serenity/Userland/Libraries/LibGL/GLContext.h
Timothy Flynn c911781c21 Everywhere: Remove needless trailing semi-colons after functions
This is a new option in clang-format-16.
2023-07-08 10:32:56 +01:00

609 lines
24 KiB
C++

/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
* Copyright (c) 2021-2022, Jesse Buhagiar <jooster669@gmail.com>
* Copyright (c) 2022-2023, Jelle Raaijmakers <jelle@gmta.nl>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/ByteBuffer.h>
#include <AK/Debug.h>
#include <AK/HashMap.h>
#include <AK/NonnullOwnPtr.h>
#include <AK/Optional.h>
#include <AK/RefPtr.h>
#include <AK/Tuple.h>
#include <AK/Variant.h>
#include <AK/Vector.h>
#include <LibGL/Buffer/Buffer.h>
#include <LibGL/NameAllocator.h>
#include <LibGL/Shaders/Program.h>
#include <LibGL/Shaders/Shader.h>
#include <LibGL/Tex/Texture.h>
#include <LibGL/Tex/TextureUnit.h>
#include <LibGPU/Device.h>
#include <LibGPU/DeviceInfo.h>
#include <LibGPU/Driver.h>
#include <LibGPU/Light.h>
#include <LibGPU/Vertex.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Matrix4x4.h>
#include <LibGfx/Rect.h>
#include <LibGfx/Vector3.h>
namespace GL {
#define APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(name, ...) \
if (should_append_to_listing()) { \
append_to_listing<&GLContext::name>(__VA_ARGS__); \
if (!should_execute_after_appending_to_listing()) \
return; \
}
#define APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(name, arg) \
if (should_append_to_listing()) { \
auto ptr = store_in_listing(arg); \
append_to_listing<&GLContext::name>(*ptr); \
if (!should_execute_after_appending_to_listing()) \
return; \
}
#define RETURN_WITH_ERROR_IF(condition, error) \
if (condition) { \
dbgln_if(GL_DEBUG, "{}(): error {:#x}", __func__, error); \
if (m_error == GL_NO_ERROR) \
m_error = error; \
return; \
}
#define RETURN_VALUE_WITH_ERROR_IF(condition, error, return_value) \
if (condition) { \
dbgln_if(GL_DEBUG, "{}(): error {:#x}", __func__, error); \
if (m_error == GL_NO_ERROR) \
m_error = error; \
return return_value; \
}
constexpr size_t MODELVIEW_MATRIX_STACK_LIMIT = 64;
constexpr size_t PROJECTION_MATRIX_STACK_LIMIT = 8;
constexpr size_t TEXTURE_MATRIX_STACK_LIMIT = 8;
struct ContextParameter {
GLenum type;
bool is_capability { false };
u8 count { 1 };
union {
bool boolean_value;
GLint integer_value;
GLint integer_list[4];
GLdouble double_value;
GLdouble double_list[4];
} value;
};
struct VertexAttribPointer {
GLint size { 4 };
GLenum type { GL_FLOAT };
bool normalize;
GLsizei stride { 0 };
void const* pointer { 0 };
};
enum Face {
Front = 0,
Back = 1,
};
enum class PackingType {
Pack,
Unpack,
};
class GLContext final {
public:
GLContext(RefPtr<GPU::Driver> driver, NonnullOwnPtr<GPU::Device>, Gfx::Bitmap&);
~GLContext();
NonnullRefPtr<Gfx::Bitmap> frontbuffer() const { return m_frontbuffer; }
void present();
void gl_begin(GLenum mode);
void gl_clear(GLbitfield mask);
void gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void gl_clear_depth(GLfloat depth);
void gl_clear_stencil(GLint s);
void gl_color(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
void gl_delete_textures(GLsizei n, GLuint const* textures);
void gl_end();
void gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val);
void gl_gen_textures(GLsizei n, GLuint* textures);
GLenum gl_get_error();
GLubyte const* gl_get_string(GLenum name);
void gl_load_identity();
void gl_load_matrix(FloatMatrix4x4 const& matrix);
void gl_matrix_mode(GLenum mode);
void gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val);
void gl_push_matrix();
void gl_pop_matrix();
void gl_mult_matrix(FloatMatrix4x4 const& matrix);
void gl_rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
void gl_scale(GLfloat x, GLfloat y, GLfloat z);
