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-rw-r--r--Userland/Libraries/LibGL/CMakeLists.txt4
-rw-r--r--Userland/Libraries/LibGL/GLContext.cpp5
-rw-r--r--Userland/Libraries/LibGL/GLContext.h7
-rw-r--r--Userland/Libraries/LibGL/GLUtils.cpp4
-rw-r--r--Userland/Libraries/LibGL/SoftwareGLContext.cpp55
-rw-r--r--Userland/Libraries/LibGL/SoftwareGLContext.h11
-rw-r--r--Userland/Libraries/LibGL/SoftwareRasterizer.cpp241
-rw-r--r--Userland/Libraries/LibGL/SoftwareRasterizer.h37
8 files changed, 321 insertions, 43 deletions
diff --git a/Userland/Libraries/LibGL/CMakeLists.txt b/Userland/Libraries/LibGL/CMakeLists.txt
index c46a23d189..03448ca952 100644
--- a/Userland/Libraries/LibGL/CMakeLists.txt
+++ b/Userland/Libraries/LibGL/CMakeLists.txt
@@ -1,10 +1,12 @@
set(SOURCES
GLColor.cpp
GLMat.cpp
+ GLContext.cpp
GLUtils.cpp
GLVert.cpp
SoftwareGLContext.cpp
+ SoftwareRasterizer.cpp
)
serenity_lib(LibGL gl)
-target_link_libraries(LibGL LibM LibCore)
+target_link_libraries(LibGL LibM LibCore LibGfx)
diff --git a/Userland/Libraries/LibGL/GLContext.cpp b/Userland/Libraries/LibGL/GLContext.cpp
index c5740ce708..4e28ed977e 100644
--- a/Userland/Libraries/LibGL/GLContext.cpp
+++ b/Userland/Libraries/LibGL/GLContext.cpp
@@ -6,6 +6,7 @@
*/
#include "SoftwareGLContext.h"
+#include <LibGfx/Bitmap.h>
__attribute__((visibility("hidden"))) GL::GLContext* g_gl_context;
@@ -17,9 +18,9 @@ GLContext::~GLContext()
make_context_current(nullptr);
}
-OwnPtr<GLContext> create_context()
+OwnPtr<GLContext> create_context(Gfx::Bitmap& bitmap)
{
- auto context = adopt_own(*new GL::SoftwareGLContext());
+ auto context = adopt_own(*new SoftwareGLContext(bitmap));
if (!g_gl_context)
g_gl_context = context;
diff --git a/Userland/Libraries/LibGL/GLContext.h b/Userland/Libraries/LibGL/GLContext.h
index 612a4ee3e0..76a91dee7b 100644
--- a/Userland/Libraries/LibGL/GLContext.h
+++ b/Userland/Libraries/LibGL/GLContext.h
@@ -9,13 +9,14 @@
#include "GL/gl.h"
#include <AK/OwnPtr.h>
+#include <LibGfx/Bitmap.h>
#include <LibGfx/Matrix4x4.h>
namespace GL {
class GLContext {
public:
- virtual ~GLContext() { }
+ virtual ~GLContext();
virtual void gl_begin(GLenum mode) = 0;
virtual void gl_clear(GLbitfield mask) = 0;
@@ -40,9 +41,11 @@ public:
virtual void gl_disable(GLenum) = 0;
virtual void gl_front_face(GLenum) = 0;
virtual void gl_cull_face(GLenum) = 0;
+
+ virtual void present() = 0;
};
-OwnPtr<GLContext> create_context();
+OwnPtr<GLContext> create_context(Gfx::Bitmap&);
void make_context_current(GLContext*);
}
diff --git a/Userland/Libraries/LibGL/GLUtils.cpp b/Userland/Libraries/LibGL/GLUtils.cpp
index 62dfb6087a..faec566dea 100644
--- a/Userland/Libraries/LibGL/GLUtils.cpp
+++ b/Userland/Libraries/LibGL/GLUtils.cpp
@@ -22,12 +22,12 @@ void glDisable(GLenum cap)
void glFrontFace(GLenum mode)
{
- g_gl_context->gl_front_face(mode);
+ g_gl_context->gl_front_face(mode);
}
void glCullFace(GLenum mode)
{
- g_gl_context->gl_cull_face(mode);
+ g_gl_context->gl_cull_face(mode);
}
void glClear(GLbitfield mask)
diff --git a/Userland/Libraries/LibGL/SoftwareGLContext.cpp b/Userland/Libraries/LibGL/SoftwareGLContext.cpp
index 0c068df34f..be64df5378 100644
--- a/Userland/Libraries/LibGL/SoftwareGLContext.cpp
+++ b/Userland/Libraries/LibGL/SoftwareGLContext.cpp
@@ -7,11 +7,14 @@
#include "SoftwareGLContext.h"
