This updates cogl/gles in line with the integration of CoglMaterial throughout
Cogl that has been done for cogl/gl.
Note: This is still buggy, but at least it builds again and test-actors works.
Some GLES2 specific changes were made, but these haven't been tested yet.
To deal with all the corner cases that couldn't be scripted a number of patches
were written for the remaining 10% of the effort.
Note: again no API changes were made in Clutter, only in Cogl.
This is the result of running a number of sed and perl scripts over the code to
do 90% of the work in converting from 16.16 fixed to single precision floating
point.
Note: A pristine cogl-fixed.c has been maintained as a standalone utility API
so that applications may still take advantage of fixed point if they
desire for certain optimisations where lower precision may be acceptable.
Note: no API changes were made in Clutter, only in Cogl.
Overview of changes:
- Within clutter/* all usage of the COGL_FIXED_ macros have been changed to use
the CLUTTER_FIXED_ macros.
- Within cogl/* all usage of the COGL_FIXED_ macros have been completly stripped
and expanded into code that works with single precision floats instead.
- Uses of cogl_fixed_* have been replaced with single precision math.h
alternatives.
- Uses of COGL_ANGLE_* and cogl_angle_* have been replaced so we use a float for
angles and math.h replacements.
It looks like the changes to cogl-gles2-wrapper.h were accidentally
committed to the actual file instead of the patch in commit
de27da0e. This commit moves the changes back into the patch so
cogl-gles2-wrapper.h is reverted back to master.
The patches have been updated to apply cleanly.
The patches for the g_warnings in clutter-actor.c have been removed
because master now uses CLUTTER_UNITS_FORMAT so they aren't
necessary. The clutter-units.h patch now sets CLUTTER_UNITS_FORMAT to
'f'.
The GLES 2 wrapper needs to set up some state before each
draw. Previously this was acheived by wrapping glDrawArrays. Since the
multiple-texture-rectangle branch merge, glDrawElements is used
instead so we also need a wrapper for that.
It was also directly calling glBindTexture. GLES 2 uses a wrapper for
this function so that it can cope with GL_ALPHA format textures. The
format of the current texture needs to be stored as well as the target
and object number for this to work.
Multitexturing allows blending multiple layers of texture data when texturing
some geometry. A common use is for pre-baked light maps which can give nice
lighting effects relativly cheaply. Another is for dot-3 bump mapping, and
another is applying alpha channel masks.
The dot-3 bump mapping would be really nice one day, but currently cogl doesn't
support lighting so that's not dealt with in this patch.
notable limitations:
- It can only texture rectangles a.t.m - and like cogl_texture_rectangle there
is no support for rotated texturing.
- Sliced textures are not supported. I think I've figured out how to handle
layers with different slice sizes at least for rectangular geometry, but I'm
not sure how complex it becomes once rotations are possible and texturing
arbitrary cogl_polygons.
- Except for this new API, cogl still doesn't know about more than one texture
unit, and so has no way of caching any enables related to other units. So that
things don't break it's currently necessary to disable anything to do with
additional units as soon as we are done with them which isn't ideal.
- No clutter API yet.
Bug 1049 - Clutter doesn't support most GLSL uniforms (patch
by Chris Lord and Neil Roberts)
* README: Update release notes.
* clutter/Makefile.am:
* clutter/clutter-shader-types.[ch]: Add GValue types for
shader values.
* clutter/clutter-actor.[ch]: Update the shader API to use
the newly added GValue support for GLSL shader uniform
setters.
* clutter/clutter-shader.[ch]: Add float and integer convenience
API for single value GLSL uniform setters.
* clutter/cogl/cogl-shader.h: Add new uniform setters.
* clutter/cogl/gl/cogl-context.c:
* clutter/cogl/gl/cogl-context.h:
* clutter/cogl/gl/cogl-defines.h.in:
* clutter/cogl/gl/cogl-program.c:
* clutter/cogl/gl/cogl.c: Update the GL implementation of COGL
to handle the GLSL uniform setters.
* clutter/cogl/gles/cogl-gles2-wrapper.c:
* clutter/cogl/gles/cogl-gles2-wrapper.h:
* clutter/cogl/gles/cogl-internal.h:
* clutter/cogl/gles/cogl-program.c: Update the GLES 2.0 implementation
of COGL to handle the GLSL uniform setters.
