/* * Clutter COGL * * A basic GL/GLES Abstraction/Utility Layer * * Authored By Matthew Allum * * Copyright (C) 2007 OpenedHand * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl.h" #include #include #include "cogl-internal.h" #include "cogl-util.h" #include "cogl-context.h" /* GL error to string conversion */ #if COGL_DEBUG struct token_string { GLuint Token; const char *String; }; static const struct token_string Errors[] = { { GL_NO_ERROR, "no error" }, { GL_INVALID_ENUM, "invalid enumerant" }, { GL_INVALID_VALUE, "invalid value" }, { GL_INVALID_OPERATION, "invalid operation" }, { GL_STACK_OVERFLOW, "stack overflow" }, { GL_STACK_UNDERFLOW, "stack underflow" }, { GL_OUT_OF_MEMORY, "out of memory" }, #ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT { GL_INVALID_FRAMEBUFFER_OPERATION_EXT, "invalid framebuffer operation" }, #endif { ~0, NULL } }; static const char* error_string(GLenum errorCode) { int i; for (i = 0; Errors[i].String; i++) { if (Errors[i].Token == errorCode) return Errors[i].String; } return "unknown"; } #endif CoglFuncPtr cogl_get_proc_address (const gchar* name) { return NULL; } gboolean cogl_check_extension (const gchar *name, const gchar *ext) { return FALSE; } void cogl_paint_init (const ClutterColor *color) { #if COGL_DEBUG fprintf(stderr, "\n ============== Paint Start ================ \n"); #endif glClearColorx ((color->red << 16) / 0xff, (color->green << 16) / 0xff, (color->blue << 16) / 0xff, 0xff); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glDisable (GL_LIGHTING); glDisable (GL_FOG); } /* FIXME: inline most of these */ void cogl_push_matrix (void) { GE( glPushMatrix() ); } void cogl_pop_matrix (void) { GE( glPopMatrix() ); } void cogl_scale (ClutterFixed x, ClutterFixed y) { GE( glScalex (x, y, CFX_ONE) ); } void cogl_translatex (ClutterFixed x, ClutterFixed y, ClutterFixed z) { GE( glTranslatex (x, y, z) ); } void cogl_translate (gint x, gint y, gint z) { GE( glTranslatex (CLUTTER_INT_TO_FIXED(x), CLUTTER_INT_TO_FIXED(y), CLUTTER_INT_TO_FIXED(z)) ); } void cogl_rotatex (ClutterFixed angle, ClutterFixed x, ClutterFixed y, ClutterFixed z) { GE( glRotatex (angle,x,y,z) ); } void cogl_rotate (gint angle, gint x, gint y, gint z) { GE( glRotatex (CLUTTER_INT_TO_FIXED(angle), CLUTTER_INT_TO_FIXED(x), CLUTTER_INT_TO_FIXED(y), CLUTTER_INT_TO_FIXED(z)) ); } static inline gboolean cogl_toggle_flag (CoglContext *ctx, gulong new_flags, gulong flag, GLenum gl_flag) { /* Toggles and caches a single enable flag on or off * by comparing to current state */ if (new_flags & flag) { if (!(ctx->enable_flags & flag)) { GE( glEnable (gl_flag) ); ctx->enable_flags |= flag; return TRUE; } } else if (ctx->enable_flags & flag) { GE( glDisable (gl_flag) ); ctx->enable_flags &= ~flag; } return FALSE; } static inline gboolean cogl_toggle_client_flag (CoglContext *ctx, gulong new_flags, gulong flag, GLenum gl_flag) { /* Toggles and caches a single client-side enable flag * on or off by comparing to current state */ if (new_flags & flag) { if (!(ctx->enable_flags & flag)) { GE( glEnableClientState (gl_flag) ); ctx->enable_flags |= flag; return TRUE; } } else if (ctx->enable_flags & flag) { GE( glDisableClientState (gl_flag) ); ctx->enable_flags &= ~flag; } return FALSE; } void cogl_enable (gulong flags) { /* This function essentially caches glEnable state() in the * 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); 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); cogl_toggle_client_flag (ctx, flags, COGL_ENABLE_COLOR_ARRAY, GL_COLOR_ARRAY); } gulong cogl_get_enable () { _COGL_GET_CONTEXT (ctx, 0); return ctx->enable_flags; } void cogl_blend_func (COGLenum src_factor, COGLenum dst_factor) { /* This function caches the