#include "GLStruct.h"
+#include "SoftwareRasterizer.h"
#include <AK/Assertions.h>
#include <AK/Debug.h>
#include <AK/Format.h>
#include <AK/QuickSort.h>
#include <AK/Vector.h>
+#include <LibGfx/Bitmap.h>
+#include <LibGfx/Painter.h>
#include <LibGfx/Vector4.h>
#include <math.h>
@@ -130,6 +133,12 @@ static void clip_triangle_against_frustum(Vector<FloatVector4>& in_vec)
}
}
+SoftwareGLContext::SoftwareGLContext(Gfx::Bitmap& frontbuffer)
+ : m_frontbuffer(frontbuffer)
+ , m_rasterizer(frontbuffer.size())
+{
+}
+
void SoftwareGLContext::gl_begin(GLenum mode)
{
if (m_in_draw_state) {
@@ -155,12 +164,7 @@ void SoftwareGLContext::gl_clear(GLbitfield mask)
}
if (mask & GL_COLOR_BUFFER_BIT) {
- uint8_t r = static_cast<uint8_t>(floor(m_clear_color.x() * 255.0f));
- uint8_t g = static_cast<uint8_t>(floor(m_clear_color.y() * 255.0f));
- uint8_t b = static_cast<uint8_t>(floor(m_clear_color.z() * 255.0f));
-
- uint64_t color = r << 16 | g << 8 | b;
- (void)(color);
+ m_rasterizer.clear_color(m_clear_color);
m_error = GL_NO_ERROR;
} else {
m_error = GL_INVALID_ENUM;
@@ -196,9 +200,8 @@ void SoftwareGLContext::gl_end()
// 5. The vertices are sorted (for the rasteriser, how are we doing this? 3Dfx did this top to bottom in terms of vertex y co-ordinates)
// 6. The vertices are then sent off to the rasteriser and drawn to the screen
- // FIXME: Don't assume screen dimensions
- float scr_width = 640.0f;
- float scr_height = 480.0f;
+ float scr_width = m_frontbuffer->width();
+ float scr_height = m_frontbuffer->height();
// Make sure we had a `glBegin` before this call...
if (!m_in_draw_state) {
@@ -365,22 +368,8 @@ void SoftwareGLContext::gl_end()
}
for (size_t i = 0; i < processed_triangles.size(); i++) {
- Vector<GLVertex> sort_vert_list;
GLTriangle& triangle = processed_triangles.at(i);
- // Now we sort the vertices by their y values. A is the vertex that has the least y value,
- // B is the middle and C is the bottom.
- // These are sorted in groups of 3
- sort_vert_list.append(triangle.vertices[0]);
- sort_vert_list.append(triangle.vertices[1]);
- sort_vert_list.append(triangle.vertices[2]);
-
- AK::quick_sort(sort_vert_list.begin(), sort_vert_list.end(), [](auto& a, auto& b) { return a.y < b.y; });
-
- triangle.vertices[0] = sort_vert_list.at(0);
- triangle.vertices[1] = sort_vert_list.at(1);
- triangle.vertices[2] = sort_vert_list.at(2);
-
// Let's calculate the (signed) area of the triangle
// https://cp-algorithms.com/geometry/oriented-triangle-area.html
float dxAB = triangle.vertices[0].x - triangle.vertices[1].x; // A.x - B.x
@@ -392,19 +381,6 @@ void SoftwareGLContext::gl_end()
if (area == 0.0f)
continue;
- int32_t vertexAx = triangle.vertices[0].x;
- int32_t vertexAy = triangle.vertices[0].y;
- int32_t vertexBx = triangle.vertices[1].x;
- int32_t vertexBy = triangle.vertices[1].y;
- int32_t vertexCx = triangle.vertices[2].x;
- int32_t vertexCy = triangle.vertices[2].y;
- (void)(vertexAx);
- (void)(vertexAy);
- (void)(vertexBx);
- (void)(vertexBy);
- (void)(vertexCx);
- (void)(vertexCy);
-
if (m_cull_faces) {
bool is_front = (m_front_face == GL_CCW ? area > 0 : area < 0);
@@ -414,6 +390,8 @@ void SoftwareGLContext::gl_end()
if (!is_front && (m_culled_sides == GL_BACK || m_culled_sides == GL_FRONT_AND_BACK))
continue;
}
+
+ m_rasterizer.submit_triangle(triangle);
