mutter/gles/cogl.c
Neil Roberts f177aedcff GLES 2 backend
* clutter/eglx/clutter-stage-egl.h:
	* clutter/eglx/clutter-egl-headers.h:
	* clutter/eglx/clutter-backend-egl.h:
	* clutter/eglx/Makefile.am: Include the GLES and EGL headers via
	clutter-egl-headers.h so that the right version can be used
	depending on whether the GLES 2 wrapper is being used.

	* configure.ac: Added an automake conditional for whether the GLES
	2 wrapper should be used.

	* clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize):
	Remove the call to glGetIntegerv to get the max texture size. It
	was being called before the GL context was bound so it didn't work
	anyway and it was causing trouble for the GLES 2 simulator.

	* clutter/cogl/gles/stringify.sh: Shell script to convert the
	shaders into a C string.

	* clutter/cogl/gles/cogl-gles2-wrapper.h:
	* clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the
	missing GL functions in GLES 2.

	* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl:
	* clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for
	GLES 2

	* clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@
	macro instead of always using the GLES 1 header.

	* clutter/cogl/gles/cogl-context.h (CoglContext): Include a field
	for the state of the GLES 2 wrapper.

	* clutter/cogl/gles/cogl-texture.c:
	* clutter/cogl/gles/cogl-primitives.c:
	* clutter/cogl/gles/cogl.c: Use wrapped versions of the GL
	functions where neccessary.

	* clutter/cogl/gles/Makefile.am: Add sources for the GLES 2
	wrapper and an extra build step to put the GLSL files into a C
	string whenever the files change.
2008-05-27 17:42:50 +00:00

