737ac37f27
* clutter/clutter-texture.c: * clutter/cogl/cogl.h: * clutter/cogl/gl/cogl-defines.h: * clutter/cogl/gles/cogl-defines.h: * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Switch from use of guint to COGLuint. Avoids problems when guint != GLuint on some platforms, i.e OSX. (Tommi Komulainen, #526) * clutter/Makefile.am: * clutter/osx/Makefile.am: * clutter/osx/clutter-backend-osx.c: * clutter/osx/clutter-backend-osx.h: * clutter/osx/clutter-event-osx.c: * clutter/osx/clutter-osx.h: * clutter/osx/clutter-stage-osx.c: * clutter/osx/clutter-stage-osx.h: * configure.ac: Add initial Cocoa/OSX Backend (by Tommi Komulainen, see #526)
715 lines
17 KiB
C
715 lines
17 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 <string.h>
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#ifdef HAVE_CLUTTER_GLX
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#include <dlfcn.h>
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#include <GL/glx.h>
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typedef CoglFuncPtr (*GLXGetProcAddressProc) (const guint8 *procName);
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#endif
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static gulong __enable_flags = 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...) G_STMT_START { \
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GLenum err; \
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(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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} G_STMT_END
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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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/* Sucks to ifdef here but not other option..? would be nice to
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* split the code up for more reuse (once more backends use this
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*/
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#ifdef HAVE_CLUTTER_GLX
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static GLXGetProcAddressProc get_proc_func = NULL;
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static void *dlhand = NULL;
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if (get_proc_func == NULL && dlhand == NULL)
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{
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dlhand = dlopen (NULL, RTLD_LAZY);
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if (dlhand)
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{
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dlerror ();
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get_proc_func =
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(GLXGetProcAddressProc) dlsym (dlhand, "glXGetProcAddress");
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if (dlerror () != NULL)
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{
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get_proc_func =
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(GLXGetProcAddressProc) dlsym (dlhand, "glXGetProcAddressARB");
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}
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if (dlerror () != NULL)
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{
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get_proc_func = NULL;
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g_warning ("failed to bind GLXGetProcAddress "
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"or GLXGetProcAddressARB");
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}
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}
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}
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if (get_proc_func)
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return get_proc_func ((unsigned char*) name);
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#endif
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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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gchar *end;
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gint name_len, n;
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if (name == NULL || ext == NULL)
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return FALSE;
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end = (gchar*)(ext + strlen(ext));
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name_len = strlen(name);
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while (ext < end)
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{
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n = strcspn(ext, " ");
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if ((name_len == n) && (!strncmp(name, ext, n)))
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return TRUE;
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ext += (n + 1);
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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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GE( glClearColor (((float) color->red / 0xff * 1.0),
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((float) color->green / 0xff * 1.0),
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((float) color->blue / 0xff * 1.0),
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0.0) );
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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_DEPTH_TEST);
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cogl_enable (CGL_ENABLE_BLEND);
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glTexEnvi (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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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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}
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void
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cogl_scale (ClutterFixed x, ClutterFixed y)
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{
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glScaled (CLUTTER_FIXED_TO_DOUBLE (x),
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CLUTTER_FIXED_TO_DOUBLE (y),
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1.0);
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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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glTranslated (CLUTTER_FIXED_TO_DOUBLE (x),
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CLUTTER_FIXED_TO_DOUBLE (y),
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CLUTTER_FIXED_TO_DOUBLE (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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glTranslatef ((float)x, (float)y, (float)z);
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}
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void
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cogl_rotatex (ClutterFixed angle, gint x, gint y, gint z)
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{
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glRotated (CLUTTER_FIXED_TO_DOUBLE (angle),
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CLUTTER_FIXED_TO_DOUBLE (x),
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CLUTTER_FIXED_TO_DOUBLE (y),
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CLUTTER_FIXED_TO_DOUBLE (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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glRotatef ((float)angle, (float)x, (float)y, (float)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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glEnable (GL_BLEND);
