mutter/clutter/cogl/gl/cogl.c

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/*
* 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 <gmodule.h>
#include <math.h>
#include <stdlib.h>
#ifdef HAVE_CLUTTER_GLX
#include <dlfcn.h>
#include <GL/glx.h>
typedef CoglFuncPtr (*GLXGetProcAddressProc) (const guint8 *procName);
#endif
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-context.h"
/* GL error to string conversion */
#if COGL_DEBUG
struct token_string
{
GLuint Token;
const char *String;
};
static const struct token_string Errors[] = {
{ GL_NO_ERROR, "no error" },
{ GL_INVALID_ENUM, "invalid enumerant" },
{ GL_INVALID_VALUE, "invalid value" },
{ GL_INVALID_OPERATION, "invalid operation" },
{ GL_STACK_OVERFLOW, "stack overflow" },
{ GL_STACK_UNDERFLOW, "stack underflow" },
{ GL_OUT_OF_MEMORY, "out of memory" },
#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
{ GL_INVALID_FRAMEBUFFER_OPERATION_EXT, "invalid framebuffer operation" },
#endif
{ ~0, NULL }
};
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)
{
/* Sucks to ifdef here but not other option..? would be nice to
* split the code up for more reuse (once more backends use this
*/
#if defined(HAVE_CLUTTER_GLX)
static GLXGetProcAddressProc get_proc_func = NULL;
static void *dlhand = NULL;
if (get_proc_func == NULL && dlhand == NULL)
{
dlhand = dlopen (NULL, RTLD_LAZY);
if (dlhand)
{
dlerror ();
get_proc_func =
(GLXGetProcAddressProc) dlsym (dlhand, "glXGetProcAddress");
if (dlerror () != NULL)
{
get_proc_func =
(GLXGetProcAddressProc) dlsym (dlhand, "glXGetProcAddressARB");
}
if (dlerror () != NULL)
{
get_proc_func = NULL;
g_warning ("failed to bind GLXGetProcAddress "
"or GLXGetProcAddressARB");
}
}
}
if (get_proc_func)
return get_proc_func ((unsigned char*) name);
#elif defined(HAVE_CLUTTER_WIN32)
return (CoglFuncPtr) wglGetProcAddress ((LPCSTR) name);
#else /* HAVE_CLUTTER_WIN32 */
/* this should find the right function if the program is linked against a
* library providing it */
static GModule *module = NULL;
if (module == NULL)
module = g_module_open (NULL, G_MODULE_BIND_LAZY | G_MODULE_BIND_LOCAL);
if (module)
{
gpointer symbol;
if (g_module_symbol (module, name, &symbol))
return symbol;
}
#endif /* HAVE_CLUTTER_WIN32 */
return NULL;
}
gboolean
cogl_check_extension (const gchar *name, const gchar *ext)
{
gchar *end;
gint name_len, n;
if (name == NULL || ext == NULL)
return FALSE;
end = (gchar*)(ext + strlen(ext));
name_len = strlen(name);
while (ext < end)
{
n = strcspn(ext, " ");
if ((name_len == n) && (!strncmp(name, ext, n)))
return TRUE;
ext += (n + 1);
}
return FALSE;
}
void
cogl_paint_init (const CoglColor *color)
{
GE( glClearColor (cogl_color_get_red_float (color),
cogl_color_get_green_float (color),
cogl_color_get_blue_float (color),
0.0) );
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable (GL_LIGHTING);
glDisable (GL_FOG);
/*
* Disable the depth test for now as has some strange side effects,
* mainly on x/y axis rotation with multiple layers at same depth
* (eg rotating text on a bg has very strange effect). Seems no clean
* 100% effective way to fix without other odd issues.. So for now
* move to application to handle and add cogl_enable_depth_test()
* as for custom actors (i.e groups) to enable if need be.
*
* glEnable (GL_DEPTH_TEST);
* glEnable (GL_ALPHA_TEST)
* glDepthFunc (GL_LEQUAL);
* glAlphaFunc (GL_GREATER, 0.1);
*/
}
/* FIXME: inline most of these */
void
cogl_push_matrix (void)
{
glPushMatrix();
}
void
cogl_pop_matrix (void)
{
glPopMatrix();
}
void
cogl_scale (float x, float y)
{
glScalef ((float)(x),
(float)(y),
1.0);
}
void
cogl_translate (float x, float y, float z)
{
glTranslatef (x, y, z);
}
void
cogl_rotate (float angle, float x, float y, float z)
{
glRotatef (angle, x, y, z);
}
static inline gboolean
cogl_toggle_flag (CoglContext *ctx,
gulong new_flags,
gulong flag,
GLenum gl_flag)
{
/* Toggles and caches a single enable flag on or off
* by comparing to current state
*/
if (new_flags & flag)
{
if (!(ctx->enable_flags & flag))
{
GE( glEnable (gl_flag) );
ctx->enable_flags |= flag;
return TRUE;
}
}
else if (ctx->enable_flags & flag)
{
GE( glDisable (gl_flag) );
ctx->enable_flags &= ~flag;
}
return FALSE;
}
static inline gboolean
cogl_toggle_client_flag (CoglContext *ctx,
gulong new_flags,
gulong flag,
GLenum gl_flag)
{
/* Toggles and caches a single client-side enable flag
* on or off by comparing to current state
*/
if (new_flags & flag)
{
if (!(ctx->enable_flags & flag))
{
GE( glEnableClientState (gl_flag) );
ctx->enable_flags |= flag;
return TRUE;
}
}
else if (ctx->enable_flags & flag)
{
GE( glDisableClientState (gl_flag) );
ctx->enable_flags &= ~flag;
}
return FALSE;
}
void
cogl_enable (gulong flags)
{
/* This function essentially caches glEnable state() in the
* hope of lessening number GL traffic.
