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author | The Android Open Source Project <initial-contribution@android.com> | 2009-03-03 18:28:45 -0800 |
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committer | The Android Open Source Project <initial-contribution@android.com> | 2009-03-03 18:28:45 -0800 |
commit | d5193d9394c5e58176d7bcdf50ef017f8a3b9e1e (patch) | |
tree | 4b825dc642cb6eb9a060e54bf8d69288fbee4904 /opengl/libagl/light.cpp | |
parent | 43aa2b1cbf7a03e248e10f4d0fec0463257cd52d (diff) | |
download | frameworks_native-d5193d9394c5e58176d7bcdf50ef017f8a3b9e1e.zip frameworks_native-d5193d9394c5e58176d7bcdf50ef017f8a3b9e1e.tar.gz frameworks_native-d5193d9394c5e58176d7bcdf50ef017f8a3b9e1e.tar.bz2 |
auto import from //depot/cupcake/@135843
Diffstat (limited to 'opengl/libagl/light.cpp')
-rw-r--r-- | opengl/libagl/light.cpp | 852 |
1 files changed, 0 insertions, 852 deletions
diff --git a/opengl/libagl/light.cpp b/opengl/libagl/light.cpp deleted file mode 100644 index 25c41d0..0000000 --- a/opengl/libagl/light.cpp +++ /dev/null @@ -1,852 +0,0 @@ -/* libs/opengles/light.cpp -** -** Copyright 2006, The Android Open Source Project -** -** Licensed under the Apache License, Version 2.0 (the "License"); -** you may not use this file except in compliance with the License. -** You may obtain a copy of the License at -** -** http://www.apache.org/licenses/LICENSE-2.0 -** -** Unless required by applicable law or agreed to in writing, software -** distributed under the License is distributed on an "AS IS" BASIS, -** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -** See the License for the specific language governing permissions and -** limitations under the License. -*/ - -#include <stdio.h> -#include "context.h" -#include "fp.h" -#include "light.h" -#include "state.h" -#include "matrix.h" - - -#if defined(__arm__) && defined(__thumb__) -#warning "light.cpp should not be compiled in thumb on ARM." -#endif - -namespace android { - -// ---------------------------------------------------------------------------- - -static void invalidate_lighting(ogles_context_t* c); -static void lightVertexValidate(ogles_context_t* c, vertex_t* v); -static void lightVertexNop(ogles_context_t* c, vertex_t* v); -static void lightVertex(ogles_context_t* c, vertex_t* v); -static void lightVertexMaterial(ogles_context_t* c, vertex_t* v); - -static inline void vscale3(GLfixed* d, const GLfixed* m, GLfixed s); -static inline void vsub3w(GLfixed* d, const GLfixed* a, const GLfixed* b); - -static __attribute__((noinline)) -void vnorm3(GLfixed* d, const GLfixed* a); - -static inline void vsa3(GLfixed* d, - const GLfixed* m, GLfixed s, const GLfixed* a); -static inline void vmla3(GLfixed* d, - const GLfixed* m0, const GLfixed* m1, const GLfixed* a); -static inline void vmul3(GLfixed* d, - const GLfixed* m0, const GLfixed* m1); - -static GLfixed fog_linear(ogles_context_t* c, GLfixed z); -static GLfixed fog_exp(ogles_context_t* c, GLfixed z); -static GLfixed fog_exp2(ogles_context_t* c, GLfixed z); - - -// ---------------------------------------------------------------------------- - -static void init_white(vec4_t& c) { - c.r = c.g = c.b = c.a = 0x10000; -} - -void ogles_init_light(ogles_context_t* c) -{ - for (unsigned int i=0 ; i<OGLES_MAX_LIGHTS ; i++) { - c->lighting.lights[i].ambient.a = 0x10000; - c->lighting.lights[i].position.z = 0x10000; - c->lighting.lights[i].spotDir.z = -0x10000; - c->lighting.lights[i].spotCutoff = gglIntToFixed(180); - c->lighting.lights[i].attenuation[0] = 0x10000; - } - init_white(c->lighting.lights[0].diffuse); - init_white(c->lighting.lights[0].specular); - - c->lighting.front.ambient.r = - c->lighting.front.ambient.g = - c->lighting.front.ambient.b = gglFloatToFixed(0.2f); - c->lighting.front.ambient.a = 0x10000; - c->lighting.front.diffuse.r = - c->lighting.front.diffuse.g = - c->lighting.front.diffuse.b = gglFloatToFixed(0.8f); - c->lighting.front.diffuse.a = 0x10000; - c->lighting.front.specular.a = 0x10000; - c->lighting.front.emission.a = 0x10000; - - c->lighting.lightModel.ambient.r = - c->lighting.lightModel.ambient.g = - c->lighting.lightModel.ambient.b = gglFloatToFixed(0.2f); - c->lighting.lightModel.ambient.a = 0x10000; - - c->lighting.colorMaterial.face = GL_FRONT_AND_BACK; - c->lighting.colorMaterial.mode = GL_AMBIENT_AND_DIFFUSE; - - c->fog.mode = GL_EXP; - c->fog.fog = fog_exp; - c->fog.density = 0x10000; - c->fog.end = 0x10000; - c->fog.invEndMinusStart = 0x10000; - - invalidate_lighting(c); - - c->rasterizer.procs.shadeModel(c, GL_SMOOTH); - c->lighting.shadeModel = GL_SMOOTH; -} - -void ogles_uninit_light(ogles_context_t* c) -{ -} - -static inline int32_t clampF(GLfixed f) CONST; -int32_t clampF(GLfixed f) { - f = (f & ~(f>>31)); - if (f >= 0x10000) - f = 0x10000; - return f; -} - -static GLfixed fog_linear(ogles_context_t* c, GLfixed z) { - return clampF(gglMulx((c->fog.end - ((z<0)?-z:z)), c->fog.invEndMinusStart)); -} - -static GLfixed fog_exp(ogles_context_t* c, GLfixed z) { - const float e = fixedToFloat(gglMulx(c->fog.density, ((z<0)?-z:z))); - return clampF(gglFloatToFixed(fastexpf(-e))); -} - -static GLfixed fog_exp2(ogles_context_t* c, GLfixed z) { - const float e = fixedToFloat(gglMulx(c->fog.density, z)); - return clampF(gglFloatToFixed(fastexpf(-e*e))); -} - -// ---------------------------------------------------------------------------- -#if 0 -#pragma mark - -#pragma mark math helpers -#endif - -static inline -void vscale3(GLfixed* d, const GLfixed* m, GLfixed s) { - d[0] = gglMulx(m[0], s); - d[1] = gglMulx(m[1], s); - d[2] = gglMulx(m[2], s); -} - -static inline -void vsa3(GLfixed* d, const GLfixed* m, GLfixed s, const GLfixed* a) { - d[0] = gglMulAddx(m[0], s, a[0]); - d[1] = gglMulAddx(m[1], s, a[1]); - d[2] = gglMulAddx(m[2], s, a[2]); -} - -static inline -void vsub3w(GLfixed* d, const GLfixed* a, const GLfixed* b) { - const GLfixed wa = a[3]; - const GLfixed wb = b[3]; - if (ggl_likely(wa == wb)) { - d[0] = a[0] - b[0]; - d[1] = a[1] - b[1]; - d[2] = a[2] - b[2]; - } else { - d[0] = gglMulSubx(a[0], wb, gglMulx(b[0], wa)); - d[1] = gglMulSubx(a[1], wb, gglMulx(b[1], wa)); - d[2] = gglMulSubx(a[2], wb, gglMulx(b[2], wa)); - } -} - -static inline -void vmla3(GLfixed* d, - const GLfixed* m0, const GLfixed* m1, const GLfixed* a) -{ - d[0] = gglMulAddx(m0[0], m1[0], a[0]); - d[1] = gglMulAddx(m0[1], m1[1], a[1]); - d[2] = gglMulAddx(m0[2], m1[2], a[2]); -} - -static inline -void vmul3(GLfixed* d, const GLfixed* m0, const GLfixed* m1) { - d[0] = gglMulx(m0[0], m1[0]); - d[1] = gglMulx(m0[1], m1[1]); - d[2] = gglMulx(m0[2], m1[2]); -} - -void vnorm3(GLfixed* d, const GLfixed* a) -{ - // we must take care of overflows when normalizing a vector - GLfixed n; - int32_t x = a[0]; x = x>=0 ? x : -x; - int32_t y = a[1]; y = y>=0 ? y : -y; - int32_t z = a[2]; z = z>=0 ? z : -z; - if (ggl_likely(x<=0x6800 && y<=0x6800 && z<= 