fix [2133133] Software OpenGL ES Lighting is buggy (GL Gears washed out bug)

A typo caused GL_AMBIENT_AND_DIFFUSE to only set the the ambient color.

Fix another typo which caused the viewer position to be wrong for
specular highlights.

Switch back to eye-space lighting, since there are still some issues
with some demos (San Angeles in particular).
This commit is contained in:
Mathias Agopian
2010-02-02 18:48:15 -08:00
parent ecf04ec19a
commit e304bdd5ee
4 changed files with 80 additions and 28 deletions

View File

@@ -294,7 +294,6 @@ struct light_t {
vec4_t normalizedObjPosition;
vec4_t spotDir;
vec4_t normalizedSpotDir;
vec4_t objViewer;
GLfixed spotExp;
GLfixed spotCutoff;
GLfixed spotCutoffCosine;
@@ -327,9 +326,10 @@ struct lighting_t {
material_t front;
light_model_t lightModel;
color_material_t colorMaterial;
vec4_t implicitSceneEmissionAndAmbient;
vec4_t objViewer;
uint32_t enabledLights;
GLboolean enable;
vec4_t implicitSceneEmissionAndAmbient;
GLenum shadeModel;
typedef void (*light_fct_t)(ogles_context_t*, vertex_t*);
void (*lightVertex)(ogles_context_t* c, vertex_t* v);

View File

@@ -217,18 +217,26 @@ static inline void validate_light_mvi(ogles_context_t* c)
{
uint32_t en = c->lighting.enabledLights;
// Vector from object to viewer, in eye coordinates
const vec4_t eyeViewer = { 0, 0, 0x1000, 0 };
while (en) {
const int i = 31 - gglClz(en);
en &= ~(1<<i);
light_t& l = c->lighting.lights[i];
#if OBJECT_SPACE_LIGHTING
c->transforms.mvui.point4(&c->transforms.mvui,
&l.objPosition, &l.position);
#else
l.objPosition = l.position;
#endif
vnorm3(l.normalizedObjPosition.v, l.objPosition.v);
c->transforms.mvui.point4(&c->transforms.mvui,
&l.objViewer, &eyeViewer);
vnorm3(l.objViewer.v, l.objViewer.v);
}
const vec4_t eyeViewer = { 0, 0, 0x10000, 0 };
#if OBJECT_SPACE_LIGHTING
c->transforms.mvui.point3(&c->transforms.mvui,
&c->lighting.objViewer, &eyeViewer);
vnorm3(c->lighting.objViewer.v, c->lighting.objViewer.v);
#else
c->lighting.objViewer = eyeViewer;
#endif
}
static inline void validate_light(ogles_context_t* c)
@@ -337,6 +345,7 @@ void lightVertex(ogles_context_t* c, vertex_t* v)
{
// emission and ambient for the whole scene
vec4_t r = c->lighting.implicitSceneEmissionAndAmbient;
const vec4_t objViewer = c->lighting.objViewer;
uint32_t en = c->lighting.enabledLights;
if (ggl_likely(en)) {
@@ -347,7 +356,11 @@ void lightVertex(ogles_context_t* c, vertex_t* v)
c->arrays.normal.fetch(c, n.v,
c->arrays.normal.element(v->index & vertex_cache_t::INDEX_MASK));
// TODO: right now we handle GL_RESCALE_NORMALS as if ti were
#if !OBJECT_SPACE_LIGHTING
c->transforms.mvui.point3(&c->transforms.mvui, &n, &n);
#endif
// TODO: right now we handle GL_RESCALE_NORMALS as if it were
// GL_NORMALIZE. We could optimize this by scaling mvui
// appropriately instead.
if (c->transforms.rescaleNormals)
@@ -380,13 +393,13 @@ void lightVertex(ogles_context_t* c, vertex_t* v)
s = dot3(n.v, d.v);
s = (s<0) ? (twoSide?(-s):0) : s;
vsa3(t.v, l.implicitDiffuse.v, s, l.implicitAmbient.v);
// specular
if (ggl_unlikely(s && l.implicitSpecular.v[3])) {
vec4_t h;
h.x = d.x + l.objViewer.x;
h.y = d.y + l.objViewer.y;
h.z = d.z + l.objViewer.z;
h.x = d.x + objViewer.x;
h.y = d.y + objViewer.y;
h.z = d.z + objViewer.z;
vnorm3(h.v, h.v);
s = dot3(n.v, h.v);
s = (s<0) ? (twoSide?(-s):0) : s;
@@ -515,15 +528,18 @@ static void lightxv(GLenum i, GLenum pname, const GLfixed *params, ogles_context
case GL_POSITION: {
ogles_validate_transform(c, transform_state_t::MODELVIEW);
transform_t& mv = c->transforms.modelview.transform;
memcpy(light.position.v, params, sizeof(light.position.v));
mv.point4(&mv, &light.position, &light.position);
mv.point4(&mv, &light.position, reinterpret_cast<vec4_t const*>(params));
invalidate_lighting(c);
return;
}
case GL_SPOT_DIRECTION: {
#if OBJECT_SPACE_LIGHTING
ogles_validate_transform(c, transform_state_t::MVUI);
transform_t& mvui = c->transforms.mvui;
mvui.point3(&mvui, &light.spotDir, (vec4_t*)params);
mvui.point3(&mvui, &light.spotDir, reinterpret_cast<vec4_t const*>(params));
#else
light.spotDir = *reinterpret_cast<vec4_t const*>(params);
#endif
vnorm3(light.normalizedSpotDir.v, light.spotDir.v);
invalidate_lighting(c);
return;
@@ -748,8 +764,8 @@ void glMaterialfv(
case GL_SPECULAR: what = c->lighting.front.specular.v; break;
case GL_EMISSION: what = c->lighting.front.emission.v; break;
case GL_AMBIENT_AND_DIFFUSE:
what = c->lighting.front.ambient.v; break;
other = c->lighting.front.diffuse.v; break;
what = c->lighting.front.ambient.v;
other = c->lighting.front.diffuse.v;
break;
case GL_SHININESS:
c->lighting.front.shininess = gglFloatToFixed(params[0]);
@@ -788,8 +804,8 @@ void glMaterialxv(
case GL_SPECULAR: what = c->lighting.front.specular.v; break;
case GL_EMISSION: what = c->lighting.front.emission.v; break;
case GL_AMBIENT_AND_DIFFUSE:
what = c->lighting.front.ambient.v; break;
other= c->lighting.front.diffuse.v; break;
what = c->lighting.front.ambient.v;
other = c->lighting.front.diffuse.v;
break;
case GL_SHININESS:
c->lighting.front.shininess = gglFloatToFixed(params[0]);

