GLES 2 backend

* clutter/eglx/clutter-stage-egl.h:
	* clutter/eglx/clutter-egl-headers.h:
	* clutter/eglx/clutter-backend-egl.h:
	* clutter/eglx/Makefile.am: Include the GLES and EGL headers via
	clutter-egl-headers.h so that the right version can be used
	depending on whether the GLES 2 wrapper is being used.

	* configure.ac: Added an automake conditional for whether the GLES
	2 wrapper should be used.

	* clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize):
	Remove the call to glGetIntegerv to get the max texture size. It
	was being called before the GL context was bound so it didn't work
	anyway and it was causing trouble for the GLES 2 simulator.

	* clutter/cogl/gles/stringify.sh: Shell script to convert the
	shaders into a C string.

	* clutter/cogl/gles/cogl-gles2-wrapper.h:
	* clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the
	missing GL functions in GLES 2.

	* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl:
	* clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for
	GLES 2

	* clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@
	macro instead of always using the GLES 1 header.

	* clutter/cogl/gles/cogl-context.h (CoglContext): Include a field
	for the state of the GLES 2 wrapper.

	* clutter/cogl/gles/cogl-texture.c:
	* clutter/cogl/gles/cogl-primitives.c:
	* clutter/cogl/gles/cogl.c: Use wrapped versions of the GL
	functions where neccessary.

	* clutter/cogl/gles/Makefile.am: Add sources for the GLES 2
	wrapper and an extra build step to put the GLSL files into a C
	string whenever the files change.
This commit is contained in:
Neil Roberts 2008-05-27 17:42:50 +00:00
parent e50099a206
commit f177aedcff
12 changed files with 1108 additions and 115 deletions

View File

@ -29,8 +29,29 @@ libclutter_cogl_la_SOURCES = \
cogl-primitives.c \
cogl-texture.c \
cogl-fbo.c \
cogl-context.c
cogl-context.c \
cogl-gles2-wrapper.h
EXTRA_DIST = cogl-defines.h.in
if USE_GLES2_WRAPPER
libclutter_cogl_la_SOURCES += \
cogl-gles2-wrapper.c \
cogl-fixed-vertex-shader.h \
cogl-fixed-vertex-shader.c \
cogl-fixed-fragment-shader.h \
cogl-fixed-fragment-shader.c
endif
EXTRA_DIST = cogl-defines.h.in \
stringify.sh \
cogl-fixed-vertex-shader.glsl \
cogl-fixed-fragment-shader.glsl
libclutter_cogl_la_LIBADD = $(top_builddir)/clutter/cogl/common/libclutter-cogl-common.la
%.h : %.glsl
/bin/sh $(top_srcdir)/clutter/cogl/gles/stringify.sh -h $<
%.c : %.glsl
/bin/sh $(top_srcdir)/clutter/cogl/gles/stringify.sh $<
cogl-gles2-wrapper.lo : cogl-fixed-vertex-shader.h cogl-fixed-fragment-shader.h

View File

@ -29,13 +29,14 @@
#include "cogl.h"
#include <GLES/gl.h>
#include <string.h>
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-context.h"
#include "cogl-gles2-wrapper.h"
static CoglContext *_context = NULL;
gboolean
@ -67,9 +68,14 @@ cogl_create_context ()
_context->blend_src_factor = CGL_SRC_ALPHA;
_context->blend_dst_factor = CGL_ONE_MINUS_SRC_ALPHA;
/* Init the GLES2 wrapper */
#ifdef HAVE_COGL_GLES2
cogl_gles2_wrapper_init (&_context->gles2);
#endif
/* Init OpenGL state */
GE( glTexEnvx (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) );
GE( cogl_wrap_glTexEnvx (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) );
GE( glColorMask (TRUE, TRUE, TRUE, FALSE) );
GE( glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) );
cogl_enable (0);
@ -83,6 +89,10 @@ cogl_destroy_context ()
if (_context == NULL)
return;
#ifdef HAVE_COGL_GLES2
cogl_gles2_wrapper_deinit (&_context->gles2);
#endif
if (_context->texture_vertices)
g_free (_context->texture_vertices);

View File

@ -28,6 +28,8 @@
#include "cogl-primitives.h"
#include "cogl-gles2-wrapper.h"
typedef struct
{
GLfixed v[3];
@ -64,6 +66,10 @@ typedef struct
/* Framebuffer objects */
GArray *fbo_handles;
CoglBufferTarget draw_buffer;
#ifdef HAVE_COGL_GLES2
CoglGles2Wrapper gles2;
#endif
} CoglContext;

View File

@ -23,11 +23,11 @@
* Boston, MA 02111-1307, USA.
*/
#include <GLES/gl.h>
#ifndef __COGL_DEFINES_H__
#define __COGL_DEFINES_H__
#include <@CLUTTER_GL_HEADER@>
G_BEGIN_DECLS
/* ClearBufferMask */

View File

@ -0,0 +1,29 @@
/* Inputs from the vertex shader */
varying vec4 frag_color;
varying vec2 tex_coord;
/* Texturing options */
uniform bool texture_2d_enabled;
uniform sampler2D texture_unit;
uniform bool alpha_only;
void
main (void)
{
if (texture_2d_enabled)
{
if (alpha_only)
{
/* If the texture only has an alpha channel (eg, with the
textures from the pango renderer) then the RGB components
will be black. We want to use the RGB from the current
color in that case */
gl_FragColor = frag_color;
gl_FragColor.a *= texture2D (texture_unit, tex_coord).a;
}
else
gl_FragColor = frag_color * texture2D (texture_unit, tex_coord);
}
else
gl_FragColor = frag_color;
}

View File

@ -0,0 +1,26 @@
/* Per vertex attributes */
attribute vec4 vertex_attrib;
attribute vec4 tex_coord_attrib;
attribute vec4 color_attrib;
/* Transformation matrices */
uniform mat4 mvp_matrix; /* combined modelview and projection matrix */
uniform mat4 texture_matrix;
/* Outputs to the fragment shader */
varying vec4 frag_color;
varying vec2 tex_coord;
void
main (void)
{
/* Calculate the transformed position */
gl_Position = mvp_matrix * vertex_attrib;
/* Calculate the transformed texture coordinate */
vec4 transformed_tex_coord = texture_matrix * tex_coord_attrib;
tex_coord = transformed_tex_coord.st / transformed_tex_coord.q;
/* Pass the interpolated vertex color on to the fragment shader */
frag_color = color_attrib;
}

