d5b1cda91e
This fixes lighting when using point lights, when eye space lighting is used (which is the default). Change-Id: I0cd0d2329893d6b5f8af3b1e595274c2076fc322
884 lines
26 KiB
C++
884 lines
26 KiB
C++
/* libs/opengles/light.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 <stdio.h>
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#include "context.h"
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#include "fp.h"
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#include "light.h"
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#include "state.h"
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#include "matrix.h"
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#if defined(__arm__) && defined(__thumb__)
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#warning "light.cpp should not be compiled in thumb on ARM."
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#endif
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namespace android {
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// ----------------------------------------------------------------------------
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static void invalidate_lighting(ogles_context_t* c);
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static void lightVertexValidate(ogles_context_t* c, vertex_t* v);
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static void lightVertexNop(ogles_context_t* c, vertex_t* v);
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static void lightVertex(ogles_context_t* c, vertex_t* v);
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static void lightVertexMaterial(ogles_context_t* c, vertex_t* v);
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static inline void vscale3(GLfixed* d, const GLfixed* m, GLfixed s);
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static __attribute__((noinline))
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void vnorm3(GLfixed* d, const GLfixed* a);
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static inline void vsa3(GLfixed* d,
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const GLfixed* m, GLfixed s, const GLfixed* a);
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static inline void vss3(GLfixed* d,
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const GLfixed* m, GLfixed s, const GLfixed* a);
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static inline void vmla3(GLfixed* d,
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const GLfixed* m0, const GLfixed* m1, const GLfixed* a);
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static inline void vmul3(GLfixed* d,
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const GLfixed* m0, const GLfixed* m1);
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static GLfixed fog_linear(ogles_context_t* c, GLfixed z);
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static GLfixed fog_exp(ogles_context_t* c, GLfixed z);
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static GLfixed fog_exp2(ogles_context_t* c, GLfixed z);
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// ----------------------------------------------------------------------------
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static void init_white(vec4_t& c) {
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c.r = c.g = c.b = c.a = 0x10000;
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}
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void ogles_init_light(ogles_context_t* c)
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{
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for (unsigned int i=0 ; i<OGLES_MAX_LIGHTS ; i++) {
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c->lighting.lights[i].ambient.a = 0x10000;
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c->lighting.lights[i].position.z = 0x10000;
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c->lighting.lights[i].spotDir.z = -0x10000;
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c->lighting.lights[i].spotCutoff = gglIntToFixed(180);
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c->lighting.lights[i].attenuation[0] = 0x10000;
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}
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init_white(c->lighting.lights[0].diffuse);
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init_white(c->lighting.lights[0].specular);
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c->lighting.front.ambient.r =
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c->lighting.front.ambient.g =
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c->lighting.front.ambient.b = gglFloatToFixed(0.2f);
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c->lighting.front.ambient.a = 0x10000;
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c->lighting.front.diffuse.r =
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c->lighting.front.diffuse.g =
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c->lighting.front.diffuse.b = gglFloatToFixed(0.8f);
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c->lighting.front.diffuse.a = 0x10000;
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c->lighting.front.specular.a = 0x10000;
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c->lighting.front.emission.a = 0x10000;
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c->lighting.lightModel.ambient.r =
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c->lighting.lightModel.ambient.g =
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c->lighting.lightModel.ambient.b = gglFloatToFixed(0.2f);
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c->lighting.lightModel.ambient.a = 0x10000;
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c->lighting.colorMaterial.face = GL_FRONT_AND_BACK;
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c->lighting.colorMaterial.mode = GL_AMBIENT_AND_DIFFUSE;
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c->fog.mode = GL_EXP;
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c->fog.fog = fog_exp;
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c->fog.density = 0x10000;
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c->fog.end = 0x10000;
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c->fog.invEndMinusStart = 0x10000;
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invalidate_lighting(c);
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c->rasterizer.procs.shadeModel(c, GL_SMOOTH);
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c->lighting.shadeModel = GL_SMOOTH;
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}
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void ogles_uninit_light(ogles_context_t* c)
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{
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}
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static inline int32_t clampF(GLfixed f) CONST;
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int32_t clampF(GLfixed f) {
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f = (f & ~(f>>31));
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if (f >= 0x10000)
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f = 0x10000;
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return f;
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}
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static GLfixed fog_linear(ogles_context_t* c, GLfixed z) {
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return clampF(gglMulx((c->fog.end - ((z<0)?-z:z)), c->fog.invEndMinusStart));
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}
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static GLfixed fog_exp(ogles_context_t* c, GLfixed z) {
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const float e = fixedToFloat(gglMulx(c->fog.density, ((z<0)?-z:z)));
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return clampF(gglFloatToFixed(fastexpf(-e)));
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}
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static GLfixed fog_exp2(ogles_context_t* c, GLfixed z) {
