am cede1ed3: fix [1610840] Positional light doesn\'t work correctly on emulator

Merge commit 'cede1ed3e1721dc4a697a540388ef0f4b51c60eb'

* commit 'cede1ed3e1721dc4a697a540388ef0f4b51c60eb':
  fix [1610840] Positional light doesn't work correctly on emulator
This commit is contained in:
Mathias Agopian
2009-06-03 15:12:30 -07:00
committed by The Android Open Source Project
3 changed files with 39 additions and 78 deletions

View File

@@ -951,6 +951,8 @@ 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);
@@ -966,6 +968,8 @@ 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);
}
@@ -348,7 +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;
@@ -365,7 +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;
}