ladybird/Userland/Libraries/LibSoftGPU/Device.h
Stephan Unverwerth 40bd73bdef LibSoftGPU: Remove OpenGL type for alpha test func
Replaces the OpenGL enum used for setting the alpha test func in
RasterizerOptions with out own enum.
2021-12-24 05:10:28 -08:00

107 lines
3.2 KiB
C++

/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Array.h>
#include <AK/NonnullRefPtr.h>
#include <AK/OwnPtr.h>
#include <LibGL/GL/gl.h>
#include <LibGL/Tex/Texture2D.h>
#include <LibGL/Tex/TextureUnit.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Matrix4x4.h>
#include <LibGfx/Rect.h>
#include <LibGfx/Vector4.h>
#include <LibSoftGPU/Clipper.h>
#include <LibSoftGPU/DepthBuffer.h>
#include <LibSoftGPU/Image.h>
#include <LibSoftGPU/ImageFormat.h>
#include <LibSoftGPU/Sampler.h>
#include <LibSoftGPU/Triangle.h>
#include <LibSoftGPU/Vertex.h>
namespace SoftGPU {
enum class AlphaTestFunction {
Never,
Always,
Less,
LessOrEqual,
Equal,
NotEqual,
GreaterOrEqual,
Greater,
};
struct RasterizerOptions {
bool shade_smooth { true };
bool enable_depth_test { false };
bool enable_depth_write { true };
bool enable_alpha_test { false };
AlphaTestFunction alpha_test_func { AlphaTestFunction::Always };
float alpha_test_ref_value { 0 };
bool enable_blending { false };
GLenum blend_source_factor { GL_ONE };
GLenum blend_destination_factor { GL_ONE };
u32 color_mask { 0xffffffff };
float depth_min { 0 };
float depth_max { 1 };
GLenum depth_func { GL_LESS };
GLenum polygon_mode { GL_FILL };
FloatVector4 fog_color { 0.0f, 0.0f, 0.0f, 0.0f };
float fog_density { 1.0f };
GLenum fog_mode { GL_EXP };
bool fog_enabled { false };
float fog_start { 0.0f };
float fog_end { 1.0f };
bool scissor_enabled { false };
Gfx::IntRect scissor_box;
GLenum draw_buffer { GL_BACK };
float depth_offset_factor { 0 };
float depth_offset_constant { 0 };
bool enable_culling { false };
GLenum front_face { GL_CCW };
GLenum culled_sides { GL_BACK };
};
inline static constexpr size_t const num_samplers = 32;
class Device final {
public:
Device(const Gfx::IntSize& min_size);
void draw_primitives(GLenum primitive_type, FloatMatrix4x4 const& transform, FloatMatrix4x4 const& texture_matrix, Vector<Vertex> const& vertices, Vector<size_t> const& enabled_texture_units);
void resize(const Gfx::IntSize& min_size);
void clear_color(const FloatVector4&);
void clear_depth(float);
void blit(Gfx::Bitmap const&, int x, int y);
void blit_to(Gfx::Bitmap&);
void wait_for_all_threads() const;
void set_options(const RasterizerOptions&);
RasterizerOptions options() const { return m_options; }
Gfx::RGBA32 get_backbuffer_pixel(int x, int y);
float get_depthbuffer_value(int x, int y);
NonnullRefPtr<Image> create_image(ImageFormat, unsigned width, unsigned height, unsigned depth, unsigned levels, unsigned layers);
void set_sampler_config(unsigned, SamplerConfig const&);
private:
void submit_triangle(Triangle const& triangle, Vector<size_t> const& enabled_texture_units);
private:
RefPtr<Gfx::Bitmap> m_render_target;
OwnPtr<DepthBuffer> m_depth_buffer;
RasterizerOptions m_options;
Clipper m_clipper;
Vector<Triangle> m_triangle_list;
Vector<Triangle> m_processed_triangles;
Vector<Vertex> m_clipped_vertices;
Sampler m_samplers[num_samplers];
};
}