/* * Copyright (c) 2021, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include "Clipper.h" #include "GLContext.h" #include "GLStruct.h" #include "SoftwareRasterizer.h" #include "Tex/NameAllocator.h" #include "Tex/Texture.h" #include "Tex/TextureUnit.h" #include #include #include #include #include #include #include #include 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; virtual void gl_clear_depth(GLdouble depth) override; virtual void gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a) override; virtual void gl_delete_textures(GLsizei n, const GLuint* textures) override; virtual void gl_end() override; virtual void gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) override; virtual void gl_gen_textures(GLsizei n, GLuint* textures) override; virtual GLenum gl_get_error() override; virtual GLubyte* gl_get_string(GLenum name) override; virtual void gl_load_identity() override; virtual void gl_load_matrix(const FloatMatrix4x4& matrix) override; virtual void gl_matrix_mode(GLenum mode) override; virtual void gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) override; virtual void gl_push_matrix() override; virtual void gl_pop_matrix() override; virtual void gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) override; virtual void gl_scale(GLdouble x, GLdouble y, GLdouble z) override; virtual void gl_translate(GLdouble x, GLdouble y, GLdouble z) override; virtual void gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w) override; virtual void gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height) override; virtual void gl_enable(GLenum) override; virtual void gl_disable(GLenum) override; virtual void gl_front_face(GLenum) override; virtual void gl_cull_face(GLenum) override; virtual GLuint gl_gen_lists(GLsizei range) override; virtual void gl_call_list(GLuint list) override; virtual void gl_delete_lists(GLuint list, GLsizei range) override; virtual void gl_end_list(void) override; virtual void gl_new_list(GLuint list, GLenum mode) override; virtual void gl_flush() override; virtual void gl_finish() override; virtual void gl_blend_func(GLenum src_factor, GLenum dst_factor) override; virtual void gl_shade_model(GLenum mode) override; virtual void gl_alpha_func(GLenum func, GLclampf ref) override; virtual void gl_hint(GLenum target, GLenum mode) override; virtual void gl_read_buffer(GLenum mode) override; virtual void gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) override; virtual void gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* data) override; virtual void gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q) override; virtual void gl_bind_texture(GLenum target, GLuint texture) override; virtual void gl_active_texture(GLenum texture) override; virtual void gl_get_floatv(GLenum pname, GLfloat* params) override; virtual void present() override; private: template T* store_in_listing(T value) { VERIFY(m_current_listing_index.has_value()); auto& listing = m_current_listing_index->listing; listing.saved_arguments.empend(make(move(value))); return listing.saved_arguments.last()->template get_pointer(); } template void append_to_listing(Args&&... args) { VERIFY(m_current_listing_index.has_value()); m_current_listing_index->listing.entries.empend(member, Listing::ArgumentsFor { forward(args)... }); } [[nodiscard]] bool should_append_to_listing() const { return m_current_listing_index.has_value(); } [[nodiscard]] bool should_execute_after_appending_to_listing() const { return m_current_listing_index.has_value() && m_current_listing_index->mode == GL_COMPILE_AND_EXECUTE; } GLenum m_current_draw_mode; GLenum m_current_matrix_mode; FloatMatrix4x4 m_projection_matrix; FloatMatrix4x4 m_model_view_matrix; FloatMatrix4x4 m_current_matrix; Vector m_projection_matrix_stack; Vector m_model_view_matrix_stack; FloatVector4 m_clear_color = { 0.0f, 0.0f, 0.0f, 0.0f }; double m_clear_depth = { 1.0 }; FloatVector4 m_current_vertex_color = { 1.0f, 1.0f, 1.0f, 1.0f }; Vector vertex_list; Vector triangle_list; Vector processed_triangles; GLenum m_error = GL_NO_ERROR; bool m_in_draw_state = false; bool m_depth_test_enabled = false; bool m_cull_faces = false; GLenum m_front_face = GL_CCW; GLenum m_culled_sides = GL_BACK; bool m_blend_enabled = false; GLenum m_blend_source_factor = GL_ONE; GLenum m_blend_destination_factor = GL_ZERO; bool m_alpha_test_enabled = false; GLenum m_alpha_test_func = GL_ALWAYS; GLclampf m_alpha_test_ref_value = 0; GLenum m_current_read_buffer = GL_BACK; NonnullRefPtr m_frontbuffer; Clipper m_clipper; // Texture objects TextureNameAllocator m_name_allocator; HashMap> m_allocated_textures; Array m_texture_units; TextureUnit* m_active_texture_unit { &m_texture_units[0] }; SoftwareRasterizer m_rasterizer; struct Listing { template struct TupleTypeForArgumentListOf_; template struct TupleTypeForArgumentListOf_ { using Type = Tuple; }; template using TupleTypeForArgumentListOf = typename TupleTypeForArgumentListOf_::Type; template using ArgumentsFor = TupleTypeForArgumentListOf; template struct FunctionAndArgs { Variant function; Variant...> arguments; }; using FunctionsAndArgs = FunctionAndArgs< decltype(&SoftwareGLContext::gl_begin), decltype(&SoftwareGLContext::gl_clear), decltype(&SoftwareGLContext::gl_clear_color), decltype(&SoftwareGLContext::gl_clear_depth), decltype(&SoftwareGLContext::gl_color), decltype(&SoftwareGLContext::gl_end), decltype(&SoftwareGLContext::gl_frustum), decltype(&SoftwareGLContext::gl_load_identity), decltype(&SoftwareGLContext::gl_load_matrix), decltype(&SoftwareGLContext::gl_matrix_mode), decltype(&SoftwareGLContext::gl_ortho), decltype(&SoftwareGLContext::gl_push_matrix), decltype(&SoftwareGLContext::gl_pop_matrix), decltype(&SoftwareGLContext::gl_rotate), decltype(&SoftwareGLContext::gl_scale), decltype(&SoftwareGLContext::gl_translate), decltype(&SoftwareGLContext::gl_vertex), decltype(&SoftwareGLContext::gl_viewport), decltype(&SoftwareGLContext::gl_enable), decltype(&SoftwareGLContext::gl_disable), decltype(&SoftwareGLContext::gl_front_face), decltype(&SoftwareGLContext::gl_cull_face), decltype(&SoftwareGLContext::gl_call_list), decltype(&SoftwareGLContext::gl_blend_func), decltype(&SoftwareGLContext::gl_shade_model), decltype(&SoftwareGLContext::gl_alpha_func), decltype(&SoftwareGLContext::gl_hint), decltype(&SoftwareGLContext::gl_read_buffer)>; using ExtraSavedArguments = Variant< FloatMatrix4x4>; Vector> saved_arguments; Vector entries; }; static constexpr size_t max_allowed_gl_call_depth { 128 }; size_t m_gl_call_depth { 0 }; Vector m_listings; struct CurrentListing { Listing listing; size_t index { 0 }; GLenum mode { GL_COMPILE }; }; Optional m_current_listing_index; }; }