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			173 lines
		
	
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			173 lines
		
	
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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|  * Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
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|  *
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|  * SPDX-License-Identifier: BSD-2-Clause
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|  */
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| 
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| #pragma once
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| 
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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 <AK/Vector.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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| #include <LibGfx/Rect.h>
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| #include <LibGfx/Vector4.h>
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| #include <LibSoftGPU/AlphaBlendFactors.h>
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| #include <LibSoftGPU/Clipper.h>
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| #include <LibSoftGPU/Config.h>
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| #include <LibSoftGPU/DepthBuffer.h>
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| #include <LibSoftGPU/DeviceInfo.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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| #include <LibSoftGPU/Light/Material.h>
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| #include <LibSoftGPU/Sampler.h>
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| #include <LibSoftGPU/StencilBuffer.h>
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| #include <LibSoftGPU/Triangle.h>
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| #include <LibSoftGPU/Vertex.h>
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| 
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| namespace SoftGPU {
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| 
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| struct TexCoordGenerationConfig {
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|     TexCoordGenerationMode mode { TexCoordGenerationMode::EyeLinear };
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|     FloatVector4 coefficients {};
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| };
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| 
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| struct RasterizerOptions {
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|     bool shade_smooth { true };
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|     bool enable_stencil_test { false };
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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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|     BlendFactor blend_source_factor { BlendFactor::One };
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|     BlendFactor blend_destination_factor { 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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|     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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|     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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|     bool normalization_enabled { false };
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|     Gfx::IntRect scissor_box;
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|     bool enable_color_write { true };
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|     float depth_offset_factor { 0 };
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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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|     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<TexCoordGenerationConfig, 4>, 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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|     ColorMaterialFace color_material_face { ColorMaterialFace::FrontAndBack };
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|     ColorMaterialMode color_material_mode { ColorMaterialMode::AmbientAndDiffuse };
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| };
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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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|     unsigned int single_color { 0x81F9 }; // This is the value of `GL_SINGLE_COLOR`. Considering we definitely don't leak gl.h stuff into here, we fix it to the gl.h macro value.
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|     bool two_sided_lighting { false };
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| };
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| 
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| struct PixelQuad;
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| 
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| struct RasterPosition {
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|     FloatVector4 window_coordinates { 0.0f, 0.0f, 0.0f, 1.0f };
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|     float eye_coordinate_distance { 0.0f };
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|     bool valid { true };
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|     FloatVector4 color_rgba { 1.0f, 1.0f, 1.0f, 1.0f };
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|     float color_index { 1.0f };
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|     FloatVector4 texture_coordinates { 0.0f, 0.0f, 0.0f, 1.0f };
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| };
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| 
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| struct StencilConfiguration {
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|     StencilTestFunction test_function;
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|     u8 reference_value;
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|     u8 test_mask;
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| 
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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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|     u8 write_mask;
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| };
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| 
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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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| 
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|     DeviceInfo info() const;
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| 
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|     void draw_primitives(PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix3x3 const& normal_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(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 clear_stencil(u8);
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|     void blit_to(Gfx::Bitmap&);
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|     void blit_to_color_buffer_at_raster_position(Gfx::Bitmap const&);
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|     void blit_to_depth_buffer_at_raster_position(Vector<float> const&, size_t, size_t);
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|     void wait_for_all_threads() const;
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|     void set_options(const RasterizerOptions&);
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|     void set_light_model_params(const LightModelParameters&);
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|     RasterizerOptions options() const { return m_options; }
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|     LightModelParameters light_model() const { return m_lighting_model; }
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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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| 
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|     NonnullRefPtr<Image> create_image(ImageFormat, unsigned width, unsigned height, unsigned depth, unsigned levels, unsigned layers);
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| 
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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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| 
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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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|     void set_raster_position(FloatVector4 const& position, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform);
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| 
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| private:
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|     void draw_statistics_overlay(Gfx::Bitmap&);
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|     Gfx::IntRect raster_rect_in_target_coordinates(Gfx::IntSize size);
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|     Gfx::IntRect window_coordinates_to_target_coordinates(Gfx::IntRect const&);
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| 
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|     void rasterize_triangle(const Triangle& triangle);
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|     void setup_blend_factors();
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|     void shade_fragments(PixelQuad&);
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|     bool test_alpha(PixelQuad&);
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| 
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|     RefPtr<Gfx::Bitmap> m_render_target;
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|     NonnullOwnPtr<DepthBuffer> m_depth_buffer;
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|     NonnullOwnPtr<StencilBuffer> m_stencil_buffer;
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|     RasterizerOptions m_options;
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|     LightModelParameters m_lighting_model;
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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<size_t> m_enabled_texture_units;
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|     AlphaBlendFactors m_alpha_blend_factors;
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|     Array<Light, NUM_LIGHTS> m_lights;
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|     Array<Material, 2u> m_materials;
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|     RasterPosition m_raster_position;
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|     Array<StencilConfiguration, 2u> m_stencil_configuration;
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| };
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| 
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| }
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