/* * 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" #include "cogl-matrix-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 (G_UNLIKELY (module == NULL)) module = g_module_open (NULL, 0); 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); if (ctx->enable_backface_culling == setting) return; /* 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_flush_face_winding (void) { CoglFrontWinding winding; _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* The front face winding doesn't matter if we aren't performing any * backface culling... */ if (!ctx->enable_backface_culling) return; /* NB: We use a clockwise face winding order when drawing offscreen because * all offscreen rendering is done upside down resulting in reversed winding * for all triangles. */ if (cogl_is_offscreen (_cogl_get_draw_buffer ())) winding = COGL_FRONT_WINDING_CLOCKWISE; else winding = COGL_FRONT_WINDING_COUNTER_CLOCKWISE; if (winding != ctx->flushed_front_winding) { if (winding == COGL_FRONT_WINDING_CLOCKWISE) GE (glFrontFace (GL_CW)); else GE (glFrontFace (GL_CCW)); ctx->flushed_front_winding = winding; } } 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); } 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 (); _cogl_draw_buffer_flush_state (draw_buffer, 0); 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; /* make sure any batched primitives get emitted to the GL driver before * issuing our read pixels... */ cogl_flush (); /* Setup the pixel store parameters that may have been changed by Cogl */ GE (glPixelStorei (GL_PACK_ALIGNMENT, 1)); #ifdef HAVE_COGL_GL GE (glPixelStorei (GL_PACK_ROW_LENGTH, 0)); GE (glPixelStorei (GL_PACK_SKIP_PIXELS, 0)); GE (glPixelStorei (GL_PACK_SKIP_ROWS, 0)); #endif /* HAVE_COGL_GL */ GE (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 = 0; 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); _cogl_flush_face_winding (); /* 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) { 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); } 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); } 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); _COGL_MATRIX_DEBUG_PRINT (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); _COGL_MATRIX_DEBUG_PRINT (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); _COGL_MATRIX_DEBUG_PRINT (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. */ _COGL_MATRIX_DEBUG_PRINT (matrix); } CoglClipStackState * _cogl_get_clip_state (void) { CoglHandle draw_buffer; draw_buffer = _cogl_get_draw_buffer (); return _cogl_draw_buffer_get_clip_state (draw_buffer); }