Normalizes gl vs gles code in preperation for synching material changes
This changes all GLES code to use the OpenGL function names instead of the cogl_wrap_* names. For GLES2 we now define the OpenGL name to point to the wrapper, as opposed to defining the wrapper to point to the OpenGL name for GLES1. I've also done a quick pass through gl/cogl.c and gles/cogl.c to make them more easily comparable. (most of the code is now identical)
This commit is contained in:
parent
427fff032e
commit
60e81f0fda
@ -47,8 +47,8 @@ _cogl_path_add_node (gboolean new_sub_path,
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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new_node.x = (x);
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new_node.y = (y);
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new_node.x = x;
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new_node.y = y;
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new_node.path_size = 0;
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if (new_sub_path || ctx->path_nodes->len == 0)
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@ -123,15 +123,23 @@ _cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
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CoglPathNode *path,
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gboolean merge)
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{
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guint path_start = 0;
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guint sub_path_num = 0;
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float bounds_x;
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float bounds_y;
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float bounds_w;
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float bounds_h;
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guint path_start = 0;
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guint sub_path_num = 0;
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float bounds_x;
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float bounds_y;
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float bounds_w;
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float bounds_h;
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gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Just setup a simple material that doesn't use texturing... */
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cogl_material_flush_gl_state (ctx->stencil_material, NULL);
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enable_flags |=
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cogl_material_get_cogl_enable_flags (ctx->source_material);
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cogl_enable (enable_flags);
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_cogl_path_get_bounds (nodes_min, nodes_max,
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&bounds_x, &bounds_y, &bounds_w, &bounds_h);
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@ -155,15 +163,6 @@ _cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
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while (path_start < path_size)
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{
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gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
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/* Just setup a simple material that doesn't use texturing... */
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cogl_material_flush_gl_state (ctx->stencil_material, NULL);
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enable_flags |=
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cogl_material_get_cogl_enable_flags (ctx->source_material);
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cogl_enable (enable_flags);
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GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
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(guchar *) path
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+ G_STRUCT_OFFSET (CoglPathNode, x)) );
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@ -201,8 +200,8 @@ _cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
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GE( glMatrixMode (GL_PROJECTION) );
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GE( glPushMatrix () );
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GE( glLoadIdentity () );
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GE( glRecti (-1, 1, 1, -1) );
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GE( glRecti (-1, 1, 1, -1) );
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cogl_rectangle (-1.0, -1.0, 2, 2);
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cogl_rectangle (-1.0, -1.0, 2, 2);
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GE( glPopMatrix () );
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GE( glMatrixMode (GL_MODELVIEW) );
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GE( glPopMatrix () );
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@ -226,6 +225,9 @@ _cogl_path_fill_nodes ()
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_path_get_bounds (ctx->path_nodes_min, ctx->path_nodes_max,
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&bounds_x, &bounds_y, &bounds_w, &bounds_h);
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_cogl_add_path_to_stencil_buffer (ctx->path_nodes_min,
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ctx->path_nodes_max,
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ctx->path_nodes->len,
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@ -233,9 +235,6 @@ _cogl_path_fill_nodes ()
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CoglPathNode, 0),
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ctx->clip.stencil_used);
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_cogl_path_get_bounds (ctx->path_nodes_min, ctx->path_nodes_max,
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&bounds_x, &bounds_y, &bounds_w, &bounds_h);
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cogl_rectangle (bounds_x, bounds_y, bounds_w, bounds_h);
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/* The stencil buffer now contains garbage so the clip area needs to
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@ -171,6 +171,10 @@ cogl_check_extension (const gchar *name, const gchar *ext)
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void
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cogl_paint_init (const CoglColor *color)
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{
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#if COGL_DEBUG
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fprintf(stderr, "\n ============== Paint Start ================ \n");
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#endif
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GE( glClearColor (cogl_color_get_red_float (color),
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cogl_color_get_green_float (color),
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cogl_color_get_blue_float (color),
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@ -199,33 +203,31 @@ cogl_paint_init (const CoglColor *color)
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void
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cogl_push_matrix (void)
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{
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glPushMatrix();
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GE( glPushMatrix() );
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}
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void
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cogl_pop_matrix (void)
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{
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glPopMatrix();
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GE( glPopMatrix() );
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}
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void
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cogl_scale (float x, float y)
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{
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glScalef ((float)(x),
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(float)(y),
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1.0);
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GE( glScalef (x, y, 1.0) );
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}
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void
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cogl_translate (float x, float y, float z)
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{
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glTranslatef (x, y, z);
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GE( glTranslatef (x, y, z) );
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}
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void
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cogl_rotate (float angle, float x, float y, float z)
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{
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glRotatef (angle, x, y, z);
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GE( glRotatef (angle, x, y, z) );
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}
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static inline gboolean
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@ -353,10 +355,10 @@ cogl_set_source_color (const CoglColor *color)
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}
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static void
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apply_matrix (const GLfloat *matrix, GLfloat *vertex)
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apply_matrix (const float *matrix, float *vertex)
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{
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int x, y;
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GLfloat vertex_out[4] = { 0 };
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float vertex_out[4] = { 0 };
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for (y = 0; y < 4; y++)
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for (x = 0; x < 4; x++)
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@ -366,7 +368,9 @@ apply_matrix (const GLfloat *matrix, GLfloat *vertex)
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}
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static void
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project_vertex (GLfloat *modelview, GLfloat *project, GLfloat *vertex)
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project_vertex (float *modelview,
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float *project,
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float *vertex)
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{
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int i;
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@ -381,8 +385,8 @@ project_vertex (GLfloat *modelview, GLfloat *project, GLfloat *vertex)
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static void
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set_clip_plane (GLint plane_num,
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const GLfloat *vertex_a,
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const GLfloat *vertex_b)
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const float *vertex_a,
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const float *vertex_b)
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{
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GLdouble plane[4];
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GLfloat angle;
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@ -390,15 +394,15 @@ set_clip_plane (GLint plane_num,
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/* Calculate the angle between the axes and the line crossing the
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two points */
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angle = atan2f ((vertex_b[1] - vertex_a[1]),
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(vertex_b[0] - vertex_a[0])) * 180.0f / G_PI;