void gl_translate(GLfloat x, GLfloat y, GLfloat z);
void gl_vertex(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height);
void gl_enable(GLenum);
void gl_disable(GLenum);
GLboolean gl_is_enabled(GLenum);
void gl_front_face(GLenum);
void gl_cull_face(GLenum);
GLuint gl_gen_lists(GLsizei range);
void gl_call_list(GLuint list);
void gl_call_lists(GLsizei n, GLenum type, void const* lists);
void gl_delete_lists(GLuint list, GLsizei range);
void gl_list_base(GLuint base);
void gl_end_list(void);
void gl_new_list(GLuint list, GLenum mode);
GLboolean gl_is_list(GLuint list);
void gl_flush();
void gl_finish();
void gl_blend_func(GLenum src_factor, GLenum dst_factor);
void gl_shade_model(GLenum mode);
void gl_alpha_func(GLenum func, GLclampf ref);
void gl_hint(GLenum target, GLenum mode);
void gl_read_buffer(GLenum mode);
void gl_draw_buffer(GLenum buffer);
void gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
void gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLvoid const* data);
void gl_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid const* data);
void gl_tex_parameter(GLenum target, GLenum pname, GLfloat param);
void gl_tex_parameterfv(GLenum target, GLenum pname, GLfloat const* params);
void gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q);
void gl_multi_tex_coord(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
void gl_tex_env(GLenum target, GLenum pname, FloatVector4 params);
void gl_tex_envv(GLenum target, GLenum pname, void const* params, GLenum type);
void gl_bind_texture(GLenum target, GLuint texture);
GLboolean gl_is_texture(GLuint texture);
void gl_active_texture(GLenum texture);
void gl_depth_mask(GLboolean flag);
void gl_enable_client_state(GLenum cap);
void gl_disable_client_state(GLenum cap);
void gl_client_active_texture(GLenum target);
void gl_vertex_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer);
void gl_color_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer);
void gl_tex_coord_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer);
void gl_draw_arrays(GLenum mode, GLint first, GLsizei count);
void gl_draw_elements(GLenum mode, GLsizei count, GLenum type, void const* indices);
void gl_draw_pixels(GLsizei width, GLsizei height, GLenum format, GLenum type, void const* data);
void gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void gl_get_booleanv(GLenum pname, GLboolean* data);
void gl_get_doublev(GLenum pname, GLdouble* params);
void gl_get_floatv(GLenum pname, GLfloat* params);
void gl_get_integerv(GLenum pname, GLint* data);
void gl_depth_range(GLdouble min, GLdouble max);
void gl_depth_func(GLenum func);
void gl_polygon_mode(GLenum face, GLenum mode);
void gl_polygon_offset(GLfloat factor, GLfloat units);
void gl_fogfv(GLenum pname, GLfloat const* params);
void gl_fogf(GLenum pname, GLfloat param);
void gl_fogi(GLenum pname, GLint param);
void gl_pixel_storei(GLenum pname, GLint param);
void gl_scissor(GLint x, GLint y, GLsizei width, GLsizei height);
void gl_stencil_func_separate(GLenum face, GLenum func, GLint ref, GLuint mask);
void gl_stencil_mask_separate(GLenum face, GLuint mask);
void gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
void gl_normal(GLfloat nx, GLfloat ny, GLfloat nz);
void gl_normal_pointer(GLenum type, GLsizei stride, void const* pointer);
void gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void gl_line_width(GLfloat width);
void gl_push_attrib(GLbitfield mask);
void gl_pop_attrib();
void gl_light_model(GLenum pname, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void gl_light_modelv(GLenum pname, void const* params, GLenum type);
void gl_bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, GLubyte const* bitmap);
