mutter/clutter/cogl/gl/cogl.c

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/*
* Clutter COGL
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2007 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include <string.h>
#include <gmodule.h>
#ifdef HAVE_CLUTTER_GLX
#include <dlfcn.h>
#include <GL/glx.h>
typedef CoglFuncPtr (*GLXGetProcAddressProc) (const guint8 *procName);
#endif
static gulong __enable_flags = 0;
/* FBO Procs */
typedef void (*GenFramebuffers) (GLsizei n, GLuint *ids);
typedef void (*BindFramebuffer) (GLenum target, GLuint framebuffer);
typedef void (*FramebufferTexture2D) (GLenum target, GLenum attachment,
GLenum textarget, GLuint texture,
GLint level);
typedef GLenum (*CheckFramebufferStatus)(GLenum target);
typedef void (*DeleteFramebuffers) (GLsizei n, const GLuint *framebuffers);
static GenFramebuffers _gen_framebuffers = NULL;
static BindFramebuffer _bind_framebuffer = NULL;
static FramebufferTexture2D _framebuffer_texture_2d = NULL;
static CheckFramebufferStatus _check_framebuffer_status = NULL;
static DeleteFramebuffers _delete_framebuffers = NULL;
#if COGL_DEBUG
struct token_string
{
GLuint Token;
const char *String;
};
static const struct token_string Errors[] = {
{ GL_NO_ERROR, "no error" },
{ GL_INVALID_ENUM, "invalid enumerant" },
{ GL_INVALID_VALUE, "invalid value" },
{ GL_INVALID_OPERATION, "invalid operation" },
{ GL_STACK_OVERFLOW, "stack overflow" },
{ GL_STACK_UNDERFLOW, "stack underflow" },
{ GL_OUT_OF_MEMORY, "out of memory" },
#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
{ GL_INVALID_FRAMEBUFFER_OPERATION_EXT, "invalid framebuffer operation" },
#endif
{ ~0, NULL }
};
static const char*
error_string(GLenum errorCode)
{
int i;
for (i = 0; Errors[i].String; i++) {
if (Errors[i].Token == errorCode)
return Errors[i].String;
}
return "unknown";
}
#endif
#if COGL_DEBUG
#define GE(x...) G_STMT_START { \
GLenum err; \
(x); \
while ((err = glGetError()) != GL_NO_ERROR) { \
fprintf(stderr, "glError: %s caught at %s:%u\n", \
(char *)error_string(err), \
__FILE__, __LINE__); \
} \
} G_STMT_END
#else
#define GE(x) (x);
#endif
CoglFuncPtr
cogl_get_proc_address (const gchar* name)
{
/* Sucks to ifdef here but not other option..? would be nice to
* split the code up for more reuse (once more backends use this
*/
#if defined(HAVE_CLUTTER_GLX)
static GLXGetProcAddressProc get_proc_func = NULL;
static void *dlhand = NULL;
if (get_proc_func == NULL && dlhand == NULL)
{
dlhand = dlopen (NULL, RTLD_LAZY);
if (dlhand)
{
dlerror ();
get_proc_func =
(GLXGetProcAddressProc) dlsym (dlhand, "glXGetProcAddress");
if (dlerror () != NULL)
{
get_proc_func =
(GLXGetProcAddressProc) dlsym (dlhand, "glXGetProcAddressARB");
}
if (dlerror () != NULL)
{
get_proc_func = NULL;
g_warning ("failed to bind GLXGetProcAddress "
