
The Context and Software Rasterizer now gets the array of texture units instead of a single texture object. _Technically_, we now support some primitive form of multi-texturing, though I'm not entirely sure how well it will work in its current state.
54 lines
1.5 KiB
C++
54 lines
1.5 KiB
C++
/*
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include "DepthBuffer.h"
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#include "GL/gl.h"
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#include "GLStruct.h"
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#include "Tex/Texture2D.h"
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#include "Tex/TextureUnit.h"
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#include <AK/Array.h>
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#include <AK/OwnPtr.h>
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#include <LibGfx/Bitmap.h>
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#include <LibGfx/Vector4.h>
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namespace GL {
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struct RasterizerOptions {
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bool shade_smooth { true };
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bool enable_depth_test { false };
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bool enable_alpha_test { false };
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GLenum alpha_test_func { GL_ALWAYS };
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float alpha_test_ref_value { 0 };
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bool enable_blending { false };
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GLenum blend_source_factor { GL_ONE };
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GLenum blend_destination_factor { GL_ONE };
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};
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class SoftwareRasterizer final {
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public:
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SoftwareRasterizer(const Gfx::IntSize& min_size);
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void submit_triangle(const GLTriangle& triangle, const Array<TextureUnit, 32>& texture_units);
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void submit_triangle(const GLTriangle& triangle);
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void resize(const Gfx::IntSize& min_size);
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void clear_color(const FloatVector4&);
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void clear_depth(float);
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void blit_to(Gfx::Bitmap&);
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void wait_for_all_threads() const;
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void set_options(const RasterizerOptions&);
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RasterizerOptions options() const { return m_options; }
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Gfx::RGBA32 get_backbuffer_pixel(int x, int y);
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float get_depthbuffer_value(int x, int y);
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private:
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RefPtr<Gfx::Bitmap> m_render_target;
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OwnPtr<DepthBuffer> m_depth_buffer;
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RasterizerOptions m_options;
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};
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}
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