void gl_copy_tex_image_2d(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void gl_get_tex_image(GLenum target, GLint level, GLenum format, GLenum type, void* pixels);
void gl_get_tex_parameter_integerv(GLenum target, GLint level, GLenum pname, GLint* params);
void gl_rect(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);
void gl_tex_gen(GLenum coord, GLenum pname, GLint param);
void gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* params);
void gl_lightf(GLenum light, GLenum pname, GLfloat param);
void gl_lightfv(GLenum light, GLenum pname, GLfloat const* params);
void gl_lightiv(GLenum light, GLenum pname, GLint const* params);
void gl_materialf(GLenum face, GLenum pname, GLfloat param);
void gl_materialfv(GLenum face, GLenum pname, GLfloat const* params);
void gl_materialiv(GLenum face, GLenum pname, GLint const* params);
void gl_color_material(GLenum face, GLenum mode);
void gl_get_light(GLenum light, GLenum pname, void* params, GLenum type);
void gl_get_material(GLenum face, GLenum pname, void* params, GLenum type);
void gl_clip_plane(GLenum plane, GLdouble const* equation);
void gl_get_clip_plane(GLenum plane, GLdouble* equation);
void gl_array_element(GLint i);
void gl_copy_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void gl_point_size(GLfloat size);
void gl_bind_buffer(GLenum target, GLuint buffer);
void gl_buffer_data(GLenum target, GLsizeiptr size, void const* data, GLenum usage);
void gl_buffer_sub_data(GLenum target, GLintptr offset, GLsizeiptr size, void const* data);
void gl_delete_buffers(GLsizei n, GLuint const* buffers);
void gl_gen_buffers(GLsizei n, GLuint* buffers);
GLuint gl_create_shader(GLenum shader_type);
void gl_delete_shader(GLuint shader);
void gl_shader_source(GLuint shader, GLsizei count, GLchar const** string, GLint const* length);
void gl_compile_shader(GLuint shader);
void gl_get_shader(GLuint shader, GLenum pname, GLint* params);
GLuint gl_create_program();
void gl_delete_program(GLuint program);
void gl_attach_shader(GLuint program, GLuint shader);
void gl_link_program(GLuint program);
void gl_use_program(GLuint program);
void gl_get_program(GLuint program, GLenum pname, GLint* params);
private:
void sync_device_config();
void sync_device_sampler_config();
void sync_device_texture_units();
void sync_light_state();
void sync_stencil_configuration();
void sync_clip_planes();
ErrorOr<ByteBuffer> build_extension_string();
template<typename T>
T* store_in_listing(T value)
{
VERIFY(m_current_listing_index.has_value());
auto& listing = m_current_listing_index->listing;
listing.saved_arguments.empend(make<Listing::ExtraSavedArguments>(move(value)));
return listing.saved_arguments.last()->template get_pointer<T>();
}
template<auto member, typename... Args>
void append_to_listing(Args&&... args)
{
VERIFY(m_current_listing_index.has_value());
m_current_listing_index->listing.entries.empend(member, Listing::ArgumentsFor<member> { forward<Args>(args)... });
}
Optional<ContextParameter> get_context_parameter(GLenum pname);
GPU::PackingSpecification get_packing_specification(PackingType);
template<typename T>
void get_floating_point(GLenum pname, T* params);
template<typename T>
void get_light_param(GLenum light, GLenum pname, T* params);
template<typename T>
void get_material_param(Face face, 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(); }
[[nodiscard]] bool should_execute_after_appending_to_listing() const { return m_current_listing_index.has_value() && m_current_listing_index->mode == GL_COMPILE_AND_EXECUTE; }
// FIXME: we store GPU::Texture objects that do not point back to either the driver or device, so we need
// to destruct the latter two at the very end. Fix this by making all GPU objects point back to
// the device that created them, and the device back to the driver.
