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:
Jesse Buhagiar 2022-01-08 17:46:58 +11:00 committed by Linus Groh
parent 9118b0d164
commit 92373ab0b6
Notes: sideshowbarker 2024-07-17 21:06:41 +09:00
7 changed files with 138 additions and 48 deletions

View file

@ -110,7 +110,6 @@ public:
virtual void gl_normal(GLfloat nx, GLfloat ny, GLfloat nz) = 0;
virtual void gl_normal_pointer(GLenum type, GLsizei stride, void const* pointer) = 0;
virtual void gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w) = 0;
virtual void gl_materialv(GLenum face, GLenum pname, GLfloat const* params) = 0;
virtual void gl_line_width(GLfloat width) = 0;
virtual void gl_push_attrib(GLbitfield mask) = 0;
virtual void gl_pop_attrib() = 0;
@ -123,6 +122,8 @@ public:
virtual void gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* params) = 0;
virtual void gl_lightf(GLenum light, GLenum pname, GLfloat param) = 0;
virtual void gl_lightfv(GLenum light, GLenum pname, GLfloat const* params) = 0;
virtual void gl_materialf(GLenum face, GLenum pname, GLfloat param) = 0;
virtual void gl_materialfv(GLenum face, GLenum pname, GLfloat const* params) = 0;
virtual void present() = 0;
};

View file

@ -51,12 +51,12 @@ void glLightModeli(GLenum pname, GLint param)
void glMaterialf(GLenum face, GLenum pname, GLfloat param)
{
g_gl_context->gl_materialv(face, pname, &param);
g_gl_context->gl_materialf(face, pname, param);
}
void glMaterialfv(GLenum face, GLenum pname, GLfloat const* params)
{
g_gl_context->gl_materialv(face, pname, params);
g_gl_context->gl_materialfv(face, pname, params);
}
void glShadeModel(GLenum mode)

View file

@ -2649,47 +2649,6 @@ void SoftwareGLContext::gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w
m_current_raster_position.clip_coordinate_value = w;
}
void SoftwareGLContext::gl_materialv(GLenum face, GLenum pname, GLfloat const* params)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialv, face, pname, params);
RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT
|| pname == GL_DIFFUSE
|| pname == GL_SPECULAR
|| pname == GL_EMISSION
|| pname == GL_SHININESS
|| pname == GL_AMBIENT_AND_DIFFUSE
|| pname == GL_COLOR_INDEXES),
GL_INVALID_ENUM);
GLfloat x, y, z, w;
switch (pname) {
case GL_SHININESS:
x = params[0];
y = 0.0f;
z = 0.0f;
w = 0.0f;
break;
case GL_COLOR_INDEXES:
x = params[0];
y = params[1];
z = params[2];
w = 0.0f;
break;
default:
x = params[0];
y = params[1];
z = params[2];
w = params[3];
}
// FIXME: implement this method
dbgln_if(GL_DEBUG, "gl_materialv({}, {}, {}, {}, {}, {}): unimplemented", face, pname, x, y, z, w);
}
void SoftwareGLContext::gl_line_width(GLfloat width)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_line_width, width);
@ -3018,6 +2977,23 @@ void SoftwareGLContext::sync_light_state()
m_rasterizer.set_light_state(light_id, light);
}
for (auto material_id = 0u; material_id < 2u; material_id++) {
SoftGPU::Material material;
auto const& current_material_state = m_material_states.at(material_id);
material.ambient = current_material_state.ambient;
material.diffuse = current_material_state.diffuse;
material.specular = current_material_state.specular;
material.emissive = current_material_state.emissive;
material.shininess = current_material_state.shininess;
material.specular_exponent = current_material_state.specular_exponent;
material.ambient_color_index = current_material_state.ambient_color_index;
material.diffuse_color_index = current_material_state.diffuse_color_index;
material.specular_color_index = current_material_state.specular_color_index;
m_rasterizer.set_material_state(material_id, material);
}
}
void SoftwareGLContext::sync_device_texcoord_config()
@ -3166,4 +3142,77 @@ void SoftwareGLContext::gl_lightfv(GLenum light, GLenum pname, GLfloat const* pa
m_light_state_is_dirty = true;
}
void SoftwareGLContext::gl_materialf(GLenum face, GLenum pname, GLfloat param)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialf, face, pname, param);
RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(pname != GL_SHININESS, GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(param > 128.0f, GL_INVALID_VALUE);
switch (face) {
case GL_FRONT:
m_material_states.at(to_underlying(MaterialFace::Front)).shininess = param;
break;
case GL_BACK:
m_material_states.at(to_underlying(MaterialFace::Back)).shininess = param;
break;
case GL_FRONT_AND_BACK:
m_material_states.at(to_underlying(MaterialFace::Front)).shininess = param;
m_material_states.at(to_underlying(MaterialFace::Back)).shininess = param;
break;
default:
VERIFY_NOT_REACHED();
}
m_light_state_is_dirty = true;
}
void SoftwareGLContext::gl_materialfv(GLenum face, GLenum pname, GLfloat const* params)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialfv, face, pname, params);
RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
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);
RETURN_WITH_ERROR_IF((pname == GL_SHININESS && *params > 128.0f), GL_INVALID_VALUE);
auto update_material = [](SoftGPU::Material& material, GLenum pname, GLfloat const* params) {
switch (pname) {
case GL_AMBIENT:
material.ambient = { params[0], params[1], params[2], params[3] };
break;
case GL_DIFFUSE:
material.diffuse = { params[0], params[1], params[2], params[3] };
break;
case GL_SPECULAR:
material.specular = { params[0], params[1], params[2], params[3] };
break;
case GL_EMISSION:
material.emissive = { params[0], params[1], params[2], params[3] };
break;
case GL_SHININESS:
material.shininess = *params;
break;
case GL_AMBIENT_AND_DIFFUSE:
material.ambient = { params[0], params[1], params[2], params[3] };
material.diffuse = { params[0], params[1], params[2], params[3] };
break;
}
};
switch (face) {
case GL_FRONT:
update_material(m_material_states.at(to_underlying(MaterialFace::Front)), pname, params);
break;
case GL_BACK:
update_material(m_material_states.at(to_underlying(MaterialFace::Back)), pname, params);
break;
case GL_FRONT_AND_BACK:
update_material(m_material_states.at(to_underlying(MaterialFace::Front)), pname, params);
update_material(m_material_states.at(to_underlying(MaterialFace::Back)), pname, params);
break;
}
m_light_state_is_dirty = true;
}
}

