2009-03-04 03:31:44 +00:00
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/* libs/opengles/matrix.cpp
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**
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** Copyright 2006, The Android Open Source Project
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**
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** Licensed under the Apache License, Version 2.0 (the "License");
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** you may not use this file except in compliance with the License.
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** You may obtain a copy of the License at
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**
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** http://www.apache.org/licenses/LICENSE-2.0
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**
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** Unless required by applicable law or agreed to in writing, software
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** distributed under the License is distributed on an "AS IS" BASIS,
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** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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** See the License for the specific language governing permissions and
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** limitations under the License.
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include "context.h"
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#include "fp.h"
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#include "state.h"
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#include "matrix.h"
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#include "vertex.h"
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#include "light.h"
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#if defined(__arm__) && defined(__thumb__)
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#warning "matrix.cpp should not be compiled in thumb on ARM."
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#endif
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#define I(_i, _j) ((_j)+ 4*(_i))
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namespace android {
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// ----------------------------------------------------------------------------
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static const GLfloat gIdentityf[16] = { 1,0,0,0,
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0,1,0,0,
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0,0,1,0,
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0,0,0,1 };
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static const matrixx_t gIdentityx = {
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{ 0x10000,0,0,0,
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0,0x10000,0,0,
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0,0,0x10000,0,
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0,0,0,0x10000
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}
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};
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static void point2__nop(transform_t const*, vec4_t* c, vec4_t const* o);
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static void point3__nop(transform_t const*, vec4_t* c, vec4_t const* o);
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static void point4__nop(transform_t const*, vec4_t* c, vec4_t const* o);
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static void normal__nop(transform_t const*, vec4_t* c, vec4_t const* o);
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static void point2__generic(transform_t const*, vec4_t* c, vec4_t const* o);
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static void point3__generic(transform_t const*, vec4_t* c, vec4_t const* o);
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static void point4__generic(transform_t const*, vec4_t* c, vec4_t const* o);
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fix [1610840] Positional light doesn't work correctly on emulator
This bug was introduced when lighting computations was changed from eye-space to object-space.
The light position need to be transformed back to object-space each time the modelview matrix changes which requires us to compute the inverse of the modelview matrix. This computation was done with the assumption that normals where transformed (which was the case when the computation was made in eye-space), however, normals only require the inverse of the upper 3x3 matrix while transforming positions requires the inverse of the whole matrix.
This caused the interesting behavior that lights were more-or-less transformed properly, but not translated at all, which caused improper lighting with directional lights in particular.
There was also another smaller bug affecting directional lights: when vertices are read, only the active component are read, the other ones are ignored, later, the transformation operations are set up to ignore the unset values, howver, in the case of lighting, we use the vertex in object space (that is, before it is transformed), and therefore were using uninitalized values; in particular w.
2009-06-03 05:05:04 +00:00
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static void point4__mvui(transform_t const*, vec4_t* c, vec4_t const* o);
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2009-03-04 03:31:44 +00:00
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// ----------------------------------------------------------------------------
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#if 0
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#pragma mark -
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#endif
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void ogles_init_matrix(ogles_context_t* c)
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{
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c->transforms.modelview.init(OGLES_MODELVIEW_STACK_DEPTH);
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c->transforms.projection.init(OGLES_PROJECTION_STACK_DEPTH);
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for (int i=0; i<GGL_TEXTURE_UNIT_COUNT ; i++)
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c->transforms.texture[i].init(OGLES_TEXTURE_STACK_DEPTH);
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c->transforms.current = &c->transforms.modelview;
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c->transforms.matrixMode = GL_MODELVIEW;
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c->transforms.dirty = transform_state_t::VIEWPORT |
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transform_state_t::MVUI |
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transform_state_t::MVIT |
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transform_state_t::MVP;
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c->transforms.mvp.loadIdentity();
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c->transforms.mvp4.loadIdentity();
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c->transforms.mvit4.loadIdentity();
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c->transforms.mvui.loadIdentity();
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c->transforms.vpt.loadIdentity();
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c->transforms.vpt.zNear = 0.0f;
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c->transforms.vpt.zFar = 1.0f;
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}
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void ogles_uninit_matrix(ogles_context_t* c)
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{
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c->transforms.modelview.uninit();
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c->transforms.projection.uninit();
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for (int i=0; i<GGL_TEXTURE_UNIT_COUNT ; i++)
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c->transforms.texture[i].uninit();
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}
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static void validate_perspective(ogles_context_t* c, vertex_t* v)
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{
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const uint32_t enables = c->rasterizer.state.enables;
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c->arrays.perspective = (c->clipPlanes.enable) ?
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ogles_vertex_clipAllPerspective3D : ogles_vertex_perspective3D;
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if (enables & (GGL_ENABLE_DEPTH_TEST|GGL_ENABLE_FOG)) {
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c->arrays.perspective = ogles_vertex_perspective3DZ;
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if (c->clipPlanes.enable || (enables&GGL_ENABLE_FOG))
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c->arrays.perspective = ogles_vertex_clipAllPerspective3DZ;
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}
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if ((c->arrays.vertex.size != 4) &&
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(c->transforms.mvp4.flags & transform_t::FLAGS_2D_PROJECTION)) {
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c->arrays.perspective = ogles_vertex_perspective2D;
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}
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c->arrays.perspective(c, v);
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}
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void ogles_invalidate_perspective(ogles_context_t* c)
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{
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c->arrays.perspective = validate_perspective;
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}
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void ogles_validate_transform_impl(ogles_context_t* c, uint32_t want)
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{
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int dirty = c->transforms.dirty & want;
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// Validate the modelview
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if (dirty & transform_state_t::MODELVIEW) {
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c->transforms.modelview.validate();
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}
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// Validate the projection stack (in fact, it's never needed)
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if (dirty & transform_state_t::PROJECTION) {
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c->transforms.projection.validate();
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}
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// Validate the viewport transformation
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if (dirty & transform_state_t::VIEWPORT) {
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vp_transform_t& vpt = c->transforms.vpt;
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vpt.transform.matrix.load(vpt.matrix);
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vpt.transform.picker();
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}
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// We need to update the mvp (used to transform each vertex)
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if (dirty & transform_state_t::MVP) {
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c->transforms.update_mvp();
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// invalidate perspective (divide by W) and view volume clipping
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ogles_invalidate_perspective(c);
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}
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// Validate the mvui (for normal transformation)
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if (dirty & transform_state_t::MVUI) {
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c->transforms.update_mvui();
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ogles_invalidate_lighting_mvui(c);
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}
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// Validate the texture stack
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if (dirty & transform_state_t::TEXTURE) {
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for (int i=0; i<GGL_TEXTURE_UNIT_COUNT ; i++)
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c->transforms.texture[i].validate();
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}
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// Validate the mvit4 (user-clip planes)
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if (dirty & transform_state_t::MVIT) {
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c->transforms.update_mvit();
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}
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c->transforms.dirty &= ~want;
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}
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// ----------------------------------------------------------------------------
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#if 0
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#pragma mark -
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#pragma mark transform_t
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#endif
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void transform_t::loadIdentity() {
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matrix = gIdentityx;
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flags = 0;
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ops = OP_IDENTITY;
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point2 = point2__nop;
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point3 = point3__nop;
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point4 = point4__nop;
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}
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static inline
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int notZero(GLfixed v) {
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return abs(v) & ~0x3;
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}
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static inline
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int notOne(GLfixed v) {
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return notZero(v - 0x10000);
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}
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void transform_t::picker()
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{
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const GLfixed* const m = matrix.m;
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// XXX: picker needs to be smarter
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flags = 0;
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ops = OP_ALL;
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point2 = point2__generic;
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point3 = point3__generic;
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point4 = point4__generic;
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// find out if this is a 2D projection
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if (!(notZero(m[3]) | notZero(m[7]) | notZero(m[11]) | notOne(m[15]))) {
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flags |= FLAGS_2D_PROJECTION;
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}
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}
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void mvui_transform_t::picker()
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{
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flags = 0;
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ops = OP_ALL;
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fix [1610840] Positional light doesn't work correctly on emulator
This bug was introduced when lighting computations was changed from eye-space to object-space.