677 lines
15 KiB
C

/*
* Clutter COGL
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2007 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include <string.h>
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-context.h"
#include "cogl-gles2-wrapper.h"
/* GL error to string conversion */
#if COGL_DEBUG
struct token_string
{
GLuint Token;
const char *String;
};
static const struct token_string Errors[] = {
{ GL_NO_ERROR, "no error" },
{ GL_INVALID_ENUM, "invalid enumerant" },
{ GL_INVALID_VALUE, "invalid value" },
{ GL_INVALID_OPERATION, "invalid operation" },
{ GL_STACK_OVERFLOW, "stack overflow" },
{ GL_STACK_UNDERFLOW, "stack underflow" },
{ GL_OUT_OF_MEMORY, "out of memory" },
#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
{ GL_INVALID_FRAMEBUFFER_OPERATION_EXT, "invalid framebuffer operation" },
#endif
{ ~0, NULL }
};
const char*
_cogl_error_string(GLenum errorCode)
{
int i;
for (i = 0; Errors[i].String; i++) {
if (Errors[i].Token == errorCode)
return Errors[i].String;
}
return "unknown";
}
#endif
CoglFuncPtr
cogl_get_proc_address (const gchar* name)
{
return NULL;
}
gboolean
cogl_check_extension (const gchar *name, const gchar *ext)
{
return FALSE;
}
void
cogl_paint_init (const ClutterColor *color)
{
#if COGL_DEBUG
fprintf(stderr, "\n ============== Paint Start ================ \n");
#endif
cogl_wrap_glClearColorx ((color->red << 16) / 0xff,
(color->green << 16) / 0xff,
(color->blue << 16) / 0xff,
0xff);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
cogl_wrap_glDisable (GL_LIGHTING);
cogl_wrap_glDisable (GL_FOG);
}
/* FIXME: inline most of these */
void
cogl_push_matrix (void)
{
GE( cogl_wrap_glPushMatrix() );
}
void
cogl_pop_matrix (void)
{
GE( cogl_wrap_glPopMatrix() );
}
void
cogl_scale (ClutterFixed x, ClutterFixed y)
{
GE( cogl_wrap_glScalex (x, y, CFX_ONE) );
}
void
cogl_translatex (ClutterFixed x, ClutterFixed y, ClutterFixed z)
{
GE( cogl_wrap_glTranslatex (x, y, z) );
}
void
cogl_translate (gint x, gint y, gint z)
{
GE( cogl_wrap_glTranslatex (CLUTTER_INT_TO_FIXED(x),
CLUTTER_INT_TO_FIXED(y),
CLUTTER_INT_TO_FIXED(z)) );
}
void
cogl_rotatex (ClutterFixed angle,
ClutterFixed x,
ClutterFixed y,
ClutterFixed z)
{
GE( cogl_wrap_glRotatex (angle,x,y,z) );
}
void
cogl_rotate (gint angle, gint x, gint y, gint z)
{
GE( cogl_wrap_glRotatex (CLUTTER_INT_TO_FIXED(angle),
CLUTTER_INT_TO_FIXED(x),
CLUTTER_INT_TO_FIXED(y),
CLUTTER_INT_TO_FIXED(z)) );
}
static inline gboolean
cogl_toggle_flag (CoglContext *ctx,
gulong new_flags,
gulong flag,
GLenum gl_flag)
{
/* Toggles and caches a single enable flag on or off
* by comparing to current state
*/
if (new_flags & flag)
{
if (!(ctx->enable_flags & flag))
{
GE( cogl_wrap_glEnable (gl_flag) );
ctx->enable_flags |= flag;
return TRUE;
}
}
else if (ctx->enable_flags & flag)
{
GE( cogl_wrap_glDisable (gl_flag) );
ctx->enable_flags &= ~flag;
}
return FALSE;
}
static inline gboolean
cogl_toggle_client_flag (CoglContext *ctx,
gulong new_flags,
gulong flag,
GLenum gl_flag)
{
/* Toggles and caches a single client-side enable flag
* on or off by comparing to current state
*/
if (new_flags & flag)
{
if (!(ctx->enable_flags & flag))
{
GE( cogl_wrap_glEnableClientState (gl_flag) );
ctx->enable_flags |= flag;
return TRUE;
}
}
else if (ctx->enable_flags & flag)
{
GE( cogl_wrap_glDisableClientState (gl_flag) );
ctx->enable_flags &= ~flag;
}
return FALSE;
}
void
cogl_enable (gulong flags)
{
/* This function essentially caches glEnable state() in the
* hope of lessening number GL traffic.
*/
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_toggle_flag (ctx, flags,
COGL_ENABLE_BLEND,
GL_BLEND);
cogl_toggle_flag (ctx, flags,
COGL_ENABLE_TEXTURE_2D,
GL_TEXTURE_2D);
cogl_toggle_client_flag (ctx, flags,
COGL_ENABLE_VERTEX_ARRAY,
GL_VERTEX_ARRAY);
cogl_toggle_client_flag (ctx, flags,
COGL_ENABLE_TEXCOORD_ARRAY,
GL_TEXTURE_COORD_ARRAY);
cogl_toggle_client_flag (ctx, flags,
COGL_ENABLE_COLOR_ARRAY,
GL_COLOR_ARRAY);
}
gulong
cogl_get_enable ()
{
_COGL_GET_CONTEXT (ctx, 0);
return ctx->enable_flags;
}
void
cogl_blend_func (COGLenum src_factor, COGLenum dst_factor)
{
/* This function caches the blending setup in the
* hope of lessening GL traffic.
*/
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->blend_src_factor != src_factor ||