0x6800)) { - // in this case this will all fit on 32 bits - n = x*x + y*y + z*z; - n = gglSqrtRecipx(n); - n <<= 8; - } else { - // here norm^2 is at least 0x7EC00000 (>>32 == 0.495117) - n = vsquare3(x, y, z); - n = gglSqrtRecipx(n); - } - vscale3(d, a, n); -} - -// ---------------------------------------------------------------------------- -#if 0 -#pragma mark - -#pragma mark lighting equations -#endif - -static inline void light_picker(ogles_context_t* c) -{ - if (ggl_likely(!c->lighting.enable)) { - c->lighting.lightVertex = lightVertexNop; - return; - } - if (c->lighting.colorMaterial.enable) { - c->lighting.lightVertex = lightVertexMaterial; - } else { - c->lighting.lightVertex = lightVertex; - } -} - -static inline void validate_light_mvi(ogles_context_t* c) -{ - uint32_t en = c->lighting.enabledLights; - while (en) { - const int i = 31 - gglClz(en); - en &= ~(1<<i); - light_t& l = c->lighting.lights[i]; - c->transforms.mvui.point3(&c->transforms.mvui, - &l.objPosition, &l.position); - vnorm3(l.normalizedObjPosition.v, l.objPosition.v); - } -} - -static inline void validate_light(ogles_context_t* c) -{ - // if colorMaterial is enabled, we get the color from the vertex - if (!c->lighting.colorMaterial.enable) { - material_t& material = c->lighting.front; - uint32_t en = c->lighting.enabledLights; - while (en) { - const int i = 31 - gglClz(en); - en &= ~(1<<i); - light_t& l = c->lighting.lights[i]; - vmul3(l.implicitAmbient.v, material.ambient.v, l.ambient.v); - vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v); - vmul3(l.implicitSpecular.v, material.specular.v, l.specular.v); - - // this is just a flag to tell if we have a specular component - l.implicitSpecular.v[3] = - l.implicitSpecular.r | - l.implicitSpecular.g | - l.implicitSpecular.b; - - l.rConstAttenuation = (l.attenuation[1] | l.attenuation[2])==0; - if (l.rConstAttenuation) - l.rConstAttenuation = gglRecipFast(l.attenuation[0]); - } - // emission and ambient for the whole scene - vmla3( c->lighting.implicitSceneEmissionAndAmbient.v, - c->lighting.lightModel.ambient.v, - material.ambient.v, - material.emission.v); - c->lighting.implicitSceneEmissionAndAmbient.a = material.diffuse.a; - } - validate_light_mvi(c); -} - -void invalidate_lighting(ogles_context_t* c) -{ - // TODO: pick lightVertexValidate or lightVertexValidateMVI - // instead of systematically the heavier lightVertexValidate() - c->lighting.lightVertex = lightVertexValidate; -} - -void ogles_invalidate_lighting_mvui(ogles_context_t* c) -{ - invalidate_lighting(c); -} - -void lightVertexNop(ogles_context_t*, vertex_t* v) -{ - // we should never end-up here -} - -void lightVertexValidateMVI(ogles_context_t* c, vertex_t* v) -{ - validate_light_mvi(c); - light_picker(c); - c->lighting.lightVertex(c, v); -} - -void lightVertexValidate(ogles_context_t* c, vertex_t* v) -{ - validate_light(c); - light_picker(c); - c->lighting.lightVertex(c, v); -} - -void lightVertexMaterial(ogles_context_t* c, vertex_t* v) -{ - // fetch the material color - const GLvoid* cp = c->arrays.color.element( - v->index & vertex_cache_t::INDEX_MASK); - c->arrays.color.fetch(c, v->color.v, cp); - - // acquire the color-material from the vertex - material_t& material = c->lighting.front; - material.ambient = - material.diffuse = v->color; - // implicit arguments need to be computed per/vertex - uint32_t en = c->lighting.enabledLights; - while (en) { - const int i = 31 - gglClz(en); - en &= ~(1<<i); - light_t& l = c->lighting.lights[i]; - vmul3(l.implicitAmbient.v, material.ambient.v, l.ambient.v); - vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v); - vmul3(l.implicitSpecular.v, material.specular.v, l.specular.v); - } - // emission and ambient for the whole scene - vmla3( c->lighting.implicitSceneEmissionAndAmbient.v, - c->lighting.lightModel.ambient.v, - material.ambient.v, - material.emission.v); - c->lighting.implicitSceneEmissionAndAmbient.a = material.diffuse.a; - - // now we can light our vertex as usual - lightVertex(c, v); -} - -void lightVertex(ogles_context_t* c, vertex_t* v) -{ - // emission and ambient for the whole scene - vec4_t r = c->lighting.implicitSceneEmissionAndAmbient; - - uint32_t en = c->lighting.enabledLights; - if (ggl_likely(en)) { - // since we do the lighting in object-space, we don't need to - // transform each normal. However, we might still have to normalize - // it if GL_NORMALIZE is enabled. - vec4_t n; - c->arrays.normal.fetch(c, n.v, - c->arrays.normal.element(v->index & vertex_cache_t::INDEX_MASK)); - if (c->transforms.rescaleNormals == GL_NORMALIZE) - vnorm3(n.v, n.v); - - const material_t& material = c->lighting.front; - const int twoSide = c->lighting.lightModel.twoSide; - - while (en) { - const int i = 31 - gglClz(en); - en &= ~(1<<i); - const light_t& l = c->lighting.lights[i]; - - vec4_t d, t; - GLfixed s; - GLfixed sqDist = 0x10000; - - // compute vertex-to-light vector - if (ggl_unlikely(l.position.w)) { - vsub3w(d.v, l.objPosition.v, v->obj.v); - sqDist = dot3(d.v, d.v); - vscale3(d.v, d.v, gglSqrtRecipx(sqDist)); - } else { - // TODO: avoid copy here - d = l.normalizedObjPosition; - } - - // ambient & diffuse - s = dot3(n.v, d.v); - s = (s<0) ? (twoSide?(-s):0) : s; - vsa3(t.v, l.implicitDiffuse.v, s, l.implicitAmbient.v); - - // specular - if (ggl_unlikely(s && l.implicitSpecular.v[3])) { - vec4_t h; - h.x = d.x; - h.y = d.y; - h.z = d.z + 0x10000; - vnorm3(h.v, h.v); - s = dot3(n.v, h.v); - s = (s<0) ? (twoSide?(-s):0) : s; - if (s > 0) { - s = gglPowx(s, material.shininess); - vsa3(t.v, l.implicitSpecular.v, s, t.v); - } - } - - // spot - if (ggl_unlikely(l.spotCutoff != gglIntToFixed(180))) { - GLfixed spotAtt = -dot3(l.normalizedSpotDir.v, d.v); - if (spotAtt >= l.spotCutoffCosine) { - vscale3(t.v, t.v, gglPowx(spotAtt, l.spotExp)); - } - } - - // attenuation - if (ggl_unlikely(l.position.w)) { - if (l.rConstAttenuation) { - s = l.rConstAttenuation; - } else { - s = gglMulAddx(sqDist, l.attenuation[2], l.attenuation[0]); - if (l.attenuation[1]) - s = gglMulAddx(gglSqrtx(sqDist), l.attenuation[1], s); - s = gglRecipFast(s); - } - vscale3(t.v, t.v, s); - } - - r.r += t.r; - r.g += t.g; - r.b += t.b; - } - } - v->color.r = gglClampx(r.r); - v->color.g = gglClampx(r.g); - v->color.b = gglClampx(r.b); - v->color.a = gglClampx(r.a); - v->flags |= vertex_t::LIT; -} - -static void lightModelx(GLenum pname, GLfixed param, ogles_context_t* c) -{ - if (ggl_unlikely(pname != GL_LIGHT_MODEL_TWO_SIDE)) { - ogles_error(c, GL_INVALID_ENUM); - return; - } - c->lighting.lightModel.twoSide = param ? GL_TRUE : GL_FALSE; - invalidate_lighting(c); -} - -static void lightx(GLenum i, GLenum pname, GLfixed param, ogles_context_t* c) -{ - if (ggl_unlikely(uint32_t(i-GL_LIGHT0) >= OGLES_MAX_LIGHTS)) { - ogles_error(c, GL_INVALID_ENUM); - return; - } - - light_t& light = c->lighting.lights[i-GL_LIGHT0]; - const GLfixed kDegToRad = GLfixed((M_PI * gglIntToFixed(1)) / 180.0f); - switch (pname) { - case GL_SPOT_EXPONENT: - if (GGLfixed(param) >= gglIntToFixed(128)) { - ogles_error(c, GL_INVALID_VALUE); - return; - } - light.spotExp = param; - break; - case GL_SPOT_CUTOFF: - if (param!