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LibGL: Implement glGetLight

This commit is contained in:
Jesse Buhagiar 2022-01-20 22:48:08 +11:00 committed by Andreas Kling
parent f657362fda
commit f5cde1b6fb
5 changed files with 79 additions and 2 deletions

View file

@ -3516,4 +3516,65 @@ void SoftwareGLContext::gl_color_material(GLenum face, GLenum mode)
m_light_state_is_dirty = true;
}
void SoftwareGLContext::gl_get_light(GLenum light, GLenum pname, void* params, GLenum type)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_get_light, light, pname, params, type);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light > GL_LIGHT0 + m_device_info.num_lights, GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_SPOT_DIRECTION || pname == GL_SPOT_EXPONENT || pname == GL_SPOT_CUTOFF || pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION), GL_INVALID_ENUM);
if (type == GL_FLOAT)
get_light_param<GLfloat>(light, pname, static_cast<GLfloat*>(params));
else if (type == GL_INT)
get_light_param<GLint>(light, pname, static_cast<GLint*>(params));
else
VERIFY_NOT_REACHED();
}
template<typename T>
void SoftwareGLContext::get_light_param(GLenum light, GLenum pname, T* params)
{
auto const& light_state = m_light_states[light - GL_LIGHT0];
switch (pname) {
case GL_AMBIENT:
params[0] = light_state.ambient_intensity.x();
params[1] = light_state.ambient_intensity.y();
params[2] = light_state.ambient_intensity.z();
params[3] = light_state.ambient_intensity.w();
break;
case GL_DIFFUSE:
params[0] = light_state.diffuse_intensity.x();
params[1] = light_state.diffuse_intensity.y();
params[2] = light_state.diffuse_intensity.z();
params[3] = light_state.diffuse_intensity.w();
break;
case GL_SPECULAR:
params[0] = light_state.specular_intensity.x();
params[1] = light_state.specular_intensity.y();
params[2] = light_state.specular_intensity.z();
params[3] = light_state.specular_intensity.w();
break;
case GL_SPOT_DIRECTION:
params[0] = light_state.spotlight_direction.x();
params[1] = light_state.spotlight_direction.y();
params[2] = light_state.spotlight_direction.z();
break;
case GL_SPOT_EXPONENT:
*params = light_state.spotlight_exponent;
break;
case GL_SPOT_CUTOFF:
*params = light_state.spotlight_cutoff_angle;
break;
case GL_CONSTANT_ATTENUATION:
*params = light_state.constant_attenuation;
break;
case GL_LINEAR_ATTENUATION:
*params = light_state.linear_attenuation;
break;
case GL_QUADRATIC_ATTENUATION:
*params = light_state.quadratic_attenuation;
break;
}
}
}