Lighting.cpp 22 KB

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  1. /*
  2. * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
  3. * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
  4. * Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
  5. *
  6. * SPDX-License-Identifier: BSD-2-Clause
  7. */
  8. #include <LibGL/GLContext.h>
  9. namespace GL {
  10. template<typename T>
  11. void GLContext::get_light_param(GLenum light, GLenum pname, T* params)
  12. {
  13. auto const& light_state = m_light_states[light - GL_LIGHT0];
  14. switch (pname) {
  15. case GL_AMBIENT:
  16. params[0] = light_state.ambient_intensity.x();
  17. params[1] = light_state.ambient_intensity.y();
  18. params[2] = light_state.ambient_intensity.z();
  19. params[3] = light_state.ambient_intensity.w();
  20. break;
  21. case GL_DIFFUSE:
  22. params[0] = light_state.diffuse_intensity.x();
  23. params[1] = light_state.diffuse_intensity.y();
  24. params[2] = light_state.diffuse_intensity.z();
  25. params[3] = light_state.diffuse_intensity.w();
  26. break;
  27. case GL_SPECULAR:
  28. params[0] = light_state.specular_intensity.x();
  29. params[1] = light_state.specular_intensity.y();
  30. params[2] = light_state.specular_intensity.z();
  31. params[3] = light_state.specular_intensity.w();
  32. break;
  33. case GL_SPOT_DIRECTION:
  34. params[0] = light_state.spotlight_direction.x();
  35. params[1] = light_state.spotlight_direction.y();
  36. params[2] = light_state.spotlight_direction.z();
  37. break;
  38. case GL_SPOT_EXPONENT:
  39. *params = light_state.spotlight_exponent;
  40. break;
  41. case GL_SPOT_CUTOFF:
  42. *params = light_state.spotlight_cutoff_angle;
  43. break;
  44. case GL_CONSTANT_ATTENUATION:
  45. *params = light_state.constant_attenuation;
  46. break;
  47. case GL_LINEAR_ATTENUATION:
  48. *params = light_state.linear_attenuation;
  49. break;
  50. case GL_QUADRATIC_ATTENUATION:
  51. *params = light_state.quadratic_attenuation;
  52. break;
  53. }
  54. }
  55. template<typename T>
  56. void GLContext::get_material_param(Face face, GLenum pname, T* params)
  57. {
  58. auto const& material = m_material_states[face];
  59. switch (pname) {
  60. case GL_AMBIENT:
  61. params[0] = static_cast<T>(material.ambient.x());
  62. params[1] = static_cast<T>(material.ambient.y());
  63. params[2] = static_cast<T>(material.ambient.z());
  64. params[3] = static_cast<T>(material.ambient.w());
  65. break;
  66. case GL_DIFFUSE:
  67. params[0] = static_cast<T>(material.diffuse.x());
  68. params[1] = static_cast<T>(material.diffuse.y());
  69. params[2] = static_cast<T>(material.diffuse.z());
  70. params[3] = static_cast<T>(material.diffuse.w());
  71. break;
  72. case GL_SPECULAR:
  73. params[0] = static_cast<T>(material.specular.x());
  74. params[1] = static_cast<T>(material.specular.y());
  75. params[2] = static_cast<T>(material.specular.z());
  76. params[3] = static_cast<T>(material.specular.w());
  77. break;
  78. case GL_EMISSION:
  79. params[0] = static_cast<T>(material.emissive.x());
  80. params[1] = static_cast<T>(material.emissive.y());
  81. params[2] = static_cast<T>(material.emissive.z());
  82. params[3] = static_cast<T>(material.emissive.w());
  83. break;
  84. case GL_SHININESS:
  85. *params = material.shininess;
  86. break;
  87. }
  88. }
  89. void GLContext::gl_color_material(GLenum face, GLenum mode)
  90. {
  91. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_color_material, face, mode);
  92. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  93. RETURN_WITH_ERROR_IF(face != GL_FRONT
  94. && face != GL_BACK
  95. && face != GL_FRONT_AND_BACK,
  96. GL_INVALID_ENUM);
  97. RETURN_WITH_ERROR_IF(mode != GL_EMISSION
  98. && mode != GL_AMBIENT
  99. && mode != GL_DIFFUSE
  100. && mode != GL_SPECULAR
  101. && mode != GL_AMBIENT_AND_DIFFUSE,
  102. GL_INVALID_ENUM);
  103. m_color_material_face = face;
  104. m_color_material_mode = mode;
  105. m_light_state_is_dirty = true;
  106. }
  107. void GLContext::gl_get_light(GLenum light, GLenum pname, void* params, GLenum type)
  108. {
  109. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_get_light, light, pname, params, type);
