| /* libs/opengles/matrix.cpp | 
 | ** | 
 | ** Copyright 2006, 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. | 
 | */ | 
 |  | 
 | #include <stdlib.h> | 
 | #include <stdio.h> | 
 |  | 
 | #include "context.h" | 
 | #include "fp.h" | 
 | #include "state.h" | 
 | #include "matrix.h" | 
 | #include "vertex.h" | 
 | #include "light.h" | 
 |  | 
 | #if defined(__arm__) && defined(__thumb__) | 
 | #warning "matrix.cpp should not be compiled in thumb on ARM." | 
 | #endif | 
 |  | 
 | #define I(_i, _j) ((_j)+ 4*(_i)) | 
 |  | 
 | namespace android { | 
 |  | 
 | // ---------------------------------------------------------------------------- | 
 |  | 
 | static const GLfloat gIdentityf[16] = { 1,0,0,0, | 
 |                                         0,1,0,0, | 
 |                                         0,0,1,0, | 
 |                                         0,0,0,1 }; | 
 |  | 
 | static const matrixx_t gIdentityx = {  | 
 |             {   0x10000,0,0,0, | 
 |                 0,0x10000,0,0, | 
 |                 0,0,0x10000,0, | 
 |                 0,0,0,0x10000 | 
 |             } | 
 |         }; | 
 |  | 
 | static void point2__nop(transform_t const*, vec4_t* c, vec4_t const* o); | 
 | static void point3__nop(transform_t const*, vec4_t* c, vec4_t const* o); | 
 | static void point4__nop(transform_t const*, vec4_t* c, vec4_t const* o); | 
 | 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 point4__mvui(transform_t const*, vec4_t* c, vec4_t const* o); | 
 |  | 
 | // ---------------------------------------------------------------------------- | 
 | #if 0 | 
 | #pragma mark - | 
 | #endif | 
 |  | 
 | void ogles_init_matrix(ogles_context_t* c) | 
 | { | 
 |     c->transforms.modelview.init(OGLES_MODELVIEW_STACK_DEPTH); | 
 |     c->transforms.projection.init(OGLES_PROJECTION_STACK_DEPTH); | 
 |     for (int i=0; i<GGL_TEXTURE_UNIT_COUNT ; i++) | 
 |         c->transforms.texture[i].init(OGLES_TEXTURE_STACK_DEPTH); | 
 |  | 
 |     c->transforms.current = &c->transforms.modelview; | 
 |     c->transforms.matrixMode = GL_MODELVIEW; | 
 |     c->transforms.dirty =   transform_state_t::VIEWPORT |  | 
 |                             transform_state_t::MVUI | | 
 |                             transform_state_t::MVIT | | 
 |                             transform_state_t::MVP; | 
 |     c->transforms.mvp.loadIdentity(); | 
 |     c->transforms.mvp4.loadIdentity(); | 
 |     c->transforms.mvit4.loadIdentity(); | 
 |     c->transforms.mvui.loadIdentity(); | 
 |     c->transforms.vpt.loadIdentity(); | 
 |     c->transforms.vpt.zNear = 0.0f; | 
 |     c->transforms.vpt.zFar  = 1.0f; | 
 | } | 
 |  | 
 | void ogles_uninit_matrix(ogles_context_t* c) | 
 | { | 
 |     c->transforms.modelview.uninit(); | 
 |     c->transforms.projection.uninit(); | 
 |     for (int i=0; i<GGL_TEXTURE_UNIT_COUNT ; i++) | 
 |         c->transforms.texture[i].uninit(); | 
 | } | 
 |  | 
 | static void validate_perspective(ogles_context_t* c, vertex_t* v) | 
 | { | 
 |     const uint32_t enables = c->rasterizer.state.enables; | 
 |     c->arrays.perspective = (c->clipPlanes.enable) ? | 
 |         ogles_vertex_clipAllPerspective3D : ogles_vertex_perspective3D; | 
 |     if (enables & (GGL_ENABLE_DEPTH_TEST|GGL_ENABLE_FOG)) { | 
 |         c->arrays.perspective = ogles_vertex_perspective3DZ; | 
 |         if (c->clipPlanes.enable || (enables&GGL_ENABLE_FOG)) | 
 |             c->arrays.perspective = ogles_vertex_clipAllPerspective3DZ; | 
 |     } | 
 |     if ((c->arrays.vertex.size != 4) && | 
 |         (c->transforms.mvp4.flags & transform_t::FLAGS_2D_PROJECTION)) { | 
 |         c->arrays.perspective = ogles_vertex_perspective2D; | 
 |     } | 
 |     c->arrays.perspective(c, v); | 
 | } | 
 |  | 
 | void ogles_invalidate_perspective(ogles_context_t* c) | 
 | { | 
 |     c->arrays.perspective = validate_perspective; | 
 | } | 
 |  | 
 | void ogles_validate_transform_impl(ogles_context_t* c, uint32_t want) | 
 | { | 
 |     int dirty = c->transforms.dirty & want; | 
 |  | 
 |     // Validate the modelview | 
 |     if (dirty & transform_state_t::MODELVIEW) { | 
 |         c->transforms.modelview.validate(); | 
 |     } | 
 |  | 
 |     // Validate the projection stack (in fact, it's never needed) | 
 |     if (dirty & transform_state_t::PROJECTION) { | 
 |         c->transforms.projection.validate(); | 
 |     } | 