632
gles/cogl-gles2-wrapper.c Normal file
View File

@ -0,0 +1,632 @@
/*
* Clutter COGL
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2008 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <clutter/clutter-fixed.h>
#include <string.h>
#include <math.h>
#include "cogl.h"
#include "cogl-gles2-wrapper.h"
#include "cogl-fixed-vertex-shader.h"
#include "cogl-fixed-fragment-shader.h"
#include "cogl-context.h"
#define _COGL_GET_GLES2_WRAPPER(wvar, retval) \
CoglGles2Wrapper *wvar; \
{ \
CoglContext *__ctxvar = _cogl_context_get_default (); \
if (__ctxvar == NULL) return retval; \
wvar = &__ctxvar->gles2; \
}
#define COGL_GLES2_WRAPPER_VERTEX_ATTRIB 0
#define COGL_GLES2_WRAPPER_TEX_COORD_ATTRIB 1
#define COGL_GLES2_WRAPPER_COLOR_ATTRIB 2
static GLuint
cogl_gles2_wrapper_create_shader (GLenum type, const char *source)
{
GLuint shader;
GLint source_len = strlen (source);
GLint status;
shader = glCreateShader (type);
glShaderSource (shader, 1, &source, &source_len);
glCompileShader (shader);
glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (!status)
{
char log[1024];
GLint len;
glGetShaderInfoLog (shader, sizeof (log) - 1, &len, log);
log[len] = '\0';
g_critical ("%s", log);
glDeleteShader (shader);
return 0;
}
return shader;
}
void
cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper)
{
GLint status;
memset (wrapper, 0, sizeof (CoglGles2Wrapper));
/* Create the shader program */
wrapper->vertex_shader
= cogl_gles2_wrapper_create_shader (GL_VERTEX_SHADER,
cogl_fixed_vertex_shader);
if (wrapper->vertex_shader == 0)
return;
wrapper->fragment_shader
= cogl_gles2_wrapper_create_shader (GL_FRAGMENT_SHADER,
cogl_fixed_fragment_shader);
if (wrapper->fragment_shader == 0)
{
glDeleteShader (wrapper->vertex_shader);
return;
}
wrapper->program = glCreateProgram ();
glAttachShader (wrapper->program, wrapper->fragment_shader);
glAttachShader (wrapper->program, wrapper->vertex_shader);
glBindAttribLocation (wrapper->program, COGL_GLES2_WRAPPER_VERTEX_ATTRIB,
"vertex_attrib");
glBindAttribLocation (wrapper->program, COGL_GLES2_WRAPPER_TEX_COORD_ATTRIB,
"tex_coord_attrib");
glBindAttribLocation (wrapper->program, COGL_GLES2_WRAPPER_COLOR_ATTRIB,
"color_attrib");
glLinkProgram (wrapper->program);
glGetProgramiv (wrapper->program, GL_LINK_STATUS, &status);
if (!status)
{
char log[1024];
GLint len;
glGetProgramInfoLog (wrapper->program, sizeof (log) - 1, &len, log);
log[len] = '\0';
g_critical ("%s", log);
glDeleteProgram (wrapper->program);
glDeleteShader (wrapper->vertex_shader);
glDeleteShader (wrapper->fragment_shader);
return;
}
glUseProgram (wrapper->program);
wrapper->mvp_matrix_uniform
= glGetUniformLocation (wrapper->program, "mvp_matrix");
wrapper->texture_matrix_uniform
= glGetUniformLocation (wrapper->program, "texture_matrix");
wrapper->texture_2d_enabled_uniform
= glGetUniformLocation (wrapper->program, "texture_2d_enabled");
wrapper->bound_texture_uniform
= glGetUniformLocation (wrapper->program, "texture_unit");
wrapper->alpha_only_uniform
= glGetUniformLocation (wrapper->program, "alpha_only");
/* Always use the first texture unit */
glUniform1i (wrapper->bound_texture_uniform, 0);
/* Initialize the stacks */
cogl_wrap_glMatrixMode (GL_TEXTURE);
cogl_wrap_glLoadIdentity ();
cogl_wrap_glMatrixMode (GL_PROJECTION);
cogl_wrap_glLoadIdentity ();
cogl_wrap_glMatrixMode (GL_MODELVIEW);
cogl_wrap_glLoadIdentity ();
wrapper->mvp_uptodate = GL_FALSE;
}
void
cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper)
{
if (wrapper->program)
{
glDeleteProgram (wrapper->program);
wrapper->program = 0;
}
if (wrapper->vertex_shader)
{
glDeleteShader (wrapper->vertex_shader);
wrapper->vertex_shader = 0;
}
if (wrapper->fragment_shader)
{
glDeleteShader (wrapper->fragment_shader);
wrapper->fragment_shader = 0;
}
}
static void
cogl_gles2_wrapper_update_matrix (CoglGles2Wrapper *wrapper)
{
const float *matrix;
switch (wrapper->matrix_mode)
{
default:
case GL_MODELVIEW:
case GL_PROJECTION:
/* Queue a recalculation of the combined modelview and
projection matrix at the next draw */
wrapper->mvp_uptodate = GL_FALSE;
break;
case GL_TEXTURE:
matrix = wrapper->texture_stack + wrapper->texture_stack_pos * 16;
glUniformMatrix4fv (wrapper->texture_matrix_uniform, 1, GL_FALSE, matrix);
break;
}
}
void
cogl_wrap_glClearColorx (GLclampx r, GLclampx g, GLclampx b, GLclampx a)
{
glClearColor (CLUTTER_FIXED_TO_FLOAT (r),
CLUTTER_FIXED_TO_FLOAT (g),
CLUTTER_FIXED_TO_FLOAT (b),
CLUTTER_FIXED_TO_FLOAT (a));
}
void
cogl_wrap_glPushMatrix ()
{
const float *src;
float *dst;
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
/* Get a pointer to the old and new matrix position and increment
the stack pointer */
switch (w->matrix_mode)
{
default:
case GL_MODELVIEW:
src = w->modelview_stack + w->modelview_stack_pos * 16;
w->modelview_stack_pos = (w->modelview_stack_pos + 1)
& (COGL_GLES2_MODELVIEW_STACK_SIZE - 1);
dst = w->modelview_stack + w->modelview_stack_pos * 16;
break;
case GL_PROJECTION:
src = w->projection_stack + w->projection_stack_pos * 16;
w->projection_stack_pos = (w->projection_stack_pos + 1)
& (COGL_GLES2_PROJECTION_STACK_SIZE - 1);
dst = w->projection_stack + w->projection_stack_pos * 16;
break;
case GL_TEXTURE:
src = w->texture_stack + w->texture_stack_pos * 16;
w->texture_stack_pos = (w->texture_stack_pos + 1)
& (COGL_GLES2_TEXTURE_STACK_SIZE - 1);
dst = w->texture_stack + w->texture_stack_pos * 16;
break;
}
/* Copy the old matrix to the new position */
memcpy (dst, src, sizeof (float) * 16);
}
void
cogl_wrap_glPopMatrix ()
{
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
/* Decrement the stack pointer */
switch (w->matrix_mode)
{
default:
case GL_MODELVIEW:
w->modelview_stack_pos = (w->modelview_stack_pos - 1)
& (COGL_GLES2_MODELVIEW_STACK_SIZE - 1);
break;
case GL_PROJECTION:
w->projection_stack_pos = (w->projection_stack_pos - 1)
& (COGL_GLES2_PROJECTION_STACK_SIZE - 1);
break;
case GL_TEXTURE:
w->texture_stack_pos = (w->texture_stack_pos - 1)
& (COGL_GLES2_TEXTURE_STACK_SIZE - 1);
break;
}
/* Update the matrix in the program object */
cogl_gles2_wrapper_update_matrix (w);
}
void
cogl_wrap_glMatrixMode (GLenum mode)
{
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
w->matrix_mode = mode;
}
static float *
cogl_gles2_get_matrix_stack_top (CoglGles2Wrapper *wrapper)
{
switch (wrapper->matrix_mode)
{
default:
case GL_MODELVIEW:
return wrapper->modelview_stack + wrapper->modelview_stack_pos * 16;
case GL_PROJECTION:
return wrapper->projection_stack + wrapper->projection_stack_pos * 16;
case GL_TEXTURE:
return wrapper->texture_stack + wrapper->texture_stack_pos * 16;
}
}
void
cogl_wrap_glLoadIdentity ()
{
float *matrix;
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