RefPtr<GPU::Driver> m_driver;
NonnullOwnPtr<GPU::Device> m_rasterizer;
GPU::DeviceInfo const m_device_info;
GLenum m_current_draw_mode;
GLenum m_current_matrix_mode { GL_MODELVIEW };
FloatMatrix4x4& projection_matrix() { return m_projection_matrix_stack.last(); }
FloatMatrix4x4& model_view_matrix() { return m_model_view_matrix_stack.last(); }
Vector<FloatMatrix4x4> m_projection_matrix_stack { FloatMatrix4x4::identity() };
Vector<FloatMatrix4x4> m_model_view_matrix_stack { FloatMatrix4x4::identity() };
Vector<FloatMatrix4x4>* m_current_matrix_stack { &m_model_view_matrix_stack };
FloatMatrix4x4* m_current_matrix { &m_current_matrix_stack->last() };
ALWAYS_INLINE void update_current_matrix(FloatMatrix4x4 const& new_matrix)
{
*m_current_matrix = new_matrix;
if (m_current_matrix_mode == GL_TEXTURE)
m_texture_units_dirty = true;
}
Gfx::IntRect m_viewport;
FloatVector4 m_clear_color { 0.0f, 0.0f, 0.0f, 0.0f };
float m_clear_depth { 1.f };
u8 m_clear_stencil { 0 };
FloatVector4 m_current_vertex_color { 1.0f, 1.0f, 1.0f, 1.0f };
Vector<FloatVector4> m_current_vertex_tex_coord;
FloatVector3 m_current_vertex_normal { 0.0f, 0.0f, 1.0f };
Vector<GPU::Vertex> m_vertex_list;
GLenum m_error = GL_NO_ERROR;
bool m_in_draw_state = false;
bool m_depth_test_enabled { false };
bool m_depth_offset_enabled { false };
bool m_cull_faces = false;
GLenum m_front_face = GL_CCW;
GLenum m_culled_sides = GL_BACK;
bool m_blend_enabled = false;
GLenum m_blend_source_factor = GL_ONE;
GLenum m_blend_destination_factor = GL_ZERO;
bool m_alpha_test_enabled = false;
GLenum m_alpha_test_func = GL_ALWAYS;
GLclampf m_alpha_test_ref_value = 0;
bool m_dither_enabled { true };
bool m_normalize { false };
// Stencil configuration
bool m_stencil_test_enabled { false };
bool m_stencil_configuration_dirty { true };
struct StencilFunctionOptions {
GLenum func { GL_ALWAYS };
GLint reference_value { 0 };
GLuint mask { NumericLimits<GLuint>::max() };
};
Array<StencilFunctionOptions, 2u> m_stencil_function;
struct StencilOperationOptions {
GLenum op_fail { GL_KEEP };
GLenum op_depth_fail { GL_KEEP };
GLenum op_pass { GL_KEEP };
GLuint write_mask { NumericLimits<GLuint>::max() };
};
Array<StencilOperationOptions, 2u> m_stencil_operation;
GLenum m_current_read_buffer = GL_BACK;
GLenum m_current_draw_buffer = GL_BACK;
// User-defined clip planes
struct ClipPlaneAttributes {
Array<FloatVector4, 6> eye_clip_plane; // TODO: Change to use device-defined constant
GLuint enabled { 0 };
} m_clip_plane_attributes;
bool m_clip_planes_dirty { true };
// Client side arrays
bool m_client_side_vertex_array_enabled { false };
bool m_client_side_color_array_enabled { false };
Vector<bool> m_client_side_texture_coord_array_enabled;
size_t m_client_active_texture { 0 };
bool m_client_side_normal_array_enabled { false };
NonnullRefPtr<Gfx::Bitmap> m_frontbuffer;
// Texture objects
template<typename T>
RefPtr<T> get_default_texture(GLenum target)
{
auto default_texture = m_default_textures.get(target);
VERIFY(default_texture.has_value());
return static_cast<T*>(default_texture.value());
}
NameAllocator m_texture_name_allocator;
HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
HashMap<GLenum, RefPtr<Texture>> m_default_textures;
Vector<TextureUnit> m_texture_units;
TextureUnit* m_active_texture_unit;
