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LibGL+LibGPU+LibSoftGPU: Move Vertex.h to LibGPU
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11 changed files with 37 additions and 34 deletions
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@ -21,6 +21,7 @@
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#include <LibGPU/SamplerConfig.h>
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#include <LibGPU/StencilConfiguration.h>
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#include <LibGPU/TexCoordGenerationConfig.h>
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#include <LibGPU/Vertex.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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@ -34,7 +35,6 @@
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#include <LibSoftGPU/Image.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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@ -71,8 +71,8 @@ struct RasterizerOptions {
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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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Array<Array<GPU::TexCoordGenerationConfig, 4>, NUM_SAMPLERS> texcoord_generation_config {};
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Array<u8, GPU::NUM_SAMPLERS> texcoord_generation_enabled_coordinates {};
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Array<Array<GPU::TexCoordGenerationConfig, 4>, GPU::NUM_SAMPLERS> texcoord_generation_config {};
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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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@ -88,7 +88,7 @@ public:
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GPU::DeviceInfo info() const;
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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 draw_primitives(GPU::PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, FloatMatrix4x4 const& texture_transform, Vector<GPU::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(GPU::DepthType);
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@ -129,8 +129,8 @@ private:
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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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Array<Sampler, NUM_SAMPLERS> m_samplers;
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Vector<GPU::Vertex> m_clipped_vertices;
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Array<Sampler, GPU::NUM_SAMPLERS> m_samplers;
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Vector<size_t> m_enabled_texture_units;
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AlphaBlendFactors m_alpha_blend_factors;
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Array<GPU::Light, NUM_LIGHTS> m_lights;
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