/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2007,2008,2009 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. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl.h" #include #include #include #include #include "cogl-debug.h" #include "cogl-internal.h" #include "cogl-util.h" #include "cogl-context.h" #include "cogl-material-private.h" #include "cogl-winsys.h" #include "cogl-draw-buffer-private.h" #if defined (HAVE_COGL_GLES2) || defined (HAVE_COGL_GLES) #include "cogl-gles2-wrapper.h" #endif #ifdef HAVE_COGL_GL #define glClientActiveTexture ctx->drv.pf_glClientActiveTexture #endif #ifdef COGL_GL_DEBUG /* GL error to string conversion */ static const struct { GLuint error_code; const gchar *error_string; } gl_errors[] = { { GL_NO_ERROR, "No error" }, { GL_INVALID_ENUM, "Invalid enumeration value" }, { GL_INVALID_VALUE, "Invalid value" }, { GL_INVALID_OPERATION, "Invalid operation" }, { GL_STACK_OVERFLOW, "Stack overflow" }, { GL_STACK_UNDERFLOW, "Stack underflow" }, { GL_OUT_OF_MEMORY, "Out of memory" }, #ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT { GL_INVALID_FRAMEBUFFER_OPERATION_EXT, "Invalid framebuffer operation" } #endif }; static const guint n_gl_errors = G_N_ELEMENTS (gl_errors); const gchar * cogl_gl_error_to_string (GLenum error_code) { gint i; for (i = 0; i < n_gl_errors; i++) { if (gl_errors[i].error_code == error_code) return gl_errors[i].error_string; } return "Unknown GL error"; } #endif /* COGL_GL_DEBUG */ CoglFuncPtr cogl_get_proc_address (const gchar* name) { void *address; static GModule *module = NULL; address = _cogl_winsys_get_proc_address (name); if (address) return address; /* this should find the right function if the program is linked against a * library providing it */ if (module == NULL) module = g_module_open (NULL, G_MODULE_BIND_LAZY | G_MODULE_BIND_LOCAL); if (module) { gpointer symbol; if (g_module_symbol (module, name, &symbol)) return symbol; } return NULL; } void cogl_clear (const CoglColor *color, gulong buffers) { GLbitfield gl_buffers = 0; COGL_NOTE (DRAW, "Clear begin"); _cogl_journal_flush (); /* NB: _cogl_draw_buffer_flush_state may disrupt various state (such * as the material state) when flushing the clip stack, so should * always be done first when preparing to draw. */ _cogl_draw_buffer_flush_state (_cogl_get_draw_buffer (), 0); if (buffers & COGL_BUFFER_BIT_COLOR) { GE( glClearColor (cogl_color_get_red_float (color), cogl_color_get_green_float (color), cogl_color_get_blue_float (color), cogl_color_get_alpha_float (color)) ); gl_buffers |= GL_COLOR_BUFFER_BIT; } if (buffers & COGL_BUFFER_BIT_DEPTH) gl_buffers |= GL_DEPTH_BUFFER_BIT; if (buffers & COGL_BUFFER_BIT_STENCIL) gl_buffers |= GL_STENCIL_BUFFER_BIT; if (!gl_buffers) { static gboolean shown = FALSE; if (!shown) { g_warning ("You should specify at least one auxiliary buffer " "when calling cogl_clear"); } return; } glClear (gl_buffers); COGL_NOTE (DRAW, "Clear end"); } static inline gboolean cogl_toggle_flag (CoglContext *ctx, gulong new_flags, gulong flag, GLenum gl_flag) { /* Toggles and caches a single enable flag on or off * by comparing to current state */ if (new_flags & flag) { if (!(ctx->enable_flags & flag)) { GE( glEnable (gl_flag) ); ctx->enable_flags |= flag; return TRUE; } } else if (ctx->enable_flags & flag) { GE( glDisable (gl_flag) ); ctx->enable_flags &= ~flag; } return FALSE; } static inline gboolean cogl_toggle_client_flag (CoglContext *ctx, gulong new_flags, gulong flag, GLenum gl_flag) { /* Toggles and caches a single client-side enable flag * on or off by comparing to current state */ if (new_flags & flag) { if (!