2007-04-28 Matthew Allum <mallum@openedhand.com>
* clutter/Makefile.am: * clutter/clutter-debug.h: * clutter/clutter-fixed.h: * clutter/clutter-main.c: * clutter/cogl/gles/Makefile.am: * clutter/cogl/gles/cogl-defines.h: * clutter/cogl/gles/cogl.c: * clutter/egl/clutter-backend-egl.c: * clutter/egl/clutter-backend-egl.h: * clutter/egl/clutter-stage-egl.c: * configure.ac: Populate most stubs for cogl GL/ES implementation. (against vincent - see http://svn.o-hand.com/repos/misc/ogles) Add various fixups to EGL backend. Code builds and runs (on 16bpp) but yet displays much (is close!) * clutter/pango/pangoclutter-render.c: comment out some rouge glBegin/end calls.
This commit is contained in:
parent
90d634feeb
commit
35b6b769d5
@ -13,6 +13,7 @@ LDADD = $(CLUTTER_LIBS)
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noinst_LTLIBRARIES = libclutter-cogl.la
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libclutter_cogl_la_SOURCES = \
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$(top_srcdir)/clutter/cogl/cogl.h \
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libclutter_cogl_la_SOURCES = \
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$(top_srcdir)/clutter/cogl/cogl.h \
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$(top_srcdir)/clutter/cogl/gl/cogl-defines.h \
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cogl.c
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@ -23,6 +23,8 @@
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* Boston, MA 02111-1307, USA.
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*/
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#include <GLES/gl.h>
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#ifndef __COGL_DEFINES_H__
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#define __COGL_DEFINES_H__
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@ -435,6 +437,15 @@ G_BEGIN_DECLS
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#define CGL_WEIGHT_ARRAY_BUFFER_BINDING_OES GL_WEIGHT_ARRAY_BUFFER_BINDING_OES
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#define CGL_TEXTURE_CROP_RECT_OES GL_TEXTURE_CROP_RECT_OES
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typedef GLenum COGLenum;
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typedef GLint COGLint;
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/* extras */
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#define CGL_TEXTURE_2D GL_TEXTURE_2D
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#define CGL_ARGB GL_ARGB
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#define CGL_TEXTURE_RECTANGLE_ARB 0 /* Its unlikely we support this */
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G_END_DECLS
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#endif
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358
gles/cogl.c
358
gles/cogl.c
@ -23,9 +23,19 @@
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* Boston, MA 02111-1307, USA.
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*/
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#include "config.h"
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#include "cogl.h"
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#include <GLES/gl.h>
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#include <GLES/gl.h>
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#include <string.h>
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#if G_BYTE_ORDER == G_LITTLE_ENDIAN
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#define PIXEL_TYPE GL_UNSIGNED_BYTE
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#else
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#define PIXEL_TYPE GL_UNSIGNED_INT_8_8_8_8_REV
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#endif
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static gulong __enable_flags = 0;
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#if COGL_DEBUG
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struct token_string
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@ -97,6 +107,10 @@ cogl_paint_init (ClutterColor *color)
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glDisable (GL_LIGHTING);
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glDisable (GL_DEPTH_TEST);
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cogl_enable (CGL_ENABLE_BLEND);
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glTexEnvx (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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/* FIXME: inline most of these */
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@ -113,7 +127,7 @@ cogl_pop_matrix (void)
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}
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void
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cogl_scaled (ClutterFixed x, ClutterFixed y)
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cogl_scale (ClutterFixed x, ClutterFixed y)
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{
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GE( glScalex (x, y, CFX_ONE) );
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}
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@ -144,8 +158,346 @@ cogl_rotatex (ClutterFixed angle,
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void
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cogl_rotate (gint angle, gint x, gint y, gint z)
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{
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GE( glRotatef (CLUTTER_INT_TO_FIXED(angle),
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GE( glRotatex (CLUTTER_INT_TO_FIXED(angle),
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CLUTTER_INT_TO_FIXED(x),
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CLUTTER_INT_TO_FIXED(y),
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CLUTTER_INT_TO_FIXED(z)) );
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}
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void
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cogl_enable (gulong flags)
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{
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/* This function essentially caches glEnable state() in the
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* hope of lessening number GL traffic.
