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1 /* libs/opengles/matrix.cpp
2 **
3 ** Copyright 2006, The Android Open Source Project
4 **
5 ** Licensed under the Apache License, Version 2.0 (the "License");
6 ** you may not use this file except in compliance with the License.
7 ** You may obtain a copy of the License at
8 **
9 **     http://www.apache.org/licenses/LICENSE-2.0
10 **
11 ** Unless required by applicable law or agreed to in writing, software
12 ** distributed under the License is distributed on an "AS IS" BASIS,
13 ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 ** See the License for the specific language governing permissions and
15 ** limitations under the License.
16 */
17 
18 #include <stdlib.h>
19 #include <stdio.h>
20 
21 #include "context.h"
22 #include "fp.h"
23 #include "state.h"
24 #include "matrix.h"
25 #include "vertex.h"
26 #include "light.h"
27 
28 #if defined(__arm__) && defined(__thumb__)
29 #warning "matrix.cpp should not be compiled in thumb on ARM."
30 #endif
31 
32 #define I(_i, _j) ((_j)+ 4*(_i))
33 
34 namespace android {
35 
36 // ----------------------------------------------------------------------------
37 
38 static const GLfloat gIdentityf[16] = { 1,0,0,0,
39                                         0,1,0,0,
40                                         0,0,1,0,
41                                         0,0,0,1 };
42 
43 static const matrixx_t gIdentityx = {
44             {   0x10000,0,0,0,
45                 0,0x10000,0,0,
46                 0,0,0x10000,0,
47                 0,0,0,0x10000
48             }
49         };
50 
51 static void point2__nop(transform_t const*, vec4_t* c, vec4_t const* o);
52 static void point3__nop(transform_t const*, vec4_t* c, vec4_t const* o);
53 static void point4__nop(transform_t const*, vec4_t* c, vec4_t const* o);
54 static void normal__nop(transform_t const*, vec4_t* c, vec4_t const* o);
55 static void point2__generic(transform_t const*, vec4_t* c, vec4_t const* o);
56 static void point3__generic(transform_t const*, vec4_t* c, vec4_t const* o);
57 static void point4__generic(transform_t const*, vec4_t* c, vec4_t const* o);
58 static void point4__mvui(transform_t const*, vec4_t* c, vec4_t const* o);
59 
60 // ----------------------------------------------------------------------------
61 #if 0
62 #pragma mark -
63 #endif
64 
ogles_init_matrix(ogles_context_t * c)65 void ogles_init_matrix(ogles_context_t* c)
66 {
67     c->transforms.modelview.init(OGLES_MODELVIEW_STACK_DEPTH);
68     c->transforms.projection.init(OGLES_PROJECTION_STACK_DEPTH);
69     for (int i=0; i<GGL_TEXTURE_UNIT_COUNT ; i++)
70         c->transforms.texture[i].init(OGLES_TEXTURE_STACK_DEPTH);
71 
72     c->transforms.current = &c->transforms.modelview;
73     c->transforms.matrixMode = GL_MODELVIEW;
74     c->transforms.dirty =   transform_state_t::VIEWPORT |
75                             transform_state_t::MVUI |
76                             transform_state_t::MVIT |
77                             transform_state_t::MVP;
78     c->transforms.mvp.loadIdentity();
79     c->transforms.mvp4.loadIdentity();
80     c->transforms.mvit4.loadIdentity();
81     c->transforms.mvui.loadIdentity();
82     c->transforms.vpt.loadIdentity();
83     c->transforms.vpt.zNear = 0.0f;
84     c->transforms.vpt.zFar  = 1.0f;
85 }
86 
ogles_uninit_matrix(ogles_context_t * c)87 void ogles_uninit_matrix(ogles_context_t* c)
88 {
89     c->transforms.modelview.uninit();
90     c->transforms.projection.uninit();
91     for (int i=0; i<GGL_TEXTURE_UNIT_COUNT ; i++)
92         c->transforms.texture[i].uninit();
93 }
94 
validate_perspective(ogles_context_t * c,vertex_t * v)95 static void validate_perspective(ogles_context_t* c, vertex_t* v)
96 {
97     const uint32_t enables = c->rasterizer.state.enables;
98     c->arrays.perspective = (c->clipPlanes.enable) ?
