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
34namespace android {
35
36// ----------------------------------------------------------------------------
37
38static const GLfloat gIdentityf[16] = { 1,0,0,0,
39                                        0,1,0,0,
40                                        0,0,1,0,
41                                        0,0,0,1 };
42
43static 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
51static void point2__nop(transform_t const*, vec4_t* c, vec4_t const* o);
52static void point3__nop(transform_t const*, vec4_t* c, vec4_t const* o);
53static void point4__nop(transform_t const*, vec4_t* c, vec4_t const* o);
54static void point2__generic(transform_t const*, vec4_t* c, vec4_t const* o);
55static void point3__generic(transform_t const*, vec4_t* c, vec4_t const* o);
56static void point4__generic(transform_t const*, vec4_t* c, vec4_t const* o);
57static void point3__mvui(transform_t const*, vec4_t* c, vec4_t const* o);
58static void point4__mvui(transform_t const*, vec4_t* c, vec4_t const* o);
59
60// ----------------------------------------------------------------------------
61#if 0
62#pragma mark -
63#endif
64
65void 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
87void 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
95static 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
112void ogles_invalidate_perspective(ogles_context_t* c)
113{
114    c->arrays.perspective = validate_perspective;
115}
116
117void 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
171void 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
181static inline
182int notZero(GLfixed v) {
183    return abs(v) & ~0x3;
184}
185
186static inline
187int notOne(GLfixed v) {
188    return notZero(v - 0x10000);
189}
190
191void 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
208void mvui_transform_t::picker()
209{
210    flags = 0;
211    ops = OP_ALL;
212    point3 = point3__mvui;
213    point4 = point4__mvui;
214}
215
216void transform_t::dump(const char* what)
217{
218    GLfixed const * const m = matrix.m;
219    ALOGD("%s:", what);
220    for (int i=0 ; i<4 ; i++)
221        ALOGD("[%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
235void 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
251void 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        const float rhs_i0 = rhs.m[ I(i,0) ];
256        float ri0 = m[ I(0,0) ] * rhs_i0;
257        float ri1 = m[ I(0,1) ] * rhs_i0;
258        float ri2 = m[ I(0,2) ] * rhs_i0;
259        float ri3 = m[ I(0,3) ] * rhs_i0;
260        for (int j=1 ; j<4 ; j++) {
261            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
274void matrixf_t::dump(const char* what) {
275    ALOGD("%s", what);
276    ALOGD("[ %9f %9f %9f %9f ]", m[I(0,0)], m[I(1,0)], m[I(2,0)], m[I(3,0)]);
277    ALOGD("[ %9f %9f %9f %9f ]", m[I(0,1)], m[I(1,1)], m[I(2,1)], m[I(3,1)]);
278    ALOGD("[ %9f %9f %9f %9f ]", m[I(0,2)], m[I(1,2)], m[I(2,2)], m[I(3,2)]);
279    ALOGD("[ %9f %9f %9f %9f ]", m[I(0,3)], m[I(1,3)], m[I(2,3)], m[I(3,3)]);
280}
281
282void matrixf_t::loadIdentity() {
283    memcpy(m, gIdentityf, sizeof(m));
284}
285
286void matrixf_t::set(const GLfixed* rhs) {
287    load(rhs);
288}
289
290void matrixf_t::set(const GLfloat* rhs) {
291    load(rhs);
292}
293
294void 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
302void matrixf_t::load(const GLfloat* rhs) {
303    memcpy(m, rhs, sizeof(m));
304}
305
306void matrixf_t::load(const matrixf_t& rhs) {
307    operator = (rhs);
308}
309
310void matrixf_t::multiply(const matrixf_t& rhs) {
311    matrixf_t r;
312    multiply(r, *this, rhs);
313    operator = (r);
314}
315
316void 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
322void 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
330void 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
385void 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
394void matrix_stack_t::uninit() {
395    delete [] stack;
396    delete [] ops;
397}
398
399void matrix_stack_t::loadIdentity() {
400    transform.loadIdentity();
401    stack[depth].loadIdentity();
402    ops[depth] = OP_IDENTITY;
403}
404
405void 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
