LibGL: Flesh out glMaterialf{v}
These two functions have been turned from stubs into actually doing something. They now set the correspondingmaterial data member based on the value passed into the `pname`argument. Co-authored-by: Stephan Unverwerth <s.unverwerth@serenityos.org>
This commit is contained in:
parent
9118b0d164
commit
92373ab0b6
Notes:
sideshowbarker
2024-07-17 21:06:41 +09:00
Author: https://github.com/Quaker762 Commit: https://github.com/SerenityOS/serenity/commit/92373ab0b63 Pull-request: https://github.com/SerenityOS/serenity/pull/11764 Reviewed-by: https://github.com/alimpfard Reviewed-by: https://github.com/gmta Reviewed-by: https://github.com/linusg Reviewed-by: https://github.com/sunverwerth ✅
7 changed files with 138 additions and 48 deletions
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@ -110,7 +110,6 @@ public:
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virtual void gl_normal(GLfloat nx, GLfloat ny, GLfloat nz) = 0;
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virtual void gl_normal_pointer(GLenum type, GLsizei stride, void const* pointer) = 0;
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virtual void gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w) = 0;
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virtual void gl_materialv(GLenum face, GLenum pname, GLfloat const* params) = 0;
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virtual void gl_line_width(GLfloat width) = 0;
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virtual void gl_push_attrib(GLbitfield mask) = 0;
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virtual void gl_pop_attrib() = 0;
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@ -123,6 +122,8 @@ public:
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virtual void gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* params) = 0;
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virtual void gl_lightf(GLenum light, GLenum pname, GLfloat param) = 0;
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virtual void gl_lightfv(GLenum light, GLenum pname, GLfloat const* params) = 0;
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virtual void gl_materialf(GLenum face, GLenum pname, GLfloat param) = 0;
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virtual void gl_materialfv(GLenum face, GLenum pname, GLfloat const* params) = 0;
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virtual void present() = 0;
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};
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@ -51,12 +51,12 @@ void glLightModeli(GLenum pname, GLint param)
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void glMaterialf(GLenum face, GLenum pname, GLfloat param)
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{
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g_gl_context->gl_materialv(face, pname, ¶m);
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g_gl_context->gl_materialf(face, pname, param);
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}
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void glMaterialfv(GLenum face, GLenum pname, GLfloat const* params)
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{
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g_gl_context->gl_materialv(face, pname, params);
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g_gl_context->gl_materialfv(face, pname, params);
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}
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void glShadeModel(GLenum mode)
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@ -2649,47 +2649,6 @@ void SoftwareGLContext::gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w
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m_current_raster_position.clip_coordinate_value = w;
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}
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void SoftwareGLContext::gl_materialv(GLenum face, GLenum pname, GLfloat const* params)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialv, face, pname, params);
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RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT
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|| pname == GL_DIFFUSE
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|| pname == GL_SPECULAR
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|| pname == GL_EMISSION
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|| pname == GL_SHININESS
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|| pname == GL_AMBIENT_AND_DIFFUSE
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|| pname == GL_COLOR_INDEXES),
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GL_INVALID_ENUM);
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GLfloat x, y, z, w;
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switch (pname) {
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case GL_SHININESS:
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x = params[0];
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y = 0.0f;
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z = 0.0f;
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w = 0.0f;
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break;
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case GL_COLOR_INDEXES:
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x = params[0];
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y = params[1];
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z = params[2];
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w = 0.0f;
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break;
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default:
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x = params[0];
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y = params[1];
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z = params[2];
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w = params[3];
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}
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// FIXME: implement this method
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dbgln_if(GL_DEBUG, "gl_materialv({}, {}, {}, {}, {}, {}): unimplemented", face, pname, x, y, z, w);
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}
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void SoftwareGLContext::gl_line_width(GLfloat width)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_line_width, width);
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@ -3018,6 +2977,23 @@ void SoftwareGLContext::sync_light_state()
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m_rasterizer.set_light_state(light_id, light);
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}
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for (auto material_id = 0u; material_id < 2u; material_id++) {
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SoftGPU::Material material;
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auto const& current_material_state = m_material_states.at(material_id);
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material.ambient = current_material_state.ambient;
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material.diffuse = current_material_state.diffuse;
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material.specular = current_material_state.specular;
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material.emissive = current_material_state.emissive;
