mirror of
https://github.com/brl/mutter.git
synced 2024-11-22 08:00:42 -05:00
[gles2] remove lots of redundant matrix stack code
Since we no longer depend on the GL matrix API in Cogl we can remove a lot of wrapper code from the GLES 2 backend. This is particularly nice given that there was no code shared between the cogl-matrix-stack API and gles2 wrappers so we had a lot of duplicated logic.
This commit is contained in:
parent
5e5d94dfbe
commit
74f2122b68
@ -648,13 +648,13 @@ cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper)
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}
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}
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static void
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static void
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cogl_gles2_wrapper_update_matrix (CoglGles2Wrapper *wrapper, GLenum matrix_num)
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cogl_gles2_wrapper_notify_matrix_changed (CoglGles2Wrapper *wrapper,
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GLenum mode)
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{
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{
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CoglGles2WrapperTextureUnit *texture_unit;
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CoglGles2WrapperTextureUnit *texture_unit;
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switch (matrix_num)
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switch (mode)
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{
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{
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default:
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case GL_MODELVIEW:
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case GL_MODELVIEW:
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wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_MVP_MATRIX
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wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_MVP_MATRIX
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| COGL_GLES2_DIRTY_MODELVIEW_MATRIX;
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| COGL_GLES2_DIRTY_MODELVIEW_MATRIX;
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@ -669,83 +669,10 @@ cogl_gles2_wrapper_update_matrix (CoglGles2Wrapper *wrapper, GLenum matrix_num)
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texture_unit = wrapper->texture_units + wrapper->active_texture_unit;
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texture_unit = wrapper->texture_units + wrapper->active_texture_unit;
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texture_unit->dirty_matrix = 1;
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texture_unit->dirty_matrix = 1;
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break;
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break;
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}
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}
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void
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cogl_wrap_glPushMatrix ()
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{
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const float *src;
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float *dst;
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_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
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/* Get a pointer to the old and new matrix position and increment
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the stack pointer */
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switch (w->matrix_mode)
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{
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default:
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default:
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case GL_MODELVIEW:
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g_critical ("%s: Unexpected matrix mode %d\n", G_STRFUNC, mode);
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src = w->modelview_stack + w->modelview_stack_pos * 16;
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w->modelview_stack_pos = (w->modelview_stack_pos + 1)
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& (COGL_GLES2_MODELVIEW_STACK_SIZE - 1);
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dst = w->modelview_stack + w->modelview_stack_pos * 16;
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break;
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case GL_PROJECTION:
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src = w->projection_stack + w->projection_stack_pos * 16;
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w->projection_stack_pos = (w->projection_stack_pos + 1)
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& (COGL_GLES2_PROJECTION_STACK_SIZE - 1);
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dst = w->projection_stack + w->projection_stack_pos * 16;
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break;
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case GL_TEXTURE:
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{
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CoglGles2WrapperTextureUnit *texture_unit;
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texture_unit = w->texture_units + w->active_texture_unit;
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src = texture_unit->texture_stack
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+ texture_unit->texture_stack_pos * 16;
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texture_unit->texture_stack_pos = (texture_unit->texture_stack_pos + 1)
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& (COGL_GLES2_TEXTURE_STACK_SIZE - 1);
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dst = texture_unit->texture_stack
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+ texture_unit->texture_stack_pos * 16;
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break;
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}
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}
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}
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/* Copy the old matrix to the new position */
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memcpy (dst, src, sizeof (float) * 16);
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}
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void
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cogl_wrap_glPopMatrix ()
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{
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CoglGles2WrapperTextureUnit *texture_unit;
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_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
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/* Decrement the stack pointer */
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switch (w->matrix_mode)
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{
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default:
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case GL_MODELVIEW:
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w->modelview_stack_pos = (w->modelview_stack_pos - 1)
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& (COGL_GLES2_MODELVIEW_STACK_SIZE - 1);
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break;
