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serenity/Userland/Libraries/LibSoftGPU/Device.h
Jesse Buhagiar bf294612a7 LibGL: Implement glLightf{v} and fix gl.h prototype
This implements the `glLightf{v}` family of functions used to set
lighting parameters per light in the GL. It also fixes an incorrect
prototype for the user exposed version of `glLightf{v}` in which
`params` was not marked as `const`.
2022-01-12 13:36:56 +01:00

120 lines
4 KiB
C++

/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Array.h>
#include <AK/NonnullRefPtr.h>
#include <AK/OwnPtr.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Matrix3x3.h>
#include <LibGfx/Matrix4x4.h>
#include <LibGfx/Rect.h>
#include <LibGfx/Vector4.h>
#include <LibSoftGPU/AlphaBlendFactors.h>
#include <LibSoftGPU/Clipper.h>
#include <LibSoftGPU/Config.h>
#include <LibSoftGPU/DepthBuffer.h>
#include <LibSoftGPU/DeviceInfo.h>
#include <LibSoftGPU/Enums.h>
#include <LibSoftGPU/Image.h>
#include <LibSoftGPU/ImageFormat.h>
#include <LibSoftGPU/Light/Light.h>
#include <LibSoftGPU/Sampler.h>
#include <LibSoftGPU/Triangle.h>
#include <LibSoftGPU/Vertex.h>
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<TexCoordGenerationConfig, 4> texcoord_generation_config {};
Gfx::IntRect viewport;
};
struct PixelQuad;
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<Vertex> const& vertices, Vector<size_t> 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<Image> create_image(ImageFormat, unsigned width, unsigned height, unsigned depth, unsigned levels, unsigned layers);
void set_sampler_config(unsigned, SamplerConfig const&);
void set_light_state(unsigned, Light const&);
private:
void draw_statistics_overlay(Gfx::Bitmap&);
void rasterize_triangle(const Triangle& triangle);
void setup_blend_factors();
void shade_fragments(PixelQuad&);
bool test_alpha(PixelQuad&);
private:
RefPtr<Gfx::Bitmap> m_render_target;
OwnPtr<DepthBuffer> m_depth_buffer;
RasterizerOptions m_options;
Clipper m_clipper;
Vector<Triangle> m_triangle_list;
Vector<Triangle> m_processed_triangles;
Vector<Vertex> m_clipped_vertices;
Array<Sampler, NUM_SAMPLERS> m_samplers;
Vector<size_t> m_enabled_texture_units;
AlphaBlendFactors m_alpha_blend_factors;
Array<Light, NUM_LIGHTS> m_lights;
};
}