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03d7fdacd6
* clutter/cogl/gl/cogl.c: Temp workaround for 10.4 ATI card OSX folks, see #929 (Tommi Komulainen) Bug 998 - clutter always captures X input events * clutter/eglx/clutter-stage-egl.c: * clutter/glx/clutter-stage-glx.c: When we disable X event retrival, dont still select for window events.
1194 lines
32 KiB
C
1194 lines
32 KiB
C
/*
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* Clutter COGL
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*
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* A basic GL/GLES Abstraction/Utility Layer
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2007 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include <string.h>
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#include <gmodule.h>
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#include <math.h>
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#include <stdlib.h>
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#ifdef HAVE_CLUTTER_GLX
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#include <dlfcn.h>
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#include <GL/glx.h>
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typedef CoglFuncPtr (*GLXGetProcAddressProc) (const guint8 *procName);
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#endif
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#include "cogl-internal.h"
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#include "cogl-util.h"
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#include "cogl-context.h"
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/* GL error to string conversion */
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#if COGL_DEBUG
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struct token_string
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{
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GLuint Token;
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const char *String;
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};
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static const struct token_string Errors[] = {
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{ GL_NO_ERROR, "no error" },
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{ GL_INVALID_ENUM, "invalid enumerant" },
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{ GL_INVALID_VALUE, "invalid value" },
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{ GL_INVALID_OPERATION, "invalid operation" },
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{ GL_STACK_OVERFLOW, "stack overflow" },
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{ GL_STACK_UNDERFLOW, "stack underflow" },
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{ GL_OUT_OF_MEMORY, "out of memory" },
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#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
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{ GL_INVALID_FRAMEBUFFER_OPERATION_EXT, "invalid framebuffer operation" },
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#endif
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{ ~0, NULL }
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};
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const char*
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_cogl_error_string(GLenum errorCode)
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{
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int i;
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for (i = 0; Errors[i].String; i++) {
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if (Errors[i].Token == errorCode)
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return Errors[i].String;
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}
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return "unknown";
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}
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#endif
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CoglFuncPtr
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cogl_get_proc_address (const gchar* name)
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{
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/* Sucks to ifdef here but not other option..? would be nice to
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* split the code up for more reuse (once more backends use this
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*/
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#if defined(HAVE_CLUTTER_GLX)
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static GLXGetProcAddressProc get_proc_func = NULL;
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static void *dlhand = NULL;
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if (get_proc_func == NULL && dlhand == NULL)
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{
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dlhand = dlopen (NULL, RTLD_LAZY);
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if (dlhand)
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{
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dlerror ();
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get_proc_func =
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(GLXGetProcAddressProc) dlsym (dlhand, "glXGetProcAddress");
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if (dlerror () != NULL)
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{
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get_proc_func =
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(GLXGetProcAddressProc) dlsym (dlhand, "glXGetProcAddressARB");
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}
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if (dlerror () != NULL)
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{
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get_proc_func = NULL;
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g_warning ("failed to bind GLXGetProcAddress "
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"or GLXGetProcAddressARB");
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}
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}
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}
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if (get_proc_func)
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return get_proc_func ((unsigned char*) name);
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#elif defined(HAVE_CLUTTER_WIN32)
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return (CoglFuncPtr) wglGetProcAddress ((LPCSTR) name);
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#else /* HAVE_CLUTTER_WIN32 */
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/* this should find the right function if the program is linked against a
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* library providing it */
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static GModule *module = NULL;
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if (module == NULL)
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module = g_module_open (NULL, G_MODULE_BIND_LAZY | G_MODULE_BIND_LOCAL);
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if (module)
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{
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gpointer symbol;
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if (g_module_symbol (module, name, &symbol))
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return symbol;
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}
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#endif /* HAVE_CLUTTER_WIN32 */
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return NULL;
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}
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gboolean
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cogl_check_extension (const gchar *name, const gchar *ext)
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{
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gchar *end;
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gint name_len, n;
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if (name == NULL || ext == NULL)
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return FALSE;
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end = (gchar*)(ext + strlen(ext));
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name_len = strlen(name);
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while (ext < end)
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{
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n = strcspn(ext, " ");
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if ((name_len == n) && (!strncmp(name, ext, n)))
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return TRUE;
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ext += (n + 1);
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}
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return FALSE;
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}
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void
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cogl_paint_init (const ClutterColor *color)
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{
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GE( glClearColor (((float) color->red / 0xff * 1.0),
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((float) color->green / 0xff * 1.0),
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((float) color->blue / 0xff * 1.0),
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0.0) );
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glDisable (GL_LIGHTING);
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glDisable (GL_FOG);
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/*
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* Disable the depth test for now as has some strange side effects,
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* mainly on x/y axis rotation with multiple layers at same depth
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* (eg rotating text on a bg has very strange effect). Seems no clean
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* 100% effective way to fix without other odd issues.. So for now
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* move to application to handle and add cogl_enable_depth_test()
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* as for custom actors (i.e groups) to enable if need be.