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const float e = fixedToFloat(gglMulx(c->fog.density, z));
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return clampF(gglFloatToFixed(fastexpf(-e*e)));
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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 math helpers
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#endif
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static inline
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void vscale3(GLfixed* d, const GLfixed* m, GLfixed s) {
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d[0] = gglMulx(m[0], s);
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d[1] = gglMulx(m[1], s);
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d[2] = gglMulx(m[2], s);
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}
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static inline
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void vsa3(GLfixed* d, const GLfixed* m, GLfixed s, const GLfixed* a) {
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d[0] = gglMulAddx(m[0], s, a[0]);
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d[1] = gglMulAddx(m[1], s, a[1]);
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d[2] = gglMulAddx(m[2], s, a[2]);
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}
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static inline
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void vss3(GLfixed* d, const GLfixed* m, GLfixed s, const GLfixed* a) {
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d[0] = gglMulSubx(m[0], s, a[0]);
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d[1] = gglMulSubx(m[1], s, a[1]);
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d[2] = gglMulSubx(m[2], s, a[2]);
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}
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static inline
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void vmla3(GLfixed* d,
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const GLfixed* m0, const GLfixed* m1, const GLfixed* a)
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{
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d[0] = gglMulAddx(m0[0], m1[0], a[0]);
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d[1] = gglMulAddx(m0[1], m1[1], a[1]);
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d[2] = gglMulAddx(m0[2], m1[2], a[2]);
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}
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static inline
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void vmul3(GLfixed* d, const GLfixed* m0, const GLfixed* m1) {
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d[0] = gglMulx(m0[0], m1[0]);
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d[1] = gglMulx(m0[1], m1[1]);
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d[2] = gglMulx(m0[2], m1[2]);
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}
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void vnorm3(GLfixed* d, const GLfixed* a)
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{
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// we must take care of overflows when normalizing a vector
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GLfixed n;
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int32_t x = a[0]; x = x>=0 ? x : -x;
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int32_t y = a[1]; y = y>=0 ? y : -y;
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int32_t z = a[2]; z = z>=0 ? z : -z;
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if (ggl_likely(x<=0x6800 && y<=0x6800 && z<= 0x6800)) {
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// in this case this will all fit on 32 bits
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n = x*x + y*y + z*z;
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n = gglSqrtRecipx(n);
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n <<= 8;
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} else {
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// here norm^2 is at least 0x7EC00000 (>>32 == 0.495117)
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n = vsquare3(x, y, z);
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n = gglSqrtRecipx(n);
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}
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vscale3(d, a, n);
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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 lighting equations
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#endif
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static inline void light_picker(ogles_context_t* c)
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{
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if (ggl_likely(!c->lighting.enable)) {
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c->lighting.lightVertex = lightVertexNop;
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return;
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}
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if (c->lighting.colorMaterial.enable) {
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c->lighting.lightVertex = lightVertexMaterial;
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} else {
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c->lighting.lightVertex = lightVertex;
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}
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}
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static inline void validate_light_mvi(ogles_context_t* c)
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{
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uint32_t en = c->lighting.enabledLights;
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// Vector from object to viewer, in eye coordinates
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while (en) {
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const int i = 31 - gglClz(en);
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en &= ~(1<<i);
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light_t& l = c->lighting.lights[i];
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#if OBJECT_SPACE_LIGHTING
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c->transforms.mvui.point4(&c->transforms.mvui,
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&l.objPosition, &l.position);
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#else
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l.objPosition = l.position;
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#endif
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vnorm3(l.normalizedObjPosition.v, l.objPosition.v);
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}
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const vec4_t eyeViewer = { 0, 0, 0x10000, 0 };
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#if OBJECT_SPACE_LIGHTING
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c->transforms.mvui.point3(&c->transforms.mvui,
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&c->lighting.objViewer, &eyeViewer);
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vnorm3(c->lighting.objViewer.v, c->lighting.objViewer.v);
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#else
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c->lighting.objViewer = eyeViewer;
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#endif
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}
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static inline void validate_light(ogles_context_t* c)
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{
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// if colorMaterial is enabled, we get the color from the vertex
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if (!c->lighting.colorMaterial.enable) {
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material_t& material = c->lighting.front;
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uint32_t en = c->lighting.enabledLights;
