Commit graph

22 commits

Author SHA1 Message Date
Stephan Unverwerth
15299b763c LibGL: Implement glPolygonOffset 2021-09-02 21:00:24 +04:30
Stephan Unverwerth
7cbaaf8366 LibGL: Implement glDrawBuffer 2021-09-02 21:00:24 +04:30
Jesse Buhagiar
924d890bfe LibGL: Implement fog effect in Software Rasterizer
We support three of the possible fog modes, EXP, EXP2 and LINEAR.
2021-08-25 23:50:54 +04:30
Jesse Buhagiar
d73cc3d0eb LibGL: Implement glFogi 2021-08-25 23:50:54 +04:30
Jesse Buhagiar
f55d2a22af LibGL: Implement glFogf 2021-08-25 23:50:54 +04:30
Jesse Buhagiar
7f1cd54b80 LibGL: Implement glFogfv
This currently just sets the fog colour in the rasterizer.
2021-08-25 23:50:54 +04:30
Jesse Buhagiar
89eddb5bff LibGL: Implement glPolygonMode
Currently just sets the renderer option for what polygon mode we
want the rasterizer to draw in. GLQuake only uses `GL_FRONT_AND_BACK`
with `GL_FILL` )which implies both back and front facing triangles
are to be filled completely by the rasterizer), so keeping this as
a small stub is perfectly fine for now.
2021-08-20 20:04:06 +04:30
Stephan Unverwerth
5b9c87a8b5 LibGL: Implement glDepthFunc 2021-08-18 20:30:58 +02:00
Stephan Unverwerth
a97dbd2317 LibGL: Implement glDepthRange 2021-08-18 20:30:58 +02:00
Jesse Buhagiar
8157e7740b LibGL: Implement glColorMask 2021-08-15 19:04:10 +01:00
Stephan Unverwerth
5f863016ca LibGL: Implement glDepthMask 2021-08-14 12:49:29 +02:00
Jesse Buhagiar
8298e406a4 LibGL: Use Texture Units in Rasterizer and Context
The Context and Software Rasterizer now gets the array of texture units
instead of a single texture object. _Technically_, we now support some
primitive form of multi-texturing, though I'm not entirely sure how well
it will work in its current state.
2021-05-31 14:59:47 +01:00
Stephan Unverwerth
755393e684 LibGL: Implement glBindTexture()
Textures are now initialized with a nullptr upon generation.
They are only actually created once they are bound to a target.
Currently only the GL_TEXTURE_2D target is supported.
The software rasterizer now allows rendering with or without
a bound TEXTURE_2D.
2021-05-30 00:32:37 +01:00
Stephan Unverwerth
fde0045ebe LibGL: Introduce Texture base class for all texture types 2021-05-30 00:32:37 +01:00
Stephan Unverwerth
10ceeb092f Everywhere: Use s.unverwerth@serenityos.org :^) 2021-05-29 12:30:08 +01:00
Jesse Buhagiar
3287709df9 LibGL: Add texture sampling to SW Rasterizer
The software rasterizer now samples a texture passed to us from the
GL context. This is currently a bit of a hack, as we should be
scanning from a list of texture units and checking if they are
enabled. For now, this at least gives some visual confirmation
that texturing is working as it should
2021-05-26 16:36:53 +04:30
Stephan Unverwerth
e54d96d53e LibGL: Implement glReadPixels() 2021-05-24 19:03:25 +01:00
Stephan Unverwerth
1bd754882d LibGL: Implement glAlphaFunc()
This implements glAlphaFunc() for setting alpha test func and ref value
and also allows enabling and disabling GL_ALPHA_TEST
2021-05-16 19:27:23 +02:00
Stephan Unverwerth
d6e9b433cf LibGL: Add support for GL_BLEND in glEnable() and glDisable() 2021-05-16 00:44:31 +01:00
Stephan Unverwerth
e8f66f821c LibGL: Add depth tests and writes to SoftwareRasterizer
Tests against and writes to the depth buffer when GL_DEPTH_TEST is
enabled via glEnable(). Currently fragment z is always compared against
existing depth with GL_LESS.
2021-05-09 15:58:35 +02:00
Stephan Unverwerth
a8fc4be47a LibGL: Add supporting code for depth buffer
This adds glClearDepth() and new caps for enabling and disabling
the depth buffer with glEnable() and glDisable()
2021-05-09 15:58:35 +02:00
Stephan Unverwerth
5ff248649b LibGL: Add software rasterizer
This is based mostly on Fabian "ryg" Giesen's 2011 blog series
"A trip through the Graphics Pipeline" and Scratchapixel's
"Rasterization: a Practical Implementation".

The rasterizer processes triangles in grid aligned 16x16 pixel blocks,
calculates barycentric coordinates and edge derivatives and interpolates
bilinearly across each block.

This will theoretically allow for better utilization of modern processor
features such as SMT and SIMD, as opposed to a classic scanline based
triangle rasterizer.

This serves as a starting point to get something on the screen.
In the future we might look into properly pipelining the main loop to
make the rasterizer more flexible, enabling us to enable/disable
certain features at the block rather than the pixel level.
2021-05-08 10:13:22 +02:00