412void 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
418void 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
424void 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
430void 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
440void 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
446void 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
457GLint 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
468GLint 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
483void 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
494void 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
505void 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
526static __attribute__((noinline))
527void invert(GLfloat* inverse, const GLfloat* src)
528{
529    double t;
530    int i, j, k, swap;
531    GLfloat tmp[4][4];
532
533    memcpy(inverse, gIdentityf, sizeof(gIdentityf));
534    memcpy(tmp, src, sizeof(GLfloat)*16);
535
536    for (i = 0; i < 4; i++) {
537        // look for largest element in column
538        swap = i;
539        for (j = i + 1; j < 4; j++) {
540            if (fabs(tmp[j][i]) > fabs(tmp[i][i])) {
541                swap = j;
542            }
543        }
544
545        if (swap != i) {
546            /* swap rows. */
547            for (k = 0; k < 4; k++) {
548                t = tmp[i][k];
549                tmp[i][k] = tmp[swap][k];
550                tmp[swap][k] = t;
551
552                t = inverse[i*4+k];
553                inverse[i*4+k] = inverse[swap*4+k];
554                inverse[swap*4+k] = t;
555            }
556        }
557
558        t = 1.0f / tmp[i][i];
559        for (k = 0; k < 4; k++) {
560            tmp[i][k] *= t;
561            inverse[i*4+k] *= t;
562        }
563        for (j = 0; j < 4; j++) {
564            if (j != i) {
565                t = tmp[j][i];
566                for (k = 0; k < 4; k++) {
567                    tmp[j][k] -= tmp[i][k]*t;
568                    inverse[j*4+k] -= inverse[i*4+k]*t;
569                }
570            }
571        }
572    }
573}
574
575void transform_state_t::update_mvit()
576{
577    GLfloat r[16];
578    const GLfloat* const mv = modelview.top().elements();
579    invert(r, mv);
580    // convert to fixed-point and transpose
581    GLfixed* const x = mvit4.matrix.m;
582    for (int i=0 ; i<4 ; i++)
583        for (int j=0 ; j<4 ; j++)
584            x[I(i,j)] = gglFloatToFixed(r[I(j,i)]);
585    mvit4.picker();
586}
587
588void transform_state_t::update_mvui()
589{
590    GLfloat r[16];
591    const GLfloat* const mv = modelview.top().elements();
592
593    /*
594    When evaluating the lighting equation in eye-space, normals
595    are transformed by the upper 3x3 modelview inverse-transpose.
596    http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node26.html
597
598    (note that inverse-transpose is distributive).
599    Also note that:
600        l(obj) = inv(modelview).l(eye) for local light
601        l(obj) =  tr(modelview).l(eye) for infinite light
602    */
603
604    invert(r, mv);
605
606    GLfixed* const x = mvui.matrix.m;
607
608#if OBJECT_SPACE_LIGHTING
609    for (int i=0 ; i<4 ; i++)
610        for (int j=0 ; j<4 ; j++)
611            x[I(i,j)] = gglFloatToFixed(r[I(i,j)]);
612#else
613    for (int i=0 ; i<4 ; i++)
614        for (int j=0 ; j<4 ; j++)
615            x[I(i,j)] = gglFloatToFixed(r[I(j,i)]);
616#endif
617
618    mvui.picker();
619}
620
621
622// ----------------------------------------------------------------------------
623// transformation and matrices API
624// ----------------------------------------------------------------------------
625#if 0
626#pragma mark -
627#pragma mark transformation and matrices API
628#endif
629
630int ogles_surfaceport(ogles_context_t* c, GLint x, GLint y)
631{
632    c->viewport.surfaceport.x = x;
633    c->viewport.surfaceport.y = y;
634
635    ogles_viewport(c,
636            c->viewport.x,
637            c->viewport.y,
638            c->viewport.w,
639            c->viewport.h);
640
641    ogles_scissor(c,
642            c->viewport.scissor.x,
643            c->viewport.scissor.y,
644            c->viewport.scissor.w,
645            c->viewport.scissor.h);
646
