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https://github.com/SerenityOS/serenity.git
synced 2025-01-23 09:51:57 -05:00
LibGL+LibSoftGPU: Implement glColorMaterial
and GL_COLOR_MATERIAL
When `GL_COLOR_MATERIAL` is enabled, specific material parameters can be overwritten by the current color per-vertex during the lighting calculations. Which parameter is controlled by `glColorMaterial`. Also move the lighting calculations _before_ clipping, because the spec says so. As a result, we interpolate the resulting vertex color instead of the input color.
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9d4c2f6308
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8e935ad3b1
8 changed files with 158 additions and 35 deletions
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@ -93,6 +93,8 @@ extern "C" {
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#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
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// Get parameters
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#define GL_COLOR_MATERIAL_FACE 0x0B55
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#define GL_COLOR_MATERIAL_MODE 0x0B56
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#define GL_COLOR_MATERIAL 0x0B57
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#define GL_FOG_START 0x0B63
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#define GL_FOG_END 0x0B64
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@ -115,6 +115,7 @@ public:
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virtual void gl_lightfv(GLenum light, GLenum pname, GLfloat const* params) = 0;
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virtual void gl_materialf(GLenum face, GLenum pname, GLfloat param) = 0;
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virtual void gl_materialfv(GLenum face, GLenum pname, GLfloat const* params) = 0;
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virtual void gl_color_material(GLenum face, GLenum mode) = 0;
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virtual void present() = 0;
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};
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@ -14,8 +14,7 @@ extern GL::GLContext* g_gl_context;
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void glColorMaterial(GLenum face, GLenum mode)
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{
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// FIXME: implement
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dbgln_if(GL_DEBUG, "glColorMaterial({:#x}, {:#x}): unimplemented", face, mode);
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g_gl_context->gl_color_material(face, mode);
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}
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void glLightf(GLenum light, GLenum pname, GLfloat param)
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@ -91,6 +91,12 @@ Optional<ContextParameter> SoftwareGLContext::get_context_parameter(GLenum name)
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return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_blend_source_factor) } };
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case GL_BLUE_BITS:
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return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } };
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case GL_COLOR_MATERIAL:
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return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_color_material_enabled } };
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case GL_COLOR_MATERIAL_FACE:
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return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_color_material_face) } };
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case GL_COLOR_MATERIAL_MODE:
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return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_color_material_mode) } };
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case GL_CULL_FACE:
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return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_cull_faces } };
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case GL_DEPTH_BITS:
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@ -644,6 +650,9 @@ void SoftwareGLContext::gl_enable(GLenum capability)
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bool update_rasterizer_options = false;
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switch (capability) {
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case GL_COLOR_MATERIAL:
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m_color_material_enabled = true;
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break;
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case GL_CULL_FACE:
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m_cull_faces = true;
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rasterizer_options.enable_culling = true;
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@ -741,6 +750,9 @@ void SoftwareGLContext::gl_disable(GLenum capability)
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bool update_rasterizer_options = false;
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switch (capability) {
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case GL_COLOR_MATERIAL:
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m_color_material_enabled = false;
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break;
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case GL_CULL_FACE:
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m_cull_faces = false;
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rasterizer_options.enable_culling = false;
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@ -2995,6 +3007,43 @@ void SoftwareGLContext::sync_light_state()
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m_light_state_is_dirty = false;
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auto options = m_rasterizer.options();
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options.color_material_enabled = m_color_material_enabled;
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switch (m_color_material_face) {
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case GL_BACK:
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options.color_material_face = SoftGPU::ColorMaterialFace::Back;
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break;
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case GL_FRONT:
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options.color_material_face = SoftGPU::ColorMaterialFace::Front;
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break;
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case GL_FRONT_AND_BACK:
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options.color_material_face = SoftGPU::ColorMaterialFace::FrontAndBack;
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break;
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default:
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VERIFY_NOT_REACHED();
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}
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switch (m_color_material_mode) {
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case GL_AMBIENT:
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options.color_material_mode = SoftGPU::ColorMaterialMode::Ambient;
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break;
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case GL_AMBIENT_AND_DIFFUSE:
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options.color_material_mode = SoftGPU::ColorMaterialMode::Ambient;
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options.color_material_mode = SoftGPU::ColorMaterialMode::Diffuse;
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break;
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case GL_DIFFUSE:
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options.color_material_mode = SoftGPU::ColorMaterialMode::Diffuse;
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break;
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case GL_EMISSION:
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options.color_material_mode = SoftGPU::ColorMaterialMode::Emissive;
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break;
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case GL_SPECULAR:
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options.color_material_mode = SoftGPU::ColorMaterialMode::Specular;
