mirror of
https://github.com/LadybirdBrowser/ladybird.git
synced 2024-11-22 23:50:19 +00:00
00d46e5d77
Each texture unit now has its own texture transformation matrix stack. Introduce a new texture unit configuration that is synced when changed. Because we're no longer passing a silly `Vector` when drawing each primitive, this results in a slightly improved frames per second :^)
538 lines
21 KiB
C++
538 lines
21 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/Debug.h>
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#include <LibGL/GLContext.h>
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namespace GL {
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template<typename T>
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void GLContext::get_light_param(GLenum light, GLenum pname, T* params)
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{
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auto const& light_state = m_light_states[light - GL_LIGHT0];
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switch (pname) {
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case GL_AMBIENT:
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params[0] = light_state.ambient_intensity.x();
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params[1] = light_state.ambient_intensity.y();
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params[2] = light_state.ambient_intensity.z();
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params[3] = light_state.ambient_intensity.w();
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break;
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case GL_DIFFUSE:
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params[0] = light_state.diffuse_intensity.x();
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params[1] = light_state.diffuse_intensity.y();
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params[2] = light_state.diffuse_intensity.z();
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params[3] = light_state.diffuse_intensity.w();
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break;
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case GL_SPECULAR:
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params[0] = light_state.specular_intensity.x();
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params[1] = light_state.specular_intensity.y();
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params[2] = light_state.specular_intensity.z();
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params[3] = light_state.specular_intensity.w();
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break;
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case GL_SPOT_DIRECTION:
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params[0] = light_state.spotlight_direction.x();
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params[1] = light_state.spotlight_direction.y();
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params[2] = light_state.spotlight_direction.z();
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break;
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case GL_SPOT_EXPONENT:
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*params = light_state.spotlight_exponent;
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break;
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case GL_SPOT_CUTOFF:
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*params = light_state.spotlight_cutoff_angle;
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break;
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case GL_CONSTANT_ATTENUATION:
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*params = light_state.constant_attenuation;
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break;
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case GL_LINEAR_ATTENUATION:
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*params = light_state.linear_attenuation;
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break;
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case GL_QUADRATIC_ATTENUATION:
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*params = light_state.quadratic_attenuation;
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break;
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}
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}
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template<typename T>
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void GLContext::get_material_param(Face face, GLenum pname, T* params)
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{
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auto const& material = m_material_states[face];
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switch (pname) {
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case GL_AMBIENT:
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params[0] = static_cast<T>(material.ambient.x());
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params[1] = static_cast<T>(material.ambient.y());
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params[2] = static_cast<T>(material.ambient.z());
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params[3] = static_cast<T>(material.ambient.w());
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break;
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case GL_DIFFUSE:
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params[0] = static_cast<T>(material.diffuse.x());
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params[1] = static_cast<T>(material.diffuse.y());
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params[2] = static_cast<T>(material.diffuse.z());
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params[3] = static_cast<T>(material.diffuse.w());
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break;
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case GL_SPECULAR:
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params[0] = static_cast<T>(material.specular.x());
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params[1] = static_cast<T>(material.specular.y());
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params[2] = static_cast<T>(material.specular.z());
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params[3] = static_cast<T>(material.specular.w());
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break;
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case GL_EMISSION:
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params[0] = static_cast<T>(material.emissive.x());
