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a2cf7e4a19
To deal with all the corner cases that couldn't be scripted a number of patches were written for the remaining 10% of the effort. Note: again no API changes were made in Clutter, only in Cogl.
318 lines
10 KiB
C
318 lines
10 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) 2008 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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#ifndef __COGL_GLES2_WRAPPER_H__
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#define __COGL_GLES2_WRAPPER_H__
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#include "cogl-internal.h"
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G_BEGIN_DECLS
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#ifdef HAVE_COGL_GLES2
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typedef struct _CoglGles2Wrapper CoglGles2Wrapper;
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typedef struct _CoglGles2WrapperUniforms CoglGles2WrapperUniforms;
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typedef struct _CoglGles2WrapperSettings CoglGles2WrapperSettings;
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typedef struct _CoglGles2WrapperProgram CoglGles2WrapperProgram;
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typedef struct _CoglGles2WrapperShader CoglGles2WrapperShader;
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#define COGL_GLES2_NUM_CUSTOM_UNIFORMS 16
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#define COGL_GLES2_UNBOUND_CUSTOM_UNIFORM -2
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/* Must be a power of two */
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#define COGL_GLES2_MODELVIEW_STACK_SIZE 32
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#define COGL_GLES2_PROJECTION_STACK_SIZE 2
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#define COGL_GLES2_TEXTURE_STACK_SIZE 2
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enum
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{
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COGL_GLES2_DIRTY_MVP_MATRIX = 1 << 0,
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COGL_GLES2_DIRTY_MODELVIEW_MATRIX = 1 << 1,
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COGL_GLES2_DIRTY_TEXTURE_MATRIX = 1 << 2,
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COGL_GLES2_DIRTY_FOG_DENSITY = 1 << 3,
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COGL_GLES2_DIRTY_FOG_START = 1 << 4,
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COGL_GLES2_DIRTY_FOG_END = 1 << 5,
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COGL_GLES2_DIRTY_FOG_COLOR = 1 << 6,
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COGL_GLES2_DIRTY_ALPHA_TEST_REF = 1 << 7,
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COGL_GLES2_DIRTY_TEXTURE_UNIT = 1 << 8,
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COGL_GLES2_DIRTY_ALL = (1 << 9) - 1
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};
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struct _CoglGles2WrapperUniforms
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{
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GLint mvp_matrix_uniform;
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GLint modelview_matrix_uniform;
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GLint texture_matrix_uniform;
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GLint bound_texture_uniform;
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GLint fog_density_uniform;
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GLint fog_start_uniform;
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GLint fog_end_uniform;
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GLint fog_color_uniform;
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GLint alpha_test_ref_uniform;
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GLint texture_unit_uniform;
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};
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struct _CoglGles2WrapperSettings
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{
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gboolean texture_2d_enabled;
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gboolean alpha_only;
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gboolean alpha_test_enabled;
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GLint alpha_test_func;
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gboolean fog_enabled;
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GLint fog_mode;
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/* The current in-use user program */
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CoglHandle user_program;
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};
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struct _CoglGles2Wrapper
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{
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GLuint matrix_mode;
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GLfloat modelview_stack[COGL_GLES2_MODELVIEW_STACK_SIZE * 16];
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GLuint modelview_stack_pos;
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GLfloat projection_stack[COGL_GLES2_PROJECTION_STACK_SIZE * 16];
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GLuint projection_stack_pos;
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GLfloat texture_stack[COGL_GLES2_TEXTURE_STACK_SIZE * 16];
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GLuint texture_stack_pos;
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/* The combined modelview and projection matrix is only updated at
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the last minute in glDrawArrays to avoid recalculating it for
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every change to the modelview matrix */
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GLboolean mvp_uptodate;
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/* The currently bound program */
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CoglGles2WrapperProgram *current_program;
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/* The current settings */
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CoglGles2WrapperSettings settings;
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/* Whether the settings have changed since the last draw */
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gboolean settings_dirty;
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/* Uniforms that have changed since the last draw */
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int dirty_uniforms, dirty_custom_uniforms;
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/* List of all compiled program combinations */
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GSList *compiled_programs;
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/* List of all compiled vertex shaders */
