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- /* libs/opengles/matrix.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 <stdlib.h>
- #include <stdio.h>
- #include "context.h"
- #include "fp.h"
- #include "state.h"
- #include "matrix.h"
- #include "vertex.h"
- #include "light.h"
- #if defined(__arm__) && defined(__thumb__)
- #warning "matrix.cpp should not be compiled in thumb on ARM."
- #endif
- #define I(_i, _j) ((_j)+ 4*(_i))
- namespace android {
- // ----------------------------------------------------------------------------
- static const GLfloat gIdentityf[16] = { 1,0,0,0,
- 0,1,0,0,
- 0,0,1,0,
- 0,0,0,1 };
- static const matrixx_t gIdentityx = {
- { 0x10000,0,0,0,
- 0,0x10000,0,0,
- 0,0,0x10000,0,
- 0,0,0,0x10000
- }
- };
- static void point2__nop(transform_t const*, vec4_t* c, vec4_t const* o);
- static void point3__nop(transform_t const*, vec4_t* c, vec4_t const* o);
- static void point4__nop(transform_t const*, vec4_t* c, vec4_t const* o);
- static void normal__nop(transform_t const*, vec4_t* c, vec4_t const* o);
- static void point2__generic(transform_t const*, vec4_t* c, vec4_t const* o);
- static void point3__generic(transform_t const*, vec4_t* c, vec4_t const* o);
- static void point4__generic(transform_t const*, vec4_t* c, vec4_t const* o);
- static void point3__mvui(transform_t const*, vec4_t* c, vec4_t const* o);
- static void point4__mvui(transform_t const*, vec4_t* c, vec4_t const* o);
- // ----------------------------------------------------------------------------
- #if 0
- #pragma mark -
- #endif
- void ogles_init_matrix(ogles_context_t* c)
- {
- c->transforms.modelview.init(OGLES_MODELVIEW_STACK_DEPTH);
- c->transforms.projection.init(OGLES_PROJECTION_STACK_DEPTH);
- for (int i=0; i<GGL_TEXTURE_UNIT_COUNT ; i++)
- c->transforms.texture[i].init(OGLES_TEXTURE_STACK_DEPTH);
- c->transforms.current = &c->transforms.modelview;
- c->transforms.matrixMode = GL_MODELVIEW;
- c->transforms.dirty = transform_state_t::VIEWPORT |
- transform_state_t::MVUI |
- transform_state_t::MVIT |
- transform_state_t::MVP;
- c->transforms.mvp.loadIdentity();
- c->transforms.mvp4.loadIdentity();
- c->transforms.mvit4.loadIdentity();
- c->transforms.mvui.loadIdentity();
- c->transforms.vpt.loadIdentity();
- c->transforms.vpt.zNear = 0.0f;
- c->transforms.vpt.zFar = 1.0f;
- }
- void ogles_uninit_matrix(ogles_context_t* c)
- {
- c->transforms.modelview.uninit();
- c->transforms.projection.uninit();
- for (int i=0; i<GGL_TEXTURE_UNIT_COUNT ; i++)
- c->transforms.texture[i].uninit();
- }
- static void validate_perspective(ogles_context_t* c, vertex_t* v)
- {
- const uint32_t enables = c->rasterizer.state.enables;
- c->arrays.perspective = (c->clipPlanes.enable) ?
