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LibGL: Implement glLighti{v}

This commit is contained in:
Jesse Buhagiar 2022-01-24 18:15:40 +11:00 committed by Andreas Kling
parent f885e01875
commit 170739fe39
5 changed files with 71 additions and 1 deletions

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@ -3422,6 +3422,61 @@ void SoftwareGLContext::gl_lightfv(GLenum light, GLenum pname, GLfloat const* pa
m_light_state_is_dirty = true;
}
void SoftwareGLContext::gl_lightiv(GLenum light, GLenum pname, GLint const* params)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightiv, light, pname, params);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_device_info.num_lights), GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_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);
auto& light_state = m_light_states[light - GL_LIGHT0];
auto const to_float_vector = [](GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
return FloatVector4(x, y, z, w);
};
switch (pname) {
case GL_AMBIENT:
light_state.ambient_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
break;
case GL_DIFFUSE:
light_state.diffuse_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
break;
case GL_SPECULAR:
light_state.specular_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
break;
case GL_POSITION:
light_state.position = to_float_vector(params[0], params[1], params[2], params[3]);
light_state.position = m_model_view_matrix * light_state.position;
break;
case GL_CONSTANT_ATTENUATION:
light_state.constant_attenuation = static_cast<float>(params[0]);
break;
case GL_LINEAR_ATTENUATION:
light_state.linear_attenuation = static_cast<float>(params[0]);
break;
case GL_QUADRATIC_ATTENUATION:
light_state.quadratic_attenuation = static_cast<float>(params[0]);
break;
case GL_SPOT_EXPONENT:
light_state.spotlight_exponent = static_cast<float>(params[0]);
break;
case GL_SPOT_CUTOFF:
light_state.spotlight_cutoff_angle = static_cast<float>(params[0]);
break;
case GL_SPOT_DIRECTION: {
FloatVector4 direction_vector = to_float_vector(params[0], params[1], params[2], 0.0f);
direction_vector = m_model_view_matrix * direction_vector;
light_state.spotlight_direction = direction_vector.xyz();
break;
}
default:
VERIFY_NOT_REACHED();
}
m_light_state_is_dirty = true;
}
void SoftwareGLContext::gl_materialf(GLenum face, GLenum pname, GLfloat param)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialf, face, pname, param);