light.cpp revision 69ca17a12444ef619952b783ddaac121a0d438e5
1/* libs/opengles/light.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 <stdio.h>
19#include "context.h"
20#include "fp.h"
21#include "light.h"
22#include "state.h"
23#include "matrix.h"
24
25
26#if defined(__arm__) && defined(__thumb__)
27#warning "light.cpp should not be compiled in thumb on ARM."
28#endif
29
30namespace android {
31
32// ----------------------------------------------------------------------------
33
34static void invalidate_lighting(ogles_context_t* c);
35static void lightVertexValidate(ogles_context_t* c, vertex_t* v);
36static void lightVertexNop(ogles_context_t* c, vertex_t* v);
37static void lightVertex(ogles_context_t* c, vertex_t* v);
38static void lightVertexMaterial(ogles_context_t* c, vertex_t* v);
39
40static inline void vscale3(GLfixed* d, const GLfixed* m, GLfixed s);
41
42static __attribute__((noinline))
43void vnorm3(GLfixed* d, const GLfixed* a);
44
45static inline void vsa3(GLfixed* d,
46    const GLfixed* m, GLfixed s, const GLfixed* a);
47static inline void vss3(GLfixed* d,
48    const GLfixed* m, GLfixed s, const GLfixed* a);
49static inline void vmla3(GLfixed* d,
50    const GLfixed* m0, const GLfixed* m1, const GLfixed* a);
51static inline void vmul3(GLfixed* d,
52    const GLfixed* m0, const GLfixed* m1);
53
54static GLfixed fog_linear(ogles_context_t* c, GLfixed z);
55static GLfixed fog_exp(ogles_context_t* c, GLfixed z);
56static GLfixed fog_exp2(ogles_context_t* c, GLfixed z);
57
58
59// ----------------------------------------------------------------------------
60
61static void init_white(vec4_t& c) {
62    c.r = c.g = c.b = c.a = 0x10000;
63}
64
65void ogles_init_light(ogles_context_t* c)
66{
67    for (unsigned int i=0 ; i<OGLES_MAX_LIGHTS ; i++) {
68        c->lighting.lights[i].ambient.a = 0x10000;
69        c->lighting.lights[i].position.z = 0x10000;
70        c->lighting.lights[i].spotDir.z = -0x10000;
71        c->lighting.lights[i].spotCutoff = gglIntToFixed(180);
72        c->lighting.lights[i].attenuation[0] = 0x10000;
73    }
74    init_white(c->lighting.lights[0].diffuse);
75    init_white(c->lighting.lights[0].specular);
76
77    c->lighting.front.ambient.r =
78    c->lighting.front.ambient.g =
79    c->lighting.front.ambient.b = gglFloatToFixed(0.2f);
80    c->lighting.front.ambient.a = 0x10000;
81    c->lighting.front.diffuse.r =
82    c->lighting.front.diffuse.g =
83    c->lighting.front.diffuse.b = gglFloatToFixed(0.8f);
84    c->lighting.front.diffuse.a = 0x10000;
85    c->lighting.front.specular.a = 0x10000;
86    c->lighting.front.emission.a = 0x10000;
87
88    c->lighting.lightModel.ambient.r =
89    c->lighting.lightModel.ambient.g =
90    c->lighting.lightModel.ambient.b = gglFloatToFixed(0.2f);
91    c->lighting.lightModel.ambient.a = 0x10000;
92
93    c->lighting.colorMaterial.face = GL_FRONT_AND_BACK;
94    c->lighting.colorMaterial.mode = GL_AMBIENT_AND_DIFFUSE;
95
96    c->fog.mode = GL_EXP;
97    c->fog.fog = fog_exp;
98    c->fog.density = 0x10000;
99    c->fog.end = 0x10000;
100    c->fog.invEndMinusStart = 0x10000;
101
102    invalidate_lighting(c);
103
104    c->rasterizer.procs.shadeModel(c, GL_SMOOTH);
105    c->lighting.shadeModel = GL_SMOOTH;
106}
107
108void ogles_uninit_light(ogles_context_t* c)
109{
110}
111
112static inline int32_t clampF(GLfixed f) CONST;
113int32_t clampF(GLfixed f) {
114    f = (f & ~(f>>31));
115    if (f >= 0x10000)
116        f = 0x10000;
117    return f;
118}
119
120static GLfixed fog_linear(ogles_context_t* c, GLfixed z) {
121    return clampF(gglMulx((c->fog.end - ((z<0)?-z:z)), c->fog.invEndMinusStart));
122}
123
124static GLfixed fog_exp(ogles_context_t* c, GLfixed z) {