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*
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* glEnable (GL_DEPTH_TEST);
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* glEnable (GL_ALPHA_TEST)
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* glDepthFunc (GL_LEQUAL);
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* glAlphaFunc (GL_GREATER, 0.1);
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*/
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}
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/* FIXME: inline most of these */
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void
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cogl_push_matrix (void)
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{
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glPushMatrix();
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}
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void
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cogl_pop_matrix (void)
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{
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glPopMatrix();
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}
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void
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cogl_scale (ClutterFixed x, ClutterFixed y)
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{
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glScaled (CLUTTER_FIXED_TO_DOUBLE (x),
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CLUTTER_FIXED_TO_DOUBLE (y),
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1.0);
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}
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void
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cogl_translatex (ClutterFixed x, ClutterFixed y, ClutterFixed z)
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{
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glTranslated (CLUTTER_FIXED_TO_DOUBLE (x),
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CLUTTER_FIXED_TO_DOUBLE (y),
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CLUTTER_FIXED_TO_DOUBLE (z));
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}
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void
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cogl_translate (gint x, gint y, gint z)
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{
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glTranslatef ((float)x, (float)y, (float)z);
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}
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void
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cogl_rotatex (ClutterFixed angle, gint x, gint y, gint z)
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{
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glRotated (CLUTTER_FIXED_TO_DOUBLE (angle),
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CLUTTER_FIXED_TO_DOUBLE (x),
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CLUTTER_FIXED_TO_DOUBLE (y),
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CLUTTER_FIXED_TO_DOUBLE (z));
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}
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void
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cogl_rotate (gint angle, gint x, gint y, gint z)
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{
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glRotatef ((float)angle, (float)x, (float)y, (float)z);
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}
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static inline gboolean
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cogl_toggle_flag (CoglContext *ctx,
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gulong new_flags,
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gulong flag,
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GLenum gl_flag)
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{
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/* Toggles and caches a single enable flag on or off
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* by comparing to current state
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*/
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if (new_flags & flag)
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{
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if (!(ctx->enable_flags & flag))
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{
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GE( glEnable (gl_flag) );
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ctx->enable_flags |= flag;
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return TRUE;
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}
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}
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else if (ctx->enable_flags & flag)
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{
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GE( glDisable (gl_flag) );
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ctx->enable_flags &= ~flag;
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}
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return FALSE;
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}
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static inline gboolean
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cogl_toggle_client_flag (CoglContext *ctx,
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gulong new_flags,
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gulong flag,
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GLenum gl_flag)
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{
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/* Toggles and caches a single client-side enable flag
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* on or off by comparing to current state
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*/
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if (new_flags & flag)
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{
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if (!(ctx->enable_flags & flag))
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{
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GE( glEnableClientState (gl_flag) );
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ctx->enable_flags |= flag;
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return TRUE;
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}
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}
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else if (ctx->enable_flags & flag)
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{
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GE( glDisableClientState (gl_flag) );
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ctx->enable_flags &= ~flag;
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}
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return FALSE;
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}
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void
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cogl_enable (gulong flags)
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{
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/* This function essentially caches glEnable state() in the
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* hope of lessening number GL traffic.
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*/
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_toggle_flag (ctx, flags,
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COGL_ENABLE_BLEND,
