mirror of
https://github.com/brl/mutter.git
synced 2024-12-26 21:02:14 +00:00
2007-05-28 Matthew Allum <mallum@openedhand.com>
* clutter/clutter-backend.c: * clutter/clutter-backend.h: * clutter/glx/clutter-stage-glx.c: * clutter/glx/clutter-backend-glx.c: Fix up rendering pipeline removing clutter_backend_XXX_stage_paint and adding clutter_backend_XXX_redraw instead. Duplicates less code in backends, avoids clutter_actor_paint() getting called before stage is set up (viewport wise) and unbreaks things like picking. * clutter/clutter-actor.c: * clutter/clutter-actor.h: * clutter/clutter-main.c: * clutter/clutter-private.h: * clutter/clutter-stage.c: (clutter_stage_get_actor_at_pos): Redo picking functionality a different way (via color indexing) as to provide more flexibility, possibly speed and more likely work with GL/ES (doesn't currently however - not sure why). * clutter/clutter-group.c: Add groups own 'pick' method. * clutter/cogl/cogl.h: * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Move clipping funtionality into cogl. * clutter/cogl/gles/cogl-defines.h: Hack around missing BGR format in GL/ES. * clutter/egl/clutter-backend-egl.c: * clutter/egl/clutter-backend-egl.h: * clutter/egl/clutter-stage-egl.c: * clutter/sdl/clutter-backend-sdl.c: * clutter/sdl/clutter-backend-sdl.h: * clutter/sdl/clutter-event-sdl.c: * clutter/sdl/clutter-stage-sdl.c: Update backends to newer API. Add basic mouse event translation to SDL.
This commit is contained in:
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4df0665012
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7c7fcc2cb9
10
cogl.h
10
cogl.h
@ -77,7 +77,7 @@ cogl_setup_viewport (guint width,
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ClutterFixed z_far);
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void
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cogl_paint_init (ClutterColor *color);
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cogl_paint_init (const ClutterColor *color);
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void
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cogl_push_matrix (void);
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@ -101,7 +101,13 @@ void
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cogl_rotate (gint angle, gint x, gint y, gint z);
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void
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cogl_color (ClutterColor *color);
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cogl_color (const ClutterColor *color);
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void
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cogl_clip_set (const ClutterGeometry *clip);
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void
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cogl_clip_unset (void);
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void
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cogl_enable (gulong flags);
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104
gl/cogl.c
104
gl/cogl.c
@ -139,7 +139,7 @@ cogl_check_extension (const gchar *name, const gchar *ext)
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}
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void
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cogl_paint_init (ClutterColor *color)
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cogl_paint_init (const ClutterColor *color)
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{
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GE( glClearColor (((float) color->red / 0xff * 1.0),
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((float) color->green / 0xff * 1.0),
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@ -266,11 +266,39 @@ cogl_enable (gulong flags)
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}
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void
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cogl_color (ClutterColor *color)
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cogl_color (const ClutterColor *color)
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{
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glColor4ub (color->red, color->green, color->blue, color->alpha);
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}
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void
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cogl_clip_set (const ClutterGeometry *clip)
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{
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GE( glEnable (GL_STENCIL_TEST) );
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GE( glClearStencil (0.0f) );
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GE( glClear (GL_STENCIL_BUFFER_BIT) );
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GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
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GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
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GE( glColor3f (1.0f, 1.0f, 1.0f) );
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GE( glRecti (clip->x,
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clip->y,
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clip->x + clip->width,
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clip->y + clip->height) );
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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_clip_unset (void)
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{
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GE( glDisable (GL_STENCIL_TEST) );
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}
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gboolean
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cogl_texture_can_size (COGLenum pixel_format,
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COGLenum pixel_type,
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@ -423,7 +451,6 @@ cogl_trapezoid (gint y1,
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GE( glEnd () );
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}
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void
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cogl_alpha_func (COGLenum func,
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ClutterFixed ref)
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@ -431,61 +458,6 @@ cogl_alpha_func (COGLenum func,
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GE( glAlphaFunc (func, CLUTTER_FIXED_TO_FLOAT(ref)) );
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}
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#if 0
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/*
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* Original floating point implementaiton of the perspective function,
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* retained for reference purposes
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*/
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static inline void
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frustum (GLfloat left,
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GLfloat right,
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GLfloat bottom,
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GLfloat top,
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GLfloat nearval,
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GLfloat farval)
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{
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GLfloat x, y, a, b, c, d;
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GLfloat m[16];
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x = (2.0 * nearval) / (right - left);
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y = (2.0 * nearval) / (top - bottom);
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a = (right + left) / (right - left);
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b = (top + bottom) / (top - bottom);
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c = -(farval + nearval) / ( farval - nearval);
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d = -(2.0 * farval * nearval) / (farval - nearval);
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#define M(row,col) m[col*4+row]
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M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F;
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M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F;
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M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d;
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M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F;
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#undef M
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GE( glMultMatrixf (m) );
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}
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static inline void
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perspective (GLfloat fovy,
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GLfloat aspect,
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GLfloat zNear,
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GLfloat zFar)
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{
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GLfloat xmin, xmax, ymin, ymax;
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ymax = zNear * tan (fovy * M_PI / 360.0);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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printf ("%f, %f, %f, %f\n", xmin, xmax, ymin, ymax);