The light position need to be transformed back to object-space each time the modelview matrix changes which requires us to compute the inverse of the modelview matrix. This computation was done with the assumption that normals where transformed (which was the case when the computation was made in eye-space), however, normals only require the inverse of the upper 3x3 matrix while transforming positions requires the inverse of the whole matrix.
This caused the interesting behavior that lights were more-or-less transformed properly, but not translated at all, which caused improper lighting with directional lights in particular.
There was also another smaller bug affecting directional lights: when vertices are read, only the active component are read, the other ones are ignored, later, the transformation operations are set up to ignore the unset values, howver, in the case of lighting, we use the vertex in object space (that is, before it is transformed), and therefore were using uninitalized values; in particular w.
2009-06-03 05:05:04 +00:00
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point3 = point4__mvui;
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point4 = point4__mvui;
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2009-03-04 03:31:44 +00:00
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}
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void transform_t::dump(const char* what)
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{
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GLfixed const * const m = matrix.m;
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LOGD("%s:", what);
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for (int i=0 ; i<4 ; i++)
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LOGD("[%08x %08x %08x %08x] [%f %f %f %f]\n",
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m[I(0,i)], m[I(1,i)], m[I(2,i)], m[I(3,i)],
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fixedToFloat(m[I(0,i)]),
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fixedToFloat(m[I(1,i)]),
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fixedToFloat(m[I(2,i)]),
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fixedToFloat(m[I(3,i)]));
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}
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// ----------------------------------------------------------------------------
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#if 0
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#pragma mark -
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#pragma mark matrixx_t
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#endif
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void matrixx_t::load(const matrixf_t& rhs) {
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GLfixed* xp = m;
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GLfloat const* fp = rhs.elements();
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unsigned int i = 16;
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do {
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const GLfloat f = *fp++;
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*xp++ = isZerof(f) ? 0 : gglFloatToFixed(f);
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} while (--i);
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}
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// ----------------------------------------------------------------------------
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#if 0
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#pragma mark -
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#pragma mark matrixf_t
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#endif
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void matrixf_t::multiply(matrixf_t& r, const matrixf_t& lhs, const matrixf_t& rhs)
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{
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GLfloat const* const m = lhs.m;
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for (int i=0 ; i<4 ; i++) {
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register const float rhs_i0 = rhs.m[ I(i,0) ];
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register float ri0 = m[ I(0,0) ] * rhs_i0;
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register float ri1 = m[ I(0,1) ] * rhs_i0;
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register float ri2 = m[ I(0,2) ] * rhs_i0;
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register float ri3 = m[ I(0,3) ] * rhs_i0;
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for (int j=1 ; j<4 ; j++) {
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register const float rhs_ij = rhs.m[ I(i,j) ];
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ri0 += m[ I(j,0) ] * rhs_ij;
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ri1 += m[ I(j,1) ] * rhs_ij;
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ri2 += m[ I(j,2) ] * rhs_ij;
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ri3 += m[ I(j,3) ] * rhs_ij;
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}
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r.m[ I(i,0) ] = ri0;
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r.m[ I(i,1) ] = ri1;
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r.m[ I(i,2) ] = ri2;
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r.m[ I(i,3) ] = ri3;
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}
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}
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void matrixf_t::dump(const char* what) {
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LOGD("%s", what);
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LOGD("[ %9f %9f %9f %9f ]", m[I(0,0)], m[I(1,0)], m[I(2,0)], m[I(3,0)]);
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LOGD("[ %9f %9f %9f %9f ]", m[I(0,1)], m[I(1,1)], m[I(2,1)], m[I(3,1)]);