125    const float e = fixedToFloat(gglMulx(c->fog.density, ((z<0)?-z:z)));
126    return clampF(gglFloatToFixed(fastexpf(-e)));
127}
128
129static GLfixed fog_exp2(ogles_context_t* c, GLfixed z) {
130    const float e = fixedToFloat(gglMulx(c->fog.density, z));
131    return clampF(gglFloatToFixed(fastexpf(-e*e)));
132}
133
134// ----------------------------------------------------------------------------
135#if 0
136#pragma mark -
137#pragma mark math helpers
138#endif
139
140static inline
141void vscale3(GLfixed* d, const GLfixed* m, GLfixed s) {
142    d[0] = gglMulx(m[0], s);
143    d[1] = gglMulx(m[1], s);
144    d[2] = gglMulx(m[2], s);
145}
146
147static inline
148void vsa3(GLfixed* d, const GLfixed* m, GLfixed s, const GLfixed* a) {
149    d[0] = gglMulAddx(m[0], s, a[0]);
150    d[1] = gglMulAddx(m[1], s, a[1]);
151    d[2] = gglMulAddx(m[2], s, a[2]);
152}
153
154static inline
155void vss3(GLfixed* d, const GLfixed* m, GLfixed s, const GLfixed* a) {
156    d[0] = gglMulSubx(m[0], s, a[0]);
157    d[1] = gglMulSubx(m[1], s, a[1]);
158    d[2] = gglMulSubx(m[2], s, a[2]);
159}
160
161static inline
162void vmla3(GLfixed* d,
163        const GLfixed* m0, const GLfixed* m1, const GLfixed* a)
164{
165    d[0] = gglMulAddx(m0[0], m1[0], a[0]);
166    d[1] = gglMulAddx(m0[1], m1[1], a[1]);
167    d[2] = gglMulAddx(m0[2], m1[2], a[2]);
168}
169
170static inline
171void vmul3(GLfixed* d, const GLfixed* m0, const GLfixed* m1) {
172    d[0] = gglMulx(m0[0], m1[0]);
173    d[1] = gglMulx(m0[1], m1[1]);
174    d[2] = gglMulx(m0[2], m1[2]);
175}
176
177void vnorm3(GLfixed* d, const GLfixed* a)
178{
179    // we must take care of overflows when normalizing a vector
180    GLfixed n;
181    int32_t x = a[0];   x = x>=0 ? x : -x;
182    int32_t y = a[1];   y = y>=0 ? y : -y;
183    int32_t z = a[2];   z = z>=0 ? z : -z;
184    if (ggl_likely(x<=0x6800 && y<=0x6800 && z<= 0x6800)) {
185        // in this case this will all fit on 32 bits
186        n = x*x + y*y + z*z;
187        n = gglSqrtRecipx(n);
188        n <<= 8;
189    } else {
190        // here norm^2 is at least 0x7EC00000 (>>32 == 0.495117)
191        n = vsquare3(x, y, z);
192        n = gglSqrtRecipx(n);
193    }
194    vscale3(d, a, n);
195}
196
197// ----------------------------------------------------------------------------
198#if 0
199#pragma mark -
200#pragma mark lighting equations
201#endif
202
203static inline void light_picker(ogles_context_t* c)
204{
205    if (ggl_likely(!c->lighting.enable)) {
206        c->lighting.lightVertex = lightVertexNop;
207        return;
208    }
209    if (c->lighting.colorMaterial.enable) {
210        c->lighting.lightVertex = lightVertexMaterial;
211    } else {
212        c->lighting.lightVertex = lightVertex;
213    }
214}
215
216static inline void validate_light_mvi(ogles_context_t* c)
217{
218    uint32_t en = c->lighting.enabledLights;
219    while (en) {
220        const int i = 31 - gglClz(en);
221        en &= ~(1<<i);
222        light_t& l = c->lighting.lights[i];
223        c->transforms.mvui.point4(&c->transforms.mvui,
224                &l.objPosition, &l.position);
225        vnorm3(l.normalizedObjPosition.v, l.objPosition.v);
226    }
227}
228
229static inline void validate_light(ogles_context_t* c)
230{
231    // if colorMaterial is enabled, we get the color from the vertex
232    if (!c->lighting.colorMaterial.enable) {
233        material_t& material = c->lighting.front;
234        uint32_t en = c->lighting.enabledLights;
235        while (en) {
236            const int i = 31 - gglClz(en);
237            en &= ~(1<<i);
238            light_t& l = c->lighting.lights[i];
239            vmul3(l.implicitAmbient.v,  material.ambient.v,  l.ambient.v);
240            vmul3(l.implicitDiffuse.v,  material.diffuse.v,  l.diffuse.v);
