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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.
774 lines
18 KiB
C
774 lines
18 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 <stdlib.h>
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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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#include "cogl-gles2-wrapper.h"
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#include <math.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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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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return FALSE;
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}
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void
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cogl_paint_init (const CoglColor *color)
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{
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#if COGL_DEBUG
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fprintf(stderr, "\n ============== Paint Start ================ \n");
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#endif
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glClearColor (cogl_color_get_red (color),
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cogl_color_get_green (color),
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cogl_color_get_blue (color),
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0);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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cogl_wrap_glDisable (GL_LIGHTING);
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cogl_wrap_glDisable (GL_FOG);
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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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GE( cogl_wrap_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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GE( cogl_wrap_glPopMatrix() );
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}
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void
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cogl_scale (float x, float y)
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{
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GE( cogl_wrap_glScalef (x, y, 1.0) );
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}
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void
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cogl_translate (float x, float y, float z)
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{
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GE( cogl_wrap_glTranslatef (x, y, z) );
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}
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void
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cogl_rotate (float angle, float x, float y, float z)
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{
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GE( cogl_wrap_glRotatef (angle, x, y, 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( cogl_wrap_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( cogl_wrap_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( cogl_wrap_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( cogl_wrap_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_flag (ctx, flags,
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COGL_ENABLE_BACKFACE_CULLING,
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GL_CULL_FACE);
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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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cogl_toggle_client_flag (ctx, flags,
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COGL_ENABLE_COLOR_ARRAY,
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GL_COLOR_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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cogl_wrap_glEnable (GL_DEPTH_TEST);
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cogl_wrap_glEnable (GL_ALPHA_TEST);
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glDepthFunc (GL_LEQUAL);
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cogl_wrap_glAlphaFunc (GL_GREATER, 0.1);
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}
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else
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{
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cogl_wrap_glDisable (GL_DEPTH_TEST);
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cogl_wrap_glDisable (GL_ALPHA_TEST);
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}
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}
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void
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cogl_enable_backface_culling (gboolean setting)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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ctx->enable_backface_culling = setting;
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}
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void
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cogl_set_source_color (const CoglColor *color)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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#if 0 /*HAVE_GLES_COLOR4UB*/
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/* NOTE: seems SDK_OGLES-1.1_LINUX_PCEMULATION_2.02.22.0756 has this call
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* but is broken - see #857. Therefor disabling.
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*/
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/*
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* GLES 1.1 does actually have this function, it's in the header file but
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* missing in the reference manual (and SDK):
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*
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* http://www.khronos.org/egl/headers/1_1/gl.h
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*/
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GE( 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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#else
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/* conversion can cause issues with picking on some gles implementations */
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GE( cogl_wrap_glColor4f (cogl_color_get_red (color),
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cogl_color_get_green (color),
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cogl_color_get_blue (color),
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cogl_color_get_alpha (color)) );
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#endif
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/* Store alpha for proper blending enables */
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ctx->color_alpha = cogl_color_get_alpha_byte (color);
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}
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static void
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apply_matrix (const float *matrix, float *vertex)
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{
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int x, y;
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float 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 (float *modelview,
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float *project,
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float *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[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 float *vertex_a,
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const float *vertex_b)
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{
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GLfloat 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]) * (180.0/G_PI);
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GE( cogl_wrap_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( cogl_wrap_glLoadIdentity () );
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GE( cogl_wrap_glMultMatrixf ((GLfloat *) ctx->inverse_projection) );
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/* Rotate about point a */
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GE( cogl_wrap_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( cogl_wrap_glRotatef (angle, 0.0f, 0.0f, 1.0f) );
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GE( cogl_wrap_glTranslatef (-vertex_a[0], -vertex_a[1], -vertex_a[2]) );
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plane[0] = 0;
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plane[1] = -1.0;
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plane[2] = 0;
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plane[3] = vertex_a[1];
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GE( cogl_wrap_glClipPlanef (plane_num, plane) );
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GE( cogl_wrap_glPopMatrix () );
