
Replaces the OpenGL enum used for setting the alpha test func in RasterizerOptions with out own enum.
818 lines
34 KiB
C++
818 lines
34 KiB
C++
/*
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <AK/Function.h>
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#include <LibGfx/Painter.h>
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#include <LibGfx/Vector2.h>
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#include <LibGfx/Vector3.h>
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#include <LibSoftGPU/Device.h>
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namespace SoftGPU {
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using IntVector2 = Gfx::Vector2<int>;
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using IntVector3 = Gfx::Vector3<int>;
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static constexpr int RASTERIZER_BLOCK_SIZE = 8;
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constexpr static int edge_function(const IntVector2& a, const IntVector2& b, const IntVector2& c)
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{
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return ((c.x() - a.x()) * (b.y() - a.y()) - (c.y() - a.y()) * (b.x() - a.x()));
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}
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template<typename T>
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constexpr static T interpolate(const T& v0, const T& v1, const T& v2, const FloatVector3& barycentric_coords)
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{
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return v0 * barycentric_coords.x() + v1 * barycentric_coords.y() + v2 * barycentric_coords.z();
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}
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template<typename T>
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constexpr static T mix(const T& x, const T& y, float interp)
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{
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return x * (1 - interp) + y * interp;
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}
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ALWAYS_INLINE constexpr static Gfx::RGBA32 to_rgba32(const FloatVector4& v)
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{
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auto clamped = v.clamped(0, 1);
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u8 r = clamped.x() * 255;
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u8 g = clamped.y() * 255;
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u8 b = clamped.z() * 255;
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u8 a = clamped.w() * 255;
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return a << 24 | r << 16 | g << 8 | b;
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}
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static FloatVector4 to_vec4(Gfx::RGBA32 rgba)
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{
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return {
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((rgba >> 16) & 0xff) / 255.0f,
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((rgba >> 8) & 0xff) / 255.0f,
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(rgba & 0xff) / 255.0f,
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((rgba >> 24) & 0xff) / 255.0f
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};
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}
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static Gfx::IntRect scissor_box_to_window_coordinates(Gfx::IntRect const& scissor_box, Gfx::IntRect const& window_rect)
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{
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return scissor_box.translated(0, window_rect.height() - 2 * scissor_box.y() - scissor_box.height());
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}
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static constexpr void setup_blend_factors(GLenum mode, FloatVector4& constant, float& src_alpha, float& dst_alpha, float& src_color, float& dst_color)
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{
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constant = { 0.0f, 0.0f, 0.0f, 0.0f };
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src_alpha = 0;
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dst_alpha = 0;
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src_color = 0;
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dst_color = 0;
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switch (mode) {
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case GL_ZERO:
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break;
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case GL_ONE:
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constant = { 1.0f, 1.0f, 1.0f, 1.0f };
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break;
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case GL_SRC_COLOR:
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src_color = 1;
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break;
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case GL_ONE_MINUS_SRC_COLOR:
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constant = { 1.0f, 1.0f, 1.0f, 1.0f };
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src_color = -1;
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break;
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case GL_SRC_ALPHA:
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src_alpha = 1;
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break;
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case GL_ONE_MINUS_SRC_ALPHA:
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constant = { 1.0f, 1.0f, 1.0f, 1.0f };
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src_alpha = -1;
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break;
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case GL_DST_ALPHA:
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dst_alpha = 1;
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break;
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case GL_ONE_MINUS_DST_ALPHA:
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constant = { 1.0f, 1.0f, 1.0f, 1.0f };
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dst_alpha = -1;
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break;
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case GL_DST_COLOR:
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dst_color = 1;
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break;
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case GL_ONE_MINUS_DST_COLOR:
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constant = { 1.0f, 1.0f, 1.0f, 1.0f };
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dst_color = -1;
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break;
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case GL_SRC_ALPHA_SATURATE:
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// FIXME: How do we implement this?
