4x4::scale({ 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 * FloatMatrix4x4::scale({ static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
- }
- m_error = GL_NO_ERROR;
- }
- void SoftwareGLContext::gl_translate(GLdouble x, GLdouble y, GLdouble z)
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- if (m_current_matrix_mode == GL_MODELVIEW) {
- m_model_view_matrix = m_model_view_matrix * FloatMatrix4x4::translate({ (float)x, (float)y, (float)z });
- } else if (m_current_matrix_mode == GL_PROJECTION) {
- m_projection_matrix = m_projection_matrix * FloatMatrix4x4::translate({ (float)x, (float)y, (float)z });
- }
- m_error = GL_NO_ERROR;
- }
- void SoftwareGLContext::gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
- {
- GLVertex vertex;
- vertex.x = x;
- vertex.y = y;
- vertex.z = z;
- vertex.w = w;
- vertex.r = m_current_vertex_color.x();
- vertex.g = m_current_vertex_color.y();
- vertex.b = m_current_vertex_color.z();
- vertex.a = m_current_vertex_color.w();
- // FIXME: This is to suppress any -Wunused errors
- vertex.w = 0.0f;
- vertex.u = 0.0f;
- vertex.v = 0.0f;
- vertex_list.append(vertex);
- m_error = GL_NO_ERROR;
- }
- void SoftwareGLContext::gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height)
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- (void)(x);
- (void)(y);
- (void)(width);
- (void)(height);
- m_error = GL_NO_ERROR;
- }
- void SoftwareGLContext::gl_enable(GLenum capability)
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- auto rasterizer_options = m_rasterizer.options();
- bool update_rasterizer_options = false;
- switch (capability) {
- case GL_CULL_FACE:
- m_cull_faces = true;
- break;
- case GL_DEPTH_TEST:
- m_depth_test_enabled = true;
- rasterizer_options.enable_depth_test = true;
- update_rasterizer_options = true;
- break;
- default:
- m_error = GL_INVALID_ENUM;
- break;
- }
- if (update_rasterizer_options)
- m_rasterizer.set_options(rasterizer_options);
- }
- void SoftwareGLContext::gl_disable(GLenum capability)
- {
- if (m_in_draw_state) {
- m_error = GL_INVALID_OPERATION;
- return;
- }
- auto rasterizer_options = m_rasterizer.options();
- bool update_rasterizer_options = false;
- switch (capability) {
- case GL_CULL_FACE:
- m_cull_faces = false;
- break;
- case GL_DEPTH_TEST:
- m_depth_test_enabled = false;
- rasterizer_options.enable_depth_test = false;
- update_rasterizer_options = true;
- break;
- default:
- m_error = GL_INVALID_ENUM;
- break;
- }
- if (update_rasterizer_options)
- m_rasterizer.set_options(rasterizer_options);
- }
- void SoftwareGLContext::gl_front_face(GLenum face)
- {
- if (face < GL_CW || face > GL_CCW) {
- m_error = GL_INVALID_ENUM;
- return;
- }
- m_front_face = face;
- }
- void SoftwareGLContext::gl_cull_face(GLenum cull_mode)
- {
- if (cull_mode < GL_FRONT || cull_mode > GL_FRONT_AND_BACK) {
- m_error = GL_INVALID_ENUM;
- return;
- }
- m_culled_sides = cull_mode;
- }
- void SoftwareGLContext::present()
- {
- m_rasterizer.blit_to(*m_frontbuffer);
- }
- }
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