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GSList *compiled_vertex_shaders;
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/* List of all compiled fragment shaders */
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GSList *compiled_fragment_shaders;
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/* Values for the uniforms */
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GLfloat alpha_test_ref;
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GLfloat fog_density;
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GLfloat fog_start;
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GLfloat fog_end;
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GLfloat fog_color[4];
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CoglBoxedValue custom_uniforms[COGL_GLES2_NUM_CUSTOM_UNIFORMS];
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};
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struct _CoglGles2WrapperProgram
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{
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GLuint program;
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/* The settings that were used to generate this combination */
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CoglGles2WrapperSettings settings;
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/* The uniforms for this program */
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CoglGles2WrapperUniforms uniforms;
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GLint custom_uniforms[COGL_GLES2_NUM_CUSTOM_UNIFORMS];
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};
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struct _CoglGles2WrapperShader
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{
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GLuint shader;
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/* The settings that were used to generate this shader */
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CoglGles2WrapperSettings settings;
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};
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/* These defines are missing from GL ES 2 but we can still use them
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with the wrapper functions */
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#ifndef GL_MODELVIEW
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#define GL_MODELVIEW 0x1700
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#define GL_PROJECTION 0x1701
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#define GL_VERTEX_ARRAY 0x8074
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#define GL_TEXTURE_COORD_ARRAY 0x8078
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#define GL_COLOR_ARRAY 0x8076
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#define GL_NORMAL_ARRAY 0x8075
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#define GL_LIGHTING 0x0B50
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#define GL_ALPHA_TEST 0x0BC0
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#define GL_FOG 0x0B60
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#define GL_FOG_COLOR 0x0B66
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#define GL_FOG_MODE 0x0B65
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#define GL_FOG_HINT 0x0C54
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#define GL_FOG_DENSITY 0x0B62
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#define GL_FOG_START 0x0B63
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#define GL_FOG_END 0x0B64
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#define GL_CLIP_PLANE0 0x3000
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#define GL_CLIP_PLANE1 0x3001
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#define GL_CLIP_PLANE2 0x3002
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#define GL_CLIP_PLANE3 0x3003
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#define GL_MAX_CLIP_PLANES 0x0D32
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#define GL_MODELVIEW_MATRIX 0x0BA6
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#define GL_PROJECTION_MATRIX 0x0BA7
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#define GL_GENERATE_MIPMAP 0x8191
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#define GL_TEXTURE_ENV 0x2300
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#define GL_TEXTURE_ENV_MODE 0x2200
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#define GL_MODULATE 0x2100
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#define GL_EXP 0x8000
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#define GL_EXP2 0x8001
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#endif /* GL_MODELVIEW */
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void cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper);
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void cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper);
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void cogl_wrap_glPushMatrix ();
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void cogl_wrap_glPopMatrix ();
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void cogl_wrap_glMatrixMode (GLenum mode);
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void cogl_wrap_glLoadIdentity ();
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void cogl_wrap_glMultMatrixf (const GLfloat *m);
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void cogl_wrap_glFrustumf (GLfloat left, GLfloat right,
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GLfloat bottom, GLfloat top,
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GLfloat z_near, GLfloat z_far);
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void cogl_wrap_glScalef (GLfloat x, GLfloat y, GLfloat z);
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void cogl_wrap_glTranslatef (GLfloat x, GLfloat y, GLfloat z);
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void cogl_wrap_glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
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void cogl_wrap_glOrthof (GLfloat left, GLfloat right,
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GLfloat bottom, GLfloat top,
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GLfloat near, GLfloat far);
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void cogl_wrap_glEnable (GLenum cap);
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void cogl_wrap_glDisable (GLenum cap);
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void cogl_wrap_glTexCoordPointer (GLint size, GLenum type, GLsizei stride,
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const GLvoid *pointer);
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void cogl_wrap_glVertexPointer (GLint size, GLenum type, GLsizei stride,
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const GLvoid *pointer);
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void cogl_wrap_glColorPointer (GLint size, GLenum type, GLsizei stride,
