AK's version should see better inlining behaviors, than the LibM one.
We avoid mixed usage for now though.
Also clean up some stale math includes and improper floatingpoint usage.
This is a very basic implementation of glGetfloatv. It will only give a
result when used with GL_MODELVIEW_MATRIX. In the future
we can update and extend it's functionality.
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.
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.
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
There is some really wild stuff going on in the OpenGL spec for this..
The Khronos website states that GLsizei is a 32-bit non-negative value
used for sizes, however, some functions such as `glGenTextures` state
that the input `n` could be negative, which implies signage. Most other
implementations of `gl.h` seem to `typedef` this to `int` so we should
too.
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.
Matrix4x4 was defined as a derived class of Matrix<N,T> before.
Furthermore, some code was duplicated and it was overall just messy.
This commit turns Matrix4x4 into a simple alias for Matrix<4,T>.
Matrix elements were interpreted in different ways.
This makes it definitely row-major, allowing initialization via
initializer list in a standard scientific order. Also matrix
multiplication now happens in the correct order and accessing
elements happens as m_elements[row][column].
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.
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.
This commit implements glGenLists(), glNewList(), glDeleteLists(), and
glCallList().
The 'compiled' records are implemented as a vector of member function
pointers and tuples containing their arguments, and a mechanism is
implemented to allow the recorded calls to copy-capture values from the
time of the call; this is currently only used with glLoadMatrix.
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.
This code has also been optimised to be much more memory
friendly by removing a _lot_ of extraneous copies. The result
is that, when profiled, it's around 8x faster than the previous
implementation.
Co-Authored-By: Ali Mohammad Pur <ali.mpfard@gmail.com>
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.