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Replaces the OpenGL enum used for setting the alpha test func in RasterizerOptions with out own enum.
107 lines
3.2 KiB
C++
107 lines
3.2 KiB
C++
/*
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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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 <AK/Array.h>
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#include <AK/NonnullRefPtr.h>
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#include <AK/OwnPtr.h>
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#include <LibGL/GL/gl.h>
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#include <LibGL/Tex/Texture2D.h>
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#include <LibGL/Tex/TextureUnit.h>
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#include <LibGfx/Bitmap.h>
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#include <LibGfx/Matrix4x4.h>
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#include <LibGfx/Rect.h>
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#include <LibGfx/Vector4.h>
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#include <LibSoftGPU/Clipper.h>
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#include <LibSoftGPU/DepthBuffer.h>
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#include <LibSoftGPU/Image.h>
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#include <LibSoftGPU/ImageFormat.h>
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#include <LibSoftGPU/Sampler.h>
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#include <LibSoftGPU/Triangle.h>
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#include <LibSoftGPU/Vertex.h>
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namespace SoftGPU {
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enum class AlphaTestFunction {
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Never,
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Always,
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Less,
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LessOrEqual,
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Equal,
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NotEqual,
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GreaterOrEqual,
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Greater,
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};
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struct RasterizerOptions {
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bool shade_smooth { true };
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bool enable_depth_test { false };
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bool enable_depth_write { true };
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bool enable_alpha_test { false };
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AlphaTestFunction alpha_test_func { AlphaTestFunction::Always };
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float alpha_test_ref_value { 0 };
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bool enable_blending { false };
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GLenum blend_source_factor { GL_ONE };
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GLenum blend_destination_factor { GL_ONE };
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u32 color_mask { 0xffffffff };
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float depth_min { 0 };
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float depth_max { 1 };
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GLenum depth_func { GL_LESS };
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GLenum polygon_mode { GL_FILL };
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FloatVector4 fog_color { 0.0f, 0.0f, 0.0f, 0.0f };
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float fog_density { 1.0f };
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GLenum fog_mode { GL_EXP };
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bool fog_enabled { false };
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float fog_start { 0.0f };
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float fog_end { 1.0f };
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bool scissor_enabled { false };
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Gfx::IntRect scissor_box;
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GLenum draw_buffer { GL_BACK };
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float depth_offset_factor { 0 };
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float depth_offset_constant { 0 };
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bool enable_culling { false };
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GLenum front_face { GL_CCW };
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GLenum culled_sides { GL_BACK };
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};
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inline static constexpr size_t const num_samplers = 32;
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class Device final {
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public:
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Device(const Gfx::IntSize& min_size);
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void draw_primitives(GLenum primitive_type, FloatMatrix4x4 const& transform, FloatMatrix4x4 const& texture_matrix, Vector<Vertex> const& vertices, Vector<size_t> const& enabled_texture_units);
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void resize(const Gfx::IntSize& min_size);
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void clear_color(const FloatVector4&);
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void clear_depth(float);
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void blit(Gfx::Bitmap const&, int x, int y);
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void blit_to(Gfx::Bitmap&);
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void wait_for_all_threads() const;
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void set_options(const RasterizerOptions&);
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RasterizerOptions options() const { return m_options; }
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Gfx::RGBA32 get_backbuffer_pixel(int x, int y);
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float get_depthbuffer_value(int x, int y);
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NonnullRefPtr<Image> create_image(ImageFormat, unsigned width, unsigned height, unsigned depth, unsigned levels, unsigned layers);
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void set_sampler_config(unsigned, SamplerConfig const&);
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private:
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void submit_triangle(Triangle const& triangle, Vector<size_t> const& enabled_texture_units);
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private:
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RefPtr<Gfx::Bitmap> m_render_target;
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OwnPtr<DepthBuffer> m_depth_buffer;
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RasterizerOptions m_options;
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Clipper m_clipper;
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Vector<Triangle> m_triangle_list;
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Vector<Triangle> m_processed_triangles;
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Vector<Vertex> m_clipped_vertices;
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Sampler m_samplers[num_samplers];
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};
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}
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