summaryrefslogtreecommitdiff
path: root/Userland/Libraries/LibGL/SoftwareRasterizer.h
blob: 320e168c0bf0ab1d75fc8a5ac0e8e4f4dcd241a4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
/*
 * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
 *
 * 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 <AK/Array.h>
#include <AK/OwnPtr.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Rect.h>
#include <LibGfx/Vector4.h>

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 };
    bool scissor_enabled { false };
    Gfx::IntRect scissor_box;
    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(GLTriangle const& triangle, TextureUnit::BoundList const& bound_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);

private:
    RefPtr<Gfx::Bitmap> m_render_target;
    OwnPtr<DepthBuffer> m_depth_buffer;
    RasterizerOptions m_options;
};

}