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angle = atan2f (vertex_b[1] - vertex_a[1],
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vertex_b[0] - vertex_a[0]) * (180.0/G_PI);
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GE( glPushMatrix () );
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/* Load the identity matrix and multiply by the reverse of the
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projection matrix so we can specify the plane in screen
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coordinates */
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GE( glLoadIdentity () );
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GE( glMultMatrixf (ctx->inverse_projection) );
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GE( glMultMatrixf ((GLfloat *) ctx->inverse_projection) );
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/* Rotate about point a */
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GE( glTranslatef (vertex_a[0], vertex_a[1], vertex_a[2]) );
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/* Rotate the plane by the calculated angle so that it will connect
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@ -406,9 +410,9 @@ set_clip_plane (GLint plane_num,
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GE( glRotatef (angle, 0.0f, 0.0f, 1.0f) );
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GE( glTranslatef (-vertex_a[0], -vertex_a[1], -vertex_a[2]) );
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plane[0] = 0.0f;
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plane[1] = -1.0f;
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plane[2] = 0.0f;
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plane[0] = 0;
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plane[1] = -1.0;
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plane[2] = 0;
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plane[3] = vertex_a[1];
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GE( glClipPlane (plane_num, plane) );
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@ -423,18 +427,11 @@ _cogl_set_clip_planes (float x_offset,
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{
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GLfloat modelview[16], projection[16];
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GLfloat vertex_tl[4] = { (x_offset),
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(y_offset),
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0.0f, 1.0f };
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GLfloat vertex_tr[4] = { (x_offset + width),
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(y_offset),
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0.0f, 1.0f };
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GLfloat vertex_bl[4] = { (x_offset),
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(y_offset + height),
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0.0f, 1.0f };
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GLfloat vertex_br[4] = { (x_offset + width),
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(y_offset + height),
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0.0f, 1.0f };
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float vertex_tl[4] = { x_offset, y_offset, 0, 1.0 };
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float vertex_tr[4] = { x_offset + width, y_offset, 0, 1.0 };
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float vertex_bl[4] = { x_offset, y_offset + height, 0, 1.0 };
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float vertex_br[4] = { x_offset + width, y_offset + height,
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0, 1.0 };
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GE( glGetFloatv (GL_MODELVIEW_MATRIX, modelview) );
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GE( glGetFloatv (GL_PROJECTION_MATRIX, projection) );
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@ -452,7 +449,7 @@ _cogl_set_clip_planes (float x_offset,
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if ((vertex_tl[0] < vertex_tr[0] ? 1 : 0)
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!= (vertex_bl[1] < vertex_tl[1] ? 1 : 0))
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{
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GLfloat temp[4];
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float temp[4];
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memcpy (temp, vertex_tl, sizeof (temp));
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memcpy (vertex_tl, vertex_tr, sizeof (temp));
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memcpy (vertex_tr, temp, sizeof (temp));
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@ -512,7 +509,7 @@ _cogl_add_stencil_clip (float x_offset,
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GE( glMatrixMode (GL_PROJECTION) );
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GE( glPushMatrix () );
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GE( glLoadIdentity () );
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GE( glRecti (-1, 1, 1, -1) );
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GE( glRectf (-1, 1, 1, -1) );
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GE( glPopMatrix () );
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GE( glMatrixMode (GL_MODELVIEW) );
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GE( glPopMatrix () );
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@ -526,14 +523,8 @@ _cogl_add_stencil_clip (float x_offset,
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void
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_cogl_set_matrix (const float *matrix)
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{
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float float_matrix[16];
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int i;
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for (i = 0; i < 16; i++)
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float_matrix[i] = (matrix[i]);
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GE( glLoadIdentity () );
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GE( glMultMatrixf (float_matrix) );
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GE( glMultMatrixf (matrix) );
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}
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void
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@ -597,26 +588,27 @@ cogl_perspective (float fovy,
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d = (-(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) = -1.0F;
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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) = -1.0;
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GE( glMultMatrixf (m) );
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GE( glMatrixMode (GL_MODELVIEW) );
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/* Calculate and store the inverse of the matrix */
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memset (ctx->inverse_projection, 0, sizeof (GLfloat) * 16);
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memset (ctx->inverse_projection, 0, sizeof (float) * 16);
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#define m ctx->inverse_projection
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M(0, 0) = 1.0f / (x);
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M(1, 1) = 1.0f / (y);
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M(2, 3) = -1.0f;
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M(3, 2) = 1.0f / (d);
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M(3, 3) = (c) / (d);
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M(0, 0) = (1.0 / x);
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M(1, 1) = (1.0 / y);
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M(2, 3) = -1.0;
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M(3, 2) = (1.0 / d);
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M(3, 3) = (c / d);
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#undef m
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#undef M
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}
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@ -628,7 +620,7 @@ cogl_frustum (float left,
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float z_near,
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float z_far)
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{
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GLfloat c, d;
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float c, d;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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@ -645,24 +637,18 @@ cogl_frustum (float left,
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GE( glMatrixMode (GL_MODELVIEW) );
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/* Calculate and store the inverse of the matrix */
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memset (ctx->inverse_projection, 0, sizeof (GLfloat) * 16);
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memset (ctx->inverse_projection, 0, sizeof (float) * 16);
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c = - (z_far + z_near)
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/ (z_far - z_near);
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d = - (2 * (z_far * z_near))
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/ (z_far - z_near);
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c = - (z_far + z_near) / (z_far - z_near);
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d = - (2 * (z_far * z_near)) / (z_far - z_near);
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#define M(row,col) ctx->inverse_projection[col*4+row]
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M(0,0) = (right - left)
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/ (2 * z_near);
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M(0,3) = (right + left)
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/ (2 * z_near);
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M(1,1) = (top - bottom)
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/ (2 * z_near);
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M(1,3) = (top + bottom)
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/ (2 * z_near);
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M(2,3) = -1.0f;
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M(3,2) = 1.0f / d;
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M(0,0) = (right - left) / (2 * z_near);
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M(0,3) = (right + left) / (2 * z_near);
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M(1,1) = (top - bottom) / (2 * z_near);
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M(1,3) = (top + bottom) / (2 * z_near);
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M(2,3) = -1.0;
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M(3,2) = 1.0 / d;
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M(3,3) = c / d;
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#undef M
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}
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@ -675,18 +661,22 @@ cogl_viewport (guint width,
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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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cogl_setup_viewport (guint width,
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guint height,
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float fovy,
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float aspect,
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float z_near,
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float z_far)
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{
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GLfloat z_camera;
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GLfloat projection_matrix[16];
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float z_camera;
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float projection_matrix[16];
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GE( glViewport (0, 0, width, height) );
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/* For Ortho projection.