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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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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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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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glDisable (GL_TEXTURE_2D);
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__enable_flags &= ~CGL_ENABLE_TEXTURE_2D;
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}
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#ifdef GL_TEXTURE_RECTANGLE_ARB
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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_ARB);
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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_ARB);
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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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glColor4ub (color->red, color->green, color->blue, color->alpha);
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}
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void
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cogl_clip_set (const ClutterGeometry *clip)
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{
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GE( glEnable (GL_STENCIL_TEST) );
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GE( glClearStencil (0.0f) );
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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( glColor3f (1.0f, 1.0f, 1.0f) );
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GE( glRecti (clip->x,
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clip->y,
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clip->x + clip->width,
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clip->y + clip->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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#ifdef GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB
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if (target == CGL_TEXTURE_RECTANGLE_ARB)
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{
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GLint max_size = 0;
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GE( glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &max_size) );
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return (max_size && width <= max_size && height <= max_size);
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}
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else /* Assumes CGL_TEXTURE_2D */
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#endif
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{
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GLint new_width = 0;
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GE( glTexImage2D (GL_PROXY_TEXTURE_2D, 0, GL_RGBA,
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width, height, 0 /* border */,
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pixel_format, pixel_type, NULL) );
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GE( glGetTexLevelParameteriv (GL_PROXY_TEXTURE_2D, 0,
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GL_TEXTURE_WIDTH, &new_width) );
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return new_width != 0;
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}
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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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gdouble txf1, tyf1, txf2, tyf2;
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txf1 = CLUTTER_FIXED_TO_DOUBLE (tx1);
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tyf1 = CLUTTER_FIXED_TO_DOUBLE (ty1);
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txf2 = CLUTTER_FIXED_TO_DOUBLE (tx2);
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tyf2 = CLUTTER_FIXED_TO_DOUBLE (ty2);
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glBegin (GL_QUADS);
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glTexCoord2f (txf2, tyf2); glVertex2i (x2, y2);
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glTexCoord2f (txf1, tyf2); glVertex2i (x1, y2);
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glTexCoord2f (txf1, tyf1); glVertex2i (x1, y1);
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glTexCoord2f (txf2, tyf1); glVertex2i (x2, y1);
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glEnd ();
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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, /* No mipmap support as yet */
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internal_format,
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width,
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height,
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0, /* 0 pixel border */
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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, gint y, guint width, guint height)
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{
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GE( glRecti (x, y, x + width, y + 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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GE( glBegin (GL_QUADS) );
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GE( glVertex2i (x11, y1) );
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GE( glVertex2i (x21, y1) );
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GE( glVertex2i (x22, y2) );
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GE( glVertex2i (x12, y2) );
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GE( glEnd () );
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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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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 = CLUTTER_FIXED_MUL (fovy, CFX_PI) / 360;
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GLfloat 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 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, CLUTTER_FIXED_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 = CLUTTER_FIXED_DIV (zNear, xmax);
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y = CLUTTER_FIXED_DIV (zNear, ymax);
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c = CLUTTER_FIXED_DIV (-(zFar + zNear), ( zFar - zNear));
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d = CLUTTER_FIXED_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) = CLUTTER_FIXED_TO_FLOAT (x);
|
|
M(1,1) = CLUTTER_FIXED_TO_FLOAT (y);
|
|
M(2,2) = CLUTTER_FIXED_TO_FLOAT (c);
|
|
M(2,3) = CLUTTER_FIXED_TO_FLOAT (d);
|
|
M(3,2) = -1.0F;
|
|
|
|
GE( glMultMatrixf (m) );
|
|
#undef M
|
|
}
|
|
|
|
void
|
|
cogl_setup_viewport (guint width,
|
|
guint height,
|
|
ClutterFixed fovy,
|
|
ClutterFixed aspect,
|
|
ClutterFixed z_near,
|
|
ClutterFixed z_far)
|
|
{
|
|
GLfloat z_camera;
|
|
|
|
GE( glViewport (0, 0, width, height) );
|
|
|
|
GE( glMatrixMode (GL_PROJECTION) );
|
|
GE( glLoadIdentity () );
|
|
|
|
cogl_perspective (fovy, aspect, z_near, z_far);
|
|
|
|
GE( glMatrixMode (GL_MODELVIEW) );
|
|
GE( glLoadIdentity () );
|
|
|
|
/*
|
|
* camera distance from screen, 0.5 * tan (FOV)
|
|
*
|
|
* We have been having some problems with this; the theoretically correct
|
|
* value of 0.866025404f for the default 60 deg fovy angle happens to be
|
|
* touch to small in reality, which on full-screen stage with an actor of
|
|
* the same size results in about 1px on the left and top edges of the
|
|
* actor being offscreen. Perhaps more significantly, it also causes
|
|
* hinting artifacts when rendering text.