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while (en) {
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const int i = 31 - gglClz(en);
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en &= ~(1<<i);
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light_t& l = c->lighting.lights[i];
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vmul3(l.implicitAmbient.v, material.ambient.v, l.ambient.v);
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vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v);
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vmul3(l.implicitSpecular.v, material.specular.v, l.specular.v);
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// this is just a flag to tell if we have a specular component
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l.implicitSpecular.v[3] =
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l.implicitSpecular.r |
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l.implicitSpecular.g |
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l.implicitSpecular.b;
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l.rConstAttenuation = (l.attenuation[1] | l.attenuation[2])==0;
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if (l.rConstAttenuation)
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l.rConstAttenuation = gglRecipFast(l.attenuation[0]);
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}
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// emission and ambient for the whole scene
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vmla3( c->lighting.implicitSceneEmissionAndAmbient.v,
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c->lighting.lightModel.ambient.v,
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material.ambient.v,
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material.emission.v);
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c->lighting.implicitSceneEmissionAndAmbient.a = material.diffuse.a;
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}
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validate_light_mvi(c);
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}
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void invalidate_lighting(ogles_context_t* c)
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{
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// TODO: pick lightVertexValidate or lightVertexValidateMVI
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// instead of systematically the heavier lightVertexValidate()
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c->lighting.lightVertex = lightVertexValidate;
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}
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void ogles_invalidate_lighting_mvui(ogles_context_t* c)
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{
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invalidate_lighting(c);
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}
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void lightVertexNop(ogles_context_t*, vertex_t* v)
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{
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// we should never end-up here
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}
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void lightVertexValidateMVI(ogles_context_t* c, vertex_t* v)
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{
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validate_light_mvi(c);
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light_picker(c);
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c->lighting.lightVertex(c, v);
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}
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void lightVertexValidate(ogles_context_t* c, vertex_t* v)
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{
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validate_light(c);
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light_picker(c);
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c->lighting.lightVertex(c, v);
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}
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void lightVertexMaterial(ogles_context_t* c, vertex_t* v)
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{
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// fetch the material color
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const GLvoid* cp = c->arrays.color.element(
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v->index & vertex_cache_t::INDEX_MASK);
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c->arrays.color.fetch(c, v->color.v, cp);
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// acquire the color-material from the vertex
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material_t& material = c->lighting.front;
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material.ambient =
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material.diffuse = v->color;
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// implicit arguments need to be computed per/vertex
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uint32_t en = c->lighting.enabledLights;
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while (en) {
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const int i = 31 - gglClz(en);
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en &= ~(1<<i);
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light_t& l = c->lighting.lights[i];
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vmul3(l.implicitAmbient.v, material.ambient.v, l.ambient.v);
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vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v);
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vmul3(l.implicitSpecular.v, material.specular.v, l.specular.v);
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// this is just a flag to tell if we have a specular component
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l.implicitSpecular.v[3] =
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l.implicitSpecular.r |
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l.implicitSpecular.g |
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l.implicitSpecular.b;
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}
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// emission and ambient for the whole scene
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vmla3( c->lighting.implicitSceneEmissionAndAmbient.v,
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c->lighting.lightModel.ambient.v,
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material.ambient.v,
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material.emission.v);
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c->lighting.implicitSceneEmissionAndAmbient.a = material.diffuse.a;
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// now we can light our vertex as usual
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lightVertex(c, v);
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}
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void lightVertex(ogles_context_t* c, vertex_t* v)
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{
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// emission and ambient for the whole scene
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vec4_t r = c->lighting.implicitSceneEmissionAndAmbient;
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const vec4_t objViewer = c->lighting.objViewer;
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uint32_t en = c->lighting.enabledLights;
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if (ggl_likely(en)) {
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// since we do the lighting in object-space, we don't need to
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// transform each normal. However, we might still have to normalize
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// it if GL_NORMALIZE is enabled.
