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path: root/libs/rs/rsScriptC_Lib.cpp
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/*
 * Copyright (C) 2009 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 "rsContext.h"
#include "rsScriptC.h"
#include "rsMatrix.h"
#include "rsNoise.h"

#include "acc/acc.h"
#include "utils/String8.h"

#include <GLES/gl.h>
#include <GLES/glext.h>

#include <time.h>
#include <cutils/tztime.h>

using namespace android;
using namespace android::renderscript;

#define GET_TLS()  Context::ScriptTLSStruct * tls = \
    (Context::ScriptTLSStruct *)pthread_getspecific(Context::gThreadTLSKey); \
    Context * rsc = tls->mContext; \
    ScriptC * sc = (ScriptC *) tls->mScript


//////////////////////////////////////////////////////////////////////////////
// IO routines
//////////////////////////////////////////////////////////////////////////////

static float SC_loadF(uint32_t bank, uint32_t offset)
{
    GET_TLS();
    const void *vp = sc->mSlots[bank]->getPtr();
    const float *f = static_cast<const float *>(vp);
    //LOGE("loadF %i %i = %f %x", bank, offset, f, ((int *)&f)[0]);
    return f[offset];
}

static int32_t SC_loadI32(uint32_t bank, uint32_t offset)
{
    GET_TLS();
    const void *vp = sc->mSlots[bank]->getPtr();
    const int32_t *i = static_cast<const int32_t *>(vp);
    //LOGE("loadI32 %i %i = %i", bank, offset, t);
    return i[offset];
}

static float* SC_loadArrayF(uint32_t bank, uint32_t offset)
{
    GET_TLS();
    void *vp = sc->mSlots[bank]->getPtr();
    float *f = static_cast<float *>(vp);
    return f + offset;
}

static int32_t* SC_loadArrayI32(uint32_t bank, uint32_t offset)
{
    GET_TLS();
    void *vp = sc->mSlots[bank]->getPtr();
    int32_t *i = static_cast<int32_t *>(vp);
    return i + offset;
}

static float* SC_loadTriangleMeshVerticesF(RsTriangleMesh mesh)
{
    TriangleMesh *tm = static_cast<TriangleMesh *>(mesh);
    void *vp = tm->mVertexData;
    float *f = static_cast<float *>(vp);
    return f;
}

static void SC_updateTriangleMesh(RsTriangleMesh mesh)
{
    TriangleMesh *tm = static_cast<TriangleMesh *>(mesh);
    glBindBuffer(GL_ARRAY_BUFFER, tm->mBufferObjects[0]);
    glBufferData(GL_ARRAY_BUFFER, tm->mVertexDataSize, tm->mVertexData, GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tm->mBufferObjects[1]);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, tm->mIndexDataSize, tm->mIndexData, GL_STATIC_DRAW);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}

static uint32_t SC_loadU32(uint32_t bank, uint32_t offset)
{
    GET_TLS();
    const void *vp = sc->mSlots[bank]->getPtr();
    const uint32_t *i = static_cast<const uint32_t *>(vp);
    return i[offset];
}

static void SC_loadVec4(uint32_t bank, uint32_t offset, rsc_Vector4 *v)
{
    GET_TLS();
    const void *vp = sc->mSlots[bank]->getPtr();
    const float *f = static_cast<const float *>(vp);
    memcpy(v, &f[offset], sizeof(rsc_Vector4));
}

static void SC_loadMatrix(uint32_t bank, uint32_t offset, rsc_Matrix *m)
{
    GET_TLS();
    const void *vp = sc->mSlots[bank]->getPtr();
    const float *f = static_cast<const float *>(vp);
    memcpy(m, &f[offset], sizeof(rsc_Matrix));
}


static void SC_storeF(uint32_t bank, uint32_t offset, float v)
{
    //LOGE("storeF %i %i %f", bank, offset, v);
    GET_TLS();
    void *vp = sc->mSlots[bank]->getPtr();
    float *f = static_cast<float *>(vp);
    f[offset] = v;
}