(ctx->enable_flags & flag)) { GE( glEnableClientState (gl_flag) ); ctx->enable_flags |= flag; return TRUE; } } else if (ctx->enable_flags & flag) { GE( glDisableClientState (gl_flag) ); ctx->enable_flags &= ~flag; } return FALSE; } void cogl_enable (gulong flags) { /* This function essentially caches glEnable state() in the * hope of lessening number GL traffic. */ _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_toggle_flag (ctx, flags, COGL_ENABLE_BLEND, GL_BLEND); cogl_toggle_flag (ctx, flags, COGL_ENABLE_BACKFACE_CULLING, GL_CULL_FACE); cogl_toggle_client_flag (ctx, flags, COGL_ENABLE_VERTEX_ARRAY, GL_VERTEX_ARRAY); cogl_toggle_client_flag (ctx, flags, COGL_ENABLE_COLOR_ARRAY, GL_COLOR_ARRAY); } gulong cogl_get_enable () { _COGL_GET_CONTEXT (ctx, 0); return ctx->enable_flags; } void cogl_set_depth_test_enabled (gboolean setting) { /* Currently the journal can't track changes to depth state... */ _cogl_journal_flush (); if (setting) { glEnable (GL_DEPTH_TEST); glDepthFunc (GL_LEQUAL); } else glDisable (GL_DEPTH_TEST); } gboolean cogl_get_depth_test_enabled (void) { return glIsEnabled (GL_DEPTH_TEST) == GL_TRUE ? TRUE : FALSE; } void cogl_set_backface_culling_enabled (gboolean setting) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* Currently the journal can't track changes to backface culling state... */ _cogl_journal_flush (); ctx->enable_backface_culling = setting; } gboolean cogl_get_backface_culling_enabled (void) { _COGL_GET_CONTEXT (ctx, FALSE); return ctx->enable_backface_culling; } void cogl_set_source_color (const CoglColor *color) { CoglColor premultiplied; _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* In case cogl_set_source_texture was previously used... */ cogl_material_remove_layer (ctx->default_material, 0); premultiplied = *color; cogl_color_premultiply (&premultiplied); cogl_material_set_color (ctx->default_material, &premultiplied); cogl_set_source (ctx->default_material); } static void project_vertex (const CoglMatrix *modelview_matrix, const CoglMatrix *projection_matrix, float *vertex) { int i; /* Apply the modelview matrix */ cogl_matrix_transform_point (modelview_matrix, &vertex[0], &vertex[1], &vertex[2], &vertex[3]); /* Apply the projection matrix */ cogl_matrix_transform_point (projection_matrix, &vertex[0], &vertex[1], &vertex[2], &vertex[3]); /* Convert from homogenized coordinates */ for (i = 0; i < 4; i++) vertex[i] /= vertex[3]; } static void set_clip_plane (GLint plane_num, const float *vertex_a, const float *vertex_b) { #if defined (HAVE_COGL_GLES2) || defined (HAVE_COGL_GLES) GLfloat plane[4]; #else GLdouble plane[4]; #endif GLfloat angle; CoglMatrix inverse_projection; CoglHandle draw_buffer = _cogl_get_draw_buffer (); CoglMatrixStack *modelview_stack = _cogl_draw_buffer_get_modelview_stack (draw_buffer); _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* Calculate the angle between the axes and the line crossing the two points */ angle = atan2f (vertex_b[1] - vertex_a[1], vertex_b[0] - vertex_a[0]) * (180.0/G_PI); _cogl_matrix_stack_push (modelview_stack); /* Load the identity matrix and multiply by the reverse of the projection matrix so we can specify the plane in screen coordinates */ _cogl_matrix_stack_load_identity (modelview_stack); cogl_matrix_init_from_array (&inverse_projection, ctx->inverse_projection); _cogl_matrix_stack_multiply (modelview_stack, &inverse_projection); /* Rotate about point a */ _cogl_matrix_stack_translate (modelview_stack, vertex_a[0], vertex_a[1], vertex_a[2]); /* Rotate the plane by the calculated angle so that it will connect the two points */ _cogl_matrix_stack_rotate (modelview_stack, angle, 0.0f, 0.0f, 1.0f); _cogl_matrix_stack_translate (modelview_stack, -vertex_a[0], -vertex_a[1], -vertex_a[2]); _cogl_matrix_stack_flush_to_gl (modelview_stack, COGL_MATRIX_MODELVIEW); plane[0] = 0; plane[1] = -1.0; plane[2] = 0; plane[3] = vertex_a[1]; #if