1135 lines
31 KiB
C++
1135 lines
31 KiB
C++
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/* libs/opengles/matrix.cpp
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**
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** Copyright 2006, The Android Open Source Project
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**
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** Licensed under the Apache License, Version 2.0 (the "License");
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** you may not use this file except in compliance with the License.
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** You may obtain a copy of the License at
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**
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** http://www.apache.org/licenses/LICENSE-2.0
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**
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** Unless required by applicable law or agreed to in writing, software
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** distributed under the License is distributed on an "AS IS" BASIS,
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** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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** See the License for the specific language governing permissions and
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** limitations under the License.
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include "context.h"
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#include "fp.h"
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#include "state.h"
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#include "matrix.h"
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#include "vertex.h"
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#include "light.h"
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#if defined(__arm__) && defined(__thumb__)
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#warning "matrix.cpp should not be compiled in thumb on ARM."
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#endif
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#define I(_i, _j) ((_j)+ 4*(_i))
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namespace android {
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// ----------------------------------------------------------------------------
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static const GLfloat gIdentityf[16] = { 1,0,0,0,
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0,1,0,0,
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0,0,1,0,
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0,0,0,1 };
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static const matrixx_t gIdentityx = {
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{ 0x10000,0,0,0,
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0,0x10000,0,0,
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0,0,0x10000,0,
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0,0,0,0x10000
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}
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};
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static void point2__nop(transform_t const*, vec4_t* c, vec4_t const* o);
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static void point3__nop(transform_t const*, vec4_t* c, vec4_t const* o);
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static void point4__nop(transform_t const*, vec4_t* c, vec4_t const* o);
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static void normal__nop(transform_t const*, vec4_t* c, vec4_t const* o);
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static void point2__generic(transform_t const*, vec4_t* c, vec4_t const* o);
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static void point3__generic(transform_t const*, vec4_t* c, vec4_t const* o);
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static void point4__generic(transform_t const*, vec4_t* c, vec4_t const* o);
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static void point3__mvui(transform_t const*, vec4_t* c, vec4_t const* o);
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static void point4__mvui(transform_t const*, vec4_t* c, vec4_t const* o);
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// ----------------------------------------------------------------------------
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#if 0
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#pragma mark -
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#endif
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void ogles_init_matrix(ogles_context_t* c)
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{
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c->transforms.modelview.init(OGLES_MODELVIEW_STACK_DEPTH);
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c->transforms.projection.init(OGLES_PROJECTION_STACK_DEPTH);
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for (int i=0; i<GGL_TEXTURE_UNIT_COUNT ; i++)
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c->transforms.texture[i].init(OGLES_TEXTURE_STACK_DEPTH);
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c->transforms.current = &c->transforms.modelview;
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c->transforms.matrixMode = GL_MODELVIEW;
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c->transforms.dirty = transform_state_t::VIEWPORT |
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transform_state_t::MVUI |
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transform_state_t::MVIT |
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transform_state_t::MVP;
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c->transforms.mvp.loadIdentity();
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c->transforms.mvp4.loadIdentity();
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c->transforms.mvit4.loadIdentity();
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c->transforms.mvui.loadIdentity();
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c->transforms.vpt.loadIdentity();
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c->transforms.vpt.zNear = 0.0f;
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c->transforms.vpt.zFar = 1.0f;
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}
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void ogles_uninit_matrix(ogles_context_t* c)
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{
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c->transforms.modelview.uninit();
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c->transforms.projection.uninit();
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for (int i=0; i<GGL_TEXTURE_UNIT_COUNT ; i++)
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c->transforms.texture[i].uninit();
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}
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static void validate_perspective(ogles_context_t* c, vertex_t* v)
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{
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const uint32_t enables = c->rasterizer.state.enables;
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c->arrays.perspective = (c->clipPlanes.enable) ?