*/
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_toggle_flag (ctx, flags,
COGL_ENABLE_BLEND,
GL_BLEND);
cogl_toggle_flag (ctx, flags,
COGL_ENABLE_TEXTURE_2D,
GL_TEXTURE_2D);
cogl_toggle_flag (ctx, flags,
COGL_ENABLE_BACKFACE_CULLING,
GL_CULL_FACE);
#ifdef GL_TEXTURE_RECTANGLE_ARB
cogl_toggle_flag (ctx, flags,
COGL_ENABLE_TEXTURE_RECT,
GL_TEXTURE_RECTANGLE_ARB);
#endif
cogl_toggle_client_flag (ctx, flags,
COGL_ENABLE_VERTEX_ARRAY,
GL_VERTEX_ARRAY);
cogl_toggle_client_flag (ctx, flags,
COGL_ENABLE_TEXCOORD_ARRAY,
GL_TEXTURE_COORD_ARRAY);
cogl_toggle_client_flag (ctx, flags,
COGL_ENABLE_COLOR_ARRAY,
GL_COLOR_ARRAY);
}
gulong
cogl_get_enable ()
{
_COGL_GET_CONTEXT (ctx, 0);
return ctx->enable_flags;
}
void
cogl_blend_func (COGLenum src_factor, COGLenum dst_factor)
{
/* This function caches the blending setup in the
* hope of lessening GL traffic.
*/
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->blend_src_factor != src_factor ||
ctx->blend_dst_factor != dst_factor)
{
glBlendFunc (src_factor, dst_factor);
ctx->blend_src_factor = src_factor;
ctx->blend_dst_factor = dst_factor;
}
}
void
cogl_enable_depth_test (gboolean setting)
{
if (setting)
{
glEnable (GL_DEPTH_TEST);
glEnable (GL_ALPHA_TEST);
glDepthFunc (GL_LEQUAL);
glAlphaFunc (GL_GREATER, 0.1);
}
else
{
glDisable (GL_DEPTH_TEST);
glDisable (GL_ALPHA_TEST);
}
}
void
cogl_enable_backface_culling (gboolean setting)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
ctx->enable_backface_culling = setting;
}
void
2008-11-12 Emmanuele Bassi <ebassi@linux.intel.com> * clutter/cogl/cogl-color.h: * clutter/cogl/cogl-path.h: * clutter/cogl/cogl-types.h: * clutter/cogl/common/cogl-color.c: Deprecated cogl_color() in favour of cogl_set_source_color() and friends; store the CoglColor components as unsigned bytes instead of fixed point normalized values; add functions for allocating, copying and freeing CoglColor, for use of language bindings. * clutter/cogl/cogl.h.in: * clutter/cogl/cogl-deprecated.h: Added cogl-deprecated.h, an header file containing the deprecation symbols similar to clutter-deprecated.h. * clutter/cogl/gl/Makefile.am: * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/Makefile.am: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl.c: Update the GL and GLES implementations of COGL after the CoglColor changes. * clutter/clutter-actor.c: * clutter/clutter-clone-texture.c: * clutter/clutter-entry.c: * clutter/clutter-label.c: * clutter/clutter-rectangle.c: * clutter/clutter-texture.c: Do not use CoglColor whenever it is possible, and use cogl_set_source_color4ub() instead. * clutter/pango/cogl-pango-render.c: Ditto as above. * doc/reference/clutter/subclassing-ClutterActor.xml: * doc/reference/cogl/cogl-sections.txt: Update the documentation. * tests/interactive/test-cogl-offscreen.c: * tests/interactive/test-cogl-primitives.c: * tests/interactive/test-cogl-tex-convert.c: * tests/interactive/test-cogl-tex-foreign.c: * tests/interactive/test-cogl-tex-getset.c: * tests/interactive/test-cogl-tex-polygon.c: * tests/interactive/test-cogl-tex-tile.c: * tests/interactive/test-paint-wrapper.c: Drop the usage of CoglColor whenever it is possible.
2008-11-12 13:57:58 +00:00
cogl_set_source_color (const CoglColor *color)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
2008-11-12 Emmanuele Bassi <ebassi@linux.intel.com> * clutter/cogl/cogl-color.h: * clutter/cogl/cogl-path.h: * clutter/cogl/cogl-types.h: * clutter/cogl/common/cogl-color.c: Deprecated cogl_color() in favour of cogl_set_source_color() and friends; store the CoglColor components as unsigned bytes instead of fixed point normalized values; add functions for allocating, copying and freeing CoglColor, for use of language bindings. * clutter/cogl/cogl.h.in: * clutter/cogl/cogl-deprecated.h: Added cogl-deprecated.h, an header file containing the deprecation symbols similar to clutter-deprecated.h. * clutter/cogl/gl/Makefile.am: * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/Makefile.am: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl.c: Update the GL and GLES implementations of COGL after the CoglColor changes. * clutter/clutter-actor.c: * clutter/clutter-clone-texture.c: * clutter/clutter-entry.c: * clutter/clutter-label.c: * clutter/clutter-rectangle.c: * clutter/clutter-texture.c: Do not use CoglColor whenever it is possible, and use cogl_set_source_color4ub() instead. * clutter/pango/cogl-pango-render.c: Ditto as above. * doc/reference/clutter/subclassing-ClutterActor.xml: * doc/reference/cogl/cogl-sections.txt: Update the documentation. * tests/interactive/test-cogl-offscreen.c: * tests/interactive/test-cogl-primitives.c: * tests/interactive/test-cogl-tex-convert.c: * tests/interactive/test-cogl-tex-foreign.c: * tests/interactive/test-cogl-tex-getset.c: * tests/interactive/test-cogl-tex-polygon.c: * tests/interactive/test-cogl-tex-tile.c: * tests/interactive/test-paint-wrapper.c: Drop the usage of CoglColor whenever it is possible.