View file

@ -41,6 +41,11 @@ struct ContextParameter {
} value;
};
enum class MaterialFace : u8 {
Front = 0,
Back = 1,
};
class SoftwareGLContext : public GLContext {
public:
SoftwareGLContext(Gfx::Bitmap&);
@ -126,7 +131,6 @@ public:
virtual void gl_normal(GLfloat nx, GLfloat ny, GLfloat nz) override;
virtual void gl_normal_pointer(GLenum type, GLsizei stride, void const* pointer) override;
virtual void gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w) override;
virtual void gl_materialv(GLenum face, GLenum pname, GLfloat const* params) override;
virtual void gl_line_width(GLfloat width) override;
virtual void gl_push_attrib(GLbitfield mask) override;
virtual void gl_pop_attrib() override;
@ -139,7 +143,8 @@ public:
virtual void gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* params) override;
virtual void gl_lightf(GLenum light, GLenum pname, GLfloat param) override;
virtual void gl_lightfv(GLenum light, GLenum pname, GLfloat const* params) override;
virtual void gl_materialf(GLenum face, GLenum pname, GLfloat param) override;
virtual void gl_materialfv(GLenum face, GLenum pname, GLfloat const* params) override;
virtual void present() override;
private:
@ -358,7 +363,6 @@ private:
decltype(&SoftwareGLContext::gl_stencil_op_separate),
decltype(&SoftwareGLContext::gl_normal),
decltype(&SoftwareGLContext::gl_raster_pos),
decltype(&SoftwareGLContext::gl_materialv),
decltype(&SoftwareGLContext::gl_line_width),
decltype(&SoftwareGLContext::gl_push_attrib),
decltype(&SoftwareGLContext::gl_pop_attrib),
@ -372,7 +376,9 @@ private:
decltype(&SoftwareGLContext::gl_fogfv),
decltype(&SoftwareGLContext::gl_fogi),
decltype(&SoftwareGLContext::gl_lightf),
decltype(&SoftwareGLContext::gl_lightfv)>;
decltype(&SoftwareGLContext::gl_lightfv),
decltype(&SoftwareGLContext::gl_materialf),
decltype(&SoftwareGLContext::gl_materialfv)>;
using ExtraSavedArguments = Variant<
FloatMatrix4x4>;
@ -428,6 +434,7 @@ private:
GLfloat m_light_model_two_side { 0.0f };
Vector<SoftGPU::Light> m_light_states;
Array<SoftGPU::Material, 2u> m_material_states;
};
}

View file

@ -1009,4 +1009,9 @@ void Device::set_light_state(unsigned int light_id, Light const& light)
m_lights.at(light_id) = light;
}
void Device::set_material_state(unsigned int material_id, Material const& material)
{
m_materials.at(material_id) = material;
}
}

View file

@ -23,6 +23,7 @@
#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>
@ -94,6 +95,7 @@ public:
void set_sampler_config(unsigned, SamplerConfig const&);
void set_light_state(unsigned, Light const&);
void set_material_state(unsigned, Material const&);
private:
void draw_statistics_overlay(Gfx::Bitmap&);
@ -115,6 +117,7 @@ private:
Vector<size_t> m_enabled_texture_units;
AlphaBlendFactors m_alpha_blend_factors;
Array<Light, NUM_LIGHTS> m_lights;
Array<Material, 2u> m_materials;
};
}

View file

@ -0,0 +1,25 @@
/*
* Copyright (c) 2022, Jesse Buhagiar <jooster669@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibGfx/Vector4.h>
namespace SoftGPU {
struct Material {
Vector4<float> ambient { 0.2f, 0.2f, 0.2f, 1.0f };
Vector4<float> diffuse { 0.8f, 0.8f, 0.8f, 1.0f };
Vector4<float> specular { 0.0f, 0.0f, 0.0f, 1.0f };
Vector4<float> emissive { 0.0f, 0.0f, 0.0f, 1.0f };
float shininess { 0.0f };
float specular_exponent { 0.0f };
float ambient_color_index { 0.0f };
float diffuse_color_index = { 1.0f };
float specular_color_index = { 1.0f };
};
}