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LibGL+LibGPU+LibSoftGPU: Move Enums.h to LibGPU
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6 changed files with 198 additions and 197 deletions
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@ -12,6 +12,7 @@
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#include <AK/RefPtr.h>
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#include <AK/Vector.h>
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#include <LibGPU/DeviceInfo.h>
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#include <LibGPU/Enums.h>
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#include <LibGfx/Bitmap.h>
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#include <LibGfx/Matrix3x3.h>
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#include <LibGfx/Matrix4x4.h>
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@ -22,7 +23,6 @@
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#include <LibSoftGPU/Buffer/Typed2DBuffer.h>
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#include <LibSoftGPU/Clipper.h>
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#include <LibSoftGPU/Config.h>
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#include <LibSoftGPU/Enums.h>
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#include <LibSoftGPU/Image.h>
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#include <LibSoftGPU/ImageFormat.h>
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#include <LibSoftGPU/Light/Light.h>
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@ -34,7 +34,7 @@
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namespace SoftGPU {
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struct TexCoordGenerationConfig {
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TexCoordGenerationMode mode { TexCoordGenerationMode::EyeLinear };
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GPU::TexCoordGenerationMode mode { GPU::TexCoordGenerationMode::EyeLinear };
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FloatVector4 coefficients {};
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};
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@ -44,19 +44,19 @@ struct RasterizerOptions {
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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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GPU::AlphaTestFunction alpha_test_func { GPU::AlphaTestFunction::Always };
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float alpha_test_ref_value { 0 };
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bool enable_blending { false };
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BlendFactor blend_source_factor { BlendFactor::One };
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BlendFactor blend_destination_factor { BlendFactor::One };
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GPU::BlendFactor blend_source_factor { GPU::BlendFactor::One };
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GPU::BlendFactor blend_destination_factor { GPU::BlendFactor::One };
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u32 color_mask { 0xffffffff };
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float depth_min { 0.f };
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float depth_max { 1.f };
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DepthTestFunction depth_func { DepthTestFunction::Less };
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PolygonMode polygon_mode { PolygonMode::Fill };
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GPU::DepthTestFunction depth_func { GPU::DepthTestFunction::Less };
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GPU::PolygonMode polygon_mode { GPU::PolygonMode::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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FogMode fog_mode { FogMode::Exp };
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GPU::FogMode fog_mode { GPU::FogMode::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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@ -68,7 +68,7 @@ struct RasterizerOptions {
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float depth_offset_constant { 0 };
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bool depth_offset_enabled { false };
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bool enable_culling { false };
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WindingOrder front_face { WindingOrder::CounterClockwise };
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GPU::WindingOrder front_face { GPU::WindingOrder::CounterClockwise };
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bool cull_back { true };
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bool cull_front { false };
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Array<u8, NUM_SAMPLERS> texcoord_generation_enabled_coordinates {};
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@ -76,14 +76,14 @@ struct RasterizerOptions {
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Gfx::IntRect viewport;
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bool lighting_enabled { false };
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bool color_material_enabled { false };
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ColorMaterialFace color_material_face { ColorMaterialFace::FrontAndBack };
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ColorMaterialMode color_material_mode { ColorMaterialMode::AmbientAndDiffuse };
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GPU::ColorMaterialFace color_material_face { GPU::ColorMaterialFace::FrontAndBack };
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GPU::ColorMaterialMode color_material_mode { GPU::ColorMaterialMode::AmbientAndDiffuse };
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};
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struct LightModelParameters {
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FloatVector4 scene_ambient_color { 0.2f, 0.2f, 0.2f, 1.0f };
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bool viewer_at_infinity { false };
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ColorControl color_control { ColorControl::SingleColor };
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GPU::ColorControl color_control { GPU::ColorControl::SingleColor };
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bool two_sided_lighting { false };
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};
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@ -99,13 +99,13 @@ struct RasterPosition {
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};
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struct StencilConfiguration {
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StencilTestFunction test_function;
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GPU::StencilTestFunction test_function;
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StencilType reference_value;
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StencilType test_mask;
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StencilOperation on_stencil_test_fail;
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StencilOperation on_depth_test_fail;
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StencilOperation on_pass;
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GPU::StencilOperation on_stencil_test_fail;
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GPU::StencilOperation on_depth_test_fail;
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GPU::StencilOperation on_pass;
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StencilType write_mask;
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};
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@ -115,7 +115,7 @@ public:
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GPU::DeviceInfo info() const;
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void draw_primitives(PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, FloatMatrix4x4 const& texture_transform, Vector<Vertex> const& vertices, Vector<size_t> const& enabled_texture_units);
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void draw_primitives(GPU::PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, FloatMatrix4x4 const& texture_transform, Vector<Vertex> const& vertices, Vector<size_t> const& enabled_texture_units);
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void resize(Gfx::IntSize const& min_size);
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void clear_color(FloatVector4 const&);
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void clear_depth(DepthType);
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@ -134,8 +134,8 @@ public:
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void set_sampler_config(unsigned, SamplerConfig const&);
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void set_light_state(unsigned, Light const&);
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void set_material_state(Face, Material const&);
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void set_stencil_configuration(Face, StencilConfiguration const&);
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void set_material_state(GPU::Face, Material const&);
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void set_stencil_configuration(GPU::Face, StencilConfiguration const&);
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RasterPosition raster_position() const { return m_raster_position; }
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void set_raster_position(RasterPosition const& raster_position);
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