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38c9d46a0e
(cogl_gles2_wrapper_init): Get uniforms for fog parameters and initialise them. (cogl_wrap_glDrawArrays): Store the modelview matrix in a uniform as well so that it can be used for fogging calculations. (cogl_wrap_glEnable, cogl_wrap_glDisable): Enable/disable fogging. (cogl_wrap_glFogx, cogl_wrap_glFogxv): Fill in wrapper to set fogging parameters. * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: Calculate the fog amount if fogging is enabled. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: Mix with fog color. * clutter/cogl/gles/cogl-gles2-wrapper.h (CoglGles2Wrapper): Add uniforms for fogging.
733 lines
18 KiB
C
733 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) 2008 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <clutter/clutter-fixed.h>
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#include <string.h>
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#include <math.h>
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#include "cogl.h"
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#include "cogl-gles2-wrapper.h"
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#include "cogl-fixed-vertex-shader.h"
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#include "cogl-fixed-fragment-shader.h"
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#include "cogl-context.h"
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#define _COGL_GET_GLES2_WRAPPER(wvar, retval) \
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CoglGles2Wrapper *wvar; \
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{ \
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CoglContext *__ctxvar = _cogl_context_get_default (); \
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if (__ctxvar == NULL) return retval; \
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wvar = &__ctxvar->gles2; \
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}
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#define COGL_GLES2_WRAPPER_VERTEX_ATTRIB 0
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#define COGL_GLES2_WRAPPER_TEX_COORD_ATTRIB 1
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#define COGL_GLES2_WRAPPER_COLOR_ATTRIB 2
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static GLuint
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cogl_gles2_wrapper_create_shader (GLenum type, const char *source)
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{
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GLuint shader;
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GLint source_len = strlen (source);
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GLint status;
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shader = glCreateShader (type);
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glShaderSource (shader, 1, &source, &source_len);
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glCompileShader (shader);
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glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
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if (!status)
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{
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char log[1024];
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GLint len;
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glGetShaderInfoLog (shader, sizeof (log) - 1, &len, log);
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log[len] = '\0';
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g_critical ("%s", log);
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glDeleteShader (shader);
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return 0;
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}
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return shader;
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}
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void
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cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper)
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{
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GLint status;
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GLfixed default_fog_color[4] = { 0, 0, 0, 0 };
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memset (wrapper, 0, sizeof (CoglGles2Wrapper));
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/* Create the shader program */
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wrapper->vertex_shader
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= cogl_gles2_wrapper_create_shader (GL_VERTEX_SHADER,
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cogl_fixed_vertex_shader);
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if (wrapper->vertex_shader == 0)
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return;
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wrapper->fragment_shader
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= cogl_gles2_wrapper_create_shader (GL_FRAGMENT_SHADER,
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cogl_fixed_fragment_shader);
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if (wrapper->fragment_shader == 0)
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{
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glDeleteShader (wrapper->vertex_shader);
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return;
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}
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wrapper->program = glCreateProgram ();
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glAttachShader (wrapper->program, wrapper->fragment_shader);
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glAttachShader (wrapper->program, wrapper->vertex_shader);
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glBindAttribLocation (wrapper->program, COGL_GLES2_WRAPPER_VERTEX_ATTRIB,
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"vertex_attrib");
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glBindAttribLocation (wrapper->program, COGL_GLES2_WRAPPER_TEX_COORD_ATTRIB,
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"tex_coord_attrib");
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glBindAttribLocation (wrapper->program, COGL_GLES2_WRAPPER_COLOR_ATTRIB,
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"color_attrib");
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glLinkProgram (wrapper->program);
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glGetProgramiv (wrapper->program, GL_LINK_STATUS, &status);
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if (!status)
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{
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char log[1024];