matrix = cogl_gles2_get_matrix_stack_top (w);
memset (matrix, 0, sizeof (float) * 16);
matrix[0] = 1.0f;
matrix[5] = 1.0f;
matrix[10] = 1.0f;
matrix[15] = 1.0f;
cogl_gles2_wrapper_update_matrix (w);
}
static void
cogl_gles2_wrapper_mult_matrix (float *dst, const float *a, const float *b)
{
int i, j, k;
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
{
float sum = 0.0f;
for (k = 0; k < 4; k++)
sum += a[k * 4 + j] * b[i * 4 + k];
dst[i * 4 + j] = sum;
}
}
static void
cogl_wrap_glMultMatrix (const float *m)
{
float new_matrix[16];
float *old_matrix;
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
old_matrix = cogl_gles2_get_matrix_stack_top (w);
cogl_gles2_wrapper_mult_matrix (new_matrix, old_matrix, m);
memcpy (old_matrix, new_matrix, sizeof (float) * 16);
cogl_gles2_wrapper_update_matrix (w);
}
void
cogl_wrap_glMultMatrixx (const GLfixed *m)
{
float new_matrix[16];
int i;
for (i = 0; i < 16; i++)
new_matrix[i] = CLUTTER_FIXED_TO_FLOAT (m[i]);
cogl_wrap_glMultMatrix (new_matrix);
}
void
cogl_wrap_glScalex (GLfixed x, GLfixed y, GLfixed z)
{
float matrix[16];
memset (matrix, 0, sizeof (matrix));
matrix[0] = CLUTTER_FIXED_TO_FLOAT (x);
matrix[5] = CLUTTER_FIXED_TO_FLOAT (y);
matrix[10] = CLUTTER_FIXED_TO_FLOAT (z);
matrix[15] = 1.0f;
cogl_wrap_glMultMatrix (matrix);
}
void
cogl_wrap_glTranslatex (GLfixed x, GLfixed y, GLfixed z)
{
float matrix[16];
memset (matrix, 0, sizeof (matrix));
matrix[0] = 1.0f;
matrix[5] = 1.0f;
matrix[10] = 1.0f;
matrix[12] = CLUTTER_FIXED_TO_FLOAT (x);
matrix[13] = CLUTTER_FIXED_TO_FLOAT (y);
matrix[14] = CLUTTER_FIXED_TO_FLOAT (z);
matrix[15] = 1.0f;
cogl_wrap_glMultMatrix (matrix);
}
void
cogl_wrap_glRotatex (GLfixed angle, GLfixed x, GLfixed y, GLfixed z)
{
float matrix[16];
float xf = CLUTTER_FIXED_TO_FLOAT (x);
float yf = CLUTTER_FIXED_TO_FLOAT (y);
float zf = CLUTTER_FIXED_TO_FLOAT (z);
float anglef = CLUTTER_FIXED_TO_FLOAT (angle) * G_PI / 180.0f;
float c = cosf (anglef);
float s = sinf (anglef);
matrix[0] = xf * xf * (1.0f - c) + c;
matrix[1] = yf * xf * (1.0f - c) + zf * s;
matrix[2] = xf * zf * (1.0f - c) - yf * s;
matrix[3] = 0.0f;
matrix[4] = xf * yf * (1.0f - c) - zf * s;
matrix[5] = yf * yf * (1.0f - c) + c;
matrix[6] = yf * zf * (1.0f - c) + xf * s;
matrix[7] = 0.0f;
matrix[8] = xf * zf * (1.0f - c) + yf * s;
matrix[9] = yf * zf * (1.0f - c) - xf * s;
matrix[10] = zf * zf * (1.0f - c) + c;
matrix[11] = 0.0f;
matrix[12] = 0.0f;
matrix[13] = 0.0f;
matrix[14] = 0.0f;
matrix[15] = 1.0f;
cogl_wrap_glMultMatrix (matrix);
}
void
cogl_wrap_glOrthox (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top,
GLfixed near, GLfixed far)
{
float matrix[16];
float xrange = CLUTTER_FIXED_TO_FLOAT (right - left);
float yrange = CLUTTER_FIXED_TO_FLOAT (top - bottom);
float zrange = CLUTTER_FIXED_TO_FLOAT (far - near);
memset (matrix, 0, sizeof (matrix));
matrix[0] = 2.0f / xrange;
matrix[5] = 2.0f / yrange;
matrix[10] = 2.0f / zrange;
matrix[12] = CLUTTER_FIXED_TO_FLOAT (right + left) / xrange;
matrix[13] = CLUTTER_FIXED_TO_FLOAT (top + bottom) / yrange;
matrix[14] = CLUTTER_FIXED_TO_FLOAT (far + near) / zrange;
matrix[15] = 1.0f;
cogl_wrap_glMultMatrix (matrix);
}
void
cogl_wrap_glVertexPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer)
{
glVertexAttribPointer (COGL_GLES2_WRAPPER_VERTEX_ATTRIB, size, type,
GL_FALSE, stride, pointer);
}
void
cogl_wrap_glTexCoordPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer)
{
glVertexAttribPointer (COGL_GLES2_WRAPPER_TEX_COORD_ATTRIB, size, type,
GL_FALSE, stride, pointer);
}
void
cogl_wrap_glColorPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer)
{
glVertexAttribPointer (COGL_GLES2_WRAPPER_COLOR_ATTRIB, size, type,
GL_FALSE, stride, pointer);
}
void
cogl_wrap_glDrawArrays (GLenum mode, GLint first, GLsizei count)
{
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
/* Make sure the modelview+projection matrix is up to date */
if (!w->mvp_uptodate)
{
float mvp_matrix[16];
cogl_gles2_wrapper_mult_matrix (mvp_matrix,
w->projection_stack
+ w->projection_stack_pos * 16,
w->modelview_stack
+ w->modelview_stack_pos * 16);
glUniformMatrix4fv (w->mvp_matrix_uniform, 1, GL_FALSE, mvp_matrix);
w->mvp_uptodate = GL_TRUE;
}
glDrawArrays (mode, first, count);
}
void
cogl_gles2_wrapper_bind_texture (GLenum target, GLuint texture,
GLenum internal_format)
{
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
glBindTexture (target, texture);
/* We need to keep track of whether the texture is alpha-only
because the emulation of GL_MODULATE needs to work differently in
that case */
glUniform1i (w->alpha_only_uniform,
internal_format == GL_ALPHA ? GL_TRUE : GL_FALSE);
}
void
cogl_wrap_glTexEnvx (GLenum target, GLenum pname, GLfixed param)
{
/* This function is only used to set the texture mode once to
GL_MODULATE. The shader is hard-coded to modulate the texture so
nothing needs to be done here. */
}
void
cogl_wrap_glEnable (GLenum cap)
{
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
switch (cap)
{
case GL_TEXTURE_2D:
glUniform1i (w->texture_2d_enabled_uniform, GL_TRUE);
break;
default:
glEnable (cap);
}
}
void
cogl_wrap_glDisable (GLenum cap)
{
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
switch (cap)
{
case GL_TEXTURE_2D:
glUniform1i (w->texture_2d_enabled_uniform, GL_FALSE);
break;
default:
glDisable (cap);
}
}
void
cogl_wrap_glEnableClientState (GLenum array)
{
switch (array)
{
case GL_VERTEX_ARRAY:
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_VERTEX_ATTRIB);
break;
case GL_TEXTURE_COORD_ARRAY:
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_TEX_COORD_ATTRIB);
break;
case GL_COLOR_ARRAY:
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_COLOR_ATTRIB);
break;
}
}
void
cogl_wrap_glDisableClientState (GLenum array)
{
switch (array)
{
case GL_VERTEX_ARRAY:
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_VERTEX_ATTRIB);
break;
case GL_TEXTURE_COORD_ARRAY:
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_TEX_COORD_ATTRIB);
break;
case GL_COLOR_ARRAY:
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_COLOR_ATTRIB);
break;
}
}
void
cogl_wrap_glAlphaFunc (GLenum func, GLclampf ref)
{
/* FIXME */
}
void
cogl_wrap_glColor4x (GLclampx r, GLclampx g, GLclampx b, GLclampx a)
{
glVertexAttrib4f (COGL_GLES2_WRAPPER_COLOR_ATTRIB,
CLUTTER_FIXED_TO_FLOAT (r),
CLUTTER_FIXED_TO_FLOAT (g),
CLUTTER_FIXED_TO_FLOAT (b),
CLUTTER_FIXED_TO_FLOAT (a));
}
void
cogl_wrap_glClipPlanex (GLenum plane, GLfixed *equation)
{
/* FIXME */
}
void
cogl_wrap_glGetFixedv (GLenum pname, GLfixed *params)
{
/* FIXME */
}
void
cogl_wrap_glFogx (GLenum pname, GLfixed param)
{
/* FIXME */
}
void
cogl_wrap_glFogxv (GLenum pname, const GLfixed *params)
{
/* FIXME */
}

