mirror of
https://github.com/LadybirdBrowser/ladybird.git
synced 2024-11-10 13:00:29 +03:00
ca78327a96
Implements support for `glRasterPos` and updating the raster position's window coordinates through `glBitmap`. The input for `glRasterPos` is an object position that needs to go through the same vertex transformations as our regular triangles.
153 lines
5.6 KiB
C++
153 lines
5.6 KiB
C++
/*
|
|
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
|
|
*
|
|
* SPDX-License-Identifier: BSD-2-Clause
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include <AK/Array.h>
|
|
#include <AK/NonnullRefPtr.h>
|
|
#include <AK/OwnPtr.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/Clipper.h>
|
|
#include <LibSoftGPU/Config.h>
|
|
#include <LibSoftGPU/DepthBuffer.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_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 enable_culling { false };
|
|
WindingOrder front_face { WindingOrder::CounterClockwise };
|
|
bool cull_back { true };
|
|
bool cull_front { false };
|
|
u8 texcoord_generation_enabled_coordinates { TexCoordGenerationCoordinate::None };
|
|
Array<TexCoordGenerationConfig, 4> 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 };
|
|
};
|
|
|
|
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(const Gfx::IntSize& min_size);
|
|
void clear_color(const FloatVector4&);
|
|
void clear_depth(float);
|
|
void blit_to(Gfx::Bitmap&);
|
|
void blit_to_color_buffer_at_raster_position(Gfx::Bitmap const&);
|
|
void wait_for_all_threads() const;
|
|
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; }
|
|
Gfx::RGBA32 get_backbuffer_pixel(int x, int y);
|
|
float get_depthbuffer_value(int x, int y);
|
|
|
|
NonnullRefPtr<Image> create_image(ImageFormat, 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(unsigned, Material 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);
|
|
|
|
void rasterize_triangle(const Triangle& triangle);
|
|
void setup_blend_factors();
|
|
void shade_fragments(PixelQuad&);
|
|
bool test_alpha(PixelQuad&);
|
|
|
|
private:
|
|
RefPtr<Gfx::Bitmap> m_render_target;
|
|
OwnPtr<DepthBuffer> m_depth_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;
|
|
};
|
|
|
|
}
|