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break;
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default:
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VERIFY_NOT_REACHED();
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}
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}
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template<typename PS>
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static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& render_target, DepthBuffer& depth_buffer, const Triangle& triangle, PS pixel_shader)
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{
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// Since the algorithm is based on blocks of uniform size, we need
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// to ensure that our render_target size is actually a multiple of the block size
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VERIFY((render_target.width() % RASTERIZER_BLOCK_SIZE) == 0);
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VERIFY((render_target.height() % RASTERIZER_BLOCK_SIZE) == 0);
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// Calculate area of the triangle for later tests
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IntVector2 v0 { (int)triangle.vertices[0].position.x(), (int)triangle.vertices[0].position.y() };
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IntVector2 v1 { (int)triangle.vertices[1].position.x(), (int)triangle.vertices[1].position.y() };
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IntVector2 v2 { (int)triangle.vertices[2].position.x(), (int)triangle.vertices[2].position.y() };
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int area = edge_function(v0, v1, v2);
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if (area == 0)
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return;
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float one_over_area = 1.0f / area;
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FloatVector4 src_constant {};
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float src_factor_src_alpha = 0;
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float src_factor_dst_alpha = 0;
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float src_factor_src_color = 0;
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float src_factor_dst_color = 0;
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FloatVector4 dst_constant {};
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float dst_factor_src_alpha = 0;
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float dst_factor_dst_alpha = 0;
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float dst_factor_src_color = 0;
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float dst_factor_dst_color = 0;
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if (options.enable_blending) {
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setup_blend_factors(
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options.blend_source_factor,
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src_constant,
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src_factor_src_alpha,
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src_factor_dst_alpha,
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src_factor_src_color,
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src_factor_dst_color);
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setup_blend_factors(
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options.blend_destination_factor,
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dst_constant,
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dst_factor_src_alpha,
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dst_factor_dst_alpha,
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dst_factor_src_color,
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dst_factor_dst_color);
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}
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// Obey top-left rule:
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// This sets up "zero" for later pixel coverage tests.
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// Depending on where on the triangle the edge is located
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// it is either tested against 0 or 1, effectively
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// turning "< 0" into "<= 0"
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IntVector3 zero { 1, 1, 1 };
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if (v1.y() > v0.y() || (v1.y() == v0.y() && v1.x() < v0.x()))
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zero.set_z(0);
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if (v2.y() > v1.y() || (v2.y() == v1.y() && v2.x() < v1.x()))
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zero.set_x(0);
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if (v0.y() > v2.y() || (v0.y() == v2.y() && v0.x() < v2.x()))
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zero.set_y(0);
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// This function calculates the 3 edge values for the pixel relative to the triangle.
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auto calculate_edge_values = [v0, v1, v2](const IntVector2& p) -> IntVector3 {
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return {
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edge_function(v1, v2, p),
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edge_function(v2, v0, p),
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edge_function(v0, v1, p),
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};
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};
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// This function tests whether a point as identified by its 3 edge values lies within the triangle
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auto test_point = [zero](const IntVector3& edges) -> bool {
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return edges.x() >= zero.x()
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&& edges.y() >= zero.y()
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&& edges.z() >= zero.z();
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};
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// Calculate block-based bounds
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auto render_bounds = render_target.rect();
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if (options.scissor_enabled)
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render_bounds.intersect(scissor_box_to_window_coordinates(options.scissor_box, render_target.rect()));
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int const block_padding = RASTERIZER_BLOCK_SIZE - 1;
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// clang-format off
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int const bx0 = max(render_bounds.left(), min(min(v0.x(), v1.x()), v2.x())) / RASTERIZER_BLOCK_SIZE;
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int const bx1 = (min(render_bounds.right(), max(max(v0.x(), v1.x()), v2.x())) + block_padding) / RASTERIZER_BLOCK_SIZE;
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int const by0 = max(render_bounds.top(), min(min(v0.y(), v1.y()), v2.y())) / RASTERIZER_BLOCK_SIZE;
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int const by1 = (min(render_bounds.bottom(), max(max(v0.y(), v1.y()), v2.y())) + block_padding) / RASTERIZER_BLOCK_SIZE;
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// clang-format on
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u8 pixel_mask[RASTERIZER_BLOCK_SIZE];
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static_assert(RASTERIZER_BLOCK_SIZE <= sizeof(decltype(*pixel_mask)) * 8, "RASTERIZER_BLOCK_SIZE must be smaller than the pixel_mask's width in bits");
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FloatVector4 pixel_buffer[RASTERIZER_BLOCK_SIZE][RASTERIZER_BLOCK_SIZE];
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// FIXME: implement stencil testing
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// Iterate over all blocks within the bounds of the triangle
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for (int by = by0; by < by1; by++) {
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for (int bx = bx0; bx < bx1; bx++) {