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ogles_vertex_clipAllPerspective3D : ogles_vertex_perspective3D;
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if (enables & (GGL_ENABLE_DEPTH_TEST|GGL_ENABLE_FOG)) {
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c->arrays.perspective = ogles_vertex_perspective3DZ;
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if (c->clipPlanes.enable || (enables&GGL_ENABLE_FOG))
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c->arrays.perspective = ogles_vertex_clipAllPerspective3DZ;
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}
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if ((c->arrays.vertex.size != 4) &&
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(c->transforms.mvp4.flags & transform_t::FLAGS_2D_PROJECTION)) {
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c->arrays.perspective = ogles_vertex_perspective2D;
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}
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c->arrays.perspective(c, v);
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}
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void ogles_invalidate_perspective(ogles_context_t* c)
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{
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c->arrays.perspective = validate_perspective;
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}
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void ogles_validate_transform_impl(ogles_context_t* c, uint32_t want)
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{
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int dirty = c->transforms.dirty & want;
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// Validate the modelview
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if (dirty & transform_state_t::MODELVIEW) {
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c->transforms.modelview.validate();
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}
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// Validate the projection stack (in fact, it's never needed)
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if (dirty & transform_state_t::PROJECTION) {
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c->transforms.projection.validate();
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}
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// Validate the viewport transformation
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if (dirty & transform_state_t::VIEWPORT) {
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vp_transform_t& vpt = c->transforms.vpt;
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vpt.transform.matrix.load(vpt.matrix);
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vpt.transform.picker();
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}
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// We need to update the mvp (used to transform each vertex)
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if (dirty & transform_state_t::MVP) {
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c->transforms.update_mvp();
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// invalidate perspective (divide by W) and view volume clipping
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ogles_invalidate_perspective(c);
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}
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// Validate the mvui (for normal transformation)
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if (dirty & transform_state_t::MVUI) {
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c->transforms.update_mvui();
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ogles_invalidate_lighting_mvui(c);
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}
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// Validate the texture stack
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if (dirty & transform_state_t::TEXTURE) {
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for (int i=0; i<GGL_TEXTURE_UNIT_COUNT ; i++)
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c->transforms.texture[i].validate();
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}
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// Validate the mvit4 (user-clip planes)
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if (dirty & transform_state_t::MVIT) {
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c->transforms.update_mvit();
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}
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c->transforms.dirty &= ~want;
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}
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// ----------------------------------------------------------------------------
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#if 0
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#pragma mark -
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#pragma mark transform_t
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#endif
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void transform_t::loadIdentity() {
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matrix = gIdentityx;
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flags = 0;
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ops = OP_IDENTITY;
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point2 = point2__nop;
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point3 = point3__nop;
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point4 = point4__nop;
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}
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static inline
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int notZero(GLfixed v) {
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return abs(v) & ~0x3;
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}
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static inline
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int notOne(GLfixed v) {
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return notZero(v - 0x10000);
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}
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void transform_t::picker()
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{
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const GLfixed* const m = matrix.m;
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// XXX: picker needs to be smarter
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flags = 0;
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ops = OP_ALL;
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point2 = point2__generic;
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point3 = point3__generic;
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point4 = point4__generic;
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// find out if this is a 2D projection
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if (!(notZero(m[3]) | notZero(m[7]) | notZero(m[11]) | notOne(m[15]))) {
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flags |= FLAGS_2D_PROJECTION;
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}
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}
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void mvui_transform_t::picker()
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{
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flags = 0;
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ops = OP_ALL;
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point3 = point3__mvui;
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point4 = point4__mvui;
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}
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void transform_t::dump(const char* what)
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{
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GLfixed const * const m = matrix.m;
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LOGD("%s:", what);
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for (int i=0 ; i<4 ; i++)
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LOGD("[%08x %08x %08x %08x] [%f %f %f %f]\n",
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m[I(0,i)], m[I(1,i)], m[I(2,i)], m[I(3,i)],
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fixedToFloat(m[I(0,i)]),
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fixedToFloat(m[I(1,i)]),
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fixedToFloat(m[I(2,i)]),
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fixedToFloat(m[I(3,i)]));
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}
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// ----------------------------------------------------------------------------
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#if 0
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#pragma mark -
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#pragma mark matrixx_t
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#endif
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void matrixx_t::load(const matrixf_t& rhs) {
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GLfixed* xp = m;
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GLfloat const* fp = rhs.elements();
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unsigned int i = 16;
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do {
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const GLfloat f = *fp++;
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*xp++ = isZerof(f) ? 0 : gglFloatToFixed(f);
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} while (--i);
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}
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// ----------------------------------------------------------------------------
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#if 0
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#pragma mark -
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#pragma mark matrixf_t
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#endif
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void matrixf_t::multiply(matrixf_t& r, const matrixf_t& lhs, const matrixf_t& rhs)
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{
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GLfloat const* const m = lhs.m;