194
gles/cogl-gles2-wrapper.h Normal file
View File

@ -0,0 +1,194 @@
/*
* Clutter COGL
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2008 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifndef __COGL_GLES2_WRAPPER_H__
#define __COGL_GLES2_WRAPPER_H__
G_BEGIN_DECLS
#ifdef HAVE_COGL_GLES2
typedef struct _CoglGles2Wrapper CoglGles2Wrapper;
/* Must be a power of two */
#define COGL_GLES2_MODELVIEW_STACK_SIZE 32
#define COGL_GLES2_PROJECTION_STACK_SIZE 2
#define COGL_GLES2_TEXTURE_STACK_SIZE 2
struct _CoglGles2Wrapper
{
GLuint program;
GLuint vertex_shader;
GLuint fragment_shader;
GLint mvp_matrix_uniform;
GLint texture_matrix_uniform;
GLint texture_2d_enabled_uniform;
GLint bound_texture_uniform;
GLint alpha_only_uniform;
GLuint matrix_mode;
GLfloat modelview_stack[COGL_GLES2_MODELVIEW_STACK_SIZE * 16];
GLuint modelview_stack_pos;
GLfloat projection_stack[COGL_GLES2_PROJECTION_STACK_SIZE * 16];
GLuint projection_stack_pos;
GLfloat texture_stack[COGL_GLES2_TEXTURE_STACK_SIZE * 16];
GLuint texture_stack_pos;
/* The combined modelview and projection matrix is only updated at
the last minute in glDrawArrays to avoid recalculating it for
every change to the modelview matrix */
GLboolean mvp_uptodate;
};
/* These defines are missing from GL ES 2 but we can still use them
with the wrapper funcions */
#ifndef GL_MODELVIEW
#define GL_MODELVIEW 0x1700
#define GL_PROJECTION 0x1701
#define GL_VERTEX_ARRAY 0x8074
#define GL_TEXTURE_COORD_ARRAY 0x8078
#define GL_COLOR_ARRAY 0x8076
#define GL_LIGHTING 0x0B50
#define GL_ALPHA_TEST 0x0BC0
#define GL_FOG 0x0B60
#define GL_FOG_COLOR 0x0B66
#define GL_FOG_MODE 0x0B65
#define GL_FOG_HINT 0x0C54
#define GL_FOG_DENSITY 0x0B62
#define GL_FOG_START 0x0B63
#define GL_FOG_END 0x0B64
#define GL_CLIP_PLANE0 0x3000
#define GL_CLIP_PLANE1 0x3001
#define GL_CLIP_PLANE2 0x3002
#define GL_CLIP_PLANE3 0x3003
#define GL_MAX_CLIP_PLANES 0x0D32
#define GL_MODELVIEW_MATRIX 0x0BA6
#define GL_PROJECTION_MATRIX 0x0BA7
#define GL_GENERATE_MIPMAP 0x8191
#define GL_TEXTURE_ENV 0x2300
#define GL_TEXTURE_ENV_MODE 0x2200
#define GL_MODULATE 0x2100
#endif /* GL_MODELVIEW */
void cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper);
void cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper);
void cogl_wrap_glClearColorx (GLclampx r, GLclampx g, GLclampx b, GLclampx a);
void cogl_wrap_glPushMatrix ();
void cogl_wrap_glPopMatrix ();
void cogl_wrap_glMatrixMode (GLenum mode);
void cogl_wrap_glLoadIdentity ();
void cogl_wrap_glMultMatrixx (const GLfixed *m);
void cogl_wrap_glScalex (GLfixed x, GLfixed y, GLfixed z);
void cogl_wrap_glTranslatex (GLfixed x, GLfixed y, GLfixed z);
void cogl_wrap_glRotatex (GLfixed angle, GLfixed x, GLfixed y, GLfixed z);
void cogl_wrap_glOrthox (GLfixed left, GLfixed right,
GLfixed bottom, GLfixed top,
GLfixed near, GLfixed far);
void cogl_wrap_glEnable (GLenum cap);
void cogl_wrap_glDisable (GLenum cap);
void cogl_wrap_glTexCoordPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer);
void cogl_wrap_glVertexPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer);
void cogl_wrap_glColorPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer);
void cogl_wrap_glTexEnvx (GLenum target, GLenum pname, GLfixed param);
void cogl_wrap_glEnableClientState (GLenum array);
void cogl_wrap_glDisableClientState (GLenum array);
void cogl_wrap_glAlphaFunc (GLenum func, GLclampf ref);
void cogl_wrap_glColor4x (GLclampx r, GLclampx g, GLclampx b, GLclampx a);
void cogl_wrap_glClipPlanex (GLenum plane, GLfixed *equation);
void cogl_wrap_glGetFixedv (GLenum pname, GLfixed *params);
void cogl_wrap_glFogx (GLenum pname, GLfixed param);
void cogl_wrap_glFogxv (GLenum pname, const GLfixed *params);
void cogl_wrap_glDrawArrays (GLenum mode, GLint first, GLsizei count);
void cogl_gles2_wrapper_bind_texture (GLenum target, GLuint texture,
GLenum internal_format);
#else /* HAVE_COGL_GLES2 */
/* If we're not using GL ES 2 then just use the GL functions
directly */
#define cogl_wrap_glClearColorx glClearColorx
#define cogl_wrap_glDrawArrays glDrawArrays
#define cogl_wrap_glPushMatrix glPushMatrix
#define cogl_wrap_glPopMatrix glPopMatrix
#define cogl_wrap_glMatrixMode glMatrixMode
#define cogl_wrap_glLoadIdentity glLoadIdentity
#define cogl_wrap_glMultMatrixx glMultMatrixx
#define cogl_wrap_glScalex glScalex
#define cogl_wrap_glTranslatex glTranslatex
#define cogl_wrap_glRotatex glRotatex
#define cogl_wrap_glOrthox glOrthox
#define cogl_wrap_glEnable glEnable
#define cogl_wrap_glDisable glDisable
#define cogl_wrap_glTexCoordPointer glTexCoordPointer
#define cogl_wrap_glVertexPointer glVertexPointer
#define cogl_wrap_glColorPointer glColorPointer
#define cogl_wrap_glTexEnvx glTexEnvx
#define cogl_wrap_glEnableClientState glEnableClientState
#define cogl_wrap_glDisableClientState glDisableClientState
#define cogl_wrap_glAlphaFunc glAlphaFunc
#define cogl_wrap_glColor4x glColor4x
#define cogl_wrap_glClipPlanex glClipPlanex
#define cogl_wrap_glGetFixedv glGetFixedv
#define cogl_wrap_glFogx glFogx
#define cogl_wrap_glFogxv glFogxv
/* The extra third parameter of the bind texture wrapper isn't needed
so we can just directly call glBindTexture */
#define cogl_gles2_wrapper_bind_texture(target, texture, internal_format) \
glBindTexture ((target), (texture))
#endif /* HAVE_COGL_GLES2 */
G_END_DECLS
#endif /* __COGL_GLES2_WRAPPER_H__ */

View File

@ -57,8 +57,8 @@ _cogl_rectangle (gint x,
cogl_enable (COGL_ENABLE_VERTEX_ARRAY
| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
GE ( glVertexPointer (2, GL_SHORT, 0, rect_verts ) );
GE ( glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
GE ( cogl_wrap_glVertexPointer (2, GL_SHORT, 0, rect_verts ) );
GE ( cogl_wrap_glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
}
@ -81,8 +81,8 @@ _cogl_rectanglex (ClutterFixed x,
| (ctx->color_alpha < 255
? COGL_ENABLE_BLEND : 0));
GE( glVertexPointer (2, GL_FIXED, 0, rect_verts) );
GE( glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
GE( cogl_wrap_glVertexPointer (2, GL_FIXED, 0, rect_verts) );
GE( cogl_wrap_glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
}
@ -147,8 +147,8 @@ _cogl_path_stroke_nodes ()
| (ctx->color_alpha < 255
? COGL_ENABLE_BLEND : 0));
GE( glVertexPointer (2, GL_FIXED, 0, ctx->path_nodes) );
GE( glDrawArrays (GL_LINE_STRIP, 0, ctx->path_nodes_size) );
GE( cogl_wrap_glVertexPointer (2, GL_FIXED, 0, ctx->path_nodes) );
GE( cogl_wrap_glDrawArrays (GL_LINE_STRIP, 0, ctx->path_nodes_size) );
}
static gint compare_ints (gconstpointer a,
@ -176,7 +176,7 @@ _cogl_path_fill_nodes ()
GE( glClear (GL_STENCIL_BUFFER_BIT) );
GE( glEnable (GL_STENCIL_TEST) );
GE( cogl_wrap_glEnable (GL_STENCIL_TEST) );
GE( glStencilFunc (GL_ALWAYS, 0x0, 0x0) );
GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
GE( glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE) );
@ -184,8 +184,8 @@ _cogl_path_fill_nodes ()
cogl_enable (COGL_ENABLE_VERTEX_ARRAY
| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
GE( glVertexPointer (2, GL_FIXED, 0, ctx->path_nodes) );
GE( glDrawArrays (GL_TRIANGLE_FAN, 0, ctx->path_nodes_size) );
GE( cogl_wrap_glVertexPointer (2, GL_FIXED, 0, ctx->path_nodes) );
GE( cogl_wrap_glDrawArrays (GL_TRIANGLE_FAN, 0, ctx->path_nodes_size) );
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
GE( glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) );
@ -194,7 +194,7 @@ _cogl_path_fill_nodes ()
cogl_rectangle (bounds_x, bounds_y, bounds_w, bounds_h);
GE( glDisable (GL_STENCIL_TEST) );
GE( cogl_wrap_glDisable (GL_STENCIL_TEST) );
#else
{
/* This is our edge list it stores intersections between our curve and
@ -347,8 +347,8 @@ fill_close:
/* render triangles */
cogl_enable (COGL_ENABLE_VERTEX_ARRAY
| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
GE ( glVertexPointer (2, GL_FIXED, 0, coords ) );
GE ( glDrawArrays (GL_TRIANGLES, 0, spans * 2 * 3));
GE ( cogl_wrap_glVertexPointer (2, GL_FIXED, 0, coords ) );
GE ( cogl_wrap_glDrawArrays (GL_TRIANGLES, 0, spans * 2 * 3));
g_free (coords);
}
}