  110. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  111. RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light > GL_LIGHT0 + m_device_info.num_lights, GL_INVALID_ENUM);
  112. 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);
  113. if (type == GL_FLOAT)
  114. get_light_param<GLfloat>(light, pname, static_cast<GLfloat*>(params));
  115. else if (type == GL_INT)
  116. get_light_param<GLint>(light, pname, static_cast<GLint*>(params));
  117. else
  118. VERIFY_NOT_REACHED();
  119. }
  120. void GLContext::gl_get_material(GLenum face, GLenum pname, void* params, GLenum type)
  121. {
  122. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_get_material, face, pname, params, type);
  123. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  124. RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_EMISSION), GL_INVALID_ENUM);
  125. RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK), GL_INVALID_ENUM);
  126. Face material_face = Front;
  127. switch (face) {
  128. case GL_FRONT:
  129. material_face = Front;
  130. break;
  131. case GL_BACK:
  132. material_face = Back;
  133. break;
  134. }
  135. if (type == GL_FLOAT)
  136. get_material_param<GLfloat>(material_face, pname, static_cast<GLfloat*>(params));
  137. else if (type == GL_INT)
  138. get_material_param<GLint>(material_face, pname, static_cast<GLint*>(params));
  139. else
  140. VERIFY_NOT_REACHED();
  141. }
  142. void GLContext::gl_light_model(GLenum pname, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
  143. {
  144. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_light_model, pname, x, y, z, w);
  145. RETURN_WITH_ERROR_IF(pname != GL_LIGHT_MODEL_AMBIENT
  146. && pname != GL_LIGHT_MODEL_COLOR_CONTROL
  147. && pname != GL_LIGHT_MODEL_LOCAL_VIEWER
  148. && pname != GL_LIGHT_MODEL_TWO_SIDE,
  149. GL_INVALID_ENUM);
  150. auto lighting_params = m_rasterizer->light_model();
  151. switch (pname) {
  152. case GL_LIGHT_MODEL_AMBIENT:
  153. lighting_params.scene_ambient_color = { x, y, z, w };
  154. break;
  155. case GL_LIGHT_MODEL_COLOR_CONTROL: {
  156. auto color_control = static_cast<GLenum>(x);
  157. RETURN_WITH_ERROR_IF(color_control != GL_SINGLE_COLOR && color_control != GL_SEPARATE_SPECULAR_COLOR, GL_INVALID_ENUM);
  158. lighting_params.color_control = (color_control == GL_SINGLE_COLOR) ? GPU::ColorControl::SingleColor : GPU::ColorControl::SeparateSpecularColor;
  159. break;
  160. }
  161. case GL_LIGHT_MODEL_LOCAL_VIEWER:
  162. // 0 means the viewer is at infinity
  163. // 1 means they're in local (eye) space
  164. lighting_params.viewer_at_infinity = (x == 0.f);
  165. break;
  166. case GL_LIGHT_MODEL_TWO_SIDE:
  167. lighting_params.two_sided_lighting = (x != 0.f);
  168. break;
  169. default:
  170. VERIFY_NOT_REACHED();
  171. }
  172. m_rasterizer->set_light_model_params(lighting_params);
  173. }
  174. void GLContext::gl_light_modelv(GLenum pname, void const* params, GLenum type)
  175. {
  176. VERIFY(type == GL_FLOAT || type == GL_INT);
  177. auto parameters_to_vector = [&]<typename T>(T const* params) -> FloatVector4 {
  178. return (pname == GL_LIGHT_MODEL_AMBIENT)
  179. ? Vector4<T> { params[0], params[1], params[2], params[3] }.template to_type<float>()
  180. : Vector4<T> { params[0], 0, 0, 0 }.template to_type<float>();
  181. };
  182. auto light_model_parameters = (type == GL_FLOAT)
  183. ? parameters_to_vector(reinterpret_cast<GLfloat const*>(params))
  184. : parameters_to_vector(reinterpret_cast<GLint const*>(params));
  185. // Normalize integers to -1..1
  186. if (pname == GL_LIGHT_MODEL_AMBIENT && type == GL_INT)
  187. light_model_parameters = (light_model_parameters + 2147483648.f) / 2147483647.5f - 1.f;
  188. gl_light_model(pname, light_model_parameters[0], light_model_parameters[1], light_model_parameters[2], light_model_parameters[3]);
  189. }
  190. void GLContext::gl_lightf(GLenum light, GLenum pname, GLfloat param)
  191. {
  192. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightf, light, pname, param);
  193. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  194. RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_device_info.num_lights), GL_INVALID_ENUM);
