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- /* libs/opengles/light.cpp
- **
- ** Copyright 2006, The Android Open Source Project
- **
- ** Licensed under the Apache License, Version 2.0 (the "License");
- ** you may not use this file except in compliance with the License.
- ** You may obtain a copy of the License at
- **
- ** http://www.apache.org/licenses/LICENSE-2.0
- **
- ** Unless required by applicable law or agreed to in writing, software
- ** distributed under the License is distributed on an "AS IS" BASIS,
- ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- ** See the License for the specific language governing permissions and
- ** limitations under the License.
- */
- #include <stdio.h>
- #include "context.h"
- #include "fp.h"
- #include "light.h"
- #include "state.h"
- #include "matrix.h"
- #if defined(__arm__) && defined(__thumb__)
- #warning "light.cpp should not be compiled in thumb on ARM."
- #endif
- namespace android {
- // ----------------------------------------------------------------------------
- static void invalidate_lighting(ogles_context_t* c);
- static void lightVertexValidate(ogles_context_t* c, vertex_t* v);
- static void lightVertexNop(ogles_context_t* c, vertex_t* v);
- static void lightVertex(ogles_context_t* c, vertex_t* v);
- static void lightVertexMaterial(ogles_context_t* c, vertex_t* v);
- static inline void vscale3(GLfixed* d, const GLfixed* m, GLfixed s);
- static __attribute__((noinline))
- void vnorm3(GLfixed* d, const GLfixed* a);
- static inline void vsa3(GLfixed* d,
- const GLfixed* m, GLfixed s, const GLfixed* a);
- static inline void vss3(GLfixed* d,
- const GLfixed* m, GLfixed s, const GLfixed* a);
- static inline void vmla3(GLfixed* d,
- const GLfixed* m0, const GLfixed* m1, const GLfixed* a);
- static inline void vmul3(GLfixed* d,
- const GLfixed* m0, const GLfixed* m1);
- static GLfixed fog_linear(ogles_context_t* c, GLfixed z);
- static GLfixed fog_exp(ogles_context_t* c, GLfixed z);
- static GLfixed fog_exp2(ogles_context_t* c, GLfixed z);
- // ----------------------------------------------------------------------------
- static void init_white(vec4_t& c) {
- c.r = c.g = c.b = c.a = 0x10000;
- }
- void ogles_init_light(ogles_context_t* c)
- {
- for (unsigned int i=0 ; i<OGLES_MAX_LIGHTS ; i++) {
- c->lighting.lights[i].ambient.a = 0x10000;
- c->lighting.lights[i].position.z = 0x10000;
- c->lighting.lights[i].spotDir.z = -0x10000;
- c->lighting.lights[i].spotCutoff = gglIntToFixed(180);
- c->lighting.lights[i].attenuation[0] = 0x10000;
- }
- init_white(c->lighting.lights[0].diffuse);
- init_white(c->lighting.lights[0].specular);
- c->lighting.front.ambient.r =
- c->lighting.front.ambient.g =
- c->lighting.front.ambient.b = gglFloatToFixed(0.2f);
- c->lighting.front.ambient.a = 0x10000;
- c->lighting.front.diffuse.r =
- c->lighting.front.diffuse.g =
- c->lighting.front.diffuse.b = gglFloatToFixed(0.8f);
- c->lighting.front.diffuse.a = 0x10000;
- c->lighting.front.specular.a = 0x10000;
- c->lighting.front.emission.a = 0x10000;
- c->lighting.lightModel.ambient.r =
- c->lighting.lightModel.ambient.g =
- c->lighting.lightModel.ambient.b = gglFloatToFixed(0.2f);
- c->lighting.lightModel.ambient.a = 0x10000;
- c->lighting.colorMaterial.face = GL_FRONT_AND_BACK;
- c->lighting.colorMaterial.mode = GL_AMBIENT_AND_DIFFUSE;
- c->fog.mode = GL_EXP;
- c->fog.fog = fog_exp;
- c->fog.density = 0x10000;
- c->fog.end = 0x10000;
- c->fog.invEndMinusStart = 0x10000;
- invalidate_lighting(c);
-
- c->rasterizer.procs.shadeModel(c, GL_SMOOTH);
- c->lighting.shadeModel = GL_SMOOTH;