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vec4_t n;
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c->arrays.normal.fetch(c, n.v,
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c->arrays.normal.element(v->index & vertex_cache_t::INDEX_MASK));
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#if !OBJECT_SPACE_LIGHTING
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c->transforms.mvui.point3(&c->transforms.mvui, &n, &n);
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#endif
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// TODO: right now we handle GL_RESCALE_NORMALS as if it were
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// GL_NORMALIZE. We could optimize this by scaling mvui
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// appropriately instead.
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if (c->transforms.rescaleNormals)
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vnorm3(n.v, n.v);
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const material_t& material = c->lighting.front;
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const int twoSide = c->lighting.lightModel.twoSide;
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while (en) {
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const int i = 31 - gglClz(en);
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en &= ~(1<<i);
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const light_t& l = c->lighting.lights[i];
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vec4_t d, t;
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GLfixed s;
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GLfixed sqDist = 0x10000;
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// compute vertex-to-light vector
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if (ggl_unlikely(l.position.w)) {
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// lightPos/1.0 - vertex/vertex.w == lightPos*vertex.w - vertex
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#if !OBJECT_SPACE_LIGHTING
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vec4_t o;
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const transform_t& mv = c->transforms.modelview.transform;
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mv.point4(&mv, &o, &v->obj);
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vss3(d.v, l.objPosition.v, o.w, o.v);
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#else
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vss3(d.v, l.objPosition.v, v->obj.w, v->obj.v);
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#endif
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sqDist = dot3(d.v, d.v);
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vscale3(d.v, d.v, gglSqrtRecipx(sqDist));
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} else {
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// TODO: avoid copy here
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d = l.normalizedObjPosition;
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}
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// ambient & diffuse
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s = dot3(n.v, d.v);
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s = (s<0) ? (twoSide?(-s):0) : s;
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vsa3(t.v, l.implicitDiffuse.v, s, l.implicitAmbient.v);
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// specular
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if (ggl_unlikely(s && l.implicitSpecular.v[3])) {
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vec4_t h;
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h.x = d.x + objViewer.x;