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// Edge values of the 4 block corners
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// clang-format off
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auto b0 = calculate_edge_values({ bx * RASTERIZER_BLOCK_SIZE, by * RASTERIZER_BLOCK_SIZE });
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auto b1 = calculate_edge_values({ bx * RASTERIZER_BLOCK_SIZE + RASTERIZER_BLOCK_SIZE, by * RASTERIZER_BLOCK_SIZE });
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auto b2 = calculate_edge_values({ bx * RASTERIZER_BLOCK_SIZE, by * RASTERIZER_BLOCK_SIZE + RASTERIZER_BLOCK_SIZE });
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auto b3 = calculate_edge_values({ bx * RASTERIZER_BLOCK_SIZE + RASTERIZER_BLOCK_SIZE, by * RASTERIZER_BLOCK_SIZE + RASTERIZER_BLOCK_SIZE });
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// clang-format on
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// If the whole block is outside any of the triangle edges we can discard it completely
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// We test this by and'ing the relevant edge function values together for all block corners
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// and checking if the negative sign bit is set for all of them
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if ((b0.x() & b1.x() & b2.x() & b3.x()) & 0x80000000)
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continue;
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if ((b0.y() & b1.y() & b2.y() & b3.y()) & 0x80000000)
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continue;
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if ((b0.z() & b1.z() & b2.z() & b3.z()) & 0x80000000)
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continue;
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// edge value derivatives
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auto dbdx = (b1 - b0) / RASTERIZER_BLOCK_SIZE;
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auto dbdy = (b2 - b0) / RASTERIZER_BLOCK_SIZE;
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// step edge value after each horizontal span: 1 down, BLOCK_SIZE left
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auto step_y = dbdy - dbdx * RASTERIZER_BLOCK_SIZE;
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int x0 = bx * RASTERIZER_BLOCK_SIZE;
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int y0 = by * RASTERIZER_BLOCK_SIZE;
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// Generate the coverage mask
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if (!options.scissor_enabled && test_point(b0) && test_point(b1) && test_point(b2) && test_point(b3)) {
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// The block is fully contained within the triangle. Fill the mask with all 1s
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for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++)
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pixel_mask[y] = -1;
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} else {
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// The block overlaps at least one triangle edge.
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// We need to test coverage of every pixel within the block.
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auto coords = b0;
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for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++, coords += step_y) {
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pixel_mask[y] = 0;
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for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, coords += dbdx) {
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if (test_point(coords) && (!options.scissor_enabled || render_bounds.contains(x0 + x, y0 + y)))
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pixel_mask[y] |= 1 << x;
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}
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}
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}
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// AND the depth mask onto the coverage mask
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if (options.enable_depth_test) {
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int z_pass_count = 0;
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auto coords = b0;
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for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++, coords += step_y) {
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if (pixel_mask[y] == 0) {
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coords += dbdx * RASTERIZER_BLOCK_SIZE;
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continue;
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}
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auto* depth = &depth_buffer.scanline(y0 + y)[x0];
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for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, coords += dbdx, depth++) {
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if (~pixel_mask[y] & (1 << x))
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continue;
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auto barycentric = FloatVector3(coords.x(), coords.y(), coords.z()) * one_over_area;
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float z = interpolate(triangle.vertices[0].position.z(), triangle.vertices[1].position.z(), triangle.vertices[2].position.z(), barycentric);
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z = options.depth_min + (options.depth_max - options.depth_min) * (z + 1) / 2;
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// FIXME: Also apply depth_offset_factor which depends on the depth gradient
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z += options.depth_offset_constant * NumericLimits<float>::epsilon();
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bool pass = false;
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switch (options.depth_func) {
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case GL_ALWAYS:
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pass = true;
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break;
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case GL_NEVER:
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pass = false;
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break;
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case GL_GREATER:
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pass = z > *depth;
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break;
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case GL_GEQUAL:
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pass = z >= *depth;
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break;
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case GL_NOTEQUAL:
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#ifdef __SSE__
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pass = z != *depth;
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#else
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pass = bit_cast<u32>(z) != bit_cast<u32>(*depth);
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#endif
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break;
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case GL_EQUAL:
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#ifdef __SSE__
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pass = z == *depth;
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#else
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//
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// This is an interesting quirk that occurs due to us using the x87 FPU when Serenity is
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// compiled for the i386 target. When we calculate our depth value to be stored in the buffer,
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// it is an 80-bit x87 floating point number, however, when stored into the DepthBuffer, this is
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// truncated to 32 bits. This 38 bit loss of precision means that when x87 `FCOMP` is eventually
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// used here the comparison fails.
