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https://github.com/RGBCube/serenity
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LibGL: Flesh out glMaterialf{v}
These two functions have been turned from stubs into actually doing something. They now set the correspondingmaterial data member based on the value passed into the `pname`argument. Co-authored-by: Stephan Unverwerth <s.unverwerth@serenityos.org>
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9118b0d164
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92373ab0b6
7 changed files with 138 additions and 48 deletions
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@ -2649,47 +2649,6 @@ void SoftwareGLContext::gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w
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m_current_raster_position.clip_coordinate_value = w;
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}
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void SoftwareGLContext::gl_materialv(GLenum face, GLenum pname, GLfloat const* params)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialv, 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
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|| pname == GL_DIFFUSE
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|| pname == GL_SPECULAR
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|| pname == GL_EMISSION
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|| pname == GL_SHININESS
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|| pname == GL_AMBIENT_AND_DIFFUSE
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|| pname == GL_COLOR_INDEXES),
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GL_INVALID_ENUM);
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GLfloat x, y, z, w;
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switch (pname) {
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case GL_SHININESS:
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x = params[0];
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y = 0.0f;
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z = 0.0f;
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w = 0.0f;
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break;
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case GL_COLOR_INDEXES:
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x = params[0];
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y = params[1];
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z = params[2];
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w = 0.0f;
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break;
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default:
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x = params[0];
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y = params[1];
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z = params[2];
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w = params[3];
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}
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// FIXME: implement this method
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dbgln_if(GL_DEBUG, "gl_materialv({}, {}, {}, {}, {}, {}): unimplemented", face, pname, x, y, z, w);
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}
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void SoftwareGLContext::gl_line_width(GLfloat width)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_line_width, width);
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@ -3018,6 +2977,23 @@ void SoftwareGLContext::sync_light_state()
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m_rasterizer.set_light_state(light_id, light);
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}
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for (auto material_id = 0u; material_id < 2u; material_id++) {
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SoftGPU::Material material;
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auto const& current_material_state = m_material_states.at(material_id);
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material.ambient = current_material_state.ambient;
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material.diffuse = current_material_state.diffuse;
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material.specular = current_material_state.specular;
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material.emissive = current_material_state.emissive;
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material.shininess = current_material_state.shininess;
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material.specular_exponent = current_material_state.specular_exponent;
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material.ambient_color_index = current_material_state.ambient_color_index;
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material.diffuse_color_index = current_material_state.diffuse_color_index;
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material.specular_color_index = current_material_state.specular_color_index;
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m_rasterizer.set_material_state(material_id, material);
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}
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}
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void SoftwareGLContext::sync_device_texcoord_config()
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@ -3166,4 +3142,77 @@ void SoftwareGLContext::gl_lightfv(GLenum light, GLenum pname, GLfloat const* pa
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m_light_state_is_dirty = true;
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}
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void SoftwareGLContext::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.at(to_underlying(MaterialFace::Front)).shininess = param;
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break;
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case GL_BACK:
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m_material_states.at(to_underlying(MaterialFace::Back)).shininess = param;
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break;
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case GL_FRONT_AND_BACK:
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m_material_states.at(to_underlying(MaterialFace::Front)).shininess = param;
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m_material_states.at(to_underlying(MaterialFace::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 SoftwareGLContext::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 = [](SoftGPU::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] };
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break;
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case GL_EMISSION:
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material.emissive = { params[0], params[1], params[2], params[3] };
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break;
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case GL_SHININESS:
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material.shininess = *params;
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break;
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case GL_AMBIENT_AND_DIFFUSE:
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material.ambient = { params[0], params[1], params[2], params[3] };
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material.diffuse = { params[0], params[1], params[2], params[3] };
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break;
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}
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};
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switch (face) {
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case GL_FRONT:
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update_material(m_material_states.at(to_underlying(MaterialFace::Front)), pname, params);
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break;
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case GL_BACK:
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update_material(m_material_states.at(to_underlying(MaterialFace::Back)), pname, params);
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break;
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case GL_FRONT_AND_BACK:
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update_material(m_material_states.at(to_underlying(MaterialFace::Front)), pname, params);
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update_material(m_material_states.at(to_underlying(MaterialFace::Back)), pname, params);
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break;
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}
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m_light_state_is_dirty = true;
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}
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}
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