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params[1] = static_cast<T>(material.emissive.y());
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params[2] = static_cast<T>(material.emissive.z());
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params[3] = static_cast<T>(material.emissive.w());
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break;
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case GL_SHININESS:
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*params = material.shininess;
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break;
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}
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}
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void GLContext::gl_color_material(GLenum face, GLenum mode)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_color_material, face, mode);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(face != GL_FRONT
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&& face != GL_BACK
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&& face != GL_FRONT_AND_BACK,
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GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(mode != GL_EMISSION
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&& mode != GL_AMBIENT
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&& mode != GL_DIFFUSE
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&& mode != GL_SPECULAR
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&& mode != GL_AMBIENT_AND_DIFFUSE,
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GL_INVALID_ENUM);
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m_color_material_face = face;
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m_color_material_mode = mode;
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m_light_state_is_dirty = true;
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}
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void GLContext::gl_get_light(GLenum light, GLenum pname, void* params, GLenum type)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_get_light, light, pname, params, type);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light > GL_LIGHT0 + m_device_info.num_lights, GL_INVALID_ENUM);
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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);
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if (type == GL_FLOAT)
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get_light_param<GLfloat>(light, pname, static_cast<GLfloat*>(params));
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else if (type == GL_INT)
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get_light_param<GLint>(light, pname, static_cast<GLint*>(params));
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else
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VERIFY_NOT_REACHED();
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}
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void GLContext::gl_get_material(GLenum face, GLenum pname, void* params, GLenum type)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_get_material, face, pname, params, type);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_EMISSION), GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK), GL_INVALID_ENUM);
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Face material_face = Front;
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switch (face) {
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case GL_FRONT:
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material_face = Front;
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break;
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case GL_BACK:
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material_face = Back;
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break;
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}
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if (type == GL_FLOAT)
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get_material_param<GLfloat>(material_face, pname, static_cast<GLfloat*>(params));
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else if (type == GL_INT)
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get_material_param<GLint>(material_face, pname, static_cast<GLint*>(params));
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else
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VERIFY_NOT_REACHED();
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}
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void GLContext::gl_light_model(GLenum pname, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_light_model, pname, x, y, z, w);
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RETURN_WITH_ERROR_IF(pname != GL_LIGHT_MODEL_AMBIENT
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&& pname != GL_LIGHT_MODEL_COLOR_CONTROL
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&& pname != GL_LIGHT_MODEL_LOCAL_VIEWER
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&& pname != GL_LIGHT_MODEL_TWO_SIDE,
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GL_INVALID_ENUM);
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auto lighting_params = m_rasterizer->light_model();
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switch (pname) {
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case GL_LIGHT_MODEL_AMBIENT:
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lighting_params.scene_ambient_color = { x, y, z, w };
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break;
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case GL_LIGHT_MODEL_COLOR_CONTROL: {
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GLenum color_control = static_cast<GLenum>(x);
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RETURN_WITH_ERROR_IF(color_control != GL_SINGLE_COLOR && color_control != GL_SEPARATE_SPECULAR_COLOR, GL_INVALID_ENUM);
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lighting_params.color_control = (color_control == GL_SINGLE_COLOR) ? GPU::ColorControl::SingleColor : GPU::ColorControl::SeparateSpecularColor;
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break;
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}
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case GL_LIGHT_MODEL_LOCAL_VIEWER:
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// 0 means the viewer is at infinity
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// 1 means they're in local (eye) space
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lighting_params.viewer_at_infinity = (x != 1.0f);
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break;
