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af0726480c
In the future if we want to annotate matrices with internal flags, and add caching of the inverse matrix then we need to ensure that all matrix modifications are done by cogl_matrix API so we'd know when to dirty the cache or update the flags. This just adds documentation to that effect, and assuming the most likley case where someone would try and directly write to matrix members would probably be to load a constant matrix other than the identity matrix; I renamed cogl_matrix_init_from_gl_matrix to cogl_matrix_init_from_array to make it seem more general purpose.
799 lines
18 KiB
C
799 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 <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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#if defined (HAVE_COGL_GLES2) || defined (HAVE_COGL_GLES)
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#include "cogl-gles2-wrapper.h"
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#endif
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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_clear (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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GE( glClearColor (cogl_color_get_red_float (color),
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cogl_color_get_green_float (color),
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cogl_color_get_blue_float (color),
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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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/*
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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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GE( 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( glPopMatrix() );
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}
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void
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cogl_scale (float x, float y, float z)
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{
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GE( glScalef (x, y, z) );
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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( 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( 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( 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_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_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_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_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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/* In case cogl_set_source_texture was previously used... */
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cogl_material_remove_layer (ctx->default_material, 0);
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cogl_material_set_color (ctx->default_material, color);
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cogl_set_source (ctx->default_material);
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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[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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#if defined (HAVE_COGL_GLES2) || defined (HAVE_COGL_GLES)
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GLfloat plane[4];
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#else
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GLdouble plane[4];
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#endif
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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( 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 ((GLfloat *) 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;
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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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#if defined (HAVE_COGL_GLES2) || defined (HAVE_COGL_GLES)
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GE( glClipPlanef (plane_num, plane) );
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#else
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GE( glClipPlane (plane_num, plane) );
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#endif
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GE( 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( 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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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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cogl_material_flush_gl_state (ctx->stencil_material, NULL);
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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) );
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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,
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x_offset + width, y_offset + 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,
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x_offset + width, y_offset + 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( glPushMatrix () );
|
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GE( glLoadIdentity () );
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GE( glMatrixMode (GL_PROJECTION) );
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GE( glPushMatrix () );
|
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GE( glLoadIdentity () );
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cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
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GE( glPopMatrix () );
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GE( glMatrixMode (GL_MODELVIEW) );
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GE( 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 CoglMatrix *matrix)
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{
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const GLfloat *gl_matrix = cogl_matrix_get_array (matrix);
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GE (glLoadMatrixf (gl_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( 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( glEnable (GL_CLIP_PLANE0) );
|
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GE( glEnable (GL_CLIP_PLANE1) );
|
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GE( glEnable (GL_CLIP_PLANE2) );
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GE( glEnable (GL_CLIP_PLANE3) );
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}
|
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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( 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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|
|
void
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|
cogl_perspective (float fovy,
|
|
float aspect,
|
|
float zNear,
|
|
float zFar)
|
|
{
|
|
float xmax, ymax;
|
|
float x, y, c, d;
|
|
float fovy_rad_half = (fovy * G_PI) / 360;
|
|
|
|
GLfloat m[16];
|
|
|
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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|
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memset (&m[0], 0, sizeof (m));
|
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|
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GE( glMatrixMode (GL_PROJECTION) );
|
|
GE( glLoadIdentity () );
|
|
|
|
/*
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|
* Based on the original algorithm in perspective():
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|
*
|
|
* 1) xmin = -xmax => xmax + xmin == 0 && xmax - xmin == 2 * xmax
|
|
* same true for y, hence: a == 0 && b == 0;
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*
|
|
* 2) When working with small numbers, we are loosing significant
|
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* precision
|
|
*/
|
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ymax = (zNear * (sinf (fovy_rad_half) / cosf (fovy_rad_half)));
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xmax = (ymax * aspect);
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x = (zNear / xmax);
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y = (zNear / ymax);
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c = (-(zFar + zNear) / ( zFar - zNear));
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d = (-(2 * zFar) * zNear) / (zFar - zNear);
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|
|
|
#define M(row,col) m[col*4+row]
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M(0,0) = x;
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M(1,1) = y;
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M(2,2) = c;
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|
M(2,3) = d;
|
|
M(3,2) = -1.0;
|
|
|
|
GE( glMultMatrixf (m) );
|
|
|
|
GE( 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( glMatrixMode (GL_PROJECTION) );
|
|
GE( glLoadIdentity () );
|
|
|
|
GE( glFrustumf (left,
|
|
right,
|
|
bottom,
|
|
top,
|
|
z_near,
|
|
z_far) );
|
|
|
|
GE( 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 width,
|
|
guint height,
|
|
float fovy,
|
|
float aspect,
|
|
float z_near,
|
|
float z_far)
|
|
{
|
|
float z_camera;
|
|
CoglMatrix projection_matrix;
|
|
|
|
GE( glViewport (0, 0, width, height) );
|
|
|
|
/* For Ortho projection.