"or GLXGetProcAddressARB");
}
}
}
if (get_proc_func)
return get_proc_func ((unsigned char*) name);
#elif defined(HAVE_CLUTTER_WIN32)
return (CoglFuncPtr) wglGetProcAddress ((LPCSTR) name);
#else /* HAVE_CLUTTER_WIN32 */
/* this should find the right function if the program is linked against a
* library providing it */
static GModule *module = NULL;
if (module == NULL)
module = g_module_open (NULL, G_MODULE_BIND_LAZY | G_MODULE_BIND_LOCAL);
if (module)
{
gpointer symbol;
if (g_module_symbol (module, name, &symbol))
return symbol;
}
#endif /* HAVE_CLUTTER_WIN32 */
return NULL;
}
gboolean
cogl_check_extension (const gchar *name, const gchar *ext)
{
gchar *end;
gint name_len, n;
if (name == NULL || ext == NULL)
return FALSE;
end = (gchar*)(ext + strlen(ext));
name_len = strlen(name);
while (ext < end)
{
n = strcspn(ext, " ");
if ((name_len == n) && (!strncmp(name, ext, n)))
return TRUE;
ext += (n + 1);
}
return FALSE;
}
void
cogl_paint_init (const ClutterColor *color)
{
GE( glClearColor (((float) color->red / 0xff * 1.0),
((float) color->green / 0xff * 1.0),
((float) color->blue / 0xff * 1.0),
0.0) );
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable (GL_LIGHTING);
glDisable (GL_FOG);
/*
* Disable the depth test for now as has some strange side effects,
* mainly on x/y axis rotation with multiple layers at same depth
* (eg rotating text on a bg has very strange effect). Seems no clean
* 100% effective way to fix without other odd issues.. So for now
* move to application to handle and add cogl_enable_depth_test()
* as for custom actors (i.e groups) to enable if need be.
*
* glEnable (GL_DEPTH_TEST);
* glEnable (GL_ALPHA_TEST)
* glDepthFunc (GL_LEQUAL);
* glAlphaFunc (GL_GREATER, 0.1);
*/
cogl_enable (CGL_ENABLE_BLEND);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
/* FIXME: inline most of these */
void
cogl_push_matrix (void)
{
glPushMatrix();
}
void
cogl_pop_matrix (void)
{
glPopMatrix();
}
void
cogl_scale (ClutterFixed x, ClutterFixed y)
{
glScaled (CLUTTER_FIXED_TO_DOUBLE (x),
CLUTTER_FIXED_TO_DOUBLE (y),
1.0);
}
void
cogl_translatex (ClutterFixed x, ClutterFixed y, ClutterFixed z)
{
glTranslated (CLUTTER_FIXED_TO_DOUBLE (x),
CLUTTER_FIXED_TO_DOUBLE (y),
CLUTTER_FIXED_TO_DOUBLE (z));
}
void
cogl_translate (gint x, gint y, gint z)
{
glTranslatef ((float)x, (float)y, (float)z);
}
void
cogl_rotatex (ClutterFixed angle, gint x, gint y, gint z)
{
glRotated (CLUTTER_FIXED_TO_DOUBLE (angle),
CLUTTER_FIXED_TO_DOUBLE (x),
CLUTTER_FIXED_TO_DOUBLE (y),
CLUTTER_FIXED_TO_DOUBLE (z));
}
void
cogl_rotate (gint angle, gint x, gint y, gint z)
{
glRotatef ((float)angle, (float)x, (float)y, (float)z);
}
void
cogl_enable (gulong flags)
{
/* This function essentially caches glEnable state() in the
* hope of lessening number GL traffic.
