mirror of
https://github.com/LadybirdBrowser/ladybird.git
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365fb36108
This allows for faster rebuilds when the implementation changes.
336 lines
12 KiB
C++
336 lines
12 KiB
C++
/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <AK/Assertions.h>
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#include <AK/Debug.h>
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#include <LibGL/GLContext.h>
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namespace GL {
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void GLContext::gl_array_element(GLint i)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_array_element, i);
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RETURN_WITH_ERROR_IF(i < 0, GL_INVALID_VALUE);
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// This is effectively the same as `gl_draw_elements`, except we only output a single
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// vertex (this is done between a `gl_begin/end` call) that is to be rendered.
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if (!m_client_side_vertex_array_enabled)
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return;
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if (m_client_side_color_array_enabled) {
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float color[4] { 0, 0, 0, 1 };
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read_from_vertex_attribute_pointer(m_client_color_pointer, i, color);
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gl_color(color[0], color[1], color[2], color[3]);
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}
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for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) {
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if (m_client_side_texture_coord_array_enabled[t]) {
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float tex_coords[4] { 0, 0, 0, 0 };
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read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords);
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gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]);
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}
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}
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if (m_client_side_normal_array_enabled) {
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float normal[3];
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read_from_vertex_attribute_pointer(m_client_normal_pointer, i, normal);
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gl_normal(normal[0], normal[1], normal[2]);
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}
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float vertex[4] { 0, 0, 0, 1 };
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read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex);
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gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
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}
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void GLContext::gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_color, r, g, b, a);
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m_current_vertex_color = {
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static_cast<float>(r),
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static_cast<float>(g),
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static_cast<float>(b),
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static_cast<float>(a),
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};
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}
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void GLContext::gl_color_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer)
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{
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(!(size == 3 || size == 4), GL_INVALID_VALUE);
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RETURN_WITH_ERROR_IF(type != GL_BYTE
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&& type != GL_UNSIGNED_BYTE
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&& type != GL_SHORT
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&& type != GL_UNSIGNED_SHORT
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&& type != GL_INT
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&& type != GL_UNSIGNED_INT
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&& type != GL_FLOAT
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&& type != GL_DOUBLE,
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GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE);
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m_client_color_pointer = { .size = size, .type = type, .stride = stride, .pointer = pointer };
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}
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void GLContext::gl_draw_arrays(GLenum mode, GLint first, GLsizei count)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_arrays, mode, first, count);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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// FIXME: Some modes are still missing (GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES)
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RETURN_WITH_ERROR_IF(!(mode == GL_TRIANGLE_STRIP
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|| mode == GL_TRIANGLE_FAN
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|| mode == GL_TRIANGLES
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|| mode == GL_QUADS
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|| mode == GL_QUAD_STRIP
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|| mode == GL_POLYGON),
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GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(count < 0, GL_INVALID_VALUE);
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// At least the vertex array needs to be enabled
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if (!m_client_side_vertex_array_enabled)
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return;
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auto last = first + count;
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gl_begin(mode);
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for (int i = first; i < last; i++) {
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if (m_client_side_color_array_enabled) {
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float color[4] { 0, 0, 0, 1 };
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read_from_vertex_attribute_pointer(m_client_color_pointer, i, color);
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gl_color(color[0], color[1], color[2], color[3]);
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}
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for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) {
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if (m_client_side_texture_coord_array_enabled[t]) {
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float tex_coords[4] { 0, 0, 0, 0 };
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read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords);
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gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]);
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}
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}
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if (m_client_side_normal_array_enabled) {
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float normal[3];
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read_from_vertex_attribute_pointer(m_client_normal_pointer, i, normal);
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gl_normal(normal[0], normal[1], normal[2]);
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}
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float vertex[4] { 0, 0, 0, 1 };
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read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex);
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gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
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}
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gl_end();
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}
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void GLContext::gl_draw_elements(GLenum mode, GLsizei count, GLenum type, void const* indices)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_elements, mode, count, type, indices);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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// FIXME: Some modes are still missing (GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES)
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RETURN_WITH_ERROR_IF(!(mode == GL_TRIANGLE_STRIP
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|| mode == GL_TRIANGLE_FAN
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|| mode == GL_TRIANGLES
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|| mode == GL_QUADS
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|| mode == GL_QUAD_STRIP
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|| mode == GL_POLYGON),
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GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(!(type == GL_UNSIGNED_BYTE
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|| type == GL_UNSIGNED_SHORT
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|| type == GL_UNSIGNED_INT),
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GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(count < 0, GL_INVALID_VALUE);
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// At least the vertex array needs to be enabled
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if (!m_client_side_vertex_array_enabled)
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return;
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gl_begin(mode);
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for (int index = 0; index < count; index++) {
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int i = 0;
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switch (type) {
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case GL_UNSIGNED_BYTE:
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i = reinterpret_cast<GLubyte const*>(indices)[index];
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break;
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case GL_UNSIGNED_SHORT:
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i = reinterpret_cast<GLushort const*>(indices)[index];
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break;
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case GL_UNSIGNED_INT:
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i = reinterpret_cast<GLuint const*>(indices)[index];
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break;
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}