- ogles_vertex_clipAllPerspective3D : ogles_vertex_perspective3D;
- if (enables & (GGL_ENABLE_DEPTH_TEST|GGL_ENABLE_FOG)) {
- c->arrays.perspective = ogles_vertex_perspective3DZ;
- if (c->clipPlanes.enable || (enables&GGL_ENABLE_FOG))
- c->arrays.perspective = ogles_vertex_clipAllPerspective3DZ;
- }
- if ((c->arrays.vertex.size != 4) &&
- (c->transforms.mvp4.flags & transform_t::FLAGS_2D_PROJECTION)) {
- c->arrays.perspective = ogles_vertex_perspective2D;
- }
- c->arrays.perspective(c, v);
- }
- void ogles_invalidate_perspective(ogles_context_t* c)
- {
- c->arrays.perspective = validate_perspective;
- }
- void ogles_validate_transform_impl(ogles_context_t* c, uint32_t want)
- {
- int dirty = c->transforms.dirty & want;
- // Validate the modelview
- if (dirty & transform_state_t::MODELVIEW) {
- c->transforms.modelview.validate();
- }
- // Validate the projection stack (in fact, it's never needed)
- if (dirty & transform_state_t::PROJECTION) {
- c->transforms.projection.validate();
- }
- // Validate the viewport transformation
- if (dirty & transform_state_t::VIEWPORT) {
- vp_transform_t& vpt = c->transforms.vpt;
- vpt.transform.matrix.load(vpt.matrix);
- vpt.transform.picker();
- }
- // We need to update the mvp (used to transform each vertex)
- if (dirty & transform_state_t::MVP) {
- c->transforms.update_mvp();
- // invalidate perspective (divide by W) and view volume clipping
- ogles_invalidate_perspective(c);
- }
- // Validate the mvui (for normal transformation)
- if (dirty & transform_state_t::MVUI) {
- c->transforms.update_mvui();
- ogles_invalidate_lighting_mvui(c);
- }
- // Validate the texture stack
- if (dirty & transform_state_t::TEXTURE) {
- for (int i=0; i<GGL_TEXTURE_UNIT_COUNT ; i++)
- c->transforms.texture[i].validate();
- }
- // Validate the mvit4 (user-clip planes)
- if (dirty & transform_state_t::MVIT) {
- c->transforms.update_mvit();
- }
- c->transforms.dirty &= ~want;
- }
- // ----------------------------------------------------------------------------
- #if 0
- #pragma mark -
- #pragma mark transform_t
- #endif
- void transform_t::loadIdentity() {
- matrix = gIdentityx;
- flags = 0;
- ops = OP_IDENTITY;
- point2 = point2__nop;
- point3 = point3__nop;
- point4 = point4__nop;
- }
- static inline
- int notZero(GLfixed v) {
- return abs(v) & ~0x3;
- }
- static inline
- int notOne(GLfixed v) {
- return notZero(v - 0x10000);
- }
- void transform_t::picker()
- {
- const GLfixed* const m = matrix.m;
- // XXX: picker needs to be smarter
- flags = 0;
- ops = OP_ALL;
- point2 = point2__generic;
- point3 = point3__generic;
- point4 = point4__generic;
-
- // find out if this is a 2D projection
- if (!(notZero(m[3]) | notZero(m[7]) | notZero(m[11]) | notOne(m[15]))) {
- flags |= FLAGS_2D_PROJECTION;
- }
- }
- void mvui_transform_t::picker()
- {
- flags = 0;
- ops = OP_ALL;
- point3 = point3__mvui;
- point4 = point4__mvui;
- }
- void transform_t::dump(const char* what)
- {
- GLfixed const * const m = matrix.m;
- ALOGD("%s:", what);
- for (int i=0 ; i<4 ; i++)
- ALOGD("[%08x %08x %08x %08x] [%f %f %f %f]\n",
- m[I(0,i)], m[I(1,i)], m[I(2,i)], m[I(3,i)],
- fixedToFloat(m[I(0,i)]),
- fixedToFloat(m[I(1,i)]),
- fixedToFloat(m[I(2,i)]),
- fixedToFloat(m[I(3,i)]));
- }
- // ----------------------------------------------------------------------------
- #if 0
- #pragma mark -
- #pragma mark matrixx_t
- #endif
- void matrixx_t::load(const matrixf_t& rhs) {
- GLfixed* xp = m;
- GLfloat const* fp = rhs.elements();
- unsigned int i = 16;
- do {
- const GLfloat f = *fp++;
- *xp++ = isZerof(f) ? 0 : gglFloatToFixed(f);