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// This could be solved by using a `long double` for the depth buffer, however this would take
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// up significantly more space and is completely overkill for a depth buffer. As such, comparing
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// the first 32-bits of this depth value is "good enough" that if we get a hit on it being
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// equal, we can pretty much guarantee that it's actually equal.
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//
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pass = bit_cast<u32>(z) == bit_cast<u32>(*depth);
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#endif
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break;
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case GL_LEQUAL:
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pass = z <= *depth;
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break;
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case GL_LESS:
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pass = z < *depth;
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break;
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}
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if (!pass) {
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pixel_mask[y] ^= 1 << x;
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continue;
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}
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if (options.enable_depth_write)
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*depth = z;
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z_pass_count++;
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}
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}
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// Nice, no pixels passed the depth test -> block rejected by early z
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if (z_pass_count == 0)
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continue;
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}
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// We will not update the color buffer at all
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if (!options.color_mask || options.draw_buffer == GL_NONE)
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continue;
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// Draw the pixels according to the previously generated mask
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auto coords = b0;
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for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++, coords += step_y) {
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if (pixel_mask[y] == 0) {
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coords += dbdx * RASTERIZER_BLOCK_SIZE;
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continue;
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}
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auto* pixel = pixel_buffer[y];
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for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, coords += dbdx, pixel++) {
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if (~pixel_mask[y] & (1 << x))
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continue;
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// Perspective correct barycentric coordinates
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auto barycentric = FloatVector3(coords.x(), coords.y(), coords.z()) * one_over_area;
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float interpolated_reciprocal_w = interpolate(triangle.vertices[0].position.w(), triangle.vertices[1].position.w(), triangle.vertices[2].position.w(), barycentric);
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float interpolated_w = 1 / interpolated_reciprocal_w;
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barycentric = barycentric * FloatVector3(triangle.vertices[0].position.w(), triangle.vertices[1].position.w(), triangle.vertices[2].position.w()) * interpolated_w;
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// FIXME: make this more generic. We want to interpolate more than just color and uv
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FloatVector4 vertex_color;
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if (options.shade_smooth) {
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vertex_color = interpolate(
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triangle.vertices[0].color,
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triangle.vertices[1].color,
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triangle.vertices[2].color,
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barycentric);
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} else {
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vertex_color = triangle.vertices[0].color;
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}
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auto uv = interpolate(
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triangle.vertices[0].tex_coord,
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triangle.vertices[1].tex_coord,
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triangle.vertices[2].tex_coord,
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barycentric);
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// Calculate depth of fragment for fog
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float z = interpolate(triangle.vertices[0].position.z(), triangle.vertices[1].position.z(), triangle.vertices[2].position.z(), barycentric);
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z = options.depth_min + (options.depth_max - options.depth_min) * (z + 1) / 2;
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*pixel = pixel_shader(uv, vertex_color, z);
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}
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}
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if (options.enable_alpha_test && options.alpha_test_func != AlphaTestFunction::Always) {
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// FIXME: I'm not sure if this is the right place to test this.
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// If we tested this right at the beginning of our rasterizer routine
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// we could skip a lot of work but the GL spec might disagree.