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if (m_client_side_color_array_enabled) {
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float color[4] { 0, 0, 0, 1 };
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read_from_vertex_attribute_pointer(m_client_color_pointer, i, color);
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gl_color(color[0], color[1], color[2], color[3]);
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}
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for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) {
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if (m_client_side_texture_coord_array_enabled[t]) {
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float tex_coords[4] { 0, 0, 0, 0 };
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read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords);
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gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]);
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}
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}
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if (m_client_side_normal_array_enabled) {
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float normal[3];
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read_from_vertex_attribute_pointer(m_client_normal_pointer, i, normal);
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gl_normal(normal[0], normal[1], normal[2]);
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}
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float vertex[4] { 0, 0, 0, 1 };
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read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex);
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gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
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}
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gl_end();
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}
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void GLContext::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 GLContext::gl_normal_pointer(GLenum type, GLsizei stride, void const* pointer)
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{
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(type != GL_BYTE
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&& type != GL_SHORT
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&& type != GL_INT
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&& type != GL_FLOAT
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&& type != GL_DOUBLE,
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GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE);
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m_client_normal_pointer = { .size = 3, .type = type, .stride = stride, .pointer = pointer };
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}
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void GLContext::gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_vertex, x, y, z, w);
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GPU::Vertex vertex;
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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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for (size_t i = 0; i < m_device_info.num_texture_units; ++i)
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vertex.tex_coords[i] = m_current_vertex_tex_coord[i];
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vertex.normal = m_current_vertex_normal;
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m_vertex_list.append(vertex);
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}
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void GLContext::gl_vertex_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer)
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{
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(!(size == 2 || size == 3 || size == 4), GL_INVALID_VALUE);
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RETURN_WITH_ERROR_IF(!(type == GL_SHORT || type == GL_INT || type == GL_FLOAT || type == GL_DOUBLE), GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE);
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m_client_vertex_pointer = { .size = size, .type = type, .stride = stride, .pointer = pointer };
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}
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// General helper function to read arbitrary vertex attribute data into a float array
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void GLContext::read_from_vertex_attribute_pointer(VertexAttribPointer const& attrib, int index, float* elements)
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{
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auto byte_ptr = reinterpret_cast<char const*>(attrib.pointer);
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auto normalize = attrib.normalize;
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size_t stride = attrib.stride;
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switch (attrib.type) {
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case GL_BYTE: {
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if (stride == 0)
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stride = sizeof(GLbyte) * attrib.size;
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for (int i = 0; i < attrib.size; i++) {
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elements[i] = *(reinterpret_cast<GLbyte const*>(byte_ptr + stride * index) + i);
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if (normalize)
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elements[i] /= 0x80;
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}
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break;
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}
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case GL_UNSIGNED_BYTE: {
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if (stride == 0)
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stride = sizeof(GLubyte) * attrib.size;
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for (int i = 0; i < attrib.size; i++) {
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elements[i] = *(reinterpret_cast<GLubyte const*>(byte_ptr + stride * index) + i);
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if (normalize)
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elements[i] /= 0xff;
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}
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break;
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}
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case GL_SHORT: {
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if (stride == 0)
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stride = sizeof(GLshort) * attrib.size;
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for (int i = 0; i < attrib.size; i++) {
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elements[i] = *(reinterpret_cast<GLshort const*>(byte_ptr + stride * index) + i);
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if (normalize)
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elements[i] /= 0x8000;
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}
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break;
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}
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case GL_UNSIGNED_SHORT: {
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if (stride == 0)
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stride = sizeof(GLushort) * attrib.size;
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for (int i = 0; i < attrib.size; i++) {
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elements[i] = *(reinterpret_cast<GLushort const*>(byte_ptr + stride * index) + i);
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if (normalize)
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elements[i] /= 0xffff;
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}
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break;
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}
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case GL_INT: {
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if (stride == 0)
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stride = sizeof(GLint) * attrib.size;
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for (int i = 0; i < attrib.size; i++) {
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elements[i] = *(reinterpret_cast<GLint const*>(byte_ptr + stride * index) + i);
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if (normalize)
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elements[i] /= 0x80000000;
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}
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break;
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}
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case GL_UNSIGNED_INT: {
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if (stride == 0)
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stride = sizeof(GLuint) * attrib.size;
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for (int i = 0; i < attrib.size; i++) {
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elements[i] = *(reinterpret_cast<GLuint const*>(byte_ptr + stride * index) + i);
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if (normalize)
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elements[i] /= 0xffffffff;
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}
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break;
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}
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case GL_FLOAT: {
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if (stride == 0)
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stride = sizeof(GLfloat) * attrib.size;
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for (int i = 0; i < attrib.size; i++)
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elements[i] = *(reinterpret_cast<GLfloat const*>(byte_ptr + stride * index) + i);
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break;
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}
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case GL_DOUBLE: {
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if (stride == 0)
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stride = sizeof(GLdouble) * attrib.size;
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for (int i = 0; i < attrib.size; i++)
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elements[i] = static_cast<float>(*(reinterpret_cast<GLdouble const*>(byte_ptr + stride * index) + i));
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break;
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}
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}
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}
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}
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