*/
if (flags & CGL_ENABLE_BLEND)
{
if (!(__enable_flags & CGL_ENABLE_BLEND))
{
glEnable (GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
__enable_flags |= CGL_ENABLE_BLEND;
}
}
else if (__enable_flags & CGL_ENABLE_BLEND)
{
glDisable (GL_BLEND);
__enable_flags &= ~CGL_ENABLE_BLEND;
}
if (flags & CGL_ENABLE_TEXTURE_2D)
{
if (!(__enable_flags & CGL_ENABLE_TEXTURE_2D))
{
glEnable (GL_TEXTURE_2D);
__enable_flags |= CGL_ENABLE_TEXTURE_2D;
}
}
else if (__enable_flags & CGL_ENABLE_TEXTURE_2D)
{
glDisable (GL_TEXTURE_2D);
__enable_flags &= ~CGL_ENABLE_TEXTURE_2D;
}
#ifdef GL_TEXTURE_RECTANGLE_ARB
if (flags & CGL_ENABLE_TEXTURE_RECT)
{
if (!(__enable_flags & CGL_ENABLE_TEXTURE_RECT))
{
glEnable (GL_TEXTURE_RECTANGLE_ARB);
__enable_flags |= CGL_ENABLE_TEXTURE_RECT;
}
}
else if (__enable_flags & CGL_ENABLE_TEXTURE_RECT)
{
glDisable (GL_TEXTURE_RECTANGLE_ARB);
__enable_flags &= ~CGL_ENABLE_TEXTURE_RECT;
}
#endif
}
void
cogl_enable_depth_test (gboolean setting)
{
if (setting)
{
glEnable (GL_DEPTH_TEST);
glEnable (GL_ALPHA_TEST);
glDepthFunc (GL_LEQUAL);
glAlphaFunc (GL_GREATER, 0.1);
}
else
{
glDisable (GL_DEPTH_TEST);
glDisable (GL_ALPHA_TEST);
}
}
void
cogl_color (const ClutterColor *color)
{
glColor4ub (color->red, color->green, color->blue, color->alpha);
}
void
cogl_clip_set (ClutterFixed x_offset,
ClutterFixed y_offset,
ClutterFixed width,
ClutterFixed height)
{
GE( glEnable (GL_STENCIL_TEST) );
GE( glClearStencil (0.0f) );
GE( glClear (GL_STENCIL_BUFFER_BIT) );
GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
GE( glColor3f (1.0f, 1.0f, 1.0f) );
GE( glRectf (CLUTTER_FIXED_TO_FLOAT (x_offset),
CLUTTER_FIXED_TO_FLOAT (y_offset),
CLUTTER_FIXED_TO_FLOAT (x_offset + width),
CLUTTER_FIXED_TO_FLOAT (y_offset + height)) );
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
}
void
cogl_clip_unset (void)
{
GE( glDisable (GL_STENCIL_TEST) );
}
gboolean
cogl_texture_can_size (COGLenum target,
COGLenum pixel_format,
COGLenum pixel_type,
int width,
int height)
{
#ifdef GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB
if (target == CGL_TEXTURE_RECTANGLE_ARB)
{
GLint max_size = 0;
GE( glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &max_size) );
return (max_size && width <= max_size && height <= max_size);
}
else /* Assumes CGL_TEXTURE_2D */
#endif
{
GLint new_width = 0;
GE( glTexImage2D (GL_PROXY_TEXTURE_2D, 0, GL_RGBA,
width, height, 0 /* border */,
pixel_format, pixel_type, NULL) );
GE( glGetTexLevelParameteriv (GL_PROXY_TEXTURE_2D, 0,
GL_TEXTURE_WIDTH, &new_width) );
return new_width != 0;
}
}
void
cogl_texture_quad (gint x1,
gint x2,
gint y1,
gint y2,
ClutterFixed tx1,
ClutterFixed ty1,
ClutterFixed tx2,
ClutterFixed ty2)
{
gdouble txf1, tyf1, txf2, tyf2;
txf1 = CLUTTER_FIXED_TO_DOUBLE (tx1);
tyf1 = CLUTTER_FIXED_TO_DOUBLE (ty1);
txf2 = CLUTTER_FIXED_TO_DOUBLE (tx2);