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LOGD("[ %9f %9f %9f %9f ]", m[I(0,2)], m[I(1,2)], m[I(2,2)], m[I(3,2)]);
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LOGD("[ %9f %9f %9f %9f ]", m[I(0,3)], m[I(1,3)], m[I(2,3)], m[I(3,3)]);
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}
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void matrixf_t::loadIdentity() {
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memcpy(m, gIdentityf, sizeof(m));
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}
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void matrixf_t::set(const GLfixed* rhs) {
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load(rhs);
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}
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void matrixf_t::set(const GLfloat* rhs) {
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load(rhs);
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}
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void matrixf_t::load(const GLfixed* rhs) {
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GLfloat* fp = m;
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unsigned int i = 16;
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do {
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*fp++ = fixedToFloat(*rhs++);
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} while (--i);
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}
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void matrixf_t::load(const GLfloat* rhs) {
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memcpy(m, rhs, sizeof(m));
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}
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void matrixf_t::load(const matrixf_t& rhs) {
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operator = (rhs);
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}
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void matrixf_t::multiply(const matrixf_t& rhs) {
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matrixf_t r;
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multiply(r, *this, rhs);
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operator = (r);
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}
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void matrixf_t::translate(GLfloat x, GLfloat y, GLfloat z) {
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for (int i=0 ; i<4 ; i++) {
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m[12+i] += m[i]*x + m[4+i]*y + m[8+i]*z;
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}
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}
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void matrixf_t::scale(GLfloat x, GLfloat y, GLfloat z) {
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for (int i=0 ; i<4 ; i++) {
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m[ i] *= x;
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m[4+i] *= y;
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m[8+i] *= z;
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}
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}
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void matrixf_t::rotate(GLfloat a, GLfloat x, GLfloat y, GLfloat z)
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{
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matrixf_t rotation;
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GLfloat* r = rotation.m;
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|
|
GLfloat c, s;
|
|
|
|
r[3] = 0; r[7] = 0; r[11]= 0;
|
|
|
|
r[12]= 0; r[13]= 0; r[14]= 0; r[15]= 1;
|
|
|
|
a *= GLfloat(M_PI / 180.0f);
|
|
|
|
sincosf(a, &s, &c);
|
|
|
|
if (isOnef(x) && isZerof(y) && isZerof(z)) {
|
|
|
|
r[5] = c; r[10]= c;
|
|
|
|
r[6] = s; r[9] = -s;
|
|
|
|
r[1] = 0; r[2] = 0;
|
|
|
|
r[4] = 0; r[8] = 0;
|
|
|
|
r[0] = 1;
|
|
|
|
} else if (isZerof(x) && isOnef(y) && isZerof(z)) {
|
|
|
|
r[0] = c; r[10]= c;
|
|
|
|
r[8] = s; r[2] = -s;
|
|
|
|
r[1] = 0; r[4] = 0;
|
|
|
|
r[6] = 0; r[9] = 0;
|
|
|
|
r[5] = 1;
|
|
|
|
} else if (isZerof(x) && isZerof(y) && isOnef(z)) {
|
|
|
|
r[0] = c; r[5] = c;
|
|
|
|
r[1] = s; r[4] = -s;
|
|
|
|
r[2] = 0; r[6] = 0;
|
|
|
|
r[8] = 0; r[9] = 0;
|
|
|
|
r[10]= 1;
|
|
|
|
} else {
|
|
|
|
const GLfloat len = sqrtf(x*x + y*y + z*z);
|
|
|
|
if (!isOnef(len)) {
|
|
|
|
const GLfloat recipLen = reciprocalf(len);
|
|
|
|
x *= recipLen;
|
|
|
|
y *= recipLen;
|
|
|
|
z *= recipLen;
|
|
|
|
}
|
|
|
|
const GLfloat nc = 1.0f - c;
|
|
|
|
const GLfloat xy = x * y;
|
|
|
|
const GLfloat yz = y * z;
|
|
|
|
const GLfloat zx = z * x;
|
|
|
|
const GLfloat xs = x * s;
|
|
|
|
const GLfloat ys = y * s;
|
|
|
|
const GLfloat zs = z * s;
|
|
|
|
r[ 0] = x*x*nc + c; r[ 4] = xy*nc - zs; r[ 8] = zx*nc + ys;
|
|
|
|
r[ 1] = xy*nc + zs; r[ 5] = y*y*nc + c; r[ 9] = yz*nc - xs;
|
|
|
|
r[ 2] = zx*nc - ys; r[ 6] = yz*nc + xs; r[10] = z*z*nc + c;
|
|
|
|
}
|
|
|
|
multiply(rotation);
|
|
|
|
}
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
#if 0
|
|
|
|
#pragma mark -
|
|
|
|
#pragma mark matrix_stack_t
|
|
|
|
#endif
|
|
|
|
|
|
|
|
void matrix_stack_t::init(int depth) {
|
|
|
|
stack = new matrixf_t[depth];
|
|
|
|
ops = new uint8_t[depth];
|
|
|
|
maxDepth = depth;
|
|
|
|
depth = 0;
|
|
|
|
dirty = 0;
|
|
|
|
loadIdentity();
|
|
|
|
}
|
|
|
|
|
|
|
|
void matrix_stack_t::uninit() {
|
|
|
|
delete [] stack;
|
|
|
|
delete [] ops;
|
|
|
|
}
|
|
|
|
|
|
|
|
void matrix_stack_t::loadIdentity() {
|
|
|
|
transform.loadIdentity();
|
|
|
|
stack[depth].loadIdentity();
|
|
|
|
ops[depth] = OP_IDENTITY;
|
|
|
|
}
|
|
|
|
|
|
|
|
void matrix_stack_t::load(const GLfixed* rhs)
|
|
|
|
{
|
|
|
|
memcpy(transform.matrix.m, rhs, sizeof(transform.matrix.m));
|
|
|
|
stack[depth].load(rhs);
|
|
|
|
ops[depth] = OP_ALL; // TODO: we should look at the matrix
|
|
|
|
}
|
|
|
|
|
|
|
|
void matrix_stack_t::load(const GLfloat* rhs)
|
|
|
|
{
|
|
|
|
stack[depth].load(rhs);
