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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

@ -586,6 +586,8 @@ GLAPI void glGetBooleanv(GLenum pname, GLboolean* data);
GLAPI void glGetDoublev(GLenum pname, GLdouble* params);
GLAPI void glGetFloatv(GLenum pname, GLfloat* params);
GLAPI void glGetIntegerv(GLenum pname, GLint* data);
GLAPI void glGetLightfv(GLenum light, GLenum pname, GLfloat* params);
GLAPI void glGetLightiv(GLenum light, GLenum pname, GLint* params);
GLAPI void glDepthMask(GLboolean flag);
GLAPI void glEnableClientState(GLenum cap);
GLAPI void glDisableClientState(GLenum cap);

View file

@ -119,7 +119,7 @@ public:
virtual void gl_materialf(GLenum face, GLenum pname, GLfloat param) = 0;
virtual void gl_materialfv(GLenum face, GLenum pname, GLfloat const* params) = 0;
virtual void gl_color_material(GLenum face, GLenum mode) = 0;
virtual void gl_get_light(GLenum light, GLenum pname, void* params, GLenum type) = 0;
virtual void present() = 0;
};

View file

@ -62,3 +62,13 @@ void glShadeModel(GLenum mode)
{
g_gl_context->gl_shade_model(mode);
}
void glGetLightfv(GLenum light, GLenum pname, GLfloat* params)
{
g_gl_context->gl_get_light(light, pname, params, GL_FLOAT);
}
void glGetLightiv(GLenum light, GLenum pname, GLint* params)
{
g_gl_context->gl_get_light(light, pname, params, GL_INT);
}

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;
}
}
}

View file

@ -150,6 +150,7 @@ public:
virtual void gl_materialf(GLenum face, GLenum pname, GLfloat param) override;
virtual void gl_materialfv(GLenum face, GLenum pname, GLfloat const* params) override;
virtual void gl_color_material(GLenum face, GLenum mode) override;
virtual void gl_get_light(GLenum light, GLenum pname, void* params, GLenum type) override;
virtual void present() override;
private:
@ -181,6 +182,8 @@ private:
template<typename T>
void get_floating_point(GLenum pname, T* params);
template<typename T>
void get_light_param(GLenum light, GLenum pname, T* params);
void invoke_list(size_t list_index);
[[nodiscard]] bool should_append_to_listing() const { return m_current_listing_index.has_value(); }
@ -370,7 +373,8 @@ private:
decltype(&SoftwareGLContext::gl_lightfv),
decltype(&SoftwareGLContext::gl_materialf),
decltype(&SoftwareGLContext::gl_materialfv),
decltype(&SoftwareGLContext::gl_color_material)>;
decltype(&SoftwareGLContext::gl_color_material),
decltype(&SoftwareGLContext::gl_get_light)>;
using ExtraSavedArguments = Variant<
FloatMatrix4x4>;