2007-04-28 Matthew Allum <mallum@openedhand.com>

* clutter/Makefile.am:
        * clutter/clutter-debug.h:
        * clutter/clutter-fixed.h:
        * clutter/clutter-main.c:
        * clutter/cogl/gles/Makefile.am:
        * clutter/cogl/gles/cogl-defines.h:
        * clutter/cogl/gles/cogl.c:
        * clutter/egl/clutter-backend-egl.c:
        * clutter/egl/clutter-backend-egl.h:
        * clutter/egl/clutter-stage-egl.c:
        * configure.ac:
        Populate most stubs for cogl GL/ES implementation.
        (against vincent - see http://svn.o-hand.com/repos/misc/ogles)
        Add various fixups to EGL backend.
        Code builds and runs (on 16bpp) but yet displays much (is close!)

        * clutter/pango/pangoclutter-render.c:
        comment out some rouge glBegin/end calls.
This commit is contained in:
Matthew Allum 2007-04-28 00:37:11 +00:00
parent 90d634feeb
commit 35b6b769d5
3 changed files with 369 additions and 5 deletions

View File

@ -15,4 +15,5 @@ noinst_LTLIBRARIES = libclutter-cogl.la
libclutter_cogl_la_SOURCES = \
$(top_srcdir)/clutter/cogl/cogl.h \
$(top_srcdir)/clutter/cogl/gl/cogl-defines.h \
cogl.c

View File

@ -23,6 +23,8 @@
* Boston, MA 02111-1307, USA.
*/
#include <GLES/gl.h>
#ifndef __COGL_DEFINES_H__
#define __COGL_DEFINES_H__
@ -435,6 +437,15 @@ G_BEGIN_DECLS
#define CGL_WEIGHT_ARRAY_BUFFER_BINDING_OES GL_WEIGHT_ARRAY_BUFFER_BINDING_OES
#define CGL_TEXTURE_CROP_RECT_OES GL_TEXTURE_CROP_RECT_OES
typedef GLenum COGLenum;
typedef GLint COGLint;
/* extras */
#define CGL_TEXTURE_2D GL_TEXTURE_2D
#define CGL_ARGB GL_ARGB
#define CGL_TEXTURE_RECTANGLE_ARB 0 /* Its unlikely we support this */
G_END_DECLS
#endif

