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640 lines
16 KiB
C
640 lines
16 KiB
C
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/*
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* Cogl
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*
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* A basic GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2007, 2008 OpenedHand
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* Copyright (C) 2009 Intel Corp.
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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 <math.h>
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#include <stdlib.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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#include "cogl-internal.h"
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#include "cogl-util.h"
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#include "cogl-context.h"
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#if defined (HAVE_COGL_GLES2) || defined (HAVE_COGL_GLES)
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#include "cogl-gles2-wrapper.h"
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#endif
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/* GL error to string conversion */
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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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const char*
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_cogl_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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void
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cogl_clear (const CoglColor *color)
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{
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#if COGL_DEBUG
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fprintf(stderr, "\n ============== Paint Start ================ \n");
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#endif
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GE( glClearColor (cogl_color_get_red_float (color),
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cogl_color_get_green_float (color),
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cogl_color_get_blue_float (color),
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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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/*
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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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}
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static inline gboolean
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cogl_toggle_flag (CoglContext *ctx,
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gulong new_flags,
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gulong flag,
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GLenum gl_flag)
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{
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/* Toggles and caches a single enable flag on or off
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* by comparing to current state
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*/
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if (new_flags & flag)
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{
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if (!(ctx->enable_flags & flag))
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{
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GE( glEnable (gl_flag) );
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ctx->enable_flags |= flag;
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return TRUE;
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}
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}
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else if (ctx->enable_flags & flag)
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{
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GE( glDisable (gl_flag) );
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ctx->enable_flags &= ~flag;
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}
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return FALSE;
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}
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static inline gboolean
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cogl_toggle_client_flag (CoglContext *ctx,
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gulong new_flags,
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gulong flag,
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GLenum gl_flag)
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{
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/* Toggles and caches a single client-side enable flag
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* on or off by comparing to current state
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*/
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if (new_flags & flag)
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{
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if (!(ctx->enable_flags & flag))
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{
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GE( glEnableClientState (gl_flag) );
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ctx->enable_flags |= flag;
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return TRUE;
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}
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}
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else if (ctx->enable_flags & flag)
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{
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GE( glDisableClientState (gl_flag) );
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ctx->enable_flags &= ~flag;
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}
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return FALSE;
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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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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_toggle_flag (ctx, flags,
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COGL_ENABLE_BLEND,
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GL_BLEND);
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cogl_toggle_flag (ctx, flags,
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COGL_ENABLE_BACKFACE_CULLING,
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GL_CULL_FACE);
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cogl_toggle_client_flag (ctx, flags,
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COGL_ENABLE_VERTEX_ARRAY,
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GL_VERTEX_ARRAY);
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cogl_toggle_client_flag (ctx, flags,
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COGL_ENABLE_COLOR_ARRAY,
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GL_COLOR_ARRAY);
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}
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gulong
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cogl_get_enable ()
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{
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_COGL_GET_CONTEXT (ctx, 0);
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return ctx->enable_flags;
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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_enable_backface_culling (gboolean setting)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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ctx->enable_backface_culling = setting;
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}
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void
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cogl_set_source_color (const CoglColor *color)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* In case cogl_set_source_texture was previously used... */
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cogl_material_remove_layer (ctx->default_material, 0);