}
triangle_list.clear();
@@ -778,4 +756,9 @@ void SoftwareGLContext::gl_cull_face(GLenum cull_mode)
m_culled_sides = cull_mode;
}
+void SoftwareGLContext::present()
+{
+ m_rasterizer.blit_to(*m_frontbuffer);
+}
+
}
diff --git a/Userland/Libraries/LibGL/SoftwareGLContext.h b/Userland/Libraries/LibGL/SoftwareGLContext.h
index c245cff5b4..38eef4573c 100644
--- a/Userland/Libraries/LibGL/SoftwareGLContext.h
+++ b/Userland/Libraries/LibGL/SoftwareGLContext.h
@@ -8,7 +8,10 @@
#include "GLContext.h"
#include "GLStruct.h"
+#include "SoftwareRasterizer.h"
+#include <AK/RefPtr.h>
#include <AK/Vector.h>
+#include <LibGfx/Bitmap.h>
#include <LibGfx/Matrix4x4.h>
#include <LibGfx/Vector3.h>
@@ -16,6 +19,8 @@ namespace GL {
class SoftwareGLContext : public GLContext {
public:
+ SoftwareGLContext(Gfx::Bitmap&);
+
virtual void gl_begin(GLenum mode) override;
virtual void gl_clear(GLbitfield mask) override;
virtual void gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) override;
@@ -40,6 +45,8 @@ public:
virtual void gl_front_face(GLenum) override;
virtual void gl_cull_face(GLenum) override;
+ virtual void present() override;
+
private:
GLenum m_current_draw_mode;
GLenum m_current_matrix_mode;
@@ -64,6 +71,10 @@ private:
bool m_cull_faces = false;
GLenum m_front_face = GL_CCW;
GLenum m_culled_sides = GL_BACK;
+
+ NonnullRefPtr<Gfx::Bitmap> m_frontbuffer;
+
+ SoftwareRasterizer m_rasterizer;
};
}
diff --git a/Userland/Libraries/LibGL/SoftwareRasterizer.cpp b/Userland/Libraries/LibGL/SoftwareRasterizer.cpp
new file mode 100644
index 0000000000..031edf9b03
--- /dev/null
+++ b/Userland/Libraries/LibGL/SoftwareRasterizer.cpp
@@ -0,0 +1,241 @@
+/*
+ * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@gmx.de>
+ *
+ * SPDX-License-Identifier: BSD-2-Clause
+ */
+
+#include "SoftwareRasterizer.h"
+#include <AK/Function.h>
+#include <LibGfx/Painter.h>
+
+namespace GL {
+
+static constexpr size_t RASTERIZER_BLOCK_SIZE = 16;
+
+struct FloatVector2 {
+ float x;
+ float y;
+};
+
+constexpr static float triangle_area(const FloatVector2& a, const FloatVector2& b, const FloatVector2& c)
+{
+ return ((c.x - a.x) * (b.y - a.y) - (c.y - a.y) * (b.x - a.x)) / 2;
+}
+
+static Gfx::RGBA32 to_rgba32(const FloatVector4& v)
+{
+ auto clamped = v.clamped(0, 1);
+ u8 r = clamped.x() * 255;
+ u8 g = clamped.y() * 255;
+ u8 b = clamped.z() * 255;
+ u8 a = clamped.w() * 255;
+ return a << 24 | b << 16 | g << 8 | r;
+}
+
+template<typename PS>
+static void rasterize_triangle(Gfx::Bitmap& render_target, const GLTriangle& triangle, PS pixel_shader)
+{
+ // Since the algorithm is based on blocks of uniform size, we need
+ // to ensure that our render_target size is actually a multiple of the block size
+ VERIFY((render_target.width() % RASTERIZER_BLOCK_SIZE) == 0);
+ VERIFY((render_target.height() % RASTERIZER_BLOCK_SIZE) == 0);
+
+ // Calculate area of the triangle for later tests
+ FloatVector2 v0 = { triangle.vertices[0].x, triangle.vertices[0].y };
+ FloatVector2 v1 = { triangle.vertices[1].x, triangle.vertices[1].y };
+ FloatVector2 v2 = { triangle.vertices[2].x, triangle.vertices[2].y };
+
+ float area = triangle_area(v0, v1, v2);
+ if (area == 0)
+ return;
+
+ float one_over_area = 1 / area;
+
+ // Obey top-left rule:
+ // This sets up "zero" for later pixel coverage tests.
