/* * Clutter COGL * * A basic GL/GLES Abstraction/Utility Layer * * Authored By Matthew Allum * * Copyright (C) 2007 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 "cogl.h" #include #include #include "cogl-internal.h" #include "cogl-util.h" #include "cogl-context.h" #include "cogl-gles2-wrapper.h" #include /* GL error to string conversion */ #if COGL_DEBUG struct token_string { GLuint Token; const char *String; }; static const struct token_string Errors[] = { { GL_NO_ERROR, "no error" }, { GL_INVALID_ENUM, "invalid enumerant" }, { 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 { ~0, NULL } }; const char* _cogl_error_string(GLenum errorCode) { int i; for (i = 0; Errors[i].String; i++) { if (Errors[i].Token == errorCode) return Errors[i].String; } return "unknown"; } #endif CoglFuncPtr cogl_get_proc_address (const gchar* name) { return NULL; } gboolean cogl_check_extension (const gchar *name, const gchar *ext) { return FALSE; } void cogl_paint_init (const CoglColor *color) { #if COGL_DEBUG fprintf(stderr, "\n ============== Paint Start ================ \n"); #endif glClearColor (cogl_color_get_red (color), cogl_color_get_green (color), cogl_color_get_blue (color), 0); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); cogl_wrap_glDisable (GL_LIGHTING); cogl_wrap_glDisable (GL_FOG); } /* FIXME: inline most of these */ void cogl_push_matrix (void) { GE( cogl_wrap_glPushMatrix() ); } void cogl_pop_matrix (void) { GE( cogl_wrap_glPopMatrix() ); } void cogl_scale (float x, float y) { GE( cogl_wrap_glScalef (x, y, 1.0) ); } void cogl_translate (float x, float y, float z) { GE( cogl_wrap_glTranslatef (x, y, z) ); } void cogl_rotate (float angle, float x, float y, float z) { GE( cogl_wrap_glRotatef (angle, x, y, z) ); } 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( cogl_wrap_glEnable (gl_flag) ); ctx->enable_flags |= flag; return TRUE; } } else if (ctx->enable_flags & flag) { GE( cogl_wrap_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( cogl_wrap_glEnableClientState (gl_flag) ); ctx->enable_flags |= flag; return TRUE; } } else if (ctx->enable_flags & flag) { GE( cogl_wrap_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_TEXTURE_2D, GL_TEXTURE_2D); 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_TEXCOORD_ARRAY, GL_TEXTURE_COORD_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_blend_func (COGLenum src_factor, COGLenum dst_factor) { /* This function caches the blending setup in the * hope of lessening GL traffic. */ _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (ctx->blend_src_factor != src_factor || ctx->blend_dst_factor != dst_factor) { glBlendFunc (src_factor, dst_factor); ctx->blend_src_factor = src_factor; ctx->blend_dst_factor = dst_factor; } } void cogl_enable_depth_test (gboolean setting) { if (setting) { cogl_wrap_glEnable (GL_DEPTH_TEST); cogl_wrap_glEnable (GL_ALPHA_TEST); glDepthFunc (GL_LEQUAL); cogl_wrap_glAlphaFunc (GL_GREATER, 0.1); } else { cogl_wrap_glDisable (GL_DEPTH_TEST); cogl_wrap_glDisable (GL_ALPHA_TEST); } } void cogl_enable_backface_culling (gboolean setting) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); ctx->enable_backface_culling = setting; } void cogl_set_source_color (const CoglColor *color) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); #if 0 /*HAVE_GLES_COLOR4UB*/ /* NOTE: seems SDK_OGLES-1.1_LINUX_PCEMULATION_2.02.22.0756 has this call * but is broken - see #857. Therefor disabling. */ /* * GLES 1.1 does actually have this function, it's in the header file but * missing in the reference manual (and SDK): * * http://www.khronos.org/egl/headers/1_1/gl.h */ GE( glColor4ub (color->red, color->green, color->blue, color->alpha) ); #else /* conversion can cause issues with picking on some gles implementations */ GE( cogl_wrap_glColor4f (cogl_color_get_red (color), cogl_color_get_green (color), cogl_color_get_blue (color), cogl_color_get_alpha (color)) ); #endif /* Store alpha for proper blending enables */ ctx->color_alpha = cogl_color_get_alpha_byte (color); } static