647    return 0;
648}
649
650void ogles_scissor(ogles_context_t* c,
651        GLint x, GLint y, GLsizei w, GLsizei h)
652{
653    if ((w|h) < 0) {
654        ogles_error(c, GL_INVALID_VALUE);
655        return;
656    }
657    c->viewport.scissor.x = x;
658    c->viewport.scissor.y = y;
659    c->viewport.scissor.w = w;
660    c->viewport.scissor.h = h;
661
662    x += c->viewport.surfaceport.x;
663    y += c->viewport.surfaceport.y;
664
665    y = c->rasterizer.state.buffers.color.height - (y + h);
666    c->rasterizer.procs.scissor(c, x, y, w, h);
667}
668
669void ogles_viewport(ogles_context_t* c,
670        GLint x, GLint y, GLsizei w, GLsizei h)
671{
672    if ((w|h)<0) {
673        ogles_error(c, GL_INVALID_VALUE);
674        return;
675    }
676
677    c->viewport.x = x;
678    c->viewport.y = y;
679    c->viewport.w = w;
680    c->viewport.h = h;
681
682    x += c->viewport.surfaceport.x;
683    y += c->viewport.surfaceport.y;
684
685    GLint H = c->rasterizer.state.buffers.color.height;
686    GLfloat sx = div2f(w);
687    GLfloat ox = sx + x;
688    GLfloat sy = div2f(h);
689    GLfloat oy = sy - y + (H - h);
690
691    GLfloat near = c->transforms.vpt.zNear;
692    GLfloat far  = c->transforms.vpt.zFar;
693    GLfloat A = div2f(far - near);
694    GLfloat B = div2f(far + near);
695
696    // compute viewport matrix
697    GLfloat* const f = c->transforms.vpt.matrix.editElements();
698    f[0] = sx;  f[4] = 0;   f[ 8] = 0;  f[12] = ox;
699    f[1] = 0;   f[5] =-sy;  f[ 9] = 0;  f[13] = oy;
700    f[2] = 0;   f[6] = 0;   f[10] = A;  f[14] = B;
701    f[3] = 0;   f[7] = 0;   f[11] = 0;  f[15] = 1;
702    c->transforms.dirty |= transform_state_t::VIEWPORT;
703    if (c->transforms.mvp4.flags & transform_t::FLAGS_2D_PROJECTION)
704        c->transforms.dirty |= transform_state_t::MVP;
705}
706
707// ----------------------------------------------------------------------------
708#if 0
709#pragma mark -
710#pragma mark matrix * vertex
711#endif
712
713void point2__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
714    const GLfixed* const m = mx->matrix.m;
715    const GLfixed rx = rhs->x;
716    const GLfixed ry = rhs->y;
717    lhs->x = mla2a(rx, m[ 0], ry, m[ 4], m[12]);
718    lhs->y = mla2a(rx, m[ 1], ry, m[ 5], m[13]);
719    lhs->z = mla2a(rx, m[ 2], ry, m[ 6], m[14]);
720    lhs->w = mla2a(rx, m[ 3], ry, m[ 7], m[15]);
721}
722
723void point3__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
724    const GLfixed* const m = mx->matrix.m;
725    const GLfixed rx = rhs->x;
726    const GLfixed ry = rhs->y;
727    const GLfixed rz = rhs->z;
728    lhs->x = mla3a(rx, m[ 0], ry, m[ 4], rz, m[ 8], m[12]);
729    lhs->y = mla3a(rx, m[ 1], ry, m[ 5], rz, m[ 9], m[13]);
730    lhs->z = mla3a(rx, m[ 2], ry, m[ 6], rz, m[10], m[14]);
731    lhs->w = mla3a(rx, m[ 3], ry, m[ 7], rz, m[11], m[15]);
732}
733
734void point4__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
735    const GLfixed* const m = mx->matrix.m;
736    const GLfixed rx = rhs->x;
737    const GLfixed ry = rhs->y;
738    const GLfixed rz = rhs->z;
739    const GLfixed rw = rhs->w;
740    lhs->x = mla4(rx, m[ 0], ry, m[ 4], rz, m[ 8], rw, m[12]);
741    lhs->y = mla4(rx, m[ 1], ry, m[ 5], rz, m[ 9], rw, m[13]);
742    lhs->z = mla4(rx, m[ 2], ry, m[ 6], rz, m[10], rw, m[14]);
743    lhs->w = mla4(rx, m[ 3], ry, m[ 7], rz, m[11], rw, m[15]);
744}
745
746void point3__mvui(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
747    // this is used for transforming light positions back to object space.
748    // w is used as a switch for directional lights, so we need
749    // to preserve it.
750    const GLfixed* const m = mx->matrix.m;
751    const GLfixed rx = rhs->x;
752    const GLfixed ry = rhs->y;
753    const GLfixed rz = rhs->z;
754    lhs->x = mla3(rx, m[ 0], ry, m[ 4], rz, m[ 8]);
755    lhs->y = mla3(rx, m[ 1], ry, m[ 5], rz, m[ 9]);
756    lhs->z = mla3(rx, m[ 2], ry, m[ 6], rz, m[10]);
757    lhs->w = 0;
758}
759
760void point4__mvui(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
761    // this is used for transforming light positions back to object space.
762    // w is used as a switch for directional lights, so we need
763    // to preserve it.