99         ogles_vertex_clipAllPerspective3D : ogles_vertex_perspective3D;
100     if (enables & (GGL_ENABLE_DEPTH_TEST|GGL_ENABLE_FOG)) {
101         c->arrays.perspective = ogles_vertex_perspective3DZ;
102         if (c->clipPlanes.enable || (enables&GGL_ENABLE_FOG))
103             c->arrays.perspective = ogles_vertex_clipAllPerspective3DZ;
104     }
105     if ((c->arrays.vertex.size != 4) &&
106         (c->transforms.mvp4.flags & transform_t::FLAGS_2D_PROJECTION)) {
107         c->arrays.perspective = ogles_vertex_perspective2D;
108     }
109     c->arrays.perspective(c, v);
110 }
111 
ogles_invalidate_perspective(ogles_context_t * c)112 void ogles_invalidate_perspective(ogles_context_t* c)
113 {
114     c->arrays.perspective = validate_perspective;
115 }
116 
ogles_validate_transform_impl(ogles_context_t * c,uint32_t want)117 void ogles_validate_transform_impl(ogles_context_t* c, uint32_t want)
118 {
119     int dirty = c->transforms.dirty & want;
120 
121     // Validate the modelview
122     if (dirty & transform_state_t::MODELVIEW) {
123         c->transforms.modelview.validate();
124     }
125 
126     // Validate the projection stack (in fact, it's never needed)
127     if (dirty & transform_state_t::PROJECTION) {
128         c->transforms.projection.validate();
129     }
130 
131     // Validate the viewport transformation
132     if (dirty & transform_state_t::VIEWPORT) {
133         vp_transform_t& vpt = c->transforms.vpt;
134         vpt.transform.matrix.load(vpt.matrix);
135         vpt.transform.picker();
136     }
137 
138     // We need to update the mvp (used to transform each vertex)
139     if (dirty & transform_state_t::MVP) {
140         c->transforms.update_mvp();
141         // invalidate perspective (divide by W) and view volume clipping
142         ogles_invalidate_perspective(c);
143     }
144 
145     // Validate the mvui (for normal transformation)
146     if (dirty & transform_state_t::MVUI) {
147         c->transforms.update_mvui();
148         ogles_invalidate_lighting_mvui(c);
149     }
150 
151     // Validate the texture stack
152     if (dirty & transform_state_t::TEXTURE) {
153         for (int i=0; i<GGL_TEXTURE_UNIT_COUNT ; i++)
154             c->transforms.texture[i].validate();
155     }
156 
157     // Validate the mvit4 (user-clip planes)
158     if (dirty & transform_state_t::MVIT) {
159         c->transforms.update_mvit();
160     }
161 
162     c->transforms.dirty &= ~want;
163 }
164 
165 // ----------------------------------------------------------------------------
166 #if 0
167 #pragma mark -
168 #pragma mark transform_t
169 #endif
170 
loadIdentity()171 void transform_t::loadIdentity() {
172     matrix = gIdentityx;
173     flags = 0;
174     ops = OP_IDENTITY;
175     point2 = point2__nop;
176     point3 = point3__nop;
177     point4 = point4__nop;
178 }
179 
180 
181 static inline
notZero(GLfixed v)182 int notZero(GLfixed v) {
183     return abs(v) & ~0x3;
184 }
185 
186 static inline
notOne(GLfixed v)187 int notOne(GLfixed v) {
188     return notZero(v - 0x10000);
189 }
190 
picker()191 void transform_t::picker()
192 {
193     const GLfixed* const m = matrix.m;
194 
195     // XXX: picker needs to be smarter
196     flags = 0;
197     ops = OP_ALL;
198     point2 = point2__generic;
199     point3 = point3__generic;
200     point4 = point4__generic;
201 
202     // find out if this is a 2D projection
203     if (!(notZero(m[3]) | notZero(m[7]) | notZero(m[11]) | notOne(m[15]))) {
204         flags |= FLAGS_2D_PROJECTION;
205     }
206 }
207 
picker()208 void mvui_transform_t::picker()
209 {
210     flags = 0;
211     ops = OP_ALL;
212     point3 = point4__mvui;
213     point4 = point4__mvui;
214 }
215 
dump(const char * what)216 void transform_t::dump(const char* what)
217 {
218     GLfixed const * const m = matrix.m;
219     LOGD("%s:", what);
220     for (int i=0 ; i<4 ; i++)
221         LOGD("[%08x %08x %08x %08x] [%f %f %f %f]\n",
222             m[I(0,i)], m[I(1,i)], m[I(2,i)], m[I(3,i)],
223             fixedToFloat(m[I(0,i)]),
224             fixedToFloat(m[I(1,i)]),
225             fixedToFloat(m[I(2,i)]),
226             fixedToFloat(m[I(3,i)]));
227 }
228 
229 // ----------------------------------------------------------------------------
230 #if 0
231 #pragma mark -
232 #pragma mark matrixx_t
233 #endif
234 
load(const matrixf_t & rhs)235 void matrixx_t::load(const matrixf_t& rhs) {
236     GLfixed* xp = m;
237     GLfloat const* fp = rhs.elements();
238     unsigned int i = 16;
239     do {
240         const GLfloat f = *fp++;
241         *xp++ = isZerof(f) ? 0 : gglFloatToFixed(f);
242     } while (--i);
243 }
244 
245 // ----------------------------------------------------------------------------
246 #if 0
247 #pragma mark -
248 #pragma mark matrixf_t
249 #endif
250 
multiply(matrixf_t & r,const matrixf_t & lhs,const matrixf_t & rhs)251 void matrixf_t::multiply(matrixf_t& r, const matrixf_t& lhs, const matrixf_t& rhs)
252 {
253     GLfloat const* const m = lhs.m;
254     for (int i=0 ; i<4 ; i++) {
255         register const float rhs_i0 = rhs.m[ I(i,0) ];
256         register float ri0 = m[ I(0,0) ] * rhs_i0;
257         register float ri1 = m[ I(0,1) ] * rhs_i0;
258         register float ri2 = m[ I(0,2) ] * rhs_i0;
259         register float ri3 = m[ I(0,3) ] * rhs_i0;
260         for (int j=1 ; j<4 ; j++) {
