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-rw-r--r--opengl/libagl/matrix.cpp1145
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diff --git a/opengl/libagl/matrix.cpp b/opengl/libagl/matrix.cpp
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+++ b/opengl/libagl/matrix.cpp
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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 normal__generic(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 = normal__generic;
+}
+
+void transform_t::dump(const char* what)
+{
+ GLfixed const * const m = matrix.m;
+ LOGD("%s:", what);
+ for (int i=0 ; i<4 ; i++)
+ LOGD("[%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) {
+ LOGD("%s", what);
+ LOGD("[ %9f %9f %9f %9f ]", m[I(0,0)], m[I(1,0)], m[I(2,0)], m[I(3,0)]);
+ LOGD("[ %9f %9f %9f %9f ]", m[I(0,1)], m[I(1,1)], m[I(2,1)], m[I(3,1)]);
+ LOGD("[ %9f %9f %9f %9f ]", m[I(0,2)], m[I(1,2)], m[I(2,2)], m[I(3,2)]);
+ LOGD("[ %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()
+{
+ const GLfloat* const mv = modelview.top().elements();
+
+ /*
+ When transforming normals, we can use the upper 3x3 matrix, see:
+ http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node26.html
+ */
+
+ // Also note that:
+ // l(obj) = tr(M).l(eye) for infinite light
+ // l(obj) = inv(M).l(eye) for local light
+
+ const uint32_t ops = modelview.top_ops() & ~OP_TRANSLATE;
+ if (ggl_likely((!(ops & ~OP_ROTATE)) ||
+ (rescaleNormals && modelview.isRigidBody()))) {
+ // if the modelview matrix is a rigid body transformation
+ // (translation, rotation, uniform scaling), then we can bypass
+ // the inverse by transposing the matrix.
+ GLfloat rescale = 1.0f;
+ if (rescaleNormals == GL_RESCALE_NORMAL) {
+ if (!(ops & ~OP_UNIFORM_SCALE)) {
+ rescale = reciprocalf(mv[I(0,0)]);
+ } else {
+ rescale = rsqrtf(
+ sqrf(mv[I(2,0)]) + sqrf(mv[I(2,1)]) + sqrf(mv[I(2,2)]));
+ }
+ }
+ GLfixed* const x = mvui.matrix.m;
+ for (int i=0 ; i<3 ; i++) {
+ x[I(i,0)] = gglFloatToFixed(mv[I(0,i)] * rescale);
+ x[I(i,1)] = gglFloatToFixed(mv[I(1,i)] * rescale);
+ x[I(i,2)] = gglFloatToFixed(mv[I(2,i)] * rescale);
+ }
+ mvui.picker();
+ return;
+ }
+
+ GLfloat r[3][3];
+ r[0][0] = det22(mv[I(1,1)], mv[I(2,1)], mv[I(1,2)], mv[I(2,2)]);
+ r[0][1] =ndet22(mv[I(0,1)], mv[I(2,1)], mv[I(0,2)], mv[I(2,2)]);
+ r[0][2] = det22(mv[I(0,1)], mv[I(1,1)], mv[I(0,2)], mv[I(1,2)]);
+ r[1][0] =ndet22(mv[I(1,0)], mv[I(2,0)], mv[I(1,2)], mv[I(2,2)]);
+ r[1][1] = det22(mv[I(0,0)], mv[I(2,0)], mv[I(0,2)], mv[I(2,2)]);
+ r[1][2] =ndet22(mv[I(0,0)], mv[I(1,0)], mv[I(0,2)], mv[I(1,2)]);
+ r[2][0] = det22(mv[I(1,0)], mv[I(2,0)], mv[I(1,1)], mv[I(2,1)]);
+ r[2][1] =ndet22(mv[I(0,0)], mv[I(2,0)], mv[I(0,1)], mv[I(2,1)]);
+ r[2][2] = det22(mv[I(0,0)], mv[I(1,0)], mv[I(0,1)], mv[I(1,1)]);
+
+ GLfloat rdet;
+ if (rescaleNormals == GL_RESCALE_NORMAL) {
+ rdet = rsqrtf(sqrf(r[0][2]) + sqrf(r[1][2]) + sqrf(r[2][2]));
+ } else {
+ rdet = reciprocalf(
+ r[0][0]*mv[I(0,0)] + r[0][1]*mv[I(1,0)] + r[0][2]*mv[I(2,0)]);
+ }
+
+ GLfixed* const x = mvui.matrix.m;
+ for (int i=0 ; i<3 ; i++) {
+ x[I(i,0)] = gglFloatToFixed(r[i][0] * rdet);
+ x[I(i,1)] = gglFloatToFixed(r[i][1] * rdet);
+ x[I(i,2)] = gglFloatToFixed(r[i][2] * rdet);
+ }
+ 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 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 normal__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 = 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]);
+}
+
+
+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;
+}