 |  | 
 |     // Validate the viewport transformation | 
 |     if (dirty & transform_state_t::VIEWPORT) { | 
 |         vp_transform_t& vpt = c->transforms.vpt; | 
 |         vpt.transform.matrix.load(vpt.matrix); | 
 |         vpt.transform.picker(); | 
 |     } | 
 |  | 
 |     // We need to update the mvp (used to transform each vertex) | 
 |     if (dirty & transform_state_t::MVP) { | 
 |         c->transforms.update_mvp(); | 
 |         // invalidate perspective (divide by W) and view volume clipping | 
 |         ogles_invalidate_perspective(c); | 
 |     } | 
 |  | 
 |     // Validate the mvui (for normal transformation) | 
 |     if (dirty & transform_state_t::MVUI) { | 
 |         c->transforms.update_mvui(); | 
 |         ogles_invalidate_lighting_mvui(c); | 
 |     } | 
 |  | 
 |     // Validate the texture stack | 
 |     if (dirty & transform_state_t::TEXTURE) { | 
 |         for (int i=0; i<GGL_TEXTURE_UNIT_COUNT ; i++) | 
 |             c->transforms.texture[i].validate(); | 
 |     } | 
 |  | 
 |     // Validate the mvit4 (user-clip planes) | 
 |     if (dirty & transform_state_t::MVIT) { | 
 |         c->transforms.update_mvit(); | 
 |     } | 
 |  | 
 |     c->transforms.dirty &= ~want; | 
 | } | 
 |  | 
 | // ---------------------------------------------------------------------------- | 
 | #if 0 | 
 | #pragma mark - | 
 | #pragma mark transform_t | 
 | #endif | 
 |  | 
 | void transform_t::loadIdentity() { | 
 |     matrix = gIdentityx; | 
 |     flags = 0; | 
 |     ops = OP_IDENTITY; | 
 |     point2 = point2__nop; | 
 |     point3 = point3__nop; | 
 |     point4 = point4__nop; | 
 | } | 
 |  | 
 |  | 
 | static inline | 
 | int notZero(GLfixed v) { | 
 |     return abs(v) & ~0x3; | 
 | } | 
 |  | 
 | static inline | 
 | int notOne(GLfixed v) { | 
 |     return notZero(v - 0x10000); | 
 | } | 
 |  | 
 | void transform_t::picker() | 
 | { | 
 |     const GLfixed* const m = matrix.m; | 
 |  | 
 |     // XXX: picker needs to be smarter | 
 |     flags = 0; | 
 |     ops = OP_ALL; | 
 |     point2 = point2__generic; | 
 |     point3 = point3__generic; | 
 |     point4 = point4__generic; | 
 |      | 
 |     // find out if this is a 2D projection | 
 |     if (!(notZero(m[3]) | notZero(m[7]) | notZero(m[11]) | notOne(m[15]))) { | 
 |         flags |= FLAGS_2D_PROJECTION; | 
 |     } | 
 | } | 
 |  | 
 | void mvui_transform_t::picker() | 
 | { | 
 |     flags = 0; | 
 |     ops = OP_ALL; | 
 |     point3 = point4__mvui; | 
 |     point4 = point4__mvui; | 
 | } | 
 |  | 
 | void transform_t::dump(const char* what) | 
 | { | 
 |     GLfixed const * const m = matrix.m; | 
 |     LOGD("%s:", what); | 
 |     for (int i=0 ; i<4 ; i++) | 
 |         LOGD("[%08x %08x %08x %08x] [%f %f %f %f]\n", | 
 |             m[I(0,i)], m[I(1,i)], m[I(2,i)], m[I(3,i)], | 
 |             fixedToFloat(m[I(0,i)]), | 
 |             fixedToFloat(m[I(1,i)]),  | 
 |             fixedToFloat(m[I(2,i)]), | 
 |             fixedToFloat(m[I(3,i)])); | 
 | } | 
 |  | 
 | // ---------------------------------------------------------------------------- | 
 | #if 0 | 
 | #pragma mark - | 
 | #pragma mark matrixx_t | 
 | #endif | 
 |  | 
 | void matrixx_t::load(const matrixf_t& rhs) { | 
 |     GLfixed* xp = m; | 
 |     GLfloat const* fp = rhs.elements(); | 
 |     unsigned int i = 16; | 
 |     do { | 
 |         const GLfloat f = *fp++; | 
 |         *xp++ = isZerof(f) ? 0 : gglFloatToFixed(f); | 
 |     } while (--i); | 
 | } | 
 |  | 
 | // ---------------------------------------------------------------------------- | 
 | #if 0 | 
 | #pragma mark - | 
 | #pragma mark matrixf_t | 
 | #endif | 
 |  | 
 | void matrixf_t::multiply(matrixf_t& r, const matrixf_t& lhs, const matrixf_t& rhs) | 
 | { | 
 |     GLfloat const* const m = lhs.m; | 
 |     for (int i=0 ; i<4 ; i++) { | 
 |         register const float rhs_i0 = rhs.m[ I(i,0) ]; | 
 |         register float ri0 = m[ I(0,0) ] * rhs_i0; | 
 |         register float ri1 = m[ I(0,1) ] * rhs_i0; | 
 |         register float ri2 = m[ I(0,2) ] * rhs_i0; | 
 |         register float ri3 = m[ I(0,3) ] * rhs_i0; | 
 |         for (int j=1 ; j<4 ; j++) { | 
 |             register const float rhs_ij = rhs.m[ I(i,j) ]; | 
 |             ri0 += m[ I(j,0) ] * rhs_ij; | 
 |             ri1 += m[ I(j,1) ] * rhs_ij; | 
 |             ri2 += m[ I(j,2) ] * rhs_ij; | 
