Initial Contribution
diff --git a/opengl/libagl/light.cpp b/opengl/libagl/light.cpp
new file mode 100644
index 0000000..87725cb
--- /dev/null
+++ b/opengl/libagl/light.cpp
@@ -0,0 +1,852 @@
+/* libs/opengles/light.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 <stdio.h>
+#include "context.h"
+#include "fp.h"
+#include "light.h"
+#include "state.h"
+#include "matrix.h"
+
+
+#if defined(__arm__) && defined(__thumb__)
+#warning "light.cpp should not be compiled in thumb on ARM."
+#endif
+
+namespace android {
+
+// ----------------------------------------------------------------------------
+
+static void invalidate_lighting(ogles_context_t* c);
+static void lightVertexValidate(ogles_context_t* c, vertex_t* v);
+static void lightVertexNop(ogles_context_t* c, vertex_t* v);
+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 vmla3(GLfixed* d,
+ const GLfixed* m0, const GLfixed* m1, const GLfixed* a);
+static inline void vmul3(GLfixed* d,
+ const GLfixed* m0, const GLfixed* m1);
+
+static GLfixed fog_linear(ogles_context_t* c, GLfixed z);
+static GLfixed fog_exp(ogles_context_t* c, GLfixed z);
+static GLfixed fog_exp2(ogles_context_t* c, GLfixed z);
+
+
+// ----------------------------------------------------------------------------
+
+static void init_white(vec4_t& c) {
+ c.r = c.g = c.b = c.a = 0x10000;
+}
+
+void ogles_init_light(ogles_context_t* c)
+{
+ for (unsigned int i=0 ; i<OGLES_MAX_LIGHTS ; i++) {
+ c->lighting.lights[i].ambient.a = 0x10000;
+ c->lighting.lights[i].position.z = 0x10000;
+ c->lighting.lights[i].spotDir.z = -0x10000;
+ c->lighting.lights[i].spotCutoff = gglIntToFixed(180);
+ c->lighting.lights[i].attenuation[0] = 0x10000;
+ }
+ init_white(c->lighting.lights[0].diffuse);
+ init_white(c->lighting.lights[0].specular);
+
+ c->lighting.front.ambient.r =
+ c->lighting.front.ambient.g =
+ c->lighting.front.ambient.b = gglFloatToFixed(0.2f);
+ c->lighting.front.ambient.a = 0x10000;
+ c->lighting.front.diffuse.r =
+ c->lighting.front.diffuse.g =
+ c->lighting.front.diffuse.b = gglFloatToFixed(0.8f);
+ c->lighting.front.diffuse.a = 0x10000;
+ c->lighting.front.specular.a = 0x10000;
+ c->lighting.front.emission.a = 0x10000;
+
+ c->lighting.lightModel.ambient.r =
+ c->lighting.lightModel.ambient.g =
+ c->lighting.lightModel.ambient.b = gglFloatToFixed(0.2f);
+ c->lighting.lightModel.ambient.a = 0x10000;
+
+ c->lighting.colorMaterial.face = GL_FRONT_AND_BACK;
+ c->lighting.colorMaterial.mode = GL_AMBIENT_AND_DIFFUSE;
+
+ c->fog.mode = GL_EXP;
+ c->fog.fog = fog_exp;
+ c->fog.density = 0x10000;
+ c->fog.end = 0x10000;
+ c->fog.invEndMinusStart = 0x10000;
+
+ invalidate_lighting(c);
+
+ c->rasterizer.procs.shadeModel(c, GL_SMOOTH);
+ c->lighting.shadeModel = GL_SMOOTH;
+}
+
+void ogles_uninit_light(ogles_context_t* c)
+{
+}
+
+static inline int32_t clampF(GLfixed f) CONST;
+int32_t clampF(GLfixed f) {
+ f = (f & ~(f>>31));
+ if (f >= 0x10000)
+ f = 0x10000;
+ return f;
+}
+
+static GLfixed fog_linear(ogles_context_t* c, GLfixed z) {