tyf2 = CLUTTER_FIXED_TO_DOUBLE (ty2);
glBegin (GL_QUADS);
glTexCoord2f (txf2, tyf2); glVertex2i (x2, y2);
glTexCoord2f (txf1, tyf2); glVertex2i (x1, y2);
glTexCoord2f (txf1, tyf1); glVertex2i (x1, y1);
glTexCoord2f (txf2, tyf1); glVertex2i (x2, y1);
glEnd ();
}
void
cogl_textures_create (guint num, COGLuint *textures)
{
GE( glGenTextures (num, textures) );
}
void
cogl_textures_destroy (guint num, const COGLuint *textures)
{
GE( glDeleteTextures (num, textures) );
}
void
cogl_texture_bind (COGLenum target, COGLuint texture)
{
GE( glBindTexture (target, texture) );
}
void
cogl_texture_set_alignment (COGLenum target,
guint alignment,
guint row_length)
{
GE( glPixelStorei (GL_UNPACK_ROW_LENGTH, row_length) );
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, alignment) );
}
void
cogl_texture_set_filters (COGLenum target,
COGLenum min_filter,
COGLenum max_filter)
{
GE( glTexParameteri(target, GL_TEXTURE_MAG_FILTER, max_filter) );
GE( glTexParameteri(target, GL_TEXTURE_MIN_FILTER, min_filter) );
}
void
cogl_texture_set_wrap (COGLenum target,
COGLenum wrap_s,
COGLenum wrap_t)
{
GE( glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_s) );
GE( glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_s) );
}
void
cogl_texture_image_2d (COGLenum target,
COGLint internal_format,
gint width,
gint height,
COGLenum format,
COGLenum type,
const guchar* pixels)
{
GE( glTexImage2D (target,
0, /* No mipmap support as yet */
internal_format,
width,
height,
0, /* 0 pixel border */
format,
type,
pixels) );
}
void
cogl_texture_sub_image_2d (COGLenum target,
gint xoff,
gint yoff,
gint width,
gint height,
COGLenum format,
COGLenum type,
const guchar* pixels)
{
GE( glTexSubImage2D (target,
0,
xoff,
yoff,
width,
height,
format,
type,
pixels));
}
void
cogl_rectangle (gint x, gint y, guint width, guint height)
{
GE( glRecti (x, y, x + width, y + height) );
}
/* FIXME: Should use ClutterReal or Fixed */
void
cogl_trapezoid (gint y1,
gint x11,
gint x21,
gint y2,
gint x12,
gint x22)
{
GE( glBegin (GL_QUADS) );
GE( glVertex2i (x11, y1) );
GE( glVertex2i (x21, y1) );
GE( glVertex2i (x22, y2) );
GE( glVertex2i (x12, y2) );
GE( glEnd () );
}
void
cogl_alpha_func (COGLenum func,
ClutterFixed ref)
{
GE( glAlphaFunc (func, CLUTTER_FIXED_TO_FLOAT(ref)) );
}
void
cogl_perspective (ClutterFixed fovy,
ClutterFixed aspect,
ClutterFixed zNear,
ClutterFixed zFar)
{
ClutterFixed xmax, ymax;
ClutterFixed x, y, c, d;
ClutterFixed fovy_rad_half = CLUTTER_FIXED_MUL (fovy, CFX_PI) / 360;
GLfloat m[16];
memset (&m[0], 0, sizeof (m));
/*
* Based on the original algorithm in perspective():
*
* 1) xmin = -xmax => xmax + xmin == 0 && xmax - xmin == 2 * xmax
* same true for y, hence: a == 0 && b == 0;
*
* 2) When working with small numbers, we are loosing significant
* precision, hence we use clutter_qmulx() here, not the fast macro.