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break;
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default:
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VERIFY_NOT_REACHED();
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}
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m_rasterizer.set_options(options);
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for (auto light_id = 0u; light_id < SoftGPU::NUM_LIGHTS; light_id++) {
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SoftGPU::Light light;
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auto const& current_light_state = m_light_states.at(light_id);
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@ -3249,4 +3298,26 @@ void SoftwareGLContext::gl_materialfv(GLenum face, GLenum pname, GLfloat const*
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m_light_state_is_dirty = true;
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}
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void SoftwareGLContext::gl_color_material(GLenum face, GLenum mode)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_color_material, face, mode);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(face != GL_FRONT
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&& face != GL_BACK
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&& face != GL_FRONT_AND_BACK,
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GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(mode != GL_EMISSION
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&& mode != GL_AMBIENT
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&& mode != GL_DIFFUSE
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&& mode != GL_SPECULAR
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&& mode != GL_AMBIENT_AND_DIFFUSE,
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GL_INVALID_ENUM);
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m_color_material_face = face;
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m_color_material_mode = mode;
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m_light_state_is_dirty = true;
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}
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}
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@ -146,6 +146,7 @@ public:
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virtual void gl_lightfv(GLenum light, GLenum pname, GLfloat const* params) override;
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virtual void gl_materialf(GLenum face, GLenum pname, GLfloat param) override;
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virtual void gl_materialfv(GLenum face, GLenum pname, GLfloat const* params) override;
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virtual void gl_color_material(GLenum face, GLenum mode) override;
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virtual void present() override;
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private:
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@ -379,7 +380,8 @@ private:
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decltype(&SoftwareGLContext::gl_lightf),
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decltype(&SoftwareGLContext::gl_lightfv),
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decltype(&SoftwareGLContext::gl_materialf),
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decltype(&SoftwareGLContext::gl_materialfv)>;
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decltype(&SoftwareGLContext::gl_materialfv),
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decltype(&SoftwareGLContext::gl_color_material)>;
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using ExtraSavedArguments = Variant<
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FloatMatrix4x4>;
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@ -431,9 +433,13 @@ private:
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// Lighting configuration
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bool m_lighting_enabled { false };
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Vector<SoftGPU::Light> m_light_states;
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Array<SoftGPU::Material, 2u> m_material_states;
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// Color material
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bool m_color_material_enabled { false };
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GLenum m_color_material_face { GL_FRONT_AND_BACK };
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GLenum m_color_material_mode { GL_AMBIENT_AND_DIFFUSE };
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};
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}
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@ -644,35 +644,38 @@ void Device::draw_primitives(PrimitiveType primitive_type, FloatMatrix4x4 const&
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triangle.vertices[1].normal = transform_direction(model_view_transform, triangle.vertices[1].normal);
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triangle.vertices[2].normal = transform_direction(model_view_transform, triangle.vertices[2].normal);
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// Transform eye coordinates into clip coordinates using the projection transform
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triangle.vertices[0].clip_coordinates = projection_transform * triangle.vertices[0].eye_coordinates;
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triangle.vertices[1].clip_coordinates = projection_transform * triangle.vertices[1].eye_coordinates;
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triangle.vertices[2].clip_coordinates = projection_transform * triangle.vertices[2].eye_coordinates;
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// At this point, we're in clip space
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// Here's where we do the clipping. This is a really crude implementation of the
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// https://learnopengl.com/Getting-started/Coordinate-Systems
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// "Note that if only a part of a primitive e.g. a triangle is outside the clipping volume OpenGL
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// will reconstruct the triangle as one or more triangles to fit inside the clipping range. "
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//
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// ALL VERTICES ARE DEFINED IN A CLOCKWISE ORDER
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// Okay, let's do some face culling first
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m_clipped_vertices.clear_with_capacity();
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m_clipped_vertices.append(triangle.vertices[0]);
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m_clipped_vertices.append(triangle.vertices[1]);
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m_clipped_vertices.append(triangle.vertices[2]);
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m_clipper.clip_triangle_against_frustum(m_clipped_vertices);
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if (m_clipped_vertices.size() < 3)
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continue;
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// Calculate per-vertex lighting
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if (m_options.lighting_enabled) {
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auto const& front_material = m_materials.at(0);
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// Walk through each vertex
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for (auto& vertex : m_clipped_vertices) {
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FloatVector4 result_color = front_material.emissive + (front_material.ambient * m_lighting_model.scene_ambient_color);
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auto const& material = m_materials.at(0);
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for (auto& vertex : triangle.vertices) {
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auto ambient = material.ambient;
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auto diffuse = material.diffuse;
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auto emissive = material.emissive;
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auto specular = material.specular;
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if (m_options.color_material_enabled