 |             ri3 += m[ I(j,3) ] * rhs_ij; | 
 |         } | 
 |         r.m[ I(i,0) ] = ri0; | 
 |         r.m[ I(i,1) ] = ri1; | 
 |         r.m[ I(i,2) ] = ri2; | 
 |         r.m[ I(i,3) ] = ri3; | 
 |     } | 
 | } | 
 |  | 
 | void matrixf_t::dump(const char* what) { | 
 |     LOGD("%s", what); | 
 |     LOGD("[ %9f %9f %9f %9f ]", m[I(0,0)], m[I(1,0)], m[I(2,0)], m[I(3,0)]); | 
 |     LOGD("[ %9f %9f %9f %9f ]", m[I(0,1)], m[I(1,1)], m[I(2,1)], m[I(3,1)]); | 
 |     LOGD("[ %9f %9f %9f %9f ]", m[I(0,2)], m[I(1,2)], m[I(2,2)], m[I(3,2)]); | 
 |     LOGD("[ %9f %9f %9f %9f ]", m[I(0,3)], m[I(1,3)], m[I(2,3)], m[I(3,3)]); | 
 | } | 
 |  | 
 | void matrixf_t::loadIdentity() { | 
 |     memcpy(m, gIdentityf, sizeof(m)); | 
 | } | 
 |  | 
 | void matrixf_t::set(const GLfixed* rhs) { | 
 |     load(rhs); | 
 | } | 
 |  | 
 | void matrixf_t::set(const GLfloat* rhs) { | 
 |     load(rhs); | 
 | } | 
 |  | 
 | void matrixf_t::load(const GLfixed* rhs) { | 
 |     GLfloat* fp = m; | 
 |     unsigned int i = 16; | 
 |     do { | 
 |         *fp++ = fixedToFloat(*rhs++); | 
 |     } while (--i); | 
 | } | 
 |  | 
 | void matrixf_t::load(const GLfloat* rhs) { | 
 |     memcpy(m, rhs, sizeof(m)); | 
 | } | 
 |  | 
 | void matrixf_t::load(const matrixf_t& rhs) { | 
 |     operator = (rhs); | 
 | } | 
 |  | 
 | void matrixf_t::multiply(const matrixf_t& rhs) { | 
 |     matrixf_t r; | 
 |     multiply(r, *this, rhs); | 
 |     operator = (r); | 
 | } | 
 |  | 
 | void matrixf_t::translate(GLfloat x, GLfloat y, GLfloat z) { | 
 |     for (int i=0 ; i<4 ; i++) { | 
 |         m[12+i] += m[i]*x + m[4+i]*y + m[8+i]*z; | 
 |     } | 
 | } | 
 |  | 
 | void matrixf_t::scale(GLfloat x, GLfloat y, GLfloat z) { | 
 |     for (int i=0 ; i<4 ; i++) { | 
 |         m[  i] *= x; | 
 |         m[4+i] *= y; | 
 |         m[8+i] *= z; | 
 |     } | 
 | } | 
 |  | 
 | void matrixf_t::rotate(GLfloat a, GLfloat x, GLfloat y, GLfloat z) | 
 | { | 
 |     matrixf_t rotation; | 
 |     GLfloat* r = rotation.m; | 
 |     GLfloat c, s; | 
 |     r[3] = 0;   r[7] = 0;   r[11]= 0; | 
 |     r[12]= 0;   r[13]= 0;   r[14]= 0;   r[15]= 1; | 
 |     a *= GLfloat(M_PI / 180.0f); | 
 |     sincosf(a, &s, &c); | 
 |     if (isOnef(x) && isZerof(y) && isZerof(z)) { | 
 |         r[5] = c;   r[10]= c; | 
 |         r[6] = s;   r[9] = -s; | 
 |         r[1] = 0;   r[2] = 0; | 
 |         r[4] = 0;   r[8] = 0; | 
 |         r[0] = 1; | 
 |     } else if (isZerof(x) && isOnef(y) && isZerof(z)) { | 
 |         r[0] = c;   r[10]= c; | 
 |         r[8] = s;   r[2] = -s; | 
 |         r[1] = 0;   r[4] = 0; | 
 |         r[6] = 0;   r[9] = 0; | 
 |         r[5] = 1; | 
 |     } else if (isZerof(x) && isZerof(y) && isOnef(z)) { | 
 |         r[0] = c;   r[5] = c; | 
 |         r[1] = s;   r[4] = -s; | 
 |         r[2] = 0;   r[6] = 0; | 
 |         r[8] = 0;   r[9] = 0; | 
 |         r[10]= 1; | 
 |     } else { | 
 |         const GLfloat len = sqrtf(x*x + y*y + z*z); | 
 |         if (!isOnef(len)) { | 
 |             const GLfloat recipLen = reciprocalf(len); | 
 |             x *= recipLen; | 
 |             y *= recipLen; | 
 |             z *= recipLen; | 
 |         } | 
 |         const GLfloat nc = 1.0f - c; | 
 |         const GLfloat xy = x * y; | 
 |         const GLfloat yz = y * z; | 
 |         const GLfloat zx = z * x; | 
 |         const GLfloat xs = x * s; | 
 |         const GLfloat ys = y * s; | 
 |         const GLfloat zs = z * s;		 | 
 |         r[ 0] = x*x*nc +  c;    r[ 4] =  xy*nc - zs;    r[ 8] =  zx*nc + ys; | 
 |         r[ 1] =  xy*nc + zs;    r[ 5] = y*y*nc +  c;    r[ 9] =  yz*nc - xs; | 
 |         r[ 2] =  zx*nc - ys;    r[ 6] =  yz*nc + xs;    r[10] = z*z*nc +  c; | 
 |     } | 
 |     multiply(rotation); | 
 | } | 
 |  | 
 | // ---------------------------------------------------------------------------- | 
 | #if 0 | 
 | #pragma mark - | 
 | #pragma mark matrix_stack_t | 
 | #endif | 
 |  | 
 | void matrix_stack_t::init(int depth) { | 
 |     stack = new matrixf_t[depth]; | 
 |     ops = new uint8_t[depth]; | 
 |     maxDepth = depth; | 
 |     depth = 0; | 
 |     dirty = 0; | 
 |     loadIdentity(); | 
 | } | 
 |  | 
 | void matrix_stack_t::uninit() { | 
 |     delete [] stack; | 
 |     delete [] ops; | 
 | } | 
 |  | 
 | void matrix_stack_t::loadIdentity() { | 
 |     transform.loadIdentity(); | 
