LibGL: Add stubs for glMaterialf and glMaterialfv

This commit is contained in:
Jelle Raaijmakers 2021-12-01 16:10:17 +01:00 committed by Andreas Kling
parent 4eb6295a57
commit 9dbc8d7e3c
Notes: sideshowbarker 2024-07-17 22:51:46 +09:00
5 changed files with 66 additions and 1 deletions

View File

@ -170,6 +170,13 @@ extern "C" {
// Lighting related defines
#define GL_FLAT 0x1D00
#define GL_SMOOTH 0x1D01
#define GL_AMBIENT 0x1200
#define GL_DIFFUSE 0x1201
#define GL_SPECULAR 0x1202
#define GL_EMISSION 0x1600
#define GL_SHININESS 0x1601
#define GL_AMBIENT_AND_DIFFUSE 0x1602
#define GL_COLOR_INDEXES 0x1603
// More blend factors
#define GL_CONSTANT_COLOR 0x8001
@ -452,6 +459,8 @@ GLAPI void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum
GLAPI void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz);
GLAPI void glNormal3fv(GLfloat const* v);
GLAPI void glRasterPos2i(GLint x, GLint y);
GLAPI void glMaterialf(GLenum face, GLenum pname, GLfloat param);
GLAPI void glMaterialfv(GLenum face, GLenum pname, GLfloat const* params);
#ifdef __cplusplus
}

View File

@ -95,6 +95,7 @@ public:
virtual void gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) = 0;
virtual void gl_normal(GLfloat nx, GLfloat ny, GLfloat nz) = 0;
virtual void gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w) = 0;
virtual void gl_materialv(GLenum face, GLenum pname, GLfloat const* params) = 0;
virtual void present() = 0;
};

View File

@ -1,5 +1,6 @@
/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
* Copyright (c) 2021, Jelle Raaijmakers <jelle@gmta.nl>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
@ -22,6 +23,17 @@ void glLightfv(GLenum light, GLenum pname, GLfloat* param)
dbgln_if(GL_DEBUG, "glLightfv({}, {}, {}): unimplemented", light, pname, param);
}
void glMaterialf(GLenum face, GLenum pname, GLfloat param)
{
VERIFY(face == GL_SHININESS);
g_gl_context->gl_materialv(face, pname, &param);
}
void glMaterialfv(GLenum face, GLenum pname, GLfloat const* params)
{
g_gl_context->gl_materialv(face, pname, params);
}
void glShadeModel(GLenum mode)
{
g_gl_context->gl_shade_model(mode);

View File

@ -2257,6 +2257,47 @@ void SoftwareGLContext::gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w
m_current_raster_position.clip_coordinate_value = w;
}
void SoftwareGLContext::gl_materialv(GLenum face, GLenum pname, GLfloat const* params)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialv, face, pname, params);
RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT
|| pname == GL_DIFFUSE
|| pname == GL_SPECULAR
|| pname == GL_EMISSION
|| pname == GL_SHININESS
|| pname == GL_AMBIENT_AND_DIFFUSE
|| pname == GL_COLOR_INDEXES),
GL_INVALID_ENUM);
GLfloat x, y, z, w;
switch (pname) {
case GL_SHININESS:
x = params[0];
y = 0.0f;
z = 0.0f;
w = 0.0f;
break;
case GL_COLOR_INDEXES:
x = params[0];
y = params[1];
z = params[2];
w = 0.0f;
break;
default:
x = params[0];
y = params[1];
z = params[2];
w = params[3];
}
// FIXME: implement this method
dbgln_if(GL_DEBUG, "SoftwareGLContext FIXME: gl_materialv({}, {}, {}, {}, {}, {})", face, pname, x, y, z, w);
}
void SoftwareGLContext::present()
{
m_rasterizer.blit_to(*m_frontbuffer);

View File

@ -106,6 +106,7 @@ public:
virtual void gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) override;
virtual void gl_normal(GLfloat nx, GLfloat ny, GLfloat nz) override;
virtual void gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w) override;
virtual void gl_materialv(GLenum face, GLenum pname, GLfloat const* params) override;
virtual void present() override;
private:
@ -271,7 +272,8 @@ private:
decltype(&SoftwareGLContext::gl_stencil_func_separate),
decltype(&SoftwareGLContext::gl_stencil_op_separate),
decltype(&SoftwareGLContext::gl_normal),
decltype(&SoftwareGLContext::gl_raster_pos)>;
decltype(&SoftwareGLContext::gl_raster_pos),
decltype(&SoftwareGLContext::gl_materialv)>;
using ExtraSavedArguments = Variant<
FloatMatrix4x4>;