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LibGL: Always normalize vertex attribute data
We were normalizing data read from vertex attribute pointers based on their usage, but there is nothing written about this behavior in the spec or in man pages. When we implement `glVertexAttribPointer` however, the user can optionally enable normalization per vertex attribute pointer. This refactors the `VertexAttribPointer` to have a `normalize` field so we can support that future implementation.
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parent
bc5e5afc7b
commit
74de8e4224
Notes:
sideshowbarker
2024-07-17 16:40:16 +09:00
Author: https://github.com/gmta Commit: https://github.com/SerenityOS/serenity/commit/74de8e4224 Pull-request: https://github.com/SerenityOS/serenity/pull/13209 Reviewed-by: https://github.com/Quaker762 ✅ Reviewed-by: https://github.com/sunverwerth ✅
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@ -2101,26 +2101,26 @@ void GLContext::gl_draw_arrays(GLenum mode, GLint first, GLsizei count)
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for (int i = first; i < last; i++) {
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if (m_client_side_color_array_enabled) {
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float color[4] { 0, 0, 0, 1 };
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read_from_vertex_attribute_pointer(m_client_color_pointer, i, color, true);
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read_from_vertex_attribute_pointer(m_client_color_pointer, i, color);
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gl_color(color[0], color[1], color[2], color[3]);
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}
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for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) {
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if (m_client_side_texture_coord_array_enabled[t]) {
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float tex_coords[4] { 0, 0, 0, 0 };
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read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords, false);
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read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords);
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gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]);
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}
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}
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if (m_client_side_normal_array_enabled) {
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float normal[3];
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read_from_vertex_attribute_pointer(m_client_normal_pointer, i, normal, false);
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read_from_vertex_attribute_pointer(m_client_normal_pointer, i, normal);
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gl_normal(normal[0], normal[1], normal[2]);
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}
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float vertex[4] { 0, 0, 0, 1 };
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read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex, false);
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read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex);
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gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
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}
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gl_end();
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@ -2168,26 +2168,26 @@ void GLContext::gl_draw_elements(GLenum mode, GLsizei count, GLenum type, const
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if (m_client_side_color_array_enabled) {
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float color[4] { 0, 0, 0, 1 };
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read_from_vertex_attribute_pointer(m_client_color_pointer, i, color, true);
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read_from_vertex_attribute_pointer(m_client_color_pointer, i, color);
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gl_color(color[0], color[1], color[2], color[3]);
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}
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for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) {
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if (m_client_side_texture_coord_array_enabled[t]) {
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float tex_coords[4] { 0, 0, 0, 0 };
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read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords, false);
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read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords);
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gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]);
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}
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}
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if (m_client_side_normal_array_enabled) {
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float normal[3];
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read_from_vertex_attribute_pointer(m_client_normal_pointer, i, normal, false);
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read_from_vertex_attribute_pointer(m_client_normal_pointer, i, normal);
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gl_normal(normal[0], normal[1], normal[2]);
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}
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float vertex[4] { 0, 0, 0, 1 };
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read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex, false);
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read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex);
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gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
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}
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gl_end();
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@ -2342,9 +2342,10 @@ void GLContext::gl_depth_func(GLenum func)
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}
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// General helper function to read arbitrary vertex attribute data into a float array
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void GLContext::read_from_vertex_attribute_pointer(VertexAttribPointer const& attrib, int index, float* elements, bool normalize)
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void GLContext::read_from_vertex_attribute_pointer(VertexAttribPointer const& attrib, int index, float* elements)
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{
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auto byte_ptr = reinterpret_cast<const char*>(attrib.pointer);
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auto normalize = attrib.normalize;
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size_t stride = attrib.stride;
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switch (attrib.type) {
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@ -417,11 +417,12 @@ private:
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struct VertexAttribPointer {
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GLint size { 4 };
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GLenum type { GL_FLOAT };
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bool normalize { true };
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GLsizei stride { 0 };
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const void* pointer { 0 };
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};
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static void read_from_vertex_attribute_pointer(VertexAttribPointer const&, int index, float* elements, bool normalize);
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static void read_from_vertex_attribute_pointer(VertexAttribPointer const&, int index, float* elements);
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VertexAttribPointer m_client_vertex_pointer;
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VertexAttribPointer m_client_color_pointer;
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