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- /*
- * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
- * Copyright (c) 2022, 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 <LibGfx/Bitmap.h>
- #include <LibGfx/Matrix3x3.h>
- #include <LibGfx/Matrix4x4.h>
- #include <LibGfx/Rect.h>
- #include <LibGfx/Vector4.h>
- #include <LibSoftGPU/AlphaBlendFactors.h>
- #include <LibSoftGPU/Buffer/FrameBuffer.h>
- #include <LibSoftGPU/Buffer/Typed2DBuffer.h>
- #include <LibSoftGPU/Clipper.h>
- #include <LibSoftGPU/Config.h>
- #include <LibSoftGPU/DeviceInfo.h>
- #include <LibSoftGPU/Enums.h>
- #include <LibSoftGPU/Image.h>
- #include <LibSoftGPU/ImageFormat.h>
- #include <LibSoftGPU/Light/Light.h>
- #include <LibSoftGPU/Light/Material.h>
- #include <LibSoftGPU/Sampler.h>
- #include <LibSoftGPU/Triangle.h>
- #include <LibSoftGPU/Vertex.h>
- namespace SoftGPU {
- struct TexCoordGenerationConfig {
- TexCoordGenerationMode mode { TexCoordGenerationMode::EyeLinear };
- FloatVector4 coefficients {};
- };
- struct RasterizerOptions {
- bool shade_smooth { true };
- bool enable_stencil_test { false };
- bool enable_depth_test { false };
- bool enable_depth_write { true };
- bool enable_alpha_test { false };
- AlphaTestFunction alpha_test_func { AlphaTestFunction::Always };
- float alpha_test_ref_value { 0 };
- bool enable_blending { false };
- BlendFactor blend_source_factor { BlendFactor::One };
- BlendFactor blend_destination_factor { BlendFactor::One };
- u32 color_mask { 0xffffffff };
- float depth_min { 0.f };
- float depth_max { 1.f };
- DepthTestFunction depth_func { DepthTestFunction::Less };
- PolygonMode polygon_mode { PolygonMode::Fill };
- FloatVector4 fog_color { 0.0f, 0.0f, 0.0f, 0.0f };
- float fog_density { 1.0f };
- FogMode fog_mode { FogMode::Exp };
- bool fog_enabled { false };
- float fog_start { 0.0f };
- float fog_end { 1.0f };
- bool scissor_enabled { false };
- bool normalization_enabled { false };
- Gfx::IntRect scissor_box;
- bool enable_color_write { true };
- float depth_offset_factor { 0 };
- float depth_offset_constant { 0 };
- bool depth_offset_enabled { false };
- bool enable_culling { false };
- WindingOrder front_face { WindingOrder::CounterClockwise };
- bool cull_back { true };
- bool cull_front { false };
- Array<u8, NUM_SAMPLERS> texcoord_generation_enabled_coordinates {};
- Array<Array<TexCoordGenerationConfig, 4>, NUM_SAMPLERS> texcoord_generation_config {};
- Gfx::IntRect viewport;
- bool lighting_enabled { false };
- bool color_material_enabled { false };
- ColorMaterialFace color_material_face { ColorMaterialFace::FrontAndBack };
- ColorMaterialMode color_material_mode { ColorMaterialMode::AmbientAndDiffuse };
- };
- struct LightModelParameters {
- FloatVector4 scene_ambient_color { 0.2f, 0.2f, 0.2f, 1.0f };
- bool viewer_at_infinity { false };
- unsigned int single_color { 0x81F9 }; // This is the value of `GL_SINGLE_COLOR`. Considering we definitely don't leak gl.h stuff into here, we fix it to the gl.h macro value.
- bool two_sided_lighting { false };
- };
- struct PixelQuad;
- struct RasterPosition {
- FloatVector4 window_coordinates { 0.0f, 0.0f, 0.0f, 1.0f };
- float eye_coordinate_distance { 0.0f };
- bool valid { true };
- FloatVector4 color_rgba { 1.0f, 1.0f, 1.0f, 1.0f };
- float color_index { 1.0f };
- FloatVector4 texture_coordinates { 0.0f, 0.0f, 0.0f, 1.0f };
- };
- struct StencilConfiguration {
- StencilTestFunction test_function;
- StencilType reference_value;
- StencilType test_mask;
- StencilOperation on_stencil_test_fail;
- StencilOperation on_depth_test_fail;
- StencilOperation on_pass;
- StencilType write_mask;
- };
- class Device final {
- public:
- Device(const Gfx::IntSize& min_size);
- DeviceInfo info() const;
- void draw_primitives(PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix3x3 const& normal_transform, FloatMatrix4x4 const& projection_transform, FloatMatrix4x4 const& texture_transform, Vector<Vertex> const& vertices, Vector<size_t> const& enabled_texture_units);
- void resize(Gfx::IntSize const& min_size);
- void clear_color(FloatVector4 const&);
- void clear_depth(DepthType);
- void clear_stencil(StencilType);
- void blit_color_buffer_to(Gfx::Bitmap& target);
- void blit_to_color_buffer_at_raster_position(Gfx::Bitmap const&);
- void blit_to_depth_buffer_at_raster_position(Vector<DepthType> const&, int, int);
- void set_options(const RasterizerOptions&);
- void set_light_model_params(const LightModelParameters&);
- RasterizerOptions options() const { return m_options; }
- LightModelParameters light_model() const { return m_lighting_model; }
- ColorType get_color_buffer_pixel(int x, int y);
- DepthType get_depthbuffer_value(int x, int y);
- NonnullRefPtr<Image> create_image(ImageFormat format, unsigned width, unsigned height, unsigned depth, unsigned levels, unsigned layers);
- void set_sampler_config(unsigned, SamplerConfig const&);
- void set_light_state(unsigned, Light const&);
- void set_material_state(Face, Material const&);
- void set_stencil_configuration(Face, StencilConfiguration const&);
- RasterPosition raster_position() const { return m_raster_position; }
- void set_raster_position(RasterPosition const& raster_position);
- void set_raster_position(FloatVector4 const& position, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform);
- private:
- void draw_statistics_overlay(Gfx::Bitmap&);
- Gfx::IntRect raster_rect_in_target_coordinates(Gfx::IntSize size);
- Gfx::IntRect window_coordinates_to_target_coordinates(Gfx::IntRect const&);
- void rasterize_triangle(const Triangle& triangle);
- void setup_blend_factors();
- void shade_fragments(PixelQuad&);
- bool test_alpha(PixelQuad&);
- RefPtr<FrameBuffer<ColorType, DepthType, StencilType>> m_frame_buffer {};
- RasterizerOptions m_options;
- LightModelParameters m_lighting_model;
- Clipper m_clipper;
- Vector<Triangle> m_triangle_list;
- Vector<Triangle> m_processed_triangles;
- Vector<Vertex> m_clipped_vertices;
- Array<Sampler, NUM_SAMPLERS> m_samplers;
- Vector<size_t> m_enabled_texture_units;
- AlphaBlendFactors m_alpha_blend_factors;
- Array<Light, NUM_LIGHTS> m_lights;
- Array<Material, 2u> m_materials;
- RasterPosition m_raster_position;
- Array<StencilConfiguration, 2u> m_stencil_configuration;
- };
- }
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