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 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); }
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)); // 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; 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)) { // 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 { // 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 pick_scanline(context_t* c) { #if (!defined(DEBUG__CODEGEN_ONLY) || (DEBUG__CODEGEN_ONLY == 0)) #if ANDROID_CODEGEN == ANDROID_CODEGEN_GENERIC c->init_y = init_y; c->step_y = step_y__generic; c->scanline = scanline; return; #endif //printf("*** needs [%08lx:%08lx:%08lx:%08lx]\n", // c->state.needs.n, c->state.needs.p, // c->state.needs.t[0], c->state.needs.t[1]); // first handle the special case that we cannot test with a filter const uint32_t cb_format = GGL_READ_NEEDS(CB_FORMAT, c->state.needs.n); if (GGL_READ_NEEDS(T_FORMAT, c->state.needs.t[0]) == cb_format) { if (c->state.needs.match(noblend1to1)) { // this will match regardless of dithering state, since both // src and dest have the same format anyway, there is no dithering // to be done. const GGLFormat* f = &(c->formats[GGL_READ_NEEDS(T_FORMAT, c->state.needs.t[0])]); if ((f->components == GGL_RGB) || (f->components == GGL_RGBA) || (f->components == GGL_LUMINANCE) || (f->components == GGL_LUMINANCE_ALPHA)) { // format must have all of RGB components // (so the current color doesn't show through) c->scanline = scanline_memcpy; c->init_y = init_y_noop; return; } } } if (c->state.needs.match(fill16noblend)) { c->init_y = init_y_packed; switch (c->formats[cb_format].size) { case 1: c->scanline = scanline_memset8; return; case 2: c->scanline = scanline_memset16; return; case 4: c->scanline = scanline_memset32; return; } } const int numFilters = sizeof(shortcuts)/sizeof(shortcut_t); for (int i=0 ; i<numFilters ; i++) { if (c->state.needs.match(shortcuts[i].filter)) { c->scanline = shortcuts[i].scanline; c->init_y = shortcuts[i].init_y; return; } } #endif // DEBUG__CODEGEN_ONLY c->init_y = init_y; c->step_y = step_y__generic; #if ANDROID_ARM_CODEGEN // we're going to have to generate some code... // here, generate code for our pixel pipeline const AssemblyKey<needs_t> key(c->state.needs); sp<Assembly> assembly = gCodeCache.lookup(key); if (assembly == 0) { // create a new assembly region sp<ScanlineAssembly> a = new ScanlineAssembly(c->state.needs, ASSEMBLY_SCRATCH_SIZE); // initialize our assembler GGLAssembler assembler( new ARMAssembler(a) ); //GGLAssembler assembler( // new ARMAssemblerOptimizer(new ARMAssembler(a)) ); // generate the scanline code for the given needs int err = assembler.scanline(c->state.needs, c); if (ggl_likely(!err)) { // finally, cache this assembly err = gCodeCache.cache(a->key(), a); } if (ggl_unlikely(err)) { LOGE("error generating or caching assembly. Reverting to NOP."); c->scanline = scanline_noop; c->init_y = init_y_noop; c->step_y = step_y__nop; return; } assembly = a; } // release the previous assembly if (c->scanline_as) { c->scanline_as->decStrong(c); } //LOGI("using generated pixel-pipeline"); c->scanline_as = assembly.get(); c->scanline_as->incStrong(c); // hold on to assembly c->scanline = (void(*)(context_t* c))assembly->base(); #else // LOGW("using generic (slow) pixel-pipeline"); c->scanline = scanline; #endif }