static void SC_storeI32(uint32_t bank, uint32_t offset, int32_t v)
{
    GET_TLS();
    void *vp = sc->mSlots[bank]->getPtr();
    int32_t *f = static_cast<int32_t *>(vp);
    static_cast<int32_t *>(sc->mSlots[bank]->getPtr())[offset] = v;
}

static void SC_storeU32(uint32_t bank, uint32_t offset, uint32_t v)
{
    GET_TLS();
    void *vp = sc->mSlots[bank]->getPtr();
    uint32_t *f = static_cast<uint32_t *>(vp);
    static_cast<uint32_t *>(sc->mSlots[bank]->getPtr())[offset] = v;
}

static void SC_storeVec4(uint32_t bank, uint32_t offset, const rsc_Vector4 *v)
{
    GET_TLS();
    void *vp = sc->mSlots[bank]->getPtr();
    float *f = static_cast<float *>(vp);
    memcpy(&f[offset], v, sizeof(rsc_Vector4));
}

static void SC_storeMatrix(uint32_t bank, uint32_t offset, const rsc_Matrix *m)
{
    GET_TLS();
    void *vp = sc->mSlots[bank]->getPtr();
    float *f = static_cast<float *>(vp);
    memcpy(&f[offset], m, sizeof(rsc_Matrix));
}


//////////////////////////////////////////////////////////////////////////////
// Math routines
//////////////////////////////////////////////////////////////////////////////

#define PI 3.1415926f
#define DEG_TO_RAD PI / 180.0f
#define RAD_TO_DEG 180.0f / PI

static float SC_randf(float max)
{
    float r = (float)rand();
    return r / RAND_MAX * max;
}

static float SC_randf2(float min, float max)
{
    float r = (float)rand();
    return r / RAND_MAX * (max - min) + min;
}

static float SC_clampf(float amount, float low, float high)
{
    return amount < low ? low : (amount > high ? high : amount);
}

static float SC_maxf(float a, float b)
{
    return a > b ? a : b;
}

static float SC_minf(float a, float b)
{
    return a < b ? a : b;
}

static float SC_sqrf(float v)
{
    return v * v;
}

static int SC_sqr(int v)
{
    return v * v;
}

static float SC_distf2(float x1, float y1, float x2, float y2)
{
    float x = x2 - x1;
    float y = y2 - y1;
    return sqrtf(x * x + y * y);
}

static float SC_distf3(float x1, float y1, float z1, float x2, float y2, float z2)
{
    float x = x2 - x1;
    float y = y2 - y1;
    float z = z2 - z1;
    return sqrtf(x * x + y * y + z * z);
}

static float SC_magf2(float a, float b)
{
    return sqrtf(a * a + b * b);
}

static float SC_magf3(float a, float b, float c)
{
    return sqrtf(a * a + b * b + c * c);
}

static float SC_radf(float degrees)
{
    return degrees * DEG_TO_RAD;
}

static float SC_degf(float radians)
{
    return radians * RAD_TO_DEG;
}

static float SC_lerpf(float start, float stop, float amount)
{
    return start + (stop - start) * amount;
}

static float SC_normf(float start, float stop, float value)
{
    return (value - start) / (stop - start);
}

static float SC_mapf(float minStart, float minStop, float maxStart, float maxStop, float value)
{
    return maxStart + (maxStart - maxStop) * ((value - minStart) / (minStop - minStart));
}

//////////////////////////////////////////////////////////////////////////////
// Time routines
//////////////////////////////////////////////////////////////////////////////

static uint32_t SC_second()
{
    GET_TLS();

    time_t rawtime;
    time(&rawtime);

    if (sc->mEnviroment.mTimeZone) {
        struct tm timeinfo;
        localtime_tz(&rawtime, &timeinfo, sc->mEnviroment.mTimeZone);
        return timeinfo.tm_sec;
    } else {
        struct tm *timeinfo;
        timeinfo = localtime(&rawtime);
        return timeinfo->tm_sec;
    }
}

static uint32_t SC_minute()
{
    GET_TLS();

    time_t rawtime;
    time(&rawtime);