2008-11-12 13:57:58 +00:00
glColor4ub (cogl_color_get_red_byte (color),
cogl_color_get_green_byte (color),
cogl_color_get_blue_byte (color),
cogl_color_get_alpha_byte (color));
/* Store alpha for proper blending enables */
ctx->color_alpha = cogl_color_get_alpha_byte (color);
}
static void
apply_matrix (const GLfloat *matrix, GLfloat *vertex)
{
int x, y;
GLfloat vertex_out[4] = { 0 };
for (y = 0; y < 4; y++)
for (x = 0; x < 4; x++)
vertex_out[y] += vertex[x] * matrix[y + x * 4];
memcpy (vertex, vertex_out, sizeof (vertex_out));
}
static void
project_vertex (GLfloat *modelview, GLfloat *project, GLfloat *vertex)
{
int i;
/* Apply the modelview matrix */
apply_matrix (modelview, vertex);
/* Apply the projection matrix */
apply_matrix (project, vertex);
/* Convert from homogenized coordinates */
for (i = 0; i < 4; i++)
vertex[i] /= vertex[3];
}
static void
set_clip_plane (GLint plane_num,
const GLfloat *vertex_a,
const GLfloat *vertex_b)
{
GLdouble plane[4];
GLfloat angle;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Calculate the angle between the axes and the line crossing the
two points */
angle = atan2f ((vertex_b[1] - vertex_a[1]),
(vertex_b[0] - vertex_a[0])) * 180.0f / G_PI;
GE( glPushMatrix () );
/* Load the identity matrix and multiply by the reverse of the
projection matrix so we can specify the plane in screen
coordinates */
GE( glLoadIdentity () );
GE( glMultMatrixf (ctx->inverse_projection) );
/* Rotate about point a */
GE( glTranslatef (vertex_a[0], vertex_a[1], vertex_a[2]) );
/* Rotate the plane by the calculated angle so that it will connect
the two points */
GE( glRotatef (angle, 0.0f, 0.0f, 1.0f) );
GE( glTranslatef (-vertex_a[0], -vertex_a[1], -vertex_a[2]) );
plane[0] = 0.0f;
plane[1] = -1.0f;
plane[2] = 0.0f;
plane[3] = vertex_a[1];
GE( glClipPlane (plane_num, plane) );
GE( glPopMatrix () );
}
void
_cogl_set_clip_planes (float x_offset,
float y_offset,
float width,
float height)
{
GLfloat modelview[16], projection[16];
GLfloat vertex_tl[4] = { (x_offset),
(y_offset),
0.0f, 1.0f };
GLfloat vertex_tr[4] = { (x_offset + width),
(y_offset),
0.0f, 1.0f };
GLfloat vertex_bl[4] = { (x_offset),
(y_offset + height),
0.0f, 1.0f };
GLfloat vertex_br[4] = { (x_offset + width),
(y_offset + height),
0.0f, 1.0f };
GE( glGetFloatv (GL_MODELVIEW_MATRIX, modelview) );
GE( glGetFloatv (GL_PROJECTION_MATRIX, projection) );
project_vertex (modelview, projection, vertex_tl);
project_vertex (modelview, projection, vertex_tr);
project_vertex (modelview, projection, vertex_bl);
project_vertex (modelview, projection, vertex_br);
/* If the order of the top and bottom lines is different from the
order of the left and right lines then the clip rect must have
been transformed so that the back is visible. We therefore need
to swap one pair of vertices otherwise all of the planes will be
the wrong way around */
if ((vertex_tl[0] < vertex_tr[0] ? 1 : 0)
!= (vertex_bl[1] < vertex_tl[1] ? 1 : 0))
{
GLfloat temp[4];
memcpy (temp, vertex_tl, sizeof (temp));
memcpy (vertex_tl, vertex_tr, sizeof (temp));
memcpy (vertex_tr, temp, sizeof (temp));
memcpy (temp, vertex_bl, sizeof (temp));
memcpy (vertex_bl, vertex_br, sizeof (temp));
memcpy (vertex_br, temp, sizeof (temp));
}
set_clip_plane (GL_CLIP_PLANE0, vertex_tl, vertex_tr);
set_clip_plane (GL_CLIP_PLANE1, vertex_tr, vertex_br);
set_clip_plane (GL_CLIP_PLANE2, vertex_br, vertex_bl);
set_clip_plane (GL_CLIP_PLANE3, vertex_bl, vertex_tl);
}
void
_cogl_add_stencil_clip (float x_offset,
float y_offset,
float width,
float height,
gboolean first)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (first)
{
GE( glEnable (GL_STENCIL_TEST) );
/* Initially disallow everything */
GE( glClearStencil (0) );
GE( glClear (GL_STENCIL_BUFFER_BIT) );
/* Punch out a hole to allow the rectangle */
GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
GE( glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE) );
GE( glRectf ( (x_offset),
(y_offset),
(x_offset + width),