241            vmul3(l.implicitSpecular.v, material.specular.v, l.specular.v);
242
243            // this is just a flag to tell if we have a specular component
244            l.implicitSpecular.v[3] =
245                    l.implicitSpecular.r |
246                    l.implicitSpecular.g |
247                    l.implicitSpecular.b;
248
249            l.rConstAttenuation = (l.attenuation[1] | l.attenuation[2])==0;
250            if (l.rConstAttenuation)
251                l.rConstAttenuation = gglRecipFast(l.attenuation[0]);
252        }
253        // emission and ambient for the whole scene
254        vmla3(  c->lighting.implicitSceneEmissionAndAmbient.v,
255                c->lighting.lightModel.ambient.v,
256                material.ambient.v,
257                material.emission.v);
258        c->lighting.implicitSceneEmissionAndAmbient.a = material.diffuse.a;
259    }
260    validate_light_mvi(c);
261}
262
263void invalidate_lighting(ogles_context_t* c)
264{
265    // TODO: pick lightVertexValidate or lightVertexValidateMVI
266    // instead of systematically the heavier lightVertexValidate()
267    c->lighting.lightVertex = lightVertexValidate;
268}
269
270void ogles_invalidate_lighting_mvui(ogles_context_t* c)
271{
272    invalidate_lighting(c);
273}
274
275void lightVertexNop(ogles_context_t*, vertex_t* v)
276{
277    // we should never end-up here
278}
279
280void lightVertexValidateMVI(ogles_context_t* c, vertex_t* v)
281{
282    validate_light_mvi(c);
283    light_picker(c);
284    c->lighting.lightVertex(c, v);
285}
286
287void lightVertexValidate(ogles_context_t* c, vertex_t* v)
288{
289    validate_light(c);
290    light_picker(c);
291    c->lighting.lightVertex(c, v);
292}
293
294void lightVertexMaterial(ogles_context_t* c, vertex_t* v)
295{
296    // fetch the material color
297    const GLvoid* cp = c->arrays.color.element(
298            v->index & vertex_cache_t::INDEX_MASK);
299    c->arrays.color.fetch(c, v->color.v, cp);
300
301    // acquire the color-material from the vertex
302    material_t& material = c->lighting.front;
303    material.ambient =
304    material.diffuse = v->color;
305    // implicit arguments need to be computed per/vertex
306    uint32_t en = c->lighting.enabledLights;
307    while (en) {
308        const int i = 31 - gglClz(en);
309        en &= ~(1<<i);
310        light_t& l = c->lighting.lights[i];
311        vmul3(l.implicitAmbient.v,  material.ambient.v,  l.ambient.v);
312        vmul3(l.implicitDiffuse.v,  material.diffuse.v,  l.diffuse.v);
313        vmul3(l.implicitSpecular.v, material.specular.v, l.specular.v);
314        // this is just a flag to tell if we have a specular component
315        l.implicitSpecular.v[3] =
316                l.implicitSpecular.r |
317                l.implicitSpecular.g |
318                l.implicitSpecular.b;
319    }
320    // emission and ambient for the whole scene
321    vmla3(  c->lighting.implicitSceneEmissionAndAmbient.v,
322            c->lighting.lightModel.ambient.v,
323            material.ambient.v,
324            material.emission.v);
325    c->lighting.implicitSceneEmissionAndAmbient.a = material.diffuse.a;
326
327    // now we can light our vertex as usual
328    lightVertex(c, v);
329}
330
331void lightVertex(ogles_context_t* c, vertex_t* v)
332{
333    // emission and ambient for the whole scene
334    vec4_t r = c->lighting.implicitSceneEmissionAndAmbient;
335
336    uint32_t en = c->lighting.enabledLights;
337    if (ggl_likely(en)) {
338        // since we do the lighting in object-space, we don't need to
339        // transform each normal. However, we might still have to normalize
340        // it if GL_NORMALIZE is enabled.