261             register const float rhs_ij = rhs.m[ I(i,j) ];
262             ri0 += m[ I(j,0) ] * rhs_ij;
263             ri1 += m[ I(j,1) ] * rhs_ij;
264             ri2 += m[ I(j,2) ] * rhs_ij;
265             ri3 += m[ I(j,3) ] * rhs_ij;
266         }
267         r.m[ I(i,0) ] = ri0;
268         r.m[ I(i,1) ] = ri1;
269         r.m[ I(i,2) ] = ri2;
270         r.m[ I(i,3) ] = ri3;
271     }
272 }
273 
dump(const char * what)274 void matrixf_t::dump(const char* what) {
275     LOGD("%s", what);
276     LOGD("[ %9f %9f %9f %9f ]", m[I(0,0)], m[I(1,0)], m[I(2,0)], m[I(3,0)]);
277     LOGD("[ %9f %9f %9f %9f ]", m[I(0,1)], m[I(1,1)], m[I(2,1)], m[I(3,1)]);
278     LOGD("[ %9f %9f %9f %9f ]", m[I(0,2)], m[I(1,2)], m[I(2,2)], m[I(3,2)]);
279     LOGD("[ %9f %9f %9f %9f ]", m[I(0,3)], m[I(1,3)], m[I(2,3)], m[I(3,3)]);
280 }
281 
loadIdentity()282 void matrixf_t::loadIdentity() {
283     memcpy(m, gIdentityf, sizeof(m));
284 }
285 
set(const GLfixed * rhs)286 void matrixf_t::set(const GLfixed* rhs) {
287     load(rhs);
288 }
289 
set(const GLfloat * rhs)290 void matrixf_t::set(const GLfloat* rhs) {
291     load(rhs);
292 }
293 
load(const GLfixed * rhs)294 void matrixf_t::load(const GLfixed* rhs) {
295     GLfloat* fp = m;
296     unsigned int i = 16;
297     do {
298         *fp++ = fixedToFloat(*rhs++);
299     } while (--i);
300 }
301 
load(const GLfloat * rhs)302 void matrixf_t::load(const GLfloat* rhs) {
303     memcpy(m, rhs, sizeof(m));
304 }
305 
load(const matrixf_t & rhs)306 void matrixf_t::load(const matrixf_t& rhs) {
307     operator = (rhs);
308 }
309 
multiply(const matrixf_t & rhs)310 void matrixf_t::multiply(const matrixf_t& rhs) {
311     matrixf_t r;
312     multiply(r, *this, rhs);
313     operator = (r);
314 }
315 
translate(GLfloat x,GLfloat y,GLfloat z)316 void matrixf_t::translate(GLfloat x, GLfloat y, GLfloat z) {
317     for (int i=0 ; i<4 ; i++) {
318         m[12+i] += m[i]*x + m[4+i]*y + m[8+i]*z;
319     }
320 }
321 
scale(GLfloat x,GLfloat y,GLfloat z)322 void matrixf_t::scale(GLfloat x, GLfloat y, GLfloat z) {
323     for (int i=0 ; i<4 ; i++) {
324         m[  i] *= x;
325         m[4+i] *= y;
326         m[8+i] *= z;
327     }
328 }
329 
rotate(GLfloat a,GLfloat x,GLfloat y,GLfloat z)330 void matrixf_t::rotate(GLfloat a, GLfloat x, GLfloat y, GLfloat z)
331 {
332     matrixf_t rotation;
333     GLfloat* r = rotation.m;
334     GLfloat c, s;
335     r[3] = 0;   r[7] = 0;   r[11]= 0;
336     r[12]= 0;   r[13]= 0;   r[14]= 0;   r[15]= 1;
337     a *= GLfloat(M_PI / 180.0f);
338     sincosf(a, &s, &c);
339     if (isOnef(x) && isZerof(y) && isZerof(z)) {
340         r[5] = c;   r[10]= c;
341         r[6] = s;   r[9] = -s;
342         r[1] = 0;   r[2] = 0;
343         r[4] = 0;   r[8] = 0;
344         r[0] = 1;
345     } else if (isZerof(x) && isOnef(y) && isZerof(z)) {
346         r[0] = c;   r[10]= c;
347         r[8] = s;   r[2] = -s;
348         r[1] = 0;   r[4] = 0;
349         r[6] = 0;   r[9] = 0;
350         r[5] = 1;
351     } else if (isZerof(x) && isZerof(y) && isOnef(z)) {
352         r[0] = c;   r[5] = c;
353         r[1] = s;   r[4] = -s;
354         r[2] = 0;   r[6] = 0;
355         r[8] = 0;   r[9] = 0;
356         r[10]= 1;
357     } else {
358         const GLfloat len = sqrtf(x*x + y*y + z*z);
359         if (!isOnef(len)) {
360             const GLfloat recipLen = reciprocalf(len);
361             x *= recipLen;
362             y *= recipLen;
363             z *= recipLen;
364         }
365         const GLfloat nc = 1.0f - c;
366         const GLfloat xy = x * y;
367         const GLfloat yz = y * z;
368         const GLfloat zx = z * x;
369         const GLfloat xs = x * s;
370         const GLfloat ys = y * s;
371         const GLfloat zs = z * s;
372         r[ 0] = x*x*nc +  c;    r[ 4] =  xy*nc - zs;    r[ 8] =  zx*nc + ys;
373         r[ 1] =  xy*nc + zs;    r[ 5] = y*y*nc +  c;    r[ 9] =  yz*nc - xs;
374         r[ 2] =  zx*nc - ys;    r[ 6] =  yz*nc + xs;    r[10] = z*z*nc +  c;
375     }
376     multiply(rotation);
377 }
378 
379 // ----------------------------------------------------------------------------
380 #if 0
381 #pragma mark -
382 #pragma mark matrix_stack_t
383 #endif
384 
init(int depth)385 void matrix_stack_t::init(int depth) {
386     stack = new matrixf_t[depth];
387     ops = new uint8_t[depth];
388     maxDepth = depth;
389     depth = 0;
390     dirty = 0;
391     loadIdentity();
392 }
393 
uninit()394 void matrix_stack_t::uninit() {
395     delete [] stack;
396     delete [] ops;
397 }
398 
loadIdentity()399 void matrix_stack_t::loadIdentity() {
400     transform.loadIdentity();
401     stack[depth].loadIdentity();
402     ops[depth] = OP_IDENTITY;
403 }
404 
load(const GLfixed * rhs)405 void matrix_stack_t::load(const GLfixed* rhs)
406 {
407     memcpy(transform.matrix.m, rhs, sizeof(transform.matrix.m));
408     stack[depth].load(rhs);
409     ops[depth] = OP_ALL;    // TODO: we should look at the matrix
410 }
411 
load(const GLfloat * rhs)412 void matrix_stack_t::load(const GLfloat* rhs)
413 {
414     stack[depth].load(rhs);
415     ops[depth] = OP_ALL;    // TODO: we should look at the matrix
416 }
417 
multiply(const matrixf_t & rhs)418 void matrix_stack_t::multiply(const matrixf_t& rhs)
419 {
420     stack[depth].multiply(rhs);
421     ops[depth] = OP_ALL;    // TODO: we should look at the matrix
422 }
423 