(y_offset + height)) );
}
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 13:45:09 +00:00
else
{
/* Add one to every pixel of the stencil buffer in the
rectangle */
GE( glStencilFunc (GL_NEVER, 0x1, 0x3) );
GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
GE( glRectf ( (x_offset),
(y_offset),
(x_offset + width),
(y_offset + height)) );
/* Subtract one from all pixels in the stencil buffer so that
only pixels where both the original stencil buffer and the
rectangle are set will be valid */
GE( glStencilOp (GL_DECR, GL_DECR, GL_DECR) );
GE( glPushMatrix () );
GE( glLoadIdentity () );
GE( glMatrixMode (GL_PROJECTION) );
GE( glPushMatrix () );
GE( glLoadIdentity () );
GE( glRecti (-1, 1, 1, -1) );
GE( glPopMatrix () );
GE( glMatrixMode (GL_MODELVIEW) );
GE( glPopMatrix () );
}
/* Restore the stencil mode */
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
}
void
_cogl_set_matrix (const float *matrix)
{
float float_matrix[16];
int i;
for (i = 0; i < 16; i++)
float_matrix[i] = (matrix[i]);
GE( glLoadIdentity () );
GE( glMultMatrixf (float_matrix) );
}
void
_cogl_disable_stencil_buffer (void)
{
GE( glDisable (GL_STENCIL_TEST) );
}
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 13:45:09 +00:00
void
_cogl_enable_clip_planes (void)
{
GE( glEnable (GL_CLIP_PLANE0) );
GE( glEnable (GL_CLIP_PLANE1) );
GE( glEnable (GL_CLIP_PLANE2) );
GE( glEnable (GL_CLIP_PLANE3) );
}
void
_cogl_disable_clip_planes (void)
{
GE( glDisable (GL_CLIP_PLANE3) );
GE( glDisable (GL_CLIP_PLANE2) );
GE( glDisable (GL_CLIP_PLANE1) );
GE( glDisable (GL_CLIP_PLANE0) );
}
void
cogl_alpha_func (COGLenum func,
float ref)
{
GE( glAlphaFunc (func, (ref)) );
}
void
cogl_perspective (float fovy,
float aspect,
float zNear,
float zFar)
{
float xmax, ymax;
float x, y, c, d;
float fovy_rad_half = (fovy * G_PI) / 360;
GLfloat m[16];
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
memset (&m[0], 0, sizeof (m));
GE( glMatrixMode (GL_PROJECTION) );
GE( glLoadIdentity () );
/*
* 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
2008-10-30 Emmanuele Bassi <ebassi@linux.intel.com> Bug 1209 - Move fixed point API in COGL * clutter/cogl/cogl-fixed.h: * clutter/cogl/cogl.h.in: * clutter/cogl/common/Makefile.am: * clutter/cogl/common/cogl-fixed.c: Add fixed point API, modelled after the ClutterFixed. The CoglFixed API supercedes the ClutterFixed one and avoids the dependency of COGL on Clutter's own API. * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: Update internal usage of ClutterFixed to CoglFixed. * clutter/cogl/gl/Makefile.am: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gl/cogl.c: Ditto, in the GL implementation of the COGL API. * clutter/cogl/gles/Makefile.am: * clutter/cogl/gles/cogl-fbo.c: * clutter/cogl/gles/cogl-gles2-wrapper.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl.c: Ditto, in the GLES implementation of the COGL API. * clutter/pango/pangoclutter-glyph-cache.c: * clutter/pango/pangoclutter-glyph-cache.h: Ditto, in the Pango renderer glyphs cache. * clutter/clutter-fixed.c: * clutter/clutter-fixed.h: ClutterFixed and related API becomes a simple transition API for bindings and public Clutter API. * clutter/clutter-actor.c: * clutter/clutter-alpha.c: * clutter/clutter-backend.c: * clutter/clutter-behaviour-depth.c: * clutter/clutter-behaviour-ellipse.c: * clutter/clutter-behaviour-path.c: * clutter/clutter-behaviour-rotate.c: * clutter/clutter-behaviour-scale.c: * clutter/clutter-clone-texture.c: * clutter/clutter-color.c: * clutter/clutter-entry.c: * clutter/clutter-stage.c: * clutter/clutter-texture.c: * clutter/clutter-timeline.c: * clutter/clutter-units.h: Move from the internal usage of ClutterFixed to CoglFixed. * doc/reference/clutter/clutter-sections.txt: * doc/reference/cogl/cogl-docs.sgml: * doc/reference/cogl/cogl-sections.txt: Update the documentation. * tests/test-cogl-tex-tile.c: * tests/test-project.c: Fix tests after the API change * README: Add release notes.