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const GLvoid *pointer);
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void cogl_wrap_glNormalPointer (GLenum type, GLsizei stride,
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const GLvoid *pointer);
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void cogl_wrap_glTexEnvf (GLenum target, GLenum pname, GLfloat param);
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void cogl_wrap_glEnableClientState (GLenum array);
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void cogl_wrap_glDisableClientState (GLenum array);
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void cogl_wrap_glAlphaFunc (GLenum func, GLclampf ref);
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void cogl_wrap_glColor4f (GLclampf r, GLclampf g, GLclampf b, GLclampf a);
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void cogl_wrap_glClipPlanef (GLenum plane, GLfloat *equation);
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void cogl_wrap_glGetIntegerv (GLenum pname, GLint *params);
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void cogl_wrap_glGetFloatv (GLenum pname, GLfloat *params);
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void cogl_wrap_glFogf (GLenum pname, GLfloat param);
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void cogl_wrap_glFogfv (GLenum pname, const GLfloat *params);
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void cogl_wrap_glDrawArrays (GLenum mode, GLint first, GLsizei count);
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void cogl_wrap_glDrawElements (GLenum mode, GLsizei count, GLenum type,
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const GLvoid *indices);
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void cogl_wrap_glTexParameteri (GLenum target, GLenum pname, GLfloat param);
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void cogl_gles2_wrapper_bind_texture (GLenum target, GLuint texture,
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GLenum internal_format);
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/* This function is only available on GLES 2 */
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#define cogl_wrap_glGenerateMipmap glGenerateMipmap
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void cogl_gles2_wrapper_bind_attributes (GLuint program);
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void cogl_gles2_wrapper_get_uniforms (GLuint program,
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CoglGles2WrapperUniforms *uniforms);
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void cogl_gles2_wrapper_update_matrix (CoglGles2Wrapper *wrapper,
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GLenum matrix_num);
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void _cogl_gles2_clear_cache_for_program (CoglHandle program);
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#else /* HAVE_COGL_GLES2 */
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/* If we're not using GL ES 2 then just use the GL functions
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directly */
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#define cogl_wrap_glDrawArrays glDrawArrays
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#define cogl_wrap_glDrawElements glDrawElements
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#define cogl_wrap_glPushMatrix glPushMatrix
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#define cogl_wrap_glPopMatrix glPopMatrix
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#define cogl_wrap_glMatrixMode glMatrixMode
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#define cogl_wrap_glLoadIdentity glLoadIdentity
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#define cogl_wrap_glMultMatrixf glMultMatrixf
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#define cogl_wrap_glFrustumf glFrustumf
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#define cogl_wrap_glScalef glScalef
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#define cogl_wrap_glTranslatef glTranslatef
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#define cogl_wrap_glRotatef glRotatef
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#define cogl_wrap_glOrthof glOrthof
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#define cogl_wrap_glEnable glEnable
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#define cogl_wrap_glDisable glDisable
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#define cogl_wrap_glTexCoordPointer glTexCoordPointer
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#define cogl_wrap_glVertexPointer glVertexPointer
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#define cogl_wrap_glColorPointer glColorPointer
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#define cogl_wrap_glNormalPointer glNormalPointer
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#define cogl_wrap_glTexEnvf glTexEnvf
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#define cogl_wrap_glEnableClientState glEnableClientState
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#define cogl_wrap_glDisableClientState glDisableClientState
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#define cogl_wrap_glAlphaFunc glAlphaFunc
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#define cogl_wrap_glColor4f glColor4f
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#define cogl_wrap_glClipPlanef glClipPlanef
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#define cogl_wrap_glGetIntegerv glGetIntegerv
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#define cogl_wrap_glGetFloatv glGetFloatv
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#define cogl_wrap_glFogf glFogf
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#define cogl_wrap_glFogfv glFogfv
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#define cogl_wrap_glTexParameteri glTexParameteri
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/* The extra third parameter of the bind texture wrapper isn't needed
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so we can just directly call glBindTexture */
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#define cogl_gles2_wrapper_bind_texture(target, texture, internal_format) \
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glBindTexture ((target), (texture))
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/* COGL uses the automatic mipmap generation for GLES 1 so
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glGenerateMipmap doesn't need to do anything */
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#define cogl_wrap_glGenerateMipmap(x) ((void) 0)
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#endif /* HAVE_COGL_GLES2 */
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G_END_DECLS
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#endif /* __COGL_GLES2_WRAPPER_H__ */
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