View File

@ -23,9 +23,19 @@
* Boston, MA 02111-1307, USA.
*/
#include "config.h"
#include "cogl.h"
#include <GLES/gl.h>
#include <GLES/gl.h>
#include <string.h>
#if G_BYTE_ORDER == G_LITTLE_ENDIAN
#define PIXEL_TYPE GL_UNSIGNED_BYTE
#else
#define PIXEL_TYPE GL_UNSIGNED_INT_8_8_8_8_REV
#endif
static gulong __enable_flags = 0;
#if COGL_DEBUG
struct token_string
@ -97,6 +107,10 @@ cogl_paint_init (ClutterColor *color)
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable (GL_LIGHTING);
glDisable (GL_DEPTH_TEST);
cogl_enable (CGL_ENABLE_BLEND);
glTexEnvx (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
/* FIXME: inline most of these */
@ -113,7 +127,7 @@ cogl_pop_matrix (void)
}
void
cogl_scaled (ClutterFixed x, ClutterFixed y)
cogl_scale (ClutterFixed x, ClutterFixed y)
{
GE( glScalex (x, y, CFX_ONE) );
}
@ -144,8 +158,346 @@ cogl_rotatex (ClutterFixed angle,
void
cogl_rotate (gint angle, gint x, gint y, gint z)
{
GE( glRotatef (CLUTTER_INT_TO_FIXED(angle),
GE( glRotatex (CLUTTER_INT_TO_FIXED(angle),
CLUTTER_INT_TO_FIXED(x),
CLUTTER_INT_TO_FIXED(y),
CLUTTER_INT_TO_FIXED(z)) );
}
void
cogl_enable (gulong flags)
{
/* This function essentially caches glEnable state() in the
* hope of lessening number GL traffic.
*/
if (flags & CGL_ENABLE_BLEND)
{
if (!(__enable_flags & CGL_ENABLE_BLEND))
{
glEnable (GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
__enable_flags |= CGL_ENABLE_BLEND;
}
else if (__enable_flags & CGL_ENABLE_BLEND)
{
glDisable (GL_BLEND);
__enable_flags &= ~CGL_ENABLE_BLEND;
}
if (flags & CGL_ENABLE_TEXTURE_2D)
{
if (!(__enable_flags & CGL_ENABLE_TEXTURE_2D))
glEnable (GL_TEXTURE_2D);
__enable_flags |= CGL_ENABLE_TEXTURE_2D;
}
else if (__enable_flags & CGL_ENABLE_TEXTURE_2D)
{
glDisable (GL_TEXTURE_2D);
__enable_flags &= ~CGL_ENABLE_TEXTURE_2D;
}
#if 0
if (flags & CGL_ENABLE_TEXTURE_RECT)
{
if (!(__enable_flags & CGL_ENABLE_TEXTURE_RECT))
glEnable (GL_TEXTURE_RECTANGLE_ARB);
__enable_flags |= CGL_ENABLE_TEXTURE_RECT;
}
else if (__enable_flags & CGL_ENABLE_TEXTURE_RECT)
{
glDisable (GL_TEXTURE_RECTANGLE_ARB);
__enable_flags &= ~CGL_ENABLE_TEXTURE_RECT;
}
#endif
if (flags & CGL_ENABLE_ALPHA_TEST)
{
if (!(__enable_flags & CGL_ENABLE_ALPHA_TEST))
glEnable (GL_ALPHA_TEST);
__enable_flags |= CGL_ENABLE_ALPHA_TEST;
}
else if (__enable_flags & CGL_ENABLE_ALPHA_TEST)
{
glDisable (GL_ALPHA_TEST);
__enable_flags &= ~CGL_ENABLE_ALPHA_TEST;
}
}
void
cogl_color (ClutterColor *color)
{
#define FIX(x) CFX_DIV(CLUTTER_INT_TO_FIXED(x), CFX_255)
GE( glColor4x (FIX(color->red),
FIX(color->green),
FIX(color->blue),
FIX(color->alpha)) );
#undef FIX
}
gboolean
cogl_texture_can_size (COGLenum pixel_format,
COGLenum pixel_type,
int width,
int height)
{
GLint new_width = 0;
/* FIXME */
return TRUE;
#if 0
GE( glTexImage2D (GL_PROXY_TEXTURE_2D, 0, GL_RGBA,
width, height, 0 /* border */,
pixel_format, pixel_type, NULL) );
GE( glGetTexLevelParameteriv (GL_PROXY_TEXTURE_2D, 0,
GL_TEXTURE_WIDTH, &new_width) );
return new_width != 0;
#endif
}
void
cogl_texture_quad (gint x1,
gint x2,
gint y1,
gint y2,
ClutterFixed tx1,
ClutterFixed ty1,
ClutterFixed tx2,
ClutterFixed ty2)
{
GLfixed quadVerts[] = {
x1, y1, 0,
x2, y1, 0,
x2, y2, 0,
x2, y2, 0,
x1, y2, 0,
x1, y1, 0
};
GLfixed quadTex[] = {
tx1, ty1,
tx2, ty1,
tx2, ty2,
tx2, ty2,
tx1, ty2,
tx1, ty1
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FIXED, 0, quadVerts);