|
|
|
|
ops[depth] = OP_ALL; // TODO: we should look at the matrix
|
|
|
|
}
|
|
|
|
|
|
|
|
void matrix_stack_t::multiply(const matrixf_t& rhs)
|
|
|
|
{
|
|
|
|
stack[depth].multiply(rhs);
|
|
|
|
ops[depth] = OP_ALL; // TODO: we should look at the matrix
|
|
|
|
}
|
|
|
|
|
|
|
|
void matrix_stack_t::translate(GLfloat x, GLfloat y, GLfloat z)
|
|
|
|
{
|
|
|
|
stack[depth].translate(x,y,z);
|
|
|
|
ops[depth] |= OP_TRANSLATE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void matrix_stack_t::scale(GLfloat x, GLfloat y, GLfloat z)
|
|
|
|
{
|
|
|
|
stack[depth].scale(x,y,z);
|
|
|
|
if (x==y && y==z) {
|
|
|
|
ops[depth] |= OP_UNIFORM_SCALE;
|
|
|
|
} else {
|
|
|
|
ops[depth] |= OP_SCALE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void matrix_stack_t::rotate(GLfloat a, GLfloat x, GLfloat y, GLfloat z)
|
|
|
|
{
|
|
|
|
stack[depth].rotate(a,x,y,z);
|
|
|
|
ops[depth] |= OP_ROTATE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void matrix_stack_t::validate()
|
|
|
|
{
|
|
|
|
if (dirty & DO_FLOAT_TO_FIXED) {
|
|
|
|
transform.matrix.load(top());
|
|
|
|
}
|
|
|
|
if (dirty & DO_PICKER) {
|
|
|
|
transform.picker();
|
|
|
|
}
|
|
|
|
dirty = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
GLint matrix_stack_t::push()
|
|
|
|
{
|
|
|
|
if (depth >= (maxDepth-1)) {
|
|
|
|
return GL_STACK_OVERFLOW;
|
|
|
|
}
|
|
|
|
stack[depth+1] = stack[depth];
|
|
|
|
ops[depth+1] = ops[depth];
|
|
|
|
depth++;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
GLint matrix_stack_t::pop()
|
|
|
|
{
|
|
|
|
if (depth == 0) {
|
|
|
|
return GL_STACK_UNDERFLOW;
|
|
|
|
}
|
|
|
|
depth--;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
#if 0
|
|
|
|
#pragma mark -
|
|
|
|
#pragma mark vp_transform_t
|
|
|
|
#endif
|
|
|
|
|
|
|
|
void vp_transform_t::loadIdentity() {
|
|
|
|
transform.loadIdentity();
|
|
|
|
matrix.loadIdentity();
|
|
|
|
}
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
#if 0
|
|
|
|
#pragma mark -
|
|
|
|
#pragma mark transform_state_t
|
|
|
|
#endif
|
|
|
|
|
|
|
|
void transform_state_t::invalidate()
|
|
|
|
{
|
|
|
|
switch (matrixMode) {
|
|
|
|
case GL_MODELVIEW: dirty |= MODELVIEW | MVP | MVUI | MVIT; break;
|
|
|
|
case GL_PROJECTION: dirty |= PROJECTION | MVP; break;
|
|
|
|
case GL_TEXTURE: dirty |= TEXTURE | MVP; break;
|
|
|
|
}
|
|
|
|
current->dirty = matrix_stack_t::DO_PICKER |
|
|
|
|
matrix_stack_t::DO_FLOAT_TO_FIXED;
|
|
|
|
}
|
|
|
|
|
|
|
|
void transform_state_t::update_mvp()
|
|
|
|
{
|
|
|
|
matrixf_t temp_mvp;
|
|
|
|
matrixf_t::multiply(temp_mvp, projection.top(), modelview.top());
|
|
|
|
mvp4.matrix.load(temp_mvp);
|
|
|
|
mvp4.picker();
|
|
|
|
|
|
|
|
if (mvp4.flags & transform_t::FLAGS_2D_PROJECTION) {
|
|
|
|
// the mvp matrix doesn't transform W, in this case we can
|
|
|
|
// premultiply it with the viewport transformation. In addition to
|
|
|
|
// being more efficient, this is also much more accurate and in fact
|
|
|
|
// is needed for 2D drawing with a resulting 1:1 mapping.
|
|
|
|
matrixf_t mvpv;
|
|
|
|
matrixf_t::multiply(mvpv, vpt.matrix, temp_mvp);
|
|
|
|
mvp.matrix.load(mvpv);
|
|
|
|
mvp.picker();
|
|
|
|
} else {
|
|
|
|
mvp = mvp4;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline
|
|
|
|
GLfloat det22(GLfloat a, GLfloat b, GLfloat c, GLfloat d) {
|
|
|
|
return a*d - b*c;
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline
|
|
|
|
GLfloat ndet22(GLfloat a, GLfloat b, GLfloat c, GLfloat d) {
|
|
|
|
return b*c - a*d;
|
|
|
|
}
|
|
|
|
|
|
|
|
static __attribute__((noinline))
|
|
|
|
void invert(GLfloat* inverse, const GLfloat* src)
|
|
|
|
{
|
|
|
|
double t;
|
|
|
|
int i, j, k, swap;
|
|
|
|
GLfloat tmp[4][4];
|
|
|
|
|
|
|
|
memcpy(inverse, gIdentityf, sizeof(gIdentityf));
|
|
|
|
memcpy(tmp, src, sizeof(GLfloat)*16);
|
|
|
|
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
|
|
// look for largest element in column
|
|
|
|
swap = i;
|
|
|
|
for (j = i + 1; j < 4; j++) {
|
|
|
|
if (fabs(tmp[j][i]) > fabs(tmp[i][i])) {
|
|
|
|
swap = j;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (swap != i) {
|
|
|
|
/* swap rows. */
|
|
|
|
for (k = 0; k < 4; k++) {
|
|
|
|
t = tmp[i][k];
|
|
|
|
tmp[i][k] = tmp[swap][k];
|
|
|
|
tmp[swap][k] = t;
|
|
|
|
|
|
|
|
t = inverse[i*4+k];
|
|
|
|
inverse[i*4+k] = inverse[swap*4+k];
|
|
|
|
inverse[swap*4+k] = t;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
t = 1.0f / tmp[i][i];
|
|
|
|
for (k = 0; k < 4; k++) {
|
|
|
|
tmp[i][k] *= t;
|
|
|
|
inverse[i*4+k] *= t;
|
|
|
|
}
|
|
|
|
for (j = 0; j < 4; j++) {
|
|
|
|
if (j != i) {
|
|
|
|
t = tmp[j][i];
|
|
|
|
for (k = 0; k < 4; k++) {
|
|
|
|
tmp[j][k] -= tmp[i][k]*t;
|
|
|
|
inverse[j*4+k] -= inverse[i*4+k]*t;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void transform_state_t::update_mvit()
|
|
|
|
{
|
|
|
|
GLfloat r[16];
|
|
|
|
const GLfloat* const mv = modelview.top().elements();
|
|
|
|
invert(r, mv);
|
|
|
|
// convert to fixed-point and transpose
|
|
|
|
GLfixed* const x = mvit4.matrix.m;
|
|
|
|
for (int i=0 ; i<4 ; i++)
|
|
|
|
for (int j=0 ; j<4 ; j++)
|
|
|
|
x[I(i,j)] = gglFloatToFixed(r[I(j,i)]);
|
|
|
|
mvit4.picker();
|
|
|
|
}
|
|
|
|
|
|
|
|
void transform_state_t::update_mvui()
|
|
|
|
{
|
fix [1610840] Positional light doesn't work correctly on emulator
This bug was introduced when lighting computations was changed from eye-space to object-space.
The light position need to be transformed back to object-space each time the modelview matrix changes which requires us to compute the inverse of the modelview matrix. This computation was done with the assumption that normals where transformed (which was the case when the computation was made in eye-space), however, normals only require the inverse of the upper 3x3 matrix while transforming positions requires the inverse of the whole matrix.
This caused the interesting behavior that lights were more-or-less transformed properly, but not translated at all, which caused improper lighting with directional lights in particular.
