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-rw-r--r--Userland/Libraries/LibGL/SoftwareGLContext.cpp1
-rw-r--r--Userland/Libraries/LibGL/SoftwareRasterizer.cpp36
2 files changed, 23 insertions, 14 deletions
diff --git a/Userland/Libraries/LibGL/SoftwareGLContext.cpp b/Userland/Libraries/LibGL/SoftwareGLContext.cpp
index 7c739c473c..2e0b051eed 100644
--- a/Userland/Libraries/LibGL/SoftwareGLContext.cpp
+++ b/Userland/Libraries/LibGL/SoftwareGLContext.cpp
@@ -238,6 +238,7 @@ void SoftwareGLContext::gl_end()
vec.set_x(vec.x() / vec.w());
vec.set_y(vec.y() / vec.w());
vec.set_z(vec.z() / vec.w());
+ vec.set_w(1 / vec.w());
}
vertex.x = vec.x();
diff --git a/Userland/Libraries/LibGL/SoftwareRasterizer.cpp b/Userland/Libraries/LibGL/SoftwareRasterizer.cpp
index 25cd5df6dd..25d8fb21ba 100644
--- a/Userland/Libraries/LibGL/SoftwareRasterizer.cpp
+++ b/Userland/Libraries/LibGL/SoftwareRasterizer.cpp
@@ -196,8 +196,26 @@ static void rasterize_triangle(const RasterizerOptions& options, Gfx::Bitmap& re
if (~pixel_mask[y] & (1 << x))
continue;
+ // Perspective correct barycentric coordinates
auto barycentric = FloatVector3(coords.x(), coords.y(), coords.z()) * one_over_area;
- *pixel = to_rgba32(pixel_shader(barycentric, triangle));
+ float interpolated_reciprocal_w = interpolate(triangle.vertices[0].w, triangle.vertices[1].w, triangle.vertices[2].w, barycentric);
+ float interpolated_w = 1 / interpolated_reciprocal_w;
+ barycentric = barycentric * FloatVector3(triangle.vertices[0].w, triangle.vertices[1].w, triangle.vertices[2].w) * interpolated_w;
+
+ // FIXME: make this more generic. We want to interpolate more than just color and uv
+ auto rgba = interpolate(
+ FloatVector4(triangle.vertices[0].r, triangle.vertices[0].g, triangle.vertices[0].b, triangle.vertices[0].a),
+ FloatVector4(triangle.vertices[1].r, triangle.vertices[1].g, triangle.vertices[1].b, triangle.vertices[1].a),
+ FloatVector4(triangle.vertices[2].r, triangle.vertices[2].g, triangle.vertices[2].b, triangle.vertices[2].a),
+ barycentric);
+
+ auto uv = interpolate(
+ FloatVector2(triangle.vertices[0].u, triangle.vertices[0].v),
+ FloatVector2(triangle.vertices[1].u, triangle.vertices[1].v),
+ FloatVector2(triangle.vertices[2].u, triangle.vertices[2].v),
+ barycentric);
+
+ *pixel = to_rgba32(pixel_shader(uv, rgba));
}
}
}
@@ -219,19 +237,9 @@ SoftwareRasterizer::SoftwareRasterizer(const Gfx::IntSize& min_size)
void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle)
{
- if (m_options.shade_smooth) {
- rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [](const FloatVector3& 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_options, *m_render_target, *m_depth_buffer, triangle, [](const FloatVector3&, const GLTriangle& t) -> FloatVector4 {
- return { t.vertices[0].r, t.vertices[0].g, t.vertices[0].b, t.vertices[0].a };
- });
- }
+ rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [](const FloatVector2&, const FloatVector4& color) -> FloatVector4 {
+ return color;
+ });
}
void SoftwareRasterizer::resize(const Gfx::IntSize& min_size)