f9039e53cb
Added a native Win32 WGL backend. * configure.ac: Added the 'win32' flavour. * clutter/cogl/gl/cogl.c (cogl_get_proc_address): Added an ifdef to use wglGetProcAddress with the Win32 backend. * clutter/Makefile.am (DIST_SUBDIRS): Added the win32 directory. * clutter/win32/clutter-win32.pc.in: * clutter/win32/clutter-win32.h: * clutter/win32/clutter-stage-win32.h: * clutter/win32/clutter-stage-win32.c: * clutter/win32/clutter-event-win32.c: * clutter/win32/clutter-backend-win32.h: * clutter/win32/Makefile.am: * clutter/win32/clutter-backend-win32.c: New files.
1079 lines
26 KiB
C
1079 lines
26 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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#include <gmodule.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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/* FBO Procs */
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typedef void (*GenFramebuffers) (GLsizei n, GLuint *ids);
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typedef void (*BindFramebuffer) (GLenum target, GLuint framebuffer);
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typedef void (*FramebufferTexture2D) (GLenum target, GLenum attachment,
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GLenum textarget, GLuint texture,
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GLint level);
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typedef GLenum (*CheckFramebufferStatus)(GLenum target);
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typedef void (*DeleteFramebuffers) (GLsizei n, const GLuint *framebuffers);
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static GenFramebuffers _gen_framebuffers = NULL;
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static BindFramebuffer _bind_framebuffer = NULL;
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static FramebufferTexture2D _framebuffer_texture_2d = NULL;
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static CheckFramebufferStatus _check_framebuffer_status = NULL;
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static DeleteFramebuffers _delete_framebuffers = NULL;
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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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#if defined(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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#elif defined(HAVE_CLUTTER_WIN32)
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return (CoglFuncPtr) wglGetProcAddress ((LPCSTR) name);
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#else /* HAVE_CLUTTER_WIN32 */
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/* this should find the right function if the program is linked against a
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* library providing it */
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static GModule *module = NULL;
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if (module == NULL)
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module = g_module_open (NULL, G_MODULE_BIND_LAZY | G_MODULE_BIND_LOCAL);
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if (module)
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{
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gpointer symbol;
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if (g_module_symbol (module, name, &symbol))
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return symbol;
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}
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#endif /* HAVE_CLUTTER_WIN32 */
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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_FOG);
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/*
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* Disable the depth test for now as has some strange side effects,
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* mainly on x/y axis rotation with multiple layers at same depth
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* (eg rotating text on a bg has very strange effect). Seems no clean
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* 100% effective way to fix without other odd issues.. So for now
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* move to application to handle and add cogl_enable_depth_test()
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* as for custom actors (i.e groups) to enable if need be.
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*