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cogl_material_set_color (ctx->default_material, color);
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cogl_set_source (ctx->default_material);
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}
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static void
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project_vertex (const CoglMatrix *modelview_matrix,
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const CoglMatrix *projection_matrix,
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float *vertex)
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{
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int i;
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/* Apply the modelview matrix */
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cogl_matrix_transform_point (modelview_matrix,
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&vertex[0], &vertex[1],
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&vertex[2], &vertex[3]);
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/* Apply the projection matrix */
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cogl_matrix_transform_point (projection_matrix,
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&vertex[0], &vertex[1],
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&vertex[2], &vertex[3]);
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/* Convert from homogenized coordinates */
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for (i = 0; i < 4; i++)
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vertex[i] /= vertex[3];
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}
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static void
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set_clip_plane (GLint plane_num,
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const float *vertex_a,
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const float *vertex_b)
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{
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#if defined (HAVE_COGL_GLES2) || defined (HAVE_COGL_GLES)
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GLfloat plane[4];
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#else
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GLdouble plane[4];
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#endif
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GLfloat angle;
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CoglMatrix inverse_projection;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Calculate the angle between the axes and the line crossing the
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two points */
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angle = atan2f (vertex_b[1] - vertex_a[1],
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vertex_b[0] - vertex_a[0]) * (180.0/G_PI);
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_cogl_current_matrix_push ();
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/* Load the identity matrix and multiply by the reverse of the
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projection matrix so we can specify the plane in screen
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coordinates */
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_cogl_current_matrix_identity ();
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cogl_matrix_init_from_array (&inverse_projection,
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ctx->inverse_projection);
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_cogl_current_matrix_multiply (&inverse_projection);
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/* Rotate about point a */
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_cogl_current_matrix_translate (vertex_a[0], vertex_a[1], vertex_a[2]);
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/* Rotate the plane by the calculated angle so that it will connect
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the two points */
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_cogl_current_matrix_rotate (angle, 0.0f, 0.0f, 1.0f);
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_cogl_current_matrix_translate (-vertex_a[0], -vertex_a[1], -vertex_a[2]);
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_cogl_current_matrix_state_flush ();
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plane[0] = 0;
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plane[1] = -1.0;
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plane[2] = 0;
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plane[3] = vertex_a[1];
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#if defined (HAVE_COGL_GLES2) || defined (HAVE_COGL_GLES)
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GE( glClipPlanef (plane_num, plane) );
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#else
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GE( glClipPlane (plane_num, plane) );
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#endif
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_cogl_current_matrix_pop ();
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}
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void
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_cogl_set_clip_planes (float x_offset,
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float y_offset,
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float width,
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float height)
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{
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CoglMatrix modelview_matrix;
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CoglMatrix projection_matrix;
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float vertex_tl[4] = { x_offset, y_offset, 0, 1.0 };
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float vertex_tr[4] = { x_offset + width, y_offset, 0, 1.0 };
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float vertex_bl[4] = { x_offset, y_offset + height, 0, 1.0 };
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float vertex_br[4] = { x_offset + width, y_offset + height,
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0, 1.0 };
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_cogl_get_matrix (COGL_MATRIX_PROJECTION,
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&projection_matrix);
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_cogl_get_matrix (COGL_MATRIX_MODELVIEW,
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&modelview_matrix);
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project_vertex (&modelview_matrix, &projection_matrix, vertex_tl);
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project_vertex (&modelview_matrix, &projection_matrix, vertex_tr);
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project_vertex (&modelview_matrix, &projection_matrix, vertex_bl);
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project_vertex (&modelview_matrix, &projection_matrix, vertex_br);
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/* If the order of the top and bottom lines is different from the
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order of the left and right lines then the clip rect must have
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been transformed so that the back is visible. We therefore need
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to swap one pair of vertices otherwise all of the planes will be
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the wrong way around */
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if ((vertex_tl[0] < vertex_tr[0] ? 1 : 0)
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!= (vertex_bl[1] < vertex_tl[1] ? 1 : 0))
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{
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float temp[4];
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memcpy (temp, vertex_tl, sizeof (temp));
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memcpy (vertex_tl, vertex_tr, sizeof (temp));
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memcpy (vertex_tr, temp, sizeof (temp));
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memcpy (temp, vertex_bl, sizeof (temp));