ctx->blend_dst_factor != dst_factor)
{
glBlendFunc (src_factor, dst_factor);
ctx->blend_src_factor = src_factor;
ctx->blend_dst_factor = dst_factor;
}
}
void
cogl_enable_depth_test (gboolean setting)
{
if (setting)
{
cogl_wrap_glEnable (GL_DEPTH_TEST);
cogl_wrap_glEnable (GL_ALPHA_TEST);
glDepthFunc (GL_LEQUAL);
cogl_wrap_glAlphaFunc (GL_GREATER, 0.1);
}
else
{
cogl_wrap_glDisable (GL_DEPTH_TEST);
cogl_wrap_glDisable (GL_ALPHA_TEST);
}
}
void
cogl_color (const ClutterColor *color)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#if 0 /*HAVE_GLES_COLOR4UB*/
/* NOTE: seems SDK_OGLES-1.1_LINUX_PCEMULATION_2.02.22.0756 has this call
* but is broken - see #857. Therefor disabling.
*/
/*
* GLES 1.1 does actually have this function, it's in the header file but
* missing in the reference manual (and SDK):
*
* http://www.khronos.org/egl/headers/1_1/gl.h
*/
GE( glColor4ub (color->red,
color->green,
color->blue,
color->alpha) );
#else
/* conversion can cause issues with picking on some gles implementations */
GE( cogl_wrap_glColor4x ((color->red << 16) / 0xff,
(color->green << 16) / 0xff,
(color->blue << 16) / 0xff,
(color->alpha << 16) / 0xff));
#endif
/* Store alpha for proper blending enables */
ctx->color_alpha = color->alpha;
}
void
cogl_clip_set (ClutterFixed x_offset,
ClutterFixed y_offset,
ClutterFixed width,
ClutterFixed height)
{
if (cogl_features_available (COGL_FEATURE_FOUR_CLIP_PLANES))
{
GLfixed eqn_left[4] = { CFX_ONE, 0, 0, -x_offset };
GLfixed eqn_right[4] = { -CFX_ONE, 0, 0, x_offset + width };
GLfixed eqn_top[4] = { 0, CFX_ONE, 0, -y_offset };
GLfixed eqn_bottom[4] = { 0, -CFX_ONE, 0, y_offset + height };
GE( cogl_wrap_glClipPlanex (GL_CLIP_PLANE0, eqn_left) );
GE( cogl_wrap_glClipPlanex (GL_CLIP_PLANE1, eqn_right) );
GE( cogl_wrap_glClipPlanex (GL_CLIP_PLANE2, eqn_top) );
GE( cogl_wrap_glClipPlanex (GL_CLIP_PLANE3, eqn_bottom) );
GE( cogl_wrap_glEnable (GL_CLIP_PLANE0) );
GE( cogl_wrap_glEnable (GL_CLIP_PLANE1) );
GE( cogl_wrap_glEnable (GL_CLIP_PLANE2) );
GE( cogl_wrap_glEnable (GL_CLIP_PLANE3) );
}
else if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
{
GE( cogl_wrap_glEnable (GL_STENCIL_TEST) );
GE( glClearStencil (0) );
GE( glClear (GL_STENCIL_BUFFER_BIT) );
GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
GE( cogl_wrap_glColor4x (CFX_ONE, CFX_ONE, CFX_ONE, CFX_ONE ) );
cogl_rectanglex (x_offset, y_offset, width, height);
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
}
}
void
cogl_clip_unset (void)
{
if (cogl_features_available (COGL_FEATURE_FOUR_CLIP_PLANES))
{
GE( cogl_wrap_glDisable (GL_CLIP_PLANE3) );
GE( cogl_wrap_glDisable (GL_CLIP_PLANE2) );
GE( cogl_wrap_glDisable (GL_CLIP_PLANE1) );
GE( cogl_wrap_glDisable (GL_CLIP_PLANE0) );
}
else if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
{
GE( cogl_wrap_glDisable (GL_STENCIL_TEST) );
}
}
void
cogl_alpha_func (COGLenum func,
ClutterFixed ref)
{
GE( cogl_wrap_glAlphaFunc (func, CLUTTER_FIXED_TO_FLOAT(ref)) );
}
/*
* Fixed point implementation of the perspective function
*/
void
cogl_perspective (ClutterFixed fovy,
ClutterFixed aspect,
ClutterFixed zNear,
ClutterFixed zFar)
{
ClutterFixed xmax, ymax;
ClutterFixed x, y, c, d;
ClutterFixed fovy_rad_half = CFX_MUL (fovy, CFX_PI) / 360;
GLfixed m[16];
memset (&m[0], 0, sizeof (m));
/*
* Based on the original algorithm in perspective():
*
* 1) xmin = -xmax => xmax + xmin == 0 && xmax - xmin == 2 * xmax
* same true for y, hence: a == 0 && b == 0;
*
* 2) When working with small numbers, we can are loosing significant
* precision, hence we use clutter_qmulx() here, not the fast macro.
*/
ymax = clutter_qmulx (zNear, CFX_DIV (clutter_sinx (fovy_rad_half),
clutter_cosx (fovy_rad_half)));
xmax = clutter_qmulx (ymax, aspect);
x = CFX_DIV (zNear, xmax);
y = CFX_DIV (zNear, ymax);
c = CFX_DIV (-(zFar + zNear), ( zFar - zNear));
d = CFX_DIV (-(clutter_qmulx (2*zFar, zNear)), (zFar - zNear));
#define M(row,col) m[col*4+row]
M(0,0) = x;
M(1,1) = y;
M(2,2) = c;
M(2,3) = d;
M(3,2) = 1 + ~CFX_ONE;
GE( cogl_wrap_glMultMatrixx (m) );
#undef M
}
void
cogl_setup_viewport (guint w,
guint h,
ClutterFixed fovy,
ClutterFixed aspect,
ClutterFixed z_near,
ClutterFixed z_far)
{
gint width = (gint) w;
