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@@ -3422,6 +3422,61 @@ void SoftwareGLContext::gl_lightfv(GLenum light, GLenum pname, GLfloat const* pa
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m_light_state_is_dirty = true;
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}
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+void SoftwareGLContext::gl_lightiv(GLenum light, GLenum pname, GLint const* params)
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+{
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+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightiv, light, pname, params);
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+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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+ RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_device_info.num_lights), GL_INVALID_ENUM);
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+ RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_POSITION || pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION || pname == GL_SPOT_CUTOFF || pname == GL_SPOT_EXPONENT || pname == GL_SPOT_DIRECTION), GL_INVALID_ENUM);
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+
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+ auto& light_state = m_light_states[light - GL_LIGHT0];
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+
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+ auto const to_float_vector = [](GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
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+ return FloatVector4(x, y, z, w);
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+ };
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+
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+ switch (pname) {
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+ case GL_AMBIENT:
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+ light_state.ambient_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
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+ break;
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+ case GL_DIFFUSE:
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+ light_state.diffuse_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
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+ break;
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+ case GL_SPECULAR:
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+ light_state.specular_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
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+ break;
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+ case GL_POSITION:
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+ light_state.position = to_float_vector(params[0], params[1], params[2], params[3]);
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+ light_state.position = m_model_view_matrix * light_state.position;
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+ break;
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+ case GL_CONSTANT_ATTENUATION:
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+ light_state.constant_attenuation = static_cast<float>(params[0]);
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+ break;
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+ case GL_LINEAR_ATTENUATION:
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+ light_state.linear_attenuation = static_cast<float>(params[0]);
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+ break;
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+ case GL_QUADRATIC_ATTENUATION:
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+ light_state.quadratic_attenuation = static_cast<float>(params[0]);
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+ break;
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+ case GL_SPOT_EXPONENT:
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+ light_state.spotlight_exponent = static_cast<float>(params[0]);
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+ break;
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+ case GL_SPOT_CUTOFF:
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+ light_state.spotlight_cutoff_angle = static_cast<float>(params[0]);
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+ break;
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+ case GL_SPOT_DIRECTION: {
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+ FloatVector4 direction_vector = to_float_vector(params[0], params[1], params[2], 0.0f);
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+ direction_vector = m_model_view_matrix * direction_vector;
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+ light_state.spotlight_direction = direction_vector.xyz();
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+ break;
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+ }
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+ default:
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+ VERIFY_NOT_REACHED();
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+ }
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+
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+ m_light_state_is_dirty = true;
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+}
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+
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void SoftwareGLContext::gl_materialf(GLenum face, GLenum pname, GLfloat param)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialf, face, pname, param);
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