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https://github.com/RGBCube/serenity
synced 2025-07-25 20:07:35 +00:00
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`.
This commit is contained in:
parent
192befa84b
commit
bf294612a7
8 changed files with 185 additions and 7 deletions
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@ -571,7 +571,7 @@ GLAPI void glFogi(GLenum pname, GLint param);
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GLAPI void glPixelStorei(GLenum pname, GLint param);
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GLAPI void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
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GLAPI void glLightf(GLenum light, GLenum pname, GLfloat param);
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GLAPI void glLightfv(GLenum light, GLenum pname, GLfloat* param);
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GLAPI void glLightfv(GLenum light, GLenum pname, GLfloat const* param);
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GLAPI void glLightModelf(GLenum pname, GLfloat param);
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GLAPI void glLightModelfv(GLenum pname, GLfloat const* params);
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GLAPI void glLightModeli(GLenum pname, GLint param);
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@ -121,6 +121,8 @@ public:
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virtual void gl_rect(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) = 0;
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virtual void gl_tex_gen(GLenum coord, GLenum pname, GLint param) = 0;
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virtual void gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* params) = 0;
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virtual void gl_lightf(GLenum light, GLenum pname, GLfloat param) = 0;
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virtual void gl_lightfv(GLenum light, GLenum pname, GLfloat const* params) = 0;
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virtual void present() = 0;
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};
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@ -1,6 +1,7 @@
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/*
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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* Copyright (c) 2021, Jelle Raaijmakers <jelle@gmta.nl>
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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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@ -19,14 +20,12 @@ void glColorMaterial(GLenum face, GLenum mode)
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void glLightf(GLenum light, GLenum pname, GLfloat param)
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{
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// FIXME: implement
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dbgln_if(GL_DEBUG, "glLightf({}, {}, {}): unimplemented", light, pname, param);
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g_gl_context->gl_lightf(light, pname, param);
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}
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void glLightfv(GLenum light, GLenum pname, GLfloat* param)
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void glLightfv(GLenum light, GLenum pname, GLfloat const* param)
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{
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// FIXME: implement
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dbgln_if(GL_DEBUG, "glLightfv({}, {}, {}): unimplemented", light, pname, param);
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g_gl_context->gl_lightfv(light, pname, param);
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}
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void glLightModelf(GLenum pname, GLfloat param)
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@ -63,6 +63,17 @@ SoftwareGLContext::SoftwareGLContext(Gfx::Bitmap& frontbuffer)
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{
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m_texture_units.resize(m_device_info.num_texture_units);
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m_active_texture_unit = &m_texture_units[0];
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// Query the number lights from the device and set set up their state
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// locally in the GL
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m_light_states.resize(m_device_info.num_lights);
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// Set-up light0's state, as it has a different default state
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// to the other lights, as per the OpenGL 1.5 spec
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auto& light0 = m_light_states.at(0);
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light0.diffuse_intensity = { 1.0f, 1.0f, 1.0f, 1.0f };
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light0.specular_intensity = { 1.0f, 1.0f, 1.0f, 1.0f };
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m_light_state_is_dirty = true;
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}
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Optional<ContextParameter> SoftwareGLContext::get_context_parameter(GLenum name)
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@ -2839,6 +2850,7 @@ void SoftwareGLContext::sync_device_config()
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{
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sync_device_sampler_config();
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sync_device_texcoord_config();
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sync_light_state();
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}
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void SoftwareGLContext::sync_device_sampler_config()
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@ -2958,6 +2970,34 @@ void SoftwareGLContext::sync_device_sampler_config()
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}
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}
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void SoftwareGLContext::sync_light_state()
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{
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if (!m_light_state_is_dirty)
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return;
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m_light_state_is_dirty = false;
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for (auto light_id = 0u; light_id < SoftGPU::NUM_LIGHTS; light_id++) {
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SoftGPU::Light light;
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auto const& current_light_state = m_light_states.at(light_id);
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light.is_enabled = current_light_state.is_enabled;
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light.ambient_intensity = current_light_state.ambient_intensity;
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light.diffuse_intensity = current_light_state.diffuse_intensity;
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light.specular_intensity = current_light_state.specular_intensity;
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light.position = current_light_state.position;
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light.spotlight_direction = current_light_state.spotlight_direction;
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light.spotlight_exponent = current_light_state.spotlight_exponent;
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light.spotlight_cutoff_angle = current_light_state.spotlight_cutoff_angle;
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light.spotlight_cutoff_angle_rads = current_light_state.spotlight_cutoff_angle_rads;
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light.constant_attenuation = current_light_state.constant_attenuation;
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light.linear_attenuation = current_light_state.linear_attenuation;
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light.quadratic_attenuation = current_light_state.quadratic_attenuation;
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m_rasterizer.set_light_state(light_id, light);
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}
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}
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void SoftwareGLContext::sync_device_texcoord_config()
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{
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if (!m_texcoord_generation_dirty)
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@ -3019,4 +3059,89 @@ void SoftwareGLContext::sync_device_texcoord_config()
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m_rasterizer.set_options(options);
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}
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void SoftwareGLContext::gl_lightf(GLenum light, GLenum pname, GLfloat param)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightf, light, pname, param);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_rasterizer.info().num_lights), GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(!(pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION || pname != GL_SPOT_EXPONENT || pname != GL_SPOT_CUTOFF), GL_INVALID_ENUM);