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case GL_LIGHT_MODEL_TWO_SIDE:
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VERIFY(y == 0.0f && z == 0.0f && w == 0.0f);
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lighting_params.two_sided_lighting = x;
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break;
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default:
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VERIFY_NOT_REACHED();
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}
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m_rasterizer->set_light_model_params(lighting_params);
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}
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void GLContext::gl_lightf(GLenum light, GLenum pname, GLfloat param)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightf, light, pname, param);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_device_info.num_lights), GL_INVALID_ENUM);
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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);
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RETURN_WITH_ERROR_IF(param < 0.f, GL_INVALID_VALUE);
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auto& light_state = m_light_states.at(light - GL_LIGHT0);
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switch (pname) {
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case GL_CONSTANT_ATTENUATION:
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light_state.constant_attenuation = param;
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break;
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case GL_LINEAR_ATTENUATION:
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light_state.linear_attenuation = param;
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break;
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case GL_QUADRATIC_ATTENUATION:
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light_state.quadratic_attenuation = param;
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break;
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case GL_SPOT_EXPONENT:
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RETURN_WITH_ERROR_IF(param > 128.f, GL_INVALID_VALUE);
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light_state.spotlight_exponent = param;
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break;
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case GL_SPOT_CUTOFF:
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RETURN_WITH_ERROR_IF(param > 90.f && param != 180.f, GL_INVALID_VALUE);
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light_state.spotlight_cutoff_angle = param;
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break;
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default:
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VERIFY_NOT_REACHED();
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}
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m_light_state_is_dirty = true;
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}
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void GLContext::gl_lightfv(GLenum light, GLenum pname, GLfloat const* params)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightfv, light, pname, params);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_device_info.num_lights), GL_INVALID_ENUM);
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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);
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auto& light_state = m_light_states.at(light - GL_LIGHT0);
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switch (pname) {
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case GL_AMBIENT:
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light_state.ambient_intensity = { params[0], params[1], params[2], params[3] };
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break;
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case GL_DIFFUSE:
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light_state.diffuse_intensity = { params[0], params[1], params[2], params[3] };
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break;
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case GL_SPECULAR:
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light_state.specular_intensity = { params[0], params[1], params[2], params[3] };
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break;
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case GL_POSITION:
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light_state.position = { params[0], params[1], params[2], params[3] };
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light_state.position = model_view_matrix() * light_state.position;
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break;
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case GL_CONSTANT_ATTENUATION:
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RETURN_WITH_ERROR_IF(params[0] < 0.f, GL_INVALID_VALUE);
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light_state.constant_attenuation = params[0];
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break;
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case GL_LINEAR_ATTENUATION:
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RETURN_WITH_ERROR_IF(params[0] < 0.f, GL_INVALID_VALUE);
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light_state.linear_attenuation = params[0];
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break;
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case GL_QUADRATIC_ATTENUATION:
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RETURN_WITH_ERROR_IF(params[0] < 0.f, GL_INVALID_VALUE);
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light_state.quadratic_attenuation = params[0];
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break;
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case GL_SPOT_EXPONENT: {
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auto exponent = params[0];
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RETURN_WITH_ERROR_IF(exponent < 0.f || exponent > 128.f, GL_INVALID_VALUE);
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light_state.spotlight_exponent = exponent;
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break;
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}
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case GL_SPOT_CUTOFF: {
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auto cutoff = params[0];