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h.y = d.y + objViewer.y;
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h.z = d.z + objViewer.z;
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vnorm3(h.v, h.v);
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s = dot3(n.v, h.v);
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s = (s<0) ? (twoSide?(-s):0) : s;
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if (s > 0) {
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s = gglPowx(s, material.shininess);
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vsa3(t.v, l.implicitSpecular.v, s, t.v);
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}
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}
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// spot
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if (ggl_unlikely(l.spotCutoff != gglIntToFixed(180))) {
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GLfixed spotAtt = -dot3(l.normalizedSpotDir.v, d.v);
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if (spotAtt >= l.spotCutoffCosine) {
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vscale3(t.v, t.v, gglPowx(spotAtt, l.spotExp));
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}
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}
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// attenuation
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if (ggl_unlikely(l.position.w)) {
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if (l.rConstAttenuation) {
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s = l.rConstAttenuation;
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} else {
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s = gglMulAddx(sqDist, l.attenuation[2], l.attenuation[0]);
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if (l.attenuation[1])
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s = gglMulAddx(gglSqrtx(sqDist), l.attenuation[1], s);
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s = gglRecipFast(s);
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}
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vscale3(t.v, t.v, s);
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}
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r.r += t.r;
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r.g += t.g;
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r.b += t.b;
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}
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}
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v->color.r = gglClampx(r.r);
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v->color.g = gglClampx(r.g);
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v->color.b = gglClampx(r.b);
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v->color.a = gglClampx(r.a);
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v->flags |= vertex_t::LIT;
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}
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|
static void lightModelx(GLenum pname, GLfixed param, ogles_context_t* c)
|
|
{
|
|
if (ggl_unlikely(pname != GL_LIGHT_MODEL_TWO_SIDE)) {
|
|
ogles_error(c, GL_INVALID_ENUM);
|
|
return;
|
|
}
|
|
c->lighting.lightModel.twoSide = param ? GL_TRUE : GL_FALSE;
|
|
invalidate_lighting(c);
|
|
}
|
|
|
|
static void lightx(GLenum i, GLenum pname, GLfixed param, ogles_context_t* c)
|
|
{
|
|
if (ggl_unlikely(uint32_t(i-GL_LIGHT0) >= OGLES_MAX_LIGHTS)) {
|
|
ogles_error(c, GL_INVALID_ENUM);
|
|
return;
|
|
}
|
|
|
|
light_t& light = c->lighting.lights[i-GL_LIGHT0];
|
|
const GLfixed kDegToRad = GLfixed((M_PI * gglIntToFixed(1)) / 180.0f);