 |     stack[depth].loadIdentity(); | 
 |     ops[depth] = OP_IDENTITY; | 
 | } | 
 |  | 
 | void matrix_stack_t::load(const GLfixed* rhs) | 
 | {    | 
 |     memcpy(transform.matrix.m, rhs, sizeof(transform.matrix.m)); | 
 |     stack[depth].load(rhs); | 
 |     ops[depth] = OP_ALL;    // TODO: we should look at the matrix | 
 | } | 
 |  | 
 | void matrix_stack_t::load(const GLfloat* rhs) | 
 | { | 
 |     stack[depth].load(rhs); | 
 |     ops[depth] = OP_ALL;    // TODO: we should look at the matrix | 
 | } | 
 |  | 
 | void matrix_stack_t::multiply(const matrixf_t& rhs) | 
 | {     | 
 |     stack[depth].multiply(rhs); | 
 |     ops[depth] = OP_ALL;    // TODO: we should look at the matrix | 
 | } | 
 |  | 
 | void matrix_stack_t::translate(GLfloat x, GLfloat y, GLfloat z) | 
 | { | 
 |     stack[depth].translate(x,y,z); | 
 |     ops[depth] |= OP_TRANSLATE; | 
 | } | 
 |  | 
 | void matrix_stack_t::scale(GLfloat x, GLfloat y, GLfloat z) | 
 | { | 
 |     stack[depth].scale(x,y,z); | 
 |     if (x==y && y==z) { | 
 |         ops[depth] |= OP_UNIFORM_SCALE; | 
 |     } else { | 
 |         ops[depth] |= OP_SCALE; | 
 |     } | 
 | } | 
 |  | 
 | void matrix_stack_t::rotate(GLfloat a, GLfloat x, GLfloat y, GLfloat z) | 
 | { | 
 |     stack[depth].rotate(a,x,y,z); | 
 |     ops[depth] |= OP_ROTATE; | 
 | } | 
 |  | 
 | void matrix_stack_t::validate() | 
 | { | 
 |     if (dirty & DO_FLOAT_TO_FIXED) { | 
 |         transform.matrix.load(top()); | 
 |     } | 
 |     if (dirty & DO_PICKER) { | 
 |         transform.picker(); | 
 |     } | 
 |     dirty = 0; | 
 | } | 
 |  | 
 | GLint matrix_stack_t::push() | 
 | { | 
 |     if (depth >= (maxDepth-1)) { | 
 |         return GL_STACK_OVERFLOW; | 
 |     } | 
 |     stack[depth+1] = stack[depth]; | 
 |     ops[depth+1] = ops[depth]; | 
 |     depth++; | 
 |     return 0; | 
 | } | 
 |  | 
 | GLint matrix_stack_t::pop() | 
 | { | 
 |     if (depth == 0) { | 
 |         return GL_STACK_UNDERFLOW; | 
 |     } | 
 |     depth--; | 
 |     return 0; | 
 | } | 
 |  | 
 | // ---------------------------------------------------------------------------- | 
 | #if 0 | 
 | #pragma mark - | 
 | #pragma mark vp_transform_t | 
 | #endif | 
 |  | 
 | void vp_transform_t::loadIdentity() { | 
 |     transform.loadIdentity(); | 
 |     matrix.loadIdentity(); | 
 | } | 
 |  | 
 | // ---------------------------------------------------------------------------- | 
 | #if 0 | 
 | #pragma mark - | 
 | #pragma mark transform_state_t | 
 | #endif | 
 |  | 
 | void transform_state_t::invalidate() | 
 | { | 
 |     switch (matrixMode) { | 
 |     case GL_MODELVIEW:  dirty |= MODELVIEW  | MVP | MVUI | MVIT;    break; | 
 |     case GL_PROJECTION: dirty |= PROJECTION | MVP;                  break; | 
 |     case GL_TEXTURE:    dirty |= TEXTURE    | MVP;                  break; | 
 |     } | 
 |     current->dirty =    matrix_stack_t::DO_PICKER | | 
 |                         matrix_stack_t::DO_FLOAT_TO_FIXED; | 
 | } | 
 |  | 
 | void transform_state_t::update_mvp() | 
 | { | 
 |     matrixf_t temp_mvp; | 
 |     matrixf_t::multiply(temp_mvp, projection.top(), modelview.top()); | 
 |     mvp4.matrix.load(temp_mvp); | 
 |     mvp4.picker(); | 
 |  | 
 |     if (mvp4.flags & transform_t::FLAGS_2D_PROJECTION) { | 
 |         // the mvp matrix doesn't transform W, in this case we can | 
 |         // premultiply it with the viewport transformation. In addition to | 
 |         // being more efficient, this is also much more accurate and in fact | 
 |         // is needed for 2D drawing with a resulting 1:1 mapping. | 
 |         matrixf_t mvpv; | 
 |         matrixf_t::multiply(mvpv, vpt.matrix, temp_mvp); | 
 |         mvp.matrix.load(mvpv); | 
 |         mvp.picker(); | 
 |     } else { | 
 |         mvp = mvp4; | 
 |     } | 
 | } | 
 |  | 
 | static inline  | 
 | GLfloat det22(GLfloat a, GLfloat b, GLfloat c, GLfloat d) { | 
 |     return a*d - b*c; | 
 | } | 
 |  | 
 | static inline | 
 | GLfloat ndet22(GLfloat a, GLfloat b, GLfloat c, GLfloat d) { | 
 |     return b*c - a*d; | 
 | } | 
 |  | 
 | static __attribute__((noinline)) | 
 | void invert(GLfloat* inverse, const GLfloat* src) | 
 | { | 
 |     double t; | 
 |     int i, j, k, swap; | 
 |     GLfloat tmp[4][4]; | 
 |      | 
 |     memcpy(inverse, gIdentityf, sizeof(gIdentityf)); | 
 |     memcpy(tmp, src, sizeof(GLfloat)*16); | 
