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LibGL: Implement `glGetLight`

Jesse Buhagiar 3 년 전
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f5cde1b6fb

+ 2 - 0
Userland/Libraries/LibGL/GL/gl.h

@@ -586,6 +586,8 @@ GLAPI void glGetBooleanv(GLenum pname, GLboolean* data);
 GLAPI void glGetDoublev(GLenum pname, GLdouble* params);
 GLAPI void glGetFloatv(GLenum pname, GLfloat* params);
 GLAPI void glGetIntegerv(GLenum pname, GLint* data);
+GLAPI void glGetLightfv(GLenum light, GLenum pname, GLfloat* params);
+GLAPI void glGetLightiv(GLenum light, GLenum pname, GLint* params);
 GLAPI void glDepthMask(GLboolean flag);
 GLAPI void glEnableClientState(GLenum cap);
 GLAPI void glDisableClientState(GLenum cap);

+ 1 - 1
Userland/Libraries/LibGL/GLContext.h

@@ -119,7 +119,7 @@ public:
     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 gl_color_material(GLenum face, GLenum mode) = 0;
-
+    virtual void gl_get_light(GLenum light, GLenum pname, void* params, GLenum type) = 0;
     virtual void present() = 0;
 };
 

+ 10 - 0
Userland/Libraries/LibGL/GLLights.cpp

@@ -62,3 +62,13 @@ void glShadeModel(GLenum mode)
 {
     g_gl_context->gl_shade_model(mode);
 }
+
+void glGetLightfv(GLenum light, GLenum pname, GLfloat* params)
+{
+    g_gl_context->gl_get_light(light, pname, params, GL_FLOAT);
+}
+
+void glGetLightiv(GLenum light, GLenum pname, GLint* params)
+{
+    g_gl_context->gl_get_light(light, pname, params, GL_INT);
+}

+ 61 - 0
Userland/Libraries/LibGL/SoftwareGLContext.cpp

@@ -3516,4 +3516,65 @@ void SoftwareGLContext::gl_color_material(GLenum face, GLenum mode)
     m_light_state_is_dirty = true;
 }
 
+void SoftwareGLContext::gl_get_light(GLenum light, GLenum pname, void* params, GLenum type)
+{
+    APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_get_light, light, pname, params, type);
+    RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+    RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light > GL_LIGHT0 + m_device_info.num_lights, GL_INVALID_ENUM);
+    RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_SPOT_DIRECTION || pname == GL_SPOT_EXPONENT || pname == GL_SPOT_CUTOFF || pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION), GL_INVALID_ENUM);
+
+    if (type == GL_FLOAT)
+        get_light_param<GLfloat>(light, pname, static_cast<GLfloat*>(params));
+    else if (type == GL_INT)
+        get_light_param<GLint>(light, pname, static_cast<GLint*>(params));
+    else
+        VERIFY_NOT_REACHED();
+}
+
+template<typename T>
+void SoftwareGLContext::get_light_param(GLenum light, GLenum pname, T* params)
+{
+    auto const& light_state = m_light_states[light - GL_LIGHT0];
+    switch (pname) {
+    case GL_AMBIENT:
+        params[0] = light_state.ambient_intensity.x();
+        params[1] = light_state.ambient_intensity.y();
+        params[2] = light_state.ambient_intensity.z();
+        params[3] = light_state.ambient_intensity.w();
+        break;
+    case GL_DIFFUSE:
+        params[0] = light_state.diffuse_intensity.x();
+        params[1] = light_state.diffuse_intensity.y();
+        params[2] = light_state.diffuse_intensity.z();
+        params[3] = light_state.diffuse_intensity.w();
+        break;
+    case GL_SPECULAR:
+        params[0] = light_state.specular_intensity.x();
+        params[1] = light_state.specular_intensity.y();
+        params[2] = light_state.specular_intensity.z();
+        params[3] = light_state.specular_intensity.w();
+        break;
+    case GL_SPOT_DIRECTION:
+        params[0] = light_state.spotlight_direction.x();
+        params[1] = light_state.spotlight_direction.y();
+        params[2] = light_state.spotlight_direction.z();
+        break;
+    case GL_SPOT_EXPONENT:
+        *params = light_state.spotlight_exponent;
+        break;
+    case GL_SPOT_CUTOFF:
+        *params = light_state.spotlight_cutoff_angle;
+        break;
+    case GL_CONSTANT_ATTENUATION:
+        *params = light_state.constant_attenuation;
+        break;
+    case GL_LINEAR_ATTENUATION:
+        *params = light_state.linear_attenuation;
+        break;
+    case GL_QUADRATIC_ATTENUATION:
+        *params = light_state.quadratic_attenuation;
+        break;
+    }
+}
+
 }

+ 5 - 1
Userland/Libraries/LibGL/SoftwareGLContext.h

@@ -150,6 +150,7 @@ public:
     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 gl_color_material(GLenum face, GLenum mode) override;
+    virtual void gl_get_light(GLenum light, GLenum pname, void* params, GLenum type) override;
     virtual void present() override;
 
 private:
@@ -181,6 +182,8 @@ private:
 
     template<typename T>
     void get_floating_point(GLenum pname, T* params);
+    template<typename T>
+    void get_light_param(GLenum light, GLenum pname, T* params);
 
     void invoke_list(size_t list_index);
     [[nodiscard]] bool should_append_to_listing() const { return m_current_listing_index.has_value(); }
@@ -370,7 +373,8 @@ private:
             decltype(&SoftwareGLContext::gl_lightfv),
             decltype(&SoftwareGLContext::gl_materialf),
             decltype(&SoftwareGLContext::gl_materialfv),
-            decltype(&SoftwareGLContext::gl_color_material)>;
+            decltype(&SoftwareGLContext::gl_color_material),
+            decltype(&SoftwareGLContext::gl_get_light)>;
 
         using ExtraSavedArguments = Variant<
             FloatMatrix4x4>;