translate(GLfloat x,GLfloat y,GLfloat z)424 void matrix_stack_t::translate(GLfloat x, GLfloat y, GLfloat z)
425 {
426     stack[depth].translate(x,y,z);
427     ops[depth] |= OP_TRANSLATE;
428 }
429 
scale(GLfloat x,GLfloat y,GLfloat z)430 void matrix_stack_t::scale(GLfloat x, GLfloat y, GLfloat z)
431 {
432     stack[depth].scale(x,y,z);
433     if (x==y && y==z) {
434         ops[depth] |= OP_UNIFORM_SCALE;
435     } else {
436         ops[depth] |= OP_SCALE;
437     }
438 }
439 
rotate(GLfloat a,GLfloat x,GLfloat y,GLfloat z)440 void matrix_stack_t::rotate(GLfloat a, GLfloat x, GLfloat y, GLfloat z)
441 {
442     stack[depth].rotate(a,x,y,z);
443     ops[depth] |= OP_ROTATE;
444 }
445 
validate()446 void matrix_stack_t::validate()
447 {
448     if (dirty & DO_FLOAT_TO_FIXED) {
449         transform.matrix.load(top());
450     }
451     if (dirty & DO_PICKER) {
452         transform.picker();
453     }
454     dirty = 0;
455 }
456 
push()457 GLint matrix_stack_t::push()
458 {
459     if (depth >= (maxDepth-1)) {
460         return GL_STACK_OVERFLOW;
461     }
462     stack[depth+1] = stack[depth];
463     ops[depth+1] = ops[depth];
464     depth++;
465     return 0;
466 }
467 
pop()468 GLint matrix_stack_t::pop()
469 {
470     if (depth == 0) {
471         return GL_STACK_UNDERFLOW;
472     }
473     depth--;
474     return 0;
475 }
476 
477 // ----------------------------------------------------------------------------
478 #if 0
479 #pragma mark -
480 #pragma mark vp_transform_t
481 #endif
482 
loadIdentity()483 void vp_transform_t::loadIdentity() {
484     transform.loadIdentity();
485     matrix.loadIdentity();
486 }
487 
488 // ----------------------------------------------------------------------------
489 #if 0
490 #pragma mark -
491 #pragma mark transform_state_t
492 #endif
493 
invalidate()494 void transform_state_t::invalidate()
495 {
496     switch (matrixMode) {
497     case GL_MODELVIEW:  dirty |= MODELVIEW  | MVP | MVUI | MVIT;    break;
498     case GL_PROJECTION: dirty |= PROJECTION | MVP;                  break;
499     case GL_TEXTURE:    dirty |= TEXTURE    | MVP;                  break;
500     }
501     current->dirty =    matrix_stack_t::DO_PICKER |
502                         matrix_stack_t::DO_FLOAT_TO_FIXED;
503 }
504 
update_mvp()505 void transform_state_t::update_mvp()
506 {
507     matrixf_t temp_mvp;
508     matrixf_t::multiply(temp_mvp, projection.top(), modelview.top());
509     mvp4.matrix.load(temp_mvp);
510     mvp4.picker();
511 
512     if (mvp4.flags & transform_t::FLAGS_2D_PROJECTION) {
513         // the mvp matrix doesn't transform W, in this case we can
514         // premultiply it with the viewport transformation. In addition to
515         // being more efficient, this is also much more accurate and in fact
516         // is needed for 2D drawing with a resulting 1:1 mapping.
517         matrixf_t mvpv;
518         matrixf_t::multiply(mvpv, vpt.matrix, temp_mvp);
519         mvp.matrix.load(mvpv);
520         mvp.picker();
521     } else {
522         mvp = mvp4;
523     }
524 }
525 
526 static inline
det22(GLfloat a,GLfloat b,GLfloat c,GLfloat d)527 GLfloat det22(GLfloat a, GLfloat b, GLfloat c, GLfloat d) {
528     return a*d - b*c;
529 }
530 
531 static inline
ndet22(GLfloat a,GLfloat b,GLfloat c,GLfloat d)532 GLfloat ndet22(GLfloat a, GLfloat b, GLfloat c, GLfloat d) {
533     return b*c - a*d;
534 }
535 
536 static __attribute__((noinline))
invert(GLfloat * inverse,const GLfloat * src)537 void invert(GLfloat* inverse, const GLfloat* src)
538 {
539     double t;
540     int i, j, k, swap;
541     GLfloat tmp[4][4];
542 
543     memcpy(inverse, gIdentityf, sizeof(gIdentityf));
544     memcpy(tmp, src, sizeof(GLfloat)*16);
545 
546     for (i = 0; i < 4; i++) {
547         // look for largest element in column
548         swap = i;
549         for (j = i + 1; j < 4; j++) {
550             if (fabs(tmp[j][i]) > fabs(tmp[i][i])) {
551                 swap = j;
552             }
553         }
554 
555         if (swap != i) {
556             /* swap rows. */
557             for (k = 0; k < 4; k++) {
558                 t = tmp[i][k];
559                 tmp[i][k] = tmp[swap][k];
560                 tmp[swap][k] = t;
561 
562                 t = inverse[i*4+k];
563                 inverse[i*4+k] = inverse[swap*4+k];
564                 inverse[swap*4+k] = t;
565             }
566         }
567 
568         t = 1.0f / tmp[i][i];
569         for (k = 0; k < 4; k++) {
570             tmp[i][k] *= t;
571             inverse[i*4+k] *= t;
572         }
573         for (j = 0; j < 4; j++) {
574             if (j != i) {
575                 t = tmp[j][i];
576                 for (k = 0; k < 4; k++) {
577                     tmp[j][k] -= tmp[i][k]*t;
578                     inverse[j*4+k] -= inverse[i*4+k]*t;
579                 }
580             }
581         }
582     }
583 }
584 
update_mvit()585 void transform_state_t::update_mvit()
586 {
587     GLfloat r[16];
588     const GLfloat* const mv = modelview.top().elements();
589     invert(r, mv);
590     // convert to fixed-point and transpose
591     GLfixed* const x = mvit4.matrix.m;
592     for (int i=0 ; i<4 ; i++)
593         for (int j=0 ; j<4 ; j++)
594             x[I(i,j)] = gglFloatToFixed(r[I(j,i)]);
595     mvit4.picker();
596 }
597 
update_mvui()598 void transform_state_t::update_mvui()
599 {
600     GLfloat r[16];
601     const GLfloat* const mv = modelview.top().elements();