 |      | 
 |     for (i = 0; i < 4; i++) { | 
 |         // look for largest element in column | 
 |         swap = i; | 
 |         for (j = i + 1; j < 4; j++) { | 
 |             if (fabs(tmp[j][i]) > fabs(tmp[i][i])) { | 
 |                 swap = j; | 
 |             } | 
 |         } | 
 |          | 
 |         if (swap != i) { | 
 |             /* swap rows. */ | 
 |             for (k = 0; k < 4; k++) { | 
 |                 t = tmp[i][k]; | 
 |                 tmp[i][k] = tmp[swap][k]; | 
 |                 tmp[swap][k] = t; | 
 |                  | 
 |                 t = inverse[i*4+k]; | 
 |                 inverse[i*4+k] = inverse[swap*4+k]; | 
 |                 inverse[swap*4+k] = t; | 
 |             } | 
 |         } | 
 |          | 
 |         t = 1.0f / tmp[i][i]; | 
 |         for (k = 0; k < 4; k++) { | 
 |             tmp[i][k] *= t; | 
 |             inverse[i*4+k] *= t; | 
 |         } | 
 |         for (j = 0; j < 4; j++) { | 
 |             if (j != i) { | 
 |                 t = tmp[j][i]; | 
 |                 for (k = 0; k < 4; k++) { | 
 |                     tmp[j][k] -= tmp[i][k]*t; | 
 |                     inverse[j*4+k] -= inverse[i*4+k]*t; | 
 |                 } | 
 |             } | 
 |         } | 
 |     } | 
 | } | 
 |  | 
 | void transform_state_t::update_mvit() | 
 | { | 
 |     GLfloat r[16]; | 
 |     const GLfloat* const mv = modelview.top().elements(); | 
 |     invert(r, mv); | 
 |     // convert to fixed-point and transpose | 
 |     GLfixed* const x = mvit4.matrix.m; | 
 |     for (int i=0 ; i<4 ; i++) | 
 |         for (int j=0 ; j<4 ; j++) | 
 |             x[I(i,j)] = gglFloatToFixed(r[I(j,i)]); | 
 |     mvit4.picker(); | 
 | } | 
 |  | 
 | 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 | 
 |     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)]); | 
 |     } | 
 |     mvui.picker(); | 
 | } | 
 |  | 
 |  | 
 | // ---------------------------------------------------------------------------- | 
 | // transformation and matrices API | 
 | // ---------------------------------------------------------------------------- | 
 | #if 0 | 
 | #pragma mark - | 
 | #pragma mark transformation and matrices API | 
 | #endif | 
 |  | 
 | int ogles_surfaceport(ogles_context_t* c, GLint x, GLint y) | 
 | { | 
 |     c->viewport.surfaceport.x = x; | 
 |     c->viewport.surfaceport.y = y; | 
 |  | 
 |     ogles_viewport(c,  | 
 |             c->viewport.x, | 
 |             c->viewport.y, | 
 |             c->viewport.w, | 
 |             c->viewport.h); | 
 |  | 
 |     ogles_scissor(c, | 
 |             c->viewport.scissor.x, | 
 |             c->viewport.scissor.y, | 
 |             c->viewport.scissor.w, | 
 |             c->viewport.scissor.h); | 
 |  | 
 |     return 0; | 
 | } | 
 |  | 
 | void ogles_scissor(ogles_context_t* c,  | 
 |         GLint x, GLint y, GLsizei w, GLsizei h) | 
 | { | 
 |     if ((w|h) < 0) { | 
 |         ogles_error(c, GL_INVALID_VALUE); | 
 |         return; | 
 |     } | 
 |     c->viewport.scissor.x = x; | 
 |     c->viewport.scissor.y = y; | 
 |     c->viewport.scissor.w = w; | 
 |     c->viewport.scissor.h = h; | 
 |      | 
 |     x += c->viewport.surfaceport.x; | 
 |     y += c->viewport.surfaceport.y; | 
 |  | 
 |     y = c->rasterizer.state.buffers.color.height - (y + h); | 
 |     c->rasterizer.procs.scissor(c, x, y, w, h); | 
 | } | 
 |  | 
 | void ogles_viewport(ogles_context_t* c, | 
 |         GLint x, GLint y, GLsizei w, GLsizei h) | 
 | { | 
 |     if ((w|h)<0) { | 
 |         ogles_error(c, GL_INVALID_VALUE); | 
 |         return; | 
 |     } | 
 |  | 
 |     c->viewport.x = x; | 
 |     c->viewport.y = y; | 
 |     c->viewport.w = w; | 
 |     c->viewport.h = h; | 
 |  | 
 |     x += c->viewport.surfaceport.x; | 
 |     y += c->viewport.surfaceport.y; | 
 |  | 
 |     GLint H = c->rasterizer.state.buffers.color.height; | 
 |     GLfloat sx = div2f(w); | 
 |     GLfloat ox = sx + x; | 
 |     GLfloat sy = div2f(h); | 
 |     GLfloat oy = sy - y + (H - h); | 
 |  | 
 |     GLfloat near = c->transforms.vpt.zNear; | 
 |     GLfloat far  = c->transforms.vpt.zFar; | 
 |     GLfloat A = div2f(far - near); | 
 |     GLfloat B = div2f(far + near); | 
 |  | 
 |     // compute viewport matrix | 
 |     GLfloat* const f = c->transforms.vpt.matrix.editElements(); | 
 |     f[0] = sx;  f[4] = 0;   f[ 8] = 0;  f[12] = ox; | 