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material.shininess = current_material_state.shininess;
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material.specular_exponent = current_material_state.specular_exponent;
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material.ambient_color_index = current_material_state.ambient_color_index;
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material.diffuse_color_index = current_material_state.diffuse_color_index;
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material.specular_color_index = current_material_state.specular_color_index;
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m_rasterizer.set_material_state(material_id, material);
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}
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}
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void SoftwareGLContext::sync_device_texcoord_config()
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@ -3166,4 +3142,77 @@ 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_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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RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(pname != GL_SHININESS, GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(param > 128.0f, GL_INVALID_VALUE);
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switch (face) {
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case GL_FRONT:
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m_material_states.at(to_underlying(MaterialFace::Front)).shininess = param;
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break;
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case GL_BACK:
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m_material_states.at(to_underlying(MaterialFace::Back)).shininess = param;
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break;
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case GL_FRONT_AND_BACK:
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m_material_states.at(to_underlying(MaterialFace::Front)).shininess = param;
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m_material_states.at(to_underlying(MaterialFace::Back)).shininess = param;
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break;
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default:
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VERIFY_NOT_REACHED();
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}
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m_light_state_is_dirty = true;
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}
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void SoftwareGLContext::gl_materialfv(GLenum face, GLenum pname, GLfloat const* params)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialfv, face, pname, params);
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RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_EMISSION || pname == GL_SHININESS || pname == GL_AMBIENT_AND_DIFFUSE), GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF((pname == GL_SHININESS && *params > 128.0f), GL_INVALID_VALUE);
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auto update_material = [](SoftGPU::Material& material, GLenum pname, GLfloat const* params) {
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switch (pname) {
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case GL_AMBIENT:
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material.ambient = { params[0], params[1], params[2], params[3] };
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break;
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case GL_DIFFUSE:
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material.diffuse = { params[0], params[1], params[2], params[3] };
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break;
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case GL_SPECULAR:
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material.specular = { params[0], params[1], params[2], params[3] };
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break;
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case GL_EMISSION:
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material.emissive = { params[0], params[1], params[2], params[3] };
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break;
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case GL_SHININESS:
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material.shininess = *params;
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break;
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case GL_AMBIENT_AND_DIFFUSE:
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material.ambient = { params[0], params[1], params[2], params[3] };
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material.diffuse = { params[0], params[1], params[2], params[3] };
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break;
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}
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};
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switch (face) {
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case GL_FRONT:
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update_material(m_material_states.at(to_underlying(MaterialFace::Front)), pname, params);
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break;
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case GL_BACK:
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update_material(m_material_states.at(to_underlying(MaterialFace::Back)), pname, params);
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break;
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case GL_FRONT_AND_BACK:
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update_material(m_material_states.at(to_underlying(MaterialFace::Front)), pname, params);
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update_material(m_material_states.at(to_underlying(MaterialFace::Back)), pname, params);
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break;
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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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@ -41,6 +41,11 @@ struct ContextParameter {
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} value;
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};
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enum class MaterialFace : u8 {
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Front = 0,
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Back = 1,
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};
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class SoftwareGLContext : public GLContext {
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public:
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SoftwareGLContext(Gfx::Bitmap&);
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@ -126,7 +131,6 @@ public:
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virtual void gl_normal(GLfloat nx, GLfloat ny, GLfloat nz) override;
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virtual void gl_normal_pointer(GLenum type, GLsizei stride, void const* pointer) override;
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virtual void gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w) override;
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virtual void gl_materialv(GLenum face, GLenum pname, GLfloat const* params) override;
