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de41fdd9d1
This better reflects the fact that the api manages sets of vertex attributes, and the attributes really have no implied form. It is only when you use the attributes to draw that they become mesh like; when you specify how they should be interpreted, e.g. as triangle lists or fans etc. This rename frees up the term "mesh", which can later be applied to a concept slightly more fitting. E.g. at some point it would be nice to have a higher level abstraction that sits on top of cogl vertex buffers that adds the concept of faces. (Somthing like Blender's mesh objects.) There have also been some discussions over particle engines, and these can be defined in terms of emitter faces; so some other kind of mesh abstraction might be usefull here.
134 lines
3.4 KiB
C
134 lines
3.4 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 "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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static CoglContext *_context = NULL;
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gboolean
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cogl_create_context ()
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{
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if (_context != NULL)
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return FALSE;
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/* Allocate context memory */
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_context = (CoglContext*) g_malloc (sizeof (CoglContext));
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/* Init default values */
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_context->feature_flags = 0;
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_context->features_cached = FALSE;
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_context->enable_flags = 0;
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_context->color_alpha = 255;
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_context->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode));
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_context->last_path = 0;
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_context->texture_handles = NULL;
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_context->texture_vertices = g_array_new (FALSE, FALSE,
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sizeof (CoglTextureGLVertex));
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_context->texture_indices = g_array_new (FALSE, FALSE,
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sizeof (GLushort));
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_context->fbo_handles = NULL;
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_context->program_handles = NULL;
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_context->shader_handles = NULL;
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_context->draw_buffer = COGL_WINDOW_BUFFER;
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_context->vertex_buffer_handles = NULL;
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_context->blend_src_factor = CGL_SRC_ALPHA;
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_context->blend_dst_factor = CGL_ONE_MINUS_SRC_ALPHA;
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/* Init the GLES2 wrapper */
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#ifdef HAVE_COGL_GLES2
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cogl_gles2_wrapper_init (&_context->gles2);
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#endif
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/* Init OpenGL state */
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GE( cogl_wrap_glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) );
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GE( glColorMask (TRUE, TRUE, TRUE, FALSE) );
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GE( glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) );
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cogl_enable (0);
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_cogl_clip_stack_state_init ();
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return TRUE;
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}
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void
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cogl_destroy_context ()
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{
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if (_context == NULL)
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return;
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_cogl_clip_stack_state_destroy ();
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if (_context->path_nodes)
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g_array_free (_context->path_nodes, TRUE);
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#ifdef HAVE_COGL_GLES2
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cogl_gles2_wrapper_deinit (&_context->gles2);
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#endif
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if (_context->texture_vertices)
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g_array_free (_context->texture_vertices, TRUE);
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if (_context->texture_indices)
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g_array_free (_context->texture_indices, TRUE);
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if (_context->texture_handles)
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g_array_free (_context->texture_handles, TRUE);
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if (_context->fbo_handles)
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g_array_free (_context->fbo_handles, TRUE);
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if (_context->shader_handles)
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g_array_free (_context->shader_handles, TRUE);
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if (_context->program_handles)
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g_array_free (_context->program_handles, TRUE);
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g_free (_context);
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}
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CoglContext *
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_cogl_context_get_default ()
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{
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/* Create if doesn't exists yet */
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if (_context == NULL)
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cogl_create_context ();
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return _context;
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}
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