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GLint len;
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glGetProgramInfoLog (wrapper->program, sizeof (log) - 1, &len, log);
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log[len] = '\0';
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g_critical ("%s", log);
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glDeleteProgram (wrapper->program);
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glDeleteShader (wrapper->vertex_shader);
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glDeleteShader (wrapper->fragment_shader);
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return;
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}
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glUseProgram (wrapper->program);
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wrapper->mvp_matrix_uniform
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= glGetUniformLocation (wrapper->program, "mvp_matrix");
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wrapper->modelview_matrix_uniform
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= glGetUniformLocation (wrapper->program, "modelview_matrix");
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wrapper->texture_matrix_uniform
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= glGetUniformLocation (wrapper->program, "texture_matrix");
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wrapper->texture_2d_enabled_uniform
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= glGetUniformLocation (wrapper->program, "texture_2d_enabled");
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wrapper->bound_texture_uniform
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= glGetUniformLocation (wrapper->program, "texture_unit");
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wrapper->alpha_only_uniform
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= glGetUniformLocation (wrapper->program, "alpha_only");
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wrapper->fog_enabled_uniform
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= glGetUniformLocation (wrapper->program, "fog_enabled");
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wrapper->fog_mode_uniform
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= glGetUniformLocation (wrapper->program, "fog_mode");
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wrapper->fog_density_uniform
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= glGetUniformLocation (wrapper->program, "fog_density");
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wrapper->fog_start_uniform
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= glGetUniformLocation (wrapper->program, "fog_start");
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wrapper->fog_end_uniform
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= glGetUniformLocation (wrapper->program, "fog_end");
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wrapper->fog_color_uniform
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= glGetUniformLocation (wrapper->program, "fog_color");
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/* Always use the first texture unit */
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glUniform1i (wrapper->bound_texture_uniform, 0);
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/* Initialize the stacks */
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cogl_wrap_glMatrixMode (GL_TEXTURE);
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cogl_wrap_glLoadIdentity ();
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cogl_wrap_glMatrixMode (GL_PROJECTION);
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cogl_wrap_glLoadIdentity ();
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cogl_wrap_glMatrixMode (GL_MODELVIEW);
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cogl_wrap_glLoadIdentity ();
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wrapper->mvp_uptodate = GL_FALSE;
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/* Initialize the fogging options */
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cogl_wrap_glDisable (GL_FOG);
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cogl_wrap_glFogx (GL_FOG_MODE, GL_LINEAR);
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cogl_wrap_glFogx (GL_FOG_DENSITY, CFX_ONE);
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cogl_wrap_glFogx (GL_FOG_START, 0);
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cogl_wrap_glFogx (GL_FOG_END, 1);
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cogl_wrap_glFogxv (GL_FOG_COLOR, default_fog_color);
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}
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void
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cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper)
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{
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if (wrapper->program)
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{
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glDeleteProgram (wrapper->program);
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wrapper->program = 0;
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}
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if (wrapper->vertex_shader)
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{
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glDeleteShader (wrapper->vertex_shader);
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wrapper->vertex_shader = 0;
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}
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if (wrapper->fragment_shader)
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{
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glDeleteShader (wrapper->fragment_shader);
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wrapper->fragment_shader = 0;
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}
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}
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static void
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cogl_gles2_wrapper_update_matrix (CoglGles2Wrapper *wrapper)
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{
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const float *matrix;
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switch (wrapper->matrix_mode)
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{
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default:
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case GL_MODELVIEW:
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case GL_PROJECTION:
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/* Queue a recalculation of the combined modelview and