|
|
switch (pname) {
|
|
case GL_SPOT_EXPONENT:
|
|
if (GGLfixed(param) >= gglIntToFixed(128)) {
|
|
ogles_error(c, GL_INVALID_VALUE);
|
|
return;
|
|
}
|
|
light.spotExp = param;
|
|
break;
|
|
case GL_SPOT_CUTOFF:
|
|
if (param!=gglIntToFixed(180) && GGLfixed(param)>=gglIntToFixed(90)) {
|
|
ogles_error(c, GL_INVALID_VALUE);
|
|
return;
|
|
}
|
|
light.spotCutoff = param;
|
|
light.spotCutoffCosine =
|
|
gglFloatToFixed(cosinef((M_PI/(180.0f*65536.0f))*param));
|
|
break;
|
|
case GL_CONSTANT_ATTENUATION:
|
|
if (param < 0) {
|
|
ogles_error(c, GL_INVALID_VALUE);
|
|
return;
|
|
}
|
|
light.attenuation[0] = param;
|
|
break;
|
|
case GL_LINEAR_ATTENUATION:
|
|
if (param < 0) {
|
|
ogles_error(c, GL_INVALID_VALUE);
|
|
return;
|
|
}
|
|
light.attenuation[1] = param;
|
|
break;
|
|
case GL_QUADRATIC_ATTENUATION:
|
|
if (param < 0) {
|
|
ogles_error(c, GL_INVALID_VALUE);
|
|
return;
|
|
}
|
|
light.attenuation[2] = param;
|
|
break;
|
|
default:
|
|
ogles_error(c, GL_INVALID_ENUM);
|
|
return;
|
|
}
|
|
invalidate_lighting(c);
|
|
}
|
|
|
|
static void lightxv(GLenum i, GLenum pname, const GLfixed *params, ogles_context_t* c)
|
|
{
|
|
if (ggl_unlikely(uint32_t(i-GL_LIGHT0) >= OGLES_MAX_LIGHTS)) {
|
|
ogles_error(c, GL_INVALID_ENUM);
|
|
return;
|
|
}
|
|
|
|
GLfixed* what;
|
|
light_t& light = c->lighting.lights[i-GL_LIGHT0];
|
|
switch (pname) {
|
|
case GL_AMBIENT:
|
|
what = light.ambient.v;
|
|
break;
|
|
case GL_DIFFUSE:
|
|
what = light.diffuse.v;
|
|
break;
|
|
case GL_SPECULAR:
|
|
what = light.specular.v;
|
|
break;
|
|
case GL_POSITION: {
|
|
ogles_validate_transform(c, transform_state_t::MODELVIEW);
|
|
transform_t& mv = c->transforms.modelview.transform;
|
|
mv.point4(&mv, &light.position, reinterpret_cast<vec4_t const*>(params));
|
|
invalidate_lighting(c);
|
|
return;
|
|
}
|
|
case GL_SPOT_DIRECTION: {
|
|
#if OBJECT_SPACE_LIGHTING
|
|
ogles_validate_transform(c, transform_state_t::MVUI);
|
|
transform_t& mvui = c->transforms.mvui;
|
|
mvui.point3(&mvui, &light.spotDir, reinterpret_cast<vec4_t const*>(params));
|
|
#else
|
|
light.spotDir = *reinterpret_cast<vec4_t const*>(params);
|
|
#endif
|
|
vnorm3(light.normalizedSpotDir.v, light.spotDir.v);
|
|
invalidate_lighting(c);
|
|
return;
|
|
}
|
|
default:
|
|
lightx(i, pname, params[0], c);
|
|
return;
|
|
}
|
|
what[0] = params[0];
|
|
what[1] = params[1];
|
|
what[2] = params[2];
|
|
what[3] = params[3];
|
|
invalidate_lighting(c);
|
|
}
|
|
|
|
static void materialx(GLenum face, GLenum pname, GLfixed param, ogles_context_t* c)
|
|
{
|
|
if (ggl_unlikely(face != GL_FRONT_AND_BACK)) {
|
|
ogles_error(c, GL_INVALID_ENUM);
|
|
return;
|
|
}
|
|
if (ggl_unlikely(pname != GL_SHININESS)) {
|
|
ogles_error(c, GL_INVALID_ENUM);
|
|
return;
|
|
}
|
|
c->lighting.front.shininess = param;
|
|
invalidate_lighting(c);
|
|
}
|
|
|
|
static void fogx(GLenum pname, GLfixed param, ogles_context_t* c)
|
|
{
|
|
switch (pname) {
|
|
case GL_FOG_DENSITY:
|
|
if (param >= 0) {
|
|
c->fog.density = param;
|
|
break;
|
|
}
|
|
ogles_error(c, GL_INVALID_VALUE);
|
|
break;
|
|
case GL_FOG_START:
|
|
c->fog.start = param;
|
|
c->fog.invEndMinusStart = gglRecip(c->fog.end - c->fog.start);
|
|
break;
|
|
case GL_FOG_END:
|
|
c->fog.end = param;
|
|
c->fog.invEndMinusStart = gglRecip(c->fog.end - c->fog.start);
|
|
break;
|
|
case GL_FOG_MODE:
|
|
switch (param) {
|
|
case GL_LINEAR:
|
|
c->fog.mode = param;
|
|
c->fog.fog = fog_linear;
|
|
break;
|
|
case GL_EXP:
|
|
c->fog.mode = param;
|
|
c->fog.fog = fog_exp;
|
|
break;
|
|
case GL_EXP2:
|
|
c->fog.mode = param;
|
|
c->fog.fog = fog_exp2;
|
|
break;
|
|
default:
|
|
ogles_error(c, GL_INVALID_ENUM);
|
|
break;
|
|
}
|
|
break;
|
|