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case GL_PROJECTION:
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w->projection_stack_pos = (w->projection_stack_pos - 1)
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& (COGL_GLES2_PROJECTION_STACK_SIZE - 1);
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break;
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case GL_TEXTURE:
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texture_unit = w->texture_units + w->active_texture_unit;
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texture_unit->texture_stack_pos = (texture_unit->texture_stack_pos - 1)
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& (COGL_GLES2_TEXTURE_STACK_SIZE - 1);
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break;
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}
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/* Update the matrix in the program object */
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cogl_gles2_wrapper_update_matrix (w, w->matrix_mode);
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}
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}
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void
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void
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@ -756,205 +683,54 @@ cogl_wrap_glMatrixMode (GLenum mode)
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w->matrix_mode = mode;
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w->matrix_mode = mode;
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}
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}
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static float *
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static CoglMatrix *
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cogl_gles2_get_matrix_stack_top (CoglGles2Wrapper *wrapper)
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cogl_gles2_get_current_matrix (CoglGles2Wrapper *wrapper)
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{
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{
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CoglGles2WrapperTextureUnit *texture_unit;
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CoglGles2WrapperTextureUnit *texture_unit;
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switch (wrapper->matrix_mode)
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switch (wrapper->matrix_mode)
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{
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{
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default:
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case GL_MODELVIEW:
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case GL_MODELVIEW:
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return wrapper->modelview_stack + wrapper->modelview_stack_pos * 16;
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return &wrapper->modelview_matrix;
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case GL_PROJECTION:
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case GL_PROJECTION:
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return wrapper->projection_stack + wrapper->projection_stack_pos * 16;
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return &wrapper->projection_matrix;
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case GL_TEXTURE:
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case GL_TEXTURE:
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texture_unit = wrapper->texture_units + wrapper->active_texture_unit;
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texture_unit = wrapper->texture_units + wrapper->active_texture_unit;
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return texture_unit->texture_stack
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return &texture_unit->texture_matrix;
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+ texture_unit->texture_stack_pos * 16;
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default:
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g_critical ("%s: Unexpected matrix mode %d\n", G_STRFUNC, mode);
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}
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}
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}
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}
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void
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void
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cogl_wrap_glLoadIdentity ()
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cogl_wrap_glLoadIdentity (void)
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{
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{
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float *matrix;
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CoglMatrix *matrix;
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_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
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_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
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matrix = cogl_gles2_get_matrix_stack_top (w);
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matrix = cogl_gles2_get_current_matrix (w);
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memset (matrix, 0, sizeof (float) * 16);
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matrix[0] = 1.0f;
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matrix[5] = 1.0f;
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matrix[10] = 1.0f;
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matrix[15] = 1.0f;
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cogl_gles2_wrapper_update_matrix (w, w->matrix_mode);
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cogl_matrix_init_identity (matrix);
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}
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static void
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cogl_gles2_wrapper_notify_matrix_changed (w, w->matrix_mode);
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cogl_gles2_wrapper_mult_matrix (float *dst, const float *a, const float *b)
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{
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int i, j, k;
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for (i = 0; i < 4; i++)
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for (j = 0; j < 4; j++)
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{
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float sum = 0.0f;
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for (k = 0; k < 4; k++)
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sum += a[k * 4 + j] * b[i * 4 + k];
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dst[i * 4 + j] = sum;
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}
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}
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static void
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cogl_wrap_glMultMatrix (const float *m)
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{
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float new_matrix[16];
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float *old_matrix;
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_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
