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author | Jean-Baptiste Queru <jbq@google.com> | 2009-07-21 11:16:54 -0700 |
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committer | Jean-Baptiste Queru <jbq@google.com> | 2009-07-21 11:16:54 -0700 |
commit | 4d3b5c1e36f2a3746a1c87f8af97d4fe97e8f49e (patch) | |
tree | 253e04766c56308bdea922e22a75acafa43b666f /opengl/libagl | |
parent | 512837cef2b7203123d0b8df7ad49454ce932a75 (diff) | |
download | frameworks_native-4d3b5c1e36f2a3746a1c87f8af97d4fe97e8f49e.zip frameworks_native-4d3b5c1e36f2a3746a1c87f8af97d4fe97e8f49e.tar.gz frameworks_native-4d3b5c1e36f2a3746a1c87f8af97d4fe97e8f49e.tar.bz2 |
donut snapshot
Diffstat (limited to 'opengl/libagl')
-rw-r--r-- | opengl/libagl/array.cpp | 4 | ||||
-rw-r--r-- | opengl/libagl/light.cpp | 35 | ||||
-rw-r--r-- | opengl/libagl/matrix.cpp | 83 | ||||
-rw-r--r-- | opengl/libagl/texture.cpp | 9 |
4 files changed, 52 insertions, 79 deletions
diff --git a/opengl/libagl/array.cpp b/opengl/libagl/array.cpp index 8fa7566..3e9c6a5 100644 --- a/opengl/libagl/array.cpp +++ b/opengl/libagl/array.cpp @@ -951,6 +951,8 @@ void compileElement__generic(ogles_context_t* c, v->index = first; first &= vertex_cache_t::INDEX_MASK; const GLubyte* vp = c->arrays.vertex.element(first); + v->obj.z = 0; + v->obj.w = 0x10000; c->arrays.vertex.fetch(c, v->obj.v, vp); c->arrays.mvp_transform(&c->transforms.mvp, &v->clip, &v->obj); c->arrays.perspective(c, v); @@ -966,6 +968,8 @@ void compileElements__generic(ogles_context_t* c, do { v->flags = 0; v->index = first++; + v->obj.z = 0; + v->obj.w = 0x10000; c->arrays.vertex.fetch(c, v->obj.v, vp); c->arrays.mvp_transform(mvp, &v->clip, &v->obj); c->arrays.perspective(c, v); diff --git a/opengl/libagl/light.cpp b/opengl/libagl/light.cpp index 25c41d0..8ae32cc 100644 --- a/opengl/libagl/light.cpp +++ b/opengl/libagl/light.cpp @@ -38,13 +38,14 @@ 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 vss3(GLfixed* d, + const GLfixed* m, GLfixed s, const GLfixed* a); static inline void vmla3(GLfixed* d, const GLfixed* m0, const GLfixed* m1, const GLfixed* a); static inline void vmul3(GLfixed* d, @@ -151,18 +152,10 @@ void vsa3(GLfixed* d, const GLfixed* m, GLfixed s, const GLfixed* a) { } 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)); - } +void vss3(GLfixed* d, const GLfixed* m, GLfixed s, const GLfixed* a) { + d[0] = gglMulSubx(m[0], s, a[0]); + d[1] = gglMulSubx(m[1], s, a[1]); + d[2] = gglMulSubx(m[2], s, a[2]); } static inline @@ -227,7 +220,7 @@ static inline void validate_light_mvi(ogles_context_t* c) const int i = 31 - gglClz(en); en &= ~(1<<i); light_t& l = c->lighting.lights[i]; - c->transforms.mvui.point3(&c->transforms.mvui, + c->transforms.mvui.point4(&c->transforms.mvui, &l.objPosition, &l.position); vnorm3(l.normalizedObjPosition.v, l.objPosition.v); } @@ -318,6 +311,11 @@ void lightVertexMaterial(ogles_context_t* c, vertex_t* v) vmul3(l.implicitAmbient.v, material.ambient.v, l.ambient.v); vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v); vmul3(l.implicitSpecular.v, material.specular.v, l.specular.v); + // this is just a flag to tell if we have a specular component + l.implicitSpecular.v[3] = + l.implicitSpecular.r | + l.implicitSpecular.g | + l.implicitSpecular.b; } // emission and ambient for the whole scene vmla3( c->lighting.implicitSceneEmissionAndAmbient.v, @@ -343,7 +341,11 @@ void lightVertex(ogles_context_t* c, vertex_t* v) 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) + + // TODO: right now we handle GL_RESCALE_NORMALS as if ti were + // GL_NORMALIZE. We could optimize this by scaling mvui + // appropriately instead. + if (c->transforms.rescaleNormals) vnorm3(n.v, n.v); const material_t& material = c->lighting.front; @@ -360,7 +362,8 @@ void lightVertex(ogles_context_t* c, vertex_t* v) // compute vertex-to-light vector if (ggl_unlikely(l.position.w)) { - vsub3w(d.v, l.objPosition.v, v->obj.v); + // lightPos/1.0 - vertex/vertex.w == lightPos*vertex.w - vertex + vss3(d.v, l.objPosition.v, v->obj.w, v->obj.v); sqDist = dot3(d.v, d.v); vscale3(d.v, d.v, gglSqrtRecipx(sqDist)); } else { diff --git a/opengl/libagl/matrix.cpp b/opengl/libagl/matrix.cpp index f175cda..0b68dc0 100644 --- a/opengl/libagl/matrix.cpp +++ b/opengl/libagl/matrix.cpp @@ -55,7 +55,7 @@ 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); +static void point4__mvui(transform_t const*, vec4_t* c, vec4_t const* o); // ---------------------------------------------------------------------------- #if 0 @@ -209,7 +209,8 @@ void mvui_transform_t::picker() { flags = 0; ops = OP_ALL; - point3 = normal__generic; + point3 = point4__mvui; + point4 = point4__mvui; } void transform_t::dump(const char* what) @@ -596,66 +597,19 @@ void transform_state_t::update_mvit() void transform_state_t::update_mvui() { + GLfloat r[16]; 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)]); - } + // TODO: we need a faster invert, especially for when the modelview + // is a rigid-body matrix + invert(r, mv); 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); + for (int i=0 ; i<4 ; i++) { + x[I(i,0)] = gglFloatToFixed(r[I(i,0)]); + x[I(i,1)] = gglFloatToFixed(r[I(i,1)]); + x[I(i,2)] = gglFloatToFixed(r[I(i,2)]); + x[I(i,4)] = gglFloatToFixed(r[I(i,3)]); } mvui.picker(); } @@ -783,14 +737,19 @@ void point4__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) { 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) { +void point4__mvui(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) { + // this used for transforming light positions back to object space. + // Lights have 3 components positions, so w is always 1. + // however, it 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->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 = rhs->w; } diff --git a/opengl/libagl/texture.cpp b/opengl/libagl/texture.cpp index b6f534b..14a910c 100644 --- a/opengl/libagl/texture.cpp +++ b/opengl/libagl/texture.cpp @@ -900,7 +900,7 @@ void glTexParameteriv( memcpy(textureObject->crop_rect, params, 4*sizeof(GLint)); break; default: - ogles_error(c, GL_INVALID_ENUM); + texParameterx(target, pname, GLfixed(params[0]), c); return; } } @@ -919,6 +919,13 @@ void glTexParameterx( texParameterx(target, pname, param, c); } +void glTexParameteri( + GLenum target, GLenum pname, GLint param) +{ + ogles_context_t* c = ogles_context_t::get(); + texParameterx(target, pname, GLfixed(param), c); +} + // ---------------------------------------------------------------------------- #if 0 #pragma mark - |