341        vec4_t n;
342        c->arrays.normal.fetch(c, n.v,
343            c->arrays.normal.element(v->index & vertex_cache_t::INDEX_MASK));
344
345        // TODO: right now we handle GL_RESCALE_NORMALS as if ti were
346        // GL_NORMALIZE. We could optimize this by  scaling mvui
347        // appropriately instead.
348        if (c->transforms.rescaleNormals)
349            vnorm3(n.v, n.v);
350
351        const material_t& material = c->lighting.front;
352        const int twoSide = c->lighting.lightModel.twoSide;
353
354        while (en) {
355            const int i = 31 - gglClz(en);
356            en &= ~(1<<i);
357            const light_t& l = c->lighting.lights[i];
358
359            vec4_t d, t;
360            GLfixed s;
361            GLfixed sqDist = 0x10000;
362
363            // compute vertex-to-light vector
364            if (ggl_unlikely(l.position.w)) {
365                // lightPos/1.0 - vertex/vertex.w == lightPos*vertex.w - vertex
366                vss3(d.v, l.objPosition.v, v->obj.w, v->obj.v);
367                sqDist = dot3(d.v, d.v);
368                vscale3(d.v, d.v, gglSqrtRecipx(sqDist));
369            } else {
370                // TODO: avoid copy here
371                d = l.normalizedObjPosition;
372            }
373
374            // ambient & diffuse
375            s = dot3(n.v, d.v);
376            s = (s<0) ? (twoSide?(-s):0) : s;
377            vsa3(t.v, l.implicitDiffuse.v, s, l.implicitAmbient.v);
378
379            // specular
380            if (ggl_unlikely(s && l.implicitSpecular.v[3])) {
381                vec4_t h;
382                h.x = d.x;
383                h.y = d.y;
384                h.z = d.z + 0x10000;
385                vnorm3(h.v, h.v);
386                s = dot3(n.v, h.v);
387                s = (s<0) ? (twoSide?(-s):0) : s;
388                if (s > 0) {
389                    s = gglPowx(s, material.shininess);
390                    vsa3(t.v, l.implicitSpecular.v, s, t.v);
391                }
392            }
393
394            // spot
395            if (ggl_unlikely(l.spotCutoff != gglIntToFixed(180))) {
396                GLfixed spotAtt = -dot3(l.normalizedSpotDir.v, d.v);
397                if (spotAtt >= l.spotCutoffCosine) {
398                    vscale3(t.v, t.v, gglPowx(spotAtt, l.spotExp));
399                }
400            }
401
402            // attenuation
403            if (ggl_unlikely(l.position.w)) {
404                if (l.rConstAttenuation) {
405                    s = l.rConstAttenuation;
406                } else {
407                    s = gglMulAddx(sqDist, l.attenuation[2], l.attenuation[0]);
408                    if (l.attenuation[1])
409                        s = gglMulAddx(gglSqrtx(sqDist), l.attenuation[1], s);
410                    s = gglRecipFast(s);
411                }
412                vscale3(t.v, t.v, s);
413            }
414
415            r.r += t.r;
416            r.g += t.g;
417            r.b += t.b;
418        }
419    }
420    v->color.r = gglClampx(r.r);
421    v->color.g = gglClampx(r.g);
422    v->color.b = gglClampx(r.b);
423    v->color.a = gglClampx(r.a);
424    v->flags |= vertex_t::LIT;
425}
426
427static void lightModelx(GLenum pname, GLfixed param, ogles_context_t* c)
428{
429    if (ggl_unlikely(pname != GL_LIGHT_MODEL_TWO_SIDE)) {