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old_matrix = cogl_gles2_get_matrix_stack_top (w);
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cogl_gles2_wrapper_mult_matrix (new_matrix, old_matrix, m);
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memcpy (old_matrix, new_matrix, sizeof (float) * 16);
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cogl_gles2_wrapper_update_matrix (w, w->matrix_mode);
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}
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void
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cogl_wrap_glMultMatrixf (const GLfloat *m)
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{
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cogl_wrap_glMultMatrix (m);
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}
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}
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void
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void
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cogl_wrap_glLoadMatrixf (const GLfloat *m)
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cogl_wrap_glLoadMatrixf (const GLfloat *m)
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{
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{
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float *old_matrix;
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CoglMatrix *matrix;
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_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
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_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
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old_matrix = cogl_gles2_get_matrix_stack_top (w);
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matrix = cogl_gles2_get_current_matrix (w);
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memcpy (old_matrix, m, sizeof (float) * 16);
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cogl_matrix_init_from_array (matrix, m);
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cogl_gles2_wrapper_update_matrix (w, w->matrix_mode);
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cogl_gles2_wrapper_notify_matrix_changed (w, w->matrix_mode);
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}
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void
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cogl_wrap_glFrustumf (GLfloat left, GLfloat right,
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GLfloat bottom, GLfloat top,
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GLfloat z_near, GLfloat z_far)
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{
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float matrix[16];
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float two_near = (2 * z_near);
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memset (matrix, 0, sizeof (matrix));
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matrix[0] = two_near / (right - left);
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matrix[5] = two_near / (top - bottom);
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matrix[8] = (right + left)
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/ (right - left);
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matrix[9] = (top + bottom)
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/ (top - bottom);
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matrix[10] = - (z_far + z_near)
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/ (z_far - z_near);
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matrix[11] = -1.0f;
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matrix[14] = -two_near * (z_far)
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/ (z_far - z_near);
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cogl_wrap_glMultMatrix (matrix);
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}
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void
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cogl_wrap_glScalef (GLfloat x, GLfloat y, GLfloat z)
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{
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float matrix[16];
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memset (matrix, 0, sizeof (matrix));
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matrix[0] = (x);
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matrix[5] = (y);
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matrix[10] = (z);
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matrix[15] = 1.0f;
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cogl_wrap_glMultMatrix (matrix);
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}
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void
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cogl_wrap_glTranslatef (GLfloat x, GLfloat y, GLfloat z)
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{
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float matrix[16];
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memset (matrix, 0, sizeof (matrix));
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matrix[0] = 1.0f;
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matrix[5] = 1.0f;
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matrix[10] = 1.0f;
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matrix[12] = (x);
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matrix[13] = (y);
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matrix[14] = (z);
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matrix[15] = 1.0f;
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cogl_wrap_glMultMatrix (matrix);
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}
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void
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cogl_wrap_glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
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{
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float matrix[16];
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float xf = (x);
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float yf = (y);
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float zf = (z);
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float anglef = (angle) * G_PI / 180.0f;
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float c = cosf (anglef);
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float s = sinf (anglef);
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matrix[0] = xf * xf * (1.0f - c) + c;
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matrix[1] = yf * xf * (1.0f - c) + zf * s;
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matrix[2] = xf * zf * (1.0f - c) - yf * s;
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matrix[3] = 0.0f;
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matrix[4] = xf * yf * (1.0f - c) - zf * s;
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matrix[5] = yf * yf * (1.0f - c) + c;
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matrix[6] = yf * zf * (1.0f - c) + xf * s;
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matrix[7] = 0.0f;
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matrix[8] = xf * zf * (1.0f - c) + yf * s;
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matrix[9] = yf * zf * (1.0f - c) - xf * s;
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matrix[10] = zf * zf * (1.0f - c) + c;
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matrix[11] = 0.0f;