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* glEnable (GL_DEPTH_TEST);
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* glEnable (GL_ALPHA_TEST)
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* glDepthFunc (GL_LEQUAL);
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* glAlphaFunc (GL_GREATER, 0.1);
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*/
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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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__enable_flags |= CGL_ENABLE_BLEND;
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}
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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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{
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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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}
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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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{
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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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}
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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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}
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void
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cogl_enable_depth_test (gboolean setting)
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{
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if (setting)
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{
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glEnable (GL_DEPTH_TEST);
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glEnable (GL_ALPHA_TEST);
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glDepthFunc (GL_LEQUAL);
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glAlphaFunc (GL_GREATER, 0.1);
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}
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else
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{
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glDisable (GL_DEPTH_TEST);
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glDisable (GL_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 (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 (0.0f) );
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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( glRectf (CLUTTER_FIXED_TO_FLOAT (x_offset),
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CLUTTER_FIXED_TO_FLOAT (y_offset),
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CLUTTER_FIXED_TO_FLOAT (x_offset + width),
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CLUTTER_FIXED_TO_FLOAT (y_offset + 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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GE( glPixelStorei (GL_UNPACK_ROW_LENGTH, row_length) );
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GE( glPixelStorei (GL_UNPACK_ALIGNMENT, alignment) );
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}
|
|
|
|
void
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cogl_texture_set_filters (COGLenum target,
|
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COGLenum min_filter,
|
|
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,
|
|
COGLenum wrap_t)
|
|
{
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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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}
|
|
|
|
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,
|
|
COGLenum format,
|
|
COGLenum type,
|
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const guchar* pixels)
|
|
{
|
|
GE( glTexImage2D (target,
|
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0, /* No mipmap support as yet */
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|
internal_format,
|
|
width,
|
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height,
|
|
0, /* 0 pixel border */
|
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format,
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type,
|
|
pixels) );
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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,
|
|
pixels));
|
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}
|
|
|
|
void
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cogl_rectangle (gint x, gint y, guint width, guint height)
