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LibGL+LibSoftGPU: Implement more of GL_LIGHT_MODEL_COLOR_CONTROL

This gets rid of a place where OpenGL was leaking into LibSoftGPU.
This commit is contained in:
Jelle Raaijmakers 2022-03-23 11:07:39 +01:00 committed by Brian Gianforcaro
parent 4b6b9f272f
commit 284a629ab4
5 changed files with 24 additions and 14 deletions

View file

@ -813,7 +813,7 @@ void Device::draw_primitives(PrimitiveType primitive_type, FloatMatrix4x4 const&
}
// FIXME: The spec allows for splitting the colors calculated here into multiple different colors (primary/secondary color). Investigate what this means.
(void)m_lighting_model.single_color;
(void)m_lighting_model.color_control;
// FIXME: Two sided lighting should be implemented eventually (I believe this is where the normals are -ve and then lighting is calculated with the BACK material)
(void)m_lighting_model.two_sided_lighting;

View file

@ -83,7 +83,7 @@ struct RasterizerOptions {
struct LightModelParameters {
FloatVector4 scene_ambient_color { 0.2f, 0.2f, 0.2f, 1.0f };
bool viewer_at_infinity { false };
unsigned int single_color { 0x81F9 }; // This is the value of `GL_SINGLE_COLOR`. Considering we definitely don't leak gl.h stuff into here, we fix it to the gl.h macro value.
ColorControl color_control { ColorControl::SingleColor };
bool two_sided_lighting { false };
};

View file

@ -39,6 +39,11 @@ enum class BlendFactor {
SrcAlphaSaturate,
};
enum class ColorControl {
SingleColor,
SeparateSpecularColor,
};
enum class ColorMaterialFace {
Front,
Back,