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LibGL: Add stubs for glMaterialf
and glMaterialfv
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parent
4eb6295a57
commit
9dbc8d7e3c
Notes:
sideshowbarker
2024-07-17 22:51:46 +09:00
Author: https://github.com/gmta Commit: https://github.com/SerenityOS/serenity/commit/9dbc8d7e3ca Pull-request: https://github.com/SerenityOS/serenity/pull/11154 Reviewed-by: https://github.com/sunverwerth ✅
@ -170,6 +170,13 @@ extern "C" {
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// Lighting related defines
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#define GL_FLAT 0x1D00
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#define GL_SMOOTH 0x1D01
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#define GL_AMBIENT 0x1200
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#define GL_DIFFUSE 0x1201
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#define GL_SPECULAR 0x1202
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#define GL_EMISSION 0x1600
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#define GL_SHININESS 0x1601
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#define GL_AMBIENT_AND_DIFFUSE 0x1602
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#define GL_COLOR_INDEXES 0x1603
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// More blend factors
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#define GL_CONSTANT_COLOR 0x8001
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@ -452,6 +459,8 @@ GLAPI void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum
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GLAPI void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz);
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GLAPI void glNormal3fv(GLfloat const* v);
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GLAPI void glRasterPos2i(GLint x, GLint y);
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GLAPI void glMaterialf(GLenum face, GLenum pname, GLfloat param);
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GLAPI void glMaterialfv(GLenum face, GLenum pname, GLfloat const* params);
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#ifdef __cplusplus
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}
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@ -95,6 +95,7 @@ public:
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virtual void gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) = 0;
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virtual void gl_normal(GLfloat nx, GLfloat ny, GLfloat nz) = 0;
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virtual void gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w) = 0;
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virtual void gl_materialv(GLenum face, GLenum pname, GLfloat const* params) = 0;
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virtual void present() = 0;
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};
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@ -1,5 +1,6 @@
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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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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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@ -22,6 +23,17 @@ void glLightfv(GLenum light, GLenum pname, GLfloat* param)
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dbgln_if(GL_DEBUG, "glLightfv({}, {}, {}): unimplemented", light, pname, param);
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}
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void glMaterialf(GLenum face, GLenum pname, GLfloat param)
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{
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VERIFY(face == GL_SHININESS);
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g_gl_context->gl_materialv(face, pname, ¶m);
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}
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void glMaterialfv(GLenum face, GLenum pname, GLfloat const* params)
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{
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g_gl_context->gl_materialv(face, pname, params);
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}
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void glShadeModel(GLenum mode)
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{
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g_gl_context->gl_shade_model(mode);
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@ -2257,6 +2257,47 @@ void SoftwareGLContext::gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w
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m_current_raster_position.clip_coordinate_value = w;
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}
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void SoftwareGLContext::gl_materialv(GLenum face, GLenum pname, GLfloat const* params)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialv, face, pname, params);
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RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT
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|| pname == GL_DIFFUSE
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|| pname == GL_SPECULAR
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|| pname == GL_EMISSION
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|| pname == GL_SHININESS
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|| pname == GL_AMBIENT_AND_DIFFUSE
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|| pname == GL_COLOR_INDEXES),
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GL_INVALID_ENUM);
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GLfloat x, y, z, w;
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switch (pname) {
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case GL_SHININESS:
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x = params[0];
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y = 0.0f;
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z = 0.0f;
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w = 0.0f;
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break;
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case GL_COLOR_INDEXES:
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x = params[0];
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y = params[1];
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z = params[2];
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w = 0.0f;
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break;
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default:
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x = params[0];
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y = params[1];
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z = params[2];
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w = params[3];
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}
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// FIXME: implement this method
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dbgln_if(GL_DEBUG, "SoftwareGLContext FIXME: gl_materialv({}, {}, {}, {}, {}, {})", face, pname, x, y, z, w);
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}
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void SoftwareGLContext::present()
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{
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m_rasterizer.blit_to(*m_frontbuffer);
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@ -106,6 +106,7 @@ public:
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virtual void gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) override;
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virtual void gl_normal(GLfloat nx, GLfloat ny, GLfloat nz) override;
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virtual void gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w) override;
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virtual void gl_materialv(GLenum face, GLenum pname, GLfloat const* params) override;
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virtual void present() override;
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private:
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@ -271,7 +272,8 @@ private:
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decltype(&SoftwareGLContext::gl_stencil_func_separate),
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decltype(&SoftwareGLContext::gl_stencil_op_separate),
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decltype(&SoftwareGLContext::gl_normal),
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decltype(&SoftwareGLContext::gl_raster_pos)>;
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decltype(&SoftwareGLContext::gl_raster_pos),
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decltype(&SoftwareGLContext::gl_materialv)>;
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using ExtraSavedArguments = Variant<
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FloatMatrix4x4>;
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