View File

@ -35,6 +35,8 @@
#include "cogl-context.h"
#include "cogl-handle.h"
#include "cogl-gles2-wrapper.h"
#include <string.h>
#include <stdlib.h>
/*
@ -220,7 +222,8 @@ _cogl_texture_upload_to_gl (CoglTexture *tex)
slice_bmp.height);
/* Upload new image data */
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
tex->gl_intformat) );
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 1) );
@ -385,18 +388,18 @@ _cogl_texture_download_from_gl (CoglTexture *tex,
(0,0 in bottom-left corner to draw the texture
upside-down so we match the way glReadPixels works) */
GE( glMatrixMode (GL_PROJECTION) );
GE( glPushMatrix () );
GE( glLoadIdentity () );
GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
GE( cogl_wrap_glPushMatrix () );
GE( cogl_wrap_glLoadIdentity () );
GE( glOrthox (0, CLUTTER_INT_TO_FIXED (viewport[2]),
0, CLUTTER_INT_TO_FIXED (viewport[3]),
CLUTTER_INT_TO_FIXED (0),
CLUTTER_INT_TO_FIXED (100)) );
GE( cogl_wrap_glOrthox (0, CLUTTER_INT_TO_FIXED (viewport[2]),
0, CLUTTER_INT_TO_FIXED (viewport[3]),
CLUTTER_INT_TO_FIXED (0),
CLUTTER_INT_TO_FIXED (100)) );
GE( glMatrixMode (GL_MODELVIEW) );
GE( glPushMatrix () );
GE( glLoadIdentity () );
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
GE( cogl_wrap_glPushMatrix () );
GE( cogl_wrap_glLoadIdentity () );
/* Draw to all channels */
cogl_draw_buffer (COGL_WINDOW_BUFFER | COGL_MASK_BUFFER, 0);
@ -465,10 +468,10 @@ _cogl_texture_download_from_gl (CoglTexture *tex,
}
/* Restore old state */
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
glPopMatrix ();
cogl_wrap_glMatrixMode (GL_PROJECTION);
cogl_wrap_glPopMatrix ();
cogl_wrap_glMatrixMode (GL_MODELVIEW);
cogl_wrap_glPopMatrix ();
cogl_draw_buffer (COGL_WINDOW_BUFFER, 0);
cogl_blend_func (old_src_factor, old_dst_factor);
@ -590,7 +593,8 @@ _cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
/* Upload new image data */
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 1) );
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
tex->gl_intformat) );
GE( glTexSubImage2D (tex->gl_target, 0,
local_x, local_y,
@ -808,7 +812,10 @@ _cogl_texture_slices_create (CoglTexture *tex)
y_span->size - y_span->waste);
#endif
/* Setup texture parameters */
GE( glBindTexture (tex->gl_target, gl_handles[y * n_x_slices + x]) );
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target,
gl_handles[y * n_x_slices + x],
tex->gl_intformat) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MAG_FILTER, tex->mag_filter) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MIN_FILTER, tex->min_filter) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
@ -1546,7 +1553,7 @@ cogl_texture_set_filters (CoglHandle handle,
for (i=0; i<tex->slice_gl_handles->len; ++i)
{
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, i);
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MAG_FILTER, tex->mag_filter) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MIN_FILTER, tex->min_filter) );
}
@ -1772,8 +1779,8 @@ _cogl_texture_quad_sw (CoglTexture *tex,
cogl_enable (enable_flags);
GE( glTexCoordPointer (2, GL_FIXED, 0, tex_coords) );
GE( glVertexPointer (2, GL_FIXED, 0, quad_coords) );
GE( cogl_wrap_glTexCoordPointer (2, GL_FIXED, 0, tex_coords) );
GE( cogl_wrap_glVertexPointer (2, GL_FIXED, 0, quad_coords) );
/* Scale ratio from texture to quad widths */
tw = CLUTTER_INT_TO_FIXED (tex->bitmap.width);
@ -1865,7 +1872,8 @@ _cogl_texture_quad_sw (CoglTexture *tex,
iter_y.index * iter_x.array->len +
iter_x.index);
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
tex->gl_intformat) );
/* Draw textured quad */
tex_coords[0] = slice_tx1; tex_coords[1] = slice_ty1;
@ -1878,7 +1886,7 @@ _cogl_texture_quad_sw (CoglTexture *tex,
quad_coords[4] = slice_qx1; quad_coords[5] = slice_qy2;
quad_coords[6] = slice_qx2; quad_coords[7] = slice_qy2;
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
GE (cogl_wrap_glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
}
}
}
@ -1919,12 +1927,13 @@ _cogl_texture_quad_hw (CoglTexture *tex,
cogl_enable (enable_flags);
GE( glTexCoordPointer (2, GL_FIXED, 0, tex_coords) );
GE( glVertexPointer (2, GL_FIXED, 0, quad_coords) );
GE( cogl_wrap_glTexCoordPointer (2, GL_FIXED, 0, tex_coords) );
GE( cogl_wrap_glVertexPointer (2, GL_FIXED, 0, quad_coords) );
/* Pick and bind opengl texture object */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
tex->gl_intformat) );
/* Don't include the waste in the texture coordinates */
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
@ -1945,7 +1954,7 @@ _cogl_texture_quad_hw (CoglTexture *tex,
quad_coords[4] = x1; quad_coords[5] = y2;
quad_coords[6] = x2; quad_coords[7] = y2;
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
GE (cogl_wrap_glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
}
void
@ -2106,14 +2115,14 @@ cogl_texture_polygon (CoglHandle handle,
if (use_color)
{
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
GE( glColorPointer (4, GL_FIXED, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].c) );
GE( cogl_wrap_glColorPointer (4, GL_FIXED, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].c) );
}
GE( glVertexPointer (3, GL_FIXED, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].v) );
GE( glTexCoordPointer (2, GL_FIXED, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].t) );
GE( cogl_wrap_glVertexPointer (3, GL_FIXED, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].v) );
GE( cogl_wrap_glTexCoordPointer (2, GL_FIXED, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].t) );
cogl_enable (enable_flags);
@ -2136,9 +2145,10 @@ cogl_texture_polygon (CoglHandle handle,
p->c[3] = (vertices[i].color.alpha << 16) / 0xff;
}
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
tex->gl_intformat) );
GE( glDrawArrays (GL_TRIANGLE_FAN, 0, n_vertices) );
GE( cogl_wrap_glDrawArrays (GL_TRIANGLE_FAN, 0, n_vertices) );
/* Set the last color so that the cache of the alpha value will work
properly */

