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LibGL: Implement glMateriali{v}

This commit is contained in:
Jesse Buhagiar 2022-01-24 18:20:46 +11:00 committed by Andreas Kling
parent 170739fe39
commit 371d49c0f6
5 changed files with 62 additions and 0 deletions

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@ -3549,6 +3549,53 @@ void SoftwareGLContext::gl_materialfv(GLenum face, GLenum pname, GLfloat const*
m_light_state_is_dirty = true;
}
void SoftwareGLContext::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 = [](SoftGPU::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 SoftwareGLContext::gl_color_material(GLenum face, GLenum mode)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_color_material, face, mode);