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GL_BLEND);
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cogl_toggle_flag (ctx, flags,
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COGL_ENABLE_TEXTURE_2D,
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GL_TEXTURE_2D);
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cogl_toggle_client_flag (ctx, flags,
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COGL_ENABLE_VERTEX_ARRAY,
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GL_VERTEX_ARRAY);
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cogl_toggle_client_flag (ctx, flags,
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COGL_ENABLE_TEXCOORD_ARRAY,
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GL_TEXTURE_COORD_ARRAY);
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}
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gulong
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cogl_get_enable ()
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{
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_COGL_GET_CONTEXT (ctx, 0);
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return ctx->enable_flags;
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}
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void
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cogl_blend_func (COGLenum src_factor, COGLenum dst_factor)
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{
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/* This function caches the blending setup in the
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* hope of lessening GL traffic.
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*/
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (ctx->blend_src_factor != src_factor ||
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ctx->blend_dst_factor != dst_factor)
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{
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glBlendFunc (src_factor, dst_factor);
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ctx->blend_src_factor = src_factor;
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ctx->blend_dst_factor = dst_factor;
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}
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}
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void
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cogl_enable_depth_test (gboolean setting)
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{
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if (setting)
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{
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glEnable (GL_DEPTH_TEST);
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glEnable (GL_ALPHA_TEST);
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glDepthFunc (GL_LEQUAL);
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glAlphaFunc (GL_GREATER, 0.1);
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}
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else
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{
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glDisable (GL_DEPTH_TEST);
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glDisable (GL_ALPHA_TEST);
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}
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}
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void
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cogl_color (const ClutterColor *color)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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glColor4ub (color->red,
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color->green,
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color->blue,
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color->alpha);
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/* Store alpha for proper blending enables */
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ctx->color_alpha = color->alpha;
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}
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static void
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apply_matrix (const GLfloat *matrix, GLfloat *vertex)
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{
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int x, y;
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GLfloat vertex_out[4] = { 0 };
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for (y = 0; y < 4; y++)
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for (x = 0; x < 4; x++)
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vertex_out[y] += vertex[x] * matrix[y + x * 4];
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memcpy (vertex, vertex_out, sizeof (vertex_out));
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}
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static void
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project_vertex (GLfloat *modelview, GLfloat *project, GLfloat *vertex)
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{
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int i;
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/* Apply the modelview matrix */
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apply_matrix (modelview, vertex);
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/* Apply the projection matrix */
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apply_matrix (project, vertex);
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/* Convert from homogenized coordinates */
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for (i = 0; i < 4; i++)
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vertex[i] /= vertex[3];
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}
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static void
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set_clip_plane (GLint plane_num,
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const GLfloat *vertex_a,
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const GLfloat *vertex_b)
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{
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GLdouble plane[4];
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GLfloat angle;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Calculate the angle between the axes and the line crossing the
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two points */
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angle = atan2f ((vertex_b[1] - vertex_a[1]),
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(vertex_b[0] - vertex_a[0])) * 180.0f / M_PI;
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GE( glPushMatrix () );
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/* Load the identity matrix and multiply by the reverse of the
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projection matrix so we can specify the plane in screen
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coordinates */
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GE( glLoadIdentity () );
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GE( glMultMatrixf (ctx->inverse_projection) );
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/* Rotate about point a */
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GE( glTranslatef (vertex_a[0], vertex_a[1], vertex_a[2]) );
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/* Rotate the plane by the calculated angle so that it will connect
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the two points */