View File

@ -29,13 +29,13 @@
#include "cogl.h"
#include <GLES/gl.h>
#include <string.h>
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-context.h"
#include "cogl-gles2-wrapper.h"
/* GL error to string conversion */
#if COGL_DEBUG
@ -91,47 +91,47 @@ cogl_paint_init (const ClutterColor *color)
fprintf(stderr, "\n ============== Paint Start ================ \n");
#endif
glClearColorx ((color->red << 16) / 0xff,
(color->green << 16) / 0xff,
(color->blue << 16) / 0xff,
0xff);
cogl_wrap_glClearColorx ((color->red << 16) / 0xff,
(color->green << 16) / 0xff,
(color->blue << 16) / 0xff,
0xff);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable (GL_LIGHTING);
glDisable (GL_FOG);
cogl_wrap_glDisable (GL_LIGHTING);
cogl_wrap_glDisable (GL_FOG);
}
/* FIXME: inline most of these */
void
cogl_push_matrix (void)
{
GE( glPushMatrix() );
GE( cogl_wrap_glPushMatrix() );
}
void
cogl_pop_matrix (void)
{
GE( glPopMatrix() );
GE( cogl_wrap_glPopMatrix() );
}
void
cogl_scale (ClutterFixed x, ClutterFixed y)
{
GE( glScalex (x, y, CFX_ONE) );
GE( cogl_wrap_glScalex (x, y, CFX_ONE) );
}
void
cogl_translatex (ClutterFixed x, ClutterFixed y, ClutterFixed z)
{
GE( glTranslatex (x, y, z) );
GE( cogl_wrap_glTranslatex (x, y, z) );
}
void
cogl_translate (gint x, gint y, gint z)
{
GE( glTranslatex (CLUTTER_INT_TO_FIXED(x),
CLUTTER_INT_TO_FIXED(y),
CLUTTER_INT_TO_FIXED(z)) );
GE( cogl_wrap_glTranslatex (CLUTTER_INT_TO_FIXED(x),
CLUTTER_INT_TO_FIXED(y),
CLUTTER_INT_TO_FIXED(z)) );
}
void
@ -140,13 +140,13 @@ cogl_rotatex (ClutterFixed angle,
ClutterFixed y,
ClutterFixed z)
{
GE( glRotatex (angle,x,y,z) );
GE( cogl_wrap_glRotatex (angle,x,y,z) );
}
void
cogl_rotate (gint angle, gint x, gint y, gint z)
{
GE( glRotatex (CLUTTER_INT_TO_FIXED(angle),
GE( cogl_wrap_glRotatex (CLUTTER_INT_TO_FIXED(angle),
CLUTTER_INT_TO_FIXED(x),
CLUTTER_INT_TO_FIXED(y),
CLUTTER_INT_TO_FIXED(z)) );
@ -165,14 +165,14 @@ cogl_toggle_flag (CoglContext *ctx,
{
if (!(ctx->enable_flags & flag))
{
GE( glEnable (gl_flag) );
GE( cogl_wrap_glEnable (gl_flag) );
ctx->enable_flags |= flag;
return TRUE;
}
}
else if (ctx->enable_flags & flag)
{
GE( glDisable (gl_flag) );
GE( cogl_wrap_glDisable (gl_flag) );
ctx->enable_flags &= ~flag;
}
@ -192,14 +192,14 @@ cogl_toggle_client_flag (CoglContext *ctx,
{
if (!(ctx->enable_flags & flag))
{
GE( glEnableClientState (gl_flag) );
GE( cogl_wrap_glEnableClientState (gl_flag) );
ctx->enable_flags |= flag;
return TRUE;
}
}
else if (ctx->enable_flags & flag)
{
GE( glDisableClientState (gl_flag) );
GE( cogl_wrap_glDisableClientState (gl_flag) );
ctx->enable_flags &= ~flag;
}
@ -265,15 +265,15 @@ cogl_enable_depth_test (gboolean setting)
{
if (setting)
{
glEnable (GL_DEPTH_TEST);
glEnable (GL_ALPHA_TEST);
cogl_wrap_glEnable (GL_DEPTH_TEST);
cogl_wrap_glEnable (GL_ALPHA_TEST);
glDepthFunc (GL_LEQUAL);
glAlphaFunc (GL_GREATER, 0.1);
cogl_wrap_glAlphaFunc (GL_GREATER, 0.1);
}
else
{
glDisable (GL_DEPTH_TEST);
glDisable (GL_ALPHA_TEST);
cogl_wrap_glDisable (GL_DEPTH_TEST);
cogl_wrap_glDisable (GL_ALPHA_TEST);
}
}
@ -302,10 +302,10 @@ cogl_color (const ClutterColor *color)
#else
/* conversion can cause issues with picking on some gles implementations */
GE( glColor4x ((color->red << 16) / 0xff,
(color->green << 16) / 0xff,
(color->blue << 16) / 0xff,
(color->alpha << 16) / 0xff));
GE( cogl_wrap_glColor4x ((color->red << 16) / 0xff,
(color->green << 16) / 0xff,
(color->blue << 16) / 0xff,
(color->alpha << 16) / 0xff));
#endif
/* Store alpha for proper blending enables */
@ -325,18 +325,18 @@ cogl_clip_set (ClutterFixed x_offset,
GLfixed eqn_top[4] = { 0, CFX_ONE, 0, -y_offset };
GLfixed eqn_bottom[4] = { 0, -CFX_ONE, 0, y_offset + height };
GE( glClipPlanex (GL_CLIP_PLANE0, eqn_left) );
GE( glClipPlanex (GL_CLIP_PLANE1, eqn_right) );
GE( glClipPlanex (GL_CLIP_PLANE2, eqn_top) );
GE( glClipPlanex (GL_CLIP_PLANE3, eqn_bottom) );
GE( glEnable (GL_CLIP_PLANE0) );
GE( glEnable (GL_CLIP_PLANE1) );
GE( glEnable (GL_CLIP_PLANE2) );
GE( glEnable (GL_CLIP_PLANE3) );
GE( cogl_wrap_glClipPlanex (GL_CLIP_PLANE0, eqn_left) );