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if (options.alpha_test_func == AlphaTestFunction::Never)
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continue;
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for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++) {
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auto src = pixel_buffer[y];
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for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, src++) {
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if (~pixel_mask[y] & (1 << x))
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continue;
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bool passed = true;
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switch (options.alpha_test_func) {
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case AlphaTestFunction::Less:
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passed = src->w() < options.alpha_test_ref_value;
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break;
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case AlphaTestFunction::Equal:
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passed = src->w() == options.alpha_test_ref_value;
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break;
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case AlphaTestFunction::LessOrEqual:
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passed = src->w() <= options.alpha_test_ref_value;
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break;
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case AlphaTestFunction::Greater:
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passed = src->w() > options.alpha_test_ref_value;
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break;
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case AlphaTestFunction::NotEqual:
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passed = src->w() != options.alpha_test_ref_value;
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break;
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case AlphaTestFunction::GreaterOrEqual:
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passed = src->w() >= options.alpha_test_ref_value;
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break;
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case AlphaTestFunction::Never:
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case AlphaTestFunction::Always:
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VERIFY_NOT_REACHED();
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}
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if (!passed)
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pixel_mask[y] ^= (1 << x);
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}
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}
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}
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if (options.enable_blending) {
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// Blend color values from pixel_buffer into render_target
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for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++) {
|
|
auto src = pixel_buffer[y];
|
|
auto dst = &render_target.scanline(y + y0)[x0];
|
|
for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, src++, dst++) {
|
|
if (~pixel_mask[y] & (1 << x))
|
|
continue;
|
|
|
|
auto float_dst = to_vec4(*dst);
|
|
|
|
auto src_factor = src_constant
|
|
+ *src * src_factor_src_color
|
|
+ FloatVector4(src->w(), src->w(), src->w(), src->w()) * src_factor_src_alpha
|
|
+ float_dst * src_factor_dst_color
|
|
+ FloatVector4(float_dst.w(), float_dst.w(), float_dst.w(), float_dst.w()) * src_factor_dst_alpha;
|
|
|
|
auto dst_factor = dst_constant
|
|
+ *src * dst_factor_src_color
|
|
+ FloatVector4(src->w(), src->w(), src->w(), src->w()) * dst_factor_src_alpha
|
|
+ float_dst * dst_factor_dst_color
|
|