764    const GLfixed* const m = mx->matrix.m;
765    const GLfixed rx = rhs->x;
766    const GLfixed ry = rhs->y;
767    const GLfixed rz = rhs->z;
768    const GLfixed rw = rhs->w;
769    lhs->x = mla4(rx, m[ 0], ry, m[ 4], rz, m[ 8], rw, m[12]);
770    lhs->y = mla4(rx, m[ 1], ry, m[ 5], rz, m[ 9], rw, m[13]);
771    lhs->z = mla4(rx, m[ 2], ry, m[ 6], rz, m[10], rw, m[14]);
772    lhs->w = rw;
773}
774
775void point2__nop(transform_t const*, vec4_t* lhs, vec4_t const* rhs) {
776    lhs->z = 0;
777    lhs->w = 0x10000;
778    if (lhs != rhs) {
779        lhs->x = rhs->x;
780        lhs->y = rhs->y;
781    }
782}
783
784void point3__nop(transform_t const*, vec4_t* lhs, vec4_t const* rhs) {
785    lhs->w = 0x10000;
786    if (lhs != rhs) {
787        lhs->x = rhs->x;
788        lhs->y = rhs->y;
789        lhs->z = rhs->z;
790    }
791}
792
793void point4__nop(transform_t const*, vec4_t* lhs, vec4_t const* rhs) {
794    if (lhs != rhs)
795        *lhs = *rhs;
796}
797
798
799static void frustumf(
800            GLfloat left, GLfloat right,
801            GLfloat bottom, GLfloat top,
802            GLfloat zNear, GLfloat zFar,
803            ogles_context_t* c)
804    {
805    if (cmpf(left,right) ||
806        cmpf(top, bottom) ||
807        cmpf(zNear, zFar) ||
808        isZeroOrNegativef(zNear) ||
809        isZeroOrNegativef(zFar))
810    {
811        ogles_error(c, GL_INVALID_VALUE);
812        return;
813    }
814    const GLfloat r_width  = reciprocalf(right - left);
815    const GLfloat r_height = reciprocalf(top - bottom);
816    const GLfloat r_depth  = reciprocalf(zNear - zFar);
817    const GLfloat x = mul2f(zNear * r_width);
818    const GLfloat y = mul2f(zNear * r_height);
819    const GLfloat A = mul2f((right + left) * r_width);
820    const GLfloat B = (top + bottom) * r_height;
821    const GLfloat C = (zFar + zNear) * r_depth;
822    const GLfloat D = mul2f(zFar * zNear * r_depth);
823    GLfloat f[16];
824    f[ 0] = x;
825    f[ 5] = y;
826    f[ 8] = A;
827    f[ 9] = B;
828    f[10] = C;
829    f[14] = D;
830    f[11] = -1.0f;
831    f[ 1] = f[ 2] = f[ 3] =
832    f[ 4] = f[ 6] = f[ 7] =
833    f[12] = f[13] = f[15] = 0.0f;
834
835    matrixf_t rhs;
836    rhs.set(f);
837    c->transforms.current->multiply(rhs);
838    c->transforms.invalidate();
839}
840
841static void orthof(
842        GLfloat left, GLfloat right,
843        GLfloat bottom, GLfloat top,
844        GLfloat zNear, GLfloat zFar,
845        ogles_context_t* c)
846{
847    if (cmpf(left,right) ||
848        cmpf(top, bottom) ||
849        cmpf(zNear, zFar))
850    {
851        ogles_error(c, GL_INVALID_VALUE);
852        return;
853    }
854    const GLfloat r_width  = reciprocalf(right - left);
855    const GLfloat r_height = reciprocalf(top - bottom);
856    const GLfloat r_depth  = reciprocalf(zFar - zNear);
857    const GLfloat x =  mul2f(r_width);
858    const GLfloat y =  mul2f(r_height);
859    const GLfloat z = -mul2f(r_depth);
860    const GLfloat tx = -(right + left) * r_width;
861    const GLfloat ty = -(top + bottom) * r_height;
862    const GLfloat tz = -(zFar + zNear) * r_depth;
863    GLfloat f[16];
864    f[ 0] = x;
865    f[ 5] = y;
866    f[10] = z;
867    f[12] = tx;
868    f[13] = ty;
869    f[14] = tz;
870    f[15] = 1.0f;
871    f[ 1] = f[ 2] = f[ 3] =
872    f[ 4] = f[ 6] = f[ 7] =
873    f[ 8] = f[ 9] = f[11] = 0.0f;
874    matrixf_t rhs;
875    rhs.set(f);
876    c->transforms.current->multiply(rhs);
877    c->transforms.invalidate();
878}
879
880static void depthRangef(GLclampf zNear, GLclampf zFar, ogles_context_t* c)
881{
882    zNear = clampToZerof(zNear > 1 ? 1 : zNear);