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projection matrix at the next draw */
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wrapper->mvp_uptodate = GL_FALSE;
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break;
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case GL_TEXTURE:
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matrix = wrapper->texture_stack + wrapper->texture_stack_pos * 16;
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glUniformMatrix4fv (wrapper->texture_matrix_uniform, 1, GL_FALSE, matrix);
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break;
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}
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}
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void
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cogl_wrap_glClearColorx (GLclampx r, GLclampx g, GLclampx b, GLclampx a)
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{
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glClearColor (CLUTTER_FIXED_TO_FLOAT (r),
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CLUTTER_FIXED_TO_FLOAT (g),
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CLUTTER_FIXED_TO_FLOAT (b),
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CLUTTER_FIXED_TO_FLOAT (a));
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}
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void
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cogl_wrap_glPushMatrix ()
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{
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const float *src;
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float *dst;
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_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
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/* Get a pointer to the old and new matrix position and increment
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the stack pointer */
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switch (w->matrix_mode)
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{
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default:
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case GL_MODELVIEW:
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src = w->modelview_stack + w->modelview_stack_pos * 16;
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w->modelview_stack_pos = (w->modelview_stack_pos + 1)
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& (COGL_GLES2_MODELVIEW_STACK_SIZE - 1);
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dst = w->modelview_stack + w->modelview_stack_pos * 16;
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break;
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case GL_PROJECTION:
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src = w->projection_stack + w->projection_stack_pos * 16;
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w->projection_stack_pos = (w->projection_stack_pos + 1)
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& (COGL_GLES2_PROJECTION_STACK_SIZE - 1);
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dst = w->projection_stack + w->projection_stack_pos * 16;
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break;
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case GL_TEXTURE:
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src = w->texture_stack + w->texture_stack_pos * 16;
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w->texture_stack_pos = (w->texture_stack_pos + 1)
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& (COGL_GLES2_TEXTURE_STACK_SIZE - 1);
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dst = w->texture_stack + w->texture_stack_pos * 16;
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break;
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}
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/* Copy the old matrix to the new position */
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memcpy (dst, src, sizeof (float) * 16);
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}
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void
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cogl_wrap_glPopMatrix ()
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{
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_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
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/* Decrement the stack pointer */
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switch (w->matrix_mode)
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{
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default:
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case GL_MODELVIEW:
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w->modelview_stack_pos = (w->modelview_stack_pos - 1)
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& (COGL_GLES2_MODELVIEW_STACK_SIZE - 1);
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break;
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case GL_PROJECTION:
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w->projection_stack_pos = (w->projection_stack_pos - 1)
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& (COGL_GLES2_PROJECTION_STACK_SIZE - 1);
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break;
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case GL_TEXTURE:
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w->texture_stack_pos = (w->texture_stack_pos - 1)
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& (COGL_GLES2_TEXTURE_STACK_SIZE - 1);
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break;
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}
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/* Update the matrix in the program object */
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cogl_gles2_wrapper_update_matrix (w);
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}
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void
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cogl_wrap_glMatrixMode (GLenum mode)
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{
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_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
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w->matrix_mode = mode;
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}
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static float *
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cogl_gles2_get_matrix_stack_top (CoglGles2Wrapper *wrapper)
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{
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switch (wrapper->matrix_mode)
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{
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default:
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case GL_MODELVIEW:
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return wrapper->modelview_stack + wrapper->modelview_stack_pos * 16;
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case GL_PROJECTION:
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return wrapper->projection_stack + wrapper->projection_stack_pos * 16;
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case GL_TEXTURE:
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return wrapper->texture_stack + wrapper->texture_stack_pos * 16;
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}
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}
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void
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cogl_wrap_glLoadIdentity ()
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{
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float *matrix;
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_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
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matrix = cogl_gles2_get_matrix_stack_top (w);
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memset (matrix, 0, sizeof (float) * 16);
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matrix[0] = 1.0f;
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matrix[5] = 1.0f;
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matrix[10] = 1.0f;
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matrix[15] = 1.0f;
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cogl_gles2_wrapper_update_matrix (w);
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}
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static void
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cogl_gles2_wrapper_mult_matrix (float *dst, const float *a, const float *b)
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{
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int i, j, k;
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for (i = 0; i < 4; i++)
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for (j = 0; j < 4; j++)
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{
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float sum = 0.0f;
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for (k = 0; k < 4; k++)
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sum += a[k * 4 + j] * b[i * 4 + k];
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dst[i * 4 + j] = sum;
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}
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}
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static void
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cogl_wrap_glMultMatrix (const float *m)
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{
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float new_matrix[16];
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float *old_matrix;
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_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
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old_matrix = cogl_gles2_get_matrix_stack_top (w);
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cogl_gles2_wrapper_mult_matrix (new_matrix, old_matrix, m);
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memcpy (old_matrix, new_matrix, sizeof (float) * 16);
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cogl_gles2_wrapper_update_matrix (w);
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}
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void
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cogl_wrap_glMultMatrixx (const GLfixed *m)
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{
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float new_matrix[16];
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int i;
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for (i = 0; i < 16; i++)
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new_matrix[i] = CLUTTER_FIXED_TO_FLOAT (m[i]);
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cogl_wrap_glMultMatrix (new_matrix);
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}
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void
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cogl_wrap_glScalex (GLfixed x, GLfixed y, GLfixed z)
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{
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float matrix[16];
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memset (matrix, 0, sizeof (matrix));
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matrix[0] = CLUTTER_FIXED_TO_FLOAT (x);
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matrix[5] = CLUTTER_FIXED_TO_FLOAT (y);
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matrix[10] = CLUTTER_FIXED_TO_FLOAT (z);
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matrix[15] = 1.0f;
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cogl_wrap_glMultMatrix (matrix);
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}
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void
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cogl_wrap_glTranslatex (GLfixed x, GLfixed y, GLfixed z)
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{
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float matrix[16];
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memset (matrix, 0, sizeof (matrix));
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matrix[0] = 1.0f;
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matrix[5] = 1.0f;
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matrix[10] = 1.0f;
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matrix[12] = CLUTTER_FIXED_TO_FLOAT (x);
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matrix[13] = CLUTTER_FIXED_TO_FLOAT (y);
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matrix[14] = CLUTTER_FIXED_TO_FLOAT (z);
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matrix[15] = 1.0f;
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cogl_wrap_glMultMatrix (matrix);
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}
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void
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cogl_wrap_glRotatex (GLfixed angle, GLfixed x, GLfixed y, GLfixed z)
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{
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float matrix[16];
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float xf = CLUTTER_FIXED_TO_FLOAT (x);
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float yf = CLUTTER_FIXED_TO_FLOAT (y);
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float zf = CLUTTER_FIXED_TO_FLOAT (z);
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float anglef = CLUTTER_FIXED_TO_FLOAT (angle) * G_PI / 180.0f;
