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/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "DepthBuffer.h"
namespace GL {
DepthBuffer::DepthBuffer(Gfx::IntSize const& size)
: m_size(size)
, m_data(new float[size.width() * size.height()])
{
}
DepthBuffer::~DepthBuffer()
{
delete[] m_data;
}
float* DepthBuffer::scanline(int y)
{
VERIFY(y >= 0 && y < m_size.height());
return &m_data[y * m_size.width()];
}
void DepthBuffer::clear(float depth)
{
int num_entries = m_size.width() * m_size.height();
for (int i = 0; i < num_entries; ++i) {
m_data[i] = depth;
}
}
void DepthBuffer::clear(Gfx::IntRect bounds, float depth)
{
bounds.intersect({ 0, 0, m_size.width(), m_size.height() });
for (int y = bounds.top(); y <= bounds.bottom(); ++y)
for (int x = bounds.left(); x <= bounds.right(); ++x)
m_data[y * m_size.width() + x] = depth;
}
}
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