/* * Copyright (c) 2021, Jesse Buhagiar * Copyright (c) 2021, Stephan Unverwerth * Copyright (c) 2022, Jelle Raaijmakers * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include namespace GL { // General helper function to read arbitrary vertex attribute data into a float array static void read_from_vertex_attribute_pointer(VertexAttribPointer const& attrib, int index, float* elements) { auto const* byte_ptr = reinterpret_cast(attrib.pointer); auto read_values = [&]() { auto const stride = (attrib.stride == 0) ? sizeof(T) * attrib.size : attrib.stride; for (int i = 0; i < attrib.size; ++i) { elements[i] = *(reinterpret_cast(byte_ptr + stride * index) + i); if constexpr (IsIntegral) { if (attrib.normalize) elements[i] /= NumericLimits::max(); } } }; switch (attrib.type) { case GL_BYTE: read_values.operator()(); break; case GL_UNSIGNED_BYTE: read_values.operator()(); break; case GL_SHORT: read_values.operator()(); break; case GL_UNSIGNED_SHORT: read_values.operator()(); break; case GL_INT: read_values.operator()(); break; case GL_UNSIGNED_INT: read_values.operator()(); break; case GL_FLOAT: read_values.operator()(); break; case GL_DOUBLE: read_values.operator()(); break; } } void GLContext::gl_array_element(GLint i) { // NOTE: This always dereferences data; display list support is deferred to the // individual vertex attribute calls such as `gl_color`, `gl_normal` etc. RETURN_WITH_ERROR_IF(i < 0, GL_INVALID_VALUE); if (m_client_side_color_array_enabled) { float color[4] { 0.f, 0.f, 0.f, 1.f }; read_from_vertex_attribute_pointer(m_client_color_pointer, i, color); gl_color(color[0], color[1], color[2], color[3]); } for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) { if (m_client_side_texture_coord_array_enabled[t]) { float tex_coords[4] { 0.f, 0.f, 0.f, 1.f }; read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords); gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]); } } if (m_client_side_normal_array_enabled) { float normal[3]; read_from_vertex_attribute_pointer(m_client_normal_pointer, i, normal); gl_normal(normal[0], normal[1], normal[2]); } if (m_client_side_vertex_array_enabled) { float vertex[4] { 0.f, 0.f, 0.f, 1.f }; read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex); gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]); } } void GLContext::gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a) { APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_color, r, g, b, a); m_current_vertex_color = { static_cast(r), static_cast(g), static_cast(b), static_cast(a), }; } void GLContext::gl_color_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer) { RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); RETURN_WITH_ERROR_IF(!(size == 3 || size == 4), GL_INVALID_VALUE); RETURN_WITH_ERROR_IF(type != GL_BYTE && type != GL_UNSIGNED_BYTE && type != GL_SHORT && type != GL_UNSIGNED_SHORT && type != GL_INT && type != GL_UNSIGNED_INT && type != GL_FLOAT && type != GL_DOUBLE, GL_INVALID_ENUM); RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE); m_client_color_pointer = { .size = size, .type = type, .normalize = true, .stride = stride, .pointer = pointer }; } void GLContext::gl_draw_arrays(GLenum mode, GLint first, GLsizei count) { // NOTE: This always dereferences data; display list support is deferred to the // individual vertex attribute calls such as `gl_color`, `gl_normal` etc. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); // FIXME: Some modes are still missing (GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES) RETURN_WITH_ERROR_IF(!(mode == GL_TRIANGLE_STRIP || mode == GL_TRIANGLE_FAN || mode == GL_TRIANGLES || mode == GL_QUADS || mode == GL_QUAD_STRIP || mode == GL_POLYGON), GL_INVALID_ENUM); RETURN_WITH_ERROR_IF(count < 0, GL_INVALID_VALUE); auto last = first + count; gl_begin(mode); for (int i = first; i < last; i++) { if (m_client_side_color_array_enabled) { float color[4] { 0.f, 0.f, 0.f, 1.f }; read_from_vertex_attribute_pointer(m_client_color_pointer, i, color); gl_color(color[0], color[1], color[2], color[3]); } for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) { if (m_client_side_texture_coord_array_enabled[t]) { float tex_coords[4] { 0.f, 0.f, 0.f, 1.f }; read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords); gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]); } } if (m_client_side_normal_array_enabled) { float normal[3]; read_from_vertex_attribute_pointer(m_client_normal_pointer, i, normal); gl_normal(normal[0], normal[1], normal[2]); } if (m_client_side_vertex_array_enabled) { float vertex[4] { 0.f, 0.f, 0.f, 1.f }; read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex); gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]); } } gl_end(); } void GLContext::gl_draw_elements(GLenum mode, GLsizei count, GLenum type, void const* indices) { // NOTE: This always dereferences data; display list support is deferred to the // individual vertex attribute calls such as `gl_color`, `gl_normal` etc. