
According to the OpenGL 2.x spec, some calls will set the current global error to `GL_INVALID_OPERATION` if they are used during a `glBegin`/`glEnd` block.
630 lines
20 KiB
C++
630 lines
20 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@gmx.de>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "SoftwareGLContext.h"
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#include "GLStruct.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/Vector.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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static constexpr size_t NUM_CLIP_PLANES = 6;
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static FloatVector4 clip_planes[] = {
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{ -1, 0, 0, 1 }, // Left Plane
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{ 1, 0, 0, 1 }, // Right Plane
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{ 0, 1, 0, 1 }, // Top Plane
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{ 0, -1, 0, 1 }, // Bottom plane
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{ 0, 0, 1, 1 }, // Near Plane
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{ 0, 0, -1, 1 } // Far Plane
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};
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static FloatVector4 clip_plane_normals[] = {
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{ 1, 0, 0, 1 }, // Left Plane
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{ -1, 0, 0, 1 }, // Right Plane
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{ 0, -1, 0, 1 }, // Top Plane
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{ 0, 1, 0, 1 }, // Bottom plane
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{ 0, 0, -1, 1 }, // Near Plane
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{ 0, 0, 1, 1 } // Far Plane
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};
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enum ClippingPlane {
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LEFT = 0,
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RIGHT = 1,
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TOP = 2,
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BOTTOM = 3,
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NEAR = 4,
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FAR = 5
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};
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// FIXME: Change this to accept a vertex!
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// Determines whether or not a vertex is inside the frustum for a given plane
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static bool vert_inside_plane(const FloatVector4& vec, ClippingPlane plane)
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{
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switch (plane) {
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case ClippingPlane::LEFT:
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return vec.x() > -vec.w();
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case ClippingPlane::RIGHT:
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return vec.x() < vec.w();
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case ClippingPlane::TOP:
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return vec.y() < vec.w();
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case ClippingPlane::BOTTOM:
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return vec.y() > -vec.w();
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case ClippingPlane::NEAR:
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return vec.z() > -vec.w();
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case ClippingPlane::FAR:
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return vec.z() < vec.w();
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}
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return false;
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}
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// FIXME: This needs to interpolate color/UV data as well!
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static FloatVector4 clip_intersection_point(const FloatVector4& vec, const FloatVector4& prev_vec, ClippingPlane plane_index)
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{
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// https://github.com/fogleman/fauxgl/blob/master/clipping.go#L20
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FloatVector4 u, w;
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FloatVector4 ret = prev_vec;
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FloatVector4 plane = clip_planes[plane_index];
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FloatVector4 plane_normal = clip_plane_normals[plane_index];
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u = vec;
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u -= prev_vec;
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w = prev_vec;
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w -= plane;
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float d = plane_normal.dot(u);
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float n = -plane_normal.dot(w);
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ret += (u * (n / d));
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return ret;
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}
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// https://groups.csail.mit.edu/graphics/classes/6.837/F04/lectures/07_Pipeline_II.pdf
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// This is a really rough implementation of the Sutherland-Hodgman algorithm in clip-space
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static void clip_triangle_against_frustum(Vector<FloatVector4>& in_vec)
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{
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Vector<FloatVector4> clipped_polygon = in_vec; // in_vec = subjectPolygon, clipped_polygon = outputList
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for (size_t i = 0; i < NUM_CLIP_PLANES; i++) // Test against each clip plane
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{
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ClippingPlane plane = static_cast<ClippingPlane>(i); // Hahaha, what the fuck
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in_vec = clipped_polygon;
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clipped_polygon.clear();
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// Prevent a crash from .at() undeflow
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if (in_vec.size() == 0)
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return;
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FloatVector4 prev_vec = in_vec.at(in_vec.size() - 1);
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for (size_t j = 0; j < in_vec.size(); j++) // Perform this for each vertex
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{
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const FloatVector4& vec = in_vec.at(j);
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if (vert_inside_plane(vec, plane)) {
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if (!vert_inside_plane(prev_vec, plane)) {
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FloatVector4 intersect = clip_intersection_point(prev_vec, vec, plane);
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clipped_polygon.append(intersect);
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}
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clipped_polygon.append(vec);
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} else if (vert_inside_plane(prev_vec, plane)) {
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FloatVector4 intersect = clip_intersection_point(prev_vec, vec, plane);
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clipped_polygon.append(intersect);
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}
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prev_vec = vec;
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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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if (m_in_draw_state) {
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m_error = GL_INVALID_OPERATION;
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return;
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}
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if (mode < GL_TRIANGLES || mode > GL_POLYGON) {
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m_error = GL_INVALID_ENUM;
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return;
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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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m_error = GL_NO_ERROR;
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}
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void SoftwareGLContext::gl_clear(GLbitfield mask)
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{
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if (m_in_draw_state) {
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m_error = GL_INVALID_OPERATION;
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return;
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}
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if (mask & GL_COLOR_BUFFER_BIT) {
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uint8_t r = static_cast<uint8_t>(floor(m_clear_color.x() * 255.0f));
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uint8_t g = static_cast<uint8_t>(floor(m_clear_color.y() * 255.0f));
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uint8_t b = static_cast<uint8_t>(floor(m_clear_color.z() * 255.0f));
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uint64_t color = r << 16 | g << 8 | b;
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(void)(color);
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m_error = GL_NO_ERROR;
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} else {
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m_error = GL_INVALID_ENUM;
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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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if (m_in_draw_state) {
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m_error = GL_INVALID_OPERATION;
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return;
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}
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m_clear_color = { red, green, blue, alpha };
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m_error = GL_NO_ERROR;
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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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m_current_vertex_color = { (float)r, (float)g, (float)b, (float)a };
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m_error = GL_NO_ERROR;
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}
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void SoftwareGLContext::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 co-ordinates)
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// 6. The vertices are then sent off to the rasteriser and drawn to the screen
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// FIXME: Don't assume screen dimensions
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float scr_width = 640.0f;
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float scr_height = 480.0f;
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// Make sure we had a `glBegin` before this call...