size_t m_active_texture_unit_index { 0 };
bool m_texture_units_dirty { true };
// Texture coordinate generation state
struct TextureCoordinateGeneration {
bool enabled { false };
GLenum generation_mode { GL_EYE_LINEAR };
FloatVector4 object_plane_coefficients { 0.0f, 0.0f, 0.0f, 0.0f };
FloatVector4 eye_plane_coefficients { 0.0f, 0.0f, 0.0f, 0.0f };
};
Vector<Array<TextureCoordinateGeneration, 4>> m_texture_coordinate_generation;
ALWAYS_INLINE TextureCoordinateGeneration& texture_coordinate_generation(size_t texture_unit, GLenum capability)
{
return m_texture_coordinate_generation[texture_unit][capability - GL_TEXTURE_GEN_S];
}
bool m_sampler_config_is_dirty { true };
bool m_light_state_is_dirty { true };
NameAllocator m_shader_name_allocator;
NameAllocator m_program_name_allocator;
HashMap<GLuint, RefPtr<Shader>> m_allocated_shaders;
HashMap<GLuint, RefPtr<Program>> m_allocated_programs;
RefPtr<Program> m_current_program;
struct Listing {
template<typename F>
struct TupleTypeForArgumentListOf_;
template<typename Ret, typename C, typename... Args>
struct TupleTypeForArgumentListOf_<Ret (C::*)(Args...)> {
using Type = Tuple<Args...>;
};
template<typename F>
using TupleTypeForArgumentListOf = typename TupleTypeForArgumentListOf_<F>::Type;
template<auto member>
using ArgumentsFor = TupleTypeForArgumentListOf<decltype(member)>;
template<typename... Fns>
struct FunctionAndArgs {
Variant<Fns...> function;
Variant<TupleTypeForArgumentListOf<Fns>...> arguments;
};
using FunctionsAndArgs = FunctionAndArgs<
decltype(&GLContext::gl_begin),
decltype(&GLContext::gl_clear),
decltype(&GLContext::gl_clear_color),
decltype(&GLContext::gl_clear_depth),
decltype(&GLContext::gl_clear_stencil),
decltype(&GLContext::gl_color),
decltype(&GLContext::gl_end),
decltype(&GLContext::gl_frustum),
decltype(&GLContext::gl_load_identity),
decltype(&GLContext::gl_load_matrix),
decltype(&GLContext::gl_matrix_mode),
decltype(&GLContext::gl_ortho),
decltype(&GLContext::gl_push_matrix),
decltype(&GLContext::gl_pop_matrix),
decltype(&GLContext::gl_mult_matrix),
decltype(&GLContext::gl_rotate),
decltype(&GLContext::gl_scale),
decltype(&GLContext::gl_translate),
decltype(&GLContext::gl_vertex),
decltype(&GLContext::gl_viewport),
decltype(&GLContext::gl_enable),
decltype(&GLContext::gl_disable),
decltype(&GLContext::gl_front_face),
decltype(&GLContext::gl_cull_face),
decltype(&GLContext::gl_call_list),
decltype(&GLContext::gl_call_lists),
decltype(&GLContext::gl_blend_func),
decltype(&GLContext::gl_shade_model),
decltype(&GLContext::gl_alpha_func),
decltype(&GLContext::gl_hint),
decltype(&GLContext::gl_read_buffer),
decltype(&GLContext::gl_tex_parameter),
decltype(&GLContext::gl_tex_parameterfv),
decltype(&GLContext::gl_depth_mask),
decltype(&GLContext::gl_draw_pixels),
decltype(&GLContext::gl_depth_range),
decltype(&GLContext::gl_polygon_offset),
decltype(&GLContext::gl_scissor),
decltype(&GLContext::gl_stencil_func_separate),
decltype(&GLContext::gl_stencil_mask_separate),
decltype(&GLContext::gl_stencil_op_separate),
decltype(&GLContext::gl_normal),
decltype(&GLContext::gl_raster_pos),
decltype(&GLContext::gl_line_width),
decltype(&GLContext::gl_push_attrib),
decltype(&GLContext::gl_pop_attrib),
decltype(&GLContext::gl_light_model),
decltype(&GLContext::gl_bitmap),
