Commit Graph

5 Commits

Author SHA1 Message Date
Jelle Raaijmakers
2831e68999 LibGL+LibGPU+LibSoftGPU: Implement constant blending color
Available since OpenGL 2.0, calling `glBlendColor` allows you to set a
constant color to be used as a blend factor.
2024-04-10 21:12:25 +02:00
Jelle Raaijmakers
aa3a6767f6 LibGL+LibGPU+LibSoftGPU: Implement blend equations
This implements support for `glBlendEquation` and
`glBlendEquationSeparate`. These functions modify the calculation of the
resulting color in blending mode.
2024-02-19 23:23:40 +01:00
Jelle Raaijmakers
00d46e5d77 LibGL+LibGPU+LibSoftGPU: Implement matrix stack per texture unit
Each texture unit now has its own texture transformation matrix stack.
Introduce a new texture unit configuration that is synced when changed.
Because we're no longer passing a silly `Vector` when drawing each
primitive, this results in a slightly improved frames per second :^)
2022-09-11 22:37:07 +01:00
Jelle Raaijmakers
a20bf80b05 LibGL+LibGPU+LibSoftGPU: Implement point and line drawing
Implement (anti)aliased point drawing and anti-aliased line drawing.
Supported through LibGL's `GL_POINTS`, `GL_LINES`, `GL_LINE_LOOP` and
`GL_LINE_STRIP`.

In order to support this, `LibSoftGPU`s rasterization logic was
reworked. Now, any primitive can be drawn by invoking `rasterize()`
which takes care of the quad loop and fragment testing logic. Three
callbacks need to be passed:

* `set_coverage_mask`: the primitive needs to provide initial coverage
   mask information so fragments can be discarded early.
* `set_quad_depth`: fragments survived stencil testing, so depth values
  need to be set so depth testing can take place.
* `set_quad_attributes`: fragments survived depth testing, so fragment
  shading is going to take place. All attributes like color, tex coords
  and fog depth need to be set so alpha testing and eventually,
  fragment rasterization can take place.

As of this commit, there are four instantiations of this function:

* Triangle rasterization
* Points - aliased
* Points - anti-aliased
* Lines - anti-aliased

In order to standardize vertex processing for all primitive types,
things like vertex transformation, lighting and tex coord generation
are now taking place before clipping.
2022-05-09 21:49:48 +02:00
Stephan Unverwerth
24d420312c LibGL+LibGPU+LibSoftGPU: Move Enums.h to LibGPU 2022-04-06 11:32:24 +02:00