    if (sc->mEnviroment.mTimeZone) {
        struct tm timeinfo;
        localtime_tz(&rawtime, &timeinfo, sc->mEnviroment.mTimeZone);
        return timeinfo.tm_min;
    } else {
        struct tm *timeinfo;
        timeinfo = localtime(&rawtime);
        return timeinfo->tm_min;
    }
}

static uint32_t SC_hour()
{
    GET_TLS();

    time_t rawtime;
    time(&rawtime);

    if (sc->mEnviroment.mTimeZone) {
        struct tm timeinfo;
        localtime_tz(&rawtime, &timeinfo, sc->mEnviroment.mTimeZone);
        return timeinfo.tm_hour;
    } else {
        struct tm *timeinfo;
        timeinfo = localtime(&rawtime);
        return timeinfo->tm_hour;
    }
}

static uint32_t SC_day()
{
    GET_TLS();

    time_t rawtime;
    time(&rawtime);

    if (sc->mEnviroment.mTimeZone) {
        struct tm timeinfo;
        localtime_tz(&rawtime, &timeinfo, sc->mEnviroment.mTimeZone);
        return timeinfo.tm_mday;
    } else {
        struct tm *timeinfo;
        timeinfo = localtime(&rawtime);
        return timeinfo->tm_mday;
    }
}

static uint32_t SC_month()
{
    GET_TLS();

    time_t rawtime;
    time(&rawtime);

    if (sc->mEnviroment.mTimeZone) {
        struct tm timeinfo;
        localtime_tz(&rawtime, &timeinfo, sc->mEnviroment.mTimeZone);
        return timeinfo.tm_mon;
    } else {
        struct tm *timeinfo;
        timeinfo = localtime(&rawtime);
        return timeinfo->tm_mon;
    }
}

static uint32_t SC_year()
{
    GET_TLS();

    time_t rawtime;
    time(&rawtime);

    if (sc->mEnviroment.mTimeZone) {
        struct tm timeinfo;
        localtime_tz(&rawtime, &timeinfo, sc->mEnviroment.mTimeZone);
        return timeinfo.tm_year;
    } else {
        struct tm *timeinfo;
        timeinfo = localtime(&rawtime);
        return timeinfo->tm_year;
    }
}

//////////////////////////////////////////////////////////////////////////////
// Matrix routines
//////////////////////////////////////////////////////////////////////////////


static void SC_matrixLoadIdentity(rsc_Matrix *mat)
{
    Matrix *m = reinterpret_cast<Matrix *>(mat);
    m->loadIdentity();
}

static void SC_matrixLoadFloat(rsc_Matrix *mat, const float *f)
{
    Matrix *m = reinterpret_cast<Matrix *>(mat);
    m->load(f);
}

static void SC_matrixLoadMat(rsc_Matrix *mat, const rsc_Matrix *newmat)
{
    Matrix *m = reinterpret_cast<Matrix *>(mat);
    m->load(reinterpret_cast<const Matrix *>(newmat));
}

static void SC_matrixLoadRotate(rsc_Matrix *mat, float rot, float x, float y, float z)
{
    Matrix *m = reinterpret_cast<Matrix *>(mat);
    m->loadRotate(rot, x, y, z);
}

static void SC_matrixLoadScale(rsc_Matrix *mat, float x, float y, float z)
{
    Matrix *m = reinterpret_cast<Matrix *>(mat);
    m->loadScale(x, y, z);
}

static void SC_matrixLoadTranslate(rsc_Matrix *mat, float x, float y, float z)
{
    Matrix *m = reinterpret_cast<Matrix *>(mat);
    m->loadTranslate(x, y, z);
}

static void SC_matrixLoadMultiply(rsc_Matrix *mat, const rsc_Matrix *lhs, const rsc_Matrix *rhs)
{
    Matrix *m = reinterpret_cast<Matrix *>(mat);
    m->loadMultiply(reinterpret_cast<const Matrix *>(lhs),
                    reinterpret_cast<const Matrix *>(rhs));
}

static void SC_matrixMultiply(rsc_Matrix *mat, const rsc_Matrix *rhs)
{
    Matrix *m = reinterpret_cast<Matrix *>(mat);
    m->multiply(reinterpret_cast<const Matrix *>(rhs));
}