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GE( glRotatef (angle, 0.0f, 0.0f, 1.0f) );
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GE( glTranslatef (-vertex_a[0], -vertex_a[1], -vertex_a[2]) );
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plane[0] = 0.0f;
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plane[1] = -1.0f;
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plane[2] = 0.0f;
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plane[3] = vertex_a[1];
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GE( glClipPlane (plane_num, plane) );
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GE( glPopMatrix () );
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GE( glEnable (plane_num) );
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}
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void
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_cogl_set_clip_planes (ClutterFixed x_offset,
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ClutterFixed y_offset,
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ClutterFixed width,
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ClutterFixed height)
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{
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GLfloat modelview[16], projection[16];
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GLfloat vertex_tl[4] = { CLUTTER_FIXED_TO_FLOAT (x_offset),
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CLUTTER_FIXED_TO_FLOAT (y_offset),
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0.0f, 1.0f };
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GLfloat vertex_tr[4] = { CLUTTER_FIXED_TO_FLOAT (x_offset + width),
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CLUTTER_FIXED_TO_FLOAT (y_offset),
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0.0f, 1.0f };
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GLfloat vertex_bl[4] = { CLUTTER_FIXED_TO_FLOAT (x_offset),
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CLUTTER_FIXED_TO_FLOAT (y_offset + height),
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0.0f, 1.0f };
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GLfloat vertex_br[4] = { CLUTTER_FIXED_TO_FLOAT (x_offset + width),
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CLUTTER_FIXED_TO_FLOAT (y_offset + height),
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0.0f, 1.0f };
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GE( glGetFloatv (GL_MODELVIEW_MATRIX, modelview) );
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GE( glGetFloatv (GL_PROJECTION_MATRIX, projection) );
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project_vertex (modelview, projection, vertex_tl);
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project_vertex (modelview, projection, vertex_tr);
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project_vertex (modelview, projection, vertex_bl);
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project_vertex (modelview, projection, vertex_br);
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/* If the order of the top and bottom lines is different from the
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order of the left and right lines then the clip rect must have
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been transformed so that the back is visible. We therefore need
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to swap one pair of vertices otherwise all of the planes will be
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the wrong way around */
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if ((vertex_tl[0] < vertex_tr[0] ? 1 : 0)
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!= (vertex_bl[1] < vertex_tl[1] ? 1 : 0))
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{
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GLfloat temp[4];
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memcpy (temp, vertex_tl, sizeof (temp));
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memcpy (vertex_tl, vertex_tr, sizeof (temp));
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memcpy (vertex_tr, temp, sizeof (temp));
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memcpy (temp, vertex_bl, sizeof (temp));
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memcpy (vertex_bl, vertex_br, sizeof (temp));
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memcpy (vertex_br, temp, sizeof (temp));
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}
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set_clip_plane (GL_CLIP_PLANE0, vertex_tl, vertex_tr);
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set_clip_plane (GL_CLIP_PLANE1, vertex_tr, vertex_br);
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set_clip_plane (GL_CLIP_PLANE2, vertex_br, vertex_bl);
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set_clip_plane (GL_CLIP_PLANE3, vertex_bl, vertex_tl);
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}
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static int
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compare_y_coordinate (const void *a, const void *b)
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{
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GLfloat ay = ((const GLfloat *) a)[1];
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GLfloat by = ((const GLfloat *) b)[1];
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return ay < by ? -1 : ay > by ? 1 : 0;
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}
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|
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void
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_cogl_add_stencil_clip (ClutterFixed x_offset,
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ClutterFixed y_offset,
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ClutterFixed width,
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ClutterFixed height,
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gboolean first)
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{
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gboolean has_clip_planes
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= cogl_features_available (COGL_FEATURE_FOUR_CLIP_PLANES);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (has_clip_planes)
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{
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GE( glDisable (GL_CLIP_PLANE3) );
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GE( glDisable (GL_CLIP_PLANE2) );
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GE( glDisable (GL_CLIP_PLANE1) );
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GE( glDisable (GL_CLIP_PLANE0) );
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}
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if (first)
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{
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GE( glEnable (GL_STENCIL_TEST) );
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/* Initially disallow everything */
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|
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) );
|
|
GE( glRectf (CLUTTER_FIXED_TO_FLOAT (x_offset),
|
|
CLUTTER_FIXED_TO_FLOAT (y_offset),
|
|
CLUTTER_FIXED_TO_FLOAT (x_offset + width),
|
|
CLUTTER_FIXED_TO_FLOAT (y_offset + height)) );
|
|
}
|
|
else if (ctx->num_stencil_bits > 1)
|
|
{
|
|
/* 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) );
|
|
GE( glRectf (CLUTTER_FIXED_TO_FLOAT (x_offset),
|
|
CLUTTER_FIXED_TO_FLOAT (y_offset),
|
|
CLUTTER_FIXED_TO_FLOAT (x_offset + width),
|
|
CLUTTER_FIXED_TO_FLOAT (y_offset + 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( glPushMatrix () );