defined (HAVE_COGL_GLES2) || defined (HAVE_COGL_GLES) GE( glClipPlanef (plane_num, plane) ); #else GE( glClipPlane (plane_num, plane) ); #endif _cogl_matrix_stack_pop (modelview_stack); } void _cogl_set_clip_planes (float x_offset, float y_offset, float width, float height) { CoglHandle draw_buffer = _cogl_get_draw_buffer (); CoglMatrixStack *modelview_stack = _cogl_draw_buffer_get_modelview_stack (draw_buffer); CoglMatrix modelview_matrix; CoglMatrixStack *projection_stack = _cogl_draw_buffer_get_projection_stack (draw_buffer); CoglMatrix projection_matrix; float vertex_tl[4] = { x_offset, y_offset, 0, 1.0 }; float vertex_tr[4] = { x_offset + width, y_offset, 0, 1.0 }; float vertex_bl[4] = { x_offset, y_offset + height, 0, 1.0 }; float vertex_br[4] = { x_offset + width, y_offset + height, 0, 1.0 }; _cogl_matrix_stack_get (projection_stack, &projection_matrix); _cogl_matrix_stack_get (modelview_stack, &modelview_matrix); project_vertex (&modelview_matrix, &projection_matrix, vertex_tl); project_vertex (&modelview_matrix, &projection_matrix, vertex_tr); project_vertex (&modelview_matrix, &projection_matrix, vertex_bl); project_vertex (&modelview_matrix, &projection_matrix, vertex_br); /* If the order of the top and bottom lines is different from the order of the left and right lines then the clip rect must have been transformed so that the back is visible. We therefore need to swap one pair of vertices otherwise all of the planes will be the wrong way around */ if ((vertex_tl[0] < vertex_tr[0] ? 1 : 0) != (vertex_bl[1] < vertex_tl[1] ? 1 : 0)) { float temp[4]; memcpy (temp, vertex_tl, sizeof (temp)); memcpy (vertex_tl, vertex_tr, sizeof (temp)); memcpy (vertex_tr, temp, sizeof (temp)); memcpy (temp, vertex_bl, sizeof (temp)); memcpy (vertex_bl, vertex_br, sizeof (temp)); memcpy (vertex_br, temp, sizeof (temp)); } set_clip_plane (GL_CLIP_PLANE0, vertex_tl, vertex_tr); set_clip_plane (GL_CLIP_PLANE1, vertex_tr, vertex_br); set_clip_plane (GL_CLIP_PLANE2, vertex_br, vertex_bl); set_clip_plane (GL_CLIP_PLANE3, vertex_bl, vertex_tl); } void _cogl_add_stencil_clip (float x_offset, float y_offset, float width, float height, gboolean first) { CoglHandle current_source; CoglHandle draw_buffer = _cogl_get_draw_buffer (); _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* We don't log changes to the stencil buffer so need to flush any * batched geometry before we start... */ _cogl_journal_flush (); _cogl_draw_buffer_flush_state (draw_buffer, 0); /* temporarily swap in our special stenciling material */ current_source = cogl_handle_ref (ctx->source_material); cogl_set_source (ctx->stencil_material); if (first) { GE( glEnable (GL_STENCIL_TEST) ); /* Initially disallow everything */ GE( glClearStencil (0) ); GE( glClear (GL_STENCIL_BUFFER_BIT) ); /* Punch out a hole to allow the rectangle */ GE( glStencilFunc (GL_NEVER, 0x1, 0x1) ); GE( glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE) ); cogl_rectangle (x_offset, y_offset, x_offset + width, y_offset + height); } else { CoglMatrixStack *modelview_stack = _cogl_draw_buffer_get_modelview_stack (draw_buffer); CoglMatrixStack *projection_stack = _cogl_draw_buffer_get_projection_stack (draw_buffer); /* Add one to every pixel of the stencil buffer in the rectangle */ GE( glStencilFunc (GL_NEVER, 0x1, 0x3) ); GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) ); cogl_rectangle (x_offset, y_offset, x_offset + width, y_offset + height); /* make sure our rectangle hits the stencil buffer before we * change the stencil operation */ _cogl_journal_flush (); /* Subtract one from all pixels in the stencil buffer so that only pixels where both the original stencil buffer and the rectangle are set will be valid */ GE( glStencilOp (GL_DECR, GL_DECR, GL_DECR) ); _cogl_matrix_stack_push (projection_stack); _cogl_matrix_stack_load_identity (projection_stack); _cogl_matrix_stack_push (modelview_stack); _cogl_matrix_stack_load_identity (modelview_stack); cogl_rectangle (-1.0, -1.0, 1.0, 1.0); _cogl_matrix_stack_pop (modelview_stack); _cogl_matrix_stack_pop (projection_stack); } /* make sure our rectangles hit the stencil buffer before we restore * the stencil function / operation */ _cogl_journal_flush (); /* Restore the stencil mode */ GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) ); GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) ); /* restore the original source material */ cogl_set_source (current_source); cogl_handle_unref (current_source); } void _cogl_disable_stencil_buffer (void) { GE( glDisable (GL_STENCIL_TEST) ); } void _cogl_enable_clip_planes (void) { GE( glEnable (GL_CLIP_PLANE0) ); GE( glEnable (GL_CLIP_PLANE1) ); GE( glEnable (GL_CLIP_PLANE2) ); GE( glEnable (GL_CLIP_PLANE3) ); } void _cogl_disable_clip_planes (void) { GE( glDisable (GL_CLIP_PLANE3) ); GE( glDisable (GL_CLIP_PLANE2) ); GE( glDisable (GL_CLIP_PLANE1) ); GE( glDisable (GL_CLIP_PLANE0) ); } void cogl_set_viewport (int x, int y, int width, int height) { CoglHandle draw_buffer; _COGL_GET_CONTEXT (ctx, NO_RETVAL); draw_buffer = _cogl_get_draw_buffer (); _cogl_draw_buffer_set_viewport (draw_buffer, x, y, width, height); } /* XXX: This should be deprecated, and we should expose a way to also * specify an x and y viewport offset */ void cogl_viewport (guint width, guint height) { cogl_set_viewport (0, 0, width, height); } void _cogl_setup_viewport (guint width, guint height, float fovy, float aspect, float z_near, float z_far) { float z_camera; CoglMatrix projection_matrix; CoglMatrixStack *modelview_stack; _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_set_viewport (0, 0, width, height); /* For Ortho projection. * _cogl_matrix_stack_ortho (projection_stack, 0, width, 0, height, -1, 1); */ cogl_perspective (fovy, aspect, z_near, z_far); /* * In theory, we can compute the camera distance from screen as: * * 0.5 * tan (FOV) * * However, it's better to compute the z_camera from our projection * matrix so that we get a 1:1 mapping at the screen distance. Consider * the upper-left corner of the screen. It has object coordinates * (0,0,0), so by the transform below, ends up with eye coordinate * * x_eye = x_object / width - 0.5 = - 0.5 * y_eye = (height - y_object) / width - 0.5 = 0.5 * z_eye = z_object / width - z_camera = - z_camera * * From cogl_perspective(), we know that the projection matrix has * the form: * * (x, 0, 0, 0) * (0, y, 0, 0) * (0, 0, c, d) * (0, 0, -1, 0) * * Applied to the above, we get clip coordinates of * * x_clip = x * (- 0.5) * y_clip = y * 0.5 * w_clip = - 1 * (- z_camera) = z_camera * * Dividing through by w to get normalized device coordinates, we * have, x_nd = x * 0.5 / z_camera, y_nd = - y * 0.5 / z_camera. * The upper left corner of the screen has normalized device coordinates, * (-1, 1), so to have the correct 1:1 mapping, we have to have: * * z_camera = 0.5 * x = 0.5 * y * * If x != y, then we have a non-uniform aspect ration, and a 1:1 mapping * doesn't make sense. */ cogl_get_projection_matrix (&projection_matrix); z_camera = 0.5 * projection_matrix.xx; modelview_stack = _cogl_draw_buffer_get_modelview_stack (_cogl_get_draw_buffer ()); _cogl_matrix_stack_load_identity (modelview_stack); _cogl_matrix_stack_translate (modelview_stack, -0.5f, -0.5f, -z_camera); _cogl_matrix_stack_scale (modelview_stack, 1.0f / width, -1.0f / height, 1.0f / width); _cogl_matrix_stack_translate (modelview_stack, 0.0f, -1.0 * height, 0.0f); } CoglFeatureFlags cogl_get_features (void) { _COGL_GET_CONTEXT (ctx, 0); if (cogl_debug_flags & COGL_DEBUG_DISABLE_VBOS) ctx->feature_flags &= ~COGL_FEATURE_VBOS; return ctx->feature_flags; } gboolean cogl_features_available (CoglFeatureFlags features) { _COGL_GET_CONTEXT (ctx, 0); if (!ctx->features_cached) _cogl_features_init (); return (ctx->feature_flags & features) == features; } /* XXX: This function should either be replaced with one returning * integers, or removed/deprecated and make the * _cogl_draw_buffer_get_viewport* functions public. */ void cogl_get_viewport (float v[4]) { CoglHandle draw_buffer; int viewport[4]; int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); draw_buffer = _cogl_get_draw_buffer (); _cogl_draw_buffer_get_viewport4fv (draw_buffer, viewport); for (i = 0; i < 4; i++) v[i] = viewport[i]; } void cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha) { GLint value; if (red) { GE( glGetIntegerv(GL_RED_BITS, &value) ); *red = value; } if (green) { GE( glGetIntegerv(GL_GREEN_BITS, &value) ); *green = value; } if (blue) { GE( glGetIntegerv(GL_BLUE_BITS, &value) ); *blue = value; } if (alpha) { GE( glGetIntegerv(GL_ALPHA_BITS, &value ) ); *alpha = value; } } void cogl_set_fog (const CoglColor *fog_color, CoglFogMode mode, float density, float z_near, float z_far) { GLfloat fogColor[4]; GLenum gl_mode = GL_LINEAR; /* The cogl journal doesn't currently track fog state changes */ _cogl_journal_flush (); fogColor[0] = cogl_color_get_red_float (fog_color); fogColor[1] = cogl_color_get_green_float (fog_color); fogColor[2] = cogl_color_get_blue_float (fog_color); fogColor[3] = cogl_color_get_alpha_float (fog_color); glEnable (GL_FOG); glFogfv (GL_FOG_COLOR, fogColor); #if HAVE_COGL_GLES switch (mode) { case COGL_FOG_MODE_LINEAR: gl_mode = GL_LINEAR; break; case COGL_FOG_MODE_EXPONENTIAL: gl_mode = GL_EXP; break; case COGL_FOG_MODE_EXPONENTIAL_SQUARED: gl_mode = GL_EXP2; break; } #endif /* TODO: support other modes for GLES2 */ /* NB: GLES doesn't have glFogi */ glFogf (GL_FOG_MODE, gl_mode); glHint (GL_FOG_HINT, GL_NICEST); glFogf (GL_FOG_DENSITY, (GLfloat) density); glFogf (GL_FOG_START, (GLfloat) z_near); glFogf (GL_FOG_END, (GLfloat) z_far); } void cogl_disable_fog (void) { /* Currently the journal can't track changes to fog state... */ _cogl_journal_flush (); glDisable (GL_FOG); } #if 0 void cogl_flush_gl_state (int flags) { _cogl_draw_buffer_flush_state (_cogl_get_draw_buffer (), 0); } #endif void cogl_flush (void) { _cogl_journal_flush (); } void cogl_read_pixels (int x, int y, int width, int height, CoglReadPixelsFlags source, CoglPixelFormat format, guint8 *pixels) { CoglHandle draw_buffer; int draw_buffer_height; int rowstride = width * 4; guint8 *temprow; _COGL_GET_CONTEXT (ctx, NO_RETVAL); g_return_if_fail (format == COGL_PIXEL_FORMAT_RGBA_8888); g_return_if_fail (source == COGL_READ_PIXELS_COLOR_BUFFER); temprow = g_alloca (rowstride * sizeof (guint8)); draw_buffer = _cogl_get_draw_buffer (); draw_buffer_height = _cogl_draw_buffer_get_height (draw_buffer); /* The y co-ordinate should be given in OpenGL's coordinate system * so 0 is the bottom row * * NB: all offscreen rendering is done upside down so no conversion * is necissary in this case. */ if (!cogl_is_offscreen (draw_buffer)) y = draw_buffer_height - y - height; /* Setup the pixel store parameters that may have been changed by Cogl */ glPixelStorei (GL_PACK_ALIGNMENT, 4); #ifdef HAVE_COGL_GL glPixelStorei (GL_PACK_ROW_LENGTH, 0); glPixelStorei (GL_PACK_SKIP_PIXELS, 0); glPixelStorei (GL_PACK_SKIP_ROWS, 0); #endif /* HAVE_COGL_GL */ /* make sure any batched primitives get emitted to the GL driver before * issuing our read pixels... */ cogl_flush (); glReadPixels (x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); /* NB: All offscreen rendering is done upside down so there is no need * to flip in