static void SC_matrixRotate(rsc_Matrix *mat, float rot, float x, float y, float z)
{
    Matrix *m = reinterpret_cast<Matrix *>(mat);
    m->rotate(rot, x, y, z);
}

static void SC_matrixScale(rsc_Matrix *mat, float x, float y, float z)
{
    Matrix *m = reinterpret_cast<Matrix *>(mat);
    m->scale(x, y, z);
}

static void SC_matrixTranslate(rsc_Matrix *mat, float x, float y, float z)
{
    Matrix *m = reinterpret_cast<Matrix *>(mat);
    m->translate(x, y, z);
}




//////////////////////////////////////////////////////////////////////////////
// Context
//////////////////////////////////////////////////////////////////////////////

static void SC_bindTexture(RsProgramFragment vpf, uint32_t slot, RsAllocation va)
{
    GET_TLS();
    rsi_ProgramFragmentBindTexture(rsc,
                                   static_cast<ProgramFragment *>(vpf),
                                   slot,
                                   static_cast<Allocation *>(va));

}

static void SC_bindSampler(RsProgramFragment vpf, uint32_t slot, RsSampler vs)
{
    GET_TLS();
    rsi_ProgramFragmentBindSampler(rsc,
                                   static_cast<ProgramFragment *>(vpf),
                                   slot,
                                   static_cast<Sampler *>(vs));

}

static void SC_bindProgramFragmentStore(RsProgramFragmentStore pfs)
{
    GET_TLS();
    rsi_ContextBindProgramFragmentStore(rsc, pfs);

}

static void SC_bindProgramFragment(RsProgramFragment pf)
{
    GET_TLS();
    rsi_ContextBindProgramFragment(rsc, pf);

}

static void SC_bindProgramVertex(RsProgramVertex pv)
{
    GET_TLS();
    rsi_ContextBindProgramVertex(rsc, pv);

}

//////////////////////////////////////////////////////////////////////////////
// VP
//////////////////////////////////////////////////////////////////////////////

static void SC_vpLoadModelMatrix(const rsc_Matrix *m)
{
    GET_TLS();
    rsc->getVertex()->setModelviewMatrix(m);
}

static void SC_vpLoadTextureMatrix(const rsc_Matrix *m)
{
    GET_TLS();
    rsc->getVertex()->setTextureMatrix(m);
}



//////////////////////////////////////////////////////////////////////////////
// Drawing
//////////////////////////////////////////////////////////////////////////////

static void SC_drawTriangleMesh(RsTriangleMesh mesh)
{
    GET_TLS();
    rsi_TriangleMeshRender(rsc, mesh);
}

static void SC_drawTriangleMeshRange(RsTriangleMesh mesh, uint32_t start, uint32_t count)
{
    GET_TLS();
    rsi_TriangleMeshRenderRange(rsc, mesh, start, count);
}

// Assumes (GL_FIXED) x,y,z (GL_UNSIGNED_BYTE)r,g,b,a
static void SC_drawTriangleArray(int ialloc, uint32_t count)
{
    GET_TLS();
    RsAllocation alloc = (RsAllocation)ialloc;

    const Allocation *a = (const Allocation *)alloc;
    const uint32_t *ptr = (const uint32_t *)a->getPtr();

    rsc->setupCheck();

    glBindBuffer(GL_ARRAY_BUFFER, 0);
    //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tm->mBufferObjects[1]);

    glEnableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_NORMAL_ARRAY);
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    glEnableClientState(GL_COLOR_ARRAY);

    glVertexPointer(2, GL_FIXED, 12, ptr + 1);
    //glTexCoordPointer(2, GL_FIXED, 24, ptr + 1);
    glColorPointer(4, GL_UNSIGNED_BYTE, 12, ptr);

    glDrawArrays(GL_TRIANGLES, 0, count * 3);
}

static void SC_drawLine(float x1, float y1, float z1,
                        float x2, float y2, float z2)
{
    GET_TLS();
    rsc->setupCheck();

    float vtx[] = { x1, y1, z1, x2, y2, z2 };