2008-10-30 16:37:55 +00:00
* precision
*/
ymax = (zNear * (sinf (fovy_rad_half) / cosf (fovy_rad_half)));
xmax = (ymax * aspect);
2008-10-30 Emmanuele Bassi <ebassi@linux.intel.com> Bug 1209 - Move fixed point API in COGL * clutter/cogl/cogl-fixed.h: * clutter/cogl/cogl.h.in: * clutter/cogl/common/Makefile.am: * clutter/cogl/common/cogl-fixed.c: Add fixed point API, modelled after the ClutterFixed. The CoglFixed API supercedes the ClutterFixed one and avoids the dependency of COGL on Clutter's own API. * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: Update internal usage of ClutterFixed to CoglFixed. * clutter/cogl/gl/Makefile.am: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gl/cogl.c: Ditto, in the GL implementation of the COGL API. * clutter/cogl/gles/Makefile.am: * clutter/cogl/gles/cogl-fbo.c: * clutter/cogl/gles/cogl-gles2-wrapper.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl.c: Ditto, in the GLES implementation of the COGL API. * clutter/pango/pangoclutter-glyph-cache.c: * clutter/pango/pangoclutter-glyph-cache.h: Ditto, in the Pango renderer glyphs cache. * clutter/clutter-fixed.c: * clutter/clutter-fixed.h: ClutterFixed and related API becomes a simple transition API for bindings and public Clutter API. * clutter/clutter-actor.c: * clutter/clutter-alpha.c: * clutter/clutter-backend.c: * clutter/clutter-behaviour-depth.c: * clutter/clutter-behaviour-ellipse.c: * clutter/clutter-behaviour-path.c: * clutter/clutter-behaviour-rotate.c: * clutter/clutter-behaviour-scale.c: * clutter/clutter-clone-texture.c: * clutter/clutter-color.c: * clutter/clutter-entry.c: * clutter/clutter-stage.c: * clutter/clutter-texture.c: * clutter/clutter-timeline.c: * clutter/clutter-units.h: Move from the internal usage of ClutterFixed to CoglFixed. * doc/reference/clutter/clutter-sections.txt: * doc/reference/cogl/cogl-docs.sgml: * doc/reference/cogl/cogl-sections.txt: Update the documentation. * tests/test-cogl-tex-tile.c: * tests/test-project.c: Fix tests after the API change * README: Add release notes.
2008-10-30 16:37:55 +00:00
x = (zNear / xmax);
y = (zNear / ymax);
c = (-(zFar + zNear) / ( zFar - zNear));
d = (-(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) = -1.0F;
2007-06-12 11:42:29 +00:00
GE( glMultMatrixf (m) );
GE( glMatrixMode (GL_MODELVIEW) );
/* Calculate and store the inverse of the matrix */
memset (ctx->inverse_projection, 0, sizeof (GLfloat) * 16);
#define m ctx->inverse_projection
M(0, 0) = 1.0f / (x);
M(1, 1) = 1.0f / (y);
M(2, 3) = -1.0f;
M(3, 2) = 1.0f / (d);
M(3, 3) = (c) / (d);
#undef m
#undef M
}
void
cogl_frustum (float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
GLfloat c, d;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
GE( glMatrixMode (GL_PROJECTION) );
GE( glLoadIdentity () );
GE( glFrustum ((GLdouble)(left),
(GLdouble)(right),
(GLdouble)(bottom),
(GLdouble)(top),
(GLdouble)(z_near),
(GLdouble)(z_far)) );
GE( glMatrixMode (GL_MODELVIEW) );
/* Calculate and store the inverse of the matrix */
memset (ctx->inverse_projection, 0, sizeof (GLfloat) * 16);
c = - (z_far + z_near)
/ (z_far - z_near);
d = - (2 * (z_far * z_near))
/ (z_far - z_near);
#define M(row,col) ctx->inverse_projection[col*4+row]
M(0,0) = (right - left)
/ (2 * z_near);
M(0,3) = (right + left)
/ (2 * z_near);
M(1,1) = (top - bottom)
/ (2 * z_near);
M(1,3) = (top + bottom)
/ (2 * z_near);
M(2,3) = -1.0f;
M(3,2) = 1.0f / d;
M(3,3) = c / d;
#undef M
}
void
cogl_viewport (guint width,
guint height)
{
GE( glViewport (0, 0, width, height) );
}
void
cogl_setup_viewport (guint width,
guint height,
float fovy,
float aspect,
float z_near,
float z_far)
{
GLfloat z_camera;
GLfloat projection_matrix[16];
GE( glViewport (0, 0, width, height) );
cogl_perspective (fovy, aspect, z_near, z_far);
/*
* In theory, we can compute the camera distance from screen as:
*
* 0.5 * tan (FOV)
*
* However, it's better to compute the z_camera from our projection
* matrix so that we get a 1:1 mapping at the screen distance. Consider
* the upper-left corner of the screen. It has object coordinates
* (0,0,0), so by the transform below, ends up with eye coordinate
*
* x_eye = x_object / width - 0.5 = - 0.5
* y_eye = (height - y_object) / width - 0.5 = 0.5
* z_eye = z_object / width - z_camera = - z_camera
*
* From cogl_perspective(), we know that the projection matrix has
* the form:
*
* (x, 0, 0, 0)
* (0, y, 0, 0)
* (0, 0, c, d)
* (0, 0, -1, 0)
*
* Applied to the above, we get clip coordinates of
*
* x_clip = x * (- 0.5)
* y_clip = y * 0.5
* w_clip = - 1 * (- z_camera) = z_camera
*
* Dividing through by w to get normalized device coordinates, we
* have, x_nd = x * 0.5 / z_camera, y_nd = - y * 0.5 / z_camera.
* The upper left corner of the screen has normalized device coordinates,
* (-1, 1), so to have the correct 1:1 mapping, we have to have:
*
* z_camera = 0.5 * x = 0.5 * y
*
* If x != y, then we have a non-uniform aspect ration, and a 1:1 mapping
* doesn't make sense.
