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author | Stephan Unverwerth <s.unverwerth@serenityos.org> | 2021-12-16 21:26:15 +0100 |
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committer | Brian Gianforcaro <b.gianfo@gmail.com> | 2021-12-24 05:10:28 -0800 |
commit | 73ba208ee7fec6a8f5e11b4169e283b50fb56cbe (patch) | |
tree | f4ccba1975c6d627b72c8b33cccee59440cd5942 /Userland/Libraries/LibGL | |
parent | 2f35135743f5713ab68949271074b12f040b102e (diff) | |
download | serenity-73ba208ee7fec6a8f5e11b4169e283b50fb56cbe.zip |
LibGL+LibSoftGPU: Move primitive assembly and clipping into LibSoftGPU
Diffstat (limited to 'Userland/Libraries/LibGL')
-rw-r--r-- | Userland/Libraries/LibGL/SoftwareGLContext.cpp | 163 | ||||
-rw-r--r-- | Userland/Libraries/LibGL/SoftwareGLContext.h | 7 |
2 files changed, 11 insertions, 159 deletions
diff --git a/Userland/Libraries/LibGL/SoftwareGLContext.cpp b/Userland/Libraries/LibGL/SoftwareGLContext.cpp index 76f80a6147..94b01b7d88 100644 --- a/Userland/Libraries/LibGL/SoftwareGLContext.cpp +++ b/Userland/Libraries/LibGL/SoftwareGLContext.cpp @@ -208,175 +208,32 @@ void SoftwareGLContext::gl_end() { APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_end); - // At this point, the user has effectively specified that they are done with defining the geometry - // of what they want to draw. We now need to do a few things (https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview): - // - // 1. Transform all of the vertices in the current vertex list into eye space by mulitplying the model-view matrix - // 2. Transform all of the vertices from eye space into clip space by multiplying by the projection matrix - // 3. If culling is enabled, we cull the desired faces (https://learnopengl.com/Advanced-OpenGL/Face-culling) - // 4. Each element of the vertex is then divided by w to bring the positions into NDC (Normalized Device Coordinates) - // 5. The vertices are sorted (for the rasteriser, how are we doing this? 3Dfx did this top to bottom in terms of vertex y coordinates) - // 6. The vertices are then sent off to the rasteriser and drawn to the screen - - float scr_width = m_frontbuffer->width(); - float scr_height = m_frontbuffer->height(); - // Make sure we had a `glBegin` before this call... RETURN_WITH_ERROR_IF(!m_in_draw_state, GL_INVALID_OPERATION); m_in_draw_state = false; - triangle_list.clear_with_capacity(); - processed_triangles.clear_with_capacity(); - - // 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); + // FIXME: Add support for the remaining primitive types. + if (m_current_draw_mode != GL_TRIANGLES + && m_current_draw_mode != GL_TRIANGLE_FAN + && m_current_draw_mode != GL_TRIANGLE_STRIP + && m_current_draw_mode != GL_QUADS + && m_current_draw_mode != GL_POLYGON) { - 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 || m_current_draw_mode == GL_POLYGON) { - 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 { - vertex_list.clear_with_capacity(); + m_vertex_list.clear_with_capacity(); dbgln_if(GL_DEBUG, "gl_end: draw mode {:#x} unsupported", m_current_draw_mode); RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); } - vertex_list.clear_with_capacity(); - - auto mvp = m_projection_matrix * m_model_view_matrix; - - // 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); - - // First multiply the vertex by the MODELVIEW matrix and then the PROJECTION matrix - triangle.vertices[0].position = mvp * triangle.vertices[0].position; - triangle.vertices[1].position = mvp * triangle.vertices[1].position; - triangle.vertices[2].position = mvp * triangle.vertices[2].position; - - // Apply texture transformation - // FIXME: implement multi-texturing: texcoords should be stored per texture unit - triangle.vertices[0].tex_coord = m_texture_matrix * triangle.vertices[0].tex_coord; - triangle.vertices[1].tex_coord = m_texture_matrix * triangle.vertices[1].tex_coord; - triangle.vertices[2].tex_coord = m_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); - } - - GLTriangle 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]; - processed_triangles.append(tri); - } - } - m_bound_texture_units.clear(); for (auto& texture_unit : m_texture_units) { if (texture_unit.is_bound()) m_bound_texture_units.append(texture_unit); } - 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].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_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; - } - - if (area > 0) { - swap(triangle.vertices[0], triangle.vertices[1]); - } + m_rasterizer.draw_primitives(m_current_draw_mode, m_projection_matrix * m_model_view_matrix, m_texture_matrix, m_vertex_list, m_bound_texture_units); - m_rasterizer.submit_triangle(triangle, m_bound_texture_units); - } + m_vertex_list.clear_with_capacity(); } void SoftwareGLContext::gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) @@ -650,7 +507,7 @@ void SoftwareGLContext::gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w vertex.tex_coord = m_current_vertex_tex_coord; vertex.normal = m_current_vertex_normal; - vertex_list.append(vertex); + m_vertex_list.append(vertex); } // FIXME: We need to add `r` and `q` to our GLVertex?! diff --git a/Userland/Libraries/LibGL/SoftwareGLContext.h b/Userland/Libraries/LibGL/SoftwareGLContext.h index 9e53812534..1f96290988 100644 --- a/Userland/Libraries/LibGL/SoftwareGLContext.h +++ b/Userland/Libraries/LibGL/SoftwareGLContext.h @@ -176,10 +176,7 @@ private: FloatVector4 m_current_vertex_tex_coord = { 0.0f, 0.0f, 0.0f, 1.0f }; FloatVector3 m_current_vertex_normal = { 0.0f, 0.0f, 1.0f }; - Vector<GLVertex, 96> vertex_list; - Vector<GLTriangle, 32> triangle_list; - Vector<GLTriangle, 32> processed_triangles; - Vector<GLVertex> m_clipped_vertices; + Vector<GLVertex, 96> m_vertex_list; GLenum m_error = GL_NO_ERROR; bool m_in_draw_state = false; @@ -229,8 +226,6 @@ private: NonnullRefPtr<Gfx::Bitmap> m_frontbuffer; - SoftGPU::Clipper m_clipper; - // Texture objects TextureNameAllocator m_name_allocator; HashMap<GLuint, RefPtr<Texture>> m_allocated_textures; |