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-rw-r--r--opengl/libagl/array.cpp4
-rw-r--r--opengl/libagl/light.cpp35
-rw-r--r--opengl/libagl/matrix.cpp83
-rw-r--r--opengl/tests/lighting1709/Android.mk11
-rw-r--r--opengl/tests/lighting1709/AndroidManifest.xml13
-rw-r--r--opengl/tests/lighting1709/src/com/android/lightingtest/ClearActivity.java174
6 files changed, 242 insertions, 78 deletions
diff --git a/opengl/libagl/array.cpp b/opengl/libagl/array.cpp
index 6d2cc9111c84..cffe880edd0d 100644
--- a/opengl/libagl/array.cpp
+++ b/opengl/libagl/array.cpp
@@ -960,6 +960,8 @@ 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);
@@ -975,6 +977,8 @@ 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 25c41d0c5b9d..8ae32cc0f0e1 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 f175cdad6e6a..0b68dc06f5e3 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/tests/lighting1709/Android.mk b/opengl/tests/lighting1709/Android.mk
new file mode 100644
index 000000000000..9563e617f3aa
--- /dev/null
+++ b/opengl/tests/lighting1709/Android.mk
@@ -0,0 +1,11 @@
+LOCAL_PATH:= $(call my-dir)
+include $(CLEAR_VARS)
+
+LOCAL_MODULE_TAGS := tests
+
+LOCAL_SRC_FILES := $(call all-subdir-java-files)
+
+LOCAL_PACKAGE_NAME := LightingTest
+LOCAL_CERTIFICATE := platform
+
+include $(BUILD_PACKAGE)
diff --git a/opengl/tests/lighting1709/AndroidManifest.xml b/opengl/tests/lighting1709/AndroidManifest.xml
new file mode 100644
index 000000000000..6c23d422f5ec
--- /dev/null
+++ b/opengl/tests/lighting1709/AndroidManifest.xml
@@ -0,0 +1,13 @@
+<manifest xmlns:android="http://schemas.android.com/apk/res/android"
+ package="com.android.lightingtest">
+
+ <application>
+ <activity android:name="ClearActivity" android:label="LightingTest">
+ <intent-filter>
+ <action android:name="android.intent.action.MAIN" />
+ <category android:name="android.intent.category.DEFAULT" />
+ <category android:name="android.intent.category.LAUNCHER" />
+ </intent-filter>
+ </activity>
+ </application>
+</manifest>
diff --git a/opengl/tests/lighting1709/src/com/android/lightingtest/ClearActivity.java b/opengl/tests/lighting1709/src/com/android/lightingtest/ClearActivity.java
new file mode 100644
index 000000000000..3ae8c5ca29d7
--- /dev/null
+++ b/opengl/tests/lighting1709/src/com/android/lightingtest/ClearActivity.java
@@ -0,0 +1,174 @@
+/*
+ * Copyright (C) 2007 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.
+ */
+
+package com.android.lightingtest;
+
+import java.nio.ByteBuffer;
+import java.nio.ByteOrder;
+import java.nio.FloatBuffer;
+
+import javax.microedition.khronos.egl.EGL10;
+import javax.microedition.khronos.egl.EGLConfig;
+import javax.microedition.khronos.opengles.GL10;
+
+import android.app.Activity;
+import android.content.Context;
+import android.opengl.GLSurfaceView;
+import android.os.Bundle;
+import android.util.Log;
+import android.view.MotionEvent;
+
+public class ClearActivity extends Activity {
+ @Override
+ protected void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+ mGLView = new ClearGLSurfaceView(this);
+ setContentView(mGLView);
+ }
+
+ @Override
+ protected void onPause() {
+ super.onPause();
+ mGLView.onPause();
+ }
+
+ @Override
+ protected void onResume() {
+ super.onResume();
+ mGLView.onResume();
+ }
+ private GLSurfaceView mGLView;
+}
+
+class ClearGLSurfaceView extends GLSurfaceView {
+ public ClearGLSurfaceView(Context context) {
+ super(context);
+ mRenderer = new ClearRenderer();
+ setRenderer(mRenderer);
+ }
+
+ ClearRenderer mRenderer;
+}
+
+class ClearRenderer implements GLSurfaceView.Renderer {
+ public ClearRenderer() {
+ }
+
+ public void onSurfaceCreated(GL10 gl, EGLConfig config) {
+ // Do nothing special.