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* glOrthof (0, width << 16, 0, height << 16, -1 << 16, 1 << 16);
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*/
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cogl_perspective (fovy, aspect, z_near, z_far);
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/*
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@ -734,9 +724,7 @@ cogl_setup_viewport (guint width,
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GE( glLoadIdentity () );
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GE( glTranslatef (-0.5f, -0.5f, -z_camera) );
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GE( glScalef ( 1.0f / width,
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-1.0f / height,
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1.0f / width) );
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GE( glScalef (1.0f / width, -1.0f / height, 1.0f / width) );
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GE( glTranslatef (0.0f, -1.0 * height, 0.0f) );
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}
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@ -1165,8 +1153,8 @@ cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha)
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void
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cogl_fog_set (const CoglColor *fog_color,
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float density,
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float start,
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float stop)
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float z_near,
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float z_far)
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{
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GLfloat fogColor[4];
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@ -1182,8 +1170,8 @@ cogl_fog_set (const CoglColor *fog_color,
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glFogi (GL_FOG_MODE, GL_LINEAR);
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glHint (GL_FOG_HINT, GL_NICEST);
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glFogf (GL_FOG_DENSITY, (density));
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glFogf (GL_FOG_START, (start));
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glFogf (GL_FOG_END, (stop));
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glFogf (GL_FOG_DENSITY, (GLfloat) density);
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glFogf (GL_FOG_START, (GLfloat) z_near);
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glFogf (GL_FOG_END, (GLfloat) z_far);
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}
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@ -84,7 +84,7 @@ cogl_create_context ()
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#endif
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/* Init OpenGL state */
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GE( cogl_wrap_glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) );
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GE( glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) );
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GE( glColorMask (TRUE, TRUE, TRUE, FALSE) );
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GE( glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) );
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cogl_enable (0);
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@ -206,29 +206,29 @@ cogl_draw_buffer (CoglBufferTarget target, CoglHandle offscreen)
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from a non-screen buffer */
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GE( glGetIntegerv (GL_VIEWPORT, ctx->viewport_store) );
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GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
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GE( cogl_wrap_glPushMatrix () );
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GE( cogl_wrap_glLoadIdentity () );
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GE( glMatrixMode (GL_PROJECTION) );
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GE( glPushMatrix () );
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GE( glLoadIdentity () );
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GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
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GE( cogl_wrap_glPushMatrix () );
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GE( cogl_wrap_glLoadIdentity () );
|
||||
GE( glMatrixMode (GL_MODELVIEW) );
|
||||
GE( glPushMatrix () );
|
||||
GE( glLoadIdentity () );
|
||||
}
|
||||
else
|
||||
{
|
||||
/* Override viewport and matrix setup if redirecting
|
||||
from another offscreen buffer */
|
||||
GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
|
||||
GE( cogl_wrap_glLoadIdentity () );
|
||||
GE( glMatrixMode (GL_PROJECTION) );
|
||||
GE( glLoadIdentity () );
|
||||
|
||||
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
|
||||
GE( cogl_wrap_glLoadIdentity () );
|
||||
GE( glMatrixMode (GL_MODELVIEW) );
|
||||
GE( glLoadIdentity () );
|
||||
}
|
||||
|
||||
/* Setup new viewport and matrices */
|
||||
GE( glViewport (0, 0, fbo->width, fbo->height) );
|
||||
GE( cogl_wrap_glTranslatef (-1.0, -1.0, 0) );
|
||||
GE( cogl_wrap_glScalef (((float)(2) /
|
||||
GE( glTranslatef (-1.0, -1.0, 0) );
|
||||
GE( glScalef (((float)(2) /
|
||||
(float)(fbo->width)),
|
||||
((float)(2) /
|
||||
(float)(fbo->height)),
|
||||
@ -265,11 +265,11 @@ cogl_draw_buffer (CoglBufferTarget target, CoglHandle offscreen)
|
||||
GE( glViewport (ctx->viewport_store[0], ctx->viewport_store[1],
|
||||
ctx->viewport_store[2], ctx->viewport_store[3]) );
|
||||
|
||||
GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
|
||||
GE( cogl_wrap_glPopMatrix () );
|
||||
GE( glMatrixMode (GL_PROJECTION) );
|
||||
GE( glPopMatrix () );
|
||||
|
||||
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
|
||||
GE( cogl_wrap_glPopMatrix () );
|
||||
GE( glMatrixMode (GL_MODELVIEW) );
|
||||
GE( glPopMatrix () );
|
||||
}
|
||||
|
||||