602 
603     // TODO: we need a faster invert, especially for when the modelview
604     // is a rigid-body matrix
605     invert(r, mv);
606 
607     GLfixed* const x = mvui.matrix.m;
608     for (int i=0 ; i<4 ; i++) {
609         x[I(i,0)] = gglFloatToFixed(r[I(i,0)]);
610         x[I(i,1)] = gglFloatToFixed(r[I(i,1)]);
611         x[I(i,2)] = gglFloatToFixed(r[I(i,2)]);
612         x[I(i,4)] = gglFloatToFixed(r[I(i,3)]);
613     }
614     mvui.picker();
615 }
616 
617 
618 // ----------------------------------------------------------------------------
619 // transformation and matrices API
620 // ----------------------------------------------------------------------------
621 #if 0
622 #pragma mark -
623 #pragma mark transformation and matrices API
624 #endif
625 
ogles_surfaceport(ogles_context_t * c,GLint x,GLint y)626 int ogles_surfaceport(ogles_context_t* c, GLint x, GLint y)
627 {
628     c->viewport.surfaceport.x = x;
629     c->viewport.surfaceport.y = y;
630 
631     ogles_viewport(c,
632             c->viewport.x,
633             c->viewport.y,
634             c->viewport.w,
635             c->viewport.h);
636 
637     ogles_scissor(c,
638             c->viewport.scissor.x,
639             c->viewport.scissor.y,
640             c->viewport.scissor.w,
641             c->viewport.scissor.h);
642 
643     return 0;
644 }
645 
ogles_scissor(ogles_context_t * c,GLint x,GLint y,GLsizei w,GLsizei h)646 void ogles_scissor(ogles_context_t* c,
647         GLint x, GLint y, GLsizei w, GLsizei h)
648 {
649     if ((w|h) < 0) {
650         ogles_error(c, GL_INVALID_VALUE);
651         return;
652     }
653     c->viewport.scissor.x = x;
654     c->viewport.scissor.y = y;
655     c->viewport.scissor.w = w;
656     c->viewport.scissor.h = h;
657 
658     x += c->viewport.surfaceport.x;
659     y += c->viewport.surfaceport.y;
660 
661     y = c->rasterizer.state.buffers.color.height - (y + h);
662     c->rasterizer.procs.scissor(c, x, y, w, h);
663 }
664 
ogles_viewport(ogles_context_t * c,GLint x,GLint y,GLsizei w,GLsizei h)665 void ogles_viewport(ogles_context_t* c,
666         GLint x, GLint y, GLsizei w, GLsizei h)
667 {
668     if ((w|h)<0) {
669         ogles_error(c, GL_INVALID_VALUE);
670         return;
671     }
672 
673     c->viewport.x = x;
674     c->viewport.y = y;
675     c->viewport.w = w;
676     c->viewport.h = h;
677 
678     x += c->viewport.surfaceport.x;
679     y += c->viewport.surfaceport.y;
680 
681     GLint H = c->rasterizer.state.buffers.color.height;
682     GLfloat sx = div2f(w);
683     GLfloat ox = sx + x;
684     GLfloat sy = div2f(h);
685     GLfloat oy = sy - y + (H - h);
686 
687     GLfloat near = c->transforms.vpt.zNear;
688     GLfloat far  = c->transforms.vpt.zFar;
689     GLfloat A = div2f(far - near);
690     GLfloat B = div2f(far + near);
691 
692     // compute viewport matrix
693     GLfloat* const f = c->transforms.vpt.matrix.editElements();
694     f[0] = sx;  f[4] = 0;   f[ 8] = 0;  f[12] = ox;
695     f[1] = 0;   f[5] =-sy;  f[ 9] = 0;  f[13] = oy;
696     f[2] = 0;   f[6] = 0;   f[10] = A;  f[14] = B;
697     f[3] = 0;   f[7] = 0;   f[11] = 0;  f[15] = 1;
698     c->transforms.dirty |= transform_state_t::VIEWPORT;
699     if (c->transforms.mvp4.flags & transform_t::FLAGS_2D_PROJECTION)
700         c->transforms.dirty |= transform_state_t::MVP;
701 }
702 
703 // ----------------------------------------------------------------------------
704 #if 0
705 #pragma mark -
706 #pragma mark matrix * vertex
707 #endif
708 
point2__generic(transform_t const * mx,vec4_t * lhs,vec4_t const * rhs)709 void point2__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
710     const GLfixed* const m = mx->matrix.m;
711     const GLfixed rx = rhs->x;
712     const GLfixed ry = rhs->y;
713     lhs->x = mla2a(rx, m[ 0], ry, m[ 4], m[12]);
714     lhs->y = mla2a(rx, m[ 1], ry, m[ 5], m[13]);
715     lhs->z = mla2a(rx, m[ 2], ry, m[ 6], m[14]);
716     lhs->w = mla2a(rx, m[ 3], ry, m[ 7], m[15]);
717 }
718 
point3__generic(transform_t const * mx,vec4_t * lhs,vec4_t const * rhs)719 void point3__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
720     const GLfixed* const m = mx->matrix.m;
721     const GLfixed rx = rhs->x;
722     const GLfixed ry = rhs->y;
723     const GLfixed rz = rhs->z;
724     lhs->x = mla3a(rx, m[ 0], ry, m[ 4], rz, m[ 8], m[12]);
725     lhs->y = mla3a(rx, m[ 1], ry, m[ 5], rz, m[ 9], m[13]);
726     lhs->z = mla3a(rx, m[ 2], ry, m[ 6], rz, m[10], m[14]);
727     lhs->w = mla3a(rx, m[ 3], ry, m[ 7], rz, m[11], m[15]);
728 }
729 
point4__generic(transform_t const * mx,vec4_t * lhs,vec4_t const * rhs)730 void point4__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
731     const GLfixed* const m = mx->matrix.m;
732     const GLfixed rx = rhs->x;
733     const GLfixed ry = rhs->y;
734     const GLfixed rz = rhs->z;
735     const GLfixed rw = rhs->w;
736     lhs->x = mla4(rx, m[ 0], ry, m[ 4], rz, m[ 8], rw, m[12]);
737     lhs->y = mla4(rx, m[ 1], ry, m[ 5], rz, m[ 9], rw, m[13]);
738     lhs->z = mla4(rx, m[ 2], ry, m[ 6], rz, m[10], rw, m[14]);
739     lhs->w = mla4(rx, m[ 3], ry, m[ 7], rz, m[11], rw, m[15]);
740 }
741 
point4__mvui(transform_t const * mx,vec4_t * lhs,vec4_t const * rhs)742 void point4__mvui(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
743     // this used for transforming light positions back to object space.