- }
- void ogles_uninit_light(ogles_context_t* /*c*/)
- {
- }
- static inline int32_t clampF(GLfixed f) CONST;
- int32_t clampF(GLfixed f) {
- f = (f & ~(f>>31));
- if (f >= 0x10000)
- f = 0x10000;
- return f;
- }
- static GLfixed fog_linear(ogles_context_t* c, GLfixed z) {
- return clampF(gglMulx((c->fog.end - ((z<0)?-z:z)), c->fog.invEndMinusStart));
- }
- static GLfixed fog_exp(ogles_context_t* c, GLfixed z) {
- const float e = fixedToFloat(gglMulx(c->fog.density, ((z<0)?-z:z)));
- return clampF(gglFloatToFixed(fastexpf(-e)));
- }
- static GLfixed fog_exp2(ogles_context_t* c, GLfixed z) {
- const float e = fixedToFloat(gglMulx(c->fog.density, z));
- return clampF(gglFloatToFixed(fastexpf(-e*e)));
- }
- // ----------------------------------------------------------------------------
- #if 0
- #pragma mark -
- #pragma mark math helpers
- #endif
- static inline
- void vscale3(GLfixed* d, const GLfixed* m, GLfixed s) {
- d[0] = gglMulx(m[0], s);
- d[1] = gglMulx(m[1], s);
- d[2] = gglMulx(m[2], s);
- }
- static inline
- void vsa3(GLfixed* d, const GLfixed* m, GLfixed s, const GLfixed* a) {
- d[0] = gglMulAddx(m[0], s, a[0]);
- d[1] = gglMulAddx(m[1], s, a[1]);
- d[2] = gglMulAddx(m[2], s, a[2]);
- }
- static inline
- void vss3(GLfixed* d, const GLfixed* m, GLfixed s, const GLfixed* a) {
- d[0] = gglMulSubx(m[0], s, a[0]);
- d[1] = gglMulSubx(m[1], s, a[1]);
- d[2] = gglMulSubx(m[2], s, a[2]);
- }
- static inline
- void vmla3(GLfixed* d,
- const GLfixed* m0, const GLfixed* m1, const GLfixed* a)
- {
- d[0] = gglMulAddx(m0[0], m1[0], a[0]);
- d[1] = gglMulAddx(m0[1], m1[1], a[1]);
- d[2] = gglMulAddx(m0[2], m1[2], a[2]);
- }
- static inline
- void vmul3(GLfixed* d, const GLfixed* m0, const GLfixed* m1) {
- d[0] = gglMulx(m0[0], m1[0]);
- d[1] = gglMulx(m0[1], m1[1]);
- d[2] = gglMulx(m0[2], m1[2]);
- }
- void vnorm3(GLfixed* d, const GLfixed* a)
- {
- // we must take care of overflows when normalizing a vector
- GLfixed n;
- int32_t x = a[0]; x = x>=0 ? x : -x;
- int32_t y = a[1]; y = y>=0 ? y : -y;
- int32_t z = a[2]; z = z>=0 ? z : -z;
- if (ggl_likely(x<=0x6800 && y<=0x6800 && z<= 0x6800)) {
- // in this case this will all fit on 32 bits
- n = x*x + y*y + z*z;
- n = gglSqrtRecipx(n);
- n <<= 8;
- } else {
- // here norm^2 is at least 0x7EC00000 (>>32 == 0.495117)
- n = vsquare3(x, y, z);
- n = gglSqrtRecipx(n);
- }
- vscale3(d, a, n);
- }
- // ----------------------------------------------------------------------------
- #if 0
- #pragma mark -
- #pragma mark lighting equations
- #endif
- static inline void light_picker(ogles_context_t* c)
- {
- if (ggl_likely(!c->lighting.enable)) {
- c->lighting.lightVertex = lightVertexNop;
- return;
- }
- if (c->lighting.colorMaterial.enable) {
- c->lighting.lightVertex = lightVertexMaterial;
- } else {
- c->lighting.lightVertex = lightVertex;
- }
- }
- static inline void validate_light_mvi(ogles_context_t* c)
- {
- uint32_t en = c->lighting.enabledLights;
- // Vector from object to viewer, in eye coordinates
- while (en) {
- const int i = 31 - gglClz(en);
- en &= ~(1<<i);
- light_t& l = c->lighting.lights[i];
- #if OBJECT_SPACE_LIGHTING
- c->transforms.mvui.point4(&c->transforms.mvui,
- &l.objPosition, &l.position);
- #else
- l.objPosition = l.position;
- #endif
- vnorm3(l.normalizedObjPosition.v, l.objPosition.v);
- }
- const vec4_t eyeViewer = { 0, 0, 0x10000, 0 };
- #if OBJECT_SPACE_LIGHTING
- c->transforms.mvui.point3(&c->transforms.mvui,
- &c->lighting.objViewer, &eyeViewer);
- vnorm3(c->lighting.objViewer.v, c->lighting.objViewer.v);
- #else
- c->lighting.objViewer = eyeViewer;