blending setup in the * hope of lessening GL traffic. */ _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (ctx->blend_src_factor != src_factor || ctx->blend_dst_factor != dst_factor) { glBlendFunc (src_factor, dst_factor); ctx->blend_src_factor = src_factor; ctx->blend_dst_factor = dst_factor; } } void cogl_enable_depth_test (gboolean setting) { if (setting) { glEnable (GL_DEPTH_TEST); glEnable (GL_ALPHA_TEST); glDepthFunc (GL_LEQUAL); glAlphaFunc (GL_GREATER, 0.1); } else { glDisable (GL_DEPTH_TEST); glDisable (GL_ALPHA_TEST); } } void cogl_color (const ClutterColor *color) { _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. */ /* * GLES 1.1 does actually have this function, it's in the header file but * missing in the reference manual (and SDK): * * http://www.khronos.org/egl/headers/1_1/gl.h */ GE( glColor4ub (color->red, color->green, color->blue, color->alpha) ); #else /* conversion can cause issues with picking on some gles implementations */ GE( glColor4x ((color->red << 16) / 0xff, (color->green << 16) / 0xff, (color->blue << 16) / 0xff, (color->alpha << 16) / 0xff)); #endif /* Store alpha for proper blending enables */ ctx->color_alpha = color->alpha; } void cogl_clip_set (ClutterFixed x_offset, ClutterFixed y_offset, ClutterFixed width, ClutterFixed height) { if (cogl_features_available (COGL_FEATURE_FOUR_CLIP_PLANES)) { GLfixed eqn_left[4] = { CFX_ONE, 0, 0, -x_offset }; GLfixed eqn_right[4] = { -CFX_ONE, 0, 0, x_offset + width }; GLfixed eqn_top[4] = { 0, CFX_ONE, 0, -y_offset }; GLfixed eqn_bottom[4] = { 0, -CFX_ONE, 0, y_offset + height }; GE( glClipPlanex (GL_CLIP_PLANE0, eqn_left) ); GE( glClipPlanex (GL_CLIP_PLANE1, eqn_right) ); GE( glClipPlanex (GL_CLIP_PLANE2, eqn_top) ); GE( glClipPlanex (GL_CLIP_PLANE3, eqn_bottom) ); GE( glEnable (GL_CLIP_PLANE0) ); GE( glEnable (GL_CLIP_PLANE1) ); GE( glEnable (GL_CLIP_PLANE2) ); GE( glEnable (GL_CLIP_PLANE3) ); } else if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER)) { GE( glEnable (GL_STENCIL_TEST) ); GE( glClearStencil (0) ); GE( glClear (GL_STENCIL_BUFFER_BIT) ); GE( glStencilFunc (GL_NEVER, 0x1, 0x1) ); GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) ); GE( glColor4x (CFX_ONE, CFX_ONE, CFX_ONE, CFX_ONE ) ); cogl_rectanglex (x_offset, y_offset, width, height); GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) ); GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) ); } } void cogl_clip_unset (void) { if (cogl_features_available (COGL_FEATURE_FOUR_CLIP_PLANES)) { GE( glDisable (GL_CLIP_PLANE3) ); GE( glDisable (GL_CLIP_PLANE2) ); GE( glDisable (GL_CLIP_PLANE1) ); GE( glDisable (GL_CLIP_PLANE0) ); } else if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER)) { GE( glDisable (GL_STENCIL_TEST) ); } } void cogl_alpha_func (COGLenum func, ClutterFixed ref) { GE( glAlphaFunc (func, CLUTTER_FIXED_TO_FLOAT(ref)) ); } /* * Fixed point implementation of the perspective function */ void cogl_perspective (ClutterFixed fovy, ClutterFixed aspect, ClutterFixed zNear, ClutterFixed zFar) { ClutterFixed xmax, ymax; ClutterFixed x, y, c, d; ClutterFixed fovy_rad_half = CFX_MUL (fovy, CFX_PI) / 360; GLfixed m[16]; memset (&m[0], 0, sizeof (m)); /* * Based on the original algorithm in perspective(): * * 1) xmin = -xmax => xmax + xmin == 0 && xmax - xmin == 2 * xmax * same true for y, hence: a == 0 && b == 0; * * 2) When working with small numbers, we can are loosing significant * precision, hence we use clutter_qmulx() here, not the fast macro. */ ymax = clutter_qmulx (zNear, CFX_DIV (clutter_sinx (fovy_rad_half), clutter_cosx (fovy_rad_half))); xmax = clutter_qmulx (ymax, aspect); x = CFX_DIV (zNear, xmax); y = CFX_DIV (zNear, ymax); c = CFX_DIV (-(zFar + zNear), ( zFar - zNear)); d = CFX_DIV (-(clutter_qmulx (2*zFar, zNear)), (zFar - zNear)); #define M(row,col) m[col*4+row] M(0,0) = x; M(1,1) = y; M(2,2) = c; M(2,3) = d; M(3,2) = 1 + ~CFX_ONE; GE( glMultMatrixx (m) ); #undef M } void cogl_setup_viewport (guint w, guint h, ClutterFixed fovy, ClutterFixed aspect, ClutterFixed z_near, ClutterFixed z_far) { gint width = (gint) w; gint height = (gint) h; ClutterFixed z_camera; GE( glViewport (0, 0, width, height) ); GE( glMatrixMode (GL_PROJECTION) ); GE( glLoadIdentity () ); /* For Ortho projection. * glOrthox (0, width << 16, 0, height << 16, -1 << 16, 1 << 16); */ cogl_perspective (fovy, aspect, z_near, z_far); GE( glMatrixMode (GL_MODELVIEW) ); GE( glLoadIdentity () ); /* * camera distance from screen, 0.5 * tan (FOV) * * See comments in ../gl/cogl.c */ #define DEFAULT_Z_CAMERA 0.869f z_camera = CLUTTER_FLOAT_TO_FIXED (DEFAULT_Z_CAMERA); if (fovy != CFX_60) { ClutterFixed fovy_rad = CFX_MUL (fovy, CFX_PI) / 180; z_camera = CFX_DIV (clutter_sinx (fovy_rad), clutter_cosx (fovy_rad)) >> 1; } GE( glTranslatex (-1 << 15, -1 << 15, -z_camera)); GE( glScalex ( CFX_ONE / width, -CFX_ONE / height, CFX_ONE / width)); GE( glTranslatex (0, -CFX_ONE * height, 0) ); } static void _cogl_features_init () { ClutterFeatureFlags flags = 0; int stencil_bits = 0; int max_clip_planes = 0; _COGL_GET_CONTEXT (ctx, NO_RETVAL); GE( glGetIntegerv (GL_STENCIL_BITS, &stencil_bits) ); if (stencil_bits > 0) flags |= COGL_FEATURE_STENCIL_BUFFER; GE( glGetIntegerv (GL_MAX_CLIP_PLANES, &max_clip_planes) ); if (max_clip_planes >= 4) flags |= COGL_FEATURE_FOUR_CLIP_PLANES; ctx->feature_flags = flags; ctx->features_cached = TRUE; } ClutterFeatureFlags cogl_get_features () { _COGL_GET_CONTEXT (ctx, 0); if (!ctx->features_cached) _cogl_features_init (); return ctx->feature_flags; } 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 (ClutterFixed m[16]) { glGetFixedv(GL_MODELVIEW_MATRIX, &m[0]); } void cogl_get_projection_matrix (ClutterFixed m[16]) { glGetFixedv(GL_PROJECTION_MATRIX, &m[0]); } void cogl_get_viewport (ClutterFixed v[4]) { glGetFixedv(GL_VIEWPORT, &v[0]); } void cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha) { if (red) GE( glGetIntegerv(GL_RED_BITS, red) ); if (green) GE( glGetIntegerv(GL_GREEN_BITS, green) ); if (blue) GE( glGetIntegerv(GL_BLUE_BITS, blue) ); 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); glFogx (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_END, (GLfixed) z_far); } /* Shaders, no support on regular OpenGL 1.1 */ CoglHandle cogl_create_program (void) { return COGL_INVALID_HANDLE; } gboolean cogl_is_program (CoglHandle handle) { return FALSE; } CoglHandle cogl_program_ref (CoglHandle handle) { return COGL_INVALID_HANDLE; } void cogl_program_unref (CoglHandle handle) { } CoglHandle cogl_create_shader (COGLenum shaderType) { return COGL_INVALID_HANDLE; } gboolean cogl_is_shader (CoglHandle handle) { return FALSE; } CoglHandle cogl_shader_ref (CoglHandle handle) { return COGL_INVALID_HANDLE; } void cogl_shader_unref (CoglHandle handle) { } void cogl_shader_source (CoglHandle shader, const gchar *source) { } void cogl_shader_compile (CoglHandle shader_handle) { } void cogl_program_attach_shader (CoglHandle program_handle, CoglHandle shader_handle) { } void cogl_program_link (CoglHandle program_handle) { } void cogl_program_use (CoglHandle program_handle) { } COGLint cogl_program_get_uniform_location (CoglHandle program_handle, const gchar *uniform_name) { return 0; } void cogl_shader_get_info_log (CoglHandle handle, guint size, gchar *buffer) { } void cogl_shader_get_parameteriv (CoglHandle handle, COGLenum pname, COGLint *dest) { } void cogl_program_uniform_1f (COGLint uniform_no, gfloat value) { }