    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glEnableClientState(GL_VERTEX_ARRAY);
    glVertexPointer(3, GL_FLOAT, 0, vtx);

    glDisableClientState(GL_NORMAL_ARRAY);
    glDisableClientState(GL_COLOR_ARRAY);

    glDrawArrays(GL_LINES, 0, 2);
}

static void SC_drawQuadTexCoords(float x1, float y1, float z1,
                                 float u1, float v1,
                                 float x2, float y2, float z2,
                                 float u2, float v2,
                                 float x3, float y3, float z3,
                                 float u3, float v3,
                                 float x4, float y4, float z4,
                                 float u4, float v4)
{
    GET_TLS();
    
    //LOGE("Quad");
    //LOGE("%4.2f, %4.2f, %4.2f", x1, y1, z1);
    //LOGE("%4.2f, %4.2f, %4.2f", x2, y2, z2);
    //LOGE("%4.2f, %4.2f, %4.2f", x3, y3, z3);
    //LOGE("%4.2f, %4.2f, %4.2f", x4, y4, z4);
    
    float vtx[] = {x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4};
    const float tex[] = {u1,v1, u2,v2, u3,v3, u4,v4};

    rsc->setupCheck();

    glBindBuffer(GL_ARRAY_BUFFER, 0);
    //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tm->mBufferObjects[1]);

    glEnableClientState(GL_VERTEX_ARRAY);
    glVertexPointer(3, GL_FLOAT, 0, vtx);

    glClientActiveTexture(GL_TEXTURE0);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    glTexCoordPointer(2, GL_FLOAT, 0, tex);
    glClientActiveTexture(GL_TEXTURE1);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    glTexCoordPointer(2, GL_FLOAT, 0, tex);
    glClientActiveTexture(GL_TEXTURE0);

    glDisableClientState(GL_NORMAL_ARRAY);
    glDisableClientState(GL_COLOR_ARRAY);

    //glColorPointer(4, GL_UNSIGNED_BYTE, 12, ptr);

    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}

static void SC_drawQuad(float x1, float y1, float z1,
                        float x2, float y2, float z2,
                        float x3, float y3, float z3,
                        float x4, float y4, float z4)
{
    SC_drawQuadTexCoords(x1, y1, z1, 0, 1,
                         x2, y2, z2, 1, 1,
                         x3, y3, z3, 1, 0,
                         x4, y4, z4, 0, 0);
}

static void SC_drawRect(float x1, float y1,
                        float x2, float y2, float z)
{
    SC_drawQuad(x1, y2, z,
                x2, y2, z,
                x2, y1, z,
                x1, y1, z);
}

static void SC_drawSimpleMesh(RsSimpleMesh vsm)
{
    GET_TLS();
    SimpleMesh *sm = static_cast<SimpleMesh *>(vsm);
    rsc->setupCheck();
    sm->render();
}

static void SC_drawSimpleMeshRange(RsSimpleMesh vsm, uint32_t start, uint32_t len)
{
    GET_TLS();
    SimpleMesh *sm = static_cast<SimpleMesh *>(vsm);
    rsc->setupCheck();
    sm->renderRange(start, len);
}


//////////////////////////////////////////////////////////////////////////////
//
//////////////////////////////////////////////////////////////////////////////

static void SC_color(float r, float g, float b, float a)
{
    glColor4f(r, g, b, a);
}

static void SC_ambient(float r, float g, float b, float a)
{
    GLfloat params[] = { r, g, b, a };
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, params);
}

static void SC_diffuse(float r, float g, float b, float a)
{
    GLfloat params[] = { r, g, b, a };
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, params);
}

static void SC_specular(float r, float g, float b, float a)
{
    GLfloat params[] = { r, g, b, a };
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, params);
}

static void SC_emission(float r, float g, float b, float a)
{
    GLfloat params[] = { r, g, b, a };
    glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, params);
}

static void SC_shininess(float s)
{
    glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, s);
}

static void SC_hsb(float h, float s, float b, float a)
{
    float red = 0.0f;
    float green = 0.0f;
    float blue = 0.0f;

