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Also skip the test for the `::Always` alpha test function in the hot loop. This test function is very unlikely to be set, so leave that up to `::test_alpha()`.
115 lines
4.9 KiB
C++
115 lines
4.9 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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#pragma once
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#include <AK/Array.h>
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#include <AK/NonnullRefPtr.h>
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#include <AK/RefPtr.h>
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#include <AK/Vector.h>
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#include <LibGPU/Device.h>
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#include <LibGPU/DeviceInfo.h>
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#include <LibGPU/Enums.h>
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#include <LibGPU/Image.h>
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#include <LibGPU/ImageFormat.h>
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#include <LibGPU/Light.h>
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#include <LibGPU/LightModelParameters.h>
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#include <LibGPU/Material.h>
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#include <LibGPU/RasterPosition.h>
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#include <LibGPU/RasterizerOptions.h>
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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/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/Buffer/FrameBuffer.h>
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#include <LibSoftGPU/Buffer/Typed2DBuffer.h>
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#include <LibSoftGPU/Clipper.h>
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#include <LibSoftGPU/Config.h>
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#include <LibSoftGPU/Sampler.h>
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#include <LibSoftGPU/Triangle.h>
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namespace SoftGPU {
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struct PixelQuad;
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class Device final : public GPU::Device {
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public:
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Device(Gfx::IntSize const& min_size);
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virtual GPU::DeviceInfo info() const override;
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virtual void draw_primitives(GPU::PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, FloatMatrix4x4 const& texture_transform, Vector<GPU::Vertex>& vertices, Vector<size_t> const& enabled_texture_units) override;
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virtual void resize(Gfx::IntSize const& min_size) override;
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virtual void clear_color(FloatVector4 const&) override;
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virtual void clear_depth(GPU::DepthType) override;
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virtual void clear_stencil(GPU::StencilType) override;
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virtual void blit_color_buffer_to(Gfx::Bitmap& target) override;
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virtual void blit_to_color_buffer_at_raster_position(Gfx::Bitmap const&) override;
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virtual void blit_to_depth_buffer_at_raster_position(Vector<GPU::DepthType> const&, int, int) override;
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virtual void set_options(GPU::RasterizerOptions const&) override;
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virtual void set_light_model_params(GPU::LightModelParameters const&) override;
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virtual GPU::RasterizerOptions options() const override { return m_options; }
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virtual GPU::LightModelParameters light_model() const override { return m_lighting_model; }
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virtual GPU::ColorType get_color_buffer_pixel(int x, int y) override;
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virtual GPU::DepthType get_depthbuffer_value(int x, int y) override;
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virtual NonnullRefPtr<GPU::Image> create_image(GPU::ImageFormat format, unsigned width, unsigned height, unsigned depth, unsigned levels, unsigned layers) override;
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virtual void set_sampler_config(unsigned, GPU::SamplerConfig const&) override;
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virtual void set_light_state(unsigned, GPU::Light const&) override;
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virtual void set_material_state(GPU::Face, GPU::Material const&) override;
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virtual void set_stencil_configuration(GPU::Face, GPU::StencilConfiguration const&) override;
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virtual void set_clip_planes(Vector<FloatVector4> const&) override;
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virtual GPU::RasterPosition raster_position() const override { return m_raster_position; }
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virtual void set_raster_position(GPU::RasterPosition const& raster_position) override;
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virtual void set_raster_position(FloatVector4 const& position, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform) override;
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private:
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void calculate_vertex_lighting(GPU::Vertex& vertex) const;
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void draw_statistics_overlay(Gfx::Bitmap&);
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Gfx::IntRect get_rasterization_rect_of_size(Gfx::IntSize size) const;
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template<typename CB1, typename CB2, typename CB3>
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void rasterize(Gfx::IntRect& render_bounds, CB1 set_coverage_mask, CB2 set_quad_depth, CB3 set_quad_attributes);
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void rasterize_line_aliased(GPU::Vertex&, GPU::Vertex&);
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void rasterize_line_antialiased(GPU::Vertex&, GPU::Vertex&);
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void rasterize_line(GPU::Vertex&, GPU::Vertex&);
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void rasterize_point_aliased(GPU::Vertex&);
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void rasterize_point_antialiased(GPU::Vertex&);
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void rasterize_point(GPU::Vertex&);
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void rasterize_triangle(Triangle&);
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void setup_blend_factors();
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void shade_fragments(PixelQuad&);
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void test_alpha(PixelQuad&);
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RefPtr<FrameBuffer<GPU::ColorType, GPU::DepthType, GPU::StencilType>> m_frame_buffer {};
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GPU::RasterizerOptions m_options;
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GPU::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<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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Array<GPU::Material, 2u> m_materials;
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GPU::RasterPosition m_raster_position;
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Vector<FloatVector4> m_clip_planes;
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Array<GPU::StencilConfiguration, 2u> m_stencil_configuration;
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};
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}
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