744     // w is used as a switch for directional lights, so we need
745     // to preserve it.
746     const GLfixed* const m = mx->matrix.m;
747     const GLfixed rx = rhs->x;
748     const GLfixed ry = rhs->y;
749     const GLfixed rz = rhs->z;
750     const GLfixed rw = rhs->w;
751     lhs->x = mla4(rx, m[ 0], ry, m[ 4], rz, m[ 8], rw, m[12]);
752     lhs->y = mla4(rx, m[ 1], ry, m[ 5], rz, m[ 9], rw, m[13]);
753     lhs->z = mla4(rx, m[ 2], ry, m[ 6], rz, m[10], rw, m[14]);
754     lhs->w = rw;
755 }
756 
point2__nop(transform_t const *,vec4_t * lhs,vec4_t const * rhs)757 void point2__nop(transform_t const*, vec4_t* lhs, vec4_t const* rhs) {
758     lhs->z = 0;
759     lhs->w = 0x10000;
760     if (lhs != rhs) {
761         lhs->x = rhs->x;
762         lhs->y = rhs->y;
763     }
764 }
765 
point3__nop(transform_t const *,vec4_t * lhs,vec4_t const * rhs)766 void point3__nop(transform_t const*, vec4_t* lhs, vec4_t const* rhs) {
767     lhs->w = 0x10000;
768     if (lhs != rhs) {
769         lhs->x = rhs->x;
770         lhs->y = rhs->y;
771         lhs->z = rhs->z;
772     }
773 }
774 
point4__nop(transform_t const *,vec4_t * lhs,vec4_t const * rhs)775 void point4__nop(transform_t const*, vec4_t* lhs, vec4_t const* rhs) {
776     if (lhs != rhs)
777         *lhs = *rhs;
778 }
779 
780 
frustumf(GLfloat left,GLfloat right,GLfloat bottom,GLfloat top,GLfloat zNear,GLfloat zFar,ogles_context_t * c)781 static void frustumf(
782             GLfloat left, GLfloat right,
783             GLfloat bottom, GLfloat top,
784             GLfloat zNear, GLfloat zFar,
785             ogles_context_t* c)
786     {
787     if (cmpf(left,right) ||
788         cmpf(top, bottom) ||
789         cmpf(zNear, zFar) ||
790         isZeroOrNegativef(zNear) ||
791         isZeroOrNegativef(zFar))
792     {
793         ogles_error(c, GL_INVALID_VALUE);
794         return;
795     }
796     const GLfloat r_width  = reciprocalf(right - left);
797     const GLfloat r_height = reciprocalf(top - bottom);
798     const GLfloat r_depth  = reciprocalf(zNear - zFar);
799     const GLfloat x = mul2f(zNear * r_width);
800     const GLfloat y = mul2f(zNear * r_height);
801     const GLfloat A = mul2f((right + left) * r_width);
802     const GLfloat B = (top + bottom) * r_height;
803     const GLfloat C = (zFar + zNear) * r_depth;
804     const GLfloat D = mul2f(zFar * zNear * r_depth);
805     GLfloat f[16];
806     f[ 0] = x;
807     f[ 5] = y;
808     f[ 8] = A;
809     f[ 9] = B;
810     f[10] = C;
811     f[14] = D;
812     f[11] = -1.0f;
813     f[ 1] = f[ 2] = f[ 3] =
814     f[ 4] = f[ 6] = f[ 7] =
815     f[12] = f[13] = f[15] = 0.0f;
816 
817     matrixf_t rhs;
818     rhs.set(f);
819     c->transforms.current->multiply(rhs);
820     c->transforms.invalidate();
821 }
822 
orthof(GLfloat left,GLfloat right,GLfloat bottom,GLfloat top,GLfloat zNear,GLfloat zFar,ogles_context_t * c)823 static void orthof(
824         GLfloat left, GLfloat right,
825         GLfloat bottom, GLfloat top,
826         GLfloat zNear, GLfloat zFar,
827         ogles_context_t* c)
828 {
829     if (cmpf(left,right) ||
830         cmpf(top, bottom) ||
831         cmpf(zNear, zFar))
832     {
833         ogles_error(c, GL_INVALID_VALUE);
834         return;
835     }
836     const GLfloat r_width  = reciprocalf(right - left);
837     const GLfloat r_height = reciprocalf(top - bottom);
838     const GLfloat r_depth  = reciprocalf(zFar - zNear);
839     const GLfloat x =  mul2f(r_width);
840     const GLfloat y =  mul2f(r_height);
841     const GLfloat z = -mul2f(r_depth);
842     const GLfloat tx = -(right + left) * r_width;
843     const GLfloat ty = -(top + bottom) * r_height;
844     const GLfloat tz = -(zFar + zNear) * r_depth;
845     GLfloat f[16];
846     f[ 0] = x;
847     f[ 5] = y;
848     f[10] = z;
849     f[12] = tx;
850     f[13] = ty;
851     f[14] = tz;
852     f[15] = 1.0f;
853     f[ 1] = f[ 2] = f[ 3] =
854     f[ 4] = f[ 6] = f[ 7] =
855     f[ 8] = f[ 9] = f[11] = 0.0f;
856     matrixf_t rhs;
857     rhs.set(f);
858     c->transforms.current->multiply(rhs);
859     c->transforms.invalidate();
860 }
861 
depthRangef(GLclampf zNear,GLclampf zFar,ogles_context_t * c)862 static void depthRangef(GLclampf zNear, GLclampf zFar, ogles_context_t* c)
863 {
864     zNear = clampToZerof(zNear > 1 ? 1 : zNear);