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*/
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if (flags & CGL_ENABLE_BLEND)
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{
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if (!(__enable_flags & CGL_ENABLE_BLEND))
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{
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glEnable (GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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__enable_flags |= CGL_ENABLE_BLEND;
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}
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else if (__enable_flags & CGL_ENABLE_BLEND)
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{
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glDisable (GL_BLEND);
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__enable_flags &= ~CGL_ENABLE_BLEND;
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}
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if (flags & CGL_ENABLE_TEXTURE_2D)
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{
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if (!(__enable_flags & CGL_ENABLE_TEXTURE_2D))
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glEnable (GL_TEXTURE_2D);
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__enable_flags |= CGL_ENABLE_TEXTURE_2D;
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}
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else if (__enable_flags & CGL_ENABLE_TEXTURE_2D)
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{
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glDisable (GL_TEXTURE_2D);
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__enable_flags &= ~CGL_ENABLE_TEXTURE_2D;
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}
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#if 0
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if (flags & CGL_ENABLE_TEXTURE_RECT)
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{
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if (!(__enable_flags & CGL_ENABLE_TEXTURE_RECT))
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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__enable_flags |= CGL_ENABLE_TEXTURE_RECT;
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}
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else if (__enable_flags & CGL_ENABLE_TEXTURE_RECT)
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{
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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__enable_flags &= ~CGL_ENABLE_TEXTURE_RECT;
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}
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#endif
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if (flags & CGL_ENABLE_ALPHA_TEST)
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{
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if (!(__enable_flags & CGL_ENABLE_ALPHA_TEST))
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glEnable (GL_ALPHA_TEST);
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__enable_flags |= CGL_ENABLE_ALPHA_TEST;
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}
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else if (__enable_flags & CGL_ENABLE_ALPHA_TEST)
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{
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glDisable (GL_ALPHA_TEST);
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__enable_flags &= ~CGL_ENABLE_ALPHA_TEST;
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}
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}
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void
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cogl_color (ClutterColor *color)
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{
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#define FIX(x) CFX_DIV(CLUTTER_INT_TO_FIXED(x), CFX_255)
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GE( glColor4x (FIX(color->red),
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FIX(color->green),
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FIX(color->blue),
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FIX(color->alpha)) );
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#undef FIX
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}
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gboolean
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cogl_texture_can_size (COGLenum pixel_format,
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COGLenum pixel_type,
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int width,
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int height)
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{
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GLint new_width = 0;
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/* FIXME */
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return TRUE;
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#if 0
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GE( glTexImage2D (GL_PROXY_TEXTURE_2D, 0, GL_RGBA,
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width, height, 0 /* border */,
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pixel_format, pixel_type, NULL) );
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GE( glGetTexLevelParameteriv (GL_PROXY_TEXTURE_2D, 0,
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GL_TEXTURE_WIDTH, &new_width) );
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return new_width != 0;
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#endif
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}
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void
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cogl_texture_quad (gint x1,
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gint x2,
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gint y1,
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gint y2,
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ClutterFixed tx1,
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ClutterFixed ty1,
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ClutterFixed tx2,
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ClutterFixed ty2)
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{
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GLfixed quadVerts[] = {
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x1, y1, 0,
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x2, y1, 0,
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x2, y2, 0,
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x2, y2, 0,
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x1, y2, 0,
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x1, y1, 0
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};
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GLfixed quadTex[] = {
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tx1, ty1,
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tx2, ty1,
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tx2, ty2,
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tx2, ty2,
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tx1, ty2,
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tx1, ty1
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};
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(3, GL_FIXED, 0, quadVerts);
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glTexCoordPointer(2, GL_FIXED, 0, quadTex);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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void
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cogl_textures_create (guint num, guint *textures)
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{
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GE( glGenTextures (num, textures) );
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}
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void
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cogl_textures_destroy (guint num, const guint *textures)
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{
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GE( glDeleteTextures (num, textures) );
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}
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void
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cogl_texture_bind (COGLenum target, guint texture)
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{
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GE( glBindTexture (target, texture) );
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}
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void
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cogl_texture_set_alignment (COGLenum target,
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guint alignment,
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guint row_length)
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{
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/* GE( glPixelStorei (GL_UNPACK_ROW_LENGTH, row_length) ); */
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GE( glPixelStorei (GL_UNPACK_ALIGNMENT, alignment) );
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}
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void
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cogl_texture_set_filters (COGLenum target,
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COGLenum min_filter,
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COGLenum max_filter)
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{
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GE( glTexParameteri(target, GL_TEXTURE_MAG_FILTER, max_filter) );
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GE( glTexParameteri(target, GL_TEXTURE_MIN_FILTER, min_filter) );
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}
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void
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cogl_texture_set_wrap (COGLenum target,
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COGLenum wrap_s,
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COGLenum wrap_t)
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{
