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serenity/Userland/Libraries/LibGL/SoftwareRasterizer.h
Jesse Buhagiar 3287709df9 LibGL: Add texture sampling to SW Rasterizer
The software rasterizer now samples a texture passed to us from the
GL context. This is currently a bit of a hack, as we should be
scanning from a list of texture units and checking if they are
enabled. For now, this at least gives some visual confirmation
that texturing is working as it should
2021-05-26 16:36:53 +04:30

51 lines
1.3 KiB
C++

/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@gmx.de>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include "DepthBuffer.h"
#include "GL/gl.h"
#include "GLStruct.h"
#include "Tex/Texture.h"
#include <AK/OwnPtr.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Vector4.h>
namespace GL {
struct RasterizerOptions {
bool shade_smooth { true };
bool enable_depth_test { false };
bool enable_alpha_test { false };
GLenum alpha_test_func { GL_ALWAYS };
float alpha_test_ref_value { 0 };
bool enable_blending { false };
GLenum blend_source_factor { GL_ONE };
GLenum blend_destination_factor { GL_ONE };
};
class SoftwareRasterizer final {
public:
SoftwareRasterizer(const Gfx::IntSize& min_size);
void submit_triangle(const GLTriangle& triangle, const Texture& texture);
void resize(const Gfx::IntSize& min_size);
void clear_color(const FloatVector4&);
void clear_depth(float);
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);
private:
RefPtr<Gfx::Bitmap> m_render_target;
OwnPtr<DepthBuffer> m_depth_buffer;
RasterizerOptions m_options;
};
}