883    zFar  = clampToZerof(zFar  > 1 ? 1 : zFar);
884    GLfloat* const f = c->transforms.vpt.matrix.editElements();
885    f[10] = div2f(zFar - zNear);
886    f[14] = div2f(zFar + zNear);
887    c->transforms.dirty |= transform_state_t::VIEWPORT;
888    c->transforms.vpt.zNear = zNear;
889    c->transforms.vpt.zFar  = zFar;
890}
891
892
893// ----------------------------------------------------------------------------
894}; // namespace android
895
896using namespace android;
897
898void glMatrixMode(GLenum mode)
899{
900    ogles_context_t* c = ogles_context_t::get();
901    matrix_stack_t* stack = 0;
902    switch (mode) {
903    case GL_MODELVIEW:
904        stack = &c->transforms.modelview;
905        break;
906    case GL_PROJECTION:
907        stack = &c->transforms.projection;
908        break;
909    case GL_TEXTURE:
910        stack = &c->transforms.texture[c->textures.active];
911        break;
912    default:
913        ogles_error(c, GL_INVALID_ENUM);
914        return;
915    }
916    c->transforms.matrixMode = mode;
917    c->transforms.current = stack;
918}
919
920void glLoadIdentity()
921{
922    ogles_context_t* c = ogles_context_t::get();
923    c->transforms.current->loadIdentity(); // also loads the GLfixed transform
924    c->transforms.invalidate();
925    c->transforms.current->dirty = 0;
926}
927
928void glLoadMatrixf(const GLfloat* m)
929{
930    ogles_context_t* c = ogles_context_t::get();
931    c->transforms.current->load(m);
932    c->transforms.invalidate();
933}
934
935void glLoadMatrixx(const GLfixed* m)
936{
937    ogles_context_t* c = ogles_context_t::get();
938    c->transforms.current->load(m); // also loads the GLfixed transform
939    c->transforms.invalidate();
940    c->transforms.current->dirty &= ~matrix_stack_t::DO_FLOAT_TO_FIXED;
941}
942
943void glMultMatrixf(const GLfloat* m)
944{
945    ogles_context_t* c = ogles_context_t::get();
946    matrixf_t rhs;
947    rhs.set(m);
948    c->transforms.current->multiply(rhs);
949    c->transforms.invalidate();
950}
951
952void glMultMatrixx(const GLfixed* m)
953{
954    ogles_context_t* c = ogles_context_t::get();
955    matrixf_t rhs;
956    rhs.set(m);
957    c->transforms.current->multiply(rhs);
958    c->transforms.invalidate();
959}
960
961void glPopMatrix()
962{
963    ogles_context_t* c = ogles_context_t::get();
964    GLint err = c->transforms.current->pop();
965    if (ggl_unlikely(err)) {
966        ogles_error(c, err);
967        return;
968    }
969    c->transforms.invalidate();
970}
971
972void glPushMatrix()
973{
974    ogles_context_t* c = ogles_context_t::get();
975    GLint err = c->transforms.current->push();
976    if (ggl_unlikely(err)) {
977        ogles_error(c, err);
978        return;
979    }
980    c->transforms.invalidate();
981}
982
983void glFrustumf(
984        GLfloat left, GLfloat right,
985        GLfloat bottom, GLfloat top,
986        GLfloat zNear, GLfloat zFar)
987{
988    ogles_context_t* c = ogles_context_t::get();
989    frustumf(left, right, bottom, top, zNear, zFar, c);
990}
991
992void glFrustumx(
993        GLfixed left, GLfixed right,
994        GLfixed bottom, GLfixed top,
995        GLfixed zNear, GLfixed zFar)
996{
997    ogles_context_t* c = ogles_context_t::get();
998    frustumf( fixedToFloat(left), fixedToFloat(right),
999              fixedToFloat(bottom), fixedToFloat(top),
1000              fixedToFloat(zNear), fixedToFloat(zFar),
1001              c);
1002}
1003
1004void glOrthof(
1005        GLfloat left, GLfloat right,
1006        GLfloat bottom, GLfloat top,
1007        GLfloat zNear, GLfloat zFar)
1008{