+ }
+
+ public void onSurfaceChanged(GL10 gl, int w, int h) {
+ // Compute the projection matrix
+ gl.glMatrixMode(GL10.GL_PROJECTION);
+ gl.glLoadIdentity();
+
+ // Compute the boundaries of the frustum
+ float fl = (float) (-(w / 2)) / 288;
+ float fr = (float) (w / 2) / 288;
+ float ft = (float) (h / 2) / 288;
+ float fb = (float) (-(h / 2)) / 288;
+
+ // Set the view frustum
+ gl.glFrustumf(fl, fr, fb, ft, 1.0f, 2000.0f);
+
+ // Set the viewport dimensions
+ gl.glMatrixMode(GL10.GL_MODELVIEW);
+ gl.glLoadIdentity();
+ gl.glViewport(0, 0, w, h);
+ }
+
+ public void onDrawFrame(GL10 gl) {
+ gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
+
+ final float lightOff[] = {0.0f, 0.0f, 0.0f, 1.0f};
+ final float lightAmbient[] = {5.0f, 0.0f, 0.0f, 1.0f};
+ final float lightDiffuse[] = {0.0f, 2.0f, 0.0f, 0.0f};
+ final float lightPosSpot[] = {0.0f, 0.0f, -8.0f, 1.0f};
+
+ final float pos[] = {
+ -5.0f, -1.5f, 0.0f,
+ 0.0f, -1.5f, 0.0f,
+ 5.0f, -1.5f, 0.0f,
+ };
+
+ final float v[] = new float[9];
+ ByteBuffer vbb = ByteBuffer.allocateDirect(v.length*4);
+ vbb.order(ByteOrder.nativeOrder());
+ FloatBuffer vb = vbb.asFloatBuffer();
+
+ gl.glDisable(GL10.GL_DITHER);
+
+ gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient, 0);
+ gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse, 0);
+ gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, lightOff, 0);
+ gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosSpot, 0);
+ gl.glEnable(GL10.GL_LIGHT0);
+
+ gl.glEnable(GL10.GL_LIGHTING);
+
+
+ gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
+ gl.glNormal3f(0, 0, 1);
+
+
+ // draw first 3 triangles, without using transforms
+ for (int i=0 ; i<3 ; i++) {
+ v[0] = -1; v[1] =-1; v[2] = -10;
+ v[3] = 0; v[4] = 1; v[5] = -10;
+ v[6] = 1; v[7] =-1; v[8] = -10;
+ for (int j=0 ; j<3 ; j++) {
+ v[j*3+0] -= pos[i*3+0];
+ v[j*3+1] -= pos[i*3+1];
+ v[j*3+2] -= pos[i*3+2];
+ }
+ vb.put(v).position(0);
+ gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vb);
+ gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
+ }
+
+ // draw the 2nd batch this time with transforms
+ v[0] = -1; v[1] =-1; v[2] = -10;
+ v[3] = 0; v[4] = 1; v[5] = -10;
+ v[6] = 1; v[7] =-1; v[8] = -10;
+ vb.put(v).position(0);
+ gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vb);
+
+ // draw lower left triangle
+ gl.glPushMatrix();
+ gl.glTranslatef(pos[0], pos[1], pos[2]);
+ gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
+ gl.glPopMatrix();
+
+ // draw lower middle triangle
+ gl.glPushMatrix();
+ gl.glTranslatef(pos[3], pos[4], pos[5]);
+ gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
+ gl.glPopMatrix();
+
+ // draw lower right triangle
+ gl.glPushMatrix();
+ gl.glTranslatef(pos[6], pos[7], pos[8]);
+ gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
+ gl.glPopMatrix();
+ }
+
+ public int[] getConfigSpec() {
+ int[] configSpec = { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE };
+ return configSpec;
+ }
+}
+