*/
cogl_get_projection_matrix (projection_matrix);
z_camera = 0.5 * projection_matrix[0];
GE( glLoadIdentity () );
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) );
}
#ifdef HAVE_CLUTTER_OSX
static gboolean
really_enable_npot (void)
{
/* OSX backend + ATI Radeon X1600 + NPOT texture + GL_REPEAT seems to crash
* http://bugzilla.openedhand.com/show_bug.cgi?id=929
*
* Temporary workaround until post 0.8 we rejig the features set up a
* little to allow the backend to overide.
*/
const char *gl_renderer;
const char *env_string;
/* Regardless of hardware, allow user to decide. */
env_string = g_getenv ("COGL_ENABLE_NPOT");
if (env_string != NULL)
return env_string[0] == '1';
gl_renderer = (char*)glGetString (GL_RENDERER);
if (strstr (gl_renderer, "ATI Radeon X1600") != NULL)
return FALSE;
return TRUE;
}
#endif
static void
_cogl_features_init ()
{
CoglFeatureFlags flags = 0;
const gchar *gl_extensions;
GLint max_clip_planes = 0;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 13:45:09 +00:00
GLint num_stencil_bits = 0;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
flags = COGL_FEATURE_TEXTURE_READ_PIXELS;
gl_extensions = (const gchar*) glGetString (GL_EXTENSIONS);
if (cogl_check_extension ("GL_ARB_texture_non_power_of_two", gl_extensions))
{
#ifdef HAVE_CLUTTER_OSX
if (really_enable_npot ())
#endif
flags |= COGL_FEATURE_TEXTURE_NPOT;
}
#ifdef GL_YCBCR_MESA
if (cogl_check_extension ("GL_MESA_ycbcr_texture", gl_extensions))
{
flags |= COGL_FEATURE_TEXTURE_YUV;
}
#endif
if (cogl_check_extension ("GL_ARB_shader_objects", gl_extensions) &&
cogl_check_extension ("GL_ARB_vertex_shader", gl_extensions) &&
cogl_check_extension ("GL_ARB_fragment_shader", gl_extensions))
{
ctx->pf_glCreateProgramObjectARB =
(COGL_PFNGLCREATEPROGRAMOBJECTARBPROC)
cogl_get_proc_address ("glCreateProgramObjectARB");
ctx->pf_glCreateShaderObjectARB =
(COGL_PFNGLCREATESHADEROBJECTARBPROC)
cogl_get_proc_address ("glCreateShaderObjectARB");
ctx->pf_glShaderSourceARB =
(COGL_PFNGLSHADERSOURCEARBPROC)
cogl_get_proc_address ("glShaderSourceARB");
ctx->pf_glCompileShaderARB =
(COGL_PFNGLCOMPILESHADERARBPROC)
cogl_get_proc_address ("glCompileShaderARB");
ctx->pf_glAttachObjectARB =
(COGL_PFNGLATTACHOBJECTARBPROC)
cogl_get_proc_address ("glAttachObjectARB");
ctx->pf_glLinkProgramARB =
(COGL_PFNGLLINKPROGRAMARBPROC)
cogl_get_proc_address ("glLinkProgramARB");
ctx->pf_glUseProgramObjectARB =
(COGL_PFNGLUSEPROGRAMOBJECTARBPROC)
cogl_get_proc_address ("glUseProgramObjectARB");
ctx->pf_glGetUniformLocationARB =
(COGL_PFNGLGETUNIFORMLOCATIONARBPROC)
cogl_get_proc_address ("glGetUniformLocationARB");
ctx->pf_glDeleteObjectARB =
(COGL_PFNGLDELETEOBJECTARBPROC)
cogl_get_proc_address ("glDeleteObjectARB");
ctx->pf_glGetInfoLogARB =
(COGL_PFNGLGETINFOLOGARBPROC)
cogl_get_proc_address ("glGetInfoLogARB");
ctx->pf_glGetObjectParameterivARB =
(COGL_PFNGLGETOBJECTPARAMETERIVARBPROC)
cogl_get_proc_address ("glGetObjectParameterivARB");
ctx->pf_glUniform1fARB =
(COGL_PFNGLUNIFORM1FARBPROC)
cogl_get_proc_address ("glUniform1fARB");
ctx->pf_glVertexAttribPointerARB =
(COGL_PFNGLVERTEXATTRIBPOINTERARBPROC)
cogl_get_proc_address ("glVertexAttribPointerARB");
ctx->pf_glEnableVertexAttribArrayARB =
(COGL_PFNGLENABLEVERTEXATTRIBARRAYARBPROC)
cogl_get_proc_address ("glEnableVertexAttribArrayARB");
ctx->pf_glDisableVertexAttribArrayARB =
(COGL_PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)
cogl_get_proc_address ("glDisableVertexAttribArrayARB");
ctx->pf_glUniform2fARB =
(COGL_PFNGLUNIFORM2FARBPROC)
cogl_get_proc_address ("glUniform2fARB");
ctx->pf_glUniform3fARB =
(COGL_PFNGLUNIFORM3FARBPROC)
cogl_get_proc_address ("glUniform3fARB");
ctx->pf_glUniform4fARB =
(COGL_PFNGLUNIFORM4FARBPROC)
cogl_get_proc_address ("glUniform4fARB");
ctx->pf_glUniform1fvARB =
(COGL_PFNGLUNIFORM1FVARBPROC)
cogl_get_proc_address ("glUniform1fvARB");
