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LibGL+LibGPU+LibSoftGPU: Move Material.h to LibGPU

This commit is contained in:
Stephan Unverwerth 2022-03-27 15:07:53 +02:00 committed by Andreas Kling
parent 7da9447619
commit b652db1f54
5 changed files with 8 additions and 8 deletions

View file

@ -1241,7 +1241,7 @@ void Device::set_light_state(unsigned int light_id, GPU::Light const& light)
m_lights.at(light_id) = light;
}
void Device::set_material_state(GPU::Face face, Material const& material)
void Device::set_material_state(GPU::Face face, GPU::Material const& material)
{
m_materials[face] = material;
}

View file

@ -15,6 +15,7 @@
#include <LibGPU/Enums.h>
#include <LibGPU/ImageFormat.h>
#include <LibGPU/Light.h>
#include <LibGPU/Material.h>
#include <LibGPU/SamplerConfig.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Matrix3x3.h>
@ -27,7 +28,6 @@
#include <LibSoftGPU/Clipper.h>
#include <LibSoftGPU/Config.h>
#include <LibSoftGPU/Image.h>
#include <LibSoftGPU/Light/Material.h>
#include <LibSoftGPU/Sampler.h>
#include <LibSoftGPU/Triangle.h>
#include <LibSoftGPU/Vertex.h>
@ -135,7 +135,7 @@ public:
void set_sampler_config(unsigned, GPU::SamplerConfig const&);
void set_light_state(unsigned, GPU::Light const&);
void set_material_state(GPU::Face, Material const&);
void set_material_state(GPU::Face, GPU::Material const&);
void set_stencil_configuration(GPU::Face, StencilConfiguration const&);
RasterPosition raster_position() const { return m_raster_position; }
@ -162,7 +162,7 @@ private:
Vector<size_t> m_enabled_texture_units;
AlphaBlendFactors m_alpha_blend_factors;
Array<GPU::Light, NUM_LIGHTS> m_lights;
Array<Material, 2u> m_materials;
Array<GPU::Material, 2u> m_materials;
RasterPosition m_raster_position;
Array<StencilConfiguration, 2u> m_stencil_configuration;
};

View file

@ -1,24 +0,0 @@
/*
* Copyright (c) 2022, Jesse Buhagiar <jooster669@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibGfx/Vector4.h>
namespace SoftGPU {
struct Material {
FloatVector4 ambient { 0.2f, 0.2f, 0.2f, 1.0f };
FloatVector4 diffuse { 0.8f, 0.8f, 0.8f, 1.0f };
FloatVector4 specular { 0.0f, 0.0f, 0.0f, 1.0f };
FloatVector4 emissive { 0.0f, 0.0f, 0.0f, 1.0f };
float shininess { 0.0f };
float ambient_color_index { 0.0f };
float diffuse_color_index { 1.0f };
float specular_color_index { 1.0f };
};
}