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auto& light_state = m_light_states.at(light - GL_LIGHT0);
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switch (pname) {
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case GL_CONSTANT_ATTENUATION:
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light_state.constant_attenuation = param;
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break;
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case GL_LINEAR_ATTENUATION:
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light_state.linear_attenuation = param;
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break;
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case GL_QUADRATIC_ATTENUATION:
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light_state.quadratic_attenuation = param;
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break;
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case GL_SPOT_EXPONENT:
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light_state.spotlight_exponent = param;
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break;
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case GL_SPOT_CUTOFF:
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light_state.spotlight_cutoff_angle = param;
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light_state.spotlight_cutoff_angle_rads = param * (AK::Pi<float> / 180.0f);
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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_lightfv(GLenum light, GLenum pname, GLfloat const* params)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightfv, light, pname, params);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_rasterizer.info().num_lights), GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_POSITION || pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION || pname == GL_SPOT_CUTOFF || pname == GL_SPOT_EXPONENT || pname == GL_SPOT_DIRECTION), GL_INVALID_ENUM);
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auto& light_state = m_light_states.at(light - GL_LIGHT0);
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switch (pname) {
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case GL_AMBIENT:
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light_state.ambient_intensity = { params[0], params[1], params[2], params[3] };
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break;
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case GL_DIFFUSE:
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light_state.diffuse_intensity = { params[0], params[1], params[2], params[3] };
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break;
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case GL_SPECULAR:
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light_state.specular_intensity = { params[0], params[1], params[2], params[3] };
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break;
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case GL_POSITION:
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light_state.position = { params[0], params[1], params[2], params[3] };
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light_state.position = m_model_view_matrix * light_state.position;
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break;
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case GL_CONSTANT_ATTENUATION:
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light_state.constant_attenuation = *params;
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break;
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case GL_LINEAR_ATTENUATION:
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light_state.linear_attenuation = *params;
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break;
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case GL_QUADRATIC_ATTENUATION:
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light_state.quadratic_attenuation = *params;
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break;
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case GL_SPOT_EXPONENT:
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light_state.spotlight_exponent = *params;
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break;
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case GL_SPOT_CUTOFF:
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light_state.spotlight_cutoff_angle = *params;
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light_state.spotlight_cutoff_angle_rads = *params * (AK::Pi<float> / 180.0f);
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break;
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case GL_SPOT_DIRECTION: {
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FloatVector4 direction_vector = { params[0], params[1], params[2], 0.0f };
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direction_vector = m_model_view_matrix * direction_vector;
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light_state.spotlight_direction = { direction_vector.x(), direction_vector.y(), direction_vector.z() };
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break;
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}
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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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}
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@ -23,6 +23,7 @@
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#include <LibGfx/Vector3.h>
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#include <LibSoftGPU/Clipper.h>
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#include <LibSoftGPU/Device.h>
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#include <LibSoftGPU/Light/Light.h>
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#include <LibSoftGPU/Vertex.h>
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namespace GL {
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@ -136,6 +137,8 @@ public:
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virtual void gl_rect(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) override;
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virtual void gl_tex_gen(GLenum coord, GLenum pname, GLint param) override;
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virtual void gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* params) override;
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virtual void gl_lightf(GLenum light, GLenum pname, GLfloat param) override;
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virtual void gl_lightfv(GLenum light, GLenum pname, GLfloat const* params) override;
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virtual void present() override;
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@ -143,6 +146,7 @@ private:
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void sync_device_config();
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void sync_device_sampler_config();
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void sync_device_texcoord_config();
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void sync_light_state();
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template<typename T>
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T* store_in_listing(T value)
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SoftGPU::Device m_rasterizer;
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SoftGPU::DeviceInfo const m_device_info;
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bool m_sampler_config_is_dirty { true };
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bool m_light_state_is_dirty { true };
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struct Listing {
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@ -365,7 +370,9 @@ private:
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decltype(&SoftwareGLContext::gl_tex_gen_floatv),
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decltype(&SoftwareGLContext::gl_fogf),
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decltype(&SoftwareGLContext::gl_fogfv),
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decltype(&SoftwareGLContext::gl_fogi)>;
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decltype(&SoftwareGLContext::gl_fogi),
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decltype(&SoftwareGLContext::gl_lightf),
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decltype(&SoftwareGLContext::gl_lightfv)>;
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using ExtraSavedArguments = Variant<
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FloatMatrix4x4>;
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bool m_lighting_enabled { false };
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FloatVector4 m_light_model_ambient { 0.2f, 0.2f, 0.2f, 1.0f };
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GLfloat m_light_model_two_side { 0.0f };
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Vector<SoftGPU::Light> m_light_states;
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};
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}
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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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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
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35
Userland/Libraries/LibSoftGPU/Light/Light.h
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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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