430        ogles_error(c, GL_INVALID_ENUM);
431        return;
432    }
433    c->lighting.lightModel.twoSide = param ? GL_TRUE : GL_FALSE;
434    invalidate_lighting(c);
435}
436
437static void lightx(GLenum i, GLenum pname, GLfixed param, ogles_context_t* c)
438{
439    if (ggl_unlikely(uint32_t(i-GL_LIGHT0) >= OGLES_MAX_LIGHTS)) {
440        ogles_error(c, GL_INVALID_ENUM);
441        return;
442    }
443
444    light_t& light = c->lighting.lights[i-GL_LIGHT0];
445    const GLfixed kDegToRad = GLfixed((M_PI * gglIntToFixed(1)) / 180.0f);
446    switch (pname) {
447    case GL_SPOT_EXPONENT:
448        if (GGLfixed(param) >= gglIntToFixed(128)) {
449            ogles_error(c, GL_INVALID_VALUE);
450            return;
451        }
452        light.spotExp = param;
453        break;
454    case GL_SPOT_CUTOFF:
455        if (param!=gglIntToFixed(180) && GGLfixed(param)>=gglIntToFixed(90)) {
456            ogles_error(c, GL_INVALID_VALUE);
457            return;
458        }
459        light.spotCutoff = param;
460        light.spotCutoffCosine =
461                gglFloatToFixed(cosinef((M_PI/(180.0f*65536.0f))*param));
462        break;
463    case GL_CONSTANT_ATTENUATION:
464        if (param < 0) {
465            ogles_error(c, GL_INVALID_VALUE);
466            return;
467        }
468        light.attenuation[0] = param;
469        break;
470    case GL_LINEAR_ATTENUATION:
471        if (param < 0) {
472            ogles_error(c, GL_INVALID_VALUE);
473            return;
474        }
475        light.attenuation[1] = param;
476        break;
477    case GL_QUADRATIC_ATTENUATION:
478        if (param < 0) {
479            ogles_error(c, GL_INVALID_VALUE);
480            return;
481        }
482        light.attenuation[2] = param;
483        break;
484    default:
485        ogles_error(c, GL_INVALID_ENUM);
486        return;
487    }
488    invalidate_lighting(c);
489}
490
491static void lightxv(GLenum i, GLenum pname, const GLfixed *params, ogles_context_t* c)
492{
493    if (ggl_unlikely(uint32_t(i-GL_LIGHT0) >= OGLES_MAX_LIGHTS)) {
494        ogles_error(c, GL_INVALID_ENUM);
495        return;
496    }
497
498    GLfixed* what;
499    light_t& light = c->lighting.lights[i-GL_LIGHT0];
500    switch (pname) {
501    case GL_AMBIENT:
502        what = light.ambient.v;
503        break;
504    case GL_DIFFUSE:
505        what = light.diffuse.v;
506        break;
507    case GL_SPECULAR:
508        what = light.specular.v;
509        break;
510    case GL_POSITION: {
511        ogles_validate_transform(c, transform_state_t::MODELVIEW);
512        transform_t& mv = c->transforms.modelview.transform;
513        memcpy(light.position.v, params, sizeof(light.position.v));
514        mv.point4(&mv, &light.position, &light.position);
515        invalidate_lighting(c);
516        return;
517    }
518    case GL_SPOT_DIRECTION: {
519        ogles_validate_transform(c, transform_state_t::MVUI);
520        transform_t& mvui = c->transforms.mvui;
521        mvui.point3(&mvui, &light.spotDir, (vec4_t*)params);
522        vnorm3(light.normalizedSpotDir.v, light.spotDir.v);
523        invalidate_lighting(c);
524        return;
525    }
526    default:
527        lightx(i, pname, params[0], c);
528        return;
529    }
530    what[0] = params[0];
531    what[1] = params[1];