=gglIntToFixed(180) && GGLfixed(param)>=gglIntToFixed(90)) { - ogles_error(c, GL_INVALID_VALUE); - return; - } - light.spotCutoff = param; - light.spotCutoffCosine = - gglFloatToFixed(cosinef((M_PI/(180.0f*65536.0f))*param)); - break; - case GL_CONSTANT_ATTENUATION: - if (param < 0) { - ogles_error(c, GL_INVALID_VALUE); - return; - } - light.attenuation[0] = param; - break; - case GL_LINEAR_ATTENUATION: - if (param < 0) { - ogles_error(c, GL_INVALID_VALUE); - return; - } - light.attenuation[1] = param; - break; - case GL_QUADRATIC_ATTENUATION: - if (param < 0) { - ogles_error(c, GL_INVALID_VALUE); - return; - } - light.attenuation[2] = param; - break; - default: - ogles_error(c, GL_INVALID_ENUM); - return; - } - invalidate_lighting(c); -} - -static void lightxv(GLenum i, GLenum pname, const GLfixed *params, ogles_context_t* c) -{ - if (ggl_unlikely(uint32_t(i-GL_LIGHT0) >= OGLES_MAX_LIGHTS)) { - ogles_error(c, GL_INVALID_ENUM); - return; - } - - GLfixed* what; - light_t& light = c->lighting.lights[i-GL_LIGHT0]; - switch (pname) { - case GL_AMBIENT: - what = light.ambient.v; - break; - case GL_DIFFUSE: - what = light.diffuse.v; - break; - case GL_SPECULAR: - what = light.specular.v; - break; - case GL_POSITION: { - ogles_validate_transform(c, transform_state_t::MODELVIEW); - transform_t& mv = c->transforms.modelview.transform; - memcpy(light.position.v, params, sizeof(light.position.v)); - mv.point4(&mv, &light.position, &light.position); - invalidate_lighting(c); - return; - } - case GL_SPOT_DIRECTION: { - ogles_validate_transform(c, transform_state_t::MVUI); - transform_t& mvui = c->transforms.mvui; - mvui.point3(&mvui, &light.spotDir, (vec4_t*)params); - vnorm3(light.normalizedSpotDir.v, light.spotDir.v); - invalidate_lighting(c); - return; - } - default: - lightx(i, pname, params[0], c); - return; - } - what[0] = params[0]; - what[1] = params[1]; - what[2] = params[2]; - what[3] = params[3]; - invalidate_lighting(c); -} - -static void materialx(GLenum face, GLenum pname, GLfixed param, ogles_context_t* c) -{ - if (ggl_unlikely(face != GL_FRONT_AND_BACK)) { - ogles_error(c, GL_INVALID_ENUM); - return; - } - if (ggl_unlikely(pname != GL_SHININESS)) { - ogles_error(c, GL_INVALID_ENUM); - return; - } - c->lighting.front.shininess = param; - invalidate_lighting(c); -} - -static void fogx(GLenum pname, GLfixed param, ogles_context_t* c) -{ - switch (pname) { - case GL_FOG_DENSITY: - if (param >= 0) { - c->fog.density = param; - break; - } - ogles_error(c, GL_INVALID_VALUE); - break; - case GL_FOG_START: - c->fog.start = param; - c->fog.invEndMinusStart = gglRecip(c->fog.end - c->fog.start); - break; - case GL_FOG_END: - c->fog.end = param; - c->fog.invEndMinusStart = gglRecip(c->fog.end - c->fog.start); - break; - case GL_FOG_MODE: - switch (param) { - case GL_LINEAR: - c->fog.mode = param; - c->fog.fog = fog_linear; - break; - case GL_EXP: - c->fog.mode = param; - c->fog.fog = fog_exp; - break; - case GL_EXP2: - c->fog.mode = param; - c->fog.fog = fog_exp2; - break; - default: - ogles_error(c, GL_INVALID_ENUM); - break; - } - break; - default: - ogles_error(c, GL_INVALID_ENUM); - break; - } -} - -// ---------------------------------------------------------------------------- -}; // namespace