There was also another smaller bug affecting directional lights: when vertices are read, only the active component are read, the other ones are ignored, later, the transformation operations are set up to ignore the unset values, howver, in the case of lighting, we use the vertex in object space (that is, before it is transformed), and therefore were using uninitalized values; in particular w.
2009-06-03 05:05:04 +00:00
|
|
|
GLfloat r[16];
|
2009-03-04 03:31:44 +00:00
|
|
|
const GLfloat* const mv = modelview.top().elements();
|
|
|
|
|
fix [1610840] Positional light doesn't work correctly on emulator
This bug was introduced when lighting computations was changed from eye-space to object-space.
The light position need to be transformed back to object-space each time the modelview matrix changes which requires us to compute the inverse of the modelview matrix. This computation was done with the assumption that normals where transformed (which was the case when the computation was made in eye-space), however, normals only require the inverse of the upper 3x3 matrix while transforming positions requires the inverse of the whole matrix.
This caused the interesting behavior that lights were more-or-less transformed properly, but not translated at all, which caused improper lighting with directional lights in particular.
There was also another smaller bug affecting directional lights: when vertices are read, only the active component are read, the other ones are ignored, later, the transformation operations are set up to ignore the unset values, howver, in the case of lighting, we use the vertex in object space (that is, before it is transformed), and therefore were using uninitalized values; in particular w.
2009-06-03 05:05:04 +00:00
|
|
|
// TODO: we need a faster invert, especially for when the modelview
|
|
|
|
// is a rigid-body matrix
|
|
|
|
invert(r, mv);
|
2009-03-04 03:31:44 +00:00
|
|
|
|
|
|
|
GLfixed* const x = mvui.matrix.m;
|
fix [1610840] Positional light doesn't work correctly on emulator
This bug was introduced when lighting computations was changed from eye-space to object-space.
The light position need to be transformed back to object-space each time the modelview matrix changes which requires us to compute the inverse of the modelview matrix. This computation was done with the assumption that normals where transformed (which was the case when the computation was made in eye-space), however, normals only require the inverse of the upper 3x3 matrix while transforming positions requires the inverse of the whole matrix.
This caused the interesting behavior that lights were more-or-less transformed properly, but not translated at all, which caused improper lighting with directional lights in particular.
There was also another smaller bug affecting directional lights: when vertices are read, only the active component are read, the other ones are ignored, later, the transformation operations are set up to ignore the unset values, howver, in the case of lighting, we use the vertex in object space (that is, before it is transformed), and therefore were using uninitalized values; in particular w.
2009-06-03 05:05:04 +00:00
|
|
|
for (int i=0 ; i<4 ; i++) {
|
|
|
|
x[I(i,0)] = gglFloatToFixed(r[I(i,0)]);
|
|
|
|
x[I(i,1)] = gglFloatToFixed(r[I(i,1)]);
|
|
|
|
x[I(i,2)] = gglFloatToFixed(r[I(i,2)]);
|
|
|
|
x[I(i,4)] = gglFloatToFixed(r[I(i,3)]);
|
2009-03-04 03:31:44 +00:00
|
|
|
}
|
|
|
|
mvui.picker();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
// transformation and matrices API
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
#if 0
|
|
|
|
#pragma mark -
|
|
|
|
#pragma mark transformation and matrices API
|
|
|
|
#endif
|
|
|
|
|
|
|
|
int ogles_surfaceport(ogles_context_t* c, GLint x, GLint y)
|
|
|
|
{
|
|
|
|
c->viewport.surfaceport.x = x;
|
|
|
|
c->viewport.surfaceport.y = y;
|
|
|
|
|
|
|
|
ogles_viewport(c,
|
|
|
|
c->viewport.x,
|
|
|
|
c->viewport.y,
|
|
|
|
c->viewport.w,
|
|
|
|
c->viewport.h);
|
|
|
|
|
|
|
|
ogles_scissor(c,
|
|
|
|
c->viewport.scissor.x,
|
|
|
|
c->viewport.scissor.y,
|
|
|
|
c->viewport.scissor.w,
|
|
|
|
c->viewport.scissor.h);
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ogles_scissor(ogles_context_t* c,
|
|
|
|
GLint x, GLint y, GLsizei w, GLsizei h)
|
|
|
|
{
|
|
|
|
if ((w|h) < 0) {
|
|
|
|
ogles_error(c, GL_INVALID_VALUE);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
c->viewport.scissor.x = x;
|
|
|
|
c->viewport.scissor.y = y;
|
|
|
|
c->viewport.scissor.w = w;
|
|
|
|
c->viewport.scissor.h = h;
|
|
|
|
|
|
|
|
x += c->viewport.surfaceport.x;
|
|
|
|
y += c->viewport.surfaceport.y;
|
|
|
|
|
|
|
|
y = c->rasterizer.state.buffers.color.height - (y + h);
|
|
|
|
c->rasterizer.procs.scissor(c, x, y, w, h);
|
|
|
|
}
|
|
|
|
|
|
|
|
void ogles_viewport(ogles_context_t* c,
|
|
|
|
GLint x, GLint y, GLsizei w, GLsizei h)
|
|
|
|
{
|
|
|
|
if ((w|h)<0) {
|
|
|
|
ogles_error(c, GL_INVALID_VALUE);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
c->viewport.x = x;
|
|
|
|
c->viewport.y = y;
|
|
|
|
c->viewport.w = w;
|
|
|
|
c->viewport.h = h;
|
|
|
|
|
|
|
|
x += c->viewport.surfaceport.x;
|
|
|
|
y += c->viewport.surfaceport.y;
|
|
|
|
|
|
|
|
GLint H = c->rasterizer.state.buffers.color.height;