|
|
GE( glLoadIdentity () );
|
|
GE( glMatrixMode (GL_PROJECTION) );
|
|
GE( glPushMatrix () );
|
|
GE( glLoadIdentity () );
|
|
GE( glRecti (-1, 1, 1, -1) );
|
|
GE( glPopMatrix () );
|
|
GE( glMatrixMode (GL_MODELVIEW) );
|
|
GE( glPopMatrix () );
|
|
}
|
|
else
|
|
{
|
|
/* Slower fallback if there is exactly one stencil bit. This
|
|
tries to draw enough triangles to tessalate around the
|
|
rectangle so that it can subtract from the stencil buffer for
|
|
every pixel in the screen except those in the rectangle */
|
|
GLfloat modelview[16], projection[16];
|
|
GLfloat temp_point[4];
|
|
GLfloat left_edge, right_edge, bottom_edge, top_edge;
|
|
int i;
|
|
GLfloat points[16] =
|
|
{
|
|
CLUTTER_FIXED_TO_FLOAT (x_offset),
|
|
CLUTTER_FIXED_TO_FLOAT (y_offset),
|
|
0, 1,
|
|
CLUTTER_FIXED_TO_FLOAT (x_offset + width),
|
|
CLUTTER_FIXED_TO_FLOAT (y_offset),
|
|
0, 1,
|
|
CLUTTER_FIXED_TO_FLOAT (x_offset),
|
|
CLUTTER_FIXED_TO_FLOAT (y_offset + height),
|
|
0, 1,
|
|
CLUTTER_FIXED_TO_FLOAT (x_offset + width),
|
|
CLUTTER_FIXED_TO_FLOAT (y_offset + height),
|
|
0, 1
|
|
};
|
|
|
|
GE( glGetFloatv (GL_MODELVIEW_MATRIX, modelview) );
|
|
GE( glGetFloatv (GL_PROJECTION_MATRIX, projection) );
|
|
|
|
/* Project all of the vertices into screen coordinates */
|
|
for (i = 0; i < 4; i++)
|
|
project_vertex (modelview, projection, points + i * 4);
|
|
|
|
/* Sort the points by y coordinate */
|
|
qsort (points, 4, sizeof (GLfloat) * 4, compare_y_coordinate);
|
|
|
|
/* Put the bottom two pairs and the top two pairs in
|
|
left-right order */
|
|
if (points[0] > points[4])
|
|
{
|
|
memcpy (temp_point, points, sizeof (GLfloat) * 4);
|
|
memcpy (points, points + 4, sizeof (GLfloat) * 4);
|
|
memcpy (points + 4, temp_point, sizeof (GLfloat) * 4);
|
|
}
|
|
if (points[8] > points[12])
|
|
{
|
|
memcpy (temp_point, points + 8, sizeof (GLfloat) * 4);
|
|
memcpy (points + 8, points + 12, sizeof (GLfloat) * 4);
|
|
memcpy (points + 12, temp_point, sizeof (GLfloat) * 4);
|
|
}
|
|
|
|
/* If the clip rect goes outside of the screen then use the
|
|
extents of the rect instead */
|
|
left_edge = MIN (-1.0f, MIN (points[0], points[8]));
|
|
right_edge = MAX ( 1.0f, MAX (points[4], points[12]));
|
|
bottom_edge = MIN (-1.0f, MIN (points[1], points[5]));
|
|
top_edge = MAX ( 1.0f, MAX (points[9], points[13]));
|
|
|
|
/* Using the identity matrix for the projection and
|
|
modelview matrix, draw the triangles around the inner
|
|
rectangle */
|
|
GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
|
|
GE( glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) );
|
|
GE( glPushMatrix () );
|
|
GE( glLoadIdentity () );
|
|
GE( glMatrixMode (GL_PROJECTION) );
|
|
GE( glPushMatrix () );
|
|
GE( glLoadIdentity () );
|
|
|
|
/* Clear the left side */
|
|
glBegin (GL_TRIANGLE_STRIP);
|
|
glVertex2f (left_edge, bottom_edge);
|
|
glVertex2fv (points);
|
|
glVertex2f (left_edge, points[1]);
|
|
glVertex2fv (points + 8);
|
|
glVertex2f (left_edge, points[9]);
|
|
glVertex2f (left_edge, top_edge);
|
|
glEnd ();
|
|
|
|
/* Clear the right side */
|
|
glBegin (GL_TRIANGLE_STRIP);
|
|
glVertex2f (right_edge, top_edge);
|
|
glVertex2fv (points + 12);
|
|
glVertex2f (right_edge, points[13]);
|
|
glVertex2fv (points + 4);
|
|
glVertex2f (right_edge, points[5]);
|
|
glVertex2f (right_edge, bottom_edge);
|
|
glEnd ();
|
|
|
|
/* Clear the top side */
|
|
glBegin (GL_TRIANGLE_STRIP);
|
|
glVertex2f (left_edge, top_edge);
|
|
glVertex2fv (points + 8);
|
|
glVertex2f (points[8], top_edge);
|
|
glVertex2fv (points + 12);
|
|
glVertex2f (points[12], top_edge);
|
|
glVertex2f (right_edge, top_edge);
|
|
glEnd ();
|
|
|
|
/* Clear the bottom side */
|
|
glBegin (GL_TRIANGLE_STRIP);
|
|
glVertex2f (left_edge, bottom_edge);
|
|
glVertex2fv (points);
|
|
glVertex2f (points[0], bottom_edge);
|
|
glVertex2fv (points + 4);
|
|
glVertex2f (points[4], bottom_edge);
|
|
glVertex2f (right_edge, bottom_edge);
|
|
glEnd ();
|
|
|
|
GE( glPopMatrix () );
|
|
GE( glMatrixMode (GL_MODELVIEW) );
|
|
GE( glPopMatrix () );
|
|
}
|
|
|
|
if (has_clip_planes)
|
|
{
|
|
GE( glEnable (GL_CLIP_PLANE0) );
|
|
GE( glEnable (GL_CLIP_PLANE1) );
|
|
GE( glEnable (GL_CLIP_PLANE2) );
|
|
GE( glEnable (GL_CLIP_PLANE3) );
|
|
}
|
|
|
|
/* Restore the stencil mode */
|
|
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
|
|
GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
|
|
}
|
|
|
|
void
|
|
_cogl_set_matrix (const ClutterFixed *matrix)
|
|
{
|
|
float float_matrix[16];
|
|
int i;
|
|
|
|
for (i = 0; i < 16; i++)
|
|
float_matrix[i] = CLUTTER_FIXED_TO_FLOAT (matrix[i]);
|
|
|
|
GE( glLoadIdentity () );
|
|
GE( glMultMatrixf (float_matrix) );
|
|
}
|
|
|
|
void
|
|
_cogl_disable_stencil_buffer (void)
|
|
{
|
|
GE( glDisable (GL_STENCIL_TEST) );
|
|
}
|
|
|
|
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_alpha_func (COGLenum func,
|
|
ClutterFixed ref)
|
|
{
|
|
GE( glAlphaFunc (func, CLUTTER_FIXED_TO_FLOAT(ref)) );
|
|
}
|
|
|
|
void
|
|
cogl_perspective (ClutterFixed fovy,
|
|
ClutterFixed aspect,
|
|
ClutterFixed zNear,
|
|
ClutterFixed zFar)
|
|
{
|
|
ClutterFixed xmax, ymax;
|
|
ClutterFixed x, y, c, d;
|
|
ClutterFixed fovy_rad_half = CLUTTER_FIXED_MUL (fovy, CFX_PI) / 360;
|
|
|
|
GLfloat m[16];
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
memset (&m[0], 0, sizeof (m));
|
|
|
|
/*
|
|
* 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 are loosing significant
|
|
* precision, hence we use clutter_qmulx() here, not the fast macro.
|
|
*/
|
|
ymax = clutter_qmulx (zNear, CLUTTER_FIXED_DIV (clutter_sinx (fovy_rad_half),
|
|
clutter_cosx (fovy_rad_half)));
|
|
xmax = clutter_qmulx (ymax, aspect);
|
|
|
|
x = CLUTTER_FIXED_DIV (zNear, xmax);
|
|
y = CLUTTER_FIXED_DIV (zNear, ymax);
|
|
c = CLUTTER_FIXED_DIV (-(zFar + zNear), ( zFar - zNear));
|
|
d = CLUTTER_FIXED_DIV (-(clutter_qmulx (2*zFar, zNear)), (zFar - zNear));
|
|
|
|
#define M(row,col) m[col*4+row]
|
|
M(0,0) = CLUTTER_FIXED_TO_FLOAT (x);
|
|
M(1,1) = CLUTTER_FIXED_TO_FLOAT (y);
|
|
M(2,2) = CLUTTER_FIXED_TO_FLOAT (c);
|
|
M(2,3) = CLUTTER_FIXED_TO_FLOAT (d);
|
|
M(3,2) = -1.0F;
|
|
|
|
GE( glMultMatrixf (m) );
|
|
|
|
/* Calculate and store the inverse of the matrix */
|
|
memset (ctx->inverse_projection, 0, sizeof (GLfloat) * 16);
|
|
|
|
#define m ctx->inverse_projection
|
|
M(0, 0) = 1.0f / CLUTTER_FIXED_TO_FLOAT (x);
|
|
M(1, 1) = 1.0f / CLUTTER_FIXED_TO_FLOAT (y);
|
|
M(2, 3) = -1.0f;
|
|
M(3, 2) = 1.0f / CLUTTER_FIXED_TO_FLOAT (d);
|
|
M(3, 3) = CLUTTER_FIXED_TO_FLOAT (c) / CLUTTER_FIXED_TO_FLOAT (d);
|
|
#undef m
|
|
#undef M
|
|
}
|
|
|
|
void
|
|
cogl_setup_viewport (guint width,
|
|
guint height,
|
|
ClutterFixed fovy,
|
|
ClutterFixed aspect,
|
|
ClutterFixed z_near,
|
|
ClutterFixed z_far)
|
|
{
|
|
GLfloat z_camera;
|
|
|
|
GE( glViewport (0, 0, width, height) );
|
|
|
|
GE( glMatrixMode (GL_PROJECTION) );
|
|
GE( glLoadIdentity () );
|
|
|
|
cogl_perspective (fovy, aspect, z_near, z_far);
|
|
|
|
GE( glMatrixMode (GL_MODELVIEW) );
|
|
GE( glLoadIdentity () );
|
|
|
|
/*
|
|
* camera distance from screen, 0.5 * tan (FOV)
|
|
*
|
|
* We have been having some problems with this; the theoretically correct
|
|
* value of 0.866025404f for the default 60 deg fovy angle happens to be
|
|
* touch to small in reality, which on full-screen stage with an actor of
|
|
* the same size results in about 1px on the left and top edges of the
|
|
* actor being offscreen. Perhaps more significantly, it also causes
|
|
* hinting artifacts when rendering text.
|
|
*
|
|
* So for the default 60 deg angle we worked out that the value of 0.869
|
|
* is giving correct stretch and no noticeable artifacts on text. Seems
|
|
* good on all drivers too.