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RETURN_WITH_ERROR_IF((cutoff < 0.f || cutoff > 90.f) && cutoff != 180.f, GL_INVALID_VALUE);
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light_state.spotlight_cutoff_angle = cutoff;
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break;
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}
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case GL_SPOT_DIRECTION: {
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FloatVector4 direction_vector = { params[0], params[1], params[2], 0.f };
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direction_vector = model_view_matrix() * direction_vector;
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light_state.spotlight_direction = direction_vector.xyz();
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break;
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}
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default:
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VERIFY_NOT_REACHED();
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}
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m_light_state_is_dirty = true;
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}
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void GLContext::gl_lightiv(GLenum light, GLenum pname, GLint const* params)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightiv, light, pname, params);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_device_info.num_lights), GL_INVALID_ENUM);
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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);
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auto& light_state = m_light_states[light - GL_LIGHT0];
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auto const to_float_vector = [](GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
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return FloatVector4(x, y, z, w);
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};
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switch (pname) {
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case GL_AMBIENT:
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light_state.ambient_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
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break;
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case GL_DIFFUSE:
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light_state.diffuse_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
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break;
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case GL_SPECULAR:
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light_state.specular_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
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break;
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case GL_POSITION:
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light_state.position = to_float_vector(params[0], params[1], params[2], params[3]);
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light_state.position = model_view_matrix() * light_state.position;
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break;
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case GL_CONSTANT_ATTENUATION:
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RETURN_WITH_ERROR_IF(params[0] < 0, GL_INVALID_VALUE);
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light_state.constant_attenuation = static_cast<float>(params[0]);
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break;
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case GL_LINEAR_ATTENUATION:
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RETURN_WITH_ERROR_IF(params[0] < 0, GL_INVALID_VALUE);
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light_state.linear_attenuation = static_cast<float>(params[0]);
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break;
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case GL_QUADRATIC_ATTENUATION:
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RETURN_WITH_ERROR_IF(params[0] < 0, GL_INVALID_VALUE);
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light_state.quadratic_attenuation = static_cast<float>(params[0]);
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break;
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case GL_SPOT_EXPONENT: {
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auto exponent = static_cast<float>(params[0]);
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RETURN_WITH_ERROR_IF(exponent < 0.f || exponent > 128.f, GL_INVALID_VALUE);
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light_state.spotlight_exponent = exponent;
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break;
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}
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case GL_SPOT_CUTOFF: {
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auto cutoff = static_cast<float>(params[0]);
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RETURN_WITH_ERROR_IF((cutoff < 0.f || cutoff > 90.f) && cutoff != 180.f, GL_INVALID_VALUE);
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light_state.spotlight_cutoff_angle = cutoff;
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break;
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}
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case GL_SPOT_DIRECTION: {
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auto direction_vector = to_float_vector(params[0], params[1], params[2], 0.0f);
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direction_vector = model_view_matrix() * direction_vector;
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light_state.spotlight_direction = direction_vector.xyz();
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break;
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}
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default:
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VERIFY_NOT_REACHED();
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}
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m_light_state_is_dirty = true;
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}
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void GLContext::gl_materialf(GLenum face, GLenum pname, GLfloat param)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialf, face, pname, param);
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RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(pname != GL_SHININESS, GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(param > 128.0f, GL_INVALID_VALUE);