+ return clampF(gglMulx((c->fog.end - z), c->fog.invEndMinusStart));
+}
+
+static GLfixed fog_exp(ogles_context_t* c, GLfixed z) {
+ const float e = fixedToFloat(gglMulx(c->fog.density, z));
+ return clampF(gglFloatToFixed(fastexpf(-e)));
+}
+
+static GLfixed fog_exp2(ogles_context_t* c, GLfixed z) {
+ const float e = fixedToFloat(gglMulx(c->fog.density, z));
+ return clampF(gglFloatToFixed(fastexpf(-e*e)));
+}
+
+// ----------------------------------------------------------------------------
+#if 0
+#pragma mark -
+#pragma mark math helpers
+#endif
+
+static inline
+void vscale3(GLfixed* d, const GLfixed* m, GLfixed s) {
+ d[0] = gglMulx(m[0], s);
+ d[1] = gglMulx(m[1], s);
+ d[2] = gglMulx(m[2], s);
+}
+
+static inline
+void vsa3(GLfixed* d, const GLfixed* m, GLfixed s, const GLfixed* a) {
+ d[0] = gglMulAddx(m[0], s, a[0]);
+ d[1] = gglMulAddx(m[1], s, a[1]);
+ d[2] = gglMulAddx(m[2], s, a[2]);
+}
+
+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));
+ }
+}
+
+static inline
+void vmla3(GLfixed* d,
+ const GLfixed* m0, const GLfixed* m1, const GLfixed* a)
+{
+ d[0] = gglMulAddx(m0[0], m1[0], a[0]);
+ d[1] = gglMulAddx(m0[1], m1[1], a[1]);
+ d[2] = gglMulAddx(m0[2], m1[2], a[2]);
+}
+
+static inline
+void vmul3(GLfixed* d, const GLfixed* m0, const GLfixed* m1) {
+ d[0] = gglMulx(m0[0], m1[0]);
+ d[1] = gglMulx(m0[1], m1[1]);
+ d[2] = gglMulx(m0[2], m1[2]);
+}
+
+void vnorm3(GLfixed* d, const GLfixed* a)
+{
+ // we must take care of overflows when normalizing a vector
+ GLfixed n;
+ int32_t x = a[0]; x = x>=0 ? x : -x;
+ int32_t y = a[1]; y = y>=0 ? y : -y;
+ int32_t z = a[2]; z = z>=0 ? z : -z;
+ if (ggl_likely(x<=0x6800 && y<=0x6800 && z<= 0x6800)) {
+ // in this case this will all fit on 32 bits
+ n = x*x + y*y + z*z;
+ n = gglSqrtRecipx(n);
+ n <<= 8;
+ } else {
+ // here norm^2 is at least 0x7EC00000 (>>32 == 0.495117)
+ n = vsquare3(x, y, z);
+ n = gglSqrtRecipx(n);
+ }
+ vscale3(d, a, n);
+}
+
+// ----------------------------------------------------------------------------
+#if 0
+#pragma mark -
+#pragma mark lighting equations
+#endif
+
+static inline void light_picker(ogles_context_t* c)
+{
+ if (ggl_likely(!c->lighting.enable)) {
+ c->lighting.lightVertex = lightVertexNop;
+ return;
+ }
+ if (c->lighting.colorMaterial.enable) {
+ c->lighting.lightVertex = lightVertexMaterial;
+ } else {
+ c->lighting.lightVertex = lightVertex;
+ }
+}
+
+static inline void validate_light_mvi(ogles_context_t* c)
+{
+ uint32_t en = c->lighting.enabledLights;
+ while (en) {
+ const int i = 31 - gglClz(en);
+ en &= ~(1<<i);
+ light_t& l = c->lighting.lights[i];
+ c->transforms.mvui.point3(&c->transforms.mvui,
+ &l.objPosition, &l.position);
+ vnorm3(l.normalizedObjPosition.v, l.objPosition.v);
+ }
+}
+
+static inline void validate_light(ogles_context_t* c)
+{
+ // if colorMaterial is enabled, we get the color from the vertex
+ if (!c->lighting.colorMaterial.enable) {
+ material_t& material = c->lighting.front;
+ uint32_t en = c->lighting.enabledLights;
+ while (en) {
+ const int i = 31 - gglClz(en);
+ en &= ~(1<<i);