|
|
*
|
|
* So for the default 60 deg angle we worked out that the value of 0.869
|
|
* is giving correct stretch and no noticeable artifacts on text. Seems
|
|
* good on all drivers too.
|
|
*/
|
|
#define DEFAULT_Z_CAMERA 0.869f
|
|
z_camera = DEFAULT_Z_CAMERA;
|
|
|
|
|
|
if (fovy != CFX_60)
|
|
{
|
|
ClutterFixed fovy_rad = CFX_MUL (fovy, CFX_PI) / 180;
|
|
|
|
z_camera =
|
|
CLUTTER_FIXED_TO_FLOAT (CFX_DIV (clutter_sinx (fovy_rad),
|
|
clutter_cosx (fovy_rad)) >> 1);
|
|
}
|
|
|
|
GE( glTranslatef (-0.5f, -0.5f, -z_camera) );
|
|
GE( glScalef ( 1.0f / width,
|
|
-1.0f / height,
|
|
1.0f / width) );
|
|
GE( glTranslatef (0.0f, -1.0 * height, 0.0f) );
|
|
}
|
|
|
|
ClutterFeatureFlags
|
|
cogl_get_features ()
|
|
{
|
|
ClutterFeatureFlags flags = 0;
|
|
const gchar *gl_extensions;
|
|
|
|
flags = CLUTTER_FEATURE_TEXTURE_READ_PIXELS;
|
|
|
|
gl_extensions = (const gchar*) glGetString (GL_EXTENSIONS);
|
|
|
|
#if defined(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB) && defined(GL_TEXTURE_RECTANGLE_ARB)
|
|
if (cogl_check_extension ("GL_ARB_texture_rectangle", gl_extensions) ||
|
|
cogl_check_extension ("GL_EXT_texture_rectangle", gl_extensions))
|
|
{
|
|
flags |= CLUTTER_FEATURE_TEXTURE_RECTANGLE;
|
|
}
|
|
#endif
|
|
|
|
#ifdef GL_YCBCR_MESA
|
|
if (cogl_check_extension ("GL_MESA_ycbcr_texture", gl_extensions))
|
|
{
|
|
flags |= CLUTTER_FEATURE_TEXTURE_YUV;
|
|
}
|
|
#endif
|
|
|
|
return flags;
|
|
}
|
|
|
|
void
|
|
cogl_get_modelview_matrix (ClutterFixed m[16])
|
|
{
|
|
GLdouble md[16];
|
|
|
|
glGetDoublev(GL_MODELVIEW_MATRIX, &md[0]);
|
|
|
|
#define M(m,row,col) m[col*4+row]
|
|
M(m,0,0) = CLUTTER_FLOAT_TO_FIXED (M(md,0,0));
|
|
M(m,0,1) = CLUTTER_FLOAT_TO_FIXED (M(md,0,1));
|
|
M(m,0,2) = CLUTTER_FLOAT_TO_FIXED (M(md,0,2));
|
|
M(m,0,3) = CLUTTER_FLOAT_TO_FIXED (M(md,0,3));
|
|
|
|
M(m,1,0) = CLUTTER_FLOAT_TO_FIXED (M(md,1,0));
|
|
M(m,1,1) = CLUTTER_FLOAT_TO_FIXED (M(md,1,1));
|
|
M(m,1,2) = CLUTTER_FLOAT_TO_FIXED (M(md,1,2));
|
|
M(m,1,3) = CLUTTER_FLOAT_TO_FIXED (M(md,1,3));
|
|
|
|
M(m,2,0) = CLUTTER_FLOAT_TO_FIXED (M(md,2,0));
|
|
M(m,2,1) = CLUTTER_FLOAT_TO_FIXED (M(md,2,1));