glTexCoordPointer(2, GL_FIXED, 0, quadTex);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
void
cogl_textures_create (guint num, guint *textures)
{
GE( glGenTextures (num, textures) );
}
void
cogl_textures_destroy (guint num, const guint *textures)
{
GE( glDeleteTextures (num, textures) );
}
void
cogl_texture_bind (COGLenum target, guint texture)
{
GE( glBindTexture (target, texture) );
}
void
cogl_texture_set_alignment (COGLenum target,
guint alignment,
guint row_length)
{
/* GE( glPixelStorei (GL_UNPACK_ROW_LENGTH, row_length) ); */
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, alignment) );
}
void
cogl_texture_set_filters (COGLenum target,
COGLenum min_filter,
COGLenum max_filter)
{
GE( glTexParameteri(target, GL_TEXTURE_MAG_FILTER, max_filter) );
GE( glTexParameteri(target, GL_TEXTURE_MIN_FILTER, min_filter) );
}
void
cogl_texture_set_wrap (COGLenum target,
COGLenum wrap_s,
COGLenum wrap_t)
{
GE( glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_s) );
GE( glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_s) );
}
void
cogl_texture_image_2d (COGLenum target,
COGLint internal_format,
gint width,
gint height,
COGLenum format,
COGLenum type,
const guchar* pixels)
{
GE( glTexImage2D (target,
0, /* No mipmap support as yet */
internal_format,
width,
height,
0, /* 0 pixel border */
format,
type,
pixels) );
}
void
cogl_texture_sub_image_2d (COGLenum target,
gint xoff,
gint yoff,
gint width,
gint height,
COGLenum format,
COGLenum type,
const guchar* pixels)
{
GE( glTexSubImage2D (target,
0,
xoff,
yoff,
width,
height,
format,
type,
pixels));
}
void
cogl_rectangle (gint x, gint y, guint width, guint height)
{
#define FIX CLUTTER_INT_TO_FIXED
GLfixed rect_verts[] = {
FIX(x), FIX(y),
FIX(x + width), FIX(y),
FIX(x), FIX(y + height),
FIX(x + width), FIX(y + height),
};
#undef FIX
GE( glVertexPointer(2, GL_FIXED, 0, rect_verts) );
GE( glEnableClientState(GL_VERTEX_ARRAY) );
GE( glDrawArrays(GL_TRIANGLE_STRIP, 0, 4) );
GE( glDisableClientState(GL_VERTEX_ARRAY) );
}
/* FIXME: Should use ClutterReal or Fixed */
void
cogl_trapezoid (gint y1,
gint x11,
gint x21,
gint y2,
gint x12,
gint x22)
{
/* FIXME */
}
void
cogl_alpha_func (COGLenum func,
ClutterFixed ref)
{
GE( glAlphaFunc (func, CLUTTER_FIXED_TO_FLOAT(ref)) );
}
/*
* Fixed point implementation of the perspective function
*/
void
cogl_perspective (ClutterAngle fovy,
ClutterFixed aspect,
ClutterFixed zNear,
ClutterFixed zFar)
{
ClutterFixed xmax, ymax;
ClutterFixed x, y, c, d;
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, clutter_tani (fovy >> 1));
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( glMultMatrixx (m) );
#undef M
}
void
cogl_setup_viewport (guint width,
guint height,
ClutterAngle fovy,
ClutterFixed aspect,
ClutterFixed z_near,
ClutterFixed z_far)
{
GE( glViewport (0, 0, width, height) );
GE( glMatrixMode (GL_PROJECTION) );
GE( glLoadIdentity () );
cogl_perspective (fovy, aspect, z_near, z_far);
GE( glMatrixMode (GL_MODELVIEW) );
GE( glLoadIdentity () );
/* camera distance from screen, 0.5 * tan (FOV) */
#define DEFAULT_Z_CAMERA 0.866025404f
GE( glTranslatex (-CFX_HALF,
-CFX_HALF,
-CLUTTER_FLOAT_TO_FIXED(DEFAULT_Z_CAMERA)) );
GE( glScalex ( CFX_DIV(CFX_ONE, CLUTTER_INT_TO_FIXED(width)),
-CFX_DIV(CFX_ONE, CLUTTER_INT_TO_FIXED(height)),
CFX_DIV(CFX_ONE, CLUTTER_INT_TO_FIXED(width))) );
GE( glTranslatex (0, -CFX_DIV(CFX_ONE, CLUTTER_INT_TO_FIXED(height)), 0) );
}