    float x = h;
    float y = s;
    float z = b;

    float hf = (x - (int) x) * 6.0f;
    int ihf = (int) hf;
    float f = hf - ihf;
    float pv = z * (1.0f - y);
    float qv = z * (1.0f - y * f);
    float tv = z * (1.0f - y * (1.0f - f));

    switch (ihf) {
        case 0:         // Red is the dominant color
            red = z;
            green = tv;
            blue = pv;
            break;
        case 1:         // Green is the dominant color
            red = qv;
            green = z;
            blue = pv;
            break;
        case 2:
            red = pv;
            green = z;
            blue = tv;
            break;
        case 3:         // Blue is the dominant color
            red = pv;
            green = qv;
            blue = z;
            break;
        case 4:
            red = tv;
            green = pv;
            blue = z;
            break;
        case 5:         // Red is the dominant color
            red = z;
            green = pv;
            blue = qv;
            break;
    }

    glColor4f(red, green, blue, a);
}

static void SC_uploadToTexture(RsAllocation va, uint32_t baseMipLevel)
{
    GET_TLS();
    rsi_AllocationUploadToTexture(rsc, va, baseMipLevel);
}

static void SC_uploadToBufferObject(RsAllocation va)
{
    GET_TLS();
    rsi_AllocationUploadToBufferObject(rsc, va);
}

static void SC_ClearColor(float r, float g, float b, float a)
{
    //LOGE("c %f %f %f %f", r, g, b, a);
    GET_TLS();
    sc->mEnviroment.mClearColor[0] = r;
    sc->mEnviroment.mClearColor[1] = g;
    sc->mEnviroment.mClearColor[2] = b;
    sc->mEnviroment.mClearColor[3] = a;
}

static void SC_debugF(const char *s, float f)
{
    LOGE("%s %f", s, f);
}

static void SC_debugI32(const char *s, int32_t i)
{
    LOGE("%s %i", s, i);
}



//////////////////////////////////////////////////////////////////////////////
// Class implementation
//////////////////////////////////////////////////////////////////////////////

ScriptCState::SymbolTable_t ScriptCState::gSyms[] = {
    // IO
    { "loadI32", (void *)&SC_loadI32,
        "int", "(int, int)" },
    //{ "loadU32", (void *)&SC_loadU32, "unsigned int", "(int, int)" },
    { "loadF", (void *)&SC_loadF,
        "float", "(int, int)" },
    { "loadArrayF", (void *)&SC_loadArrayF,
        "float*", "(int, int)" },
    { "loadArrayI32", (void *)&SC_loadArrayI32,
        "int*", "(int, int)" },
    { "loadVec4", (void *)&SC_loadVec4,
        "void", "(int, int, float *)" },
    { "loadMatrix", (void *)&SC_loadMatrix,
        "void", "(int, int, float *)" },
    { "storeI32", (void *)&SC_storeI32,
        "void", "(int, int, int)" },
    //{ "storeU32", (void *)&SC_storeU32, "void", "(int, int, unsigned int)" },
    { "storeF", (void *)&SC_storeF,
        "void", "(int, int, float)" },
    { "storeVec4", (void *)&SC_storeVec4,
        "void", "(int, int, float *)" },
    { "storeMatrix", (void *)&SC_storeMatrix,
        "void", "(int, int, float *)" },
    { "loadTriangleMeshVerticesF", (void *)&SC_loadTriangleMeshVerticesF,
        "float*", "(int)" },
    { "updateTriangleMesh", (void *)&SC_updateTriangleMesh,
        "void", "(int)" },