GE( cogl_wrap_glClipPlanex (GL_CLIP_PLANE1, eqn_right) );
GE( cogl_wrap_glClipPlanex (GL_CLIP_PLANE2, eqn_top) );
GE( cogl_wrap_glClipPlanex (GL_CLIP_PLANE3, eqn_bottom) );
GE( cogl_wrap_glEnable (GL_CLIP_PLANE0) );
GE( cogl_wrap_glEnable (GL_CLIP_PLANE1) );
GE( cogl_wrap_glEnable (GL_CLIP_PLANE2) );
GE( cogl_wrap_glEnable (GL_CLIP_PLANE3) );
}
else if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
{
GE( glEnable (GL_STENCIL_TEST) );
GE( cogl_wrap_glEnable (GL_STENCIL_TEST) );
GE( glClearStencil (0) );
GE( glClear (GL_STENCIL_BUFFER_BIT) );
@ -344,7 +344,7 @@ cogl_clip_set (ClutterFixed x_offset,
GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
GE( glColor4x (CFX_ONE, CFX_ONE, CFX_ONE, CFX_ONE ) );
GE( cogl_wrap_glColor4x (CFX_ONE, CFX_ONE, CFX_ONE, CFX_ONE ) );
cogl_rectanglex (x_offset, y_offset, width, height);
@ -358,14 +358,14 @@ cogl_clip_unset (void)
{
if (cogl_features_available (COGL_FEATURE_FOUR_CLIP_PLANES))
{
GE( glDisable (GL_CLIP_PLANE3) );
GE( glDisable (GL_CLIP_PLANE2) );
GE( glDisable (GL_CLIP_PLANE1) );
GE( glDisable (GL_CLIP_PLANE0) );
GE( cogl_wrap_glDisable (GL_CLIP_PLANE3) );
GE( cogl_wrap_glDisable (GL_CLIP_PLANE2) );
GE( cogl_wrap_glDisable (GL_CLIP_PLANE1) );
GE( cogl_wrap_glDisable (GL_CLIP_PLANE0) );
}
else if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
{
GE( glDisable (GL_STENCIL_TEST) );
GE( cogl_wrap_glDisable (GL_STENCIL_TEST) );
}
}
@ -373,7 +373,7 @@ void
cogl_alpha_func (COGLenum func,
ClutterFixed ref)
{
GE( glAlphaFunc (func, CLUTTER_FIXED_TO_FLOAT(ref)) );
GE( cogl_wrap_glAlphaFunc (func, CLUTTER_FIXED_TO_FLOAT(ref)) );
}
/*
@ -418,7 +418,7 @@ cogl_perspective (ClutterFixed fovy,
M(2,3) = d;
M(3,2) = 1 + ~CFX_ONE;
GE( glMultMatrixx (m) );
GE( cogl_wrap_glMultMatrixx (m) );
#undef M
}
@ -435,17 +435,17 @@ cogl_setup_viewport (guint w,
ClutterFixed z_camera;
GE( glViewport (0, 0, width, height) );
GE( glMatrixMode (GL_PROJECTION) );
GE( glLoadIdentity () );
GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
GE( cogl_wrap_glLoadIdentity () );
/* For Ortho projection.
* glOrthox (0, width << 16, 0, height << 16, -1 << 16, 1 << 16);
* cogl_wrap_glOrthox (0, width << 16, 0, height << 16, -1 << 16, 1 << 16);
*/
cogl_perspective (fovy, aspect, z_near, z_far);
GE( glMatrixMode (GL_MODELVIEW) );
GE( glLoadIdentity () );
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
GE( cogl_wrap_glLoadIdentity () );
/*
* camera distance from screen, 0.5 * tan (FOV)
@ -464,13 +464,13 @@ cogl_setup_viewport (guint w,
}
GE( glTranslatex (-1 << 15, -1 << 15, -z_camera));
GE( cogl_wrap_glTranslatex (-1 << 15, -1 << 15, -z_camera));
GE( glScalex ( CFX_ONE / width,
GE( cogl_wrap_glScalex ( CFX_ONE / width,
-CFX_ONE / height,
CFX_ONE / width));
GE( glTranslatex (0, -CFX_ONE * height, 0) );
GE( cogl_wrap_glTranslatex (0, -CFX_ONE * height, 0) );
}
static void
@ -519,19 +519,19 @@ cogl_features_available (CoglFeatureFlags features)
void
cogl_get_modelview_matrix (ClutterFixed m[16])
{
glGetFixedv(GL_MODELVIEW_MATRIX, &m[0]);
cogl_wrap_glGetFixedv(GL_MODELVIEW_MATRIX, &m[0]);
}
void
cogl_get_projection_matrix (ClutterFixed m[16])
{
glGetFixedv(GL_PROJECTION_MATRIX, &m[0]);
cogl_wrap_glGetFixedv(GL_PROJECTION_MATRIX, &m[0]);
}
void
cogl_get_viewport (ClutterFixed v[4])
{
glGetFixedv(GL_VIEWPORT, &v[0]);
cogl_wrap_glGetFixedv(GL_VIEWPORT, &v[0]);
}
void
@ -560,16 +560,16 @@ cogl_fog_set (const ClutterColor *fog_color,
fogColor[2] = (fog_color->blue << 16) / 0xff;
fogColor[3] = (fog_color->alpha << 16) / 0xff;
glEnable (GL_FOG);
cogl_wrap_glEnable (GL_FOG);
glFogxv (GL_FOG_COLOR, fogColor);
cogl_wrap_glFogxv (GL_FOG_COLOR, fogColor);
glFogx (GL_FOG_MODE, GL_LINEAR);
cogl_wrap_glFogx (GL_FOG_MODE, GL_LINEAR);
glHint (GL_FOG_HINT, GL_NICEST);
glFogx (GL_FOG_DENSITY, (GLfixed) density);
glFogx (GL_FOG_START, (GLfixed) z_near);
glFogx (GL_FOG_END, (GLfixed) z_far);
cogl_wrap_glFogx (GL_FOG_DENSITY, (GLfixed) density);
cogl_wrap_glFogx (GL_FOG_START, (GLfixed) z_near);
cogl_wrap_glFogx (GL_FOG_END, (GLfixed) z_far);
}
/* Shaders, no support on regular OpenGL 1.1 */