+ light_t& l = c->lighting.lights[i];
+ vmul3(l.implicitAmbient.v, material.ambient.v, l.ambient.v);
+ vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v);
+ vmul3(l.implicitSpecular.v, material.specular.v, l.specular.v);
+
+ // this is just a flag to tell if we have a specular component
+ l.implicitSpecular.v[3] =
+ l.implicitSpecular.r |
+ l.implicitSpecular.g |
+ l.implicitSpecular.b;
+
+ l.rConstAttenuation = (l.attenuation[1] | l.attenuation[2])==0;
+ if (l.rConstAttenuation)
+ l.rConstAttenuation = gglRecipFast(l.attenuation[0]);
+ }
+ // emission and ambient for the whole scene
+ vmla3( c->lighting.implicitSceneEmissionAndAmbient.v,
+ c->lighting.lightModel.ambient.v,
+ material.ambient.v,
+ material.emission.v);
+ c->lighting.implicitSceneEmissionAndAmbient.a = material.diffuse.a;
+ }
+ validate_light_mvi(c);
+}
+
+void invalidate_lighting(ogles_context_t* c)
+{
+ // TODO: pick lightVertexValidate or lightVertexValidateMVI
+ // instead of systematically the heavier lightVertexValidate()
+ c->lighting.lightVertex = lightVertexValidate;
+}
+
+void ogles_invalidate_lighting_mvui(ogles_context_t* c)
+{
+ invalidate_lighting(c);
+}
+
+void lightVertexNop(ogles_context_t*, vertex_t* v)
+{
+ // we should never end-up here
+}
+
+void lightVertexValidateMVI(ogles_context_t* c, vertex_t* v)
+{
+ validate_light_mvi(c);
+ light_picker(c);
+ c->lighting.lightVertex(c, v);
+}
+
+void lightVertexValidate(ogles_context_t* c, vertex_t* v)
+{
+ validate_light(c);
+ light_picker(c);
+ c->lighting.lightVertex(c, v);
+}
+
+void lightVertexMaterial(ogles_context_t* c, vertex_t* v)
+{
+ // fetch the material color
+ const GLvoid* cp = c->arrays.color.element(
+ v->index & vertex_cache_t::INDEX_MASK);
+ c->arrays.color.fetch(c, v->color.v, cp);
+
+ // acquire the color-material from the vertex
+ material_t& material = c->lighting.front;
+ material.ambient =
+ material.diffuse = v->color;
+ // implicit arguments need to be computed per/vertex
+ uint32_t en = c->lighting.enabledLights;
+ while (en) {
+ const int i = 31 - gglClz(en);
+ en &= ~(1<<i);
+ light_t& l = c->lighting.lights[i];
+ vmul3(l.implicitAmbient.v, material.ambient.v, l.ambient.v);
+ vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v);
+ vmul3(l.implicitSpecular.v, material.specular.v, l.specular.v);
+ }
+ // emission and ambient for the whole scene
+ vmla3( c->lighting.implicitSceneEmissionAndAmbient.v,
+ c->lighting.lightModel.ambient.v,
+ material.ambient.v,
+ material.emission.v);
+ c->lighting.implicitSceneEmissionAndAmbient.a = material.diffuse.a;
+
+ // now we can light our vertex as usual
+ lightVertex(c, v);
+}
+
+void lightVertex(ogles_context_t* c, vertex_t* v)
+{
+ // emission and ambient for the whole scene
+ vec4_t r = c->lighting.implicitSceneEmissionAndAmbient;
+
+ uint32_t en = c->lighting.enabledLights;
+ if (ggl_likely(en)) {
+ // since we do the lighting in object-space, we don't need to
+ // transform each normal. However, we might still have to normalize
+ // it if GL_NORMALIZE is enabled.