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); // FIXME: Some modes are still missing (GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES) RETURN_WITH_ERROR_IF(!(mode == GL_TRIANGLE_STRIP || mode == GL_TRIANGLE_FAN || mode == GL_TRIANGLES || mode == GL_QUADS || mode == GL_QUAD_STRIP || mode == GL_POLYGON), GL_INVALID_ENUM); RETURN_WITH_ERROR_IF(!(type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_SHORT || type == GL_UNSIGNED_INT), GL_INVALID_ENUM); RETURN_WITH_ERROR_IF(count < 0, GL_INVALID_VALUE); gl_begin(mode); for (int index = 0; index < count; index++) { int i = 0; switch (type) { case GL_UNSIGNED_BYTE: i = reinterpret_cast(indices)[index]; break; case GL_UNSIGNED_SHORT: i = reinterpret_cast(indices)[index]; break; case GL_UNSIGNED_INT: i = reinterpret_cast(indices)[index]; break; } if (m_client_side_color_array_enabled) { float color[4] { 0.f, 0.f, 0.f, 1.f }; read_from_vertex_attribute_pointer(m_client_color_pointer, i, color); gl_color(color[0], color[1], color[2], color[3]); } for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) { if (m_client_side_texture_coord_array_enabled[t]) { float tex_coords[4] { 0.f, 0.f, 0.f, 1.f }; read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords); gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]); } } if (m_client_side_normal_array_enabled) { float normal[3]; read_from_vertex_attribute_pointer(m_client_normal_pointer, i, normal); gl_normal(normal[0], normal[1], normal[2]); } if (m_client_side_vertex_array_enabled) { float vertex[4] { 0.f, 0.f, 0.f, 1.f }; read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex); gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]); } } gl_end(); } void GLContext::gl_normal(GLfloat nx, GLfloat ny, GLfloat nz) { APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_normal, nx, ny, nz); m_current_vertex_normal = { nx, ny, nz }; } void GLContext::gl_normal_pointer(GLenum type, GLsizei stride, void const* pointer) { RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); RETURN_WITH_ERROR_IF(type != GL_BYTE && type != GL_SHORT && type != GL_INT && type != GL_FLOAT && type != GL_DOUBLE, GL_INVALID_ENUM); RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE); m_client_normal_pointer = { .size = 3, .type = type, .normalize = true, .stride = stride, .pointer = pointer }; } void GLContext::gl_tex_coord_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer) { RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); RETURN_WITH_ERROR_IF(!(size == 1 || size == 2 || size == 3 || size == 4), GL_INVALID_VALUE); RETURN_WITH_ERROR_IF(!(type == GL_SHORT || type == GL_INT || type == GL_FLOAT || type == GL_DOUBLE), GL_INVALID_ENUM); RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE); auto& tex_coord_pointer = m_client_tex_coord_pointer[m_client_active_texture]; tex_coord_pointer = { .size = size, .type = type, .normalize = false, .stride = stride, .pointer = pointer }; } void GLContext::gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w) { APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_vertex, x, y, z, w); GPU::Vertex vertex; vertex.position = { static_cast(x), static_cast(y), static_cast(z), static_cast(w) }; vertex.color = m_current_vertex_color; for (size_t i = 0; i < m_device_info.num_texture_units; ++i) vertex.tex_coords[i] = m_current_vertex_tex_coord[i]; vertex.normal = m_current_vertex_normal; m_vertex_list.append(vertex); } void GLContext::gl_vertex_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer) { RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); RETURN_WITH_ERROR_IF(!(size == 2 || size == 3 || size == 4), GL_INVALID_VALUE); RETURN_WITH_ERROR_IF(!(type == GL_SHORT || type == GL_INT || type == GL_FLOAT || type == GL_DOUBLE), GL_INVALID_ENUM); RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE); m_client_vertex_pointer = { .size = size, .type = type, .normalize = false, .stride = stride, .pointer = pointer }; } }