 |     f[1] = 0;   f[5] =-sy;  f[ 9] = 0;  f[13] = oy; | 
 |     f[2] = 0;   f[6] = 0;   f[10] = A;  f[14] = B; | 
 |     f[3] = 0;   f[7] = 0;   f[11] = 0;  f[15] = 1; | 
 |     c->transforms.dirty |= transform_state_t::VIEWPORT; | 
 |     if (c->transforms.mvp4.flags & transform_t::FLAGS_2D_PROJECTION) | 
 |         c->transforms.dirty |= transform_state_t::MVP; | 
 | } | 
 |  | 
 | // ---------------------------------------------------------------------------- | 
 | #if 0 | 
 | #pragma mark - | 
 | #pragma mark matrix * vertex | 
 | #endif | 
 |  | 
 | void point2__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) { | 
 |     const GLfixed* const m = mx->matrix.m; | 
 |     const GLfixed rx = rhs->x; | 
 |     const GLfixed ry = rhs->y; | 
 |     lhs->x = mla2a(rx, m[ 0], ry, m[ 4], m[12]);  | 
 |     lhs->y = mla2a(rx, m[ 1], ry, m[ 5], m[13]); | 
 |     lhs->z = mla2a(rx, m[ 2], ry, m[ 6], m[14]); | 
 |     lhs->w = mla2a(rx, m[ 3], ry, m[ 7], m[15]); | 
 | } | 
 |  | 
 | void point3__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) { | 
 |     const GLfixed* const m = mx->matrix.m; | 
 |     const GLfixed rx = rhs->x; | 
 |     const GLfixed ry = rhs->y; | 
 |     const GLfixed rz = rhs->z; | 
 |     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 = mla3a(rx, m[ 3], ry, m[ 7], rz, m[11], m[15]); | 
 | } | 
 |  | 
 | void point4__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) { | 
 |     const GLfixed* const m = mx->matrix.m; | 
 |     const GLfixed rx = rhs->x; | 
 |     const GLfixed ry = rhs->y; | 
 |     const GLfixed rz = rhs->z; | 
 |     const GLfixed rw = rhs->w; | 
 |     lhs->x = mla4(rx, m[ 0], ry, m[ 4], rz, m[ 8], rw, m[12]);  | 
 |     lhs->y = mla4(rx, m[ 1], ry, m[ 5], rz, m[ 9], rw, m[13]); | 
 |     lhs->z = mla4(rx, m[ 2], ry, m[ 6], rz, m[10], rw, m[14]); | 
 |     lhs->w = mla4(rx, m[ 3], ry, m[ 7], rz, m[11], rw, m[15]); | 
 | } | 
 |  | 
 | 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 = 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; | 
 | } | 
 |  | 
 |  | 
 | void point2__nop(transform_t const*, vec4_t* lhs, vec4_t const* rhs) { | 
 |     lhs->z = 0; | 
 |     lhs->w = 0x10000; | 
 |     if (lhs != rhs) { | 
 |         lhs->x = rhs->x; | 
 |         lhs->y = rhs->y; | 
 |     } | 
 | } | 
 |  | 
 | void point3__nop(transform_t const*, vec4_t* lhs, vec4_t const* rhs) { | 
 |     lhs->w = 0x10000; | 
 |     if (lhs != rhs) { | 
 |         lhs->x = rhs->x; | 
 |         lhs->y = rhs->y; | 
 |         lhs->z = rhs->z; | 
 |     } | 
 | } | 
 |  | 
 | void point4__nop(transform_t const*, vec4_t* lhs, vec4_t const* rhs) { | 
 |     if (lhs != rhs) | 
 |         *lhs = *rhs; | 
 | } | 
 |  | 
 |  | 
 | static void frustumf( | 
 |             GLfloat left, GLfloat right,  | 
 |             GLfloat bottom, GLfloat top, | 
 |             GLfloat zNear, GLfloat zFar, | 
 |             ogles_context_t* c) | 
 |     { | 
 |     if (cmpf(left,right) || | 
 |         cmpf(top, bottom) || | 
 |         cmpf(zNear, zFar) || | 
 |         isZeroOrNegativef(zNear) || | 
 |         isZeroOrNegativef(zFar)) | 
 |     { | 
 |         ogles_error(c, GL_INVALID_VALUE); | 
 |         return; | 
 |     } | 
 |     const GLfloat r_width  = reciprocalf(right - left); | 
 |     const GLfloat r_height = reciprocalf(top - bottom); | 
 |     const GLfloat r_depth  = reciprocalf(zNear - zFar); | 
 |     const GLfloat x = mul2f(zNear * r_width); | 
 |     const GLfloat y = mul2f(zNear * r_height); | 
 |     const GLfloat A = mul2f((right + left) * r_width); | 
 |     const GLfloat B = (top + bottom) * r_height; | 
 |     const GLfloat C = (zFar + zNear) * r_depth; | 
 |     const GLfloat D = mul2f(zFar * zNear * r_depth); | 
 |     GLfloat f[16]; | 
 |     f[ 0] = x; | 
 |     f[ 5] = y; | 
 |     f[ 8] = A; | 
 |     f[ 9] = B; | 
 |     f[10] = C; | 
 |     f[14] = D; | 
 |     f[11] = -1.0f; | 
 |     f[ 1] = f[ 2] = f[ 3] = | 
 |     f[ 4] = f[ 6] = f[ 7] = | 
 |     f[12] = f[13] = f[15] = 0.0f; | 
 |  | 
 |     matrixf_t rhs; | 
 |     rhs.set(f); | 
 |     c->transforms.current->multiply(rhs); | 
 |     c->transforms.invalidate(); | 
 | } | 
 |  | 
 | static void orthof(  | 
 |         GLfloat left, GLfloat right,  | 
 |         GLfloat bottom, GLfloat top, | 
 |         GLfloat zNear, GLfloat zFar, | 
 |         ogles_context_t* c) | 