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memcpy (vertex_bl, vertex_br, sizeof (temp));
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memcpy (vertex_br, temp, sizeof (temp));
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}
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set_clip_plane (GL_CLIP_PLANE0, vertex_tl, vertex_tr);
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set_clip_plane (GL_CLIP_PLANE1, vertex_tr, vertex_br);
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set_clip_plane (GL_CLIP_PLANE2, vertex_br, vertex_bl);
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set_clip_plane (GL_CLIP_PLANE3, vertex_bl, vertex_tl);
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}
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void
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_cogl_add_stencil_clip (float x_offset,
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float y_offset,
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float width,
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float height,
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gboolean first)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_material_flush_gl_state (ctx->stencil_material, NULL);
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if (first)
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{
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GE( glEnable (GL_STENCIL_TEST) );
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/* Initially disallow everything */
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GE( glClearStencil (0) );
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GE( glClear (GL_STENCIL_BUFFER_BIT) );
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/* Punch out a hole to allow the rectangle */
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GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
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GE( glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE) );
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cogl_rectangle (x_offset, y_offset,
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x_offset + width, y_offset + height);
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}
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else
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{
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/* Add one to every pixel of the stencil buffer in the
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rectangle */
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GE( glStencilFunc (GL_NEVER, 0x1, 0x3) );
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GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
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cogl_rectangle (x_offset, y_offset,
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x_offset + width, y_offset + height);
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/* Subtract one from all pixels in the stencil buffer so that
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only pixels where both the original stencil buffer and the
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rectangle are set will be valid */
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GE( glStencilOp (GL_DECR, GL_DECR, GL_DECR) );
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_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
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_cogl_current_matrix_push ();
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_cogl_current_matrix_identity ();
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/* Cogl generally assumes the modelview matrix is current, so since
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* cogl_rectangle will be flushing GL state and emitting geometry
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* to OpenGL it will be confused if we leave the projection matrix
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* active... */
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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_cogl_current_matrix_push ();
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_cogl_current_matrix_identity ();
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cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
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_cogl_current_matrix_pop ();
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_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
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_cogl_current_matrix_pop ();
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_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
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}
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/* Restore the stencil mode */
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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_disable_stencil_buffer (void)
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{
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GE( glDisable (GL_STENCIL_TEST) );
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}
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void
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_cogl_enable_clip_planes (void)
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{
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GE( glEnable (GL_CLIP_PLANE0) );
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GE( glEnable (GL_CLIP_PLANE1) );
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GE( glEnable (GL_CLIP_PLANE2) );
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GE( glEnable (GL_CLIP_PLANE3) );
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}
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void
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_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_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)
|
||
|
{
|
||
|
float z_camera;
|
||
|
CoglMatrix projection_matrix;
|
||
|
|
||
|
GE( glViewport (0, 0, width, height) );
|
||
|
|
||
|
/* For Ortho projection.
|
||
|
* _cogl_current_matrix_ortho (0, width << 16, 0, height << 16, -1 << 16, 1 << 16);
|
||
|
*/
|
||
|
|
||
|
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.xx;
|
||
|
|
||
|
_cogl_current_matrix_identity ();
|
||
|
_cogl_current_matrix_translate (-0.5f, -0.5f, -z_camera);
|
||
|
_cogl_current_matrix_scale (1.0f / width, -1.0f / height, 1.0f / width);
|
||
|
_cogl_current_matrix_translate (0.0f, -1.0 * height, 0.0f);
|
||
|
}
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cogl_get_viewport (float v[4])
|
||
|
{
|
||
|
/* FIXME: cogl_get_viewport should return a gint vec */
|
||
|
#if defined (HAVE_COGL_GLES2) || defined (HAVE_COGL_GLES)
|
||
|
GLint viewport[4];
|
||
|
int i;
|
||
|
|
||
|
glGetIntegerv (GL_VIEWPORT, viewport);
|
||
|
|
||
|
for (i = 0; i < 4; i++)
|
||
|
v[i] = (float)(viewport[i]);
|
||
|
#else
|
||
|
glGetFloatv (GL_VIEWPORT, v);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
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_set_fog (const CoglColor *fog_color,
|
||
|
CoglFogMode mode,
|
||
|
float density,
|
||
|
float z_near,
|
||
|
float z_far)
|
||
|
{
|
||
|
GLfloat fogColor[4];
|
||
|
GLenum gl_mode = GL_LINEAR;
|
||
|
|
||
|
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);
|
||
|
|
||
|
#if HAVE_COGL_GLES
|
||
|
switch (mode)
|
||
|
{
|
||
|
case COGL_FOG_MODE_LINEAR:
|
||
|
gl_mode = GL_LINEAR;
|
||
|
break;
|
||
|
case COGL_FOG_MODE_EXPONENTIAL:
|
||
|
gl_mode = GL_EXP;
|
||
|
break;
|
||
|
case COGL_FOG_MODE_EXPONENTIAL_SQUARED:
|
||
|
gl_mode = GL_EXP2;
|
||
|
break;
|
||
|
}
|
||
|
#endif
|
||
|
/* TODO: support other modes for GLES2 */
|
||
|
|
||
|
/* NB: GLES doesn't have glFogi */
|
||
|
glFogf (GL_FOG_MODE, gl_mode);
|
||
|
glHint (GL_FOG_HINT, GL_NICEST);
|
||
|
|
||
|
glFogf (GL_FOG_DENSITY, (GLfloat) density);
|
||
|
glFogf (GL_FOG_START, (GLfloat) z_near);
|
||
|
glFogf (GL_FOG_END, (GLfloat) z_far);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cogl_disable_fog (void)
|
||
|
{
|
||
|
glDisable (GL_FOG);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cogl_flush_gl_state (int flags)
|
||
|
{
|
||
|
_cogl_current_matrix_state_flush ();
|
||
|
}
|
||
|
|