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frustum (xmin, xmax, ymin, ymax, zNear, zFar);
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}
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#endif
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/*
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* Fixed point implementation of the perspective function
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*/
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void
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cogl_perspective (ClutterAngle fovy,
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ClutterFixed aspect,
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@ -495,11 +467,7 @@ cogl_perspective (ClutterAngle fovy,
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ClutterFixed xmax, ymax;
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ClutterFixed x, y, c, d;
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#ifdef HAVE_COGL_GL
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GLfloat m[16];
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#else
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GLfixed m[16];
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#endif
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memset (&m[0], 0, sizeof (m));
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@ -521,7 +489,6 @@ cogl_perspective (ClutterAngle fovy,
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d = CFX_DIV (-(clutter_qmulx (2*zFar, zNear)), (zFar - zNear));
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#define M(row,col) m[col*4+row]
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#ifdef HAVE_COGL_GL
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M(0,0) = CLUTTER_FIXED_TO_FLOAT (x);
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M(1,1) = CLUTTER_FIXED_TO_FLOAT (y);
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M(2,2) = CLUTTER_FIXED_TO_FLOAT (c);
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@ -529,15 +496,6 @@ cogl_perspective (ClutterAngle fovy,
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M(3,2) = -1.0F;
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GE( glMultMatrixf (m) );
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#else
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M(0,0) = x;
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M(1,1) = y;
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M(2,2) = c;
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M(2,3) = d;
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M(3,2) = 1 + ~CFX_ONE;
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GE( glMultMatrixx (m) );
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#endif
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#undef M
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}
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@ -568,7 +526,7 @@ cogl_setup_viewport (guint width,
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GE( glTranslatef (-0.5f, -0.5f, -z_camera) );
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GE( glScalef ( 1.0f / width,
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-1.0f / height,
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-1.0f / height,
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1.0f / width) );
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GE( glTranslatef (0.0f, -1.0 * height, 0.0f) );
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}
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@ -444,6 +444,13 @@ typedef GLint COGLint;
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#define CGL_TEXTURE_2D GL_TEXTURE_2D
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#define CGL_ARGB GL_ARGB
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/* FIXME: There is no BGR support in GLES - so with below BGR textures are
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* borked. Will likely need a feature flag and some coversion..
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*/
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#define CGL_BGR GL_RGB
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#define CGL_BGRA GL_RGBA
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#define CGL_TEXTURE_RECTANGLE_ARB 0 /* Its unlikely we support this */
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G_END_DECLS
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gles/cogl.c
49
gles/cogl.c
@ -100,7 +100,7 @@ cogl_check_extension (const gchar *name, const gchar *ext)
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}
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void
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cogl_paint_init (ClutterColor *color)
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cogl_paint_init (const ClutterColor *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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@ -234,7 +234,7 @@ cogl_enable (gulong flags)
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}
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void
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cogl_color (ClutterColor *color)
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cogl_color (const ClutterColor *color)
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{
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GE( glColor4x ((color->red << 16) / 0xff,
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(color->green << 16) / 0xff,
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@ -242,19 +242,45 @@ cogl_color (ClutterColor *color)
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(color->alpha << 16) / 0xff) );
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}
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void
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cogl_clip_set (const ClutterGeometry *clip)
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{
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GE( glEnable (GL_STENCIL_TEST) );
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GE( glClearStencil (0) );
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GE( glClear (GL_STENCIL_BUFFER_BIT) );
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GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
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GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
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GE( glColor4x (CFX_ONE, CFX_ONE, CFX_ONE, CFX_ONE ) );
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cogl_rectangle (clip->x, clip->y, clip->width, clip->height);
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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_clip_unset (void)
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{
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GE( glDisable (GL_STENCIL_TEST) );
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}
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gboolean
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cogl_texture_can_size (COGLenum pixel_format,
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COGLenum pixel_type,
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int width,
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int height)
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{
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GLint new_width = 0;
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/* FIXME */
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return TRUE;
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#if 0
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GLint new_width = 0;
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GE( glTexImage2D (GL_PROXY_TEXTURE_2D, 0, GL_RGBA,
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width, height, 0 /* border */,
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pixel_format, pixel_type, NULL) );
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@ -433,8 +459,6 @@ cogl_alpha_func (COGLenum func,
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GE( glAlphaFunc (func, CLUTTER_FIXED_TO_FLOAT(ref)) );
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}
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/*
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* Fixed point implementation of the perspective function
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*/
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@ -507,8 +531,15 @@ cogl_setup_viewport (guint w,
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/* camera distance from screen, 0.5 * tan (FOV) */
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#define DEFAULT_Z_CAMERA 0.866025404f
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z_camera = clutter_tani (fovy) << 1;
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GE( glTranslatex (-1 << 15, -1 << 15, -z_camera );
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/*
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printf("%i vs %i\n",
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CLUTTER_FLOAT_TO_FIXED(DEFAULT_Z_CAMERA),
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clutter_tani (fovy) << 1);
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*/
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GE( glTranslatex (-1 << 15, -1 << 15, /*-z_camera*/
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-CLUTTER_FLOAT_TO_FIXED(DEFAULT_Z_CAMERA)));
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GE( glScalex ( CFX_ONE / width,
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-CFX_ONE / height,
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