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for (int i=0 ; i<4 ; i++) {
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register const float rhs_i0 = rhs.m[ I(i,0) ];
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register float ri0 = m[ I(0,0) ] * rhs_i0;
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register float ri1 = m[ I(0,1) ] * rhs_i0;
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register float ri2 = m[ I(0,2) ] * rhs_i0;
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register float ri3 = m[ I(0,3) ] * rhs_i0;
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for (int j=1 ; j<4 ; j++) {
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register const float rhs_ij = rhs.m[ I(i,j) ];
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ri0 += m[ I(j,0) ] * rhs_ij;
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ri1 += m[ I(j,1) ] * rhs_ij;
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ri2 += m[ I(j,2) ] * rhs_ij;
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ri3 += m[ I(j,3) ] * rhs_ij;
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}
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r.m[ I(i,0) ] = ri0;
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r.m[ I(i,1) ] = ri1;
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r.m[ I(i,2) ] = ri2;
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r.m[ I(i,3) ] = ri3;
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}
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}
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void matrixf_t::dump(const char* what) {
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LOGD("%s", what);
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LOGD("[ %9f %9f %9f %9f ]", m[I(0,0)], m[I(1,0)], m[I(2,0)], m[I(3,0)]);
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LOGD("[ %9f %9f %9f %9f ]", m[I(0,1)], m[I(1,1)], m[I(2,1)], m[I(3,1)]);
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LOGD("[ %9f %9f %9f %9f ]", m[I(0,2)], m[I(1,2)], m[I(2,2)], m[I(3,2)]);
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LOGD("[ %9f %9f %9f %9f ]", m[I(0,3)], m[I(1,3)], m[I(2,3)], m[I(3,3)]);
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}
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void matrixf_t::loadIdentity() {
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memcpy(m, gIdentityf, sizeof(m));
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}
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void matrixf_t::set(const GLfixed* rhs) {
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load(rhs);
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}
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void matrixf_t::set(const GLfloat* rhs) {
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load(rhs);
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}
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void matrixf_t::load(const GLfixed* rhs) {
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GLfloat* fp = m;
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unsigned int i = 16;
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do {
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*fp++ = fixedToFloat(*rhs++);
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} while (--i);
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}
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void matrixf_t::load(const GLfloat* rhs) {
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memcpy(m, rhs, sizeof(m));
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}
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void matrixf_t::load(const matrixf_t& rhs) {
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operator = (rhs);
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}
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void matrixf_t::multiply(const matrixf_t& rhs) {
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matrixf_t r;
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multiply(r, *this, rhs);
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operator = (r);
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}
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void matrixf_t::translate(GLfloat x, GLfloat y, GLfloat z) {
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for (int i=0 ; i<4 ; i++) {
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m[12+i] += m[i]*x + m[4+i]*y + m[8+i]*z;
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}
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}
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void matrixf_t::scale(GLfloat x, GLfloat y, GLfloat z) {
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for (int i=0 ; i<4 ; i++) {
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m[ i] *= x;
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m[4+i] *= y;
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m[8+i] *= z;
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}
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}
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void matrixf_t::rotate(GLfloat a, GLfloat x, GLfloat y, GLfloat z)
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{
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matrixf_t rotation;
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GLfloat* r = rotation.m;
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GLfloat c, s;
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r[3] = 0; r[7] = 0; r[11]= 0;
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r[12]= 0; r[13]= 0; r[14]= 0; r[15]= 1;
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a *= GLfloat(M_PI / 180.0f);
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sincosf(a, &s, &c);
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if (isOnef(x) && isZerof(y) && isZerof(z)) {
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r[5] = c; r[10]= c;
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r[6] = s; r[9] = -s;
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r[1] = 0; r[2] = 0;
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r[4] = 0; r[8] = 0;
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r[0] = 1;
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} else if (isZerof(x) && isOnef(y) && isZerof(z)) {
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r[0] = c; r[10]= c;
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r[8] = s; r[2] = -s;
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r[1] = 0; r[4] = 0;
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r[6] = 0; r[9] = 0;
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r[5] = 1;
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} else if (isZerof(x) && isZerof(y) && isOnef(z)) {
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r[0] = c; r[5] = c;
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r[1] = s; r[4] = -s;
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r[2] = 0; r[6] = 0;
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r[8] = 0; r[9] = 0;
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r[10]= 1;
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} else {
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const GLfloat len = sqrtf(x*x + y*y + z*z);
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if (!isOnef(len)) {
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const GLfloat recipLen = reciprocalf(len);
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x *= recipLen;
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y *= recipLen;
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z *= recipLen;
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}
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const GLfloat nc = 1.0f - c;
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const GLfloat xy = x * y;
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const GLfloat yz = y * z;
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const GLfloat zx = z * x;
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const GLfloat xs = x * s;
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const GLfloat ys = y * s;
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const GLfloat zs = z * s;
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r[ 0] = x*x*nc + c; r[ 4] = xy*nc - zs; r[ 8] = zx*nc + ys;
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r[ 1] = xy*nc + zs; r[ 5] = y*y*nc + c; r[ 9] = yz*nc - xs;
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r[ 2] = zx*nc - ys; r[ 6] = yz*nc + xs; r[10] = z*z*nc + c;
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}
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multiply(rotation);
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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 matrix_stack_t
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#endif
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void matrix_stack_t::init(int depth) {
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stack = new matrixf_t[depth];
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ops = new uint8_t[depth];
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maxDepth = depth;
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depth = 0;
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dirty = 0;
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loadIdentity();
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}
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void matrix_stack_t::uninit() {
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delete [] stack;
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delete [] ops;
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}
|
||
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|
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void matrix_stack_t::loadIdentity() {
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||
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transform.loadIdentity();
|
||
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stack[depth].loadIdentity();
|
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ops[depth] = OP_IDENTITY;
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}
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||
|
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;
|
||
|
}
|