void apply_matrix (const float *matrix, float *vertex) { int x, y; float vertex_out[4] = { 0 }; for (y = 0; y < 4; y++) for (x = 0; x < 4; x++) vertex_out[y] += (vertex[x] * matrix[y + x * 4]); memcpy (vertex, vertex_out, sizeof (vertex_out)); } static void project_vertex (float *modelview, float *project, float *vertex) { int i; /* Apply the modelview matrix */ apply_matrix (modelview, vertex); /* Apply the projection matrix */ apply_matrix (project, vertex); /* Convert from homogenized coordinates */ for (i = 0; i < 4; i++) vertex[i] = (vertex[i] / vertex[3]); } static void set_clip_plane (GLint plane_num, const float *vertex_a, const float *vertex_b) { GLfloat plane[4]; GLfloat angle; _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); GE( cogl_wrap_glPushMatrix () ); /* Load the identity matrix and multiply by the reverse of the projection matrix so we can specify the plane in screen coordinates */ GE( cogl_wrap_glLoadIdentity () ); GE( cogl_wrap_glMultMatrixf ((GLfloat *) ctx->inverse_projection) ); /* Rotate about point a */ GE( cogl_wrap_glTranslatef (vertex_a[0], vertex_a[1], vertex_a[2]) ); /* Rotate the plane by the calculated angle so that it will connect the two points */ GE( cogl_wrap_glRotatef (angle, 0.0f, 0.0f, 1.0f) ); GE( cogl_wrap_glTranslatef (-vertex_a[0], -vertex_a[1], -vertex_a[2]) ); plane[0] = 0; plane[1] = -1.0; plane[2] = 0; plane[3] = vertex_a[1]; GE( cogl_wrap_glClipPlanef (plane_num, plane) ); GE( cogl_wrap_glPopMatrix () ); } void _cogl_set_clip_planes (float x_offset, float y_offset, float width, float height) { GLfloat modelview[16], projection[16]; 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 }; GE( cogl_wrap_glGetFloatv (GL_MODELVIEW_MATRIX, modelview) ); GE( cogl_wrap_glGetFloatv (GL_PROJECTION_MATRIX, projection) ); project_vertex (modelview, projection, vertex_tl); project_vertex (modelview, projection, vertex_tr); project_vertex (modelview, projection, vertex_bl); project_vertex (modelview, projection, 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) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (first) { GE( cogl_wrap_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, width, height); } else { /* 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, width, height); /* 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) ); GE( cogl_wrap_glPushMatrix () ); GE( cogl_wrap_glLoadIdentity () ); GE( cogl_wrap_glMatrixMode (GL_PROJECTION) ); GE( cogl_wrap_glPushMatrix () ); GE( cogl_wrap_glLoadIdentity () ); cogl_rectangle (-1.0, -1.0, 2, 2); GE( cogl_wrap_glPopMatrix () ); GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) ); GE( cogl_wrap_glPopMatrix () ); } /* Restore the stencil mode */ GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) ); GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) ); } void _cogl_set_matrix (const float *matrix) { GE( cogl_wrap_glLoadIdentity () ); GE( cogl_wrap_glMultMatrixf (matrix) ); } void _cogl_disable_stencil_buffer (void) { GE( cogl_wrap_glDisable (GL_STENCIL_TEST) ); } void _cogl_enable_clip_planes (void) { 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) ); } void _cogl_disable_clip_planes (void) { 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) ); } void cogl_alpha_func (COGLenum func, float ref) { GE( cogl_wrap_glAlphaFunc (func, (ref)) ); } /* * Fixed point implementation of the perspective function */ void cogl_perspective (float fovy, float aspect, float zNear, float zFar) { float xmax, ymax; float x, y, c, d; float fovy_rad_half = (fovy * G_PI) / 360; GLfloat m[16]; _COGL_GET_CONTEXT (ctx, NO_RETVAL); memset (&m[0], 0, sizeof (m)); GE( cogl_wrap_glMatrixMode (GL_PROJECTION) ); GE( cogl_wrap_glLoadIdentity () ); /* * Based on the original algorithm in perspective(): * * 1) xmin = -xmax => xmax + xmin == 0 && xmax - xmin == 2 * xmax * same true for y, hence: a == 0 && b == 0; * * 2) When working with small numbers, we can are loosing significant * precision */ ymax = (zNear * (sinf (fovy_rad_half) / cosf (fovy_rad_half))); xmax = (ymax * aspect); x = (zNear / xmax); y = (zNear / ymax); c = (-(zFar + zNear) / ( zFar - zNear)); d = (-(2 * zFar) * zNear) / (zFar - zNear); #define M(row,col) m[col*4+row] M(0,0) = x; M(1,1) = y; M(2,2) = c; M(2,3) = d; M(3,2) = -1.0; GE( cogl_wrap_glMultMatrixf (m) ); GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) ); /* Calculate and store the inverse of the matrix */ memset (ctx->inverse_projection, 0, sizeof (float) * 16); #define m ctx->inverse_projection M(0, 0) = (1.0 / x); M(1, 1) = (1.0 / y); M(2, 3) = -1.0; M(3, 2) = (1.0 / d); M(3, 3) = (c / d); #undef m #undef M } void cogl_frustum (float left, float right, float bottom, float top, float z_near, float z_far) { float c, d; _COGL_GET_CONTEXT (ctx, NO_RETVAL); GE( cogl_wrap_glMatrixMode (GL_PROJECTION) ); GE( cogl_wrap_glLoadIdentity () ); GE( cogl_wrap_glFrustumf (left, right, bottom, top, z_near, z_far) ); GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) ); /* 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_viewport (guint width, guint height) { GE( glViewport (0, 0, width, height) ); } void cogl_setup_viewport (guint w, guint h, float fovy, float aspect, float z_near, float z_far) { gint width = (gint) w; gint height = (gint) h; float z_camera; GE( glViewport (0, 0, width, height) ); /* For Ortho projection. * cogl_wrap_glOrthof (0, width << 16, 0, height << 16, -1 << 16, 1 << 16); */ cogl_perspective (fovy, aspect, z_near, z_far); GE( cogl_wrap_glLoadIdentity () ); /* * camera distance from screen, 0.5 * tan (FOV) * * See comments in ../gl/cogl.c */ #define DEFAULT_Z_CAMERA 0.869f z_camera = (DEFAULT_Z_CAMERA); if (fovy != 60.0) { float fovy_rad = (fovy * G_PI) / 180; z_camera = (sinf (fovy_rad) / cosf (fovy_rad)) / 2; } GE( cogl_wrap_glTranslatef (-0.5f, -0.5f, -z_camera) ); GE( cogl_wrap_glScalef ( 1.0 / width, -1.0 / height, 1.0 / width) ); GE( cogl_wrap_glTranslatef (0, -1.0 * height, 0) ); } static void _cogl_features_init () { CoglFeatureFlags flags = 0; int max_clip_planes = 0; GLint num_stencil_bits = 0; _COGL_GET_CONTEXT (ctx, NO_RETVAL); GE( cogl_wrap_glGetIntegerv (GL_STENCIL_BITS, &num_stencil_bits) ); /* We need at least three stencil bits to combine clips */ if (num_stencil_bits > 2) flags |= COGL_FEATURE_STENCIL_BUFFER; GE( cogl_wrap_glGetIntegerv (GL_MAX_CLIP_PLANES, &max_clip_planes) ); if (max_clip_planes >= 4) flags |= COGL_FEATURE_FOUR_CLIP_PLANES; #ifdef HAVE_COGL_GLES2 flags |= COGL_FEATURE_SHADERS_GLSL | COGL_FEATURE_OFFSCREEN; #endif ctx->feature_flags = flags; ctx->features_cached = TRUE; } CoglFeatureFlags cogl_get_features () { _COGL_GET_CONTEXT (ctx, 0); if (!ctx->features_cached) _cogl_features_init (); 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; } void cogl_get_modelview_matrix (float m[16]) { cogl_wrap_glGetFloatv (GL_MODELVIEW_MATRIX, m); } void cogl_get_projection_matrix (float m[16]) { cogl_wrap_glGetFloatv (GL_PROJECTION_MATRIX, m); } void cogl_get_viewport (float v[4]) { GLint viewport[4]; int i; cogl_wrap_glGetIntegerv (GL_VIEWPORT, viewport); for (i = 0; i < 4; i++) v[i] = (float)(viewport[i]); } void cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha) { if (red) GE( cogl_wrap_glGetIntegerv(GL_RED_BITS, red) ); if (green) GE( cogl_wrap_glGetIntegerv(GL_GREEN_BITS, green) ); if (blue) GE( cogl_wrap_glGetIntegerv(GL_BLUE_BITS, blue) ); if (alpha) GE( cogl_wrap_glGetIntegerv(GL_ALPHA_BITS, alpha ) ); } void cogl_fog_set (const CoglColor *fog_color, float density, float z_near, float z_far) { GLfloat fogColor[4]; fogColor[0] = cogl_color_get_red (fog_color); fogColor[1] = cogl_color_get_green (fog_color); fogColor[2] = cogl_color_get_blue (fog_color); fogColor[3] = cogl_color_get_alpha (fog_color); cogl_wrap_glEnable (GL_FOG); cogl_wrap_glFogfv (GL_FOG_COLOR, fogColor); cogl_wrap_glFogf (GL_FOG_MODE, GL_LINEAR); glHint (GL_FOG_HINT, GL_NICEST); cogl_wrap_glFogf (GL_FOG_DENSITY, (GLfloat) density); cogl_wrap_glFogf (GL_FOG_START, (GLfloat) z_near); cogl_wrap_glFogf (GL_FOG_END, (GLfloat) z_far); }