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matrix[12] = 0.0f;
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matrix[13] = 0.0f;
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matrix[14] = 0.0f;
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matrix[15] = 1.0f;
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cogl_wrap_glMultMatrix (matrix);
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}
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void
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cogl_wrap_glOrthof (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top,
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GLfloat near, GLfloat far)
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{
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float matrix[16];
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float xrange = (right - left);
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float yrange = (top - bottom);
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float zrange = (far - near);
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memset (matrix, 0, sizeof (matrix));
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matrix[0] = 2.0f / xrange;
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matrix[5] = 2.0f / yrange;
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matrix[10] = 2.0f / zrange;
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matrix[12] = (right + left) / xrange;
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matrix[13] = (top + bottom) / yrange;
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matrix[14] = (far + near) / zrange;
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matrix[15] = 1.0f;
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cogl_wrap_glMultMatrix (matrix);
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}
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}
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void
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void
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@ -1109,21 +885,21 @@ cogl_wrap_prepare_for_draw (void)
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if ((w->dirty_uniforms & (COGL_GLES2_DIRTY_MVP_MATRIX
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if ((w->dirty_uniforms & (COGL_GLES2_DIRTY_MVP_MATRIX
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| COGL_GLES2_DIRTY_MODELVIEW_MATRIX)))
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| COGL_GLES2_DIRTY_MODELVIEW_MATRIX)))
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{
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{
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float mvp_matrix[16];
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CoglMatrix mvp_matrix;
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const float *modelview_matrix = w->modelview_stack
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CoglMatrix *modelview_matrix = &w->modelview_matrix;
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+ w->modelview_stack_pos * 16;
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CoglMatrix *projection_matrix = &w->projection_matrix;
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cogl_gles2_wrapper_mult_matrix (mvp_matrix,
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/* FIXME: we should have a cogl_matrix_copy () function */
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w->projection_stack
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memcpy (&mvp_matrix, projection_matrix, sizeof (CoglMatrix));
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+ w->projection_stack_pos * 16,
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modelview_matrix);
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cogl_matrix_multiply (&mvp_matrix, modelview_matrix);
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if (program->uniforms.mvp_matrix_uniform != -1)
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if (program->uniforms.mvp_matrix_uniform != -1)
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glUniformMatrix4fv (program->uniforms.mvp_matrix_uniform, 1,
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glUniformMatrix4fv (program->uniforms.mvp_matrix_uniform, 1,
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GL_FALSE, mvp_matrix);
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GL_FALSE, (float *)mvp_matrix);
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if (program->uniforms.modelview_matrix_uniform != -1)
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if (program->uniforms.modelview_matrix_uniform != -1)
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glUniformMatrix4fv (program->uniforms.modelview_matrix_uniform, 1,
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glUniformMatrix4fv (program->uniforms.modelview_matrix_uniform, 1,
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GL_FALSE, modelview_matrix);
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GL_FALSE, (float *)modelview_matrix);
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}
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}
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if ((w->dirty_uniforms & COGL_GLES2_DIRTY_TEXTURE_MATRICES))
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if ((w->dirty_uniforms & COGL_GLES2_DIRTY_TEXTURE_MATRICES))
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{
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{
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@ -1139,8 +915,7 @@ cogl_wrap_prepare_for_draw (void)
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texture_unit = w->texture_units + i;
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texture_unit = w->texture_units + i;
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if (uniform != -1)
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if (uniform != -1)
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glUniformMatrix4fv (uniform, 1, GL_FALSE,
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glUniformMatrix4fv (uniform, 1, GL_FALSE,
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texture_unit->texture_stack
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(float *)texture_unit->texture_matrix);
|
||||||
+ texture_unit->texture_stack_pos * 16);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -134,8 +134,7 @@ struct _CoglGles2WrapperSettings
|
|||||||
|
|
||||||
struct _CoglGles2WrapperTextureUnit
|
struct _CoglGles2WrapperTextureUnit
|
||||||
{
|
{
|
||||||
GLfloat texture_stack[COGL_GLES2_TEXTURE_STACK_SIZE * 16];
|
CoglMatrix texture_matrix;
|
||||||
GLuint texture_stack_pos;
|
|
||||||
|
|
||||||
GLenum texture_coords_type;
|
GLenum texture_coords_type;
|
||||||
GLint texture_coords_size;
|
GLint texture_coords_size;
|
||||||
@ -149,10 +148,8 @@ struct _CoglGles2WrapperTextureUnit
|
|||||||
struct _CoglGles2Wrapper
|
struct _CoglGles2Wrapper
|
||||||
{
|
{
|
||||||
GLuint matrix_mode;
|
GLuint matrix_mode;
|
||||||
GLfloat modelview_stack[COGL_GLES2_MODELVIEW_STACK_SIZE * 16];
|
CoglMatrix modelview_matrix;
|
||||||
GLuint modelview_stack_pos;
|
CoglMatrix projection_matrix;
|
||||||
GLfloat projection_stack[COGL_GLES2_PROJECTION_STACK_SIZE * 16];
|
|
||||||
GLuint projection_stack_pos;
|
|
||||||
guint active_texture_unit;
|
guint active_texture_unit;
|
||||||
guint active_client_texture_unit;
|
guint active_client_texture_unit;
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user