- #endif
- }
- static inline void validate_light(ogles_context_t* c)
- {
- // if colorMaterial is enabled, we get the color from the vertex
- if (!c->lighting.colorMaterial.enable) {
- material_t& material = c->lighting.front;
- uint32_t en = c->lighting.enabledLights;
- while (en) {
- const int i = 31 - gglClz(en);
- en &= ~(1<<i);
- light_t& l = c->lighting.lights[i];
- vmul3(l.implicitAmbient.v, material.ambient.v, l.ambient.v);
- vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v);
- vmul3(l.implicitSpecular.v, material.specular.v, l.specular.v);
-
- // this is just a flag to tell if we have a specular component
- l.implicitSpecular.v[3] =
- l.implicitSpecular.r |
- l.implicitSpecular.g |
- l.implicitSpecular.b;
-
- l.rConstAttenuation = (l.attenuation[1] | l.attenuation[2])==0;
- if (l.rConstAttenuation)
- l.rConstAttenuation = gglRecipFast(l.attenuation[0]);
- }
- // emission and ambient for the whole scene
- vmla3( c->lighting.implicitSceneEmissionAndAmbient.v,
- c->lighting.lightModel.ambient.v,
- material.ambient.v,
- material.emission.v);
- c->lighting.implicitSceneEmissionAndAmbient.a = material.diffuse.a;
- }
- validate_light_mvi(c);
- }
- void invalidate_lighting(ogles_context_t* c)
- {
- // TODO: pick lightVertexValidate or lightVertexValidateMVI
- // instead of systematically the heavier lightVertexValidate()
- c->lighting.lightVertex = lightVertexValidate;
- }
- void ogles_invalidate_lighting_mvui(ogles_context_t* c)
- {
- invalidate_lighting(c);
- }
- void lightVertexNop(ogles_context_t*, vertex_t* /*v*/)
- {
- // we should never end-up here
- }
- void lightVertexValidateMVI(ogles_context_t* c, vertex_t* v)
- {
- validate_light_mvi(c);
- light_picker(c);
- c->lighting.lightVertex(c, v);
- }
- void lightVertexValidate(ogles_context_t* c, vertex_t* v)
- {
- validate_light(c);
- light_picker(c);
- c->lighting.lightVertex(c, v);
- }
- void lightVertexMaterial(ogles_context_t* c, vertex_t* v)
- {
- // fetch the material color
- const GLvoid* cp = c->arrays.color.element(
- v->index & vertex_cache_t::INDEX_MASK);
- c->arrays.color.fetch(c, v->color.v, cp);
- // acquire the color-material from the vertex
- material_t& material = c->lighting.front;
- material.ambient =
- material.diffuse = v->color;
- // implicit arguments need to be computed per/vertex
- uint32_t en = c->lighting.enabledLights;
- while (en) {
- const int i = 31 - gglClz(en);
- en &= ~(1<<i);
- light_t& l = c->lighting.lights[i];
- vmul3(l.implicitAmbient.v, material.ambient.v, l.ambient.v);
- vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v);
- vmul3(l.implicitSpecular.v, material.specular.v, l.specular.v);
- // this is just a flag to tell if we have a specular component
- l.implicitSpecular.v[3] =
- l.implicitSpecular.r |
- l.implicitSpecular.g |
- l.implicitSpecular.b;
- }
- // emission and ambient for the whole scene
- vmla3( c->lighting.implicitSceneEmissionAndAmbient.v,
- c->lighting.lightModel.ambient.v,
- material.ambient.v,
- material.emission.v);
- c->lighting.implicitSceneEmissionAndAmbient.a = material.diffuse.a;
- // now we can light our vertex as usual
- lightVertex(c, v);
- }
- void lightVertex(ogles_context_t* c, vertex_t* v)
- {
- // emission and ambient for the whole scene
- vec4_t r = c->lighting.implicitSceneEmissionAndAmbient;
- const vec4_t objViewer = c->lighting.objViewer;
- uint32_t en = c->lighting.enabledLights;
- if (ggl_likely(en)) {
- // since we do the lighting in object-space, we don't need to
- // transform each normal. However, we might still have to normalize
- // it if GL_NORMALIZE is enabled.
