Commit graph

30 commits

Author SHA1 Message Date
Andreas Kling
0de33b3d6c LibGfx: Use ErrorOr<T> for Bitmap::try_create()
Another one that was used in a fajillion places.
2021-11-08 00:35:27 +01:00
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
Stephan Unverwerth
b54573739c LibGL: Implement glTexEnvf
This controls how fetched texels are combined with the color that was
produced by a preceding texture unit or with the vertex color if it is
the first texture unit.

Currently only a small subset of possible combine modes is implemented
as required by glquake.
2021-08-26 19:54:31 +02:00
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
0152f1924b LibGL: Use integer comparison for GL_EQUAL and GL_NOTEQUAL
This is an interesting quirk that occurs due to us using the x87 FPU
when Serenity is compiled for the i386 target. When we calculate our
depth value to be stored in the buffer, it is an 80-bit x87
floating point number, however, when stored into the DepthBuffer,
this is truncated to 32 bits. This 38 bit loss of precision means
that when x87 `FCOMP` is eventually used here the comparison fails.

This could be solved by using a `long double` for the depth buffer,
however this would take up significantly more space and is completely
overkill for a depth buffer. As such, comparing the first 32-bits of
this depth value is "good enough" that if we get a hit on it being
equal, we can pretty much guarantee that it's actually equal.
2021-08-21 13:48:59 +04:30
Stephan Unverwerth
c4de2bb5e5 LibGL: Leave render loop early if color mask empty 2021-08-18 20:30:58 +02:00
Stephan Unverwerth
220ac5eb02 LibGL: Fix clipping and interpolate vertex attributes
The previous clipping implementation was problematic especially when
clipping against the near plane. Triangles are now correctly clipped
using homogenous coordinates against all frustum planes.

Texture coordinates and vertex colors are now correctly interpolated.
The earier implementation was just a placeholder.
2021-08-18 20:30:58 +02:00
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
Stephan Unverwerth
3dd9efd35f LibGL: Fix incorrect blend factor setup 2021-08-18 20:30:58 +02:00
Stephan Unverwerth
22905daacb LibGL: Fix interpretation of BGRA byte order
This fixes byte order interpretation in several places.
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
Stephan Unverwerth
12785849aa LibGL: Turn Sampler2D into an actual class
This extracts the sampler functionality into its own class.
Beginning with OpenGL 3 samplers are actual objects, separate
from textures. It makes sense to do this already as it also
cleans up code organization quite a bit.
2021-08-12 18:58:41 +02:00
Andreas Kling
c7d891765c LibGfx: Use "try_" prefix for static factory functions
Also mark them as [[nodiscard]].
2021-07-21 18:02:15 +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
2dcafde330 LibGL: Implement alpha testing in SoftwareRasterizer 2021-05-16 19:27:23 +02:00
Stephan Unverwerth
da57563c1c LibGL: Implement glShadeModel()
This turns off interpolation of vertex colors when GL_FLAT is selected.
2021-05-16 15:53:58 +02:00
Stephan Unverwerth
f70a6ff712 LibGL: Implement color blending
This implements different blend modes in the SoftwareRasterizer by
first setting up the blend factors then rendering the pixels into a
temporary buffer and finally mixing the contents of the temporary buffer
with the contents of the backbuffer based on the blend factors.
2021-05-16 00:44:31 +01:00
Stephan Unverwerth
b63b15eeb5 LibGL: SoftwareRasterizer: Use perspective correct interpolation 2021-05-13 08:34:26 +02:00
Stephan Unverwerth
4b55aea307 LibGL: Generate coverage and depth masks in the software rasterizer
This untangles several concepts in the rasterizer and makes it possible
to toggle different stages on a per-block level rather than having to
check whether the feature is enabled for every pixel.
2021-05-13 08:34:26 +02:00
Stephan Unverwerth
f112c594a7 LibGL: Use integer math in rasterizer coverage calculations
This makes the software rasterizer use integers for triangle coverage
calculations. The previously used floating point algorithm was not
precise enough in certain situations and showed gaps between triangles.

This is not yet subpixel accurate.
2021-05-13 08:34:26 +02:00
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
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