default:
|
|
ogles_error(c, GL_INVALID_ENUM);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
}; // namespace android
|
|
// ----------------------------------------------------------------------------
|
|
|
|
using namespace android;
|
|
|
|
#if 0
|
|
#pragma mark -
|
|
#pragma mark lighting APIs
|
|
#endif
|
|
|
|
void glShadeModel(GLenum mode)
|
|
{
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
if (ggl_unlikely(mode != GL_SMOOTH && mode != GL_FLAT)) {
|
|
ogles_error(c, GL_INVALID_ENUM);
|
|
return;
|
|
}
|
|
c->lighting.shadeModel = mode;
|
|
}
|
|
|
|
void glLightModelf(GLenum pname, GLfloat param)
|
|
{
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
lightModelx(pname, gglFloatToFixed(param), c);
|
|
}
|
|
|
|
void glLightModelx(GLenum pname, GLfixed param)
|
|
{
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
lightModelx(pname, param, c);
|
|
}
|
|
|
|
void glLightModelfv(GLenum pname, const GLfloat *params)
|
|
{
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
if (pname == GL_LIGHT_MODEL_TWO_SIDE) {
|
|
lightModelx(pname, gglFloatToFixed(params[0]), c);
|
|
return;
|
|
}
|
|
|
|
if (ggl_unlikely(pname != GL_LIGHT_MODEL_AMBIENT)) {
|
|
ogles_error(c, GL_INVALID_ENUM);
|
|
return;
|
|
}
|
|
|
|
c->lighting.lightModel.ambient.r = gglFloatToFixed(params[0]);
|
|
c->lighting.lightModel.ambient.g = gglFloatToFixed(params[1]);
|
|
c->lighting.lightModel.ambient.b = gglFloatToFixed(params[2]);
|
|
c->lighting.lightModel.ambient.a = gglFloatToFixed(params[3]);
|
|
invalidate_lighting(c);
|
|
}
|
|
|
|
void glLightModelxv(GLenum pname, const GLfixed *params)
|
|
{
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
if (pname == GL_LIGHT_MODEL_TWO_SIDE) {
|
|
lightModelx(pname, params[0], c);
|
|
return;
|
|
}
|
|
|
|
if (ggl_unlikely(pname != GL_LIGHT_MODEL_AMBIENT)) {
|
|
ogles_error(c, GL_INVALID_ENUM);
|
|
return;
|
|
}
|
|
|
|
c->lighting.lightModel.ambient.r = params[0];
|
|
c->lighting.lightModel.ambient.g = params[1];
|
|
c->lighting.lightModel.ambient.b = params[2];
|
|
c->lighting.lightModel.ambient.a = params[3];
|
|
invalidate_lighting(c);
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
#if 0
|
|
#pragma mark -
|
|
#endif
|
|
|
|
void glLightf(GLenum i, GLenum pname, GLfloat param)
|
|
{
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
lightx(i, pname, gglFloatToFixed(param), c);
|
|
}
|
|
|
|
void glLightx(GLenum i, GLenum pname, GLfixed param)
|
|
{
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
lightx(i, pname, param, c);
|
|
}
|
|
|
|
void glLightfv(GLenum i, GLenum pname, const GLfloat *params)
|
|
{
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
switch (pname) {
|
|
case GL_SPOT_EXPONENT:
|
|
case GL_SPOT_CUTOFF:
|
|
case GL_CONSTANT_ATTENUATION:
|
|
case GL_LINEAR_ATTENUATION:
|
|
case GL_QUADRATIC_ATTENUATION:
|
|
lightx(i, pname, gglFloatToFixed(params[0]), c);
|
|
return;
|
|
}
|
|
|
|
GLfixed paramsx[4];
|
|
paramsx[0] = gglFloatToFixed(params[0]);
|
|
paramsx[1] = gglFloatToFixed(params[1]);
|
|
paramsx[2] = gglFloatToFixed(params[2]);
|
|
if (pname != GL_SPOT_DIRECTION)
|
|
paramsx[3] = gglFloatToFixed(params[3]);
|
|
|
|
lightxv(i, pname, paramsx, c);
|
|
}
|
|
|
|
void glLightxv(GLenum i, GLenum pname, const GLfixed *params)
|
|
{
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
lightxv(i, pname, params, c);
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
#if 0
|
|
#pragma mark -
|
|
#endif
|
|
|
|
void glMaterialf(GLenum face, GLenum pname, GLfloat param)
|
|
{
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
materialx(face, pname, gglFloatToFixed(param), c);
|
|
}
|
|
|
|
void glMaterialx(GLenum face, GLenum pname, GLfixed param)
|
|
{
