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- /*
- * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
- * Copyright (c) 2022-2023, Jelle Raaijmakers <jelle@gmta.nl>
- *
- * SPDX-License-Identifier: BSD-2-Clause
- */
- #pragma once
- #include <AK/Array.h>
- #include <AK/NonnullRefPtr.h>
- #include <AK/RefPtr.h>
- #include <AK/Vector.h>
- #include <LibGPU/Device.h>
- #include <LibGPU/DeviceInfo.h>
- #include <LibGPU/Enums.h>
- #include <LibGPU/Image.h>
- #include <LibGPU/ImageFormat.h>
- #include <LibGPU/Light.h>
- #include <LibGPU/LightModelParameters.h>
- #include <LibGPU/Material.h>
- #include <LibGPU/RasterPosition.h>
- #include <LibGPU/RasterizerOptions.h>
- #include <LibGPU/SamplerConfig.h>
- #include <LibGPU/StencilConfiguration.h>
- #include <LibGPU/TextureUnitConfiguration.h>
- #include <LibGPU/Vertex.h>
- #include <LibGfx/Bitmap.h>
- #include <LibGfx/Matrix3x3.h>
- #include <LibGfx/Matrix4x4.h>
- #include <LibGfx/Rect.h>
- #include <LibGfx/Vector4.h>
- #include <LibSoftGPU/Buffer/FrameBuffer.h>
- #include <LibSoftGPU/Buffer/Typed2DBuffer.h>
- #include <LibSoftGPU/Clipper.h>
- #include <LibSoftGPU/Config.h>
- #include <LibSoftGPU/Sampler.h>
- #include <LibSoftGPU/Shader.h>
- #include <LibSoftGPU/ShaderProcessor.h>
- #include <LibSoftGPU/Triangle.h>
- namespace SoftGPU {
- struct PixelQuad;
- class Device final : public GPU::Device {
- public:
- Device(Gfx::IntSize min_size);
- virtual GPU::DeviceInfo info() const override;
- virtual void draw_primitives(GPU::PrimitiveType, Vector<GPU::Vertex>& vertices) override;
- virtual void resize(Gfx::IntSize min_size) override;
- virtual void clear_color(FloatVector4 const&) override;
- virtual void clear_depth(GPU::DepthType) override;
- virtual void clear_stencil(GPU::StencilType) override;
- virtual void blit_from_color_buffer(Gfx::Bitmap& target) override;
- virtual void blit_from_color_buffer(NonnullRefPtr<GPU::Image>, u32 level, Vector2<u32> input_size, Vector2<i32> input_offset, Vector3<i32> output_offset) override;
- virtual void blit_from_color_buffer(void*, Vector2<i32> offset, GPU::ImageDataLayout const&) override;
- virtual void blit_from_depth_buffer(void*, Vector2<i32> offset, GPU::ImageDataLayout const&) override;
- virtual void blit_from_depth_buffer(NonnullRefPtr<GPU::Image>, u32 level, Vector2<u32> input_size, Vector2<i32> input_offset, Vector3<i32> output_offset) override;
- virtual void blit_to_color_buffer_at_raster_position(void const*, GPU::ImageDataLayout const&) override;
- virtual void blit_to_depth_buffer_at_raster_position(void const*, GPU::ImageDataLayout const&) override;
- virtual void set_options(GPU::RasterizerOptions const&) override;
- virtual void set_light_model_params(GPU::LightModelParameters const&) override;
- virtual GPU::RasterizerOptions options() const override { return m_options; }
- virtual GPU::LightModelParameters light_model() const override { return m_lighting_model; }
- virtual NonnullRefPtr<GPU::Image> create_image(GPU::PixelFormat const&, u32 width, u32 height, u32 depth, u32 max_levels) override;
- virtual ErrorOr<NonnullRefPtr<GPU::Shader>> create_shader(GPU::IR::Shader const&) override;
- virtual void set_model_view_transform(FloatMatrix4x4 const&) override;
- virtual void set_projection_transform(FloatMatrix4x4 const&) override;
- virtual void set_sampler_config(unsigned, GPU::SamplerConfig const&) override;
- virtual void set_light_state(unsigned, GPU::Light const&) override;
- virtual void set_material_state(GPU::Face, GPU::Material const&) override;
- virtual void set_stencil_configuration(GPU::Face, GPU::StencilConfiguration const&) override;
- virtual void set_texture_unit_configuration(GPU::TextureUnitIndex, GPU::TextureUnitConfiguration const&) override;
- virtual void set_clip_planes(Vector<FloatVector4> const&) override;
- virtual GPU::RasterPosition raster_position() const override { return m_raster_position; }
- virtual void set_raster_position(GPU::RasterPosition const& raster_position) override;
- virtual void set_raster_position(FloatVector4 const& position) override;
- virtual void bind_fragment_shader(RefPtr<GPU::Shader>) override;
- private:
- void calculate_vertex_lighting(GPU::Vertex& vertex) const;
- void draw_statistics_overlay(Gfx::Bitmap&);
- Gfx::IntRect get_rasterization_rect_of_size(Gfx::IntSize size) const;
- GPU::ImageDataLayout color_buffer_data_layout(Vector2<u32> size, Vector2<i32> offset);
- GPU::ImageDataLayout depth_buffer_data_layout(Vector2<u32> size, Vector2<i32> offset);
- template<typename CB1, typename CB2, typename CB3>
- void rasterize(Gfx::IntRect& render_bounds, CB1 set_coverage_mask, CB2 set_quad_depth, CB3 set_quad_attributes);
- void rasterize_line_aliased(GPU::Vertex&, GPU::Vertex&);
- void rasterize_line_antialiased(GPU::Vertex&, GPU::Vertex&);
- void rasterize_line(GPU::Vertex&, GPU::Vertex&);
- void rasterize_point_aliased(GPU::Vertex&);
- void rasterize_point_antialiased(GPU::Vertex&);
- void rasterize_point(GPU::Vertex&);
- void rasterize_triangle(Triangle&);
- void shade_fragments(PixelQuad&);
- RefPtr<FrameBuffer<GPU::ColorType, GPU::DepthType, GPU::StencilType>> m_frame_buffer {};
- GPU::RasterizerOptions m_options;
- FloatMatrix4x4 m_model_view_transform;
- FloatMatrix3x3 m_normal_transform;
- FloatMatrix4x4 m_projection_transform;
- GPU::LightModelParameters m_lighting_model;
- Clipper m_clipper;
- Vector<Triangle> m_triangle_list;
- Vector<Triangle> m_processed_triangles;
- Vector<GPU::Vertex> m_clipped_vertices;
- float m_one_over_fog_depth;
- Array<Sampler, GPU::NUM_TEXTURE_UNITS> m_samplers;
- bool m_samplers_need_texture_staging { false };
- Array<GPU::Light, NUM_LIGHTS> m_lights;
- Array<GPU::Material, 2u> m_materials;
- GPU::RasterPosition m_raster_position;
- Vector<FloatVector4> m_clip_planes;
- Array<GPU::StencilConfiguration, 2u> m_stencil_configuration;
- Array<GPU::TextureUnitConfiguration, GPU::NUM_TEXTURE_UNITS> m_texture_unit_configuration;
- RefPtr<Shader> m_current_fragment_shader;
- ShaderProcessor m_shader_processor;
- };
- }
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