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virtual void gl_line_width(GLfloat width) override;
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virtual void gl_push_attrib(GLbitfield mask) override;
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virtual void gl_pop_attrib() override;
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@ -139,7 +143,8 @@ public:
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virtual void gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* params) override;
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virtual void gl_lightf(GLenum light, GLenum pname, GLfloat param) override;
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virtual void gl_lightfv(GLenum light, GLenum pname, GLfloat const* params) override;
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virtual void gl_materialf(GLenum face, GLenum pname, GLfloat param) override;
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virtual void gl_materialfv(GLenum face, GLenum pname, GLfloat const* params) override;
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virtual void present() override;
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private:
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@ -358,7 +363,6 @@ private:
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decltype(&SoftwareGLContext::gl_stencil_op_separate),
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decltype(&SoftwareGLContext::gl_normal),
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decltype(&SoftwareGLContext::gl_raster_pos),
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decltype(&SoftwareGLContext::gl_materialv),
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decltype(&SoftwareGLContext::gl_line_width),
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decltype(&SoftwareGLContext::gl_push_attrib),
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decltype(&SoftwareGLContext::gl_pop_attrib),
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@ -372,7 +376,9 @@ private:
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decltype(&SoftwareGLContext::gl_fogfv),
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decltype(&SoftwareGLContext::gl_fogi),
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decltype(&SoftwareGLContext::gl_lightf),
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decltype(&SoftwareGLContext::gl_lightfv)>;
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decltype(&SoftwareGLContext::gl_lightfv),
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decltype(&SoftwareGLContext::gl_materialf),
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decltype(&SoftwareGLContext::gl_materialfv)>;
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using ExtraSavedArguments = Variant<
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FloatMatrix4x4>;
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@ -428,6 +434,7 @@ private:
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GLfloat m_light_model_two_side { 0.0f };
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Vector<SoftGPU::Light> m_light_states;
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Array<SoftGPU::Material, 2u> m_material_states;
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};
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}
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@ -1009,4 +1009,9 @@ void Device::set_light_state(unsigned int light_id, Light const& light)
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m_lights.at(light_id) = light;
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}
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void Device::set_material_state(unsigned int material_id, Material const& material)
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{
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m_materials.at(material_id) = material;
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}
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}
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@ -23,6 +23,7 @@
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#include <LibSoftGPU/Image.h>
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#include <LibSoftGPU/ImageFormat.h>
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#include <LibSoftGPU/Light/Light.h>
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#include <LibSoftGPU/Light/Material.h>
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#include <LibSoftGPU/Sampler.h>
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#include <LibSoftGPU/Triangle.h>
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#include <LibSoftGPU/Vertex.h>
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@ -94,6 +95,7 @@ public:
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void set_sampler_config(unsigned, SamplerConfig const&);
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void set_light_state(unsigned, Light const&);
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void set_material_state(unsigned, Material const&);
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private:
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void draw_statistics_overlay(Gfx::Bitmap&);
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@ -115,6 +117,7 @@ private:
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Vector<size_t> m_enabled_texture_units;
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AlphaBlendFactors m_alpha_blend_factors;
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Array<Light, NUM_LIGHTS> m_lights;
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Array<Material, 2u> m_materials;
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};
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}
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25
Userland/Libraries/LibSoftGPU/Light/Material.h
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25
Userland/Libraries/LibSoftGPU/Light/Material.h
Normal file
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@ -0,0 +1,25 @@
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/*
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* Copyright (c) 2022, Jesse Buhagiar <jooster669@gmail.com>
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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 <LibGfx/Vector4.h>
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namespace SoftGPU {
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struct Material {
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Vector4<float> ambient { 0.2f, 0.2f, 0.2f, 1.0f };
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Vector4<float> diffuse { 0.8f, 0.8f, 0.8f, 1.0f };
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Vector4<float> specular { 0.0f, 0.0f, 0.0f, 1.0f };
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Vector4<float> emissive { 0.0f, 0.0f, 0.0f, 1.0f };
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float shininess { 0.0f };
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float specular_exponent { 0.0f };
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float ambient_color_index { 0.0f };
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float diffuse_color_index = { 1.0f };
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float specular_color_index = { 1.0f };
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};
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}
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