This was currently only set in the OpenGL context, as the previous
architecture did all of the transformation in LibGL before passing the
transformed triangles onto the rasterizer. As this has now changed, and
we require the vertex data to be in eye-space before we can apply
lighting, we need to pass this flag along as well via the GPU options.
Most of the T&L stuff is, like on an actual GPU, now done inside of
LibSoftGPU. As such, it no longer makes sense to have specific values
like the scene ambient color inside of LibGL as part of the GL context.
These have now been moved into LibSoftGPU and use the same pattern as
the render options to set/get.
These two functions have been turned from stubs into actually doing
something. They now set the correspondingmaterial data member based on
the value passed into the `pname`argument.
Co-authored-by: Stephan Unverwerth <s.unverwerth@serenityos.org>
This implements the `glLightf{v}` family of functions used to set
lighting parameters per light in the GL. It also fixes an incorrect
prototype for the user exposed version of `glLightf{v}` in which
`params` was not marked as `const`.
This is required to allow lighting to work properly in the GL. We
currently have the maximum number of lights in the software GL context
set to 8, as this is the minimum that OpenGL mandates according to the
spec.
We can use `StringView::for_each_split_view` here to avoid the potential
allocation of `Vector<StringView>` elements we would get from the normal
Split view functions.
StringView::for_each_split_view allows you to process the splits in a
StringView without needing to allocate a Vector<StringView> to store
each of the parts.
Since we migrated the implementation from the normal split_view path, we
can also re-implement split_view in terms of for_each_split_view.
If a widget gains a layout manager after it already has child widgets,
the existing widgets are unknown to the layout. Additionally, if a
layout is reused, it may end up managing children of multiple different
widgets.
To simplify this, clear the entries of a layout manager when its owner
changes, and add any existing children when a new owner comes along.
Now that number systems are generated as an enum, we can generated the
number system data in the order of that enum. This lets us perform
lookups of that data by index instead of a loop of string comparisons.
We had a hard-coded table of number system digits copied from ECMA-402.
Turns out these digits are in the CLDR, so let's parse the digits from
there instead of hard-coding them.
The following table in TR-35 includes a web of fall back rules when the
requested time zone style is unavailable:
https://unicode.org/reports/tr35/tr35-dates.html#dfst-zone
Conveniently, the subset of styles supported by ECMA-402 (and therefore
LibUnicode) all either fall back to GMT offset or to a style that is
unsupported but itself falls back to GMT offset.
This adds an API to use LibTimeZone to convert a time zone such as
"America/New_York" to a GMT offset string like "GMT-5" (short form) or
"GMT-05:00" (long form).
There are a few algorithms in TR-35 that need to replace digits before
returning any results to callers. For example, when formatting time zone
offsets, a string like "GMT+12:34" must have its digits replaced with
the default numbering system for the desired locale.
Previously, we were expecting triangles and quads to consist of
complete sets of vertices. However, a more common behavior is to ignore
all vertices that do not make up a full primitive. For example, OpenGL
specifies for `GL_QUADS`:
"The total number of vertices between Begin and End is 4n + k, where
0 ≤ k ≤ 3; if k is not zero, the final k vertices are ignored."
This changes the behavior of `Device::draw_primitives()` to both return
early if no full set of vertices was provided, and to ignore any
additional vertices that are not part of a full set.
Allow `Matrix::inverse()` to return an error and deal with those in
LibGL. Also use this opportunity to more efficiently calculate the
transpose of the model view matrix for the normal transformation.