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GE( glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_s) );
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GE( glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_s) );
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}
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void
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cogl_texture_image_2d (COGLenum target,
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COGLint internal_format,
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gint width,
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gint height,
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COGLenum format,
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COGLenum type,
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const guchar* pixels)
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{
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GE( glTexImage2D (target,
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0, /* No mipmap support as yet */
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internal_format,
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width,
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height,
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0, /* 0 pixel border */
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format,
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type,
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pixels) );
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}
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void
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cogl_texture_sub_image_2d (COGLenum target,
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gint xoff,
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gint yoff,
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gint width,
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gint height,
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COGLenum format,
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COGLenum type,
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const guchar* pixels)
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{
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GE( glTexSubImage2D (target,
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0,
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xoff,
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yoff,
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width,
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height,
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format,
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type,
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pixels));
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}
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void
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cogl_rectangle (gint x, gint y, guint width, guint height)
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{
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#define FIX CLUTTER_INT_TO_FIXED
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GLfixed rect_verts[] = {
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FIX(x), FIX(y),
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FIX(x + width), FIX(y),
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FIX(x), FIX(y + height),
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FIX(x + width), FIX(y + height),
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};
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#undef FIX
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GE( glVertexPointer(2, GL_FIXED, 0, rect_verts) );
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GE( glEnableClientState(GL_VERTEX_ARRAY) );
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GE( glDrawArrays(GL_TRIANGLE_STRIP, 0, 4) );
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GE( glDisableClientState(GL_VERTEX_ARRAY) );
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}
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/* FIXME: Should use ClutterReal or Fixed */
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void
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cogl_trapezoid (gint y1,
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gint x11,
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gint x21,
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gint y2,
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gint x12,
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gint x22)
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{
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/* FIXME */
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}
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void
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cogl_alpha_func (COGLenum func,
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ClutterFixed ref)
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{
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GE( glAlphaFunc (func, CLUTTER_FIXED_TO_FLOAT(ref)) );
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}
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/*
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* Fixed point implementation of the perspective function
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*/
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void
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cogl_perspective (ClutterAngle fovy,
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ClutterFixed aspect,
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ClutterFixed zNear,
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ClutterFixed zFar)
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{
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ClutterFixed xmax, ymax;
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ClutterFixed x, y, c, d;
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GLfixed m[16];
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memset (&m[0], 0, sizeof (m));
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/*
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* Based on the original algorithm in perspective():
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*
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* 1) xmin = -xmax => xmax + xmin == 0 && xmax - xmin == 2 * xmax
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* same true for y, hence: a == 0 && b == 0;
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*
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* 2) When working with small numbers, we can are loosing significant
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* precision, hence we use clutter_qmulx() here, not the fast macro.
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*/
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ymax = clutter_qmulx (zNear, clutter_tani (fovy >> 1));
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xmax = clutter_qmulx (ymax, aspect);
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x = CFX_DIV (zNear, xmax);
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y = CFX_DIV (zNear, ymax);
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c = CFX_DIV (-(zFar + zNear), ( zFar - zNear));
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d = CFX_DIV (-(clutter_qmulx (2*zFar, zNear)), (zFar - zNear));
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#define M(row,col) m[col*4+row]
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M(0,0) = x;
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M(1,1) = y;
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M(2,2) = c;
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M(2,3) = d;
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M(3,2) = 1 + ~CFX_ONE;
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GE( glMultMatrixx (m) );
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#undef M
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}
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void
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cogl_setup_viewport (guint width,
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guint height,
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ClutterAngle fovy,
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ClutterFixed aspect,
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ClutterFixed z_near,
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ClutterFixed z_far)
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{
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GE( glViewport (0, 0, width, height) );
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GE( glMatrixMode (GL_PROJECTION) );
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GE( glLoadIdentity () );
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cogl_perspective (fovy, aspect, z_near, z_far);
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GE( glMatrixMode (GL_MODELVIEW) );
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GE( glLoadIdentity () );
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/* camera distance from screen, 0.5 * tan (FOV) */
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#define DEFAULT_Z_CAMERA 0.866025404f
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GE( glTranslatex (-CFX_HALF,
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-CFX_HALF,
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-CLUTTER_FLOAT_TO_FIXED(DEFAULT_Z_CAMERA)) );
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GE( glScalex ( CFX_DIV(CFX_ONE, CLUTTER_INT_TO_FIXED(width)),
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-CFX_DIV(CFX_ONE, CLUTTER_INT_TO_FIXED(height)),
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CFX_DIV(CFX_ONE, CLUTTER_INT_TO_FIXED(width))) );
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GE( glTranslatex (0, -CFX_DIV(CFX_ONE, CLUTTER_INT_TO_FIXED(height)), 0) );
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}
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Loading…
Reference in New Issue
Block a user