/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2008,2009 Intel Corporation. * * 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__ #include "cogl.h" /* needed for gl header include */ #include "cogl-internal.h" G_BEGIN_DECLS #ifdef HAVE_COGL_GLES2 typedef struct _CoglGles2Wrapper CoglGles2Wrapper; typedef struct _CoglGles2WrapperTextureUnit CoglGles2WrapperTextureUnit; typedef struct _CoglGles2WrapperAttributes CoglGles2WrapperAttributes; typedef struct _CoglGles2WrapperUniforms CoglGles2WrapperUniforms; typedef struct _CoglGles2WrapperTextureUnitSettings CoglGles2WrapperTextureUnitSettings; typedef struct _CoglGles2WrapperSettings CoglGles2WrapperSettings; typedef struct _CoglGles2WrapperProgram CoglGles2WrapperProgram; typedef struct _CoglGles2WrapperShader CoglGles2WrapperShader; #define COGL_GLES2_NUM_CUSTOM_UNIFORMS 16 #define COGL_GLES2_UNBOUND_CUSTOM_UNIFORM -2 /* 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 /* Accessors for the texture unit bit mask */ #define COGL_GLES2_TEXTURE_UNIT_IS_ENABLED(mask, unit) \ (((mask) & (1 << ((unit) * 2))) ? TRUE : FALSE) #define COGL_GLES2_TEXTURE_UNIT_IS_ALPHA_ONLY(mask, unit) \ (((mask) & (1 << ((unit) * 2 + 1))) ? TRUE : FALSE) #define COGL_GLES2_SET_BIT(mask, bit, val) \ ((val) ? ((mask) |= (1 << (bit))) : ((mask) &= ~(1 << (bit)))) #define COGL_GLES2_TEXTURE_UNIT_SET_ENABLED(mask, unit, val) \ COGL_GLES2_SET_BIT ((mask), (unit) * 2, (val)) #define COGL_GLES2_TEXTURE_UNIT_SET_ALPHA_ONLY(mask, unit, val) \ COGL_GLES2_SET_BIT ((mask), (unit) * 2 + 1, (val)) #define COGL_GLES2_MAX_TEXTURE_UNITS (sizeof (guint32) * 8 / 2) /* Dirty flags for shader uniforms */ enum { COGL_GLES2_DIRTY_MVP_MATRIX = 1 << 0, COGL_GLES2_DIRTY_MODELVIEW_MATRIX = 1 << 1, COGL_GLES2_DIRTY_TEXTURE_MATRICES = 1 << 2, COGL_GLES2_DIRTY_FOG_DENSITY = 1 << 3, COGL_GLES2_DIRTY_FOG_START = 1 << 4, COGL_GLES2_DIRTY_FOG_END = 1 << 5, COGL_GLES2_DIRTY_FOG_COLOR = 1 << 6, COGL_GLES2_DIRTY_ALPHA_TEST_REF = 1 << 7, COGL_GLES2_DIRTY_TEXTURE_UNITS = 1 << 8, COGL_GLES2_DIRTY_ALL = (1 << 9) - 1 }; /* Dirty flags for shader vertex attribute pointers */ enum { COGL_GLES2_DIRTY_TEX_COORD_VERTEX_ATTRIB = 1 << 0 }; /* Dirty flags for shader vertex attributes enabled status */ enum { COGL_GLES2_DIRTY_TEX_COORD_ATTRIB_ENABLES = 1 << 0 }; struct _CoglGles2WrapperAttributes { GLint multi_texture_coords[COGL_GLES2_MAX_TEXTURE_UNITS]; }; struct _CoglGles2WrapperUniforms { GLint mvp_matrix_uniform; GLint modelview_matrix_uniform; GLint texture_matrix_uniforms[COGL_GLES2_MAX_TEXTURE_UNITS]; GLint texture_sampler_uniforms[COGL_GLES2_MAX_TEXTURE_UNITS]; GLint fog_density_uniform; GLint fog_start_uniform; GLint fog_end_uniform; GLint fog_color_uniform; GLint alpha_test_ref_uniform; GLint texture_unit_uniform; }; /* NB: We get a copy of this for each fragment/vertex * program varient we generate so we try to keep it * fairly lean */ struct _CoglGles2WrapperSettings { guint32 texture_units; GLint alpha_test_func; GLint fog_mode; /* The current in-use user program */ CoglHandle user_program; unsigned int alpha_test_enabled:1; unsigned int fog_enabled:1; }; struct _CoglGles2WrapperTextureUnit { CoglMatrix texture_matrix; GLenum texture_coords_type; GLint texture_coords_size; GLsizei texture_coords_stride; const void *texture_coords_pointer; unsigned int texture_coords_enabled:1; unsigned int dirty_matrix:1; /*!