|
|
|
|
GLfloat sx = div2f(w);
|
|
|
|
GLfloat ox = sx + x;
|
|
|
|
GLfloat sy = div2f(h);
|
|
|
|
GLfloat oy = sy - y + (H - h);
|
|
|
|
|
|
|
|
GLfloat near = c->transforms.vpt.zNear;
|
|
|
|
GLfloat far = c->transforms.vpt.zFar;
|
|
|
|
GLfloat A = div2f(far - near);
|
|
|
|
GLfloat B = div2f(far + near);
|
|
|
|
|
|
|
|
// compute viewport matrix
|
|
|
|
GLfloat* const f = c->transforms.vpt.matrix.editElements();
|
|
|
|
f[0] = sx; f[4] = 0; f[ 8] = 0; f[12] = ox;
|
|
|
|
f[1] = 0; f[5] =-sy; f[ 9] = 0; f[13] = oy;
|
|
|
|
f[2] = 0; f[6] = 0; f[10] = A; f[14] = B;
|
|
|
|
f[3] = 0; f[7] = 0; f[11] = 0; f[15] = 1;
|
|
|
|
c->transforms.dirty |= transform_state_t::VIEWPORT;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
#if 0
|
|
|
|
#pragma mark -
|
|
|
|
#pragma mark matrix * vertex
|
|
|
|
#endif
|
|
|
|
|
|
|
|
void point2__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
|
|
|
|
const GLfixed* const m = mx->matrix.m;
|
|
|
|
const GLfixed rx = rhs->x;
|
|
|
|
const GLfixed ry = rhs->y;
|
|
|
|
lhs->x = mla2a(rx, m[ 0], ry, m[ 4], m[12]);
|
|
|
|
lhs->y = mla2a(rx, m[ 1], ry, m[ 5], m[13]);
|
|
|
|
lhs->z = mla2a(rx, m[ 2], ry, m[ 6], m[14]);
|
|
|
|
lhs->w = mla2a(rx, m[ 3], ry, m[ 7], m[15]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void point3__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
|
|
|
|
const GLfixed* const m = mx->matrix.m;
|
|
|
|
const GLfixed rx = rhs->x;
|
|
|
|
const GLfixed ry = rhs->y;
|
|
|
|
const GLfixed rz = rhs->z;
|
|
|
|
lhs->x = mla3a(rx, m[ 0], ry, m[ 4], rz, m[ 8], m[12]);
|
|
|
|
lhs->y = mla3a(rx, m[ 1], ry, m[ 5], rz, m[ 9], m[13]);
|
|
|
|
lhs->z = mla3a(rx, m[ 2], ry, m[ 6], rz, m[10], m[14]);
|
|
|
|
lhs->w = mla3a(rx, m[ 3], ry, m[ 7], rz, m[11], m[15]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void point4__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
|
|
|
|
const GLfixed* const m = mx->matrix.m;
|
|
|
|
const GLfixed rx = rhs->x;
|
|
|
|
const GLfixed ry = rhs->y;
|
|
|
|
const GLfixed rz = rhs->z;
|
|
|
|
const GLfixed rw = rhs->w;
|
|
|
|
lhs->x = mla4(rx, m[ 0], ry, m[ 4], rz, m[ 8], rw, m[12]);
|
|
|
|
lhs->y = mla4(rx, m[ 1], ry, m[ 5], rz, m[ 9], rw, m[13]);
|
|
|
|
lhs->z = mla4(rx, m[ 2], ry, m[ 6], rz, m[10], rw, m[14]);
|
|
|
|
lhs->w = mla4(rx, m[ 3], ry, m[ 7], rz, m[11], rw, m[15]);
|
|
|
|
}
|
|
|
|
|
fix [1610840] Positional light doesn't work correctly on emulator
This bug was introduced when lighting computations was changed from eye-space to object-space.
The light position need to be transformed back to object-space each time the modelview matrix changes which requires us to compute the inverse of the modelview matrix. This computation was done with the assumption that normals where transformed (which was the case when the computation was made in eye-space), however, normals only require the inverse of the upper 3x3 matrix while transforming positions requires the inverse of the whole matrix.
This caused the interesting behavior that lights were more-or-less transformed properly, but not translated at all, which caused improper lighting with directional lights in particular.
There was also another smaller bug affecting directional lights: when vertices are read, only the active component are read, the other ones are ignored, later, the transformation operations are set up to ignore the unset values, howver, in the case of lighting, we use the vertex in object space (that is, before it is transformed), and therefore were using uninitalized values; in particular w.
2009-06-03 05:05:04 +00:00
|
|
|
void point4__mvui(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
|
|
|
|
// this used for transforming light positions back to object space.
|
|
|
|
// Lights have 3 components positions, so w is always 1.
|
|
|
|
// however, it is used as a switch for directional lights, so we need
|
|
|
|
// to preserve it.
|
2009-03-04 03:31:44 +00:00
|
|
|
const GLfixed* const m = mx->matrix.m;
|
|
|
|
const GLfixed rx = rhs->x;
|
|
|
|
const GLfixed ry = rhs->y;
|
|
|
|
const GLfixed rz = rhs->z;
|
fix [1610840] Positional light doesn't work correctly on emulator
This bug was introduced when lighting computations was changed from eye-space to object-space.
The light position need to be transformed back to object-space each time the modelview matrix changes which requires us to compute the inverse of the modelview matrix. This computation was done with the assumption that normals where transformed (which was the case when the computation was made in eye-space), however, normals only require the inverse of the upper 3x3 matrix while transforming positions requires the inverse of the whole matrix.
This caused the interesting behavior that lights were more-or-less transformed properly, but not translated at all, which caused improper lighting with directional lights in particular.
There was also another smaller bug affecting directional lights: when vertices are read, only the active component are read, the other ones are ignored, later, the transformation operations are set up to ignore the unset values, howver, in the case of lighting, we use the vertex in object space (that is, before it is transformed), and therefore were using uninitalized values; in particular w.