- vec4_t n;
- c->arrays.normal.fetch(c, n.v,
- c->arrays.normal.element(v->index & vertex_cache_t::INDEX_MASK));
- #if !OBJECT_SPACE_LIGHTING
- c->transforms.mvui.point3(&c->transforms.mvui, &n, &n);
- #endif
- // TODO: right now we handle GL_RESCALE_NORMALS as if it were
- // GL_NORMALIZE. We could optimize this by scaling mvui
- // appropriately instead.
- if (c->transforms.rescaleNormals)
- vnorm3(n.v, n.v);
- const material_t& material = c->lighting.front;
- const int twoSide = c->lighting.lightModel.twoSide;
- while (en) {
- const int i = 31 - gglClz(en);
- en &= ~(1<<i);
- const light_t& l = c->lighting.lights[i];
-
- vec4_t d, t;
- GLfixed s;
- GLfixed sqDist = 0x10000;
- // compute vertex-to-light vector
- if (ggl_unlikely(l.position.w)) {
- // lightPos/1.0 - vertex/vertex.w == lightPos*vertex.w - vertex
- #if !OBJECT_SPACE_LIGHTING
- vec4_t o;
- const transform_t& mv = c->transforms.modelview.transform;
- mv.point4(&mv, &o, &v->obj);
- vss3(d.v, l.objPosition.v, o.w, o.v);
- #else
- vss3(d.v, l.objPosition.v, v->obj.w, v->obj.v);
- #endif
- sqDist = dot3(d.v, d.v);
- vscale3(d.v, d.v, gglSqrtRecipx(sqDist));
- } else {
- // TODO: avoid copy here
- d = l.normalizedObjPosition;
- }
- // ambient & diffuse
- s = dot3(n.v, d.v);
- s = (s<0) ? (twoSide?(-s):0) : s;
- vsa3(t.v, l.implicitDiffuse.v, s, l.implicitAmbient.v);
- // specular
- if (ggl_unlikely(s && l.implicitSpecular.v[3])) {
- vec4_t h;
- h.x = d.x + objViewer.x;
- h.y = d.y + objViewer.y;
- h.z = d.z + objViewer.z;
- vnorm3(h.v, h.v);
- s = dot3(n.v, h.v);
- s = (s<0) ? (twoSide?(-s):0) : s;
- if (s > 0) {
- s = gglPowx(s, material.shininess);
- vsa3(t.v, l.implicitSpecular.v, s, t.v);
- }
- }
- // spot
- if (ggl_unlikely(l.spotCutoff != gglIntToFixed(180))) {
- GLfixed spotAtt = -dot3(l.normalizedSpotDir.v, d.v);
- if (spotAtt >= l.spotCutoffCosine) {
- vscale3(t.v, t.v, gglPowx(spotAtt, l.spotExp));
- }
- }
- // attenuation
- if (ggl_unlikely(l.position.w)) {
- if (l.rConstAttenuation) {
- s = l.rConstAttenuation;
- } else {
- s = gglMulAddx(sqDist, l.attenuation[2], l.attenuation[0]);
- if (l.attenuation[1])
- s = gglMulAddx(gglSqrtx(sqDist), l.attenuation[1], s);
- s = gglRecipFast(s);
- }
- vscale3(t.v, t.v, s);
- }
- r.r += t.r;
- r.g += t.g;
- r.b += t.b;
- }
- }
- v->color.r = gglClampx(r.r);
- v->color.g = gglClampx(r.g);
- v->color.b = gglClampx(r.b);
- v->color.a = gglClampx(r.a);
- v->flags |= vertex_t::LIT;
- }
- 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);
- }
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