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switch (face) {
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case GL_FRONT:
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m_material_states[Face::Front].shininess = param;
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break;
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case GL_BACK:
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m_material_states[Face::Back].shininess = param;
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break;
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case GL_FRONT_AND_BACK:
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m_material_states[Face::Front].shininess = param;
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m_material_states[Face::Back].shininess = param;
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break;
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default:
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VERIFY_NOT_REACHED();
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}
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m_light_state_is_dirty = true;
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}
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void GLContext::gl_materialfv(GLenum face, GLenum pname, GLfloat const* params)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialfv, face, pname, params);
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RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
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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);
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RETURN_WITH_ERROR_IF((pname == GL_SHININESS && *params > 128.0f), GL_INVALID_VALUE);
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auto update_material = [](GPU::Material& material, GLenum pname, GLfloat const* params) {
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switch (pname) {
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case GL_AMBIENT:
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material.ambient = { params[0], params[1], params[2], params[3] };
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break;
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case GL_DIFFUSE:
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material.diffuse = { params[0], params[1], params[2], params[3] };
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break;
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case GL_SPECULAR:
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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[Face::Front], pname, params);
|
|
break;
|
|
case GL_BACK:
|
|
update_material(m_material_states[Face::Back], pname, params);
|
|
break;
|
|
case GL_FRONT_AND_BACK:
|
|
update_material(m_material_states[Face::Front], pname, params);
|
|
update_material(m_material_states[Face::Back], pname, params);
|
|
break;
|
|
}
|
|
|
|
m_light_state_is_dirty = true;
|
|
}
|
|
|
|
void GLContext::gl_materialiv(GLenum face, GLenum pname, GLint const* params)
|
|
{
|
|
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialiv, 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), GL_INVALID_VALUE);
|
|
|
|
auto update_material = [](GPU::Material& material, GLenum pname, GLint const* params) {
|
|
switch (pname) {
|
|
case GL_AMBIENT:
|
|
material.ambient = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
|
|
break;
|
|
case GL_DIFFUSE:
|
|
material.diffuse = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
|
|
break;
|
|
case GL_SPECULAR:
|
|
material.specular = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
|
|
break;
|
|
case GL_EMISSION:
|
|
material.emissive = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
|
|
break;
|
|
case GL_SHININESS:
|
|
material.shininess = static_cast<float>(params[0]);
|
|
break;
|
|
case GL_AMBIENT_AND_DIFFUSE:
|
|
material.ambient = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
|
|
material.diffuse = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
|
|
break;
|
|
}
|
|
};
|
|
|
|
switch (face) {
|
|
case GL_FRONT:
|
|
update_material(m_material_states[Face::Front], pname, params);
|
|
break;
|
|
case GL_BACK:
|
|
update_material(m_material_states[Face::Back], pname, params);
|
|
break;
|
|
case GL_FRONT_AND_BACK:
|
|
update_material(m_material_states[Face::Front], pname, params);
|
|
update_material(m_material_states[Face::Back], pname, params);
|
|
break;
|
|
}
|
|
|
|
m_light_state_is_dirty = true;
|
|
}
|
|
|
|
void GLContext::gl_shade_model(GLenum mode)
|
|
{
|
|
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_shade_model, mode);
|
|
|
|
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
|
|
RETURN_WITH_ERROR_IF(mode != GL_FLAT && mode != GL_SMOOTH, GL_INVALID_ENUM);
|
|
|
|
auto options = m_rasterizer->options();
|
|
options.shade_smooth = (mode == GL_SMOOTH);
|
|
m_rasterizer->set_options(options);
|
|
}
|
|
|
|
void GLContext::sync_light_state()
|
|
{
|
|
if (!m_light_state_is_dirty)
|
|
return;
|
|
|
|
m_light_state_is_dirty = false;
|
|
|
|
auto options = m_rasterizer->options();
|
|
options.color_material_enabled = m_color_material_enabled;
|
|
switch (m_color_material_face) {
|
|
case GL_BACK:
|
|
options.color_material_face = GPU::ColorMaterialFace::Back;
|
|
break;
|
|
case GL_FRONT:
|
|
options.color_material_face = GPU::ColorMaterialFace::Front;
|
|
break;
|
|
case GL_FRONT_AND_BACK:
|
|
options.color_material_face = GPU::ColorMaterialFace::FrontAndBack;
|
|
break;
|
|
default:
|
|
VERIFY_NOT_REACHED();
|
|
}
|
|
switch (m_color_material_mode) {
|
|
case GL_AMBIENT:
|
|
options.color_material_mode = GPU::ColorMaterialMode::Ambient;
|
|
break;
|
|
case GL_AMBIENT_AND_DIFFUSE:
|
|
options.color_material_mode = GPU::ColorMaterialMode::AmbientAndDiffuse;
|
|
break;
|
|
case GL_DIFFUSE:
|
|
options.color_material_mode = GPU::ColorMaterialMode::Diffuse;
|
|
break;
|
|
case GL_EMISSION:
|
|
options.color_material_mode = GPU::ColorMaterialMode::Emissive;
|
|
break;
|
|
case GL_SPECULAR:
|
|
options.color_material_mode = GPU::ColorMaterialMode::Specular;
|
|
break;
|
|
default:
|
|
VERIFY_NOT_REACHED();
|
|
}
|
|
m_rasterizer->set_options(options);
|
|
|
|
for (auto light_id = 0u; light_id < m_device_info.num_lights; light_id++) {
|
|
auto const& current_light_state = m_light_states.at(light_id);
|
|
m_rasterizer->set_light_state(light_id, current_light_state);
|
|
}
|
|
|
|
m_rasterizer->set_material_state(GPU::Face::Front, m_material_states[Face::Front]);
|
|
m_rasterizer->set_material_state(GPU::Face::Back, m_material_states[Face::Back]);
|
|
}
|
|
|
|
}
|