|
|
*/
|
|
#define DEFAULT_Z_CAMERA 0.869f
|
|
z_camera = DEFAULT_Z_CAMERA;
|
|
|
|
|
|
if (fovy != CFX_60)
|
|
{
|
|
ClutterFixed fovy_rad = CFX_MUL (fovy, CFX_PI) / 180;
|
|
|
|
z_camera =
|
|
CLUTTER_FIXED_TO_FLOAT (CFX_DIV (clutter_sinx (fovy_rad),
|
|
clutter_cosx (fovy_rad)) >> 1);
|
|
}
|
|
|
|
GE( glTranslatef (-0.5f, -0.5f, -z_camera) );
|
|
GE( glScalef ( 1.0f / width,
|
|
-1.0f / height,
|
|
1.0f / width) );
|
|
GE( glTranslatef (0.0f, -1.0 * height, 0.0f) );
|
|
}
|
|
|
|
#ifdef HAVE_CLUTTER_OSX
|
|
static gboolean
|
|
really_enable_npot (void)
|
|
{
|
|
/* OSX backend + ATI Radeon X1600 + NPOT texture + GL_REPEAT seems to crash
|
|
* http://bugzilla.openedhand.com/show_bug.cgi?id=929
|
|
*
|
|
* Temporary workaround until post 0.8 we rejig the features set up a
|
|
* little to allow the backend to overide.
|
|
*/
|
|
const char *gl_renderer;
|
|
const char *env_string;
|
|
|
|
/* Regardless of hardware, allow user to decide. */
|
|
env_string = g_getenv ("COGL_ENABLE_NPOT");
|
|
if (env_string != NULL)
|
|
return env_string[0] == '1';
|
|
|
|
gl_renderer = (char*)glGetString (GL_RENDERER);
|
|
if (strstr (gl_renderer, "ATI Radeon X1600") != NULL)
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
#endif
|
|
|
|
static void
|
|
_cogl_features_init ()
|
|
{
|
|
ClutterFeatureFlags flags = 0;
|
|
const gchar *gl_extensions;
|
|
GLint max_clip_planes = 0;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
flags = COGL_FEATURE_TEXTURE_READ_PIXELS;
|
|
|
|
gl_extensions = (const gchar*) glGetString (GL_EXTENSIONS);
|
|
|
|
if (cogl_check_extension ("GL_ARB_texture_non_power_of_two", gl_extensions))
|
|
{
|
|
#ifdef HAVE_CLUTTER_OSX
|
|
if (really_enable_npot ())
|
|
#endif
|
|
flags |= COGL_FEATURE_TEXTURE_NPOT;
|
|
}
|
|
|
|
#ifdef GL_YCBCR_MESA
|
|
if (cogl_check_extension ("GL_MESA_ycbcr_texture", gl_extensions))
|
|
{
|
|
flags |= COGL_FEATURE_TEXTURE_YUV;
|
|
}
|
|
#endif
|
|
|
|
if (cogl_check_extension ("GL_ARB_shader_objects", gl_extensions) &&
|
|
cogl_check_extension ("GL_ARB_vertex_shader", gl_extensions) &&
|
|
cogl_check_extension ("GL_ARB_fragment_shader", gl_extensions))
|
|
{
|
|
ctx->pf_glCreateProgramObjectARB =
|
|
(COGL_PFNGLCREATEPROGRAMOBJECTARBPROC)
|
|
cogl_get_proc_address ("glCreateProgramObjectARB");
|
|
|
|
ctx->pf_glCreateShaderObjectARB =
|
|
(COGL_PFNGLCREATESHADEROBJECTARBPROC)
|
|
cogl_get_proc_address ("glCreateShaderObjectARB");
|
|
|
|
ctx->pf_glShaderSourceARB =
|
|
(COGL_PFNGLSHADERSOURCEARBPROC)
|
|
cogl_get_proc_address ("glShaderSourceARB");
|
|
|
|
ctx->pf_glCompileShaderARB =
|
|
(COGL_PFNGLCOMPILESHADERARBPROC)
|
|
cogl_get_proc_address ("glCompileShaderARB");
|
|
|
|
ctx->pf_glAttachObjectARB =
|
|
(COGL_PFNGLATTACHOBJECTARBPROC)
|
|
cogl_get_proc_address ("glAttachObjectARB");
|
|
|
|
ctx->pf_glLinkProgramARB =
|
|
(COGL_PFNGLLINKPROGRAMARBPROC)
|
|
cogl_get_proc_address ("glLinkProgramARB");
|
|
|
|
ctx->pf_glUseProgramObjectARB =
|
|
(COGL_PFNGLUSEPROGRAMOBJECTARBPROC)
|
|
cogl_get_proc_address ("glUseProgramObjectARB");
|
|
|
|
ctx->pf_glGetUniformLocationARB =
|
|
(COGL_PFNGLGETUNIFORMLOCATIONARBPROC)
|
|
cogl_get_proc_address ("glGetUniformLocationARB");
|
|
|
|
ctx->pf_glDeleteObjectARB =
|
|
(COGL_PFNGLDELETEOBJECTARBPROC)
|
|
cogl_get_proc_address ("glDeleteObjectARB");
|
|
|
|
ctx->pf_glGetInfoLogARB =
|
|
(COGL_PFNGLGETINFOLOGARBPROC)
|
|
cogl_get_proc_address ("glGetInfoLogARB");
|
|
|
|
ctx->pf_glGetObjectParameterivARB =