- } while (--i);
- }
- // ----------------------------------------------------------------------------
- #if 0
- #pragma mark -
- #pragma mark matrixf_t
- #endif
- void matrixf_t::multiply(matrixf_t& r, const matrixf_t& lhs, const matrixf_t& rhs)
- {
- GLfloat const* const m = lhs.m;
- for (int i=0 ; i<4 ; i++) {
- register const float rhs_i0 = rhs.m[ I(i,0) ];
- register float ri0 = m[ I(0,0) ] * rhs_i0;
- register float ri1 = m[ I(0,1) ] * rhs_i0;
- register float ri2 = m[ I(0,2) ] * rhs_i0;
- register float ri3 = m[ I(0,3) ] * rhs_i0;
- for (int j=1 ; j<4 ; j++) {
- register const float rhs_ij = rhs.m[ I(i,j) ];
- ri0 += m[ I(j,0) ] * rhs_ij;
- ri1 += m[ I(j,1) ] * rhs_ij;
- ri2 += m[ I(j,2) ] * rhs_ij;
- ri3 += m[ I(j,3) ] * rhs_ij;
- }
- r.m[ I(i,0) ] = ri0;
- r.m[ I(i,1) ] = ri1;
- r.m[ I(i,2) ] = ri2;
- r.m[ I(i,3) ] = ri3;
- }
- }
- void matrixf_t::dump(const char* what) {
- ALOGD("%s", what);
- ALOGD("[ %9f %9f %9f %9f ]", m[I(0,0)], m[I(1,0)], m[I(2,0)], m[I(3,0)]);
- ALOGD("[ %9f %9f %9f %9f ]", m[I(0,1)], m[I(1,1)], m[I(2,1)], m[I(3,1)]);
- ALOGD("[ %9f %9f %9f %9f ]", m[I(0,2)], m[I(1,2)], m[I(2,2)], m[I(3,2)]);
- ALOGD("[ %9f %9f %9f %9f ]", m[I(0,3)], m[I(1,3)], m[I(2,3)], m[I(3,3)]);
- }
- void matrixf_t::loadIdentity() {
- memcpy(m, gIdentityf, sizeof(m));
- }
- void matrixf_t::set(const GLfixed* rhs) {
- load(rhs);
- }
- void matrixf_t::set(const GLfloat* rhs) {
- load(rhs);
- }
- void matrixf_t::load(const GLfixed* rhs) {
- GLfloat* fp = m;
- unsigned int i = 16;
- do {
- *fp++ = fixedToFloat(*rhs++);
- } while (--i);
- }
- void matrixf_t::load(const GLfloat* rhs) {
- memcpy(m, rhs, sizeof(m));
- }
- void matrixf_t::load(const matrixf_t& rhs) {
- operator = (rhs);
- }
- void matrixf_t::multiply(const matrixf_t& rhs) {
- matrixf_t r;
- multiply(r, *this, rhs);
- operator = (r);
- }
- void matrixf_t::translate(GLfloat x, GLfloat y, GLfloat z) {
- for (int i=0 ; i<4 ; i++) {
- m[12+i] += m[i]*x + m[4+i]*y + m[8+i]*z;
- }
- }
- void matrixf_t::scale(GLfloat x, GLfloat y, GLfloat z) {
- for (int i=0 ; i<4 ; i++) {
- m[ i] *= x;
- m[4+i] *= y;
- m[8+i] *= z;
- }
- }
- void matrixf_t::rotate(GLfloat a, GLfloat x, GLfloat y, GLfloat z)
- {
- matrixf_t rotation;
- GLfloat* r = rotation.m;
- 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()
- {
- GLfloat r[16];
- const GLfloat* const mv = modelview.top().elements();
-
- /*
- When evaluating the lighting equation in eye-space, normals
- are transformed by the upper 3x3 modelview inverse-transpose.
- http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node26.html
- (note that inverse-transpose is distributive).
- Also note that:
- l(obj) = inv(modelview).l(eye) for local light
- l(obj) = tr(modelview).l(eye) for infinite light
- */
- invert(r, mv);
- GLfixed* const x = mvui.matrix.m;
- #if OBJECT_SPACE_LIGHTING
- for (int i=0 ; i<4 ; i++)
- for (int j=0 ; j<4 ; j++)
- x[I(i,j)] = gglFloatToFixed(r[I(i,j)]);
- #else
- for (int i=0 ; i<4 ; i++)
- for (int j=0 ; j<4 ; j++)
- x[I(i,j)] = gglFloatToFixed(r[I(j,i)]);
- #endif
- 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 (c->transforms.mvp4.flags & transform_t::FLAGS_2D_PROJECTION)
- c->transforms.dirty |= transform_state_t::MVP;
- }
- // ----------------------------------------------------------------------------
- #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]);
- }
- void point3__mvui(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
- // this is used for transforming light positions back to object space.
- // w is used as a switch for directional lights, so we need
- // to preserve it.