gint height = (gint) h;
ClutterFixed z_camera;
GE( glViewport (0, 0, width, height) );
GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
GE( cogl_wrap_glLoadIdentity () );
/* For Ortho projection.
* cogl_wrap_glOrthox (0, width << 16, 0, height << 16, -1 << 16, 1 << 16);
*/
cogl_perspective (fovy, aspect, z_near, z_far);
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
GE( cogl_wrap_glLoadIdentity () );
/*
* camera distance from screen, 0.5 * tan (FOV)
*
* See comments in ../gl/cogl.c
*/
#define DEFAULT_Z_CAMERA 0.869f
z_camera = CLUTTER_FLOAT_TO_FIXED (DEFAULT_Z_CAMERA);
if (fovy != CFX_60)
{
ClutterFixed fovy_rad = CFX_MUL (fovy, CFX_PI) / 180;
z_camera = CFX_DIV (clutter_sinx (fovy_rad),
clutter_cosx (fovy_rad)) >> 1;
}
GE( cogl_wrap_glTranslatex (-1 << 15, -1 << 15, -z_camera));
GE( cogl_wrap_glScalex ( CFX_ONE / width,
-CFX_ONE / height,
CFX_ONE / width));
GE( cogl_wrap_glTranslatex (0, -CFX_ONE * height, 0) );
}
static void
_cogl_features_init ()
{
ClutterFeatureFlags flags = 0;
int stencil_bits = 0;
int max_clip_planes = 0;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
GE( glGetIntegerv (GL_STENCIL_BITS, &stencil_bits) );
if (stencil_bits > 0)
flags |= COGL_FEATURE_STENCIL_BUFFER;
GE( glGetIntegerv (GL_MAX_CLIP_PLANES, &max_clip_planes) );
if (max_clip_planes >= 4)
flags |= COGL_FEATURE_FOUR_CLIP_PLANES;
ctx->feature_flags = flags;
ctx->features_cached = TRUE;
}
ClutterFeatureFlags
cogl_get_features ()
{
_COGL_GET_CONTEXT (ctx, 0);
if (!ctx->features_cached)
_cogl_features_init ();
return ctx->feature_flags;
}
gboolean
cogl_features_available (CoglFeatureFlags features)
{
_COGL_GET_CONTEXT (ctx, 0);
if (!ctx->features_cached)
_cogl_features_init ();
return (ctx->feature_flags & features) == features;
}
void
cogl_get_modelview_matrix (ClutterFixed m[16])
{
cogl_wrap_glGetFixedv(GL_MODELVIEW_MATRIX, &m[0]);
}
void
cogl_get_projection_matrix (ClutterFixed m[16])
{
cogl_wrap_glGetFixedv(GL_PROJECTION_MATRIX, &m[0]);
}
void
cogl_get_viewport (ClutterFixed v[4])
{
cogl_wrap_glGetFixedv(GL_VIEWPORT, &v[0]);
}
void
cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha)
{
if (red)
GE( glGetIntegerv(GL_RED_BITS, red) );
if (green)
GE( glGetIntegerv(GL_GREEN_BITS, green) );
if (blue)
GE( glGetIntegerv(GL_BLUE_BITS, blue) );
if (alpha)
GE( glGetIntegerv(GL_ALPHA_BITS, alpha ) );
}
void
cogl_fog_set (const ClutterColor *fog_color,
ClutterFixed density,
ClutterFixed z_near,
ClutterFixed z_far)
{
GLfixed fogColor[4];
fogColor[0] = (fog_color->red << 16) / 0xff;
fogColor[1] = (fog_color->green << 16) / 0xff;
fogColor[2] = (fog_color->blue << 16) / 0xff;
fogColor[3] = (fog_color->alpha << 16) / 0xff;
cogl_wrap_glEnable (GL_FOG);
cogl_wrap_glFogxv (GL_FOG_COLOR, fogColor);
cogl_wrap_glFogx (GL_FOG_MODE, GL_LINEAR);
glHint (GL_FOG_HINT, GL_NICEST);
cogl_wrap_glFogx (GL_FOG_DENSITY, (GLfixed) density);
cogl_wrap_glFogx (GL_FOG_START, (GLfixed) z_near);
cogl_wrap_glFogx (GL_FOG_END, (GLfixed) z_far);
}
/* Shaders, no support on regular OpenGL 1.1 */
CoglHandle
cogl_create_program (void)
{
return COGL_INVALID_HANDLE;
}
gboolean
cogl_is_program (CoglHandle handle)
{
return FALSE;
}
CoglHandle
cogl_program_ref (CoglHandle handle)
{
return COGL_INVALID_HANDLE;
}
void
cogl_program_unref (CoglHandle handle)
{
}
CoglHandle
cogl_create_shader (COGLenum shaderType)
{
return COGL_INVALID_HANDLE;
}
gboolean
cogl_is_shader (CoglHandle handle)
{
return FALSE;
}
CoglHandle
cogl_shader_ref (CoglHandle handle)
{
return COGL_INVALID_HANDLE;
}
void
cogl_shader_unref (CoglHandle handle)
{
}
void
cogl_shader_source (CoglHandle shader,
const gchar *source)
{
}
void
cogl_shader_compile (CoglHandle shader_handle)
{
}
void
cogl_program_attach_shader (CoglHandle program_handle,
CoglHandle shader_handle)
{
}
void
cogl_program_link (CoglHandle program_handle)
{
}
void
cogl_program_use (CoglHandle program_handle)
{
}
COGLint
cogl_program_get_uniform_location (CoglHandle program_handle,
const gchar *uniform_name)
{
return 0;
}
void
cogl_shader_get_info_log (CoglHandle handle,
guint size,
gchar *buffer)
{
}
void
cogl_shader_get_parameteriv (CoglHandle handle,
COGLenum pname,
COGLint *dest)
{
}
void
cogl_program_uniform_1f (COGLint uniform_no,
gfloat value)
{
}