    // math
    { "abs", (void *)&abs,
        "int", "(int)" },
    { "absf", (void *)&fabs,
        "float", "(float)" },
    { "sinf", (void *)&sinf,
        "float", "(float)" },
    { "cosf", (void *)&cosf,
        "float", "(float)" },
    { "asinf", (void *)&asinf,
        "float", "(float)" },
    { "acosf", (void *)&acosf,
        "float", "(float)" },
    { "atanf", (void *)&atanf,
        "float", "(float)" },
    { "atan2f", (void *)&atan2f,
        "float", "(float, float)" },
    { "fabsf", (void *)&fabsf,
        "float", "(float)" },
    { "randf", (void *)&SC_randf,
        "float", "(float)" },
    { "randf2", (void *)&SC_randf2,
        "float", "(float, float)" },
    { "floorf", (void *)&floorf,
        "float", "(float)" },
    { "ceilf", (void *)&ceilf,
        "float", "(float)" },
    { "expf", (void *)&expf,
        "float", "(float)" },
    { "logf", (void *)&logf,
        "float", "(float)" },
    { "powf", (void *)&powf,
        "float", "(float, float)" },
    { "maxf", (void *)&SC_maxf,
        "float", "(float, float)" },
    { "minf", (void *)&SC_minf,
        "float", "(float, float)" },
    { "sqrt", (void *)&sqrt,
        "int", "(int)" },
    { "sqrtf", (void *)&sqrtf,
        "float", "(float)" },
    { "sqr", (void *)&SC_sqr,
        "int", "(int)" },
    { "sqrf", (void *)&SC_sqrf,
        "float", "(float)" },
    { "clampf", (void *)&SC_clampf,
        "float", "(float, float, float)" },
    { "distf2", (void *)&SC_distf2,
        "float", "(float, float, float, float)" },
    { "distf3", (void *)&SC_distf3,
        "float", "(float, float, float, float, float, float)" },
    { "magf2", (void *)&SC_magf2,
        "float", "(float, float)" },
    { "magf3", (void *)&SC_magf3,
        "float", "(float, float, float)" },
    { "radf", (void *)&SC_radf,
        "float", "(float)" },
    { "degf", (void *)&SC_degf,
        "float", "(float)" },
    { "lerpf", (void *)&SC_lerpf,
        "float", "(float, float, float)" },
    { "normf", (void *)&SC_normf,
        "float", "(float, float, float)" },
    { "mapf", (void *)&SC_mapf,
        "float", "(float, float, float, float, float)" },
    { "noisef", (void *)&SC_noisef,
        "float", "(float)" },
    { "noisef2", (void *)&SC_noisef2,
        "float", "(float, float)" },
    { "noisef3", (void *)&SC_noisef3,
        "float", "(float, float, float)" },
    { "turbulencef2", (void *)&SC_turbulencef2,
        "float", "(float, float, float)" },
    { "turbulencef3", (void *)&SC_turbulencef3,
        "float", "(float, float, float, float)" },

    // time
    { "second", (void *)&SC_second,
        "int", "()" },
    { "minute", (void *)&SC_minute,
        "int", "()" },
    { "hour", (void *)&SC_hour,
        "int", "()" },
    { "day", (void *)&SC_day,
        "int", "()" },
    { "month", (void *)&SC_month,
        "int", "()" },
    { "year", (void *)&SC_year,
        "int", "()" },

    // matrix
    { "matrixLoadIdentity", (void *)&SC_matrixLoadIdentity,
        "void", "(float *mat)" },
    { "matrixLoadFloat", (void *)&SC_matrixLoadFloat,
        "void", "(float *mat, float *f)" },
    { "matrixLoadMat", (void *)&SC_matrixLoadMat,
        "void", "(float *mat, float *newmat)" },
    { "matrixLoadRotate", (void *)&SC_matrixLoadRotate,
        "void", "(float *mat, float rot, float x, float y, float z)" },
    { "matrixLoadScale", (void *)&SC_matrixLoadScale,
        "void", "(float *mat, float x, float y, float z)" },
    { "matrixLoadTranslate", (void *)&SC_matrixLoadTranslate,
        "void", "(float *mat, float x, float y, float z)" },
    { "matrixLoadMultiply", (void *)&SC_matrixLoadMultiply,
        "void", "(float *mat, float *lhs, float *rhs)" },
    { "matrixMultiply", (void *)&SC_matrixMultiply,
        "void", "(float *mat, float *rhs)" },
    { "matrixRotate", (void *)&SC_matrixRotate,
        "void", "(float *mat, float rot, float x, float y, float z)" },
    { "matrixScale", (void *)&SC_matrixScale,
        "void", "(float *mat, float x, float y, float z)" },
    { "matrixTranslate", (void *)&SC_matrixTranslate,
        "void", "(float *mat, float x, float y, float z)" },

