/* * Copyright (c) 2021, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace SoftGPU { struct TexCoordGenerationConfig { TexCoordGenerationMode mode { TexCoordGenerationMode::EyeLinear }; FloatVector4 coefficients {}; }; 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 }; BlendFactor blend_source_factor { BlendFactor::One }; BlendFactor blend_destination_factor { BlendFactor::One }; u32 color_mask { 0xffffffff }; float depth_min { 0.f }; float depth_max { 1.f }; DepthTestFunction depth_func { DepthTestFunction::Less }; PolygonMode polygon_mode { PolygonMode::Fill }; FloatVector4 fog_color { 0.0f, 0.0f, 0.0f, 0.0f }; float fog_density { 1.0f }; FogMode fog_mode { FogMode::Exp }; bool fog_enabled { false }; float fog_start { 0.0f }; float fog_end { 1.0f }; bool scissor_enabled { false }; bool normalization_enabled { false }; Gfx::IntRect scissor_box; bool enable_color_write { true }; float depth_offset_factor { 0 }; float depth_offset_constant { 0 }; bool enable_culling { false }; WindingOrder front_face { WindingOrder::CounterClockwise }; bool cull_back { true }; bool cull_front { false }; u8 texcoord_generation_enabled_coordinates { TexCoordGenerationCoordinate::None }; Array texcoord_generation_config {}; }; inline static constexpr size_t const num_samplers = 32; class Device final { public: Device(const Gfx::IntSize& min_size); DeviceInfo info() const; void draw_primitives(PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix3x3 const& normal_transform, FloatMatrix4x4 const& projection_transform, FloatMatrix4x4 const& texture_transform, Vector const& vertices, Vector 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 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 const& enabled_texture_units); private: RefPtr m_render_target; OwnPtr m_depth_buffer; RasterizerOptions m_options; Clipper m_clipper; Vector m_triangle_list; Vector m_processed_triangles; Vector m_clipped_vertices; Array m_samplers; }; }