1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
|
/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@gmx.de>
*
* 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 <AK/HashMap.h>
#include <AK/RefPtr.h>
#include <AK/Tuple.h>
#include <AK/Variant.h>
#include <AK/Vector.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Matrix4x4.h>
#include <LibGfx/Vector3.h>
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 present() override;
private:
template<typename T>
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<Listing::ExtraSavedArguments>(move(value)));
return listing.saved_arguments.last()->template get_pointer<T>();
}
template<auto member, typename... Args>
void append_to_listing(Args&&... args)
{
VERIFY(m_current_listing_index.has_value());
m_current_listing_index->listing.entries.empend(member, Listing::ArgumentsFor<member> { forward<Args>(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<FloatMatrix4x4> m_projection_matrix_stack;
Vector<FloatMatrix4x4> 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<GLVertex, 96> vertex_list;
Vector<GLTriangle, 32> triangle_list;
Vector<GLTriangle, 32> 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<Gfx::Bitmap> m_frontbuffer;
Clipper m_clipper;
// Texture objects
TextureNameAllocator m_name_allocator;
HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
SoftwareRasterizer m_rasterizer;
struct Listing {
template<typename F>
struct TupleTypeForArgumentListOf_;
template<typename Ret, typename C, typename... Args>
struct TupleTypeForArgumentListOf_<Ret (C::*)(Args...)> {
using Type = Tuple<Args...>;
};
template<typename F>
using TupleTypeForArgumentListOf = typename TupleTypeForArgumentListOf_<F>::Type;
template<auto member>
using ArgumentsFor = TupleTypeForArgumentListOf<decltype(member)>;
template<typename... Fns>
struct FunctionAndArgs {
Variant<Fns...> function;
Variant<TupleTypeForArgumentListOf<Fns>...> 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<NonnullOwnPtr<ExtraSavedArguments>> saved_arguments;
Vector<FunctionsAndArgs> entries;
};
static constexpr size_t max_allowed_gl_call_depth { 128 };
size_t m_gl_call_depth { 0 };
Vector<Listing> m_listings;
struct CurrentListing {
Listing listing;
size_t index { 0 };
GLenum mode { GL_COMPILE };
};
Optional<CurrentListing> m_current_listing_index;
};
}
|