532    what[2] = params[2];
533    what[3] = params[3];
534    invalidate_lighting(c);
535}
536
537static void materialx(GLenum face, GLenum pname, GLfixed param, ogles_context_t* c)
538{
539    if (ggl_unlikely(face != GL_FRONT_AND_BACK)) {
540        ogles_error(c, GL_INVALID_ENUM);
541        return;
542    }
543    if (ggl_unlikely(pname != GL_SHININESS)) {
544        ogles_error(c, GL_INVALID_ENUM);
545        return;
546    }
547    c->lighting.front.shininess = param;
548    invalidate_lighting(c);
549}
550
551static void fogx(GLenum pname, GLfixed param, ogles_context_t* c)
552{
553    switch (pname) {
554    case GL_FOG_DENSITY:
555        if (param >= 0) {
556            c->fog.density = param;
557            break;
558        }
559        ogles_error(c, GL_INVALID_VALUE);
560        break;
561    case GL_FOG_START:
562        c->fog.start = param;
563        c->fog.invEndMinusStart = gglRecip(c->fog.end - c->fog.start);
564        break;
565    case GL_FOG_END:
566        c->fog.end = param;
567        c->fog.invEndMinusStart = gglRecip(c->fog.end - c->fog.start);
568        break;
569    case GL_FOG_MODE:
570        switch (param) {
571        case GL_LINEAR:
572            c->fog.mode = param;
573            c->fog.fog = fog_linear;
574            break;
575        case GL_EXP:
576            c->fog.mode = param;
577            c->fog.fog = fog_exp;
578            break;
579        case GL_EXP2:
580            c->fog.mode = param;
581            c->fog.fog = fog_exp2;
582            break;
583        default:
584            ogles_error(c, GL_INVALID_ENUM);
585            break;
586        }
587        break;
588    default:
589        ogles_error(c, GL_INVALID_ENUM);
590        break;
591    }
592}
593
594// ----------------------------------------------------------------------------
595}; // namespace android
596// ----------------------------------------------------------------------------
597
598using namespace android;
599
600#if 0
601#pragma mark -
602#pragma mark lighting APIs
603#endif
604
605void glShadeModel(GLenum mode)
606{
607    ogles_context_t* c = ogles_context_t::get();
608    if (ggl_unlikely(mode != GL_SMOOTH && mode != GL_FLAT)) {
609        ogles_error(c, GL_INVALID_ENUM);
610        return;
611    }
612    c->lighting.shadeModel = mode;
613}
614
615void glLightModelf(GLenum pname, GLfloat param)
616{
617    ogles_context_t* c = ogles_context_t::get();
618    lightModelx(pname, gglFloatToFixed(param), c);
619}
620
621void glLightModelx(GLenum pname, GLfixed param)
622{
623    ogles_context_t* c = ogles_context_t::get();
624    lightModelx(pname, param, c);
625}
626
627void glLightModelfv(GLenum pname, const GLfloat *params)
628{
629    ogles_context_t* c = ogles_context_t::get();
630    if (pname == GL_LIGHT_MODEL_TWO_SIDE) {
631        lightModelx(pname, gglFloatToFixed(params[0]), c);
632        return;
633    }
634
635    if (ggl_unlikely(pname != GL_LIGHT_MODEL_AMBIENT)) {
636        ogles_error(c, GL_INVALID_ENUM);
637        return;
638    }
639
640    c->lighting.lightModel.ambient.r = gglFloatToFixed(params[0]);
641    c->lighting.lightModel.ambient.g = gglFloatToFixed(params[1]);
642    c->lighting.lightModel.ambient.b = gglFloatToFixed(params[2]);
643    c->lighting.lightModel.ambient.a = gglFloatToFixed(params[3]);