+ FloatVector4(float_dst.w(), float_dst.w(), float_dst.w(), float_dst.w()) * dst_factor_dst_alpha;
|
|
|
|
*dst = (*dst & ~options.color_mask) | (to_rgba32(*src * src_factor + float_dst * dst_factor) & options.color_mask);
|
|
}
|
|
}
|
|
} else {
|
|
// Copy color values from pixel_buffer into render_target
|
|
for (int y = 0; y < RASTERIZER_BLOCK_SIZE; y++) {
|
|
auto src = pixel_buffer[y];
|
|
auto dst = &render_target.scanline(y + y0)[x0];
|
|
for (int x = 0; x < RASTERIZER_BLOCK_SIZE; x++, src++, dst++) {
|
|
if (~pixel_mask[y] & (1 << x))
|
|
continue;
|
|
|
|
*dst = (*dst & ~options.color_mask) | (to_rgba32(*src) & options.color_mask);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static Gfx::IntSize closest_multiple(const Gfx::IntSize& min_size, size_t step)
|
|
{
|
|
int width = ((min_size.width() + step - 1) / step) * step;
|
|
int height = ((min_size.height() + step - 1) / step) * step;
|
|
return { width, height };
|
|
}
|
|
|
|
Device::Device(const Gfx::IntSize& min_size)
|
|
: m_render_target { Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, closest_multiple(min_size, RASTERIZER_BLOCK_SIZE)).release_value_but_fixme_should_propagate_errors() }
|
|
, m_depth_buffer { adopt_own(*new DepthBuffer(closest_multiple(min_size, RASTERIZER_BLOCK_SIZE))) }
|
|
{
|
|
m_options.scissor_box = m_render_target->rect();
|
|
}
|
|
|
|
void Device::draw_primitives(GLenum primitive_type, FloatMatrix4x4 const& transform, FloatMatrix4x4 const& texture_matrix, Vector<Vertex> const& vertices, Vector<size_t> const& enabled_texture_units)
|
|
{
|
|
// 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_render_target->width();
|
|
float scr_height = m_render_target->height();
|
|
|
|
m_triangle_list.clear_with_capacity();
|
|
m_processed_triangles.clear_with_capacity();
|
|
|
|
// Let's construct some triangles
|
|
if (primitive_type == GL_TRIANGLES) {
|
|
Triangle triangle;
|
|
for (size_t i = 0; i < vertices.size(); i += 3) {
|
|
triangle.vertices[0] = vertices.at(i);
|
|
triangle.vertices[1] = vertices.at(i + 1);
|
|
triangle.vertices[2] = vertices.at(i + 2);
|
|
|
|
m_triangle_list.append(triangle);
|
|
}
|
|
} else if (primitive_type == GL_QUADS) {
|
|
// We need to construct two triangles to form the quad
|
|
Triangle triangle;
|
|
VERIFY(vertices.size() % 4 == 0);
|
|
for (size_t i = 0; i < vertices.size(); i += 4) {
|
|
// Triangle 1
|
|
triangle.vertices[0] = vertices.at(i);
|
|
triangle.vertices[1] = vertices.at(i + 1);
|
|
triangle.vertices[2] = vertices.at(i + 2);
|
|
m_triangle_list.append(triangle);
|
|
|
|
// Triangle 2
|
|
triangle.vertices[0] = vertices.at(i + 2);
|
|
triangle.vertices[1] = vertices.at(i + 3);
|
|
triangle.vertices[2] = vertices.at(i);
|
|
m_triangle_list.append(triangle);
|
|
}
|
|
} else if (primitive_type == GL_TRIANGLE_FAN || primitive_type == GL_POLYGON) {
|
|
Triangle triangle;
|
|
triangle.vertices[0] = vertices.at(0); // Root vertex is always the vertex defined first
|
|
|
|
for (size_t i = 1; i < vertices.size() - 1; i++) // This is technically `n-2` triangles. We start at index 1
|
|
{
|
|
triangle.vertices[1] = vertices.at(i);
|
|
triangle.vertices[2] = vertices.at(i + 1);
|
|
m_triangle_list.append(triangle);
|
|
}
|
|
} else if (primitive_type == GL_TRIANGLE_STRIP) {
|
|
Triangle triangle;
|
|
for (size_t i = 0; i < vertices.size() - 2; i++) {
|
|
triangle.vertices[0] = vertices.at(i);
|
|
triangle.vertices[1] = vertices.at(i + 1);
|
|
triangle.vertices[2] = vertices.at(i + 2);
|
|
m_triangle_list.append(triangle);
|
|
}
|
|
}
|
|
|
|
// Now let's transform each triangle and send that to the GPU
|
|
for (size_t i = 0; i < m_triangle_list.size(); i++) {
|
|
Triangle& triangle = m_triangle_list.at(i);
|
|
|
|
// First multiply the vertex by the MODELVIEW matrix and then the PROJECTION matrix
|
|
triangle.vertices[0].position = transform * triangle.vertices[0].position;
|
|
triangle.vertices[1].position = transform * triangle.vertices[1].position;
|
|
triangle.vertices[2].position = transform * triangle.vertices[2].position;