- const GLfixed* const m = mx->matrix.m;
- const GLfixed rx = rhs->x;
- const GLfixed ry = rhs->y;
- const GLfixed rz = rhs->z;
- lhs->x = mla3(rx, m[ 0], ry, m[ 4], rz, m[ 8]);
- lhs->y = mla3(rx, m[ 1], ry, m[ 5], rz, m[ 9]);
- lhs->z = mla3(rx, m[ 2], ry, m[ 6], rz, m[10]);
- lhs->w = 0;
- }
- void point4__mvui(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
- // this is used for transforming light positions back to object space.
- // w is used as a switch for directional lights, so we need
- // to preserve it.
- 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 = rw;
- }
- 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(
- GLfixed left, GLfixed right,
- GLfixed bottom, GLfixed top,
- GLfixed zNear, GLfixed zFar)
- {
- ogles_context_t* c = ogles_context_t::get();
- orthof( fixedToFloat(left), fixedToFloat(right),
- fixedToFloat(bottom), fixedToFloat(top),
- fixedToFloat(zNear), fixedToFloat(zFar),
- c);
- }
- void glRotatef(GLfloat a, GLfloat x, GLfloat y, GLfloat z)
- {
- ogles_context_t* c = ogles_context_t::get();
- c->transforms.current->rotate(a, x, y, z);
- c->transforms.invalidate();
- }
- void glRotatex(GLfixed a, GLfixed x, GLfixed y, GLfixed z)
- {
- ogles_context_t* c = ogles_context_t::get();
- c->transforms.current->rotate(
- fixedToFloat(a), fixedToFloat(x),
- fixedToFloat(y), fixedToFloat(z));
- c->transforms.invalidate();
- }
- void glScalef(GLfloat x, GLfloat y, GLfloat z)
- {
- ogles_context_t* c = ogles_context_t::get();
- c->transforms.current->scale(x, y, z);
- c->transforms.invalidate();
- }
- void glScalex(GLfixed x, GLfixed y, GLfixed z)
- {
- ogles_context_t* c = ogles_context_t::get();
- c->transforms.current->scale(
- fixedToFloat(x), fixedToFloat(y), fixedToFloat(z));
- c->transforms.invalidate();
- }
- void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
- {
- ogles_context_t* c = ogles_context_t::get();
- c->transforms.current->translate(x, y, z);
- c->transforms.invalidate();
- }
- void glTranslatex(GLfixed x, GLfixed y, GLfixed z)
- {
- ogles_context_t* c = ogles_context_t::get();
- c->transforms.current->translate(
- fixedToFloat(x), fixedToFloat(y), fixedToFloat(z));
- c->transforms.invalidate();
- }
- void glScissor(GLint x, GLint y, GLsizei w, GLsizei h)
- {
- ogles_context_t* c = ogles_context_t::get();
- ogles_scissor(c, x, y, w, h);
- }
- void glViewport(GLint x, GLint y, GLsizei w, GLsizei h)
- {
- ogles_context_t* c = ogles_context_t::get();
- ogles_viewport(c, x, y, w, h);
- }
- void glDepthRangef(GLclampf zNear, GLclampf zFar)
- {
- ogles_context_t* c = ogles_context_t::get();
- depthRangef(zNear, zFar, c);
- }
- void glDepthRangex(GLclampx zNear, GLclampx zFar)
- {
- ogles_context_t* c = ogles_context_t::get();
- depthRangef(fixedToFloat(zNear), fixedToFloat(zFar), c);
- }
- void glPolygonOffsetx(GLfixed factor, GLfixed units)
- {
- ogles_context_t* c = ogles_context_t::get();
- c->polygonOffset.factor = factor;
- c->polygonOffset.units = units;
- }
- void glPolygonOffset(GLfloat factor, GLfloat units)
- {
- ogles_context_t* c = ogles_context_t::get();
- c->polygonOffset.factor = gglFloatToFixed(factor);
- c->polygonOffset.units = gglFloatToFixed(units);
- }
- GLbitfield glQueryMatrixxOES(GLfixed* m, GLint* e)
- {
- ogles_context_t* c = ogles_context_t::get();
- GLbitfield status = 0;
- GLfloat const* f = c->transforms.current->top().elements();
- for (int i=0 ; i<16 ; i++) {
- if (isnan(f[i]) || isinf(f[i])) {
- status |= 1<<i;
- continue;
- }
- e[i] = exponent(f[i]) - 7;
- m[i] = mantissa(f[i]);
- }
- return status;
- }
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