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}
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void
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_cogl_set_clip_planes (float x_offset,
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float y_offset,
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float width,
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float height)
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{
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GLfloat modelview[16], projection[16];
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float vertex_tl[4] = { x_offset, y_offset, 0, 1.0 };
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float vertex_tr[4] = { x_offset + width, y_offset, 0, 1.0 };
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float vertex_bl[4] = { x_offset, y_offset + height, 0, 1.0 };
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float vertex_br[4] = { x_offset + width, y_offset + height,
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0, 1.0 };
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GE( cogl_wrap_glGetFloatv (GL_MODELVIEW_MATRIX, modelview) );
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GE( cogl_wrap_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
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the order of the left and right lines then the clip rect must
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have been transformed so that the back is visible. We
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therefore need to swap one pair of vertices otherwise all of
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the planes will be 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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float 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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void
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_cogl_add_stencil_clip (float x_offset,
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float y_offset,
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float width,
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float height,
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gboolean first)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (first)
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{
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GE( cogl_wrap_glEnable (GL_STENCIL_TEST) );
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/* Initially disallow everything */
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GE( glClearStencil (0) );
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GE( glClear (GL_STENCIL_BUFFER_BIT) );
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/* Punch out a hole to allow the rectangle */
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GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
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GE( glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE) );
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cogl_rectangle (x_offset, y_offset, width, height);
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}
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else
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{
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/* Add one to every pixel of the stencil buffer in the
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rectangle */
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GE( glStencilFunc (GL_NEVER, 0x1, 0x3) );
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GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
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cogl_rectangle (x_offset, y_offset, width, height);
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/* Subtract one from all pixels in the stencil buffer so that
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only pixels where both the original stencil buffer and the
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rectangle are set will be valid */
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GE( glStencilOp (GL_DECR, GL_DECR, GL_DECR) );
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GE( cogl_wrap_glPushMatrix () );
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GE( cogl_wrap_glLoadIdentity () );
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GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
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GE( cogl_wrap_glPushMatrix () );
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GE( cogl_wrap_glLoadIdentity () );
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cogl_rectangle (-1.0, -1.0, 2, 2);
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GE( cogl_wrap_glPopMatrix () );
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GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
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GE( cogl_wrap_glPopMatrix () );
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}
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/* Restore the stencil mode */
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GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
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GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
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}
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void
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_cogl_set_matrix (const float *matrix)
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{
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GE( cogl_wrap_glLoadIdentity () );
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GE( cogl_wrap_glMultMatrixf (matrix) );
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}
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void
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_cogl_disable_stencil_buffer (void)
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{
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GE( cogl_wrap_glDisable (GL_STENCIL_TEST) );
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}
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void
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_cogl_enable_clip_planes (void)
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{
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GE( cogl_wrap_glEnable (GL_CLIP_PLANE0) );
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GE( cogl_wrap_glEnable (GL_CLIP_PLANE1) );
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GE( cogl_wrap_glEnable (GL_CLIP_PLANE2) );
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GE( cogl_wrap_glEnable (GL_CLIP_PLANE3) );
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}
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void
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_cogl_disable_clip_planes (void)
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{
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GE( cogl_wrap_glDisable (GL_CLIP_PLANE3) );
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GE( cogl_wrap_glDisable (GL_CLIP_PLANE2) );
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GE( cogl_wrap_glDisable (GL_CLIP_PLANE1) );
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GE( cogl_wrap_glDisable (GL_CLIP_PLANE0) );
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}
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void
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cogl_alpha_func (COGLenum func,
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float ref)
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{
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GE( cogl_wrap_glAlphaFunc (func, (ref)) );
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}
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/*
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* Fixed point implementation of the perspective function
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*/
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void
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cogl_perspective (float fovy,
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float aspect,
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float zNear,
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float zFar)
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{
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float xmax, ymax;
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float x, y, c, d;
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float fovy_rad_half = (fovy * G_PI) / 360;
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GLfloat m[16];
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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memset (&m[0], 0, sizeof (m));
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GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
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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);
|
|
}
|