Merge commit 'goog/master' into merge_master

This commit is contained in:
Mathias Agopian
2009-06-05 15:45:39 -07:00
199 changed files with 8202 additions and 4081 deletions

View File

@ -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);

View File

@ -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 {

View File

@ -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;
}

View File

@ -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)

View File

@ -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>

View File

@ -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;
}
}