97dd890ae1
* clutter/cogl/cogl.h: Update cogl_clip_set() to accept the clip components as ClutterFixed values * clutter/cogl/gl/cogl.c (cogl_clip_set): Update the GL implementation of cogl_clip_set() * clutter/cogl/gles/cogl.c: (cogl_rectangle_internal): Provide an internal, inlined rectangle drawing function using fixed point values, to be shared by cogl_clip_set() and cogl_rectangle() (cogl_clip_set), (cogl_rectangle): Update the GLES implementation of cogl_clip_set() and cogl_rectangle() to use the new internal rectangle drawing function * clutter/clutter-actor.c: Make the clip an array of ClutterUnit values instead of pixel-based; this allows higher precision and device independence (_clutter_actor_apply_modelview_transform): Pass the clip components converting from units to fixed point values, using the new cogl_clip_set() signature (clutter_actor_get_property), (clutter_actor_set_clip), (clutter_actor_get_clip): Update the accessors of the clip property
711 lines
16 KiB
C
711 lines
16 KiB
C
/*
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* Clutter COGL
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*
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* A basic GL/GLES Abstraction/Utility Layer
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2007 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.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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#define COGL_DEBUG 0
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#if COGL_DEBUG
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struct token_string
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{
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GLuint Token;
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const char *String;
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};
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static const struct token_string Errors[] = {
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{ GL_NO_ERROR, "no error" },
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{ GL_INVALID_ENUM, "invalid enumerant" },
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{ GL_INVALID_VALUE, "invalid value" },
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{ GL_INVALID_OPERATION, "invalid operation" },
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{ GL_STACK_OVERFLOW, "stack overflow" },
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{ GL_STACK_UNDERFLOW, "stack underflow" },
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{ GL_OUT_OF_MEMORY, "out of memory" },
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#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
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{ GL_INVALID_FRAMEBUFFER_OPERATION_EXT, "invalid framebuffer operation" },
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#endif
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{ ~0, NULL }
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};
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static const char*
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error_string(GLenum errorCode)
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{
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int i;
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for (i = 0; Errors[i].String; i++) {
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if (Errors[i].Token == errorCode)
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return Errors[i].String;
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}
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return "unknown";
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}
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#endif
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#if COGL_DEBUG
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#define GE(x...) { \
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GLenum err; \
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(x); \
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fprintf(stderr, "%s\n", #x); \
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while ((err = glGetError()) != GL_NO_ERROR) { \
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fprintf(stderr, "glError: %s caught at %s:%u\n", \
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(char *)error_string(err), \
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__FILE__, __LINE__); \
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} \
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}
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#else
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#define GE(x) (x);
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#endif
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CoglFuncPtr
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cogl_get_proc_address (const gchar* name)
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{
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return NULL;
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}
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gboolean
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cogl_check_extension (const gchar *name, const gchar *ext)
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{
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return FALSE;
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}
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void
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cogl_paint_init (const ClutterColor *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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glClearColorx ((color->red << 16) / 0xff,
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(color->green << 16) / 0xff,
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(color->blue << 16) / 0xff,
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0xff);
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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_FOG);
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glEnable (GL_DEPTH_TEST);
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glDepthFunc (GL_LEQUAL);
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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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void
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cogl_push_matrix (void)
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{
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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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GE( glPopMatrix() );
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}
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void
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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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void
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cogl_translatex (ClutterFixed x, ClutterFixed y, ClutterFixed z)
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{
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GE( glTranslatex (x, y, z) );
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}
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void
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cogl_translate (gint x, gint y, gint z)
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{
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GE( glTranslatex (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_rotatex (ClutterFixed angle,
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ClutterFixed x,
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ClutterFixed y,
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ClutterFixed z)
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{
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GE( glRotatex (angle,x,y,z) );
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}
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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( 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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GE( glEnable (GL_BLEND) );
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GE( 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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GE( 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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GE( 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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GE( 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_);
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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_);
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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 (const ClutterColor *color)
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{
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#if HAVE_GLES_COLOR4UB
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/*