+ 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)
+ vnorm3(n.v, n.v);
+
+ const material_t& material = c->lighting.front;
+ const int twoSide = c->lighting.lightModel.twoSide;
+
+ while (en) {
+ const int i = 31 - gglClz(en);
+ en &= ~(1<<i);
+ const light_t& l = c->lighting.lights[i];
+
+ vec4_t d, t;
+ GLfixed s;
+ GLfixed sqDist = 0x10000;
+
+ // compute vertex-to-light vector
+ if (ggl_unlikely(l.position.w)) {
+ vsub3w(d.v, l.objPosition.v, v->obj.v);
+ sqDist = dot3(d.v, d.v);
+ vscale3(d.v, d.v, gglSqrtRecipx(sqDist));
+ } else {
+ // TODO: avoid copy here
+ d = l.normalizedObjPosition;
+ }
+
+ // ambient & diffuse
+ 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;
+ h.y = d.y;
+ h.z = d.z + 0x10000;
+ vnorm3(h.v, h.v);
+ s = dot3(n.v, h.v);
+ s = (s<0) ? (twoSide?(-s):0) : s;
+ if (s > 0) {
+ s = gglPowx(s, material.shininess);
+ vsa3(t.v, l.implicitSpecular.v, s, t.v);
+ }
+ }
+
+ // spot
+ if (ggl_unlikely(l.spotCutoff != gglIntToFixed(180))) {
+ GLfixed spotAtt = -dot3(l.normalizedSpotDir.v, d.v);
+ if (spotAtt >= l.spotCutoffCosine) {
+ vscale3(t.v, t.v, gglPowx(spotAtt, l.spotExp));
+ }
+ }
+
+ // attenuation
+ if (ggl_unlikely(l.position.w)) {
+ if (l.rConstAttenuation) {
+ s = l.rConstAttenuation;
+ } else {
+ s = gglMulAddx(sqDist, l.attenuation[2], l.attenuation[0]);
+ if (l.attenuation[1])
+ s = gglMulAddx(gglSqrtx(sqDist), l.attenuation[1], s);
+ s = gglRecipFast(s);
+ }
+ vscale3(t.v, t.v, s);
+ }
+
+ r.r += t.r;
+ r.g += t.g;
+ r.b += t.b;
+ }
+ }
+ v->color.r = gglClampx(r.r);
+ v->color.g = gglClampx(r.g);
+ v->color.b = gglClampx(r.b);
+ v->color.a = gglClampx(r.a);
+ v->flags |= vertex_t::LIT;
+}
+
+static void lightModelx(GLenum pname, GLfixed param, ogles_context_t* c)
+{
+ if (ggl_unlikely(pname != GL_LIGHT_MODEL_TWO_SIDE)) {
+ ogles_error(c, GL_INVALID_ENUM);
+ return;
+ }
+ c->lighting.lightModel.twoSide = param ? GL_TRUE : GL_FALSE;
+ invalidate_lighting(c);
+}
+
+static void lightx(GLenum i, GLenum pname, GLfixed param, ogles_context_t* c)
+{
+ if (ggl_unlikely(uint32_t(i-GL_LIGHT0) >= OGLES_MAX_LIGHTS)) {
+ ogles_error(c, GL_INVALID_ENUM);
+ return;
+ }
+
+ light_t& light = c->lighting.lights[i-GL_LIGHT0];
+ const GLfixed kDegToRad = GLfixed((M_PI * gglIntToFixed(1)) / 180.0f);
+ switch (pname) {
+ case GL_SPOT_EXPONENT:
+ if (GGLfixed(param) >= gglIntToFixed(128)) {
+ ogles_error(c, GL_INVALID_VALUE);
+ return;
+ }
+ light.spotExp = param;
+ break;
+ case GL_SPOT_CUTOFF:
+ if (param!=gglIntToFixed(180) && GGLfixed(param)>=gglIntToFixed(90)) {
+ ogles_error(c, GL_INVALID_VALUE);
+ return;
+ }
+ light.spotCutoff = param;
+ light.spotCutoffCosine =
+ gglFloatToFixed(cosinef((M_PI/(180.0f*65536.0f))*param));
+ break;
+ case GL_CONSTANT_ATTENUATION:
+ if (param < 0) {
+ ogles_error(c, GL_INVALID_VALUE);
+ return;
+ }
+ light.attenuation[0] = param;
+ break;
+ case GL_LINEAR_ATTENUATION:
+ if (param < 0) {
+ ogles_error(c, GL_INVALID_VALUE);
+ return;
+ }
+ light.attenuation[1] = param;
+ break;
+ case GL_QUADRATIC_ATTENUATION:
+ if (param < 0) {
+ ogles_error(c, GL_INVALID_VALUE);
+ return;
+ }
+ light.attenuation[2] = param;
+ break;
+ default:
+ ogles_error(c, GL_INVALID_ENUM);
+ return;
+ }
+ invalidate_lighting(c);
+}
+
+static void lightxv(GLenum i, GLenum pname, const GLfixed *params, ogles_context_t* c)
+{
+ if (ggl_unlikely(uint32_t(i-GL_LIGHT0) >= OGLES_MAX_LIGHTS)) {
+ ogles_error(c, GL_INVALID_ENUM);
+ return;
+ }
+
+ GLfixed* what;
+ light_t& light = c->lighting.lights[i-GL_LIGHT0];
+ switch (pname) {
+ case GL_AMBIENT:
+ what = light.ambient.v;
+ break;
+ case GL_DIFFUSE:
+ what = light.diffuse.v;
+ break;
+ case GL_SPECULAR:
+ what = light.specular.v;
+ break;
+ 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);
+ invalidate_lighting(c);
+ return;
+ }
+ case GL_SPOT_DIRECTION: {
+ ogles_validate_transform(c, transform_state_t::MVUI);
+ transform_t& mvui = c->transforms.mvui;
+ mvui.point3(&mvui, &light.spotDir, (vec4_t*)params);
+ vnorm3(light.normalizedSpotDir.v, light.spotDir.v);
+ invalidate_lighting(c);
+ return;
+ }
+ default:
+ lightx(i, pname, params[0], c);
+ return;
+ }
+ what[0] = params[0];
+ what[1] = params[1];
+ what[2] = params[2];
+ what[3] = params[3];
+ invalidate_lighting(c);
+}
+
+static void materialx(GLenum face, GLenum pname, GLfixed param, ogles_context_t* c)
+{
+ if (ggl_unlikely(face != GL_FRONT_AND_BACK)) {
+ ogles_error(c, GL_INVALID_ENUM);
+ return;
+ }
+ if (ggl_unlikely(pname != GL_SHININESS)) {
+ ogles_error(c, GL_INVALID_ENUM);
+ return;
+ }
+ c->lighting.front.shininess = param;
+ invalidate_lighting(c);
+}
+
+static void fogx(GLenum pname, GLfixed param, ogles_context_t* c)
+{
+ switch (pname) {
+ case GL_FOG_DENSITY:
+ if (param >= 0) {
+ c->fog.density = param;
+ break;
+ }
+ ogles_error(c, GL_INVALID_VALUE);
+ break;
+ case GL_FOG_START:
+ c->fog.start = gglClampx(param);
+ c->fog.invEndMinusStart = gglRecip(c->fog.end - c->fog.start);
+ break;
+ case GL_FOG_END:
+ c->fog.end = gglClampx(param);
+ c->fog.invEndMinusStart = gglRecip(c->fog.end - c->fog.start);
+ break;
+ case GL_FOG_MODE:
+ switch (param) {
+ case GL_LINEAR:
+ c->fog.mode = param;
+ c->fog.fog = fog_linear;
+ break;
+ case GL_EXP:
+ c->fog.mode = param;
+ c->fog.fog = fog_exp;
+ break;
+ case GL_EXP2:
+ c->fog.mode = param;
+ c->fog.fog = fog_exp2;
+ break;
+ default:
+ ogles_error(c, GL_INVALID_ENUM);
+ break;
+ }
+ break;
+ default:
+ ogles_error(c, GL_INVALID_ENUM);
+ break;
+ }
+}
+
+// ----------------------------------------------------------------------------
+}; // namespace android
+// ----------------------------------------------------------------------------
+
+using namespace android;
+
+#if 0
+#pragma mark -
+#pragma mark lighting APIs
+#endif
+
+void glShadeModel(GLenum mode)
+{
+ ogles_context_t* c = ogles_context_t::get();
+ if (ggl_unlikely(mode != GL_SMOOTH && mode != GL_FLAT)) {
+ ogles_error(c, GL_INVALID_ENUM);
+ return;
+ }
+ c->lighting.shadeModel = mode;
+}
+
+void glLightModelf(GLenum pname, GLfloat param)
+{