865     zFar  = clampToZerof(zFar  > 1 ? 1 : zFar);
866     GLfloat* const f = c->transforms.vpt.matrix.editElements();
867     f[10] = div2f(zFar - zNear);
868     f[14] = div2f(zFar + zNear);
869     c->transforms.dirty |= transform_state_t::VIEWPORT;
870     c->transforms.vpt.zNear = zNear;
871     c->transforms.vpt.zFar  = zFar;
872 }
873 
874 
875 // ----------------------------------------------------------------------------
876 }; // namespace android
877 
878 using namespace android;
879 
glMatrixMode(GLenum mode)880 void glMatrixMode(GLenum mode)
881 {
882     ogles_context_t* c = ogles_context_t::get();
883     matrix_stack_t* stack = 0;
884     switch (mode) {
885     case GL_MODELVIEW:
886         stack = &c->transforms.modelview;
887         break;
888     case GL_PROJECTION:
889         stack = &c->transforms.projection;
890         break;
891     case GL_TEXTURE:
892         stack = &c->transforms.texture[c->textures.active];
893         break;
894     default:
895         ogles_error(c, GL_INVALID_ENUM);
896         return;
897     }
898     c->transforms.matrixMode = mode;
899     c->transforms.current = stack;
900 }
901 
glLoadIdentity()902 void glLoadIdentity()
903 {
904     ogles_context_t* c = ogles_context_t::get();
905     c->transforms.current->loadIdentity(); // also loads the GLfixed transform
906     c->transforms.invalidate();
907     c->transforms.current->dirty = 0;
908 }
909 
glLoadMatrixf(const GLfloat * m)910 void glLoadMatrixf(const GLfloat* m)
911 {
912     ogles_context_t* c = ogles_context_t::get();
913     c->transforms.current->load(m);
914     c->transforms.invalidate();
915 }
916 
glLoadMatrixx(const GLfixed * m)917 void glLoadMatrixx(const GLfixed* m)
918 {
919     ogles_context_t* c = ogles_context_t::get();
920     c->transforms.current->load(m); // also loads the GLfixed transform
921     c->transforms.invalidate();
922     c->transforms.current->dirty &= ~matrix_stack_t::DO_FLOAT_TO_FIXED;
923 }
924 
glMultMatrixf(const GLfloat * m)925 void glMultMatrixf(const GLfloat* m)
926 {
927     ogles_context_t* c = ogles_context_t::get();
928     matrixf_t rhs;
929     rhs.set(m);
930     c->transforms.current->multiply(rhs);
931     c->transforms.invalidate();
932 }
933 
glMultMatrixx(const GLfixed * m)934 void glMultMatrixx(const GLfixed* m)
935 {
936     ogles_context_t* c = ogles_context_t::get();
937     matrixf_t rhs;
938     rhs.set(m);
939     c->transforms.current->multiply(rhs);
940     c->transforms.invalidate();
941 }
942 
glPopMatrix()943 void glPopMatrix()
944 {
945     ogles_context_t* c = ogles_context_t::get();
946     GLint err = c->transforms.current->pop();
947     if (ggl_unlikely(err)) {
948         ogles_error(c, err);
949         return;
950     }
951     c->transforms.invalidate();
952 }
953 
glPushMatrix()954 void glPushMatrix()
955 {
956     ogles_context_t* c = ogles_context_t::get();
957     GLint err = c->transforms.current->push();
958     if (ggl_unlikely(err)) {
959         ogles_error(c, err);
960         return;
961     }
962     c->transforms.invalidate();
963 }
964 
glFrustumf(GLfloat left,GLfloat right,GLfloat bottom,GLfloat top,GLfloat zNear,GLfloat zFar)965 void glFrustumf(
966         GLfloat left, GLfloat right,
967         GLfloat bottom, GLfloat top,
968         GLfloat zNear, GLfloat zFar)
969 {
970     ogles_context_t* c = ogles_context_t::get();
971     frustumf(left, right, bottom, top, zNear, zFar, c);
972 }
973 
glFrustumx(GLfixed left,GLfixed right,GLfixed bottom,GLfixed top,GLfixed zNear,GLfixed zFar)974 void glFrustumx(
975         GLfixed left, GLfixed right,
976         GLfixed bottom, GLfixed top,
977         GLfixed zNear, GLfixed zFar)
978 {
979     ogles_context_t* c = ogles_context_t::get();
980     frustumf( fixedToFloat(left), fixedToFloat(right),
981               fixedToFloat(bottom), fixedToFloat(top),
982               fixedToFloat(zNear), fixedToFloat(zFar),
983               c);
984 }
985 
glOrthof(GLfloat left,GLfloat right,GLfloat bottom,GLfloat top,GLfloat zNear,GLfloat zFar)986 void glOrthof(
987         GLfloat left, GLfloat right,
988         GLfloat bottom, GLfloat top,
989         GLfloat zNear, GLfloat zFar)
990 {
991     ogles_context_t* c = ogles_context_t::get();
992     orthof(left, right, bottom, top, zNear, zFar, c);