android -// ---------------------------------------------------------------------------- - -using namespace android; - -#if 0 -#pragma mark - -#pragma mark lighting APIs -#endif - -void glShadeModel(GLenum mode) -{ - ogles_context_t* c = ogles_context_t::get(); - if (ggl_unlikely(mode != GL_SMOOTH && mode != GL_FLAT)) { - ogles_error(c, GL_INVALID_ENUM); - return; - } - c->lighting.shadeModel = mode; -} - -void glLightModelf(GLenum pname, GLfloat param) -{ - ogles_context_t* c = ogles_context_t::get(); - lightModelx(pname, gglFloatToFixed(param), c); -} - -void glLightModelx(GLenum pname, GLfixed param) -{ - ogles_context_t* c = ogles_context_t::get(); - lightModelx(pname, param, c); -} - -void glLightModelfv(GLenum pname, const GLfloat *params) -{ - ogles_context_t* c = ogles_context_t::get(); - if (pname == GL_LIGHT_MODEL_TWO_SIDE) { - lightModelx(pname, gglFloatToFixed(params[0]), c); - return; - } - - if (ggl_unlikely(pname != GL_LIGHT_MODEL_AMBIENT)) { - ogles_error(c, GL_INVALID_ENUM); - return; - } - - c->lighting.lightModel.ambient.r = gglFloatToFixed(params[0]); - c->lighting.lightModel.ambient.g = gglFloatToFixed(params[1]); - c->lighting.lightModel.ambient.b = gglFloatToFixed(params[2]); - c->lighting.lightModel.ambient.a = gglFloatToFixed(params[3]); - invalidate_lighting(c); -} - -void glLightModelxv(GLenum pname, const GLfixed *params) -{ - ogles_context_t* c = ogles_context_t::get(); - if (pname == GL_LIGHT_MODEL_TWO_SIDE) { - lightModelx(pname, params[0], c); - return; - } - - if (ggl_unlikely(pname != GL_LIGHT_MODEL_AMBIENT)) { - ogles_error(c, GL_INVALID_ENUM); - return; - } - - c->lighting.lightModel.ambient.r = params[0]; - c->lighting.lightModel.ambient.g = params[1]; - c->lighting.lightModel.ambient.b = params[2]; - c->lighting.lightModel.ambient.a = params[3]; - invalidate_lighting(c); -} - -// ---------------------------------------------------------------------------- -#if 0 -#pragma mark - -#endif - -void glLightf(GLenum i, GLenum pname, GLfloat param) -{ - ogles_context_t* c = ogles_context_t::get(); - lightx(i, pname, gglFloatToFixed(param), c); -} - -void glLightx(GLenum i, GLenum pname, GLfixed param) -{ - ogles_context_t* c = ogles_context_t::get(); - lightx(i, pname, param, c); -} - -void glLightfv(GLenum i, GLenum pname, const GLfloat *params) -{ - ogles_context_t* c = ogles_context_t::get(); - switch (pname) { - case GL_SPOT_EXPONENT: - case GL_SPOT_CUTOFF: - case GL_CONSTANT_ATTENUATION: - case GL_LINEAR_ATTENUATION: - case GL_QUADRATIC_ATTENUATION: - lightx(i, pname, gglFloatToFixed(params[0]), c); - return; - } - - GLfixed paramsx[4]; - paramsx[0] = gglFloatToFixed(params[0]); - paramsx[1] = gglFloatToFixed(params[1]); - paramsx[2] = gglFloatToFixed(params[2]); - if (pname != GL_SPOT_DIRECTION) - paramsx[3] = gglFloatToFixed(params[3]); - - lightxv(i, pname, paramsx, c); -} - -void glLightxv(GLenum i, GLenum pname, const GLfixed *params) -{ - ogles_context_t* c = ogles_context_t::get(); - lightxv(i, pname, params, c); -} - -// ---------------------------------------------------------------------------- -#if 0 -#pragma mark - -#endif - -void glMaterialf(GLenum face, GLenum pname, GLfloat param) -{ - ogles_context_t* c = ogles_context_t::get(); - materialx(face, pname, gglFloatToFixed(param), c); -} - -void glMaterialx(GLenum face, GLenum pname, GLfixed param) -{ - ogles_context_t* c = ogles_context_t::get(); - materialx(face, pname, param, c); -} - -void