*/
ymax = clutter_qmulx (zNear, CLUTTER_FIXED_DIV (clutter_sinx (fovy_rad_half),
clutter_cosx (fovy_rad_half)));
xmax = clutter_qmulx (ymax, aspect);
x = CLUTTER_FIXED_DIV (zNear, xmax);
y = CLUTTER_FIXED_DIV (zNear, ymax);
c = CLUTTER_FIXED_DIV (-(zFar + zNear), ( zFar - zNear));
d = CLUTTER_FIXED_DIV (-(clutter_qmulx (2*zFar, zNear)), (zFar - zNear));
#define M(row,col) m[col*4+row]
M(0,0) = CLUTTER_FIXED_TO_FLOAT (x);
M(1,1) = CLUTTER_FIXED_TO_FLOAT (y);
M(2,2) = CLUTTER_FIXED_TO_FLOAT (c);
M(2,3) = CLUTTER_FIXED_TO_FLOAT (d);
M(3,2) = -1.0F;
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GE( glMultMatrixf (m) );
#undef M
}
void
cogl_setup_viewport (guint width,
guint height,
ClutterFixed fovy,
ClutterFixed aspect,
ClutterFixed z_near,
ClutterFixed z_far)
{
GLfloat z_camera;
GE( glViewport (0, 0, width, height) );
GE( glMatrixMode (GL_PROJECTION) );
GE( glLoadIdentity () );
cogl_perspective (fovy, aspect, z_near, z_far);
GE( glMatrixMode (GL_MODELVIEW) );
GE( glLoadIdentity () );
/*
* camera distance from screen, 0.5 * tan (FOV)
*
* We have been having some problems with this; the theoretically correct
* value of 0.866025404f for the default 60 deg fovy angle happens to be
* touch to small in reality, which on full-screen stage with an actor of
* the same size results in about 1px on the left and top edges of the
* actor being offscreen. Perhaps more significantly, it also causes
* hinting artifacts when rendering text.
*
* So for the default 60 deg angle we worked out that the value of 0.869
* is giving correct stretch and no noticeable artifacts on text. Seems
* good on all drivers too.
*/
#define DEFAULT_Z_CAMERA 0.869f
z_camera = DEFAULT_Z_CAMERA;
if (fovy != CFX_60)
{
ClutterFixed fovy_rad = CFX_MUL (fovy, CFX_PI) / 180;
z_camera =
CLUTTER_FIXED_TO_FLOAT (CFX_DIV (clutter_sinx (fovy_rad),
clutter_cosx (fovy_rad)) >> 1);
}
GE( glTranslatef (-0.5f, -0.5f, -z_camera) );
GE( glScalef ( 1.0f / width,
-1.0f / height,
1.0f / width) );
GE( glTranslatef (0.0f, -1.0 * height, 0.0f) );
}
ClutterFeatureFlags
cogl_get_features ()
{
ClutterFeatureFlags flags = 0;
const gchar *gl_extensions;
flags = CLUTTER_FEATURE_TEXTURE_READ_PIXELS;
gl_extensions = (const gchar*) glGetString (GL_EXTENSIONS);
#if defined(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB) && defined(GL_TEXTURE_RECTANGLE_ARB)
if (cogl_check_extension ("GL_ARB_texture_rectangle", gl_extensions) ||
cogl_check_extension ("GL_EXT_texture_rectangle", gl_extensions))
{
flags |= CLUTTER_FEATURE_TEXTURE_RECTANGLE;
}
#endif
#ifdef GL_YCBCR_MESA
if (cogl_check_extension ("GL_MESA_ycbcr_texture", gl_extensions))
{
flags |= CLUTTER_FEATURE_TEXTURE_YUV;
}
#endif
if (cogl_check_extension ("GL_ARB_vertex_shader", gl_extensions) &&
cogl_check_extension ("GL_ARB_fragment_shader", gl_extensions))
{
flags |= CLUTTER_FEATURE_SHADERS_GLSL;
}
if (cogl_check_extension ("GL_EXT_framebuffer_object", gl_extensions) ||
