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LibGL: Implement glNormal3f
and glNormal3fv
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parent
ea6bcda79c
commit
78d0674228
Notes:
sideshowbarker
2024-07-17 22:51:54 +09:00
Author: https://github.com/gmta Commit: https://github.com/SerenityOS/serenity/commit/78d06742284 Pull-request: https://github.com/SerenityOS/serenity/pull/11154 Reviewed-by: https://github.com/sunverwerth ✅
6 changed files with 27 additions and 1 deletions
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@ -449,6 +449,8 @@ GLAPI void glStencilFunc(GLenum func, GLint ref, GLuint mask);
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GLAPI void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
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GLAPI void glStencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
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GLAPI void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
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GLAPI void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz);
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GLAPI void glNormal3fv(GLfloat const* v);
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#ifdef __cplusplus
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}
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@ -93,6 +93,7 @@ public:
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virtual void gl_scissor(GLint x, GLint y, GLsizei width, GLsizei height) = 0;
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virtual void gl_stencil_func_separate(GLenum face, GLenum func, GLint ref, GLuint mask) = 0;
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virtual void gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) = 0;
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virtual void gl_normal(GLfloat nx, GLfloat ny, GLfloat nz) = 0;
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virtual void present() = 0;
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};
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@ -8,6 +8,7 @@
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#include "GL/gl.h"
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#include <LibGfx/Vector2.h>
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#include <LibGfx/Vector3.h>
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#include <LibGfx/Vector4.h>
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namespace GL {
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@ -20,6 +21,7 @@ struct GLVertex {
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FloatVector4 position;
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FloatVector4 color;
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FloatVector2 tex_coord;
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FloatVector3 normal;
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};
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struct GLTriangle {
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@ -169,3 +169,13 @@ void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
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{
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g_gl_context->gl_translate(x, y, z);
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}
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void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
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{
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g_gl_context->gl_normal(nx, ny, nz);
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}
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void glNormal3fv(GLfloat const* v)
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{
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g_gl_context->gl_normal(v[0], v[1], v[2]);
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}
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@ -514,6 +514,7 @@ void SoftwareGLContext::gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w
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vertex.position = { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z), static_cast<float>(w) };
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vertex.color = m_current_vertex_color;
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vertex.tex_coord = { m_current_vertex_tex_coord.x(), m_current_vertex_tex_coord.y() };
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vertex.normal = m_current_vertex_normal;
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vertex_list.append(vertex);
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}
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@ -2240,6 +2241,13 @@ void SoftwareGLContext::gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum
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m_stencil_backfacing_op = new_options;
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}
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void SoftwareGLContext::gl_normal(GLfloat nx, GLfloat ny, GLfloat nz)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_normal, nx, ny, nz);
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m_current_vertex_normal = { nx, ny, nz };
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}
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void SoftwareGLContext::present()
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{
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m_rasterizer.blit_to(*m_frontbuffer);
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@ -104,6 +104,7 @@ public:
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virtual void gl_scissor(GLint x, GLint y, GLsizei width, GLsizei height) override;
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virtual void gl_stencil_func_separate(GLenum face, GLenum func, GLint ref, GLuint mask) override;
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virtual void gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) override;
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virtual void gl_normal(GLfloat nx, GLfloat ny, GLfloat nz) override;
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virtual void present() override;
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private:
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@ -143,6 +144,7 @@ private:
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double m_clear_depth = { 1.0 };
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FloatVector4 m_current_vertex_color = { 1.0f, 1.0f, 1.0f, 1.0f };
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FloatVector4 m_current_vertex_tex_coord = { 0.0f, 0.0f, 0.0f, 0.0f };
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FloatVector3 m_current_vertex_normal = { 0.0f, 0.0f, 1.0f };
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Vector<GLVertex, 96> vertex_list;
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Vector<GLTriangle, 32> triangle_list;
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@ -266,7 +268,8 @@ private:
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decltype(&SoftwareGLContext::gl_polygon_offset),
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decltype(&SoftwareGLContext::gl_scissor),
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decltype(&SoftwareGLContext::gl_stencil_func_separate),
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decltype(&SoftwareGLContext::gl_stencil_op_separate)>;
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decltype(&SoftwareGLContext::gl_stencil_op_separate),
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decltype(&SoftwareGLContext::gl_normal)>;
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using ExtraSavedArguments = Variant<
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FloatMatrix4x4>;
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