|
|
|
|
// Apply texture transformation
|
|
// FIXME: implement multi-texturing: texcoords should be stored per texture unit
|
|
triangle.vertices[0].tex_coord = texture_matrix * triangle.vertices[0].tex_coord;
|
|
triangle.vertices[1].tex_coord = texture_matrix * triangle.vertices[1].tex_coord;
|
|
triangle.vertices[2].tex_coord = texture_matrix * triangle.vertices[2].tex_coord;
|
|
|
|
// 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
|
|
|
|
m_clipped_vertices.clear_with_capacity();
|
|
m_clipped_vertices.append(triangle.vertices[0]);
|
|
m_clipped_vertices.append(triangle.vertices[1]);
|
|
m_clipped_vertices.append(triangle.vertices[2]);
|
|
m_clipper.clip_triangle_against_frustum(m_clipped_vertices);
|
|
|
|
if (m_clipped_vertices.size() < 3)
|
|
continue;
|
|
|
|
for (auto& vec : m_clipped_vertices) {
|
|
// perspective divide
|
|
float w = vec.position.w();
|
|
vec.position.set_x(vec.position.x() / w);
|
|
vec.position.set_y(vec.position.y() / w);
|
|
vec.position.set_z(vec.position.z() / w);
|
|
vec.position.set_w(1 / w);
|
|
|
|
// to screen space
|
|
vec.position.set_x(scr_width / 2 + vec.position.x() * scr_width / 2);
|
|
vec.position.set_y(scr_height / 2 - vec.position.y() * scr_height / 2);
|
|
}
|
|
|
|
Triangle tri;
|
|
tri.vertices[0] = m_clipped_vertices[0];
|
|
for (size_t i = 1; i < m_clipped_vertices.size() - 1; i++) {
|
|
tri.vertices[1] = m_clipped_vertices[i];
|
|
tri.vertices[2] = m_clipped_vertices[i + 1];
|
|
m_processed_triangles.append(tri);
|
|
}
|
|
}
|
|
|
|
for (size_t i = 0; i < m_processed_triangles.size(); i++) {
|
|
Triangle& triangle = m_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].position.x() - triangle.vertices[1].position.x(); // A.x - B.x
|
|
float dxBC = triangle.vertices[1].position.x() - triangle.vertices[2].position.x(); // B.X - C.x
|
|
float dyAB = triangle.vertices[0].position.y() - triangle.vertices[1].position.y();
|
|
float dyBC = triangle.vertices[1].position.y() - triangle.vertices[2].position.y();
|
|
float area = (dxAB * dyBC) - (dxBC * dyAB);
|
|
|
|
if (area == 0.0f)
|
|
continue;
|
|
|
|
if (m_options.enable_culling) {
|
|
bool is_front = (m_options.front_face == GL_CCW ? area < 0 : area > 0);
|
|
|
|
if (is_front && (m_options.culled_sides == GL_FRONT || m_options.culled_sides == GL_FRONT_AND_BACK))
|
|
continue;
|
|
|
|
if (!is_front && (m_options.culled_sides == GL_BACK || m_options.culled_sides == GL_FRONT_AND_BACK))
|
|
continue;
|
|
}
|
|
|
|
if (area > 0) {
|
|
swap(triangle.vertices[0], triangle.vertices[1]);
|
|
}
|
|
|
|
submit_triangle(triangle, enabled_texture_units);
|
|
}
|
|
}
|
|
|
|
void Device::submit_triangle(const Triangle& triangle, Vector<size_t> const& enabled_texture_units)
|
|
{
|
|
rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [this, &enabled_texture_units](FloatVector4 const& uv, FloatVector4 const& color, float z) -> FloatVector4 {
|
|
FloatVector4 fragment = color;
|
|
|
|
for (size_t i : enabled_texture_units) {
|
|
// FIXME: implement GL_TEXTURE_1D, GL_TEXTURE_3D and GL_TEXTURE_CUBE_MAP
|
|
auto const& sampler = m_samplers[i];
|
|
|
|
FloatVector4 texel = sampler.sample_2d({ uv.x(), uv.y() });
|
|
|
|
// FIXME: Implement more blend modes
|
|
switch (sampler.config().fixed_function_texture_env_mode) {
|
|
case TextureEnvMode::Modulate:
|
|
default:
|
|
fragment = fragment * texel;
|
|
break;
|
|
case TextureEnvMode::Replace:
|
|
fragment = texel;
|
|
break;
|
|
case TextureEnvMode::Decal: {
|
|
float src_alpha = fragment.w();
|
|
float one_minus_src_alpha = 1 - src_alpha;
|
|
fragment.set_x(texel.x() * src_alpha + fragment.x() * one_minus_src_alpha);
|
|
fragment.set_y(texel.y() * src_alpha + fragment.y() * one_minus_src_alpha);
|
|
fragment.set_z(texel.z() * src_alpha + fragment.z() * one_minus_src_alpha);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Calculate fog
|
|
// Math from here: https://opengl-notes.readthedocs.io/en/latest/topics/texturing/aliasing.html
|
|
if (m_options.fog_enabled) {
