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/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Array.h>
#include <AK/OwnPtr.h>
#include <LibGL/GL/gl.h>
#include <LibGL/GLStruct.h>
#include <LibGL/Tex/Texture2D.h>
#include <LibGL/Tex/TextureUnit.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Matrix4x4.h>
#include <LibGfx/Rect.h>
#include <LibGfx/Vector4.h>
#include <LibSoftGPU/Clipper.h>
#include <LibSoftGPU/DepthBuffer.h>
namespace SoftGPU {
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 };
bool enable_culling { false };
GLenum front_face { GL_CCW };
GLenum culled_sides { GL_BACK };
};
class SoftwareRasterizer final {
public:
SoftwareRasterizer(const Gfx::IntSize& min_size);
void draw_primitives(GLenum primitive_type, FloatMatrix4x4 const& transform, FloatMatrix4x4 const& texture_matrix, Vector<GL::GLVertex> const& vertices, GL::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:
void submit_triangle(GL::GLTriangle const& triangle, GL::TextureUnit::BoundList const& bound_texture_units);
private:
RefPtr<Gfx::Bitmap> m_render_target;
OwnPtr<DepthBuffer> m_depth_buffer;
RasterizerOptions m_options;
Clipper m_clipper;
Vector<GL::GLTriangle, 32> m_triangle_list;
Vector<GL::GLTriangle, 32> m_processed_triangles;
Vector<GL::GLVertex> m_clipped_vertices;
};
}
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