|
|
{
|
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GE( glRecti (x, y, x + width, y + height) );
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}
|
|
|
|
/* FIXME: Should use ClutterReal or Fixed */
|
|
void
|
|
cogl_trapezoid (gint y1,
|
|
gint x11,
|
|
gint x21,
|
|
gint y2,
|
|
gint x12,
|
|
gint x22)
|
|
{
|
|
GE( glBegin (GL_QUADS) );
|
|
GE( glVertex2i (x11, y1) );
|
|
GE( glVertex2i (x21, y1) );
|
|
GE( glVertex2i (x22, y2) );
|
|
GE( glVertex2i (x12, y2) );
|
|
GE( glEnd () );
|
|
}
|
|
|
|
void
|
|
cogl_alpha_func (COGLenum func,
|
|
ClutterFixed ref)
|
|
{
|
|
GE( glAlphaFunc (func, CLUTTER_FIXED_TO_FLOAT(ref)) );
|
|
}
|
|
|
|
void
|
|
cogl_perspective (ClutterFixed fovy,
|
|
ClutterFixed aspect,
|
|
ClutterFixed zNear,
|
|
ClutterFixed zFar)
|
|
{
|
|
ClutterFixed xmax, ymax;
|
|
ClutterFixed x, y, c, d;
|
|
ClutterFixed fovy_rad_half = CLUTTER_FIXED_MUL (fovy, CFX_PI) / 360;
|
|
|
|
GLfloat 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 are loosing significant
|
|
* precision, hence we use clutter_qmulx() here, not the fast macro.
|
|
*/
|
|
ymax = clutter_qmulx (zNear, CLUTTER_FIXED_DIV (clutter_sinx (fovy_rad_half),
|
|
clutter_cosx (fovy_rad_half)));
|
|
xmax = clutter_qmulx (ymax, aspect);
|
|
|
|
x = CLUTTER_FIXED_DIV (zNear, xmax);
|
|
y = CLUTTER_FIXED_DIV (zNear, ymax);
|
|
c = CLUTTER_FIXED_DIV (-(zFar + zNear), ( zFar - zNear));
|
|
d = CLUTTER_FIXED_DIV (-(clutter_qmulx (2*zFar, zNear)), (zFar - zNear));
|
|
|
|
#define M(row,col) m[col*4+row]
|
|
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
|
|
|
|
if (cogl_check_extension ("GL_ARB_vertex_shader", gl_extensions) &&
|
|
cogl_check_extension ("GL_ARB_fragment_shader", gl_extensions))
|
|
{
|
|
flags |= CLUTTER_FEATURE_SHADERS_GLSL;
|
|
}
|
|
|
|
if (cogl_check_extension ("GL_EXT_framebuffer_object", gl_extensions) ||
|
|
cogl_check_extension ("GL_ARB_framebuffer_object", gl_extensions))
|
|
{
|
|
_gen_framebuffers =
|
|
(GenFramebuffers) cogl_get_proc_address ("glGenFramebuffersEXT");
|
|
|
|
_bind_framebuffer =
|
|
(BindFramebuffer) cogl_get_proc_address ("glBindFramebufferEXT");
|
|
|
|
_framebuffer_texture_2d =
|
|
(FramebufferTexture2D)
|
|
cogl_get_proc_address ("glFramebufferTexture2DEXT");
|
|
|
|
_check_framebuffer_status =
|
|
(CheckFramebufferStatus)
|
|
cogl_get_proc_address ("glCheckFramebufferStatusEXT");
|
|
|
|
_delete_framebuffers =
|
|
(DeleteFramebuffers)
|
|
cogl_get_proc_address ("glDeleteFramebuffersEXT");
|
|
|
|
if (_gen_framebuffers
|
|
&& _bind_framebuffer
|
|
&& _framebuffer_texture_2d
|
|
&& _check_framebuffer_status
|
|
&& _delete_framebuffers)
|
|
flags |= CLUTTER_FEATURE_OFFSCREEN;
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_fog_set (const ClutterColor *fog_color,
|
|
ClutterFixed density,
|
|
ClutterFixed start,
|
|
ClutterFixed stop)
|
|
{
|
|
GLfloat fogColor[4];
|
|
|
|
fogColor[0] = ((float) fog_color->red / 0xff * 1.0);
|
|
fogColor[1] = ((float) fog_color->green / 0xff * 1.0);
|
|
fogColor[2] = ((float) fog_color->blue / 0xff * 1.0);
|
|
fogColor[3] = ((float) fog_color->alpha / 0xff * 1.0);
|
|
|
|
glEnable (GL_FOG);
|
|
|
|
glFogfv (GL_FOG_COLOR, fogColor);
|
|
|
|
glFogi (GL_FOG_MODE, GL_LINEAR);
|
|
glHint (GL_FOG_HINT, GL_NICEST);
|
|
|
|
glFogf (GL_FOG_DENSITY, CLUTTER_FIXED_TO_FLOAT (density));
|
|
glFogf (GL_FOG_START, CLUTTER_FIXED_TO_FLOAT (start));
|
|
glFogf (GL_FOG_END, CLUTTER_FIXED_TO_FLOAT (stop));
|
|
}
|
|
|
|
/* FBOs - offscreen */
|
|
|
|
COGLuint
|
|
cogl_offscreen_create (COGLuint target_texture)
|
|
{
|
|
#ifdef GL_FRAMEBUFFER_EXT
|
|
COGLuint handle;
|
|
GLenum status;
|
|
|
|
if (_gen_framebuffers == NULL
|
|
|| _bind_framebuffer == NULL
|
|
|| _framebuffer_texture_2d == NULL
|
|
|| _check_framebuffer_status == NULL)
|
|
{
|
|
/* tmp warning - need error reporting */
|
|
g_warning("Missing GL_FRAMEBUFFER_EXT API\n");
|
|
return 0;
|
|
}
|
|
|
|
_gen_framebuffers (1, &handle);
|
|
_bind_framebuffer (GL_FRAMEBUFFER_EXT, handle);
|
|
|
|
_framebuffer_texture_2d (GL_FRAMEBUFFER_EXT,
|
|
GL_COLOR_ATTACHMENT0_EXT,
|
|
GL_TEXTURE_RECTANGLE_ARB,
|
|
target_texture,
|
|
0);
|
|
|
|
status = _check_framebuffer_status (GL_FRAMEBUFFER_EXT);
|
|
|
|
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
|
|
{
|
|
_delete_framebuffers (1, &handle);
|
|
return 0;
|
|
}
|
|
|
|
_bind_framebuffer (GL_FRAMEBUFFER_EXT, 0);
|
|
|
|
return handle;
|
|
#else
|
|
/* tmp warning - need error reporting */
|
|
g_warning("No GL_FRAMEBUFFER_EXT\n");
|
|
return 0;
|
|
#endif
|
|
}
|
|
|
|
void
|
|