+ // Depending on where on the triangle the edge is located
+ // it is either tested against 0 or float epsilon, effectively
+ // turning "< 0" into "<= 0"
+ float constexpr epsilon = AK::NumericLimits<float>::epsilon();
+ FloatVector4 zero { epsilon, epsilon, epsilon, 0.0f };
+ if (v1.y > v0.y || (v1.y == v0.y && v1.x < v0.x))
+ zero.set_z(0);
+ if (v2.y > v1.y || (v2.y == v1.y && v2.x < v1.x))
+ zero.set_x(0);
+ if (v0.y > v2.y || (v0.y == v2.y && v0.x < v2.x))
+ zero.set_y(0);
+
+ // This function calculates the barycentric coordinates for the pixel relative to the triangle.
+ auto barycentric_coordinates = [v0, v1, v2, one_over_area](float x, float y) -> FloatVector4 {
+ FloatVector2 p { x, y };
+ return {
+ triangle_area(v1, v2, p) * one_over_area,
+ triangle_area(v2, v0, p) * one_over_area,
+ triangle_area(v0, v1, p) * one_over_area,
+ 0.0f
+ };
+ };
+
+ // This function tests whether a point lies within the triangle
+ auto test_point = [zero](const FloatVector4& point) -> bool {
+ return point.x() >= zero.x()
+ && point.y() >= zero.y()
+ && point.z() >= zero.z();
+ };
+
+ // Calculate bounds
+ FloatVector2 min { AK::min(v0.x, AK::min(v1.x, v2.x)), AK::min(v0.y, AK::min(v1.y, v2.y)) };
+ FloatVector2 max { AK::max(v0.x, AK::max(v1.x, v2.x)), AK::max(v0.y, AK::max(v1.y, v2.y)) };
+
+ // Calculate block-based bounds
+ int iminx = floorf(min.x);
+ int iminy = floorf(min.y);
+ int imaxx = ceilf(max.x);
+ int imaxy = ceilf(max.y);
+
+ iminx = clamp(iminx, 0, render_target.width() - 1);
+ imaxx = clamp(imaxx, 0, render_target.width() - 1);
+ iminy = clamp(iminy, 0, render_target.height() - 1);
+ imaxy = clamp(imaxy, 0, render_target.height() - 1);
+
+ int bx0 = iminx / RASTERIZER_BLOCK_SIZE;
+ int bx1 = imaxx / RASTERIZER_BLOCK_SIZE + 1;
+ int by0 = iminy / RASTERIZER_BLOCK_SIZE;
+ int by1 = imaxy / RASTERIZER_BLOCK_SIZE + 1;
+
+ // Iterate over all blocks within the bounds of the triangle
+ for (int by = by0; by < by1; by++) {
+ for (int bx = bx0; bx < bx1; bx++) {
+
+ // The 4 block corners
+ int x0 = bx * RASTERIZER_BLOCK_SIZE;
+ int y0 = by * RASTERIZER_BLOCK_SIZE;
+ int x1 = bx * RASTERIZER_BLOCK_SIZE + RASTERIZER_BLOCK_SIZE;
+ int y1 = by * RASTERIZER_BLOCK_SIZE + RASTERIZER_BLOCK_SIZE;
+
+ // Barycentric coordinates of the 4 block corners
+ auto a = barycentric_coordinates(x0, y0);
+ auto b = barycentric_coordinates(x1, y0);
+ auto c = barycentric_coordinates(x0, y1);
+ auto d = barycentric_coordinates(x1, y1);
+
+ // If the whole block is outside any of the triangle edges we can discard it completely
+ if ((a.x() < zero.x() && b.x() < zero.x() && c.x() < zero.x() && d.x() < zero.x())
+ || (a.y() < zero.y() && b.y() < zero.y() && c.y() < zero.y() && d.y() < zero.y())
+ || (a.z() < zero.z() && b.z() < zero.z() && c.z() < zero.z() && d.z() < zero.z()))
+ continue;
+
+ // barycentric coordinate derrivatives
+ auto dcdx = (b - a) / RASTERIZER_BLOCK_SIZE;
+ auto dcdy = (c - a) / RASTERIZER_BLOCK_SIZE;
+
+ if (test_point(a) && test_point(b) && test_point(c) && test_point(d)) {
+ // The block is fully contained within the triangle
+ // Fill the block without further coverage tests
+ for (int y = y0; y < y1; y++) {
+ auto coords = a;
+ auto* pixels = &render_target.scanline(y)[x0];
+ for (int x = x0; x < x1; x++) {
+ *pixels++ = to_rgba32(pixel_shader(coords, triangle));
+ coords = coords + dcdx;
+ }
+ a = a + dcdy;
+ }
+ } else {
+ // The block overlaps at least one triangle edge