/* Bind window framebuffer object */
|
||||
|
@ -55,8 +55,8 @@ _cogl_rectangle (float x,
|
||||
|
||||
cogl_enable (COGL_ENABLE_VERTEX_ARRAY
|
||||
| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
|
||||
GE ( cogl_wrap_glVertexPointer (2, GL_FLOAT, 0, rect_verts ) );
|
||||
GE ( cogl_wrap_glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
|
||||
GE ( glVertexPointer (2, GL_FLOAT, 0, rect_verts ) );
|
||||
GE ( glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
|
||||
}
|
||||
|
||||
void
|
||||
@ -109,10 +109,10 @@ _cogl_path_stroke_nodes ()
|
||||
CoglPathNode *path = &g_array_index (ctx->path_nodes, CoglPathNode,
|
||||
path_start);
|
||||
|
||||
GE( cogl_wrap_glVertexPointer (2, GL_FIXED, sizeof (CoglPathNode),
|
||||
GE( glVertexPointer (2, GL_FIXED, sizeof (CoglPathNode),
|
||||
(guchar *) path
|
||||
+ G_STRUCT_OFFSET (CoglPathNode, x)) );
|
||||
GE( cogl_wrap_glDrawArrays (GL_LINE_STRIP, 0, path->path_size) );
|
||||
GE( glDrawArrays (GL_LINE_STRIP, 0, path->path_size) );
|
||||
|
||||
path_start += path->path_size;
|
||||
}
|
||||
@ -167,7 +167,7 @@ _cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
|
||||
GE( glStencilFunc (GL_LEQUAL, 0x1, 0x3) );
|
||||
}
|
||||
|
||||
GE( cogl_wrap_glEnable (GL_STENCIL_TEST) );
|
||||
GE( glEnable (GL_STENCIL_TEST) );
|
||||
GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
|
||||
|
||||
GE( glColorMask (FALSE, FALSE, FALSE, FALSE) );
|
||||
@ -177,10 +177,10 @@ _cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
|
||||
{
|
||||
cogl_enable (COGL_ENABLE_VERTEX_ARRAY);
|
||||
|
||||
GE( cogl_wrap_glVertexPointer (2, GL_FIXED, sizeof (CoglPathNode),
|
||||
GE( glVertexPointer (2, GL_FIXED, sizeof (CoglPathNode),
|
||||
(guchar *) path
|
||||
+ G_STRUCT_OFFSET (CoglPathNode, x)) );
|
||||
GE( cogl_wrap_glDrawArrays (GL_TRIANGLE_FAN, 0, path->path_size) );
|
||||
GE( glDrawArrays (GL_TRIANGLE_FAN, 0, path->path_size) );
|
||||
|
||||
if (sub_path_num > 0)
|
||||
{
|
||||
@ -209,16 +209,16 @@ _cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
|
||||
GE( glStencilOp (GL_DECR, GL_DECR, GL_DECR) );
|
||||
/* Decrement all of the bits twice so that only pixels where the
|
||||
value is 3 will remain */
|
||||
GE( cogl_wrap_glPushMatrix () );
|
||||
GE( cogl_wrap_glLoadIdentity () );
|
||||
GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
|
||||
GE( cogl_wrap_glPushMatrix () );
|
||||
GE( cogl_wrap_glLoadIdentity () );
|
||||
GE( glPushMatrix () );
|
||||
GE( glLoadIdentity () );
|
||||
GE( glMatrixMode (GL_PROJECTION) );
|
||||
GE( glPushMatrix () );
|
||||
GE( glLoadIdentity () );
|
||||
cogl_rectangle (-1.0, -1.0, 2, 2);
|
||||
cogl_rectangle (-1.0, -1.0, 2, 2);
|
||||
GE( cogl_wrap_glPopMatrix () );
|
||||
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
|
||||
GE( cogl_wrap_glPopMatrix () );
|
||||
GE( glPopMatrix () );
|
||||
GE( glMatrixMode (GL_MODELVIEW) );
|
||||
GE( glPopMatrix () );
|
||||
}
|
||||
|
||||
GE( glStencilMask (~(GLuint) 0) );
|
||||
@ -392,8 +392,8 @@ _cogl_path_fill_nodes_scanlines (CoglPathNode *path,
|
||||
/* render triangles */
|
||||
cogl_enable (COGL_ENABLE_VERTEX_ARRAY
|
||||
| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
|
||||
GE ( cogl_wrap_glVertexPointer (2, GL_FIXED, 0, coords ) );
|
||||
GE ( cogl_wrap_glDrawArrays (GL_TRIANGLES, 0, spans * 2 * 3));
|
||||
GE ( glVertexPointer (2, GL_FIXED, 0, coords ) );
|
||||
GE ( glDrawArrays (GL_TRIANGLES, 0, spans * 2 * 3));
|
||||
g_free (coords);
|
||||
}
|
||||
}
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -73,14 +73,13 @@ _cogl_error_string(GLenum errorCode)
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
CoglFuncPtr
|
||||
cogl_get_proc_address (const gchar* name)
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
|
||||
gboolean
|
||||
gboolean
|
||||
cogl_check_extension (const gchar *name, const gchar *ext)
|
||||
{
|
||||
return FALSE;
|
||||
@ -99,39 +98,53 @@ cogl_paint_init (const CoglColor *color)
|
||||
0);
|
||||
|
||||
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
cogl_wrap_glDisable (GL_LIGHTING);
|
||||
cogl_wrap_glDisable (GL_FOG);
|
||||
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);
|
||||
*/
|
||||
}
|
||||
|
||||
/* FIXME: inline most of these */
|
||||
void
|
||||
cogl_push_matrix (void)
|
||||
{
|
||||
GE( cogl_wrap_glPushMatrix() );
|
||||
GE( glPushMatrix() );
|
||||
}
|
||||
|
||||
void
|
||||
cogl_pop_matrix (void)
|
||||
{
|
||||
GE( cogl_wrap_glPopMatrix() );
|
||||
GE( glPopMatrix() );
|
||||
}
|
||||
|
||||
void
|
||||
cogl_scale (float x, float y)
|
||||
{
|
||||
GE( cogl_wrap_glScalef (x, y, 1.0) );
|
||||
GE( glScalef (x, y, 1.0) );
|
||||
}
|
||||
|
||||
void
|
||||
cogl_translate (float x, float y, float z)
|
||||
{
|
||||
GE( cogl_wrap_glTranslatef (x, y, z) );
|
||||
GE( glTranslatef (x, y, z) );
|
||||
}
|
||||
|
||||
void
|
||||
cogl_rotate (float angle, float x, float y, float z)
|
||||
{
|
||||
GE( cogl_wrap_glRotatef (angle, x, y, z) );
|
||||
GE( glRotatef (angle, x, y, z) );
|
||||
}
|
||||
|
||||
static inline gboolean
|
||||
@ -147,17 +160,17 @@ cogl_toggle_flag (CoglContext *ctx,
|
||||
{
|
||||
if (!(ctx->enable_flags & flag))
|
||||
{
|
||||
GE( cogl_wrap_glEnable (gl_flag) );
|
||||
GE( glEnable (gl_flag) );
|
||||
ctx->enable_flags |= flag;
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
else if (ctx->enable_flags & flag)
|
||||
{
|
||||
GE( cogl_wrap_glDisable (gl_flag) );
|
||||
GE( glDisable (gl_flag) );
|
||||
ctx->enable_flags &= ~flag;
|
||||
}
|
||||
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
@ -174,17 +187,17 @@ cogl_toggle_client_flag (CoglContext *ctx,
|
||||
{
|
||||
if (!(ctx->enable_flags & flag))
|
||||
{
|
||||
GE( cogl_wrap_glEnableClientState (gl_flag) );
|
||||
GE( glEnableClientState (gl_flag) );
|
||||
ctx->enable_flags |= flag;
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
else if (ctx->enable_flags & flag)
|
||||
{
|
||||
GE( cogl_wrap_glDisableClientState (gl_flag) );
|
||||
GE( glDisableClientState (gl_flag) );
|
||||
ctx->enable_flags &= ~flag;
|
||||
}
|
||||
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
@ -195,11 +208,11 @@ cogl_enable (gulong flags)
|
||||
* hope of lessening number GL traffic.