|
|
float factor = 0.0f;
|
|
switch (m_options.fog_mode) {
|
|
case GL_LINEAR:
|
|
factor = (m_options.fog_end - z) / (m_options.fog_end - m_options.fog_start);
|
|
break;
|
|
case GL_EXP:
|
|
factor = exp(-((m_options.fog_density * z)));
|
|
break;
|
|
case GL_EXP2:
|
|
factor = exp(-((m_options.fog_density * z) * (m_options.fog_density * z)));
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// Mix texel with fog
|
|
fragment = mix(m_options.fog_color, fragment, factor);
|
|
}
|
|
|
|
return fragment;
|
|
});
|
|
}
|
|
|
|
void Device::resize(const Gfx::IntSize& min_size)
|
|
{
|
|
wait_for_all_threads();
|
|
|
|
m_render_target = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, closest_multiple(min_size, RASTERIZER_BLOCK_SIZE)).release_value_but_fixme_should_propagate_errors();
|
|
m_depth_buffer = adopt_own(*new DepthBuffer(m_render_target->size()));
|
|
}
|
|
|
|
void Device::clear_color(const FloatVector4& color)
|
|
{
|
|
wait_for_all_threads();
|
|
|
|
uint8_t r = static_cast<uint8_t>(clamp(color.x(), 0.0f, 1.0f) * 255);
|
|
uint8_t g = static_cast<uint8_t>(clamp(color.y(), 0.0f, 1.0f) * 255);
|
|
uint8_t b = static_cast<uint8_t>(clamp(color.z(), 0.0f, 1.0f) * 255);
|
|
uint8_t a = static_cast<uint8_t>(clamp(color.w(), 0.0f, 1.0f) * 255);
|
|
auto const fill_color = Gfx::Color(r, g, b, a);
|
|
|
|
if (m_options.scissor_enabled) {
|
|
auto fill_rect = m_render_target->rect();
|
|
fill_rect.intersect(scissor_box_to_window_coordinates(m_options.scissor_box, fill_rect));
|
|
Gfx::Painter painter { *m_render_target };
|
|
painter.fill_rect(fill_rect, fill_color);
|
|
return;
|
|
}
|
|
|
|
m_render_target->fill(fill_color);
|
|
}
|
|
|
|
void Device::clear_depth(float depth)
|
|
{
|
|
wait_for_all_threads();
|
|
|
|
if (m_options.scissor_enabled) {
|
|
m_depth_buffer->clear(scissor_box_to_window_coordinates(m_options.scissor_box, m_render_target->rect()), depth);
|
|
return;
|
|
}
|
|
|
|
m_depth_buffer->clear(depth);
|
|
}
|
|
|
|
void Device::blit(Gfx::Bitmap const& source, int x, int y)
|
|
{
|
|
wait_for_all_threads();
|
|
|
|
Gfx::Painter painter { *m_render_target };
|
|
painter.blit({ x, y }, source, source.rect(), 1.0f, true);
|
|
}
|
|
|
|
void Device::blit_to(Gfx::Bitmap& target)
|
|
{
|
|
wait_for_all_threads();
|
|
|
|
Gfx::Painter painter { target };
|
|
painter.blit({ 0, 0 }, *m_render_target, m_render_target->rect(), 1.0f, false);
|
|
}
|
|
|
|
void Device::wait_for_all_threads() const
|
|
{
|
|
// FIXME: Wait for all render threads to finish when multithreading is being implemented
|
|
}
|
|
|
|
void Device::set_options(const RasterizerOptions& options)
|
|
{
|
|
wait_for_all_threads();
|
|
|
|
m_options = options;
|
|
|
|
// FIXME: Recreate or reinitialize render threads here when multithreading is being implemented
|
|
}
|
|
|
|
Gfx::RGBA32 Device::get_backbuffer_pixel(int x, int y)
|
|
{
|
|
// FIXME: Reading individual pixels is very slow, rewrite this to transfer whole blocks
|
|
if (x < 0 || y < 0 || x >= m_render_target->width() || y >= m_render_target->height())
|
|
return 0;
|
|
|
|
return m_render_target->scanline(y)[x];
|
|
}
|
|
|
|
float Device::get_depthbuffer_value(int x, int y)
|
|
{
|
|
// FIXME: Reading individual pixels is very slow, rewrite this to transfer whole blocks
|
|
if (x < 0 || y < 0 || x >= m_render_target->width() || y >= m_render_target->height())
|
|
return 1.0f;
|
|
|
|
return m_depth_buffer->scanline(y)[x];
|
|
}
|
|
|
|
NonnullRefPtr<Image> Device::create_image(ImageFormat format, unsigned width, unsigned height, unsigned depth, unsigned levels, unsigned layers)
|
|
{
|
|
VERIFY(width > 0);
|
|
VERIFY(height > 0);
|
|
VERIFY(depth > 0);
|
|
VERIFY(levels > 0);
|
|
VERIFY(layers > 0);
|
|
|
|
return adopt_ref(*new Image(format, width, height, depth, levels, layers));
|
|
}
|
|
|
|
void Device::set_sampler_config(unsigned sampler, SamplerConfig const& config)
|
|
{
|
|
VERIFY(sampler < num_samplers);
|
|
|
|
m_samplers[sampler].set_config(config);
|
|
}
|
|
|
|
}
|