1009    ogles_context_t* c = ogles_context_t::get();
1010    orthof(left, right, bottom, top, zNear, zFar, c);
1011}
1012
1013void glOrthox(
1014        GLfixed left, GLfixed right,
1015        GLfixed bottom, GLfixed top,
1016        GLfixed zNear, GLfixed zFar)
1017{
1018    ogles_context_t* c = ogles_context_t::get();
1019    orthof( fixedToFloat(left), fixedToFloat(right),
1020            fixedToFloat(bottom), fixedToFloat(top),
1021            fixedToFloat(zNear), fixedToFloat(zFar),
1022            c);
1023}
1024
1025void glRotatef(GLfloat a, GLfloat x, GLfloat y, GLfloat z)
1026{
1027    ogles_context_t* c = ogles_context_t::get();
1028    c->transforms.current->rotate(a, x, y, z);
1029    c->transforms.invalidate();
1030}
1031
1032void glRotatex(GLfixed a, GLfixed x, GLfixed y, GLfixed z)
1033{
1034    ogles_context_t* c = ogles_context_t::get();
1035    c->transforms.current->rotate(
1036            fixedToFloat(a), fixedToFloat(x),
1037            fixedToFloat(y), fixedToFloat(z));
1038    c->transforms.invalidate();
1039}
1040
1041void glScalef(GLfloat x, GLfloat y, GLfloat z)
1042{
1043    ogles_context_t* c = ogles_context_t::get();
1044    c->transforms.current->scale(x, y, z);
1045    c->transforms.invalidate();
1046}
1047
1048void glScalex(GLfixed x, GLfixed y, GLfixed z)
1049{
1050    ogles_context_t* c = ogles_context_t::get();
1051    c->transforms.current->scale(
1052            fixedToFloat(x), fixedToFloat(y), fixedToFloat(z));
1053    c->transforms.invalidate();
1054}
1055
1056void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
1057{
1058    ogles_context_t* c = ogles_context_t::get();
1059    c->transforms.current->translate(x, y, z);
1060    c->transforms.invalidate();
1061}
1062
1063void glTranslatex(GLfixed x, GLfixed y, GLfixed z)
1064{
1065    ogles_context_t* c = ogles_context_t::get();
1066    c->transforms.current->translate(
1067            fixedToFloat(x), fixedToFloat(y), fixedToFloat(z));
1068    c->transforms.invalidate();
1069}
1070
1071void glScissor(GLint x, GLint y, GLsizei w, GLsizei h)
1072{
1073    ogles_context_t* c = ogles_context_t::get();
1074    ogles_scissor(c, x, y, w, h);
1075}
1076
1077void glViewport(GLint x, GLint y, GLsizei w, GLsizei h)
1078{
1079    ogles_context_t* c = ogles_context_t::get();
1080    ogles_viewport(c, x, y, w, h);
1081}
1082
1083void glDepthRangef(GLclampf zNear, GLclampf zFar)
1084{
1085    ogles_context_t* c = ogles_context_t::get();
1086    depthRangef(zNear, zFar, c);
1087}
1088
1089void glDepthRangex(GLclampx zNear, GLclampx zFar)
1090{
1091    ogles_context_t* c = ogles_context_t::get();
1092    depthRangef(fixedToFloat(zNear), fixedToFloat(zFar), c);
1093}
1094
1095void glPolygonOffsetx(GLfixed factor, GLfixed units)
1096{
1097    ogles_context_t* c = ogles_context_t::get();
1098    c->polygonOffset.factor = factor;
1099    c->polygonOffset.units = units;
1100}
1101
1102void glPolygonOffset(GLfloat factor, GLfloat units)
1103{
1104    ogles_context_t* c = ogles_context_t::get();
1105    c->polygonOffset.factor = gglFloatToFixed(factor);
1106    c->polygonOffset.units = gglFloatToFixed(units);
1107}
1108
1109GLbitfield glQueryMatrixxOES(GLfixed* m, GLint* e)
1110{
1111    ogles_context_t* c = ogles_context_t::get();
1112    GLbitfield status = 0;
1113    GLfloat const* f = c->transforms.current->top().elements();
1114    for  (int i=0 ; i<16 ; i++) {
1115        if (isnan(f[i]) || isinf(f[i])) {
1116            status |= 1<<i;
1117            continue;
1118        }
1119        e[i] = exponent(f[i]) - 7;
1120        m[i] = mantissa(f[i]);
1121    }
1122    return status;
1123}
1124