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if (!m_in_draw_state) {
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m_error = GL_INVALID_OPERATION;
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return;
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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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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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// 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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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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m_error = GL_INVALID_ENUM;
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return;
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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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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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// 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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vecb = m_model_view_matrix * vecb;
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vecb = m_projection_matrix * vecb;
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vecc = m_model_view_matrix * vecc;
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vecc = m_projection_matrix * vecc;
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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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// Okay, let's do some face culling first
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Vector<FloatVector4> vecs;
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Vector<GLVertex> verts;
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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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clip_triangle_against_frustum(vecs);
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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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// 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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}
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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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// 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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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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} 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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} 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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}
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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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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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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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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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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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for (size_t i = 0; i < processed_triangles.size(); i++) {
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Vector<GLVertex> sort_vert_list;
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GLTriangle& triangle = processed_triangles.at(i);
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// Now we sort the vertices by their y values. A is the vertex that has the least y value,
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// B is the middle and C is the bottom.
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// These are sorted in groups of 3
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sort_vert_list.append(triangle.vertices[0]);
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sort_vert_list.append(triangle.vertices[1]);
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sort_vert_list.append(triangle.vertices[2]);
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AK::quick_sort(sort_vert_list.begin(), sort_vert_list.end(), [](auto& a, auto& b) { return a.y < b.y; });
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triangle.vertices[0] = sort_vert_list.at(0);
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triangle.vertices[1] = sort_vert_list.at(1);
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triangle.vertices[2] = sort_vert_list.at(2);
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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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if (area == 0.0f)
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continue;
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int32_t vertexAx = triangle.vertices[0].x;
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int32_t vertexAy = triangle.vertices[0].y;
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int32_t vertexBx = triangle.vertices[1].x;
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int32_t vertexBy = triangle.vertices[1].y;
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int32_t vertexCx = triangle.vertices[2].x;
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int32_t vertexCy = triangle.vertices[2].y;
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(void)(vertexAx);
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(void)(vertexAy);
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(void)(vertexBx);
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(void)(vertexBy);
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(void)(vertexCx);
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(void)(vertexCy);
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}
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triangle_list.clear();
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processed_triangles.clear();
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vertex_list.clear();
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m_in_draw_state = false;
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m_error = GL_NO_ERROR;
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}
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void SoftwareGLContext::gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
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{
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if (m_in_draw_state) {
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m_error = GL_INVALID_OPERATION;
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return;
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}
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// Let's do some math!
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// FIXME: Are we losing too much precision by doing this?
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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)));
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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,
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0, 0, -1, 0
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};
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if (m_current_matrix_mode == GL_PROJECTION) {
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m_projection_matrix = m_projection_matrix * frustum;
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} else if (m_current_matrix_mode == GL_MODELVIEW) {
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dbgln_if(GL_DEBUG, "glFrustum(): frustum created with curr_matrix_mode == GL_MODELVIEW!!!");
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m_projection_matrix = m_model_view_matrix * frustum;
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}
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m_error = GL_NO_ERROR;
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}
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GLenum SoftwareGLContext::gl_get_error()
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{
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if (m_in_draw_state) {
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return GL_INVALID_OPERATION;
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}
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return m_error;
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}
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GLubyte* SoftwareGLContext::gl_get_string(GLenum name)
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{
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if (m_in_draw_state) {
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m_error = GL_INVALID_OPERATION;
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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_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:
|
|
m_projection_matrix_stack.append(m_projection_matrix);
|
|
break;
|
|
case GL_MODELVIEW:
|
|
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:
|
|
m_projection_matrix = m_projection_matrix_stack.take_last();
|
|
break;
|
|
case GL_MODELVIEW:
|
|
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_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;
|
|
}
|
|
|
|
}
|