 | { | 
 |     if (cmpf(left,right) || | 
 |         cmpf(top, bottom) || | 
 |         cmpf(zNear, zFar)) | 
 |     { | 
 |         ogles_error(c, GL_INVALID_VALUE); | 
 |         return; | 
 |     } | 
 |     const GLfloat r_width  = reciprocalf(right - left); | 
 |     const GLfloat r_height = reciprocalf(top - bottom); | 
 |     const GLfloat r_depth  = reciprocalf(zFar - zNear); | 
 |     const GLfloat x =  mul2f(r_width); | 
 |     const GLfloat y =  mul2f(r_height); | 
 |     const GLfloat z = -mul2f(r_depth); | 
 |     const GLfloat tx = -(right + left) * r_width; | 
 |     const GLfloat ty = -(top + bottom) * r_height; | 
 |     const GLfloat tz = -(zFar + zNear) * r_depth; | 
 |     GLfloat f[16]; | 
 |     f[ 0] = x; | 
 |     f[ 5] = y; | 
 |     f[10] = z; | 
 |     f[12] = tx; | 
 |     f[13] = ty; | 
 |     f[14] = tz; | 
 |     f[15] = 1.0f; | 
 |     f[ 1] = f[ 2] = f[ 3] = | 
 |     f[ 4] = f[ 6] = f[ 7] = | 
 |     f[ 8] = f[ 9] = f[11] = 0.0f; | 
 |     matrixf_t rhs; | 
 |     rhs.set(f); | 
 |     c->transforms.current->multiply(rhs); | 
 |     c->transforms.invalidate(); | 
 | } | 
 |  | 
 | static void depthRangef(GLclampf zNear, GLclampf zFar, ogles_context_t* c) | 
 | { | 
 |     zNear = clampToZerof(zNear > 1 ? 1 : zNear); | 
 |     zFar  = clampToZerof(zFar  > 1 ? 1 : zFar); | 
 |     GLfloat* const f = c->transforms.vpt.matrix.editElements(); | 
 |     f[10] = div2f(zFar - zNear); | 
 |     f[14] = div2f(zFar + zNear); | 
 |     c->transforms.dirty |= transform_state_t::VIEWPORT; | 
 |     c->transforms.vpt.zNear = zNear; | 
 |     c->transforms.vpt.zFar  = zFar; | 
 | } | 
 |  | 
 |  | 
 | // ---------------------------------------------------------------------------- | 
 | }; // namespace android | 
 |  | 
 | using namespace android; | 
 |  | 
 | void glMatrixMode(GLenum mode) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     matrix_stack_t* stack = 0; | 
 |     switch (mode) { | 
 |     case GL_MODELVIEW: | 
 |         stack = &c->transforms.modelview; | 
 |         break; | 
 |     case GL_PROJECTION: | 
 |         stack = &c->transforms.projection; | 
 |         break; | 
 |     case GL_TEXTURE: | 
 |         stack = &c->transforms.texture[c->textures.active]; | 
 |         break; | 
 |     default: | 
 |         ogles_error(c, GL_INVALID_ENUM); | 
 |         return; | 
 |     } | 
 |     c->transforms.matrixMode = mode; | 
 |     c->transforms.current = stack; | 
 | } | 
 |  | 
 | void glLoadIdentity() | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     c->transforms.current->loadIdentity(); // also loads the GLfixed transform | 
 |     c->transforms.invalidate(); | 
 |     c->transforms.current->dirty = 0; | 
 | } | 
 |  | 
 | void glLoadMatrixf(const GLfloat* m) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     c->transforms.current->load(m); | 
 |     c->transforms.invalidate(); | 
 | } | 
 |  | 
 | void glLoadMatrixx(const GLfixed* m) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     c->transforms.current->load(m); // also loads the GLfixed transform | 
 |     c->transforms.invalidate(); | 
 |     c->transforms.current->dirty &= ~matrix_stack_t::DO_FLOAT_TO_FIXED; | 
 | } | 
 |  | 
 | void glMultMatrixf(const GLfloat* m) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     matrixf_t rhs; | 
 |     rhs.set(m); | 
 |     c->transforms.current->multiply(rhs); | 
 |     c->transforms.invalidate(); | 
 | } | 
 |  | 
 | void glMultMatrixx(const GLfixed* m) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     matrixf_t rhs; | 
 |     rhs.set(m); | 
 |     c->transforms.current->multiply(rhs); | 
 |     c->transforms.invalidate(); | 
 | } | 
 |  | 
 | void glPopMatrix() | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     GLint err = c->transforms.current->pop(); | 
 |     if (ggl_unlikely(err)) { | 
 |         ogles_error(c, err); | 
 |         return; | 
 |     } | 
 |     c->transforms.invalidate(); | 
 | } | 
 |  | 
 | void glPushMatrix() | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     GLint err = c->transforms.current->push(); | 
 |     if (ggl_unlikely(err)) { | 
 |         ogles_error(c, err); | 
 |         return; | 
 |     } | 
 |     c->transforms.invalidate(); | 
 | } | 
 |  | 
 | void glFrustumf( | 
 |         GLfloat left, GLfloat right,  | 
 |         GLfloat bottom, GLfloat top, | 