cogl_offscreen_destroy (COGLuint offscreen_handle)
|
|
{
|
|
if (_delete_framebuffers)
|
|
_delete_framebuffers (1, &offscreen_handle);
|
|
}
|
|
|
|
void
|
|
cogl_offscreen_redirect_start (COGLuint offscreen_handle,
|
|
gint width,
|
|
gint height)
|
|
{
|
|
/* FIXME: silly we need to pass width / height to init viewport */
|
|
#ifdef GL_FRAMEBUFFER_EXT
|
|
|
|
if (_bind_framebuffer == NULL)
|
|
return;
|
|
|
|
_bind_framebuffer (GL_FRAMEBUFFER_EXT, offscreen_handle);
|
|
|
|
glViewport (0, 0, width, height);
|
|
|
|
glMatrixMode (GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity ();
|
|
|
|
glMatrixMode (GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity ();
|
|
|
|
glTranslatef (-1.0f, -1.0f, 0.0f);
|
|
glScalef (2.0f / (float)width, 2.0f / (float)height, 1.0f);
|
|
|
|
/* Clear the scene, appears needed on some backends - OSX */
|
|
glClearColor (0.0, 0.0, 0.0, 0.0);
|
|
glClear (GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
|
|
#endif
|
|
}
|
|
|
|
void
|
|
cogl_offscreen_redirect_end (COGLuint offscreen_handle,
|
|
gint width,
|
|
gint height)
|
|
{
|
|
/* FIXME: silly we need to pass width / height to reset to */
|
|
if (_bind_framebuffer == NULL)
|
|
return;
|
|
|
|
#ifdef GL_FRAMEBUFFER_EXT
|
|
glViewport (0, 0, width, height);
|
|
|
|
glMatrixMode (GL_PROJECTION);
|
|
glPopMatrix();
|
|
|
|
glMatrixMode (GL_MODELVIEW);
|
|
glPopMatrix();
|
|
|
|
_bind_framebuffer (GL_FRAMEBUFFER_EXT, 0);
|
|
#endif
|
|
}
|
|
|
|
|
|
/* Shader Magic follows */
|
|
|
|
#ifdef __GNUC__
|
|
|
|
#define PROC(rettype, retval, procname, args...) \
|
|
static rettype (*proc) (args) = NULL; \
|
|
if (proc == NULL) \
|
|
{ \
|
|
proc = (void*)cogl_get_proc_address (#procname);\
|
|
if (!proc)\
|
|
{\
|
|
g_warning ("failed to lookup proc: %s", #procname);\
|
|
return retval;\
|
|
}\
|
|
}
|
|
#else
|
|
|
|
#define PROC(rettype, retval, procname, ...) \
|
|
static rettype (*proc) (__VA_ARGS__) = NULL; \
|
|
if (proc == NULL) \
|
|
{ \
|
|
proc = (void*)cogl_get_proc_address (#procname);\
|
|
if (!proc)\
|
|
{\
|
|
g_warning ("failed to lookup proc: %s", #procname);\
|
|
return retval;\
|
|
}\
|
|
}
|
|
|
|
#endif
|
|
|
|
COGLhandle
|
|
cogl_create_program (void)
|
|
{
|
|
PROC (GLhandleARB, 0, glCreateProgramObjectARB, void);
|
|
return proc ();
|
|
}
|
|
|
|
COGLhandle
|
|
cogl_create_shader (COGLenum shaderType)
|
|
{
|
|
PROC (GLhandleARB, 0, glCreateShaderObjectARB, GLenum);
|
|
return proc (shaderType);
|
|
}
|
|
|
|
void
|
|
cogl_shader_source (COGLhandle shader,
|
|
const gchar *source)
|
|
{
|
|
PROC (GLvoid,, glShaderSourceARB, GLhandleARB, GLsizei, const GLcharARB **, const GLint *)
|
|
proc (shader, 1, &source, NULL);
|
|
}
|
|
|
|
void
|
|
cogl_shader_compile (COGLhandle shader_handle)
|
|
{
|
|
PROC (GLvoid,, glCompileShaderARB, GLhandleARB);
|
|
proc (shader_handle);
|
|
}
|
|
|
|
void
|
|
cogl_program_attach_shader (COGLhandle program_handle,
|
|
COGLhandle shader_handle)
|
|
{
|
|
PROC (GLvoid,, glAttachObjectARB, GLhandleARB, GLhandleARB);
|
|
proc (program_handle, shader_handle);
|
|
}
|
|
|
|
void
|
|
cogl_program_link (COGLhandle program_handle)
|
|
{
|
|
PROC (GLvoid,, glLinkProgramARB, GLhandleARB);
|
|
proc (program_handle);
|
|
}
|
|
|
|
void
|
|
cogl_program_use (COGLhandle program_handle)
|
|
{
|
|
PROC (GLvoid,, glUseProgramObjectARB, GLhandleARB);
|
|
proc (program_handle);
|
|
}
|
|
|
|
COGLint
|
|
cogl_program_get_uniform_location (COGLhandle program_handle,
|
|
const gchar *uniform_name)
|
|
{
|
|
PROC (GLint,0, glGetUniformLocationARB, GLhandleARB, const GLcharARB *)
|
|
return proc (program_handle, uniform_name);
|
|
}
|
|
|
|
void
|
|
cogl_program_destroy (COGLhandle handle)
|
|
{
|
|
PROC (GLvoid,, glDeleteObjectARB, GLhandleARB);
|
|
proc (handle);
|
|
}
|
|
|
|
void
|
|
cogl_shader_destroy (COGLhandle handle)
|
|
{
|
|
PROC (GLvoid,, glDeleteObjectARB, GLhandleARB);
|
|
proc (handle);
|
|
}
|
|
|
|
void
|
|
cogl_shader_get_info_log (COGLhandle handle,
|
|
guint size,
|
|
gchar *buffer)
|
|
{
|
|
COGLint len;
|
|
PROC (GLvoid,, glGetInfoLogARB, GLhandleARB, GLsizei, GLsizei *, GLcharARB *);
|
|
proc (handle, size-1, &len, buffer);
|
|
buffer[len]='\0';
|
|
}
|
|
|
|
void
|
|
cogl_shader_get_parameteriv (COGLhandle handle,
|
|
COGLenum pname,
|
|
COGLint *dest)
|
|
{
|
|
PROC (GLvoid,, glGetObjectParameterivARB, GLhandleARB, GLenum, GLint*)
|
|
proc (handle, pname, dest);
|
|
}
|
|
|
|
|
|
void
|
|
cogl_program_uniform_1f (COGLint uniform_no,
|
|
gfloat value)
|
|
{
|
|
PROC (GLvoid,, glUniform1fARB, GLint, GLfloat);
|
|
proc (uniform_no, value);
|
|
}
|