glMaterialfv( - GLenum face, GLenum pname, const GLfloat *params) -{ - ogles_context_t* c = ogles_context_t::get(); - if (ggl_unlikely(face != GL_FRONT_AND_BACK)) { - ogles_error(c, GL_INVALID_ENUM); - return; - } - GLfixed* what=0; - GLfixed* other=0; - switch (pname) { - case GL_AMBIENT: what = c->lighting.front.ambient.v; break; - case GL_DIFFUSE: what = c->lighting.front.diffuse.v; break; - case GL_SPECULAR: what = c->lighting.front.specular.v; break; - case GL_EMISSION: what = c->lighting.front.emission.v; break; - case GL_AMBIENT_AND_DIFFUSE: - what = c->lighting.front.ambient.v; break; - other = c->lighting.front.diffuse.v; break; - break; - case GL_SHININESS: - c->lighting.front.shininess = gglFloatToFixed(params[0]); - invalidate_lighting(c); - return; - default: - ogles_error(c, GL_INVALID_ENUM); - return; - } - what[0] = gglFloatToFixed(params[0]); - what[1] = gglFloatToFixed(params[1]); - what[2] = gglFloatToFixed(params[2]); - what[3] = gglFloatToFixed(params[3]); - if (other) { - other[0] = what[0]; - other[1] = what[1]; - other[2] = what[2]; - other[3] = what[3]; - } - invalidate_lighting(c); -} - -void glMaterialxv( - GLenum face, GLenum pname, const GLfixed *params) -{ - ogles_context_t* c = ogles_context_t::get(); - if (ggl_unlikely(face != GL_FRONT_AND_BACK)) { - ogles_error(c, GL_INVALID_ENUM); - return; - } - GLfixed* what=0; - GLfixed* other=0; - switch (pname) { - case GL_AMBIENT: what = c->lighting.front.ambient.v; break; - case GL_DIFFUSE: what = c->lighting.front.diffuse.v; break; - case GL_SPECULAR: what = c->lighting.front.specular.v; break; - case GL_EMISSION: what = c->lighting.front.emission.v; break; - case GL_AMBIENT_AND_DIFFUSE: - what = c->lighting.front.ambient.v; break; - other= c->lighting.front.diffuse.v; break; - break; - case GL_SHININESS: - c->lighting.front.shininess = gglFloatToFixed(params[0]); - invalidate_lighting(c); - return; - default: - ogles_error(c, GL_INVALID_ENUM); - return; - } - what[0] = params[0]; - what[1] = params[1]; - what[2] = params[2]; - what[3] = params[3]; - if (other) { - other[0] = what[0]; - other[1] = what[1]; - other[2] = what[2]; - other[3] = what[3]; - } - invalidate_lighting(c); -} - -// ---------------------------------------------------------------------------- -#if 0 -#pragma mark - -#pragma mark fog -#endif - -void glFogf(GLenum pname, GLfloat param) { - ogles_context_t* c = ogles_context_t::get(); - GLfixed paramx = (GLfixed)param; - if (pname != GL_FOG_MODE) - paramx = gglFloatToFixed(param); - fogx(pname, paramx, c); -} - -void glFogx(GLenum pname, GLfixed param) { - ogles_context_t* c = ogles_context_t::get(); - fogx(pname, param, c); -} - -void glFogfv(GLenum pname, const GLfloat *params) -{ - ogles_context_t* c = ogles_context_t::get(); - if (pname != GL_FOG_COLOR) { - GLfixed paramx = (GLfixed)params[0]; - if (pname != GL_FOG_MODE) - paramx = gglFloatToFixed(params[0]); - fogx(pname, paramx, c); - return; - } - GLfixed paramsx[4]; - paramsx[0] = gglFloatToFixed(params[0]); - paramsx[1] = gglFloatToFixed(params[1]); - paramsx[2] = gglFloatToFixed(params[2]); - paramsx[3] = gglFloatToFixed(params[3]); - c->rasterizer.procs.fogColor3xv(c, paramsx); -} - -void glFogxv(GLenum pname, const GLfixed *params) -{ - ogles_context_t* c = ogles_context_t::get(); - if (pname != GL_FOG_COLOR) { - fogx(pname, params[0], c); - return; - } - c->rasterizer.procs.fogColor3xv(c, params); -} |