  195. RETURN_WITH_ERROR_IF(!(pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION || pname != GL_SPOT_EXPONENT || pname != GL_SPOT_CUTOFF), GL_INVALID_ENUM);
  196. RETURN_WITH_ERROR_IF(param < 0.f, GL_INVALID_VALUE);
  197. auto& light_state = m_light_states.at(light - GL_LIGHT0);
  198. switch (pname) {
  199. case GL_CONSTANT_ATTENUATION:
  200. light_state.constant_attenuation = param;
  201. break;
  202. case GL_LINEAR_ATTENUATION:
  203. light_state.linear_attenuation = param;
  204. break;
  205. case GL_QUADRATIC_ATTENUATION:
  206. light_state.quadratic_attenuation = param;
  207. break;
  208. case GL_SPOT_EXPONENT:
  209. RETURN_WITH_ERROR_IF(param > 128.f, GL_INVALID_VALUE);
  210. light_state.spotlight_exponent = param;
  211. break;
  212. case GL_SPOT_CUTOFF:
  213. RETURN_WITH_ERROR_IF(param > 90.f && param != 180.f, GL_INVALID_VALUE);
  214. light_state.spotlight_cutoff_angle = param;
  215. break;
  216. default:
  217. VERIFY_NOT_REACHED();
  218. }
  219. m_light_state_is_dirty = true;
  220. }
  221. void GLContext::gl_lightfv(GLenum light, GLenum pname, GLfloat const* params)
  222. {
  223. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightfv, light, pname, params);
  224. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  225. RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_device_info.num_lights), GL_INVALID_ENUM);
  226. 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);
  227. auto& light_state = m_light_states.at(light - GL_LIGHT0);
  228. switch (pname) {
  229. case GL_AMBIENT:
  230. light_state.ambient_intensity = { params[0], params[1], params[2], params[3] };
  231. break;
  232. case GL_DIFFUSE:
  233. light_state.diffuse_intensity = { params[0], params[1], params[2], params[3] };
  234. break;
  235. case GL_SPECULAR:
  236. light_state.specular_intensity = { params[0], params[1], params[2], params[3] };
  237. break;
  238. case GL_POSITION:
  239. light_state.position = { params[0], params[1], params[2], params[3] };
  240. light_state.position = model_view_matrix() * light_state.position;
  241. break;
  242. case GL_CONSTANT_ATTENUATION:
  243. RETURN_WITH_ERROR_IF(params[0] < 0.f, GL_INVALID_VALUE);
  244. light_state.constant_attenuation = params[0];
  245. break;
  246. case GL_LINEAR_ATTENUATION:
  247. RETURN_WITH_ERROR_IF(params[0] < 0.f, GL_INVALID_VALUE);
  248. light_state.linear_attenuation = params[0];
  249. break;
  250. case GL_QUADRATIC_ATTENUATION:
  251. RETURN_WITH_ERROR_IF(params[0] < 0.f, GL_INVALID_VALUE);
  252. light_state.quadratic_attenuation = params[0];
  253. break;
  254. case GL_SPOT_EXPONENT: {
  255. auto exponent = params[0];
  256. RETURN_WITH_ERROR_IF(exponent < 0.f || exponent > 128.f, GL_INVALID_VALUE);
  257. light_state.spotlight_exponent = exponent;
  258. break;
  259. }
  260. case GL_SPOT_CUTOFF: {
  261. auto cutoff = params[0];
  262. RETURN_WITH_ERROR_IF((cutoff < 0.f || cutoff > 90.f) && cutoff != 180.f, GL_INVALID_VALUE);
  263. light_state.spotlight_cutoff_angle = cutoff;
  264. break;
  265. }
  266. case GL_SPOT_DIRECTION: {
  267. FloatVector4 direction_vector = { params[0], params[1], params[2], 0.f };
  268. direction_vector = model_view_matrix() * direction_vector;
  269. light_state.spotlight_direction = direction_vector.xyz();
  270. break;
  271. }
  272. default:
  273. VERIFY_NOT_REACHED();
  274. }
  275. m_light_state_is_dirty = true;
  276. }
  277. void GLContext::gl_lightiv(GLenum light, GLenum pname, GLint const* params)
  278. {
  279. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightiv, light, pname, params);
  280. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  281. RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_device_info.num_lights), GL_INVALID_ENUM);
  282. 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);
  283. auto& light_state = m_light_states[light - GL_LIGHT0];
  284. auto const to_float_vector = [](GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
  285. return FloatVector4(x, y, z, w);
  286. };
  287. switch (pname) {
  288. case GL_AMBIENT:
  289. light_state.ambient_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
  290. break;
  291. case GL_DIFFUSE:
  292. light_state.diffuse_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
  293. break;
  294. case GL_SPECULAR:
  295. light_state.specular_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
  296. break;
  297. case GL_POSITION:
  298. light_state.position = to_float_vector(params[0], params[1], params[2], params[3]);
  299. light_state.position = model_view_matrix() * light_state.position;
  300. break;
  301. case GL_CONSTANT_ATTENUATION:
  302. RETURN_WITH_ERROR_IF(params[0] < 0, GL_INVALID_VALUE);
  303. light_state.constant_attenuation = static_cast<float>(params[0]);
  304. break;
  305. case GL_LINEAR_ATTENUATION:
  306. RETURN_WITH_ERROR_IF(params[0] < 0, GL_INVALID_VALUE);
  307. light_state.linear_attenuation = static_cast<float>(params[0]);
  308. break;
  309. case GL_QUADRATIC_ATTENUATION:
  310. RETURN_WITH_ERROR_IF(params[0] < 0, GL_INVALID_VALUE);
  311. light_state.quadratic_attenuation = static_cast<float>(params[0]);
  312. break;
  313. case GL_SPOT_EXPONENT: {
  314. auto exponent = static_cast<float>(params[0]);
  315. RETURN_WITH_ERROR_IF(exponent < 0.f || exponent > 128.f, GL_INVALID_VALUE);
  316. light_state.spotlight_exponent = exponent;
  317. break;
  318. }
  319. case GL_SPOT_CUTOFF: {
  320. auto cutoff = static_cast<float>(params[0]);
  321. RETURN_WITH_ERROR_IF((cutoff < 0.f || cutoff > 90.f) && cutoff != 180.f, GL_INVALID_VALUE);
  322. light_state.spotlight_cutoff_angle = cutoff;
  323. break;
  324. }
  325. case GL_SPOT_DIRECTION: {
  326. auto direction_vector = to_float_vector(params[0], params[1], params[2], 0.0f);
  327. direction_vector = model_view_matrix() * direction_vector;
  328. light_state.spotlight_direction = direction_vector.xyz();
  329. break;
  330. }
  331. default:
  332. VERIFY_NOT_REACHED();
  333. }
  334. m_light_state_is_dirty = true;
  335. }
  336. void GLContext::gl_materialf(GLenum face, GLenum pname, GLfloat param)
  337. {
  338. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialf, face, pname, param);
  339. RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
  340. RETURN_WITH_ERROR_IF(pname != GL_SHININESS, GL_INVALID_ENUM);
  341. RETURN_WITH_ERROR_IF(param > 128.0f, GL_INVALID_VALUE);
  342. switch (face) {
  343. case GL_FRONT:
  344. m_material_states[Face::Front].shininess = param;
  345. break;
  346. case GL_BACK:
  347. m_material_states[Face::Back].shininess = param;
  348. break;
  349. case GL_FRONT_AND_BACK:
  350. m_material_states[Face::Front].shininess = param;
  351. m_material_states[Face::Back].shininess = param;
  352. break;
  353. default:
  354. VERIFY_NOT_REACHED();
  355. }
  356. m_light_state_is_dirty = true;
  357. }
  358. void GLContext::gl_materialfv(GLenum face, GLenum pname, GLfloat const* params)
  359. {
  360. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialfv, face, pname, params);
  361. RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
  362. 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);
  363. RETURN_WITH_ERROR_IF((pname == GL_SHININESS && *params > 128.0f), GL_INVALID_VALUE);
  364. auto update_material = [](GPU::Material& material, GLenum pname, GLfloat const* params) {
  365. switch (pname) {
  366. case GL_AMBIENT:
  367. material.ambient = { params[0], params[1], params[2], params[3] };
  368. break;
  369. case GL_DIFFUSE:
  370. material.diffuse = { params[0], params[1], params[2], params[3] };
  371. break;
  372. case GL_SPECULAR:
  373. material.specular = { params[0], params[1], params[2], params[3] };
  374. break;
  375. case GL_EMISSION:
  376. material.emissive = { params[0], params[1], params[2], params[3] };
  377. break;
  378. case GL_SHININESS:
  379. material.shininess = params[0];
  380. break;
  381. case GL_AMBIENT_AND_DIFFUSE:
  382. material.ambient = { params[0], params[1], params[2], params[3] };
  383. material.diffuse = { params[0], params[1], params[2], params[3] };
  384. break;
  385. }
  386. };
  387. switch (face) {
  388. case GL_FRONT:
  389. update_material(m_material_states[Face::Front], pname, params);
  390. break;
  391. case GL_BACK:
  392. update_material(m_material_states[Face::Back], pname, params);
  393. break;
  394. case GL_FRONT_AND_BACK:
  395. update_material(m_material_states[Face::Front], pname, params);
  396. update_material(m_material_states[Face::Back], pname, params);
  397. break;
  398. }
  399. m_light_state_is_dirty = true;
  400. }
  401. void GLContext::gl_materialiv(GLenum face, GLenum pname, GLint const* params)
  402. {
  403. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialiv, face, pname, params);
  404. RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
  405. 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);
  406. RETURN_WITH_ERROR_IF((pname == GL_SHININESS && *params > 128), GL_INVALID_VALUE);
  407. auto update_material = [](GPU::Material& material, GLenum pname, GLint const* params) {
  408. switch (pname) {
  409. case GL_AMBIENT:
  410. material.ambient = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
  411. break;
  412. case GL_DIFFUSE:
  413. material.diffuse = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
  414. break;
  415. case GL_SPECULAR:
  416. material.specular = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
  417. break;
  418. case GL_EMISSION:
  419. material.emissive = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
  420. break;
  421. case GL_SHININESS:
  422. material.shininess = static_cast<float>(params[0]);
  423. break;
  424. case GL_AMBIENT_AND_DIFFUSE:
  425. material.ambient = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
  426. material.diffuse = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
  427. break;
  428. }
  429. };
  430. switch (face) {
  431. case GL_FRONT:
  432. update_material(m_material_states[Face::Front], pname, params);
  433. break;
  434. case GL_BACK:
  435. update_material(m_material_states[Face::Back], pname, params);
  436. break;
  437. case GL_FRONT_AND_BACK:
  438. update_material(m_material_states[Face::Front], pname, params);
  439. update_material(m_material_states[Face::Back], pname, params);
  440. break;
  441. }
  442. m_light_state_is_dirty = true;
  443. }
  444. void GLContext::gl_shade_model(GLenum mode)
  445. {
  446. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_shade_model, mode);
  447. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  448. RETURN_WITH_ERROR_IF(mode != GL_FLAT && mode != GL_SMOOTH, GL_INVALID_ENUM);
  449. auto options = m_rasterizer->options();
  450. options.shade_smooth = (mode == GL_SMOOTH);
  451. m_rasterizer->set_options(options);
  452. }
  453. void GLContext::sync_light_state()
  454. {
  455. if (!m_light_state_is_dirty)
  456. return;
  457. m_light_state_is_dirty = false;
  458. auto options = m_rasterizer->options();
  459. options.color_material_enabled = m_color_material_enabled;
  460. switch (m_color_material_face) {
  461. case GL_BACK:
  462. options.color_material_face = GPU::ColorMaterialFace::Back;
  463. break;
  464. case GL_FRONT:
  465. options.color_material_face = GPU::ColorMaterialFace::Front;
  466. break;
  467. case GL_FRONT_AND_BACK:
  468. options.color_material_face = GPU::ColorMaterialFace::FrontAndBack;
  469. break;
  470. default:
  471. VERIFY_NOT_REACHED();
  472. }
  473. switch (m_color_material_mode) {
  474. case GL_AMBIENT:
  475. options.color_material_mode = GPU::ColorMaterialMode::Ambient;
  476. break;
  477. case GL_AMBIENT_AND_DIFFUSE:
  478. options.color_material_mode = GPU::ColorMaterialMode::AmbientAndDiffuse;
  479. break;
  480. case GL_DIFFUSE:
  481. options.color_material_mode = GPU::ColorMaterialMode::Diffuse;
  482. break;
  483. case GL_EMISSION:
  484. options.color_material_mode = GPU::ColorMaterialMode::Emissive;
  485. break;
  486. case GL_SPECULAR:
  487. options.color_material_mode = GPU::ColorMaterialMode::Specular;
  488. break;
  489. default:
  490. VERIFY_NOT_REACHED();
  491. }
  492. m_rasterizer->set_options(options);
  493. for (auto light_id = 0u; light_id < m_device_info.num_lights; light_id++) {
  494. auto const& current_light_state = m_light_states.at(light_id);
  495. m_rasterizer->set_light_state(light_id, current_light_state);
  496. }
  497. m_rasterizer->set_material_state(GPU::Face::Front, m_material_states[Face::Front]);
  498. m_rasterizer->set_material_state(GPU::Face::Back, m_material_states[Face::Back]);
  499. }
  500. }