* doc/reference/clutter/clutter-sections.txt:
* doc/reference/cogl/cogl-sections.txt: Update the documentation.
* tests/interactive/test-fbo.c:
* tests/interactive/test-shader.c: Update the shader tests.
* clutter/cogl/gles/cogl-gles2-wrapper.c:
Initialise the 'tex' sampler uniform to 0. The GLSL spec
specifically says that you must initialize sampler uniforms. This
fixes texturing for GLES 2 when using the PowerVR simulator via
software Mesa.
* clutter/cogl/common/cogl-mesh.c:
Make sure we use the appropriate cogl_wrap_gl* funcs as appropriate
* clutter/cogl/gles/cogl-gles2-wrapper.c
* clutter/cogl/gles/cogl-gles2-wrapper.h:
In our glColorPointer wrapper we needed to mark our color attribute
as normalized.
* tests/conform/Makefile.am:
When creating unit test symlinks we use the -l gtester option to
list tests, but when using the PVR SDK the test binary also spews
out some extra info that caused lots of random symlinks to be
created. We now grep for lines starting with a '/'
* tests/conform/test-mesh-contiguous.c
* tests/conform/test-mesh-mutability.c:
Use cogl_set_source_color instead of directly calling glColor4ub
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/cogl.c:
* clutter/cogl/cogl.h.in: Add cogl_clip_stack_save,
cogl_clip_stack_restore, cogl_viewport and cogl_frustum.
* clutter/cogl/gl/cogl-fbo.h:
* clutter/cogl/gl/cogl-fbo.c: Try to attach a stencil buffer when
creating an FBO.
* clutter/cogl/common/cogl-clip-stack.c: Add functions to save and
restore the whole state of the stack.
* clutter/clutter-texture.c (clutter_texture_paint): When
rendering the FBO source, setup a temporary asymmetric perspective
projection matrix to render it as it would appear on screen.
* clutter/clutter-private.h:
* clutter/clutter-actor.c
(_clutter_actor_apply_modelview_transform_recursive): No longer
static and exported in clutter-private.h
* clutter/cogl/gles/cogl-gles2-wrapper.c: All of the settings and
uniforms are now proxied into COGL variables instead of setting
the GL uniforms directly. Just before glDrawArrays is executed a
shader is generated using the given settings to avoid using 'if'
statements. The shaders are cached.
* clutter/cogl/gles/cogl-fixed-vertex-shader.glsl:
* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: The shaders
are now split into parts using comments instead of 'if' statements
so that the simplest shader can be generated on the fly.
* clutter/cogl/gles/stringify.sh: Now splits up the shader sources
into separate C strings where deliminated by special comments.
* clutter/cogl/gles/cogl-program.h:
* clutter/cogl/gles/cogl-program.c: A custom shader can no longer
be directly linked with the fixed-functionality replacement
because the replacement changes depending on the settings. Instead
the bound shader is linked with the appropriate replacement shader
just before glDrawArrays is executed. The custom uniform variables
must also be proxied through COGL variables because their location
can change when relinked.
now stored in a separate struct so they can be stored for
application program objects as well.
* clutter/cogl/gles/cogl.c: Moved stub shader functions into
separate files.
(_cogl_features_init): Report support for the shaders feature on
GLES 2
* clutter/cogl/gles/cogl-shader.h:
* clutter/cogl/gles/cogl-shader.c:
* clutter/cogl/gles/cogl-program.h:
* clutter/cogl/gles/cogl-program.c: Separate files to handle
shaders on programs on GLES. If version 1.1 is being used then the
stub functions which all fail are still used.
* clutter/cogl/gles/cogl-gles2-wrapper.c
(cogl_gles2_wrapper_init, cogl_gles2_wrapper_bind_attributes),
(cogl_gles2_wrapper_get_uniforms): Move the uniforms and attribute
bindings into a separate function so they can be used to bind on
application shaders as well.
(cogl_gles2_wrapper_update_matrix): Now takes a parameter and is
no longer static so that it can be used to update all of the
matrices when a new shader is bound.