|
|
(COGL_PFNGLGETOBJECTPARAMETERIVARBPROC)
|
|
cogl_get_proc_address ("glGetObjectParameterivARB");
|
|
|
|
ctx->pf_glUniform1fARB =
|
|
(COGL_PFNGLUNIFORM1FARBPROC)
|
|
cogl_get_proc_address ("glUniform1fARB");
|
|
|
|
if (ctx->pf_glCreateProgramObjectARB &&
|
|
ctx->pf_glCreateShaderObjectARB &&
|
|
ctx->pf_glShaderSourceARB &&
|
|
ctx->pf_glCompileShaderARB &&
|
|
ctx->pf_glAttachObjectARB &&
|
|
ctx->pf_glLinkProgramARB &&
|
|
ctx->pf_glUseProgramObjectARB &&
|
|
ctx->pf_glGetUniformLocationARB &&
|
|
ctx->pf_glDeleteObjectARB &&
|
|
ctx->pf_glGetInfoLogARB &&
|
|
ctx->pf_glGetObjectParameterivARB &&
|
|
ctx->pf_glUniform1fARB)
|
|
flags |= COGL_FEATURE_SHADERS_GLSL;
|
|
}
|
|
|
|
|
|
if (cogl_check_extension ("GL_EXT_framebuffer_object", gl_extensions) ||
|
|
cogl_check_extension ("GL_ARB_framebuffer_object", gl_extensions))
|
|
{
|
|
ctx->pf_glGenRenderbuffersEXT =
|
|
(COGL_PFNGLGENRENDERBUFFERSEXTPROC)
|
|
cogl_get_proc_address ("glGenRenderbuffersEXT");
|
|
|
|
ctx->pf_glBindRenderbufferEXT =
|
|
(COGL_PFNGLBINDRENDERBUFFEREXTPROC)
|
|
cogl_get_proc_address ("glBindRenderbufferEXT");
|
|
|
|
ctx->pf_glRenderbufferStorageEXT =
|
|
(COGL_PFNGLRENDERBUFFERSTORAGEEXTPROC)
|
|
cogl_get_proc_address ("glRenderbufferStorageEXT");
|
|
|
|
ctx->pf_glGenFramebuffersEXT =
|
|
(COGL_PFNGLGENFRAMEBUFFERSEXTPROC)
|
|
cogl_get_proc_address ("glGenFramebuffersEXT");
|
|
|
|
ctx->pf_glBindFramebufferEXT =
|
|
(COGL_PFNGLBINDFRAMEBUFFEREXTPROC)
|
|
cogl_get_proc_address ("glBindFramebufferEXT");
|
|
|
|
ctx->pf_glFramebufferTexture2DEXT =
|
|
(COGL_PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
|
|
cogl_get_proc_address ("glFramebufferTexture2DEXT");
|
|
|
|
ctx->pf_glFramebufferRenderbufferEXT =
|
|
(COGL_PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)
|
|
cogl_get_proc_address ("glFramebufferRenderbufferEXT");
|
|
|
|
ctx->pf_glCheckFramebufferStatusEXT =
|
|
(COGL_PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
|
|
cogl_get_proc_address ("glCheckFramebufferStatusEXT");
|
|
|
|
ctx->pf_glDeleteFramebuffersEXT =
|
|
(COGL_PFNGLDELETEFRAMEBUFFERSEXTPROC)
|
|
cogl_get_proc_address ("glDeleteFramebuffersEXT");
|
|
|
|
if (ctx->pf_glGenRenderbuffersEXT &&
|
|
ctx->pf_glBindRenderbufferEXT &&
|
|
ctx->pf_glRenderbufferStorageEXT &&
|
|
ctx->pf_glGenFramebuffersEXT &&
|
|
ctx->pf_glBindFramebufferEXT &&
|
|
ctx->pf_glFramebufferTexture2DEXT &&
|
|
ctx->pf_glFramebufferRenderbufferEXT &&
|
|
ctx->pf_glCheckFramebufferStatusEXT &&
|
|
ctx->pf_glDeleteFramebuffersEXT)
|
|
flags |= COGL_FEATURE_OFFSCREEN;
|
|
}
|
|
|
|
if (cogl_check_extension ("GL_EXT_framebuffer_blit", gl_extensions))
|
|
{
|
|
ctx->pf_glBlitFramebufferEXT =
|
|
(COGL_PFNGLBLITFRAMEBUFFEREXTPROC)
|
|
cogl_get_proc_address ("glBlitFramebufferEXT");
|
|
|
|
if (ctx->pf_glBlitFramebufferEXT)
|
|
flags |= COGL_FEATURE_OFFSCREEN_BLIT;
|
|
}
|
|
|
|
if (cogl_check_extension ("GL_EXT_framebuffer_multisample", gl_extensions))
|
|
{
|
|
ctx->pf_glRenderbufferStorageMultisampleEXT =
|
|
(COGL_PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)
|
|
cogl_get_proc_address ("glRenderbufferStorageMultisampleEXT");
|
|
|
|
if (ctx->pf_glRenderbufferStorageMultisampleEXT)
|
|
flags |= COGL_FEATURE_OFFSCREEN_MULTISAMPLE;
|
|
}
|
|
|
|
ctx->num_stencil_bits = 0;
|
|
GE( glGetIntegerv (GL_STENCIL_BITS, &ctx->num_stencil_bits) );
|
|
if (ctx->num_stencil_bits > 0)
|
|
flags |= COGL_FEATURE_STENCIL_BUFFER;