644    invalidate_lighting(c);
645}
646
647void glLightModelxv(GLenum pname, const GLfixed *params)
648{
649    ogles_context_t* c = ogles_context_t::get();
650    if (pname == GL_LIGHT_MODEL_TWO_SIDE) {
651        lightModelx(pname, params[0], c);
652        return;
653    }
654
655    if (ggl_unlikely(pname != GL_LIGHT_MODEL_AMBIENT)) {
656        ogles_error(c, GL_INVALID_ENUM);
657        return;
658    }
659
660    c->lighting.lightModel.ambient.r = params[0];
661    c->lighting.lightModel.ambient.g = params[1];
662    c->lighting.lightModel.ambient.b = params[2];
663    c->lighting.lightModel.ambient.a = params[3];
664    invalidate_lighting(c);
665}
666
667// ----------------------------------------------------------------------------
668#if 0
669#pragma mark -
670#endif
671
672void glLightf(GLenum i, GLenum pname, GLfloat param)
673{
674    ogles_context_t* c = ogles_context_t::get();
675    lightx(i, pname, gglFloatToFixed(param), c);
676}
677
678void glLightx(GLenum i, GLenum pname, GLfixed param)
679{
680    ogles_context_t* c = ogles_context_t::get();
681    lightx(i, pname, param, c);
682}
683
684void glLightfv(GLenum i, GLenum pname, const GLfloat *params)
685{
686    ogles_context_t* c = ogles_context_t::get();
687    switch (pname) {
688    case GL_SPOT_EXPONENT:
689    case GL_SPOT_CUTOFF:
690    case GL_CONSTANT_ATTENUATION:
691    case GL_LINEAR_ATTENUATION:
692    case GL_QUADRATIC_ATTENUATION:
693        lightx(i, pname, gglFloatToFixed(params[0]), c);
694        return;
695    }
696
697    GLfixed paramsx[4];
698    paramsx[0] = gglFloatToFixed(params[0]);
699    paramsx[1] = gglFloatToFixed(params[1]);
700    paramsx[2] = gglFloatToFixed(params[2]);
701    if (pname != GL_SPOT_DIRECTION)
702        paramsx[3] = gglFloatToFixed(params[3]);
703
704    lightxv(i, pname, paramsx, c);
705}
706
707void glLightxv(GLenum i, GLenum pname, const GLfixed *params)
708{
709    ogles_context_t* c = ogles_context_t::get();
710    lightxv(i, pname, params, c);
711}
712
713// ----------------------------------------------------------------------------
714#if 0
715#pragma mark -
716#endif
717
718void glMaterialf(GLenum face, GLenum pname, GLfloat param)
719{
720    ogles_context_t* c = ogles_context_t::get();
721    materialx(face, pname, gglFloatToFixed(param), c);
722}
723
724void glMaterialx(GLenum face, GLenum pname, GLfixed param)
725{
726    ogles_context_t* c = ogles_context_t::get();
727    materialx(face, pname, param, c);
728}
729
730void glMaterialfv(
731    GLenum face, GLenum pname, const GLfloat *params)
732{
733    ogles_context_t* c = ogles_context_t::get();
734    if (ggl_unlikely(face != GL_FRONT_AND_BACK)) {
735        ogles_error(c, GL_INVALID_ENUM);
736        return;
737    }
738    GLfixed* what=0;
739    GLfixed* other=0;
740    switch (pname) {
741    case GL_AMBIENT:    what = c->lighting.front.ambient.v; break;
742    case GL_DIFFUSE:    what = c->lighting.front.diffuse.v; break;
743    case GL_SPECULAR:   what = c->lighting.front.specular.v; break;
744    case GL_EMISSION:   what = c->lighting.front.emission.v; break;
745    case GL_AMBIENT_AND_DIFFUSE:
746        what  = c->lighting.front.ambient.v; break;
747        other = c->lighting.front.diffuse.v; break;
748        break;
749    case GL_SHININESS:
750        c->lighting.front.shininess = gglFloatToFixed(params[0]);
751        invalidate_lighting(c);
752        return;
753    default:
754        ogles_error(c, GL_INVALID_ENUM);
755        return;
756    }
757    what[0] = gglFloatToFixed(params[0]);
758    what[1] = gglFloatToFixed(params[1]);
759    what[2] = gglFloatToFixed(params[2]);
760    what[3] = gglFloatToFixed(params[3]);
761    if (other) {
762        other[0] = what[0];
763        other[1] = what[1];
764        other[2] = what[2];
765        other[3] = what[3];
766    }
767    invalidate_lighting(c);
768}
769
770void glMaterialxv(
771    GLenum face, GLenum pname, const GLfixed *params)
772{
773    ogles_context_t* c = ogles_context_t::get();
774    if (ggl_unlikely(face != GL_FRONT_AND_BACK)) {
775        ogles_error(c, GL_INVALID_ENUM);
776        return;
777    }
778    GLfixed* what=0;
779    GLfixed* other=0;
780    switch (pname) {
781    case GL_AMBIENT:    what = c->lighting.front.ambient.v; break;
782    case GL_DIFFUSE:    what = c->lighting.front.diffuse.v; break;
783    case GL_SPECULAR:   what = c->lighting.front.specular.v; break;
784    case GL_EMISSION:   what = c->lighting.front.emission.v; break;
785    case GL_AMBIENT_AND_DIFFUSE:
786        what = c->lighting.front.ambient.v; break;
787        other= c->lighting.front.diffuse.v; break;
788        break;
789    case GL_SHININESS:
790        c->lighting.front.shininess = gglFloatToFixed(params[0]);
791        invalidate_lighting(c);
792        return;
793    default:
794        ogles_error(c, GL_INVALID_ENUM);
795        return;
796    }
797    what[0] = params[0];
798    what[1] = params[1];
799    what[2] = params[2];
800    what[3] = params[3];
801    if (other) {
802        other[0] = what[0];
803        other[1] = what[1];
804        other[2] = what[2];
805        other[3] = what[3];
806    }
807    invalidate_lighting(c);
808}
809
810// ----------------------------------------------------------------------------
811#if 0
812#pragma mark -
813#pragma mark fog
814#endif
815
816void glFogf(GLenum pname, GLfloat param) {
817    ogles_context_t* c = ogles_context_t::get();
818    GLfixed paramx = (GLfixed)param;
819    if (pname != GL_FOG_MODE)
820        paramx = gglFloatToFixed(param);
821    fogx(pname, paramx, c);
822}
823
824void glFogx(GLenum pname, GLfixed param) {
825    ogles_context_t* c = ogles_context_t::get();
826    fogx(pname, param, c);
827}
828
829void glFogfv(GLenum pname, const GLfloat *params)
830{
831    ogles_context_t* c = ogles_context_t::get();
832    if (pname != GL_FOG_COLOR) {
833        GLfixed paramx = (GLfixed)params[0];
834        if (pname != GL_FOG_MODE)
835            paramx = gglFloatToFixed(params[0]);
836        fogx(pname, paramx, c);
837        return;
838    }
839    GLfixed paramsx[4];
840    paramsx[0] = gglFloatToFixed(params[0]);
841    paramsx[1] = gglFloatToFixed(params[1]);
842    paramsx[2] = gglFloatToFixed(params[2]);
843    paramsx[3] = gglFloatToFixed(params[3]);
844    c->rasterizer.procs.fogColor3xv(c, paramsx);
845}
846
847void glFogxv(GLenum pname, const GLfixed *params)
848{
849    ogles_context_t* c = ogles_context_t::get();
850    if (pname != GL_FOG_COLOR) {
851        fogx(pname, params[0], c);
852        return;
853    }
854    c->rasterizer.procs.fogColor3xv(c, params);
855}
856