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* GLES 1.1 does actually have this function, it's in the header file but
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* missing in the reference manual (and SDK):
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*
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* http://www.khronos.org/egl/headers/1_1/gl.h
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*/
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GE( glColor4ub (color->red,
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color->green,
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color->blue,
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color->alpha) );
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#else
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/* conversion can cause issues with picking on some gles implementations */
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GE( glColor4x ((color->red << 16) / 0xff,
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(color->green << 16) / 0xff,
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(color->blue << 16) / 0xff,
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(color->alpha << 16) / 0xff));
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#endif
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}
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static inline void
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cogl_rectangle_internal (ClutterFixed x,
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ClutterFixed y,
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ClutterFixed width,
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ClutterFixed height)
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{
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GLfixed rect_verts[4] = {
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x, y,
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x + width, y,
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x, y + height,
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x + width, y + height
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};
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GE( glEnableClientState (GL_VERTEX_ARRAY) );
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GE( glVertexPointer (2, GL_FIXED, 0, rect_verts) );
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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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void
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cogl_clip_set (ClutterFixed x_offset,
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ClutterFixed y_offset,
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ClutterFixed width,
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ClutterFixed height)
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{
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GE( glEnable (GL_STENCIL_TEST) );
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GE( glClearStencil (0) );
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GE( glClear (GL_STENCIL_BUFFER_BIT) );
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GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
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GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
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GE( glColor4x (CFX_ONE, CFX_ONE, CFX_ONE, CFX_ONE ) );
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cogl_rectangle_internal (x_offset, y_offset, width, height);
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GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
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GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
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}
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void
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cogl_clip_unset (void)
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{
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GE( glDisable (GL_STENCIL_TEST) );
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}
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gboolean
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cogl_texture_can_size (COGLenum target,
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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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/* FIXME: How we get this is likely GLES implementation dependant. */
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return TRUE;
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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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#define FIX CLUTTER_INT_TO_FIXED
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GLfixed quadVerts[] = {
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FIX(x1), FIX(y1), 0,
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FIX(x2), FIX(y1), 0,
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FIX(x2), FIX(y2), 0,
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FIX(x2), FIX(y2), 0,
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FIX(x1), FIX(y2), 0,
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FIX(x1), FIX(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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#undef FIX
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GE( glEnableClientState(GL_VERTEX_ARRAY) );
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GE( glEnableClientState(GL_TEXTURE_COORD_ARRAY) );
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GE( glVertexPointer(3, GL_FIXED, 0, quadVerts) );
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GE( glTexCoordPointer(2, GL_FIXED, 0, quadTex) );
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GE( glDrawArrays(GL_TRIANGLES, 0, 6) );
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GE( glDisableClientState(GL_TEXTURE_COORD_ARRAY) );
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GE( glDisableClientState(GL_VERTEX_ARRAY) );
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}
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void
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cogl_textures_create (guint num, COGLuint *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 COGLuint *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, COGLuint 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,
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format, /* HACK: For gles we set the internal_format equal
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* to the pixel format. This is for RGB data (i.e
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* jpgs) which seem to need a matching internal
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* format rather than RGBA (which is used by GL)
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*.
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* This fix isn't ideal..
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*/
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width,
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height,
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0,
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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,
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gint y,
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guint width,
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guint height)
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{
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cogl_rectangle_internal (CLUTTER_INT_TO_FIXED (x),
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CLUTTER_INT_TO_FIXED (y),
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CLUTTER_INT_TO_FIXED (width),
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CLUTTER_INT_TO_FIXED (height));
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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 (ClutterFixed 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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ClutterFixed fovy_rad_half = CFX_MUL (fovy, CFX_PI) / 360;
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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, CFX_DIV (clutter_sinx (fovy_rad_half),
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clutter_cosx (fovy_rad_half)));
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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 w,
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guint h,
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ClutterFixed 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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gint width = (gint) w;
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gint height = (gint) h;
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ClutterFixed z_camera;
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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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/* For Ortho projection.