+ // We need to test coverage of every pixel within the block
+ for (int y = y0; y < y1; y++) {
+ auto coords = a;
+ auto* pixels = &render_target.scanline(y)[x0];
+ for (int x = x0; x < x1; x++) {
+ if (test_point(coords)) {
+ *pixels = to_rgba32(pixel_shader(coords, triangle));
+ }
+ pixels++;
+ coords = coords + dcdx;
+ }
+ a = a + dcdy;
+ }
+ }
+ }
+ }
+}
+
+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 };
+}
+
+SoftwareRasterizer::SoftwareRasterizer(const Gfx::IntSize& min_size)
+ : m_render_target { Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, closest_multiple(min_size, RASTERIZER_BLOCK_SIZE)) }
+{
+}
+
+void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle)
+{
+ if (m_options.shade_smooth) {
+ rasterize_triangle(*m_render_target, triangle, [](const FloatVector4& v, const GLTriangle& t) -> FloatVector4 {
+ const float r = t.vertices[0].r * v.x() + t.vertices[1].r * v.y() + t.vertices[2].r * v.z();
+ const float g = t.vertices[0].g * v.x() + t.vertices[1].g * v.y() + t.vertices[2].g * v.z();
+ const float b = t.vertices[0].b * v.x() + t.vertices[1].b * v.y() + t.vertices[2].b * v.z();
+ const float a = t.vertices[0].a * v.x() + t.vertices[1].a * v.y() + t.vertices[2].a * v.z();
+ return { r, g, b, a };
+ });
+ } else {
+ rasterize_triangle(*m_render_target, triangle, [](const FloatVector4&, const GLTriangle& t) -> FloatVector4 {
+ return { t.vertices[0].r, t.vertices[0].g, t.vertices[0].b, t.vertices[0].a };
+ });
+ }
+}
+
+void SoftwareRasterizer::resize(const Gfx::IntSize& min_size)
+{
+ wait_for_all_threads();
+
+ m_render_target = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, closest_multiple(min_size, RASTERIZER_BLOCK_SIZE));
+}
+
+void SoftwareRasterizer::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);
+
+ m_render_target->fill(Gfx::Color(r, g, b, a));
+}
+
+void SoftwareRasterizer::clear_depth(float)
+{
+ wait_for_all_threads();
+
+ // FIXME: implement this
+}
+
+void SoftwareRasterizer::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 SoftwareRasterizer::wait_for_all_threads() const
+{
+ // FIXME: Wait for all render threads to finish when multithreading is being implemented
+}
+
+void SoftwareRasterizer::set_options(const RasterizerOptions& options)
+{
+ wait_for_all_threads();
+
+ m_options = options;
+
+ // FIXME: Recreate or reinitialize render threads here when multithreading is being implemented
+}
+
+}
diff --git a/Userland/Libraries/LibGL/SoftwareRasterizer.h b/Userland/Libraries/LibGL/SoftwareRasterizer.h
new file mode 100644
index 0000000000..356bafe4c5
--- /dev/null
+++ b/Userland/Libraries/LibGL/SoftwareRasterizer.h
@@ -0,0 +1,37 @@
+/*
+ * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@gmx.de>
+ *
+ * SPDX-License-Identifier: BSD-2-Clause
+ */
+
+#pragma once
+
+#include "GLStruct.h"
+#include <LibGfx/Bitmap.h>
+#include <LibGfx/Vector4.h>
+
+namespace GL {
+
+struct RasterizerOptions {
+ bool shade_smooth { false };
+};
+
+class SoftwareRasterizer final {
+public:
+ SoftwareRasterizer(const Gfx::IntSize& min_size);
+
+ void submit_triangle(const GLTriangle& triangle);
+ void resize(const Gfx::IntSize& min_size);
+ void clear_color(const FloatVector4&);
+ void clear_depth(float);
+ void blit_to(Gfx::Bitmap&);
+ void wait_for_all_threads() const;
+ void set_options(const RasterizerOptions&);
+ RasterizerOptions options() const { return m_options; }
+
+private:
+ RefPtr<Gfx::Bitmap> m_render_target;
+ RasterizerOptions m_options;
+};
+
+}