|
|
M(m,2,2) = CLUTTER_FLOAT_TO_FIXED (M(md,2,2));
|
|
M(m,2,3) = CLUTTER_FLOAT_TO_FIXED (M(md,2,3));
|
|
|
|
M(m,3,0) = CLUTTER_FLOAT_TO_FIXED (M(md,3,0));
|
|
M(m,3,1) = CLUTTER_FLOAT_TO_FIXED (M(md,3,1));
|
|
M(m,3,2) = CLUTTER_FLOAT_TO_FIXED (M(md,3,2));
|
|
M(m,3,3) = CLUTTER_FLOAT_TO_FIXED (M(md,3,3));
|
|
#undef M
|
|
}
|
|
|
|
void
|
|
cogl_get_projection_matrix (ClutterFixed m[16])
|
|
{
|
|
GLdouble md[16];
|
|
|
|
glGetDoublev(GL_PROJECTION_MATRIX, &md[0]);
|
|
|
|
#define M(m,row,col) m[col*4+row]
|
|
M(m,0,0) = CLUTTER_FLOAT_TO_FIXED (M(md,0,0));
|
|
M(m,0,1) = CLUTTER_FLOAT_TO_FIXED (M(md,0,1));
|
|
M(m,0,2) = CLUTTER_FLOAT_TO_FIXED (M(md,0,2));
|
|
M(m,0,3) = CLUTTER_FLOAT_TO_FIXED (M(md,0,3));
|
|
|
|
M(m,1,0) = CLUTTER_FLOAT_TO_FIXED (M(md,1,0));
|
|
M(m,1,1) = CLUTTER_FLOAT_TO_FIXED (M(md,1,1));
|
|
M(m,1,2) = CLUTTER_FLOAT_TO_FIXED (M(md,1,2));
|
|
M(m,1,3) = CLUTTER_FLOAT_TO_FIXED (M(md,1,3));
|
|
|
|
M(m,2,0) = CLUTTER_FLOAT_TO_FIXED (M(md,2,0));
|
|
M(m,2,1) = CLUTTER_FLOAT_TO_FIXED (M(md,2,1));
|
|
M(m,2,2) = CLUTTER_FLOAT_TO_FIXED (M(md,2,2));
|
|
M(m,2,3) = CLUTTER_FLOAT_TO_FIXED (M(md,2,3));
|
|
|
|
M(m,3,0) = CLUTTER_FLOAT_TO_FIXED (M(md,3,0));
|
|
M(m,3,1) = CLUTTER_FLOAT_TO_FIXED (M(md,3,1));
|
|
M(m,3,2) = CLUTTER_FLOAT_TO_FIXED (M(md,3,2));
|
|
M(m,3,3) = CLUTTER_FLOAT_TO_FIXED (M(md,3,3));
|
|
#undef M
|
|
}
|
|
|
|
void
|
|
cogl_get_viewport (ClutterFixed v[4])
|
|
{
|
|
GLdouble vd[4];
|
|
glGetDoublev(GL_VIEWPORT, &vd[0]);
|
|
|
|
v[0] = CLUTTER_FLOAT_TO_FIXED (vd[0]);
|
|
v[1] = CLUTTER_FLOAT_TO_FIXED (vd[1]);
|
|
v[2] = CLUTTER_FLOAT_TO_FIXED (vd[2]);
|
|
v[3] = CLUTTER_FLOAT_TO_FIXED (vd[3]);
|
|
}
|
|
|
|
void
|
|
cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha)
|
|
{
|
|
GLint value;
|
|
if (red)
|
|
{
|
|
GE( glGetIntegerv(GL_RED_BITS, &value) );
|
|
*red = value;
|
|
}
|
|
if (green)
|
|
{
|
|
GE( glGetIntegerv(GL_GREEN_BITS, &value) );
|
|
*green = value;
|
|
}
|
|
if (blue)
|
|
{
|
|
GE( glGetIntegerv(GL_BLUE_BITS, &value) );
|
|
*blue = value;
|
|
}
|
|
if (alpha)
|
|
{
|
|
GE( glGetIntegerv(GL_ALPHA_BITS, &value ) );
|
|
*alpha = value;
|
|
}
|
|
}
|