65
gles/stringify.sh Normal file
View File

@ -0,0 +1,65 @@
#! /bin/sh
output_copyright ()
{
cat <<EOF > "$1";
/*
* Clutter COGL
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2008 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
EOF
}
# If two arguments are given then generate the header file instead
if test "$#" = 2; then
bfname="${2%.glsl}";
bname=`basename "$bfname"`;
varname=`echo -n "${bname}" | tr -c a-z _`;
guardname=`echo -n "${varname}" | tr a-z A-Z`;
guardname="__${guardname}_H";
headername="${bfname}.h";
output_copyright "${headername}";
echo >> "${headername}";
echo "#ifndef ${guardname}" >> "${headername}";
echo "#define ${guardname}" >> "${headername}";
echo >> "${headername}";
echo "extern const char ${varname}[];" >> "${headername}";
echo >> "${headername}";
echo "#endif /* ${guardname} */" >> "${headername}";
else
bfname="${1%.glsl}";
bname=`basename "${bfname}"`;
cname="${bfname}.c";
varname=`echo -n "${bname}" | tr -c a-z _`;
output_copyright "${cname}";
echo >> "${cname}";
echo "const char ${varname}[] =" >> "${cname}";
sed -e 's/"/\\"/' -e 's/^/ \"/' -e 's/$/\\n"/' \
< "$1" >> "${cname}";
echo " ;" >> "${cname}";
fi;