1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883
|
/* 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);
}
|