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&& (m_options.color_material_face == ColorMaterialFace::Front || m_options.color_material_face == ColorMaterialFace::FrontAndBack)) {
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switch (m_options.color_material_mode) {
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case ColorMaterialMode::Ambient:
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ambient = vertex.color;
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break;
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case ColorMaterialMode::AmbientAndDiffuse:
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ambient = vertex.color;
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diffuse = vertex.color;
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break;
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case ColorMaterialMode::Diffuse:
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diffuse = vertex.color;
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break;
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case ColorMaterialMode::Emissive:
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emissive = vertex.color;
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break;
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case ColorMaterialMode::Specular:
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specular = vertex.color;
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break;
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}
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}
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FloatVector4 result_color = emissive + (ambient * m_lighting_model.scene_ambient_color);
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for (auto const& light : m_lights) {
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if (!light.is_enabled)
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@ -716,11 +719,11 @@ void Device::draw_primitives(PrimitiveType primitive_type, FloatMatrix4x4 const&
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(void)m_lighting_model.two_sided_lighting;
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// Ambient
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auto const ambient_component = front_material.ambient * light.ambient_intensity;
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auto const ambient_component = ambient * light.ambient_intensity;
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// Diffuse
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auto const normal_dot_vertex_to_light = vertex.normal.dot(FloatVector3(vertex_to_light.x(), vertex_to_light.y(), vertex_to_light.z()));
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auto const diffuse_component = ((front_material.diffuse * light.diffuse_intensity) * normal_dot_vertex_to_light).clamped(0.0f, 1.0f);
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auto const diffuse_component = ((diffuse * light.diffuse_intensity) * normal_dot_vertex_to_light).clamped(0.0f, 1.0f);
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FloatVector4 color = ambient_component;
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color += diffuse_component;
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@ -729,11 +732,35 @@ void Device::draw_primitives(PrimitiveType primitive_type, FloatMatrix4x4 const&
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}
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vertex.color = result_color;
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vertex.color.set_w(front_material.diffuse.w()); // OpenGL 1.5 spec, page 59: "The A produced by lighting is the alpha value associated with diffuse color material"
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vertex.color.set_w(diffuse.w()); // OpenGL 1.5 spec, page 59: "The A produced by lighting is the alpha value associated with diffuse color material"
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vertex.color.clamp(0.0f, 1.0f);
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}
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}
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// Transform eye coordinates into clip coordinates using the projection transform
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triangle.vertices[0].clip_coordinates = projection_transform * triangle.vertices[0].eye_coordinates;
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triangle.vertices[1].clip_coordinates = projection_transform * triangle.vertices[1].eye_coordinates;
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triangle.vertices[2].clip_coordinates = projection_transform * triangle.vertices[2].eye_coordinates;
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// At this point, we're in clip space
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// Here's where we do the clipping. This is a really crude implementation of the
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// https://learnopengl.com/Getting-started/Coordinate-Systems
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// "Note that if only a part of a primitive e.g. a triangle is outside the clipping volume OpenGL
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// will reconstruct the triangle as one or more triangles to fit inside the clipping range. "
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//
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// ALL VERTICES ARE DEFINED IN A CLOCKWISE ORDER
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// Okay, let's do some face culling first
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m_clipped_vertices.clear_with_capacity();
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m_clipped_vertices.append(triangle.vertices[0]);
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m_clipped_vertices.append(triangle.vertices[1]);
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m_clipped_vertices.append(triangle.vertices[2]);
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m_clipper.clip_triangle_against_frustum(m_clipped_vertices);
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if (m_clipped_vertices.size() < 3)
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continue;
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for (auto& vec : m_clipped_vertices) {
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// To normalized device coordinates (NDC)
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auto const one_over_w = 1 / vec.clip_coordinates.w();
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@ -70,6 +70,9 @@ struct RasterizerOptions {
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Array<TexCoordGenerationConfig, 4> texcoord_generation_config {};
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Gfx::IntRect viewport;
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bool lighting_enabled { false };
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bool color_material_enabled { false };
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ColorMaterialFace color_material_face { ColorMaterialFace::FrontAndBack };
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ColorMaterialMode color_material_mode { ColorMaterialMode::AmbientAndDiffuse };
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};
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struct LightModelParameters {
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@ -33,6 +33,20 @@ enum class BlendFactor {
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SrcAlphaSaturate,
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};
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enum class ColorMaterialFace {
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Front,
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Back,
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FrontAndBack,
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};
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enum class ColorMaterialMode {
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Ambient,
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AmbientAndDiffuse,
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Diffuse,
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Emissive,
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Specular,
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};
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enum class DepthTestFunction {
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Never,
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Always,
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