2009-06-03 05:05:04 +00:00
|
|
|
lhs->x = mla3a(rx, m[ 0], ry, m[ 4], rz, m[ 8], m[12]);
|
|
|
|
lhs->y = mla3a(rx, m[ 1], ry, m[ 5], rz, m[ 9], m[13]);
|
|
|
|
lhs->z = mla3a(rx, m[ 2], ry, m[ 6], rz, m[10], m[14]);
|
|
|
|
lhs->w = rhs->w;
|
2009-03-04 03:31:44 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void point2__nop(transform_t const*, vec4_t* lhs, vec4_t const* rhs) {
|
|
|
|
lhs->z = 0;
|
|
|
|
lhs->w = 0x10000;
|
|
|
|
if (lhs != rhs) {
|
|
|
|
lhs->x = rhs->x;
|
|
|
|
lhs->y = rhs->y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void point3__nop(transform_t const*, vec4_t* lhs, vec4_t const* rhs) {
|
|
|
|
lhs->w = 0x10000;
|
|
|
|
if (lhs != rhs) {
|
|
|
|
lhs->x = rhs->x;
|
|
|
|
lhs->y = rhs->y;
|
|
|
|
lhs->z = rhs->z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void point4__nop(transform_t const*, vec4_t* lhs, vec4_t const* rhs) {
|
|
|
|
if (lhs != rhs)
|
|
|
|
*lhs = *rhs;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
static void frustumf(
|
|
|
|
GLfloat left, GLfloat right,
|
|
|
|
GLfloat bottom, GLfloat top,
|
|
|
|
GLfloat zNear, GLfloat zFar,
|
|
|
|
ogles_context_t* c)
|
|
|
|
{
|
|
|
|
if (cmpf(left,right) ||
|
|
|
|
cmpf(top, bottom) ||
|
|
|
|
cmpf(zNear, zFar) ||
|
|
|
|
isZeroOrNegativef(zNear) ||
|
|
|
|
isZeroOrNegativef(zFar))
|
|
|
|
{
|
|
|
|
ogles_error(c, GL_INVALID_VALUE);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
const GLfloat r_width = reciprocalf(right - left);
|
|
|
|
const GLfloat r_height = reciprocalf(top - bottom);
|
|
|
|
const GLfloat r_depth = reciprocalf(zNear - zFar);
|
|
|
|
const GLfloat x = mul2f(zNear * r_width);
|
|
|
|
const GLfloat y = mul2f(zNear * r_height);
|
|
|
|
const GLfloat A = mul2f((right + left) * r_width);
|
|
|
|
const GLfloat B = (top + bottom) * r_height;
|
|
|
|
const GLfloat C = (zFar + zNear) * r_depth;
|
|
|
|
const GLfloat D = mul2f(zFar * zNear * r_depth);
|
|
|
|
GLfloat f[16];
|
|
|
|
f[ 0] = x;
|
|
|
|
f[ 5] = y;
|
|
|
|
f[ 8] = A;
|
|
|
|
f[ 9] = B;
|
|
|
|
f[10] = C;
|
|
|
|
f[14] = D;
|
|
|
|
f[11] = -1.0f;
|
|
|
|
f[ 1] = f[ 2] = f[ 3] =
|
|
|
|
f[ 4] = f[ 6] = f[ 7] =
|
|
|
|
f[12] = f[13] = f[15] = 0.0f;
|
|
|
|
|
|
|
|
matrixf_t rhs;
|
|
|
|
rhs.set(f);
|
|
|
|
c->transforms.current->multiply(rhs);
|
|
|
|
c->transforms.invalidate();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void orthof(
|
|
|
|
GLfloat left, GLfloat right,
|
|
|
|
GLfloat bottom, GLfloat top,
|
|
|
|
GLfloat zNear, GLfloat zFar,
|
|
|
|
ogles_context_t* c)
|
|
|
|
{
|
|
|
|
if (cmpf(left,right) ||
|
|
|
|
cmpf(top, bottom) ||
|
|
|
|
cmpf(zNear, zFar))
|
|
|
|
{
|
|
|
|
ogles_error(c, GL_INVALID_VALUE);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
const GLfloat r_width = reciprocalf(right - left);
|
|
|
|
const GLfloat r_height = reciprocalf(top - bottom);
|
|
|
|
const GLfloat r_depth = reciprocalf(zFar - zNear);
|
|
|
|
const GLfloat x = mul2f(r_width);
|
|
|
|
const GLfloat y = mul2f(r_height);
|
|
|
|
const GLfloat z = -mul2f(r_depth);
|
|
|
|
const GLfloat tx = -(right + left) * r_width;
|
|
|
|
const GLfloat ty = -(top + bottom) * r_height;
|
|
|
|
const GLfloat tz = -(zFar + zNear) * r_depth;
|
|
|
|
GLfloat f[16];
|
|
|
|
f[ 0] = x;
|
|
|
|
f[ 5] = y;
|
|
|
|
f[10] = z;
|
|
|
|
f[12] = tx;
|
|
|
|
f[13] = ty;
|
|
|
|
f[14] = tz;
|
|
|
|
f[15] = 1.0f;
|
|
|
|
f[ 1] = f[ 2] = f[ 3] =
|
|
|
|
f[ 4] = f[ 6] = f[ 7] =
|
|
|
|
f[ 8] = f[ 9] = f[11] = 0.0f;
|
|
|
|
matrixf_t rhs;
|
|
|
|
rhs.set(f);
|
|
|
|
c->transforms.current->multiply(rhs);
|
|
|
|
c->transforms.invalidate();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void depthRangef(GLclampf zNear, GLclampf zFar, ogles_context_t* c)
|
|
|
|
{
|
|
|
|
zNear = clampToZerof(zNear > 1 ? 1 : zNear);
|
|
|
|
zFar = clampToZerof(zFar > 1 ? 1 : zFar);
|
|
|
|
GLfloat* const f = c->transforms.vpt.matrix.editElements();
|
|
|
|
f[10] = div2f(zFar - zNear);
|
|
|
|
f[14] = div2f(zFar + zNear);
|
|
|
|
c->transforms.dirty |= transform_state_t::VIEWPORT;
|
|
|
|
c->transforms.vpt.zNear = zNear;
|
|
|
|
c->transforms.vpt.zFar = zFar;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
}; // namespace android
|
|
|
|
|
|
|
|
using namespace android;
|
|
|
|
|
|
|
|
void glMatrixMode(GLenum mode)
|
|
|
|
{
|
|
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
|
|
matrix_stack_t* stack = 0;
|
|
|
|
switch (mode) {
|
|
|
|
case GL_MODELVIEW:
|
|
|
|
stack = &c->transforms.modelview;
|
|
|
|
break;
|
|
|
|
case GL_PROJECTION:
|
|
|
|
stack = &c->transforms.projection;
|
|
|
|
break;
|
|
|
|
case GL_TEXTURE:
|
|
|
|
stack = &c->transforms.texture[c->textures.active];
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
ogles_error(c, GL_INVALID_ENUM);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
c->transforms.matrixMode = mode;
|
|
|
|
c->transforms.current = stack;
|
|
|
|
}
|
|
|
|
|
|
|
|
void glLoadIdentity()
|
|
|
|
{
|
|
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
|
|
c->transforms.current->loadIdentity(); // also loads the GLfixed transform
|
|
|
|
c->transforms.invalidate();
|
|
|
|
c->transforms.current->dirty = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void glLoadMatrixf(const GLfloat* m)
|
|
|
|
{
|
|
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
|
|
c->transforms.current->load(m);
|
|
|
|
c->transforms.invalidate();
|
|
|
|
}
|
|
|
|
|
|
|
|
void glLoadMatrixx(const GLfixed* m)
|
|
|
|
{
|
|
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
|
|
c->transforms.current->load(m); // also loads the GLfixed transform
|
|
|
|
c->transforms.invalidate();
|
|
|
|
c->transforms.current->dirty &= ~matrix_stack_t::DO_FLOAT_TO_FIXED;
|
|
|
|
}
|
|
|
|
|
|
|
|
void glMultMatrixf(const GLfloat* m)
|
|
|
|
{
|
|
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
|
|
matrixf_t rhs;
|
|
|
|
rhs.set(m);
|
|
|
|
c->transforms.current->multiply(rhs);
|
|
|
|
c->transforms.invalidate();
|
|
|
|
}
|
|
|
|
|
|
|
|
void glMultMatrixx(const GLfixed* m)
|
|
|
|
{
|
|
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
|
|
matrixf_t rhs;
|
|
|
|
rhs.set(m);
|
|
|
|
c->transforms.current->multiply(rhs);
|
|
|
|
c->transforms.invalidate();
|
|
|
|
}
|
|
|
|
|
|
|
|
void glPopMatrix()
|
|
|
|
{
|
|
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
|
|
GLint err = c->transforms.current->pop();
|
|
|
|
if (ggl_unlikely(err)) {
|
|
|
|
ogles_error(c, err);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
c->transforms.invalidate();
|
|
|
|
}
|
|
|
|
|
|
|
|
void glPushMatrix()
|
|
|
|
{
|
|
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
|
|
GLint err = c->transforms.current->push();
|
|
|
|
if (ggl_unlikely(err)) {
|
|
|
|
ogles_error(c, err);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
c->transforms.invalidate();
|
|
|
|
}
|
|
|
|
|
|
|
|
void glFrustumf(
|
|
|
|
GLfloat left, GLfloat right,
|
|
|
|
GLfloat bottom, GLfloat top,
|
|
|
|
GLfloat zNear, GLfloat zFar)
|
|
|
|
{
|
|
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
|
|
frustumf(left, right, bottom, top, zNear, zFar, c);
|
|
|
|
}
|
|
|
|
|
|
|
|
void glFrustumx(
|
|
|
|
GLfixed left, GLfixed right,
|
|
|
|
GLfixed bottom, GLfixed top,
|
|
|
|
GLfixed zNear, GLfixed zFar)
|
|
|
|
{
|
|
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
|
|
frustumf( fixedToFloat(left), fixedToFloat(right),
|
|
|
|
fixedToFloat(bottom), fixedToFloat(top),
|
|
|
|
fixedToFloat(zNear), fixedToFloat(zFar),
|
|
|
|
c);
|
|
|
|
}
|
|
|
|
|
|
|
|
void glOrthof(
|
|
|
|
GLfloat left, GLfloat right,
|
|
|
|
GLfloat bottom, GLfloat top,
|
|
|
|
GLfloat zNear, GLfloat zFar)
|
|
|
|
{
|
|
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
|
|
orthof(left, right, bottom, top, zNear, zFar, c);
|
|
|
|
}
|
|
|
|
|
|
|
|
void glOrthox(
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GLfixed left, GLfixed right,