cogl_check_extension ("GL_ARB_framebuffer_object", gl_extensions))
{
_gen_framebuffers =
(GenFramebuffers) cogl_get_proc_address ("glGenFramebuffersEXT");
_bind_framebuffer =
(BindFramebuffer) cogl_get_proc_address ("glBindFramebufferEXT");
_framebuffer_texture_2d =
(FramebufferTexture2D)
cogl_get_proc_address ("glFramebufferTexture2DEXT");
_check_framebuffer_status =
(CheckFramebufferStatus)
cogl_get_proc_address ("glCheckFramebufferStatusEXT");
_delete_framebuffers =
(DeleteFramebuffers)
cogl_get_proc_address ("glDeleteFramebuffersEXT");
if (_gen_framebuffers
&& _bind_framebuffer
&& _framebuffer_texture_2d
&& _check_framebuffer_status
&& _delete_framebuffers)
flags |= CLUTTER_FEATURE_OFFSCREEN;
}
return flags;
}
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void
cogl_get_modelview_matrix (ClutterFixed m[16])
{
GLdouble md[16];
glGetDoublev(GL_MODELVIEW_MATRIX, &md[0]);
#define M(m,row,col) m[col*4+row]
M(m,0,0) = CLUTTER_FLOAT_TO_FIXED (M(md,0,0));
M(m,0,1) = CLUTTER_FLOAT_TO_FIXED (M(md,0,1));
M(m,0,2) = CLUTTER_FLOAT_TO_FIXED (M(md,0,2));
M(m,0,3) = CLUTTER_FLOAT_TO_FIXED (M(md,0,3));
M(m,1,0) = CLUTTER_FLOAT_TO_FIXED (M(md,1,0));
M(m,1,1) = CLUTTER_FLOAT_TO_FIXED (M(md,1,1));
M(m,1,2) = CLUTTER_FLOAT_TO_FIXED (M(md,1,2));
M(m,1,3) = CLUTTER_FLOAT_TO_FIXED (M(md,1,3));
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M(m,2,0) = CLUTTER_FLOAT_TO_FIXED (M(md,2,0));
M(m,2,1) = CLUTTER_FLOAT_TO_FIXED (M(md,2,1));
M(m,2,2) = CLUTTER_FLOAT_TO_FIXED (M(md,2,2));
M(m,2,3) = CLUTTER_FLOAT_TO_FIXED (M(md,2,3));
M(m,3,0) = CLUTTER_FLOAT_TO_FIXED (M(md,3,0));
M(m,3,1) = CLUTTER_FLOAT_TO_FIXED (M(md,3,1));
M(m,3,2) = CLUTTER_FLOAT_TO_FIXED (M(md,3,2));
M(m,3,3) = CLUTTER_FLOAT_TO_FIXED (M(md,3,3));
#undef M
}
void
cogl_get_projection_matrix (ClutterFixed m[16])
{
GLdouble md[16];
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glGetDoublev(GL_PROJECTION_MATRIX, &md[0]);
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#define M(m,row,col) m[col*4+row]
M(m,0,0) = CLUTTER_FLOAT_TO_FIXED (M(md,0,0));
M(m,0,1) = CLUTTER_FLOAT_TO_FIXED (M(md,0,1));
M(m,0,2) = CLUTTER_FLOAT_TO_FIXED (M(md,0,2));
M(m,0,3) = CLUTTER_FLOAT_TO_FIXED (M(md,0,3));
M(m,1,0) = CLUTTER_FLOAT_TO_FIXED (M(md,1,0));
M(m,1,1) = CLUTTER_FLOAT_TO_FIXED (M(md,1,1));
M(m,1,2) = CLUTTER_FLOAT_TO_FIXED (M(md,1,2));
M(m,1,3) = CLUTTER_FLOAT_TO_FIXED (M(md,1,3));
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M(m,2,0) = CLUTTER_FLOAT_TO_FIXED (M(md,2,0));
M(m,2,1) = CLUTTER_FLOAT_TO_FIXED (M(md,2,1));
M(m,2,2) = CLUTTER_FLOAT_TO_FIXED (M(md,2,2));
M(m,2,3) = CLUTTER_FLOAT_TO_FIXED (M(md,2,3));
M(m,3,0) = CLUTTER_FLOAT_TO_FIXED (M(md,3,0));
M(m,3,1) = CLUTTER_FLOAT_TO_FIXED (M(md,3,1));
M(m,3,2) = CLUTTER_FLOAT_TO_FIXED (M(md,3,2));
M(m,3,3) = CLUTTER_FLOAT_TO_FIXED (M(md,3,3));
#undef M
}
void
cogl_get_viewport (ClutterFixed v[4])
{
GLdouble vd[4];
glGetDoublev(GL_VIEWPORT, &vd[0]);
