2007-11-21 Emmanuele Bassi <ebassi@openedhand.com>

* clutter/cogl/cogl.h: Add cogl_fog_set() abstracting the
	glFog() functions and enabling the GL_FOG flag.

	* clutter/cogl/gl/cogl.c: Add GL implementation of cogl_fog_set().
	
	* clutter/cogl/gles/cogl.c: Add GL/ES implementation of
	cogl_fog_set().

	* clutter.symbols: Add new symbols.

	* clutter/clutter-stage.h: Add API to enable depth cueing on
	the stage using a linear GL fog, and to set the parameters
	for it (#637).

	* clutter/clutter-stage.c (clutter_stage_paint): Enable the
	GL fog if the ClutterStage:use-fog property is true.

	* tests/test-depth.c: Test the new stage API.
This commit is contained in:
Emmanuele Bassi 2007-11-21 11:55:26 +00:00
parent 2331fa7557
commit 9de04774d2
3 changed files with 81 additions and 13 deletions

6
cogl.h
View File

@ -201,6 +201,12 @@ cogl_get_viewport (ClutterFixed v[4]);
void
cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha);
void
cogl_fog_set (const ClutterColor *fog_color,
ClutterFixed density,
ClutterFixed z_near,
ClutterFixed z_far);
G_END_DECLS
#endif /* __COGL_H__ */

View File

@ -165,7 +165,10 @@ cogl_paint_init (const ClutterColor *color)
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable (GL_LIGHTING);
glDisable (GL_DEPTH_TEST);
glDisable (GL_FOG);
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LEQUAL);
cogl_enable (CGL_ENABLE_BLEND);
@ -234,9 +237,10 @@ cogl_enable (gulong flags)
{
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);
@ -246,9 +250,11 @@ cogl_enable (gulong flags)
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);
@ -259,9 +265,11 @@ cogl_enable (gulong flags)
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);
@ -272,10 +280,11 @@ cogl_enable (gulong flags)
if (flags & CGL_ENABLE_ALPHA_TEST)
{
if (!(__enable_flags & CGL_ENABLE_ALPHA_TEST))
{
glEnable (GL_ALPHA_TEST);
__enable_flags |= CGL_ENABLE_ALPHA_TEST;
}
}
else if (__enable_flags & CGL_ENABLE_ALPHA_TEST)
{
glDisable (GL_ALPHA_TEST);
@ -712,3 +721,28 @@ cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha)
*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));
}

View File

@ -116,7 +116,10 @@ cogl_paint_init (const ClutterColor *color)
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable (GL_LIGHTING);
glDisable (GL_DEPTH_TEST);
glDisable (GL_FOG);
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LEQUAL);
cogl_enable (CGL_ENABLE_BLEND);
@ -602,3 +605,28 @@ cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha)
if (alpha)
GE( glGetIntegerv(GL_ALPHA_BITS, alpha ) );
}
void
cogl_fog_set (const ClutterColor *fog_color,
ClutterFixed density,
ClutterFixed z_near,
ClutterFixed z_far)
{
GLfixed fogColor[4];
fogColor[0] = (fog_color->red << 16) / 0xff;
fogColor[1] = (fog_color->green << 16) / 0xff;
fogColor[2] = (fog_color->blue << 16) / 0xff;
fogColor[3] = (fog_color->alpha << 16) / 0xff;
glEnable (GL_FOG);
glFogxv (GL_FOG_COLOR, fogColor);
glFogi (GL_FOG_MODE, GL_LINEAR);
glHint (GL_FOG_HINT, GL_NICEST);
glFogx (GL_FOG_DENSITY, (GLfixed) density);
glFogx (GL_FOG_START, (GLfixed) z_near);
glFogx (GL_FOG_STOP, (GLfixed) z_far);
}