|
|
|
|
GE( glGetIntegerv (GL_MAX_CLIP_PLANES, &max_clip_planes) );
|
|
if (max_clip_planes >= 4)
|
|
flags |= COGL_FEATURE_FOUR_CLIP_PLANES;
|
|
|
|
/* Cache features */
|
|
ctx->feature_flags = flags;
|
|
ctx->features_cached = TRUE;
|
|
}
|
|
|
|
ClutterFeatureFlags
|
|
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 (ClutterFixed m[16])
|
|
{
|
|
GLdouble md[16];
|
|
|
|
glGetDoublev(GL_MODELVIEW_MATRIX, &md[0]);
|
|
|
|
#define M(m,row,col) m[col*4+row]
|
|
M(m,0,0) = CLUTTER_FLOAT_TO_FIXED (M(md,0,0));
|
|
M(m,0,1) = CLUTTER_FLOAT_TO_FIXED (M(md,0,1));
|
|
M(m,0,2) = CLUTTER_FLOAT_TO_FIXED (M(md,0,2));
|
|
M(m,0,3) = CLUTTER_FLOAT_TO_FIXED (M(md,0,3));
|
|
|
|
M(m,1,0) = CLUTTER_FLOAT_TO_FIXED (M(md,1,0));
|
|
M(m,1,1) = CLUTTER_FLOAT_TO_FIXED (M(md,1,1));
|
|
M(m,1,2) = CLUTTER_FLOAT_TO_FIXED (M(md,1,2));
|
|
M(m,1,3) = CLUTTER_FLOAT_TO_FIXED (M(md,1,3));
|
|
|
|
M(m,2,0) = CLUTTER_FLOAT_TO_FIXED (M(md,2,0));
|
|
M(m,2,1) = CLUTTER_FLOAT_TO_FIXED (M(md,2,1));
|
|
M(m,2,2) = CLUTTER_FLOAT_TO_FIXED (M(md,2,2));
|
|
M(m,2,3) = CLUTTER_FLOAT_TO_FIXED (M(md,2,3));
|
|
|
|
M(m,3,0) = CLUTTER_FLOAT_TO_FIXED (M(md,3,0));
|
|
M(m,3,1) = CLUTTER_FLOAT_TO_FIXED (M(md,3,1));
|
|
M(m,3,2) = CLUTTER_FLOAT_TO_FIXED (M(md,3,2));
|
|
M(m,3,3) = CLUTTER_FLOAT_TO_FIXED (M(md,3,3));
|
|
#undef M
|
|
}
|
|
|
|
void
|
|
cogl_get_projection_matrix (ClutterFixed m[16])
|
|
{
|
|
GLdouble md[16];
|
|
|
|
glGetDoublev(GL_PROJECTION_MATRIX, &md[0]);
|
|
|
|
#define M(m,row,col) m[col*4+row]
|
|
M(m,0,0) = CLUTTER_FLOAT_TO_FIXED (M(md,0,0));
|
|
M(m,0,1) = CLUTTER_FLOAT_TO_FIXED (M(md,0,1));
|
|
M(m,0,2) = CLUTTER_FLOAT_TO_FIXED (M(md,0,2));
|
|
M(m,0,3) = CLUTTER_FLOAT_TO_FIXED (M(md,0,3));
|
|
|
|
M(m,1,0) = CLUTTER_FLOAT_TO_FIXED (M(md,1,0));
|
|
M(m,1,1) = CLUTTER_FLOAT_TO_FIXED (M(md,1,1));
|
|
M(m,1,2) = CLUTTER_FLOAT_TO_FIXED (M(md,1,2));
|
|
M(m,1,3) = CLUTTER_FLOAT_TO_FIXED (M(md,1,3));
|
|
|
|
M(m,2,0) = CLUTTER_FLOAT_TO_FIXED (M(md,2,0));
|
|
M(m,2,1) = CLUTTER_FLOAT_TO_FIXED (M(md,2,1));
|
|
M(m,2,2) = CLUTTER_FLOAT_TO_FIXED (M(md,2,2));
|
|
M(m,2,3) = CLUTTER_FLOAT_TO_FIXED (M(md,2,3));
|
|
|
|
M(m,3,0) = CLUTTER_FLOAT_TO_FIXED (M(md,3,0));
|
|
M(m,3,1) = CLUTTER_FLOAT_TO_FIXED (M(md,3,1));
|
|
M(m,3,2) = CLUTTER_FLOAT_TO_FIXED (M(md,3,2));
|
|
M(m,3,3) = CLUTTER_FLOAT_TO_FIXED (M(md,3,3));
|
|
#undef M
|
|
}
|
|
|
|
void
|
|
cogl_get_viewport (ClutterFixed v[4])
|
|
{
|
|
GLdouble vd[4];
|
|
glGetDoublev(GL_VIEWPORT, &vd[0]);
|
|
|
|
v[0] = CLUTTER_FLOAT_TO_FIXED (vd[0]);
|
|
v[1] = CLUTTER_FLOAT_TO_FIXED (vd[1]);
|
|
v[2] = CLUTTER_FLOAT_TO_FIXED (vd[2]);
|
|
v[3] = CLUTTER_FLOAT_TO_FIXED (vd[3]);
|
|
}
|
|
|
|
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_fog_set (const ClutterColor *fog_color,
|
|
ClutterFixed density,
|
|
ClutterFixed start,
|
|
ClutterFixed stop)
|
|
{
|
|
GLfloat fogColor[4];
|
|
|
|
fogColor[0] = ((float) fog_color->red / 0xff * 1.0);
|
|
fogColor[1] = ((float) fog_color->green / 0xff * 1.0);
|
|
fogColor[2] = ((float) fog_color->blue / 0xff * 1.0);
|
|
fogColor[3] = ((float) fog_color->alpha / 0xff * 1.0);
|
|
|
|
glEnable (GL_FOG);
|
|
|
|
glFogfv (GL_FOG_COLOR, fogColor);
|
|
|
|
glFogi (GL_FOG_MODE, GL_LINEAR);
|
|
glHint (GL_FOG_HINT, GL_NICEST);
|
|
|
|
glFogf (GL_FOG_DENSITY, CLUTTER_FIXED_TO_FLOAT (density));
|
|
glFogf (GL_FOG_START, CLUTTER_FIXED_TO_FLOAT (start));
|
|
glFogf (GL_FOG_END, CLUTTER_FIXED_TO_FLOAT (stop));
|
|
}
|