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
materialx(face, pname, param, c);
|
|
}
|
|
|
|
void glMaterialfv(
|
|
GLenum face, GLenum pname, const GLfloat *params)
|
|
{
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
if (ggl_unlikely(face != GL_FRONT_AND_BACK)) {
|
|
ogles_error(c, GL_INVALID_ENUM);
|
|
return;
|
|
}
|
|
GLfixed* what=0;
|
|
GLfixed* other=0;
|
|
switch (pname) {
|
|
case GL_AMBIENT: what = c->lighting.front.ambient.v; break;
|
|
case GL_DIFFUSE: what = c->lighting.front.diffuse.v; break;
|
|
case GL_SPECULAR: what = c->lighting.front.specular.v; break;
|
|
case GL_EMISSION: what = c->lighting.front.emission.v; break;
|
|
case GL_AMBIENT_AND_DIFFUSE:
|
|
what = c->lighting.front.ambient.v;
|
|
other = c->lighting.front.diffuse.v;
|
|
break;
|
|
case GL_SHININESS:
|
|
c->lighting.front.shininess = gglFloatToFixed(params[0]);
|
|
invalidate_lighting(c);
|
|
return;
|
|
default:
|
|
ogles_error(c, GL_INVALID_ENUM);
|
|
return;
|
|
}
|
|
what[0] = gglFloatToFixed(params[0]);
|
|
what[1] = gglFloatToFixed(params[1]);
|
|
what[2] = gglFloatToFixed(params[2]);
|
|
what[3] = gglFloatToFixed(params[3]);
|
|
if (other) {
|
|
other[0] = what[0];
|
|
other[1] = what[1];
|
|
other[2] = what[2];
|
|
other[3] = what[3];
|
|
}
|
|
invalidate_lighting(c);
|
|
}
|
|
|
|
void glMaterialxv(
|
|
GLenum face, GLenum pname, const GLfixed *params)
|
|
{
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
if (ggl_unlikely(face != GL_FRONT_AND_BACK)) {
|
|
ogles_error(c, GL_INVALID_ENUM);
|
|
return;
|
|
}
|
|
GLfixed* what=0;
|
|
GLfixed* other=0;
|
|
switch (pname) {
|
|
case GL_AMBIENT: what = c->lighting.front.ambient.v; break;
|
|
case GL_DIFFUSE: what = c->lighting.front.diffuse.v; break;
|
|
case GL_SPECULAR: what = c->lighting.front.specular.v; break;
|
|
case GL_EMISSION: what = c->lighting.front.emission.v; break;
|
|
case GL_AMBIENT_AND_DIFFUSE:
|
|
what = c->lighting.front.ambient.v;
|
|
other = c->lighting.front.diffuse.v;
|
|
break;
|
|
case GL_SHININESS:
|
|
c->lighting.front.shininess = gglFloatToFixed(params[0]);
|
|
invalidate_lighting(c);
|
|
return;
|
|
default:
|
|
ogles_error(c, GL_INVALID_ENUM);
|
|
return;
|
|
}
|
|
what[0] = params[0];
|
|
what[1] = params[1];
|
|
what[2] = params[2];
|
|
what[3] = params[3];
|
|
if (other) {
|
|
other[0] = what[0];
|
|
other[1] = what[1];
|
|
other[2] = what[2];
|
|
other[3] = what[3];
|
|
}
|
|
invalidate_lighting(c);
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
#if 0
|
|
#pragma mark -
|
|
#pragma mark fog
|
|
#endif
|
|
|
|
void glFogf(GLenum pname, GLfloat param) {
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
GLfixed paramx = (GLfixed)param;
|
|
if (pname != GL_FOG_MODE)
|
|
paramx = gglFloatToFixed(param);
|
|
fogx(pname, paramx, c);
|
|
}
|
|
|
|
void glFogx(GLenum pname, GLfixed param) {
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
fogx(pname, param, c);
|
|
}
|
|
|
|
void glFogfv(GLenum pname, const GLfloat *params)
|
|
{
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
if (pname != GL_FOG_COLOR) {
|
|
GLfixed paramx = (GLfixed)params[0];
|
|
if (pname != GL_FOG_MODE)
|
|
paramx = gglFloatToFixed(params[0]);
|
|
fogx(pname, paramx, c);
|
|
return;
|
|
}
|
|
GLfixed paramsx[4];
|
|
paramsx[0] = gglFloatToFixed(params[0]);
|
|
paramsx[1] = gglFloatToFixed(params[1]);
|
|
paramsx[2] = gglFloatToFixed(params[2]);
|
|
paramsx[3] = gglFloatToFixed(params[3]);
|
|
c->rasterizer.procs.fogColor3xv(c, paramsx);
|
|
}
|
|
|
|
void glFogxv(GLenum pname, const GLfixed *params)
|
|
{
|
|
ogles_context_t* c = ogles_context_t::get();
|
|
if (pname != GL_FOG_COLOR) {
|
|
fogx(pname, params[0], c);
|
|
return;
|
|
}
|
|
c->rasterizer.procs.fogColor3xv(c, params);
|
|
}
|