View File

@@ -22,6 +22,13 @@
#include <stddef.h>
#include <sys/types.h>
// Set to 1 for object-space lighting evaluation.
// There are still some bugs with object-space lighting,
// especially visible in the San Angeles demo.
#define OBJECT_SPACE_LIGHTING 0
namespace android {
namespace gl {

View File

@@ -55,6 +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 point3__mvui(transform_t const*, vec4_t* c, vec4_t const* o);
static void point4__mvui(transform_t const*, vec4_t* c, vec4_t const* o);
// ----------------------------------------------------------------------------
@@ -209,7 +210,7 @@ void mvui_transform_t::picker()
{
flags = 0;
ops = OP_ALL;
point3 = point4__mvui;
point3 = point3__mvui;
point4 = point4__mvui;
}
@@ -600,17 +601,31 @@ void transform_state_t::update_mvui()
GLfloat r[16];
const GLfloat* const mv = modelview.top().elements();
// TODO: we need a faster invert, especially for when the modelview
// is a rigid-body matrix
/*
When evaluating the lighting equation in eye-space, normals
are transformed by the upper 3x3 modelview inverse-transpose.
http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node26.html
(note that inverse-transpose is distributive).
Also note that:
l(obj) = inv(modelview).l(eye) for local light
l(obj) = tr(modelview).l(eye) for infinite light
*/
invert(r, mv);
GLfixed* const x = mvui.matrix.m;
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)]);
}
#if OBJECT_SPACE_LIGHTING
for (int i=0 ; i<4 ; i++)
for (int j=0 ; j<4 ; j++)
x[I(i,j)] = gglFloatToFixed(r[I(i,j)]);
#else
for (int i=0 ; i<4 ; i++)
for (int j=0 ; j<4 ; j++)
x[I(i,j)] = gglFloatToFixed(r[I(j,i)]);
#endif
mvui.picker();
}
@@ -739,8 +754,22 @@ 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 point3__mvui(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
// this is used for transforming light positions back to object space.
// w 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->w = 0;
}
void point4__mvui(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
// this used for transforming light positions back to object space.
// this is used for transforming light positions back to object space.
// w is used as a switch for directional lights, so we need
// to preserve it.
const GLfixed* const m = mx->matrix.m;