|
||||
*/
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
|
||||
cogl_toggle_flag (ctx, flags,
|
||||
COGL_ENABLE_BLEND,
|
||||
GL_BLEND);
|
||||
|
||||
|
||||
cogl_toggle_flag (ctx, flags,
|
||||
COGL_ENABLE_TEXTURE_2D,
|
||||
GL_TEXTURE_2D);
|
||||
@ -211,7 +224,7 @@ cogl_enable (gulong flags)
|
||||
cogl_toggle_client_flag (ctx, flags,
|
||||
COGL_ENABLE_VERTEX_ARRAY,
|
||||
GL_VERTEX_ARRAY);
|
||||
|
||||
|
||||
cogl_toggle_client_flag (ctx, flags,
|
||||
COGL_ENABLE_TEXCOORD_ARRAY,
|
||||
GL_TEXTURE_COORD_ARRAY);
|
||||
@ -225,7 +238,7 @@ gulong
|
||||
cogl_get_enable ()
|
||||
{
|
||||
_COGL_GET_CONTEXT (ctx, 0);
|
||||
|
||||
|
||||
return ctx->enable_flags;
|
||||
}
|
||||
|
||||
@ -234,15 +247,15 @@ cogl_enable_depth_test (gboolean setting)
|
||||
{
|
||||
if (setting)
|
||||
{
|
||||
cogl_wrap_glEnable (GL_DEPTH_TEST);
|
||||
cogl_wrap_glEnable (GL_ALPHA_TEST);
|
||||
glEnable (GL_DEPTH_TEST);
|
||||
glEnable (GL_ALPHA_TEST);
|
||||
glDepthFunc (GL_LEQUAL);
|
||||
cogl_wrap_glAlphaFunc (GL_GREATER, 0.1);
|
||||
glAlphaFunc (GL_GREATER, 0.1);
|
||||
}
|
||||
else
|
||||
{
|
||||
cogl_wrap_glDisable (GL_DEPTH_TEST);
|
||||
cogl_wrap_glDisable (GL_ALPHA_TEST);
|
||||
glDisable (GL_DEPTH_TEST);
|
||||
glDisable (GL_ALPHA_TEST);
|
||||
}
|
||||
}
|
||||
|
||||
@ -258,14 +271,14 @@ void
|
||||
cogl_set_source_color (const CoglColor *color)
|
||||
{
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
|
||||
#if 0 /*HAVE_GLES_COLOR4UB*/
|
||||
|
||||
/* NOTE: seems SDK_OGLES-1.1_LINUX_PCEMULATION_2.02.22.0756 has this call
|
||||
* but is broken - see #857. Therefor disabling.
|
||||
/* NOTE: seems SDK_OGLES-1.1_LINUX_PCEMULATION_2.02.22.0756 has this call
|
||||
* but is broken - see #857. Therefor disabling.
|
||||
*/
|
||||
|
||||
/*
|
||||
/*
|
||||
* GLES 1.1 does actually have this function, it's in the header file but
|
||||
* missing in the reference manual (and SDK):
|
||||
*
|
||||
@ -279,12 +292,12 @@ cogl_set_source_color (const CoglColor *color)
|
||||
|
||||
#else
|
||||
/* conversion can cause issues with picking on some gles implementations */
|
||||
GE( cogl_wrap_glColor4f (cogl_color_get_red (color),
|
||||
GE( glColor4f (cogl_color_get_red (color),
|
||||
cogl_color_get_green (color),
|
||||
cogl_color_get_blue (color),
|
||||
cogl_color_get_alpha (color)) );
|
||||
#endif
|
||||
|
||||
|
||||
/* Store alpha for proper blending enables */
|
||||
ctx->color_alpha = cogl_color_get_alpha_byte (color);
|
||||
}
|
||||
@ -297,7 +310,7 @@ apply_matrix (const float *matrix, float *vertex)
|
||||
|
||||
for (y = 0; y < 4; y++)
|
||||
for (x = 0; x < 4; x++)
|
||||
vertex_out[y] += (vertex[x] * matrix[y + x * 4]);
|
||||
vertex_out[y] += vertex[x] * matrix[y + x * 4];
|
||||
|
||||
memcpy (vertex, vertex_out, sizeof (vertex_out));
|
||||
}
|
||||
@ -315,7 +328,7 @@ project_vertex (float *modelview,
|
||||
apply_matrix (project, vertex);
|
||||
/* Convert from homogenized coordinates */
|
||||
for (i = 0; i < 4; i++)
|
||||
vertex[i] = (vertex[i] / vertex[3]);
|
||||
vertex[i] /= vertex[3];
|
||||
}
|
||||
|
||||
static void
|
||||
@ -332,26 +345,26 @@ set_clip_plane (GLint plane_num,
|
||||
angle = atan2f (vertex_b[1] - vertex_a[1],
|
||||
vertex_b[0] - vertex_a[0]) * (180.0/G_PI);
|
||||
|
||||
GE( cogl_wrap_glPushMatrix () );
|
||||
GE( glPushMatrix () );
|
||||
/* Load the identity matrix and multiply by the reverse of the
|
||||
projection matrix so we can specify the plane in screen
|
||||
coordinates */
|
||||
GE( cogl_wrap_glLoadIdentity () );
|
||||
GE( cogl_wrap_glMultMatrixf ((GLfloat *) ctx->inverse_projection) );
|
||||
GE( glLoadIdentity () );
|
||||
GE( glMultMatrixf ((GLfloat *) ctx->inverse_projection) );
|
||||
/* Rotate about point a */
|
||||
GE( cogl_wrap_glTranslatef (vertex_a[0], vertex_a[1], vertex_a[2]) );
|
||||
GE( glTranslatef (vertex_a[0], vertex_a[1], vertex_a[2]) );
|
||||
/* Rotate the plane by the calculated angle so that it will connect
|
||||
the two points */
|
||||