this case... */ if (cogl_is_offscreen (draw_buffer)) return; /* TODO: consider using the GL_MESA_pack_invert extension in the future * to avoid this flip... */ /* vertically flip the buffer in-place */ for (y = 0; y < height / 2; y++) { if (y != height - y - 1) /* skip center row */ { memcpy (temprow, pixels + y * rowstride, rowstride); memcpy (pixels + y * rowstride, pixels + (height - y - 1) * rowstride, rowstride); memcpy (pixels + (height - y - 1) * rowstride, temprow, rowstride); } } } void cogl_begin_gl (void) { CoglMaterialFlushOptions options; gulong enable_flags; int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (ctx->in_begin_gl_block) { static gboolean shown = FALSE; if (!shown) g_warning ("You should not nest cogl_begin_gl/cogl_end_gl blocks"); shown = TRUE; return; } ctx->in_begin_gl_block = TRUE; /* Flush all batched primitives */ cogl_flush (); /* Flush framebuffer state, including clip state, modelview and * projection matrix state * * NB: _cogl_draw_buffer_flush_state may disrupt various state (such * as the material state) when flushing the clip stack, so should * always be done first when preparing to draw. */ _cogl_draw_buffer_flush_state (_cogl_get_draw_buffer (), 0); /* Setup the state for the current material */ /* We considered flushing a specific, minimal material here to try and * simplify the GL state, but decided to avoid special cases and second * guessing what would be actually helpful. * * A user should instead call cogl_set_source_color4ub() before * cogl_begin_gl() to simplify the state flushed. */ options.flags = 0; _cogl_material_flush_gl_state (ctx->source_material, &options); /* FIXME: This api is a bit yukky, ideally it will be removed if we * re-work the cogl_enable mechanism */ enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material); if (ctx->enable_backface_culling) enable_flags |= COGL_ENABLE_BACKFACE_CULLING; cogl_enable (enable_flags); /* Disable all client texture coordinate arrays */ for (i = 0; i < ctx->n_texcoord_arrays_enabled; i++) { GE (glClientActiveTexture (GL_TEXTURE0 + i)); GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY)); } ctx->n_texcoord_arrays_enabled = 0; } void cogl_end_gl (void) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (!ctx->in_begin_gl_block) { static gboolean shown = FALSE; if (!shown) g_warning ("cogl_end_gl is being called before cogl_begin_gl"); shown = TRUE; return; } ctx->in_begin_gl_block = FALSE; } static CoglTextureUnit * _cogl_texture_unit_new (void) { CoglTextureUnit *unit = g_new0 (CoglTextureUnit, 1); unit->matrix_stack = _cogl_matrix_stack_new (); return unit; } static void _cogl_texture_unit_free (CoglTextureUnit *unit) { _cogl_matrix_stack_destroy (unit->matrix_stack); g_free (unit); } CoglTextureUnit * _cogl_get_texture_unit (int index_) { GList *l; CoglTextureUnit *unit; _COGL_GET_CONTEXT (ctx, NULL); for (l = ctx->texture_units; l; l = l->next) { unit = l->data; if (unit->index == index_) return unit; /* The units are always sorted, so at this point we know this unit * doesn't exist */ if (unit->index > index_) break; } /* NB: if we now insert a new layer before l, that will maintain order. */ unit = _cogl_texture_unit_new (); /* Note: see comment after for() loop above */ ctx->texture_units = g_list_insert_before (ctx->texture_units, l, unit); return unit; } void _cogl_destroy_texture_units (void) { GList *l; _COGL_GET_CONTEXT (ctx, NO_RETVAL); for (l = ctx->texture_units; l; l = l->next) _cogl_texture_unit_free (l->data); g_list_free (ctx->texture_units); } void cogl_push_matrix (void) { CoglMatrixStack *modelview_stack = _cogl_draw_buffer_get_modelview_stack (_cogl_get_draw_buffer ()); _cogl_matrix_stack_push (modelview_stack); } void cogl_pop_matrix (void) { CoglMatrixStack *modelview_stack = _cogl_draw_buffer_get_modelview_stack (_cogl_get_draw_buffer ()); _cogl_matrix_stack_pop (modelview_stack); } void cogl_scale (float x, float y, float z) { CoglMatrixStack *modelview_stack = _cogl_draw_buffer_get_modelview_stack (_cogl_get_draw_buffer ()); _cogl_matrix_stack_scale (modelview_stack, x, y, z); } void cogl_translate (float x, float y, float z) { CoglMatrixStack *modelview_stack = _cogl_draw_buffer_get_modelview_stack (_cogl_get_draw_buffer ()); _cogl_matrix_stack_translate (modelview_stack, x, y, z); } void cogl_rotate (float angle, float x, float y, float z) { CoglMatrixStack *modelview_stack = _cogl_draw_buffer_get_modelview_stack (_cogl_get_draw_buffer ()); _cogl_matrix_stack_rotate (modelview_stack, angle, x, y, z); } void cogl_perspective (float fov_y, float aspect, float z_near, float z_far) { float ymax = z_near * tanf (fov_y * G_PI / 360.0); cogl_frustum (-ymax * aspect, /* left */ ymax * aspect, /* right */ -ymax, /* bottom */ ymax, /* top */ z_near, z_far); } void cogl_frustum (float left, float right, float bottom, float top, float z_near, float z_far) { float c, d; CoglMatrixStack *projection_stack = _cogl_draw_buffer_get_projection_stack (_cogl_get_draw_buffer ()); _COGL_GET_CONTEXT (ctx, NO_RETVAL); _cogl_matrix_stack_load_identity (projection_stack); _cogl_matrix_stack_frustum (projection_stack, left, right, bottom, top, z_near, z_far); /* Calculate and store the inverse of the matrix */ memset (ctx->inverse_projection, 0, sizeof (float) * 16); c = - (z_far + z_near) / (z_far - z_near); d = - (2 * (z_far * z_near)) / (z_far - z_near); #define M(row,col) ctx->inverse_projection[col*4+row] M(0,0) = (right - left) / (2 * z_near); M(0,3) = (right + left) / (2 * z_near); M(1,1) = (top - bottom) / (2 * z_near); M(1,3) = (top + bottom) / (2 * z_near); M(2,3) = -1.0; M(3,2) = 1.0 / d; M(3,3) = c / d; #undef M } void cogl_ortho (float left, float right, float bottom, float top, float z_near, float z_far) { CoglMatrix ortho; CoglMatrixStack *projection_stack = _cogl_draw_buffer_get_projection_stack (_cogl_get_draw_buffer ()); _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_matrix_init_identity (&ortho); cogl_matrix_ortho (&ortho, left, right, bottom, top, z_near, z_far); _cogl_matrix_stack_set (projection_stack, &ortho); /* Calculate and store the inverse of the matrix */ memset (ctx->inverse_projection, 0, sizeof (float) * 16); #define M(row,col) ctx->inverse_projection[col*4+row] M(0,0) = 1.0 / ortho.xx; M(0,3) = -ortho.xw; M(1,1) = 1.0 / ortho.yy; M(1,3) = -ortho.yw; M(2,2) = 1.0 / ortho.zz; M(2,3) = -ortho.zw; M(3,3) = 1.0; #undef M } void cogl_get_modelview_matrix (CoglMatrix *matrix) { CoglMatrixStack *modelview_stack = _cogl_draw_buffer_get_modelview_stack (_cogl_get_draw_buffer ()); _cogl_matrix_stack_get (modelview_stack, matrix); } void cogl_set_modelview_matrix (CoglMatrix *matrix) { CoglMatrixStack *modelview_stack = _cogl_draw_buffer_get_modelview_stack (_cogl_get_draw_buffer ()); _cogl_matrix_stack_set (modelview_stack, matrix); } void cogl_get_projection_matrix (CoglMatrix *matrix) { CoglMatrixStack *projection_stack = _cogl_draw_buffer_get_projection_stack (_cogl_get_draw_buffer ()); _cogl_matrix_stack_get (projection_stack, matrix); } void cogl_set_projection_matrix (CoglMatrix *matrix) { CoglMatrixStack *projection_stack = _cogl_draw_buffer_get_projection_stack (_cogl_get_draw_buffer ()); _cogl_matrix_stack_set (projection_stack, matrix); /* FIXME: Update the inverse projection matrix!! Presumably use * of clip planes must currently be broken if this API is used. */ } CoglClipStackState * _cogl_get_clip_state (void) { CoglHandle draw_buffer; draw_buffer = _cogl_get_draw_buffer (); return _cogl_draw_buffer_get_clip_state (draw_buffer); }