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LibGL: Implement glLightf{v}
and fix gl.h
prototype
This implements the `glLightf{v}` family of functions used to set lighting parameters per light in the GL. It also fixes an incorrect prototype for the user exposed version of `glLightf{v}` in which `params` was not marked as `const`.
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parent
192befa84b
commit
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8 changed files with 185 additions and 7 deletions
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@ -1004,4 +1004,9 @@ void Device::set_sampler_config(unsigned sampler, SamplerConfig const& config)
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m_samplers[sampler].set_config(config);
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}
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void Device::set_light_state(unsigned int light_id, Light const& light)
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{
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m_lights.at(light_id) = light;
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}
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}
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@ -22,6 +22,7 @@
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#include <LibSoftGPU/Enums.h>
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#include <LibSoftGPU/Image.h>
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#include <LibSoftGPU/ImageFormat.h>
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#include <LibSoftGPU/Light/Light.h>
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#include <LibSoftGPU/Sampler.h>
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#include <LibSoftGPU/Triangle.h>
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#include <LibSoftGPU/Vertex.h>
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@ -92,6 +93,7 @@ public:
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NonnullRefPtr<Image> create_image(ImageFormat, unsigned width, unsigned height, unsigned depth, unsigned levels, unsigned layers);
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void set_sampler_config(unsigned, SamplerConfig const&);
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void set_light_state(unsigned, Light const&);
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private:
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void draw_statistics_overlay(Gfx::Bitmap&);
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@ -112,6 +114,7 @@ private:
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Array<Sampler, NUM_SAMPLERS> m_samplers;
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Vector<size_t> m_enabled_texture_units;
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AlphaBlendFactors m_alpha_blend_factors;
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Array<Light, NUM_LIGHTS> m_lights;
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};
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}
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35
Userland/Libraries/LibSoftGPU/Light/Light.h
Normal file
35
Userland/Libraries/LibSoftGPU/Light/Light.h
Normal file
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@ -0,0 +1,35 @@
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/*
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* Copyright (c) 2022, Jesse Buhagiar <jooster669@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <LibGfx/Vector3.h>
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#include <LibGfx/Vector4.h>
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namespace SoftGPU {
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struct Light {
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bool is_enabled { false };
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// According to the OpenGL 1.5 specification, page 56, all of the parameters
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// for the following data members (positions, colors, and reals) are all
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// floating point.
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Vector4<float> ambient_intensity { 0.0f, 0.0f, 0.0f, 1.0f };
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Vector4<float> diffuse_intensity { 0.0f, 0.0f, 0.0f, 1.0f };
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Vector4<float> specular_intensity { 0.0f, 0.0f, 0.0f, 1.0f };
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Vector4<float> position { 0.0f, 0.0f, 1.0f, 0.0f };
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Vector3<float> spotlight_direction { 0.0f, 0.0f, -1.0f };
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float spotlight_exponent { 0.0f };
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float spotlight_cutoff_angle { 180.0f };
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float constant_attenuation { 1.0f }; // This is referred to `k0i` in the OpenGL spec
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float linear_attenuation { 0.0f }; // This is referred to `k1i` in the OpenGL spec
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float quadratic_attenuation { 0.0f }; // This is referred to `k2i` in the OpenGL spec
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float spotlight_cutoff_angle_rads { AK::Pi<float> / 180.0f };
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};
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}
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