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* glOrthox (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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GE( glMatrixMode (GL_MODELVIEW) );
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GE( glLoadIdentity () );
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/*
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* camera distance from screen, 0.5 * tan (FOV)
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*
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* See comments in ../gl/cogl.c
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*/
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#define DEFAULT_Z_CAMERA 0.869f
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z_camera = CLUTTER_FLOAT_TO_FIXED (DEFAULT_Z_CAMERA);
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if (fovy != CFX_60)
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{
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ClutterFixed fovy_rad = CFX_MUL (fovy, CFX_PI) / 180;
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z_camera = CFX_DIV (clutter_sinx (fovy_rad),
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clutter_cosx (fovy_rad)) >> 1;
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}
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GE( glTranslatex (-1 << 15, -1 << 15, -z_camera));
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GE( glScalex ( CFX_ONE / width,
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-CFX_ONE / height,
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CFX_ONE / width));
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GE( glTranslatex (0, -CFX_ONE * height, 0) );
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}
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ClutterFeatureFlags
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cogl_get_features ()
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{
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/* Suck */
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return 0;
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}
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void
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cogl_get_modelview_matrix (ClutterFixed m[16])
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{
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glGetFixedv(GL_MODELVIEW_MATRIX, &m[0]);
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}
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void
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cogl_get_projection_matrix (ClutterFixed m[16])
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{
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glGetFixedv(GL_PROJECTION_MATRIX, &m[0]);
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}
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void
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cogl_get_viewport (ClutterFixed v[4])
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{
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glGetFixedv(GL_VIEWPORT, &v[0]);
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}
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void
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cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha)
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{
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if (red)
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GE( glGetIntegerv(GL_RED_BITS, red) );
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if (green)
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GE( glGetIntegerv(GL_GREEN_BITS, green) );
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if (blue)
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GE( glGetIntegerv(GL_BLUE_BITS, blue) );
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if (alpha)
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GE( glGetIntegerv(GL_ALPHA_BITS, alpha ) );
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}
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void
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cogl_fog_set (const ClutterColor *fog_color,
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ClutterFixed density,
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ClutterFixed z_near,
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ClutterFixed z_far)
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{
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GLfixed fogColor[4];
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fogColor[0] = (fog_color->red << 16) / 0xff;
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fogColor[1] = (fog_color->green << 16) / 0xff;
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fogColor[2] = (fog_color->blue << 16) / 0xff;
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fogColor[3] = (fog_color->alpha << 16) / 0xff;
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glEnable (GL_FOG);
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glFogxv (GL_FOG_COLOR, fogColor);
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glFogx (GL_FOG_MODE, GL_LINEAR);
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glHint (GL_FOG_HINT, GL_NICEST);
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glFogx (GL_FOG_DENSITY, (GLfixed) density);
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glFogx (GL_FOG_START, (GLfixed) z_near);
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glFogx (GL_FOG_END, (GLfixed) z_far);
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}
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COGLint cogl_create_program (void)
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{
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return 0;
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}
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COGLint cogl_create_shader (COGLenum shaderType)
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{
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return 0;
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}
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void cogl_shader_source (COGLint shader,
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const gchar *source)
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{
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}
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void cogl_shader_compile (COGLint shader_handle)
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{
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}
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void cogl_program_attach_shader (COGLint program_handle,
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COGLint shader_handle)
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{
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}
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void cogl_program_link (COGLint program_handle)
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{
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}
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void cogl_program_use (COGLint program_handle)
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{
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}
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COGLint cogl_program_get_uniform_location (COGLint program_handle,
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const gchar *uniform_name)
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{
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return 0;
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}
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void cogl_program_destroy (COGLint handle)
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{
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}
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void cogl_shader_destroy (COGLint handle)
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{
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}
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void cogl_shader_get_info_log (COGLint handle,
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guint size,
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gchar *buffer)
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{
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}
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void cogl_shader_get_parameteriv (COGLint handle,
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COGLenum pname,
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COGLint *dest)
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{
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}
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void cogl_program_uniform_1f (COGLint uniform_no,
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gfloat value)
|
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{
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}
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