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GLfixed bottom, GLfixed top,
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GLfixed zNear, GLfixed zFar)
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{
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ogles_context_t* c = ogles_context_t::get();
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orthof( fixedToFloat(left), fixedToFloat(right),
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fixedToFloat(bottom), fixedToFloat(top),
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fixedToFloat(zNear), fixedToFloat(zFar),
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c);
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}
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void glRotatef(GLfloat a, GLfloat x, GLfloat y, GLfloat z)
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{
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ogles_context_t* c = ogles_context_t::get();
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c->transforms.current->rotate(a, x, y, z);
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c->transforms.invalidate();
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}
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void glRotatex(GLfixed a, GLfixed x, GLfixed y, GLfixed z)
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{
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ogles_context_t* c = ogles_context_t::get();
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c->transforms.current->rotate(
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fixedToFloat(a), fixedToFloat(x),
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fixedToFloat(y), fixedToFloat(z));
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c->transforms.invalidate();
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}
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void glScalef(GLfloat x, GLfloat y, GLfloat z)
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{
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ogles_context_t* c = ogles_context_t::get();
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c->transforms.current->scale(x, y, z);
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c->transforms.invalidate();
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}
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void glScalex(GLfixed x, GLfixed y, GLfixed z)
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{
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ogles_context_t* c = ogles_context_t::get();
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c->transforms.current->scale(
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fixedToFloat(x), fixedToFloat(y), fixedToFloat(z));
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c->transforms.invalidate();
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}
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void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
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{
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ogles_context_t* c = ogles_context_t::get();
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c->transforms.current->translate(x, y, z);
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c->transforms.invalidate();
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}
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void glTranslatex(GLfixed x, GLfixed y, GLfixed z)
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{
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ogles_context_t* c = ogles_context_t::get();
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c->transforms.current->translate(
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fixedToFloat(x), fixedToFloat(y), fixedToFloat(z));
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c->transforms.invalidate();
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}
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void glScissor(GLint x, GLint y, GLsizei w, GLsizei h)
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{
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ogles_context_t* c = ogles_context_t::get();
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ogles_scissor(c, x, y, w, h);
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}
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void glViewport(GLint x, GLint y, GLsizei w, GLsizei h)
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{
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ogles_context_t* c = ogles_context_t::get();
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ogles_viewport(c, x, y, w, h);
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}
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void glDepthRangef(GLclampf zNear, GLclampf zFar)
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{
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ogles_context_t* c = ogles_context_t::get();
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depthRangef(zNear, zFar, c);
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}
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void glDepthRangex(GLclampx zNear, GLclampx zFar)
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{
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ogles_context_t* c = ogles_context_t::get();
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depthRangef(fixedToFloat(zNear), fixedToFloat(zFar), c);
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}
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void glPolygonOffsetx(GLfixed factor, GLfixed units)
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{
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ogles_context_t* c = ogles_context_t::get();
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c->polygonOffset.factor = factor;
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c->polygonOffset.units = units;
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}
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void glPolygonOffset(GLfloat factor, GLfloat units)
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{
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ogles_context_t* c = ogles_context_t::get();
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c->polygonOffset.factor = gglFloatToFixed(factor);
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c->polygonOffset.units = gglFloatToFixed(units);
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}
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GLbitfield glQueryMatrixxOES(GLfixed* m, GLint* e)
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{
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ogles_context_t* c = ogles_context_t::get();
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GLbitfield status = 0;
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GLfloat const* f = c->transforms.current->top().elements();
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for (int i=0 ; i<16 ; i++) {
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if (isnan(f[i]) || isinf(f[i])) {
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status |= 1<<i;
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continue;
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}
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e[i] = exponent(f[i]) - 7;
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m[i] = mantissa(f[i]);
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}
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return status;
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}
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