+ ogles_context_t* c = ogles_context_t::get();
+ lightModelx(pname, gglFloatToFixed(param), c);
+}
+
+void glLightModelx(GLenum pname, GLfixed param)
+{
+ ogles_context_t* c = ogles_context_t::get();
+ lightModelx(pname, param, c);
+}
+
+void glLightModelfv(GLenum pname, const GLfloat *params)
+{
+ ogles_context_t* c = ogles_context_t::get();
+ if (pname == GL_LIGHT_MODEL_TWO_SIDE) {
+ lightModelx(pname, gglFloatToFixed(params[0]), c);
+ return;
+ }
+
+ if (ggl_unlikely(pname != GL_LIGHT_MODEL_AMBIENT)) {
+ ogles_error(c, GL_INVALID_ENUM);
+ return;
+ }
+
+ c->lighting.lightModel.ambient.r = gglFloatToFixed(params[0]);
+ c->lighting.lightModel.ambient.g = gglFloatToFixed(params[1]);
+ c->lighting.lightModel.ambient.b = gglFloatToFixed(params[2]);
+ c->lighting.lightModel.ambient.a = gglFloatToFixed(params[3]);
+ invalidate_lighting(c);
+}
+
+void glLightModelxv(GLenum pname, const GLfixed *params)
+{
+ ogles_context_t* c = ogles_context_t::get();
+ if (pname == GL_LIGHT_MODEL_TWO_SIDE) {
+ lightModelx(pname, params[0], c);
+ return;
+ }
+
+ if (ggl_unlikely(pname != GL_LIGHT_MODEL_AMBIENT)) {
+ ogles_error(c, GL_INVALID_ENUM);
+ return;
+ }
+
+ c->lighting.lightModel.ambient.r = params[0];
+ c->lighting.lightModel.ambient.g = params[1];
+ c->lighting.lightModel.ambient.b = params[2];
+ c->lighting.lightModel.ambient.a = params[3];
+ invalidate_lighting(c);
+}
+
+// ----------------------------------------------------------------------------
+#if 0
+#pragma mark -
+#endif
+
+void glLightf(GLenum i, GLenum pname, GLfloat param)
+{
+ ogles_context_t* c = ogles_context_t::get();
+ lightx(i, pname, gglFloatToFixed(param), c);
+}
+
+void glLightx(GLenum i, GLenum pname, GLfixed param)
+{
+ ogles_context_t* c = ogles_context_t::get();
+ lightx(i, pname, param, c);
+}
+
+void glLightfv(GLenum i, GLenum pname, const GLfloat *params)
+{
+ ogles_context_t* c = ogles_context_t::get();
+ switch (pname) {
+ case GL_SPOT_EXPONENT:
+ case GL_SPOT_CUTOFF:
+ case GL_CONSTANT_ATTENUATION:
+ case GL_LINEAR_ATTENUATION:
+ case GL_QUADRATIC_ATTENUATION:
+ lightx(i, pname, gglFloatToFixed(params[0]), c);
+ return;
+ }
+
+ GLfixed paramsx[4];
+ paramsx[0] = gglFloatToFixed(params[0]);
+ paramsx[1] = gglFloatToFixed(params[1]);
+ paramsx[2] = gglFloatToFixed(params[2]);
+ if (pname != GL_SPOT_DIRECTION)
+ paramsx[3] = gglFloatToFixed(params[3]);
+
+ lightxv(i, pname, paramsx, c);
+}
+
+void glLightxv(GLenum i, GLenum pname, const GLfixed *params)
+{
+ ogles_context_t* c = ogles_context_t::get();
+ lightxv(i, pname, params, c);
+}
+
+// ----------------------------------------------------------------------------
+#if 0
+#pragma mark -
+#endif
+
+void glMaterialf(GLenum face, GLenum pname, GLfloat param)
+{
+ ogles_context_t* c = ogles_context_t::get();
+ materialx(face, pname, gglFloatToFixed(param), c);
+}
+
+void glMaterialx(GLenum face, GLenum pname, GLfixed param)
+{
+ ogles_context_t* c = ogles_context_t::get();
+ materialx(face, pname, param, c);
+}
+
+void glMaterialfv(