v[0] = CLUTTER_FLOAT_TO_FIXED (vd[0]);
v[1] = CLUTTER_FLOAT_TO_FIXED (vd[1]);
v[2] = CLUTTER_FLOAT_TO_FIXED (vd[2]);
v[3] = CLUTTER_FLOAT_TO_FIXED (vd[3]);
}
void
cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha)
{
GLint value;
if (red)
{
GE( glGetIntegerv(GL_RED_BITS, &value) );
*red = value;
}
if (green)
{
GE( glGetIntegerv(GL_GREEN_BITS, &value) );
*green = value;
}
if (blue)
{
GE( glGetIntegerv(GL_BLUE_BITS, &value) );
*blue = value;
}
if (alpha)
{
GE( glGetIntegerv(GL_ALPHA_BITS, &value ) );
*alpha = value;
}
}
void
cogl_fog_set (const ClutterColor *fog_color,
ClutterFixed density,
ClutterFixed start,
ClutterFixed stop)
{
GLfloat fogColor[4];
fogColor[0] = ((float) fog_color->red / 0xff * 1.0);
fogColor[1] = ((float) fog_color->green / 0xff * 1.0);
fogColor[2] = ((float) fog_color->blue / 0xff * 1.0);
fogColor[3] = ((float) fog_color->alpha / 0xff * 1.0);
glEnable (GL_FOG);
glFogfv (GL_FOG_COLOR, fogColor);
glFogi (GL_FOG_MODE, GL_LINEAR);
glHint (GL_FOG_HINT, GL_NICEST);
glFogf (GL_FOG_DENSITY, CLUTTER_FIXED_TO_FLOAT (density));
glFogf (GL_FOG_START, CLUTTER_FIXED_TO_FLOAT (start));
glFogf (GL_FOG_END, CLUTTER_FIXED_TO_FLOAT (stop));
}
/* FBOs - offscreen */
COGLuint
cogl_offscreen_create (COGLuint target_texture)
{
#ifdef GL_FRAMEBUFFER_EXT
COGLuint handle;
GLenum status;
if (_gen_framebuffers == NULL
|| _bind_framebuffer == NULL
|| _framebuffer_texture_2d == NULL
|| _check_framebuffer_status == NULL)
{
/* tmp warning - need error reporting */
g_warning("Missing GL_FRAMEBUFFER_EXT API\n");
return 0;
}
_gen_framebuffers (1, &handle);
_bind_framebuffer (GL_FRAMEBUFFER_EXT, handle);
_framebuffer_texture_2d (GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_RECTANGLE_ARB,
target_texture,
0);
status = _check_framebuffer_status (GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
_delete_framebuffers (1, &handle);
return 0;
}
_bind_framebuffer (GL_FRAMEBUFFER_EXT, 0);
return handle;
#else
/* tmp warning - need error reporting */
g_warning("No GL_FRAMEBUFFER_EXT\n");
return 0;
#endif
}
void
cogl_offscreen_destroy (COGLuint offscreen_handle)
{
if (_delete_framebuffers)
_delete_framebuffers (1, &offscreen_handle);
}
void
cogl_offscreen_redirect_start (COGLuint offscreen_handle,
gint width,
gint height)
{
/* FIXME: silly we need to pass width / height to init viewport */
#ifdef GL_FRAMEBUFFER_EXT
if (_bind_framebuffer == NULL)
return;
_bind_framebuffer (GL_FRAMEBUFFER_EXT, offscreen_handle);
glViewport (0, 0, width, height);
glMatrixMode (GL_PROJECTION);
glPushMatrix();
glLoadIdentity ();
glMatrixMode (GL_MODELVIEW);
glPushMatrix();
glLoadIdentity ();
glTranslatef (-1.0f, -1.0f, 0.0f);
glScalef (2.0f / (float)width, 2.0f / (float)height, 1.0f);
/* Clear the scene, appears needed on some backends - OSX */
glClearColor (0.0, 0.0, 0.0, 0.0);
glClear (GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
#endif
}
void
cogl_offscreen_redirect_end (COGLuint offscreen_handle,
