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LibGL: Fix glTexCoord behaviour

glTexCoord should behave like glColor. It only updates a gl context
variable that contains the current texture coordinates. The vertex is
only actually created once glVertex is called.
This commit is contained in:
Stephan Unverwerth 2021-08-16 15:13:19 +02:00 committed by Andreas Kling
parent b6373c2aba
commit 5e27da20f4
3 changed files with 11 additions and 11 deletions

View file

@ -69,6 +69,9 @@ void Mesh::draw(float uv_scale)
glBegin(GL_TRIANGLES); glBegin(GL_TRIANGLES);
glColor4f(color.x(), color.y(), color.z(), color.w()); glColor4f(color.x(), color.y(), color.z(), color.w());
if (is_textured())
glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index0).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index0).v) * uv_scale);
// Vertex 1 // Vertex 1
glVertex3f( glVertex3f(
m_vertex_list.at(m_triangle_list[i].a).x, m_vertex_list.at(m_triangle_list[i].a).x,
@ -76,7 +79,7 @@ void Mesh::draw(float uv_scale)
m_vertex_list.at(m_triangle_list[i].a).z); m_vertex_list.at(m_triangle_list[i].a).z);
if (is_textured()) if (is_textured())
glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index0).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index0).v) * uv_scale); glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index1).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index1).v) * uv_scale);
// Vertex 2 // Vertex 2
glVertex3f( glVertex3f(
@ -85,7 +88,7 @@ void Mesh::draw(float uv_scale)
m_vertex_list.at(m_triangle_list[i].b).z); m_vertex_list.at(m_triangle_list[i].b).z);
if (is_textured()) if (is_textured())
glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index1).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index1).v) * uv_scale); glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index2).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index2).v) * uv_scale);
// Vertex 3 // Vertex 3
glVertex3f( glVertex3f(
@ -93,9 +96,6 @@ void Mesh::draw(float uv_scale)
m_vertex_list.at(m_triangle_list[i].c).y, m_vertex_list.at(m_triangle_list[i].c).y,
m_vertex_list.at(m_triangle_list[i].c).z); m_vertex_list.at(m_triangle_list[i].c).z);
if (is_textured())
glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index2).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index2).v) * uv_scale);
glEnd(); glEnd();
} }
} }

View file

@ -555,19 +555,18 @@ void SoftwareGLContext::gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w
// FIXME: This is to suppress any -Wunused errors // FIXME: This is to suppress any -Wunused errors
vertex.w = 0.0f; vertex.w = 0.0f;
vertex.u = 0.0f; vertex.u = m_current_vertex_tex_coord.x();
vertex.v = 0.0f; vertex.v = m_current_vertex_tex_coord.y();
vertex_list.append(vertex); vertex_list.append(vertex);
} }
// FIXME: We need to add `r` and `q` to our GLVertex?! // FIXME: We need to add `r` and `q` to our GLVertex?!
void SoftwareGLContext::gl_tex_coord(GLfloat s, GLfloat t, GLfloat, GLfloat) void SoftwareGLContext::gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
{ {
auto& vertex = vertex_list.last(); // Get the last created vertex APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_coord, s, t, r, q);
vertex.u = s; m_current_vertex_tex_coord = { s, t, r, q };
vertex.v = t;
} }
void SoftwareGLContext::gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height) void SoftwareGLContext::gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height)

View file

@ -119,6 +119,7 @@ private:
FloatVector4 m_clear_color = { 0.0f, 0.0f, 0.0f, 0.0f }; FloatVector4 m_clear_color = { 0.0f, 0.0f, 0.0f, 0.0f };
double m_clear_depth = { 1.0 }; double m_clear_depth = { 1.0 };
FloatVector4 m_current_vertex_color = { 1.0f, 1.0f, 1.0f, 1.0f }; FloatVector4 m_current_vertex_color = { 1.0f, 1.0f, 1.0f, 1.0f };
FloatVector4 m_current_vertex_tex_coord = { 0.0f, 0.0f, 0.0f, 0.0f };
Vector<GLVertex, 96> vertex_list; Vector<GLVertex, 96> vertex_list;
Vector<GLTriangle, 32> triangle_list; Vector<GLTriangle, 32> triangle_list;