ctx->pf_glUniform2fvARB =
(COGL_PFNGLUNIFORM2FVARBPROC)
cogl_get_proc_address ("glUniform2fvARB");
ctx->pf_glUniform3fvARB =
(COGL_PFNGLUNIFORM3FVARBPROC)
cogl_get_proc_address ("glUniform3fvARB");
ctx->pf_glUniform4fvARB =
(COGL_PFNGLUNIFORM4FVARBPROC)
cogl_get_proc_address ("glUniform4fvARB");
ctx->pf_glUniform1iARB =
(COGL_PFNGLUNIFORM1IARBPROC)
cogl_get_proc_address ("glUniform1iARB");
ctx->pf_glUniform2iARB =
(COGL_PFNGLUNIFORM2IARBPROC)
cogl_get_proc_address ("glUniform2iARB");
ctx->pf_glUniform3iARB =
(COGL_PFNGLUNIFORM3IARBPROC)
cogl_get_proc_address ("glUniform3iARB");
ctx->pf_glUniform4iARB =
(COGL_PFNGLUNIFORM4IARBPROC)
cogl_get_proc_address ("glUniform4iARB");
ctx->pf_glUniform1ivARB =
(COGL_PFNGLUNIFORM1IVARBPROC)
cogl_get_proc_address ("glUniform1ivARB");
ctx->pf_glUniform2ivARB =
(COGL_PFNGLUNIFORM2IVARBPROC)
cogl_get_proc_address ("glUniform2ivARB");
ctx->pf_glUniform3ivARB =
(COGL_PFNGLUNIFORM3IVARBPROC)
cogl_get_proc_address ("glUniform3ivARB");
ctx->pf_glUniform4ivARB =
(COGL_PFNGLUNIFORM4IVARBPROC)
cogl_get_proc_address ("glUniform4ivARB");
ctx->pf_glUniformMatrix2fvARB =
(COGL_PFNGLUNIFORMMATRIX2FVARBPROC)
cogl_get_proc_address ("glUniformMatrix2fvARB");
ctx->pf_glUniformMatrix3fvARB =
(COGL_PFNGLUNIFORMMATRIX3FVARBPROC)
cogl_get_proc_address ("glUniformMatrix3fvARB");
ctx->pf_glUniformMatrix4fvARB =
(COGL_PFNGLUNIFORMMATRIX4FVARBPROC)
cogl_get_proc_address ("glUniformMatrix4fvARB");
if (ctx->pf_glCreateProgramObjectARB &&
ctx->pf_glCreateShaderObjectARB &&
ctx->pf_glShaderSourceARB &&
ctx->pf_glCompileShaderARB &&
ctx->pf_glAttachObjectARB &&
ctx->pf_glLinkProgramARB &&
ctx->pf_glUseProgramObjectARB &&
ctx->pf_glGetUniformLocationARB &&
ctx->pf_glDeleteObjectARB &&
ctx->pf_glGetInfoLogARB &&
ctx->pf_glGetObjectParameterivARB &&
ctx->pf_glUniform1fARB &&
ctx->pf_glUniform2fARB &&
ctx->pf_glUniform3fARB &&
ctx->pf_glUniform4fARB &&
ctx->pf_glUniform1fvARB &&
ctx->pf_glUniform2fvARB &&
ctx->pf_glUniform3fvARB &&
ctx->pf_glUniform4fvARB &&
ctx->pf_glUniform1iARB &&
ctx->pf_glUniform2iARB &&
ctx->pf_glUniform3iARB &&
ctx->pf_glUniform4iARB &&
ctx->pf_glUniform1ivARB &&
ctx->pf_glUniform2ivARB &&
ctx->pf_glUniform3ivARB &&
ctx->pf_glUniform4ivARB &&
ctx->pf_glUniformMatrix2fvARB &&
ctx->pf_glUniformMatrix3fvARB &&
ctx->pf_glUniformMatrix4fvARB &&
ctx->pf_glVertexAttribPointerARB &&
ctx->pf_glEnableVertexAttribArrayARB &&
ctx->pf_glDisableVertexAttribArrayARB)
flags |= COGL_FEATURE_SHADERS_GLSL;
}
if (cogl_check_extension ("GL_EXT_framebuffer_object", gl_extensions) ||
cogl_check_extension ("GL_ARB_framebuffer_object", gl_extensions))
{
ctx->pf_glGenRenderbuffersEXT =
(COGL_PFNGLGENRENDERBUFFERSEXTPROC)
cogl_get_proc_address ("glGenRenderbuffersEXT");
ctx->pf_glDeleteRenderbuffersEXT =
(COGL_PFNGLDELETERENDERBUFFERSEXTPROC)
cogl_get_proc_address ("glDeleteRenderbuffersEXT");
ctx->pf_glBindRenderbufferEXT =
(COGL_PFNGLBINDRENDERBUFFEREXTPROC)
cogl_get_proc_address ("glBindRenderbufferEXT");
ctx->pf_glRenderbufferStorageEXT =
(COGL_PFNGLRENDERBUFFERSTORAGEEXTPROC)
cogl_get_proc_address ("glRenderbufferStorageEXT");
ctx->pf_glGenFramebuffersEXT =
(COGL_PFNGLGENFRAMEBUFFERSEXTPROC)
cogl_get_proc_address ("glGenFramebuffersEXT");
ctx->pf_glBindFramebufferEXT =
(COGL_PFNGLBINDFRAMEBUFFEREXTPROC)
cogl_get_proc_address ("glBindFramebufferEXT");
ctx->pf_glFramebufferTexture2DEXT =
(COGL_PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
cogl_get_proc_address ("glFramebufferTexture2DEXT");
ctx->pf_glFramebufferRenderbufferEXT =
(COGL_PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)
cogl_get_proc_address ("glFramebufferRenderbufferEXT");
ctx->pf_glCheckFramebufferStatusEXT =
(COGL_PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
cogl_get_proc_address ("glCheckFramebufferStatusEXT");
ctx->pf_glDeleteFramebuffersEXT =
(COGL_PFNGLDELETEFRAMEBUFFERSEXTPROC)
cogl_get_proc_address ("glDeleteFramebuffersEXT");