gint width,
gint height)
{
/* FIXME: silly we need to pass width / height to reset to */
if (_bind_framebuffer == NULL)
return;
#ifdef GL_FRAMEBUFFER_EXT
glViewport (0, 0, width, height);
glMatrixMode (GL_PROJECTION);
glPopMatrix();
glMatrixMode (GL_MODELVIEW);
glPopMatrix();
_bind_framebuffer (GL_FRAMEBUFFER_EXT, 0);
#endif
}
/* Shader Magic follows */
#ifdef __GNUC__
#define PROC(rettype, retval, procname, args...) \
static rettype (*proc) (args) = NULL; \
if (proc == NULL) \
{ \
proc = (void*)cogl_get_proc_address (#procname);\
if (!proc)\
{\
g_warning ("failed to lookup proc: %s", #procname);\
return retval;\
}\
}
#else
#define PROC(rettype, retval, procname, ...) \
static rettype (*proc) (__VA_ARGS__) = NULL; \
if (proc == NULL) \
{ \
proc = (void*)cogl_get_proc_address (#procname);\
if (!proc)\
{\
g_warning ("failed to lookup proc: %s", #procname);\
return retval;\
}\
}
#endif
COGLhandle
cogl_create_program (void)
{
PROC (GLhandleARB, 0, glCreateProgramObjectARB, void);
return proc ();
}
COGLhandle
cogl_create_shader (COGLenum shaderType)
{
PROC (GLhandleARB, 0, glCreateShaderObjectARB, GLenum);
return proc (shaderType);
}
void
cogl_shader_source (COGLhandle shader,
const gchar *source)
{
PROC (GLvoid,, glShaderSourceARB, GLhandleARB, GLsizei, const GLcharARB **, const GLint *)
proc (shader, 1, &source, NULL);
}
void
cogl_shader_compile (COGLhandle shader_handle)
{
PROC (GLvoid,, glCompileShaderARB, GLhandleARB);
proc (shader_handle);
}
void
cogl_program_attach_shader (COGLhandle program_handle,
COGLhandle shader_handle)
{
PROC (GLvoid,, glAttachObjectARB, GLhandleARB, GLhandleARB);
proc (program_handle, shader_handle);
}
void
cogl_program_link (COGLhandle program_handle)
{
PROC (GLvoid,, glLinkProgramARB, GLhandleARB);
proc (program_handle);
}
void
cogl_program_use (COGLhandle program_handle)
{
PROC (GLvoid,, glUseProgramObjectARB, GLhandleARB);
proc (program_handle);
}
COGLint
cogl_program_get_uniform_location (COGLhandle program_handle,
const gchar *uniform_name)
{
PROC (GLint,0, glGetUniformLocationARB, GLhandleARB, const GLcharARB *)
return proc (program_handle, uniform_name);
}
void
cogl_program_destroy (COGLhandle handle)
{
PROC (GLvoid,, glDeleteObjectARB, GLhandleARB);
proc (handle);
}
void
cogl_shader_destroy (COGLhandle handle)
{
PROC (GLvoid,, glDeleteObjectARB, GLhandleARB);
proc (handle);
}
void
cogl_shader_get_info_log (COGLhandle handle,
guint size,
gchar *buffer)
{
COGLint len;
PROC (GLvoid,, glGetInfoLogARB, GLhandleARB, GLsizei, GLsizei *, GLcharARB *);
proc (handle, size-1, &len, buffer);
buffer[len]='\0';
}
void
cogl_shader_get_parameteriv (COGLhandle handle,
COGLenum pname,
COGLint *dest)
{
PROC (GLvoid,, glGetObjectParameterivARB, GLhandleARB, GLenum, GLint*)
proc (handle, pname, dest);
}
void
cogl_program_uniform_1f (COGLint uniform_no,
gfloat value)
{
PROC (GLvoid,, glUniform1fARB, GLint, GLfloat);
proc (uniform_no, value);
}