decltype(&GLContext::gl_copy_tex_image_2d),
decltype(&GLContext::gl_rect),
decltype(&GLContext::gl_tex_env),
decltype(&GLContext::gl_tex_gen),
decltype(&GLContext::gl_tex_gen_floatv),
decltype(&GLContext::gl_fogf),
decltype(&GLContext::gl_fogfv),
decltype(&GLContext::gl_fogi),
decltype(&GLContext::gl_lightf),
decltype(&GLContext::gl_lightfv),
decltype(&GLContext::gl_lightiv),
decltype(&GLContext::gl_materialf),
decltype(&GLContext::gl_materialfv),
decltype(&GLContext::gl_materialiv),
decltype(&GLContext::gl_color_material),
decltype(&GLContext::gl_get_light),
decltype(&GLContext::gl_clip_plane),
decltype(&GLContext::gl_copy_tex_sub_image_2d),
decltype(&GLContext::gl_point_size)>;
using ExtraSavedArguments = Variant<
FloatMatrix4x4>;
Vector<NonnullOwnPtr<ExtraSavedArguments>> saved_arguments;
Vector<FunctionsAndArgs> entries;
};
static constexpr size_t max_allowed_gl_call_depth { 128 };
size_t m_gl_call_depth { 0 };
Vector<Listing> m_listings;
size_t m_list_base { 0 };
struct CurrentListing {
Listing listing;
size_t index { 0 };
GLenum mode { GL_COMPILE };
};
Optional<CurrentListing> m_current_listing_index;
VertexAttribPointer m_client_vertex_pointer;
VertexAttribPointer m_client_color_pointer;
Vector<VertexAttribPointer> m_client_tex_coord_pointer;
VertexAttribPointer m_client_normal_pointer;
struct PixelParameters {
i32 image_height { 0 };
bool least_significant_bit_first { false };
u8 pack_alignment { 4 };
i32 row_length { 0 };
i32 skip_images { 0 };
i32 skip_pixels { 0 };
i32 skip_rows { 0 };
bool swap_bytes { false };
};
PixelParameters m_packing_parameters;
PixelParameters m_unpacking_parameters;
// Point drawing configuration
bool m_point_smooth { false };
float m_point_size { 1.f };
// Line drawing configuration
bool m_line_smooth { false };
float m_line_width { 1.f };
// Lighting configuration
bool m_lighting_enabled { false };
Vector<GPU::Light> m_light_states;
Array<GPU::Material, 2u> m_material_states;
// Color material
bool m_color_material_enabled { false };
GLenum m_color_material_face { GL_FRONT_AND_BACK };
GLenum m_color_material_mode { GL_AMBIENT_AND_DIFFUSE };
// GL Extension string
ByteBuffer m_extensions;
// Buffer objects
NameAllocator m_buffer_name_allocator;
HashMap<GLuint, RefPtr<Buffer>> m_allocated_buffers;
RefPtr<Buffer> m_array_buffer;
RefPtr<Buffer> m_element_array_buffer;
};
// Transposes input matrices (column-major) to our Matrix (row-major).
template<typename I>
constexpr FloatMatrix4x4 transpose_input_matrix(I const* matrix)
{
Array<float, 16> elements;
for (size_t i = 0; i < 16; ++i)
elements[i] = static_cast<float>(matrix[i]);
// clang-format off
return {
elements[0], elements[4], elements[8], elements[12],
elements[1], elements[5], elements[9], elements[13],
elements[2], elements[6], elements[10], elements[14],
elements[3], elements[7], elements[11], elements[15],
};
// clang-format on
}
template<>
constexpr FloatMatrix4x4 transpose_input_matrix(float const* matrix)
{
// clang-format off
return {
matrix[0], matrix[4], matrix[8], matrix[12],
matrix[1], matrix[5], matrix[9], matrix[13],
matrix[2], matrix[6], matrix[10], matrix[14],
matrix[3], matrix[7], matrix[11], matrix[15],
};
// clang-format on
}
ErrorOr<NonnullOwnPtr<GLContext>> create_context(Gfx::Bitmap&);
void make_context_current(GLContext*);
}