 |         GLfloat zNear, GLfloat zFar) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     frustumf(left, right, bottom, top, zNear, zFar, c); | 
 | } | 
 |  | 
 | void glFrustumx(  | 
 |         GLfixed left, GLfixed right, | 
 |         GLfixed bottom, GLfixed top, | 
 |         GLfixed zNear, GLfixed zFar) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     frustumf( fixedToFloat(left), fixedToFloat(right), | 
 |               fixedToFloat(bottom), fixedToFloat(top), | 
 |               fixedToFloat(zNear), fixedToFloat(zFar), | 
 |               c); | 
 | } | 
 |  | 
 | void glOrthof(  | 
 |         GLfloat left, GLfloat right,  | 
 |         GLfloat bottom, GLfloat top, | 
 |         GLfloat zNear, GLfloat zFar) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     orthof(left, right, bottom, top, zNear, zFar, c); | 
 | } | 
 |  | 
 | void glOrthox( | 
 |         GLfixed left, GLfixed right, | 
 |         GLfixed bottom, GLfixed top, | 
 |         GLfixed zNear, GLfixed zFar) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     orthof( fixedToFloat(left), fixedToFloat(right), | 
 |             fixedToFloat(bottom), fixedToFloat(top), | 
 |             fixedToFloat(zNear), fixedToFloat(zFar), | 
 |             c); | 
 | } | 
 |  | 
 | void glRotatef(GLfloat a, GLfloat x, GLfloat y, GLfloat z) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     c->transforms.current->rotate(a, x, y, z); | 
 |     c->transforms.invalidate(); | 
 | } | 
 |  | 
 | void glRotatex(GLfixed a, GLfixed x, GLfixed y, GLfixed z) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     c->transforms.current->rotate(  | 
 |             fixedToFloat(a), fixedToFloat(x), | 
 |             fixedToFloat(y), fixedToFloat(z)); | 
 |     c->transforms.invalidate(); | 
 | } | 
 |  | 
 | void glScalef(GLfloat x, GLfloat y, GLfloat z) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     c->transforms.current->scale(x, y, z); | 
 |     c->transforms.invalidate(); | 
 | } | 
 |  | 
 | void glScalex(GLfixed x, GLfixed y, GLfixed z) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     c->transforms.current->scale( | 
 |             fixedToFloat(x), fixedToFloat(y), fixedToFloat(z)); | 
 |     c->transforms.invalidate(); | 
 | } | 
 |  | 
 | void glTranslatef(GLfloat x, GLfloat y, GLfloat z) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     c->transforms.current->translate(x, y, z); | 
 |     c->transforms.invalidate(); | 
 | } | 
 |  | 
 | void glTranslatex(GLfixed x, GLfixed y, GLfixed z) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     c->transforms.current->translate( | 
 |             fixedToFloat(x), fixedToFloat(y), fixedToFloat(z)); | 
 |     c->transforms.invalidate(); | 
 | } | 
 |  | 
 | void glScissor(GLint x, GLint y, GLsizei w, GLsizei h) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     ogles_scissor(c, x, y, w, h); | 
 | } | 
 |  | 
 | void glViewport(GLint x, GLint y, GLsizei w, GLsizei h) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     ogles_viewport(c, x, y, w, h); | 
 | } | 
 |  | 
 | void glDepthRangef(GLclampf zNear, GLclampf zFar) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     depthRangef(zNear, zFar, c); | 
 | } | 
 |  | 
 | void glDepthRangex(GLclampx zNear, GLclampx zFar) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     depthRangef(fixedToFloat(zNear), fixedToFloat(zFar), c); | 
 | } | 
 |  | 
 | void glPolygonOffsetx(GLfixed factor, GLfixed units) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     c->polygonOffset.factor = factor; | 
 |     c->polygonOffset.units = units; | 
 | } | 
 |  | 
 | void glPolygonOffset(GLfloat factor, GLfloat units) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     c->polygonOffset.factor = gglFloatToFixed(factor); | 
 |     c->polygonOffset.units = gglFloatToFixed(units); | 
 | } | 
 |  | 
 | GLbitfield glQueryMatrixxOES(GLfixed* m, GLint* e) | 
 | { | 
 |     ogles_context_t* c = ogles_context_t::get(); | 
 |     GLbitfield status = 0; | 
 |     GLfloat const* f = c->transforms.current->top().elements(); | 
 |     for  (int i=0 ; i<16 ; i++) { | 
 |         if (isnan(f[i]) || isinf(f[i])) { | 
 |             status |= 1<<i; | 
 |             continue; | 
 |         } | 
 |         e[i] = exponent(f[i]) - 7; | 
 |         m[i] = mantissa(f[i]); | 
 |     } | 
 |     return status; | 
 | } |