mirror of
https://github.com/SerenityOS/serenity.git
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183 lines
6.9 KiB
C++
183 lines
6.9 KiB
C++
/*
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@gmx.de>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include "Clipper.h"
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#include "GLContext.h"
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#include "GLStruct.h"
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#include "SoftwareRasterizer.h"
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#include <AK/RefPtr.h>
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#include <AK/Tuple.h>
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#include <AK/Variant.h>
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#include <AK/Vector.h>
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#include <LibGfx/Bitmap.h>
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#include <LibGfx/Matrix4x4.h>
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#include <LibGfx/Vector3.h>
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namespace GL {
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class SoftwareGLContext : public GLContext {
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public:
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SoftwareGLContext(Gfx::Bitmap&);
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virtual void gl_begin(GLenum mode) override;
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virtual void gl_clear(GLbitfield mask) override;
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virtual void gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) override;
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virtual void gl_clear_depth(GLdouble depth) override;
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virtual void gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a) override;
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virtual void gl_end() override;
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virtual void gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) override;
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virtual GLenum gl_get_error() override;
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virtual GLubyte* gl_get_string(GLenum name) override;
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virtual void gl_load_identity() override;
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virtual void gl_load_matrix(const FloatMatrix4x4& matrix) override;
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virtual void gl_matrix_mode(GLenum mode) override;
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virtual void gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) override;
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virtual void gl_push_matrix() override;
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virtual void gl_pop_matrix() override;
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virtual void gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) override;
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virtual void gl_scale(GLdouble x, GLdouble y, GLdouble z) override;
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virtual void gl_translate(GLdouble x, GLdouble y, GLdouble z) override;
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virtual void gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w) override;
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virtual void gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height) override;
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virtual void gl_enable(GLenum) override;
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virtual void gl_disable(GLenum) override;
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virtual void gl_front_face(GLenum) override;
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virtual void gl_cull_face(GLenum) override;
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virtual GLuint gl_gen_lists(GLsizei range) override;
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virtual void gl_call_list(GLuint list) override;
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virtual void gl_delete_lists(GLuint list, GLsizei range) override;
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virtual void gl_end_list(void) override;
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virtual void gl_new_list(GLuint list, GLenum mode) override;
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virtual void gl_flush() override;
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virtual void gl_finish() override;
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virtual void gl_blend_func(GLenum src_factor, GLenum dst_factor) override;
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virtual void present() override;
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private:
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template<typename T>
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T* store_in_listing(T value)
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{
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VERIFY(m_current_listing_index.has_value());
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auto& listing = m_current_listing_index->listing;
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listing.saved_arguments.empend(make<Listing::ExtraSavedArguments>(move(value)));
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return listing.saved_arguments.last()->template get_pointer<T>();
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}
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template<auto member, typename... Args>
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void append_to_listing(Args&&... args)
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{
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VERIFY(m_current_listing_index.has_value());
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m_current_listing_index->listing.entries.empend(member, Listing::ArgumentsFor<member> { forward<Args>(args)... });
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}
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[[nodiscard]] bool should_append_to_listing() const { return m_current_listing_index.has_value(); }
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[[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; }
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GLenum m_current_draw_mode;
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GLenum m_current_matrix_mode;
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FloatMatrix4x4 m_projection_matrix;
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FloatMatrix4x4 m_model_view_matrix;
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FloatMatrix4x4 m_current_matrix;
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Vector<FloatMatrix4x4> m_projection_matrix_stack;
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Vector<FloatMatrix4x4> m_model_view_matrix_stack;
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FloatVector4 m_clear_color = { 0.0f, 0.0f, 0.0f, 0.0f };
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double m_clear_depth = { 1.0 };
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FloatVector4 m_current_vertex_color = { 1.0f, 1.0f, 1.0f, 1.0f };
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Vector<GLVertex, 96> vertex_list;
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Vector<GLTriangle, 32> triangle_list;
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Vector<GLTriangle, 32> processed_triangles;
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GLenum m_error = GL_NO_ERROR;
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bool m_in_draw_state = false;
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bool m_depth_test_enabled = false;
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bool m_cull_faces = false;
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GLenum m_front_face = GL_CCW;
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GLenum m_culled_sides = GL_BACK;
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GLenum m_blend_source_factor = GL_ONE;
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GLenum m_blend_destination_factor = GL_ZERO;
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NonnullRefPtr<Gfx::Bitmap> m_frontbuffer;
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Clipper m_clipper;
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SoftwareRasterizer m_rasterizer;
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struct Listing {
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template<typename F>
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struct TupleTypeForArgumentListOf_;
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template<typename Ret, typename C, typename... Args>
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struct TupleTypeForArgumentListOf_<Ret (C::*)(Args...)> {
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using Type = Tuple<Args...>;
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};
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template<typename F>
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using TupleTypeForArgumentListOf = typename TupleTypeForArgumentListOf_<F>::Type;
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template<auto member>
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using ArgumentsFor = TupleTypeForArgumentListOf<decltype(member)>;
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template<typename... Fns>
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struct FunctionAndArgs {
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Variant<Fns...> function;
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Variant<TupleTypeForArgumentListOf<Fns>...> arguments;
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};
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using FunctionsAndArgs = FunctionAndArgs<
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decltype(&SoftwareGLContext::gl_begin),
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decltype(&SoftwareGLContext::gl_clear),
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decltype(&SoftwareGLContext::gl_clear_color),
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decltype(&SoftwareGLContext::gl_clear_depth),
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decltype(&SoftwareGLContext::gl_color),
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decltype(&SoftwareGLContext::gl_end),
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decltype(&SoftwareGLContext::gl_frustum),
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decltype(&SoftwareGLContext::gl_load_identity),
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decltype(&SoftwareGLContext::gl_load_matrix),
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decltype(&SoftwareGLContext::gl_matrix_mode),
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decltype(&SoftwareGLContext::gl_ortho),
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decltype(&SoftwareGLContext::gl_push_matrix),
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decltype(&SoftwareGLContext::gl_pop_matrix),
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decltype(&SoftwareGLContext::gl_rotate),
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decltype(&SoftwareGLContext::gl_scale),
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decltype(&SoftwareGLContext::gl_translate),
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decltype(&SoftwareGLContext::gl_vertex),
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decltype(&SoftwareGLContext::gl_viewport),
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decltype(&SoftwareGLContext::gl_enable),
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decltype(&SoftwareGLContext::gl_disable),
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decltype(&SoftwareGLContext::gl_front_face),
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decltype(&SoftwareGLContext::gl_cull_face),
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decltype(&SoftwareGLContext::gl_call_list)>;
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using ExtraSavedArguments = Variant<
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FloatMatrix4x4>;
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Vector<NonnullOwnPtr<ExtraSavedArguments>> saved_arguments;
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Vector<FunctionsAndArgs> entries;
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};
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static constexpr size_t max_allowed_gl_call_depth { 128 };
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size_t m_gl_call_depth { 0 };
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Vector<Listing> m_listings;
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struct CurrentListing {
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Listing listing;
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size_t index { 0 };
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GLenum mode { GL_COMPILE };
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};
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Optional<CurrentListing> m_current_listing_index;
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};
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}
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