< shader uniform needs updating */ }; struct _CoglGles2Wrapper { GLuint matrix_mode; CoglMatrix modelview_matrix; CoglMatrix projection_matrix; unsigned int active_texture_unit; unsigned int active_client_texture_unit; CoglGles2WrapperTextureUnit texture_units[COGL_GLES2_MAX_TEXTURE_UNITS]; /* 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; /* The currently bound program */ CoglGles2WrapperProgram *current_program; /* The current settings. Effectively these represent anything that * will require a modified fixed function shader */ CoglGles2WrapperSettings settings; /* Whether the settings have changed since the last draw */ gboolean settings_dirty; /* Uniforms that have changed since the last draw */ int dirty_uniforms, dirty_custom_uniforms; /* Attribute pointers that have changed since the last draw */ int dirty_attribute_pointers; /* Vertex attribute pointer enables that have changed since the last draw */ int dirty_vertex_attrib_enables; /* List of all compiled program combinations */ GSList *compiled_programs; /* List of all compiled vertex shaders */ GSList *compiled_vertex_shaders; /* List of all compiled fragment shaders */ GSList *compiled_fragment_shaders; /* Values for the uniforms */ GLfloat alpha_test_ref; GLfloat fog_density; GLfloat fog_start; GLfloat fog_end; GLfloat fog_color[4]; CoglBoxedValue custom_uniforms[COGL_GLES2_NUM_CUSTOM_UNIFORMS]; }; struct _CoglGles2WrapperProgram { GLuint program; /* The settings that were used to generate this combination */ CoglGles2WrapperSettings settings; /* The attributes for this program that are not bound up-front * with constant indices */ CoglGles2WrapperAttributes attributes; /* The uniforms for this program */ CoglGles2WrapperUniforms uniforms; GLint custom_uniforms[COGL_GLES2_NUM_CUSTOM_UNIFORMS]; }; struct _CoglGles2WrapperShader { GLuint shader; /* The settings that were used to generate this shader */ CoglGles2WrapperSettings settings; }; /* These defines are missing from GL ES 2 but we can still use them with the wrapper functions */ #ifndef GL_MODELVIEW #define GL_MATRIX_MODE 0x0BA0 #define GL_MODELVIEW 0x1700 #define GL_PROJECTION 0x1701 #ifdef COGL_ENABLE_DEBUG #define GL_STACK_OVERFLOW 0x0503 #define GL_STACK_UNDERFLOW 0x0504 #endif #define GL_VERTEX_ARRAY 0x8074 #define GL_TEXTURE_COORD_ARRAY 0x8078 #define GL_COLOR_ARRAY 0x8076 #define GL_NORMAL_ARRAY 0x8075 #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_TEXTURE_MATRIX 0x0BA8 #define GL_GENERATE_MIPMAP 0x8191 #define GL_TEXTURE_ENV 0x2300 #define GL_TEXTURE_ENV_MODE 0x2200 #define GL_TEXTURE_ENV_COLOR 0x2201 #define GL_MODULATE 0x2100 #define GL_EXP 0x8000 #define GL_EXP2 0x8001 #define GL_MODULATE 0x2100 #define GL_ADD 0x0104 #define GL_ADD_SIGNED 0x8574 #define GL_INTERPOLATE 0x8575 #define GL_SUBTRACT 0x84e7 #define GL_DOT3_RGB 0x86ae #define GL_DOT3_RGBA 0x86af #define GL_CONSTANT 0x8576 #define GL_PRIMARY_COLOR 0x8577 #define GL_PREVIOUS 0x8578 #define GL_COMBINE 0x8570 #define GL_COMBINE_RGB 0x8571 #define GL_COMBINE_ALPHA 0x8572 #define GL_SRC0_RGB 0x8580 #define GL_OPERAND0_RGB 0x8590 #define GL_SRC1_RGB 0x8581 #define GL_OPERAND1_RGB 0x8591 #define GL_SRC2_RGB 0x8582 #define GL_OPERAND2_RGB 0x8592 #define GL_SRC0_ALPHA 0x8588 #define GL_OPERAND0_ALPHA 0x8598 #define GL_SRC1_ALPHA 0x8589 #define GL_OPERAND1_ALPHA 0x8599 #define GL_SRC2_ALPHA 0x858a #define GL_OPERAND2_ALPHA 0x859a #define GL_AMBIENT 0x1200 #define GL_DIFFUSE 0x1201 #define GL_SPECULAR 0x1202 #define GL_EMISSION 0x1600 #define GL_SHININESS 0x1601 #endif /* GL_MODELVIEW */ void cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper); void cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper); void cogl_wrap_glPushMatrix (); void cogl_wrap_glPopMatrix (); void cogl_wrap_glMatrixMode (GLenum mode); void cogl_wrap_glLoadIdentity (); void cogl_wrap_glMultMatrixf (const GLfloat *m); void cogl_wrap_glLoadMatrixf (const GLfloat *m); void cogl_wrap_glFrustumf (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat z_near, GLfloat z_far); void cogl_wrap_glScalef (GLfloat x, GLfloat y, GLfloat z); void cogl_wrap_glTranslatef (GLfloat x, GLfloat y, GLfloat z); void cogl_wrap_glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z); void cogl_wrap_glOrthof (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat 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_glNormalPointer (GLenum type, GLsizei stride, const GLvoid *pointer); void cogl_wrap_glTexEnvi (GLenum target, GLenum pname, GLint param); void cogl_wrap_glTexEnvfv (GLenum target, GLenum pname, const GLfloat *params); void cogl_wrap_glClientActiveTexture (GLenum texture); void cogl_wrap_glActiveTexture (GLenum texture); void cogl_wrap_glEnableClientState (GLenum array); void cogl_wrap_glDisableClientState (GLenum array); void cogl_wrap_glAlphaFunc (GLenum func, GLclampf ref); void cogl_wrap_glColor4f (GLclampf r, GLclampf g, GLclampf b, GLclampf a); void cogl_wrap_glColor4ub (GLubyte r, GLubyte g, GLubyte b, GLubyte a); void cogl_wrap_glClipPlanef (GLenum plane, GLfloat *equation); void cogl_wrap_glGetIntegerv (GLenum pname, GLint *params); void cogl_wrap_glGetFloatv (GLenum pname, GLfloat *params); void cogl_wrap_glFogf (GLenum pname, GLfloat param); void cogl_wrap_glFogfv (GLenum pname, const GLfloat *params); void cogl_wrap_glDrawArrays (GLenum mode, GLint first, GLsizei count); void cogl_wrap_glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); void cogl_wrap_glTexParameteri (GLenum target, GLenum pname, GLfloat param); void cogl_gles2_wrapper_bind_texture (GLenum target, GLuint texture, GLenum internal_format); void cogl_wrap_glMaterialfv (GLenum face, GLenum pname, const GLfloat *params); /* This function is only available on GLES 2 */ #define cogl_wrap_glGenerateMipmap glGenerateMipmap void _cogl_gles2_clear_cache_for_program (CoglHandle program); /* Remap the missing GL functions to use the wrappers */ #ifndef COGL_GLES2_WRAPPER_NO_REMAP #define glDrawArrays cogl_wrap_glDrawArrays #define glDrawElements cogl_wrap_glDrawElements #define glPushMatrix cogl_wrap_glPushMatrix #define glPopMatrix cogl_wrap_glPopMatrix #define glMatrixMode cogl_wrap_glMatrixMode #define glLoadIdentity cogl_wrap_glLoadIdentity #define glMultMatrixf cogl_wrap_glMultMatrixf #define glLoadMatrixf cogl_wrap_glLoadMatrixf #define glFrustumf cogl_wrap_glFrustumf #define glScalef cogl_wrap_glScalef #define glTranslatef cogl_wrap_glTranslatef #define glRotatef cogl_wrap_glRotatef #define glOrthof cogl_wrap_glOrthof #define glEnable cogl_wrap_glEnable #define glDisable cogl_wrap_glDisable #define glTexCoordPointer cogl_wrap_glTexCoordPointer #define glVertexPointer cogl_wrap_glVertexPointer #define glColorPointer cogl_wrap_glColorPointer #define glNormalPointer cogl_wrap_glNormalPointer #define glTexEnvi cogl_wrap_glTexEnvi #define glTexEnvfv cogl_wrap_glTexEnvfv #define glActiveTexture cogl_wrap_glActiveTexture #define glClientActiveTexture cogl_wrap_glClientActiveTexture #define glEnableClientState cogl_wrap_glEnableClientState #define glDisableClientState cogl_wrap_glDisableClientState #define glAlphaFunc cogl_wrap_glAlphaFunc #define glColor4f cogl_wrap_glColor4f #define glColor4ub cogl_wrap_glColor4ub #define glClipPlanef cogl_wrap_glClipPlanef #define glGetIntegerv cogl_wrap_glGetIntegerv #define glGetFloatv cogl_wrap_glGetFloatv #define glFogf cogl_wrap_glFogf #define glFogfv cogl_wrap_glFogfv #define glTexParameteri cogl_wrap_glTexParameteri #define glMaterialfv cogl_wrap_glMaterialfv #endif /* COGL_GLES2_WRAPPER_NO_REMAP */ #else /* HAVE_COGL_GLES2 */ /* 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)) /* COGL uses the automatic mipmap generation for GLES 1 so glGenerateMipmap doesn't need to do anything */ #define cogl_wrap_glGenerateMipmap(x) ((void) 0) /* GLES doesn't have glDrawRangeElements, so we simply pretend it does * but that it makes no use of the start, end constraints: */ #define glDrawRangeElements(mode, start, end, count, type, indices) \ glDrawElements (mode, count, type, indices) #endif /* HAVE_COGL_GLES2 */ G_END_DECLS #endif /* __COGL_GLES2_WRAPPER_H__ */