/* * Copyright (c) 2021, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include "DepthBuffer.h" #include "GL/gl.h" #include "GLStruct.h" #include "Tex/Texture2D.h" #include "Tex/TextureUnit.h" #include #include #include #include namespace GL { struct RasterizerOptions { bool shade_smooth { true }; bool enable_depth_test { false }; bool enable_depth_write { true }; 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 }; u32 color_mask { 0xffffffff }; float depth_min { 0 }; float depth_max { 1 }; GLenum depth_func { GL_LESS }; GLenum polygon_mode { GL_FILL }; FloatVector4 fog_color { 0.0f, 0.0f, 0.0f, 0.0f, }; GLfloat fog_density { 1.0f }; GLenum fog_mode { GL_EXP }; GLboolean fog_enabled { false }; GLfloat fog_start { 0.0f }; GLfloat fog_end { 1.0f }; GLenum draw_buffer { GL_BACK }; GLfloat depth_offset_factor { 0 }; GLfloat depth_offset_constant { 0 }; }; class SoftwareRasterizer final { public: SoftwareRasterizer(const Gfx::IntSize& min_size); void submit_triangle(const GLTriangle& triangle, const Array& texture_units); 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; } Gfx::RGBA32 get_backbuffer_pixel(int x, int y); float get_depthbuffer_value(int x, int y); private: RefPtr m_render_target; OwnPtr m_depth_buffer; RasterizerOptions m_options; }; }