993 }
994 
glOrthox(GLfixed left,GLfixed right,GLfixed bottom,GLfixed top,GLfixed zNear,GLfixed zFar)995 void glOrthox(
996         GLfixed left, GLfixed right,
997         GLfixed bottom, GLfixed top,
998         GLfixed zNear, GLfixed zFar)
999 {
1000     ogles_context_t* c = ogles_context_t::get();
1001     orthof( fixedToFloat(left), fixedToFloat(right),
1002             fixedToFloat(bottom), fixedToFloat(top),
1003             fixedToFloat(zNear), fixedToFloat(zFar),
1004             c);
1005 }
1006 
glRotatef(GLfloat a,GLfloat x,GLfloat y,GLfloat z)1007 void glRotatef(GLfloat a, GLfloat x, GLfloat y, GLfloat z)
1008 {
1009     ogles_context_t* c = ogles_context_t::get();
1010     c->transforms.current->rotate(a, x, y, z);
1011     c->transforms.invalidate();
1012 }
1013 
glRotatex(GLfixed a,GLfixed x,GLfixed y,GLfixed z)1014 void glRotatex(GLfixed a, GLfixed x, GLfixed y, GLfixed z)
1015 {
1016     ogles_context_t* c = ogles_context_t::get();
1017     c->transforms.current->rotate(
1018             fixedToFloat(a), fixedToFloat(x),
1019             fixedToFloat(y), fixedToFloat(z));
1020     c->transforms.invalidate();
1021 }
1022 
glScalef(GLfloat x,GLfloat y,GLfloat z)1023 void glScalef(GLfloat x, GLfloat y, GLfloat z)
1024 {
1025     ogles_context_t* c = ogles_context_t::get();
1026     c->transforms.current->scale(x, y, z);
1027     c->transforms.invalidate();
1028 }
1029 
glScalex(GLfixed x,GLfixed y,GLfixed z)1030 void glScalex(GLfixed x, GLfixed y, GLfixed z)
1031 {
1032     ogles_context_t* c = ogles_context_t::get();
1033     c->transforms.current->scale(
1034             fixedToFloat(x), fixedToFloat(y), fixedToFloat(z));
1035     c->transforms.invalidate();
1036 }
1037 
glTranslatef(GLfloat x,GLfloat y,GLfloat z)1038 void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
1039 {
1040     ogles_context_t* c = ogles_context_t::get();
1041     c->transforms.current->translate(x, y, z);
1042     c->transforms.invalidate();
1043 }
1044 
glTranslatex(GLfixed x,GLfixed y,GLfixed z)1045 void glTranslatex(GLfixed x, GLfixed y, GLfixed z)
1046 {
1047     ogles_context_t* c = ogles_context_t::get();
1048     c->transforms.current->translate(
1049             fixedToFloat(x), fixedToFloat(y), fixedToFloat(z));
1050     c->transforms.invalidate();
1051 }
1052 
glScissor(GLint x,GLint y,GLsizei w,GLsizei h)1053 void glScissor(GLint x, GLint y, GLsizei w, GLsizei h)
1054 {
1055     ogles_context_t* c = ogles_context_t::get();
1056     ogles_scissor(c, x, y, w, h);
1057 }
1058 
glViewport(GLint x,GLint y,GLsizei w,GLsizei h)1059 void glViewport(GLint x, GLint y, GLsizei w, GLsizei h)
1060 {
1061     ogles_context_t* c = ogles_context_t::get();
1062     ogles_viewport(c, x, y, w, h);
1063 }
1064 
glDepthRangef(GLclampf zNear,GLclampf zFar)1065 void glDepthRangef(GLclampf zNear, GLclampf zFar)
1066 {
1067     ogles_context_t* c = ogles_context_t::get();
1068     depthRangef(zNear, zFar, c);
1069 }
1070 
glDepthRangex(GLclampx zNear,GLclampx zFar)1071 void glDepthRangex(GLclampx zNear, GLclampx zFar)
1072 {
1073     ogles_context_t* c = ogles_context_t::get();
1074     depthRangef(fixedToFloat(zNear), fixedToFloat(zFar), c);
1075 }
1076 
glPolygonOffsetx(GLfixed factor,GLfixed units)1077 void glPolygonOffsetx(GLfixed factor, GLfixed units)
1078 {
1079     ogles_context_t* c = ogles_context_t::get();
1080     c->polygonOffset.factor = factor;
1081     c->polygonOffset.units = units;
1082 }
1083 
glPolygonOffset(GLfloat factor,GLfloat units)1084 void glPolygonOffset(GLfloat factor, GLfloat units)
1085 {
1086     ogles_context_t* c = ogles_context_t::get();
1087     c->polygonOffset.factor = gglFloatToFixed(factor);
1088     c->polygonOffset.units = gglFloatToFixed(units);
1089 }
1090 
glQueryMatrixxOES(GLfixed * m,GLint * e)1091 GLbitfield glQueryMatrixxOES(GLfixed* m, GLint* e)
1092 {
1093     ogles_context_t* c = ogles_context_t::get();
1094     GLbitfield status = 0;
1095     GLfloat const* f = c->transforms.current->top().elements();
1096     for  (int i=0 ; i<16 ; i++) {
1097         if (isnan(f[i]) || isinf(f[i])) {
1098             status |= 1<<i;
1099             continue;
1100         }
1101         e[i] = exponent(f[i]) - 7;
1102         m[i] = mantissa(f[i]);
1103     }
1104     return status;
1105 }
1106