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authorJesse Buhagiar <jooster669@gmail.com>2021-08-25 18:10:44 +1000
committerAli Mohammad Pur <Ali.mpfard@gmail.com>2021-08-25 23:50:54 +0430
commit924d890bfed5095c1b27fa71a338b63661400b09 (patch)
tree7b5258a3f029045ef5956e1a32dc5105ecacb37e /Userland
parentd73cc3d0ebf2421c80b524dc27d01fd7f1802d69 (diff)
downloadserenity-924d890bfed5095c1b27fa71a338b63661400b09.zip
LibGL: Implement fog effect in Software Rasterizer
We support three of the possible fog modes, EXP, EXP2 and LINEAR.
Diffstat (limited to 'Userland')
-rw-r--r--Userland/Libraries/LibGL/SoftwareGLContext.cpp4
-rw-r--r--Userland/Libraries/LibGL/SoftwareRasterizer.cpp43
-rw-r--r--Userland/Libraries/LibGL/SoftwareRasterizer.h3
3 files changed, 41 insertions, 9 deletions
diff --git a/Userland/Libraries/LibGL/SoftwareGLContext.cpp b/Userland/Libraries/LibGL/SoftwareGLContext.cpp
index c7cd5b5922..009b8e7512 100644
--- a/Userland/Libraries/LibGL/SoftwareGLContext.cpp
+++ b/Userland/Libraries/LibGL/SoftwareGLContext.cpp
@@ -545,6 +545,10 @@ void SoftwareGLContext::gl_enable(GLenum capability)
rasterizer_options.enable_alpha_test = true;
update_rasterizer_options = true;
break;
+ case GL_FOG:
+ rasterizer_options.fog_enabled = true;
+ update_rasterizer_options = true;
+ break;
default:
RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
}
diff --git a/Userland/Libraries/LibGL/SoftwareRasterizer.cpp b/Userland/Libraries/LibGL/SoftwareRasterizer.cpp
index 5a326fa567..cfd5513476 100644
--- a/Userland/Libraries/LibGL/SoftwareRasterizer.cpp
+++ b/Userland/Libraries/LibGL/SoftwareRasterizer.cpp
@@ -28,6 +28,12 @@ constexpr static T interpolate(const T& v0, const T& v1, const T& v2, const Floa
return v0 * barycentric_coords.x() + v1 * barycentric_coords.y() + v2 * barycentric_coords.z();
}
+template<typename T>
+constexpr static T mix(const T& x, const T& y, float interp)
+{
+ return x * (1 - interp) + y * interp;
+}
+
static Gfx::RGBA32 to_rgba32(const FloatVector4& v)
{
auto clamped = v.clamped(0, 1);
@@ -368,7 +374,11 @@ static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& re
triangle.vertices[2].tex_coord,
barycentric);
- *pixel = pixel_shader(uv, vertex_color);
+ // Calculate depth of fragment for fog
+ float z = interpolate(triangle.vertices[0].position.z(), triangle.vertices[1].position.z(), triangle.vertices[2].position.z(), barycentric);
+ z = options.depth_min + (options.depth_max - options.depth_min) * (z + 1) / 2;
+
+ *pixel = pixel_shader(uv, vertex_color, z);
}
}
@@ -470,16 +480,9 @@ SoftwareRasterizer::SoftwareRasterizer(const Gfx::IntSize& min_size)
{
}
-void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle)
-{
- rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [](const FloatVector2&, const FloatVector4& color) -> FloatVector4 {
- return color;
- });
-}
-
void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Array<TextureUnit, 32>& texture_units)
{
- rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [&texture_units](const FloatVector2& uv, const FloatVector4& color) -> FloatVector4 {
+ rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [this, &texture_units](const FloatVector2& uv, const FloatVector4& color, float z) -> FloatVector4 {
// TODO: We'd do some kind of multitexturing/blending here
// Construct a vector for the texel we want to sample
FloatVector4 texel = color;
@@ -494,6 +497,28 @@ void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Array
texel = texel * static_ptr_cast<Texture2D>(texture_unit.bound_texture())->sampler().sample(uv);
}
+ // 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
+ texel = mix(m_options.fog_color, texel, factor);
+ }
+
return texel;
});
}
diff --git a/Userland/Libraries/LibGL/SoftwareRasterizer.h b/Userland/Libraries/LibGL/SoftwareRasterizer.h
index cfdd4b20c9..8a1a8d8166 100644
--- a/Userland/Libraries/LibGL/SoftwareRasterizer.h
+++ b/Userland/Libraries/LibGL/SoftwareRasterizer.h
@@ -41,6 +41,9 @@ struct RasterizerOptions {
};
GLfloat fog_density { 1.0f };
GLenum fog_mode { GL_EXP };
+ GLboolean fog_enabled { false };
+ GLfloat fog_start { 0.0f };
+ GLfloat fog_end { 1.0f };
};
class SoftwareRasterizer final {