* clutter/cogl/gles/cogl-defines.h.in: Use GL_COMPILE_STATUS for
CGL_OBJECT_COMPILE_STATUS if the latter isn't available (for
example on GLES 2).
* clutter/cogl/gles/cogl-context.h (CoglContext): Added handle
arrays for programs and shaders.
* clutter/cogl/gles/cogl-context.c (cogl_create_context)
(cogl_destroy_context): Initialize and destroy program and shader
handle array.
* clutter/cogl/gles/Makefile.am (libclutter_cogl_la_SOURCES): Add
cogl-{shader,program}.{c,h}
uniforms for alpha testing.
* clutter/cogl/gles/cogl-gles2-wrapper.c
(cogl_gles2_wrapper_init): Get the uniforms for alpha testing
settings.
(cogl_wrap_glEnable, cogl_wrap_glDisable): Enable/disable alpha
testing.
(cogl_wrap_glAlphaFunc): Filled in the wrapper.
* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: Added alpha
testing.
* clutter/cogl/gles/cogl-gles2-wrapper.h:
* clutter/cogl/gles/cogl-gles2-wrapper.c
(cogl_wrap_glGetIntegerv): Added a wrapper for glGetIntegerv so
that it can report zero clip planes.
* clutter/cogl/gles/cogl.c:
* clutter/cogl/gles/cogl-texture.c: Use the wrapped version of
glGetIntegerv
* clutter/cogl/gles/cogl-primitives.c (_cogl_path_fill_nodes): Use
_cogl_features_available to check for the stencil buffer instead
of an #ifdef. The stencil buffer is available in the default
profile for the GLES 2 simulator.
(cogl_gles2_wrapper_init): Get uniforms for fog parameters and
initialise them.
(cogl_wrap_glDrawArrays): Store the modelview matrix in a uniform
as well so that it can be used for fogging calculations.
(cogl_wrap_glEnable, cogl_wrap_glDisable): Enable/disable fogging.
(cogl_wrap_glFogx, cogl_wrap_glFogxv): Fill in wrapper to set
fogging parameters.
* clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: Calculate the
fog amount if fogging is enabled.
* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: Mix with fog
color.
* clutter/cogl/gles/cogl-gles2-wrapper.h (CoglGles2Wrapper): Add
uniforms for fogging.
glTexParameteri. Call glGenerateMipmap after every change to the
texture image data.
* clutter/cogl/gles/cogl-gles2-wrapper.h:
* clutter/cogl/gles/cogl-gles2-wrapper.c: Added a wrapper for
glTexParameteri so that it can ignore requests to set
GL_GENERATE_MIPMAP. Added a wrapper for glGenerateMipmap that does
nothing on GLES 1
* clutter/eglx/clutter-stage-egl.h:
* clutter/eglx/clutter-egl-headers.h:
* clutter/eglx/clutter-backend-egl.h:
* clutter/eglx/Makefile.am: Include the GLES and EGL headers via
clutter-egl-headers.h so that the right version can be used
depending on whether the GLES 2 wrapper is being used.
* configure.ac: Added an automake conditional for whether the GLES
2 wrapper should be used.
* clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize):
Remove the call to glGetIntegerv to get the max texture size. It
was being called before the GL context was bound so it didn't work
anyway and it was causing trouble for the GLES 2 simulator.
* clutter/cogl/gles/stringify.sh: Shell script to convert the
shaders into a C string.
* clutter/cogl/gles/cogl-gles2-wrapper.h:
* clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the
missing GL functions in GLES 2.
* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl:
* clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for
GLES 2
* clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@
macro instead of always using the GLES 1 header.
* clutter/cogl/gles/cogl-context.h (CoglContext): Include a field
for the state of the GLES 2 wrapper.
* clutter/cogl/gles/cogl-texture.c:
* clutter/cogl/gles/cogl-primitives.c:
* clutter/cogl/gles/cogl.c: Use wrapped versions of the GL
functions where neccessary.
* clutter/cogl/gles/Makefile.am: Add sources for the GLES 2
wrapper and an extra build step to put the GLSL files into a C
string whenever the files change.