GE( cogl_wrap_glRotatef (angle, 0.0f, 0.0f, 1.0f) );
|
||||
GE( cogl_wrap_glTranslatef (-vertex_a[0], -vertex_a[1], -vertex_a[2]) );
|
||||
GE( glRotatef (angle, 0.0f, 0.0f, 1.0f) );
|
||||
GE( glTranslatef (-vertex_a[0], -vertex_a[1], -vertex_a[2]) );
|
||||
|
||||
plane[0] = 0;
|
||||
plane[1] = -1.0;
|
||||
plane[2] = 0;
|
||||
plane[3] = vertex_a[1];
|
||||
GE( cogl_wrap_glClipPlanef (plane_num, plane) );
|
||||
GE( glClipPlanef (plane_num, plane) );
|
||||
|
||||
GE( cogl_wrap_glPopMatrix () );
|
||||
GE( glPopMatrix () );
|
||||
}
|
||||
|
||||
void
|
||||
@ -366,21 +379,21 @@ _cogl_set_clip_planes (float x_offset,
|
||||
float vertex_tr[4] = { x_offset + width, y_offset, 0, 1.0 };
|
||||
float vertex_bl[4] = { x_offset, y_offset + height, 0, 1.0 };
|
||||
float vertex_br[4] = { x_offset + width, y_offset + height,
|
||||
0, 1.0 };
|
||||
0, 1.0 };
|
||||
|
||||
GE( cogl_wrap_glGetFloatv (GL_MODELVIEW_MATRIX, modelview) );
|
||||
GE( cogl_wrap_glGetFloatv (GL_PROJECTION_MATRIX, projection) );
|
||||
GE( glGetFloatv (GL_MODELVIEW_MATRIX, modelview) );
|
||||
GE( glGetFloatv (GL_PROJECTION_MATRIX, projection) );
|
||||
|
||||
project_vertex (modelview, projection, vertex_tl);
|
||||
project_vertex (modelview, projection, vertex_tr);
|
||||
project_vertex (modelview, projection, vertex_bl);
|
||||
project_vertex (modelview, projection, vertex_br);
|
||||
|
||||
/* If the order of the top and bottom lines is different from
|
||||
the order of the left and right lines then the clip rect must
|
||||
have been transformed so that the back is visible. We
|
||||
therefore need to swap one pair of vertices otherwise all of
|
||||
the planes will be the wrong way around */
|
||||
/* If the order of the top and bottom lines is different from the
|
||||
order of the left and right lines then the clip rect must have
|
||||
been transformed so that the back is visible. We therefore need
|
||||
to swap one pair of vertices otherwise all of the planes will be
|
||||
the wrong way around */
|
||||
if ((vertex_tl[0] < vertex_tr[0] ? 1 : 0)
|
||||
!= (vertex_bl[1] < vertex_tl[1] ? 1 : 0))
|
||||
{
|
||||
@ -410,8 +423,8 @@ _cogl_add_stencil_clip (float x_offset,
|
||||
|
||||
if (first)
|
||||
{
|
||||
GE( cogl_wrap_glEnable (GL_STENCIL_TEST) );
|
||||
|
||||
GE( glEnable (GL_STENCIL_TEST) );
|
||||
|
||||
/* Initially disallow everything */
|
||||
GE( glClearStencil (0) );
|
||||
GE( glClear (GL_STENCIL_BUFFER_BIT) );
|
||||
@ -434,15 +447,15 @@ _cogl_add_stencil_clip (float x_offset,
|
||||
only pixels where both the original stencil buffer and the
|
||||
rectangle are set will be valid */
|
||||
GE( glStencilOp (GL_DECR, GL_DECR, GL_DECR) );
|
||||
GE( cogl_wrap_glPushMatrix () );
|
||||
GE( cogl_wrap_glLoadIdentity () );
|
||||
GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
|
||||
GE( cogl_wrap_glPushMatrix () );
|
||||
GE( cogl_wrap_glLoadIdentity () );
|
||||
GE( glPushMatrix () );
|
||||
GE( glLoadIdentity () );
|
||||
GE( glMatrixMode (GL_PROJECTION) );
|
||||
GE( glPushMatrix () );
|
||||
GE( glLoadIdentity () );
|
||||
cogl_rectangle (-1.0, -1.0, 2, 2);
|
||||
GE( cogl_wrap_glPopMatrix () );
|
||||
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
|
||||
GE( cogl_wrap_glPopMatrix () );
|
||||
GE( glPopMatrix () );
|
||||
GE( glMatrixMode (GL_MODELVIEW) );
|
||||
GE( glPopMatrix () );
|
||||
}
|
||||
|
||||
/* Restore the stencil mode */
|
||||
@ -453,37 +466,34 @@ _cogl_add_stencil_clip (float x_offset,
|
||||
void
|
||||
_cogl_set_matrix (const float *matrix)
|
||||
{
|
||||
GE( cogl_wrap_glLoadIdentity () );
|
||||
GE( cogl_wrap_glMultMatrixf (matrix) );
|
||||
GE( glLoadIdentity () );
|
||||
GE( glMultMatrixf (matrix) );
|
||||
}
|
||||
|
||||
void
|
||||
_cogl_disable_stencil_buffer (void)
|
||||
{
|
||||
GE( cogl_wrap_glDisable (GL_STENCIL_TEST) );
|
||||
GE( glDisable (GL_STENCIL_TEST) );
|
||||
}
|
||||
|
||||
void
|
||||
_cogl_enable_clip_planes (void)
|
||||
{
|
||||
GE( cogl_wrap_glEnable (GL_CLIP_PLANE0) );
|
||||
GE( cogl_wrap_glEnable (GL_CLIP_PLANE1) );