    // context
    { "bindProgramFragment", (void *)&SC_bindProgramFragment,
        "void", "(int)" },
    { "bindProgramFragmentStore", (void *)&SC_bindProgramFragmentStore,
        "void", "(int)" },
    { "bindProgramVertex", (void *)&SC_bindProgramVertex,
        "void", "(int)" },
    { "bindSampler", (void *)&SC_bindSampler,
        "void", "(int, int, int)" },
    { "bindTexture", (void *)&SC_bindTexture,
        "void", "(int, int, int)" },

    // vp
    { "vpLoadModelMatrix", (void *)&SC_vpLoadModelMatrix,
        "void", "(void *)" },
    { "vpLoadTextureMatrix", (void *)&SC_vpLoadTextureMatrix,
        "void", "(void *)" },



    // drawing
    { "drawRect", (void *)&SC_drawRect,
        "void", "(float x1, float y1, float x2, float y2, float z)" },
    { "drawQuad", (void *)&SC_drawQuad,
        "void", "(float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4)" },
    { "drawQuadTexCoords", (void *)&SC_drawQuadTexCoords,
        "void", "(float x1, float y1, float z1, float u1, float v1, float x2, float y2, float z2, float u2, float v2, float x3, float y3, float z3, float u3, float v3, float x4, float y4, float z4, float u4, float v4)" },
    { "drawTriangleArray", (void *)&SC_drawTriangleArray,
        "void", "(int ialloc, int count)" },
    { "drawTriangleMesh", (void *)&SC_drawTriangleMesh,
        "void", "(int mesh)" },
    { "drawTriangleMeshRange", (void *)&SC_drawTriangleMeshRange,
        "void", "(int mesh, int start, int count)" },
    { "drawLine", (void *)&SC_drawLine,
        "void", "(float x1, float y1, float z1, float x2, float y2, float z2)" },
    { "drawSimpleMesh", (void *)&SC_drawSimpleMesh,
        "void", "(int ism)" },
    { "drawSimpleMeshRange", (void *)&SC_drawSimpleMeshRange,
        "void", "(int ism, int start, int len)" },


    // misc
    { "pfClearColor", (void *)&SC_ClearColor,
        "void", "(float, float, float, float)" },
    { "color", (void *)&SC_color,
        "void", "(float, float, float, float)" },
    { "hsb", (void *)&SC_hsb,
        "void", "(float, float, float, float)" },
    { "ambient", (void *)&SC_ambient,
        "void", "(float, float, float, float)" },
    { "diffuse", (void *)&SC_diffuse,
        "void", "(float, float, float, float)" },
    { "specular", (void *)&SC_specular,
        "void", "(float, float, float, float)" },
    { "emission", (void *)&SC_emission,
        "void", "(float, float, float, float)" },
    { "shininess", (void *)&SC_shininess,
        "void", "(float)" },

    { "uploadToTexture", (void *)&SC_uploadToTexture,
        "void", "(int, int)" },
    { "uploadToBufferObject", (void *)&SC_uploadToBufferObject,
        "void", "(int)" },


    { "debugF", (void *)&SC_debugF,
        "void", "(void *, float)" },
    { "debugI32", (void *)&SC_debugI32,
        "void", "(void *, int)" },


    { NULL, NULL, NULL, NULL }
};

const ScriptCState::SymbolTable_t * ScriptCState::lookupSymbol(const char *sym)
{
    ScriptCState::SymbolTable_t *syms = gSyms;

    while (syms->mPtr) {
        if (!strcmp(syms->mName, sym)) {
            return syms;
        }
        syms++;
    }
    return NULL;
}

void ScriptCState::appendDecls(String8 *str)
{
    ScriptCState::SymbolTable_t *syms = gSyms;
    while (syms->mPtr) {
        str->append(syms->mRet);
        str->append(" ");
        str->append(syms->mName);
        str->append(syms->mParam);
        str->append(";\n");
        syms++;
    }
}