if (ctx->pf_glGenRenderbuffersEXT &&
ctx->pf_glBindRenderbufferEXT &&
ctx->pf_glRenderbufferStorageEXT &&
ctx->pf_glGenFramebuffersEXT &&
ctx->pf_glBindFramebufferEXT &&
ctx->pf_glFramebufferTexture2DEXT &&
ctx->pf_glFramebufferRenderbufferEXT &&
ctx->pf_glCheckFramebufferStatusEXT &&
ctx->pf_glDeleteFramebuffersEXT)
flags |= COGL_FEATURE_OFFSCREEN;
}
if (cogl_check_extension ("GL_EXT_framebuffer_blit", gl_extensions))
{
ctx->pf_glBlitFramebufferEXT =
(COGL_PFNGLBLITFRAMEBUFFEREXTPROC)
cogl_get_proc_address ("glBlitFramebufferEXT");
if (ctx->pf_glBlitFramebufferEXT)
flags |= COGL_FEATURE_OFFSCREEN_BLIT;
}
if (cogl_check_extension ("GL_EXT_framebuffer_multisample", gl_extensions))
{
ctx->pf_glRenderbufferStorageMultisampleEXT =
(COGL_PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)
cogl_get_proc_address ("glRenderbufferStorageMultisampleEXT");
if (ctx->pf_glRenderbufferStorageMultisampleEXT)
flags |= COGL_FEATURE_OFFSCREEN_MULTISAMPLE;
}
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 13:45:09 +00:00
GE( glGetIntegerv (GL_STENCIL_BITS, &num_stencil_bits) );
/* We need at least three stencil bits to combine clips */
if (num_stencil_bits > 2)
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;
if (cogl_check_extension ("GL_ARB_vertex_buffer_object", gl_extensions))
{
ctx->pf_glGenBuffersARB =
(COGL_PFNGLGENBUFFERSARBPROC)
cogl_get_proc_address ("glGenBuffersARB");
ctx->pf_glBindBufferARB =
(COGL_PFNGLBINDBUFFERARBPROC)
cogl_get_proc_address ("glBindBufferARB");
ctx->pf_glBufferDataARB =
(COGL_PFNGLBUFFERDATAARBPROC)
cogl_get_proc_address ("glBufferDataARB");
ctx->pf_glBufferSubDataARB =
(COGL_PFNGLBUFFERSUBDATAARBPROC)
cogl_get_proc_address ("glBufferSubDataARB");
ctx->pf_glDeleteBuffersARB =
(COGL_PFNGLDELETEBUFFERSARBPROC)
cogl_get_proc_address ("glDeleteBuffersARB");
ctx->pf_glMapBufferARB =
(COGL_PFNGLMAPBUFFERARBPROC)
cogl_get_proc_address ("glMapBufferARB");
ctx->pf_glUnmapBufferARB =
(COGL_PFNGLUNMAPBUFFERARBPROC)
cogl_get_proc_address ("glUnmapBufferARB");
if (ctx->pf_glGenBuffersARB
&& ctx->pf_glBindBufferARB
&& ctx->pf_glBufferDataARB
&& ctx->pf_glBufferSubDataARB
&& ctx->pf_glDeleteBuffersARB
&& ctx->pf_glMapBufferARB
&& ctx->pf_glUnmapBufferARB)
flags |= COGL_FEATURE_VBOS;
}
/* This should always be available because it is defined in GL 1.2,
but we can't call it directly because under Windows functions >
1.1 aren't exported */
ctx->pf_glDrawRangeElements =
(COGL_PFNGLDRAWRANGEELEMENTSPROC)
cogl_get_proc_address ("glDrawRangeElements");
/* Cache features */
ctx->feature_flags = flags;
ctx->features_cached = TRUE;
}
CoglFeatureFlags
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;
}
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void
cogl_get_modelview_matrix (float m[16])
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{
glGetFloatv (GL_MODELVIEW_MATRIX, m);
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}
void
cogl_get_projection_matrix (float m[16])
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{
glGetFloatv (GL_PROJECTION_MATRIX, m);
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}
void
cogl_get_viewport (float v[4])
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{
glGetFloatv (GL_VIEWPORT, v);
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}
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 CoglColor *fog_color,
float density,
float start,
float stop)
{
GLfloat fogColor[4];
fogColor[0] = cogl_color_get_red_float (fog_color);
fogColor[1] = cogl_color_get_green_float (fog_color);
fogColor[2] = cogl_color_get_blue_float (fog_color);
fogColor[3] = cogl_color_get_alpha_float (fog_color);
glEnable (GL_FOG);
glFogfv (GL_FOG_COLOR, fogColor);
glFogi (GL_FOG_MODE, GL_LINEAR);
glHint (GL_FOG_HINT, GL_NICEST);
glFogf (GL_FOG_DENSITY, (density));
glFogf (GL_FOG_START, (start));
glFogf (GL_FOG_END, (stop));
}