|
||||
GE( cogl_wrap_glEnable (GL_CLIP_PLANE2) );
|
||||
GE( cogl_wrap_glEnable (GL_CLIP_PLANE3) );
|
||||
GE( glEnable (GL_CLIP_PLANE0) );
|
||||
GE( glEnable (GL_CLIP_PLANE1) );
|
||||
GE( glEnable (GL_CLIP_PLANE2) );
|
||||
GE( glEnable (GL_CLIP_PLANE3) );
|
||||
}
|
||||
|
||||
void
|
||||
_cogl_disable_clip_planes (void)
|
||||
{
|
||||
GE( cogl_wrap_glDisable (GL_CLIP_PLANE3) );
|
||||
GE( cogl_wrap_glDisable (GL_CLIP_PLANE2) );
|
||||
GE( cogl_wrap_glDisable (GL_CLIP_PLANE1) );
|
||||
GE( cogl_wrap_glDisable (GL_CLIP_PLANE0) );
|
||||
GE( glDisable (GL_CLIP_PLANE3) );
|
||||
GE( glDisable (GL_CLIP_PLANE2) );
|
||||
GE( glDisable (GL_CLIP_PLANE1) );
|
||||
GE( glDisable (GL_CLIP_PLANE0) );
|
||||
}
|
||||
|
||||
/*
|
||||
* Fixed point implementation of the perspective function
|
||||
*/
|
||||
void
|
||||
cogl_perspective (float fovy,
|
||||
float aspect,
|
||||
@ -495,21 +505,21 @@ cogl_perspective (float fovy,
|
||||
float fovy_rad_half = (fovy * G_PI) / 360;
|
||||
|
||||
GLfloat m[16];
|
||||
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
memset (&m[0], 0, sizeof (m));
|
||||
|
||||
GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
|
||||
GE( cogl_wrap_glLoadIdentity () );
|
||||
GE( glMatrixMode (GL_PROJECTION) );
|
||||
GE( glLoadIdentity () );
|
||||
|
||||
/*
|
||||
/*
|
||||
* 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 can are loosing significant
|
||||
* 2) When working with small numbers, we are loosing significant
|
||||
* precision
|
||||
*/
|
||||
ymax = (zNear * (sinf (fovy_rad_half) / cosf (fovy_rad_half)));
|
||||
@ -527,9 +537,9 @@ cogl_perspective (float fovy,
|
||||
M(2,3) = d;
|
||||
M(3,2) = -1.0;
|
||||
|
||||
GE( cogl_wrap_glMultMatrixf (m) );
|
||||
GE( glMultMatrixf (m) );
|
||||
|
||||
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
|
||||
GE( glMatrixMode (GL_MODELVIEW) );
|
||||
|
||||
/* Calculate and store the inverse of the matrix */
|
||||
memset (ctx->inverse_projection, 0, sizeof (float) * 16);
|
||||
@ -557,30 +567,33 @@ cogl_frustum (float left,
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
|
||||
GE( cogl_wrap_glLoadIdentity () );
|
||||
GE( glMatrixMode (GL_PROJECTION) );
|
||||
GE( glLoadIdentity () );
|
||||
|
||||
GE( cogl_wrap_glFrustumf (left, right,
|
||||
bottom, top,
|
||||
z_near, z_far) );
|
||||
GE( glFrustumf (left,
|
||||
right,
|
||||
bottom,
|
||||
top,
|
||||
z_near,
|
||||
z_far) );
|
||||
|
||||
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
|
||||
GE( glMatrixMode (GL_MODELVIEW) );
|
||||
|
||||
/* Calculate and store the inverse of the matrix */
|
||||
memset (ctx->inverse_projection, 0, sizeof (float) * 16);
|
||||
|
||||
c = -(z_far + z_near / z_far - z_near);
|
||||
d = -(2 * (z_far * z_near) / z_far - z_near);
|
||||
c = - (z_far + z_near) / (z_far - z_near);
|
||||
d = - (2 * (z_far * z_near)) / (z_far - z_near);
|
||||
|
||||
#define M(row,col) ctx->inverse_projection[col*4+row]
|
||||
M(0,0) = (right - left / 2 * z_near);
|
||||
M(0,3) = (right + left / 2 * z_near);
|
||||
M(1,1) = (top - bottom / 2 * z_near);
|
||||
M(1,3) = (top + bottom / 2 * z_near);
|
||||
M(0,0) = (right - left) / (2 * z_near);
|
||||
M(0,3) = (right + left) / (2 * z_near);
|
||||
M(1,1) = (top - bottom) / (2 * z_near);
|
||||
M(1,3) = (top + bottom) / (2 * z_near);
|
||||
M(2,3) = -1.0;
|
||||
M(3,2) = (1.0 / d);
|
||||
M(3,3) = (c / d);
|
||||
#undef M
|
||||
M(3,2) = 1.0 / d;
|
||||
M(3,3) = c / d;
|
||||
#undef M
|
||||
}
|
||||
|
||||
void
|
||||
@ -591,26 +604,24 @@ cogl_viewport (guint width,
|
||||
}
|
||||
|
||||
void
|
||||
cogl_setup_viewport (guint w,
|
||||
guint h,
|
||||
cogl_setup_viewport (guint width,
|
||||
guint height,
|
||||
float fovy,
|
||||
float aspect,
|
||||
float z_near,
|
||||
float z_far)
|
||||
{
|
||||
gint width = (gint) w;
|
||||
gint height = (gint) h;
|
||||
float z_camera;
|
||||
float projection_matrix[16];
|
||||
|
||||
|
||||
GE( glViewport (0, 0, width, height) );
|
||||
|
||||
/* For Ortho projection.