+ GLenum face, GLenum pname, const GLfloat *params)
+{
+ ogles_context_t* c = ogles_context_t::get();
+ if (ggl_unlikely(face != GL_FRONT_AND_BACK)) {
+ ogles_error(c, GL_INVALID_ENUM);
+ return;
+ }
+ GLfixed* what=0;
+ GLfixed* other=0;
+ switch (pname) {
+ case GL_AMBIENT: what = c->lighting.front.ambient.v; break;
+ case GL_DIFFUSE: what = c->lighting.front.diffuse.v; break;
+ 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;
+ break;
+ case GL_SHININESS:
+ c->lighting.front.shininess = gglFloatToFixed(params[0]);
+ invalidate_lighting(c);
+ return;
+ default:
+ ogles_error(c, GL_INVALID_ENUM);
+ return;
+ }
+ what[0] = gglFloatToFixed(params[0]);
+ what[1] = gglFloatToFixed(params[1]);
+ what[2] = gglFloatToFixed(params[2]);
+ what[3] = gglFloatToFixed(params[3]);
+ if (other) {
+ other[0] = what[0];
+ other[1] = what[1];
+ other[2] = what[2];
+ other[3] = what[3];
+ }
+ invalidate_lighting(c);
+}
+
+void glMaterialxv(
+ GLenum face, GLenum pname, const GLfixed *params)
+{
+ ogles_context_t* c = ogles_context_t::get();
+ if (ggl_unlikely(face != GL_FRONT_AND_BACK)) {
+ ogles_error(c, GL_INVALID_ENUM);
+ return;
+ }
+ GLfixed* what=0;
+ GLfixed* other=0;
+ switch (pname) {
+ case GL_AMBIENT: what = c->lighting.front.ambient.v; break;
+ case GL_DIFFUSE: what = c->lighting.front.diffuse.v; break;
+ 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;
+ break;
+ case GL_SHININESS:
+ c->lighting.front.shininess = gglFloatToFixed(params[0]);
+ invalidate_lighting(c);
+ return;
+ default:
+ ogles_error(c, GL_INVALID_ENUM);
+ return;
+ }
+ what[0] = params[0];
+ what[1] = params[1];
+ what[2] = params[2];
+ what[3] = params[3];
+ if (other) {
+ other[0] = what[0];
+ other[1] = what[1];
+ other[2] = what[2];
+ other[3] = what[3];
+ }
+ invalidate_lighting(c);
+}
+
+// ----------------------------------------------------------------------------
+#if 0
+#pragma mark -
+#pragma mark fog
+#endif
+
+void glFogf(GLenum pname, GLfloat param) {
+ ogles_context_t* c = ogles_context_t::get();
+ GLfixed paramx = (GLfixed)param;
+ if (pname != GL_FOG_MODE)
+ paramx = gglFloatToFixed(param);
+ fogx(pname, paramx, c);
+}
+
+void glFogx(GLenum pname, GLfixed param) {
+ ogles_context_t* c = ogles_context_t::get();
+ fogx(pname, param, c);
+}
+
+void glFogfv(GLenum pname, const GLfloat *params)
+{
+ ogles_context_t* c = ogles_context_t::get();
+ if (pname != GL_FOG_COLOR) {
+ GLfixed paramx = (GLfixed)params[0];
+ if (pname != GL_FOG_MODE)
+ paramx = gglFloatToFixed(params[0]);
+ fogx(pname, paramx, c);
+ return;
+ }
+ GLfixed paramsx[4];
+ paramsx[0] = gglFloatToFixed(params[0]);
+ paramsx[1] = gglFloatToFixed(params[1]);
+ paramsx[2] = gglFloatToFixed(params[2]);
+ paramsx[3] = gglFloatToFixed(params[3]);
+ c->rasterizer.procs.fogColor3xv(c, paramsx);
+}
+
+void glFogxv(GLenum pname, const GLfixed *params)
+{
+ ogles_context_t* c = ogles_context_t::get();
+ if (pname != GL_FOG_COLOR) {
+ fogx(pname, params[0], c);
+ return;
+ }
+ c->rasterizer.procs.fogColor3xv(c, params);
+}