|
|
* glOrthof (0, width << 16, 0, height << 16, -1 << 16, 1 << 16);
|
|
*/
|
|
|
|
cogl_perspective (fovy, aspect, z_near, z_far);
|
|
|
|
/*
|
|
* camera distance from screen
|
|
*
|
|
* See comments in ../gl/cogl.c
|
|
*/
|
|
|
|
cogl_get_projection_matrix (&projection_matrix);
|
|
z_camera = 0.5 * projection_matrix.xx;
|
|
|
|
GE( glLoadIdentity () );
|
|
|
|
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) );
|
|
}
|
|
|
|
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( 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( 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
|
|
|
|
/* Cache features */
|
|
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 (CoglMatrix *matrix)
|
|
{
|
|
float m[16];
|
|
glGetFloatv (GL_MODELVIEW_MATRIX, m);
|
|
/* Since it's internal to Cogl and CoglMatrix doesn't currently have
|
|
* any flag members, we could avoid this extra copy if it really
|
|
* bothers anyone */
|
|
cogl_matrix_init_from_array (matrix, m);
|
|
}
|
|
|
|
void
|
|
cogl_get_projection_matrix (CoglMatrix *matrix)
|
|
{
|
|
float m[16];
|
|
glGetFloatv (GL_PROJECTION_MATRIX, m);
|
|
/* Since it's internal to Cogl and CoglMatrix doesn't currently have
|
|
* any flag members, we could avoid this extra copy if it really
|
|
* bothers anyone */
|
|
cogl_matrix_init_from_array (matrix, m);
|
|
}
|
|
|
|
void
|
|
cogl_get_viewport (float v[4])
|
|
{
|
|
/* FIXME: cogl_get_viewport should return a gint vec */
|
|
#if defined (HAVE_COGL_GLES2) || defined (HAVE_COGL_GLES)
|
|
GLint viewport[4];
|
|
int i;
|
|
|
|
glGetIntegerv (GL_VIEWPORT, viewport);
|
|
|
|
for (i = 0; i < 4; i++)
|
|
v[i] = (float)(viewport[i]);
|
|
#else
|
|
glGetFloatv (GL_VIEWPORT, v);
|
|
#endif
|
|
}
|
|
|
|
void
|
|
cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha)
|
|
{
|
|
GLint value;
|
|
if (red)
|
|
{
|
|
GE( glGetIntegerv(GL_RED_BITS, &value) );
|
|
*red = value;
|
|
}
|
|
if (green)
|
|
{
|
|
GE( glGetIntegerv(GL_GREEN_BITS, &value) );
|
|
*green = value;
|
|
}
|
|
if (blue)
|
|
{
|
|
GE( glGetIntegerv(GL_BLUE_BITS, &value) );
|
|
*blue = value;
|
|
}
|
|
if (alpha)
|
|
{
|
|
GE( glGetIntegerv(GL_ALPHA_BITS, &value ) );
|
|
*alpha = value;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_set_fog (const CoglColor *fog_color,
|
|
CoglFogMode mode,
|
|
float density,
|
|
float z_near,
|
|
float z_far)
|
|
{
|
|
GLfloat fogColor[4];
|
|
GLenum gl_mode;
|
|
|
|
fogColor[0] = cogl_color_get_red_float (fog_color);
|
|
fogColor[1] = cogl_color_get_green_float (fog_color);
|
|
fogColor[2] = cogl_color_get_blue_float (fog_color);
|
|
fogColor[3] = cogl_color_get_alpha_float (fog_color);
|
|
|
|
glEnable (GL_FOG);
|
|
|
|
#if HAVE_COGL_GLES
|
|
switch (mode)
|
|
{
|
|
case COGL_FOG_MODE_LINEAR:
|
|
gl_mode = GL_LINEAR;
|
|
break;
|
|
case COGL_FOG_MODE_EXPONENTIAL:
|
|
gl_mode = GL_EXP;
|
|
break;
|
|
case COGL_FOG_MODE_EXPONENTIAL_SQUARED:
|
|
gl_mode = GL_EXP2;
|
|
break;
|
|
}
|
|
#else
|
|
/* TODO: support other modes for GLES2 */
|
|
gl_mode = GL_LINEAR;
|
|
#endif
|
|
|
|
glFogfv (GL_FOG_COLOR, fogColor);
|
|
|
|
/* NB: GLES doesn't have glFogi */
|
|
glFogf (GL_FOG_MODE, gl_mode);
|
|
glHint (GL_FOG_HINT, GL_NICEST);
|
|
|
|
glFogf (GL_FOG_DENSITY, (GLfloat) density);
|
|
glFogf (GL_FOG_START, (GLfloat) z_near);
|
|
glFogf (GL_FOG_END, (GLfloat) z_far);
|
|
}
|
|
|
|
void
|
|
cogl_disable_fog (void)
|
|
{
|
|
glDisable (GL_FOG);
|
|
}
|
|
|