|
||||
* cogl_wrap_glOrthof (0, width << 16, 0, height << 16, -1 << 16, 1 << 16);
|
||||
* glOrthof (0, width << 16, 0, height << 16, -1 << 16, 1 << 16);
|
||||
*/
|
||||
|
||||
cogl_perspective (fovy, aspect, z_near, z_far);
|
||||
|
||||
|
||||
/*
|
||||
* camera distance from screen
|
||||
*
|
||||
@ -620,15 +631,13 @@ cogl_setup_viewport (guint w,
|
||||
cogl_get_projection_matrix (projection_matrix);
|
||||
z_camera = 0.5 * projection_matrix[0];
|
||||
|
||||
GE( cogl_wrap_glLoadIdentity () );
|
||||
GE( glLoadIdentity () );
|
||||
|
||||
GE( cogl_wrap_glTranslatef (-0.5f, -0.5f, -z_camera) );
|
||||
GE( glTranslatef (-0.5f, -0.5f, -z_camera) );
|
||||
|
||||
GE( cogl_wrap_glScalef ( 1.0 / width,
|
||||
-1.0 / height,
|
||||
1.0 / width) );
|
||||
GE( glScalef (1.0f / width, -1.0f / height, 1.0f / width) );
|
||||
|
||||
GE( cogl_wrap_glTranslatef (0, -1.0 * height, 0) );
|
||||
GE( glTranslatef (0.0f, -1.0 * height, 0.0f) );
|
||||
}
|
||||
|
||||
static void
|
||||
@ -640,12 +649,12 @@ _cogl_features_init ()
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
GE( cogl_wrap_glGetIntegerv (GL_STENCIL_BITS, &num_stencil_bits) );
|
||||
GE( glGetIntegerv (GL_STENCIL_BITS, &num_stencil_bits) );
|
||||
/* We need at least three stencil bits to combine clips */
|
||||
if (num_stencil_bits > 2)
|
||||
flags |= COGL_FEATURE_STENCIL_BUFFER;
|
||||
|
||||
GE( cogl_wrap_glGetIntegerv (GL_MAX_CLIP_PLANES, &max_clip_planes) );
|
||||
GE( glGetIntegerv (GL_MAX_CLIP_PLANES, &max_clip_planes) );
|
||||
if (max_clip_planes >= 4)
|
||||
flags |= COGL_FEATURE_FOUR_CLIP_PLANES;
|
||||
|
||||
@ -653,6 +662,7 @@ _cogl_features_init ()
|
||||
flags |= COGL_FEATURE_SHADERS_GLSL | COGL_FEATURE_OFFSCREEN;
|
||||
#endif
|
||||
|
||||
/* Cache features */
|
||||
ctx->feature_flags = flags;
|
||||
ctx->features_cached = TRUE;
|
||||
}
|
||||
@ -661,10 +671,10 @@ CoglFeatureFlags
|
||||
cogl_get_features ()
|
||||
{
|
||||
_COGL_GET_CONTEXT (ctx, 0);
|
||||
|
||||
|
||||
if (!ctx->features_cached)
|
||||
_cogl_features_init ();
|
||||
|
||||
|
||||
return ctx->feature_flags;
|
||||
}
|
||||
|
||||
@ -672,23 +682,23 @@ gboolean
|
||||
cogl_features_available (CoglFeatureFlags features)
|
||||
{
|
||||
_COGL_GET_CONTEXT (ctx, 0);
|
||||
|
||||
|
||||
if (!ctx->features_cached)
|
||||
_cogl_features_init ();
|
||||
|
||||
|
||||
return (ctx->feature_flags & features) == features;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_get_modelview_matrix (float m[16])
|
||||
{
|
||||
cogl_wrap_glGetFloatv (GL_MODELVIEW_MATRIX, m);
|
||||
glGetFloatv (GL_MODELVIEW_MATRIX, m);
|
||||
}
|
||||
|
||||
void
|
||||
cogl_get_projection_matrix (float m[16])
|
||||
{
|
||||
cogl_wrap_glGetFloatv (GL_PROJECTION_MATRIX, m);
|
||||
glGetFloatv (GL_PROJECTION_MATRIX, m);
|
||||
}
|
||||
|
||||
void
|
||||
@ -697,7 +707,7 @@ cogl_get_viewport (float v[4])
|
||||
GLint viewport[4];
|
||||
int i;
|
||||
|
||||
cogl_wrap_glGetIntegerv (GL_VIEWPORT, viewport);
|
||||
glGetIntegerv (GL_VIEWPORT, viewport);
|
||||
|
||||
for (i = 0; i < 4; i++)
|
||||
v[i] = (float)(viewport[i]);
|
||||
@ -706,14 +716,27 @@ cogl_get_viewport (float v[4])
|
||||
void
|
||||
cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha)
|
||||
{
|
||||
GLint value;
|
||||
if (red)
|
||||
GE( cogl_wrap_glGetIntegerv(GL_RED_BITS, red) );
|
||||
{
|
||||
GE( glGetIntegerv(GL_RED_BITS, &value) );
|
||||
*red = value;
|
||||
}
|
||||
if (green)
|
||||
GE( cogl_wrap_glGetIntegerv(GL_GREEN_BITS, green) );
|
||||
{
|
||||
GE( glGetIntegerv(GL_GREEN_BITS, &value) );
|
||||
*green = value;
|
||||
}
|
||||
if (blue)
|
||||
GE( cogl_wrap_glGetIntegerv(GL_BLUE_BITS, blue) );
|
||||
{
|
||||
GE( glGetIntegerv(GL_BLUE_BITS, &value) );
|
||||
*blue = value;
|
||||
}
|
||||
if (alpha)
|
||||
GE( cogl_wrap_glGetIntegerv(GL_ALPHA_BITS, alpha ) );
|
||||
{
|
||||
GE( glGetIntegerv(GL_ALPHA_BITS, &value ) );
|
||||
*alpha = value;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
@ -724,19 +747,20 @@ cogl_fog_set (const CoglColor *fog_color,
|
||||
{
|
||||
GLfloat fogColor[4];
|
||||
|
||||
fogColor[0] = cogl_color_get_red (fog_color);
|
||||
fogColor[1] = cogl_color_get_green (fog_color);
|
||||
fogColor[2] = cogl_color_get_blue (fog_color);
|
||||
fogColor[3] = cogl_color_get_alpha (fog_color);
|
||||
fogColor[0] = cogl_color_get_red_float (fog_color);
|
||||
fogColor[1] = cogl_color_get_green_float (fog_color);
|
||||
fogColor[2] = cogl_color_get_blue_float (fog_color);
|
||||
fogColor[3] = cogl_color_get_alpha_float (fog_color);
|
||||
|
||||
cogl_wrap_glEnable (GL_FOG);
|
||||
glEnable (GL_FOG);
|
||||
|
||||
cogl_wrap_glFogfv (GL_FOG_COLOR, fogColor);
|
||||
glFogfv (GL_FOG_COLOR, fogColor);
|
||||
|
||||
cogl_wrap_glFogf (GL_FOG_MODE, GL_LINEAR);
|
||||
glFogf (GL_FOG_MODE, GL_LINEAR);
|
||||
glHint (GL_FOG_HINT, GL_NICEST);
|
||||
|
||||
cogl_wrap_glFogf (GL_FOG_DENSITY, (GLfloat) density);
|
||||
cogl_wrap_glFogf (GL_FOG_START, (GLfloat) z_near);
|
||||
cogl_wrap_glFogf (GL_FOG_END, (GLfloat) z_far);
|
||||
glFogf (GL_FOG_DENSITY, (GLfloat) density);
|
||||
glFogf (GL_FOG_START, (GLfloat) z_near);
|
||||
glFogf (GL_FOG_END, (GLfloat) z_far);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user