/* * Copyright (c) 2021, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include "DepthBuffer.h" #include "GL/gl.h" #include "GLStruct.h" #include #include #include 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); 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; } private: RefPtr m_render_target; OwnPtr m_depth_buffer; RasterizerOptions m_options; }; }