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float c = cosf (anglef);
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float s = sinf (anglef);
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matrix[0] = xf * xf * (1.0f - c) + c;
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matrix[1] = yf * xf * (1.0f - c) + zf * s;
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matrix[2] = xf * zf * (1.0f - c) - yf * s;
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matrix[3] = 0.0f;
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matrix[4] = xf * yf * (1.0f - c) - zf * s;
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matrix[5] = yf * yf * (1.0f - c) + c;
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matrix[6] = yf * zf * (1.0f - c) + xf * s;
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matrix[7] = 0.0f;
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matrix[8] = xf * zf * (1.0f - c) + yf * s;
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matrix[9] = yf * zf * (1.0f - c) - xf * s;
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matrix[10] = zf * zf * (1.0f - c) + c;
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matrix[11] = 0.0f;
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matrix[12] = 0.0f;
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matrix[13] = 0.0f;
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matrix[14] = 0.0f;
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matrix[15] = 1.0f;
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cogl_wrap_glMultMatrix (matrix);
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}
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void
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cogl_wrap_glOrthox (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top,
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GLfixed near, GLfixed far)
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{
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float matrix[16];
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float xrange = CLUTTER_FIXED_TO_FLOAT (right - left);
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float yrange = CLUTTER_FIXED_TO_FLOAT (top - bottom);
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float zrange = CLUTTER_FIXED_TO_FLOAT (far - near);
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memset (matrix, 0, sizeof (matrix));
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matrix[0] = 2.0f / xrange;
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matrix[5] = 2.0f / yrange;
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matrix[10] = 2.0f / zrange;
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matrix[12] = CLUTTER_FIXED_TO_FLOAT (right + left) / xrange;
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matrix[13] = CLUTTER_FIXED_TO_FLOAT (top + bottom) / yrange;
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matrix[14] = CLUTTER_FIXED_TO_FLOAT (far + near) / zrange;
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matrix[15] = 1.0f;
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cogl_wrap_glMultMatrix (matrix);
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}
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void
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cogl_wrap_glVertexPointer (GLint size, GLenum type, GLsizei stride,
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const GLvoid *pointer)
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{
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glVertexAttribPointer (COGL_GLES2_WRAPPER_VERTEX_ATTRIB, size, type,
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GL_FALSE, stride, pointer);
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}
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void
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cogl_wrap_glTexCoordPointer (GLint size, GLenum type, GLsizei stride,
|
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const GLvoid *pointer)
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{
|
|
glVertexAttribPointer (COGL_GLES2_WRAPPER_TEX_COORD_ATTRIB, size, type,
|
|
GL_FALSE, stride, pointer);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glColorPointer (GLint size, GLenum type, GLsizei stride,
|
|
const GLvoid *pointer)
|
|
{
|
|
glVertexAttribPointer (COGL_GLES2_WRAPPER_COLOR_ATTRIB, size, type,
|
|
GL_FALSE, stride, pointer);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glDrawArrays (GLenum mode, GLint first, GLsizei count)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
/* Make sure the modelview+projection matrix is up to date */
|
|
if (!w->mvp_uptodate)
|
|
{
|
|
float mvp_matrix[16];
|
|
const float *modelview_matrix = w->modelview_stack
|
|
+ w->modelview_stack_pos * 16;
|
|
|
|
cogl_gles2_wrapper_mult_matrix (mvp_matrix,
|
|
w->projection_stack
|
|
+ w->projection_stack_pos * 16,
|
|
modelview_matrix);
|
|
|
|
glUniformMatrix4fv (w->mvp_matrix_uniform, 1, GL_FALSE, mvp_matrix);
|
|
glUniformMatrix4fv (w->modelview_matrix_uniform, 1, GL_FALSE,
|
|
modelview_matrix);
|
|
|
|
w->mvp_uptodate = GL_TRUE;
|
|
}
|
|
|
|
glDrawArrays (mode, first, count);
|
|
}
|
|
|
|
void
|
|
cogl_gles2_wrapper_bind_texture (GLenum target, GLuint texture,
|
|
GLenum internal_format)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
glBindTexture (target, texture);
|
|
|
|
/* We need to keep track of whether the texture is alpha-only
|
|
because the emulation of GL_MODULATE needs to work differently in
|
|
that case */
|
|
glUniform1i (w->alpha_only_uniform,
|
|
internal_format == GL_ALPHA ? GL_TRUE : GL_FALSE);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glTexEnvx (GLenum target, GLenum pname, GLfixed param)
|
|
{
|
|
/* This function is only used to set the texture mode once to
|
|
GL_MODULATE. The shader is hard-coded to modulate the texture so
|
|
nothing needs to be done here. */
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glEnable (GLenum cap)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (cap)
|
|
{
|
|
case GL_TEXTURE_2D:
|
|
glUniform1i (w->texture_2d_enabled_uniform, GL_TRUE);
|
|
break;
|
|
|
|
case GL_FOG:
|
|
glUniform1i (w->fog_enabled_uniform, GL_TRUE);
|
|
break;
|
|
|
|
default:
|
|
glEnable (cap);
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glDisable (GLenum cap)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (cap)
|
|
{
|
|
case GL_TEXTURE_2D:
|
|
glUniform1i (w->texture_2d_enabled_uniform, GL_FALSE);
|
|
break;
|
|
|
|
case GL_FOG:
|
|
glUniform1i (w->fog_enabled_uniform, GL_FALSE);
|
|
break;
|
|
|
|
default:
|
|
glDisable (cap);
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glEnableClientState (GLenum array)
|
|
{
|
|
switch (array)
|
|
{
|
|
case GL_VERTEX_ARRAY:
|
|
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_VERTEX_ATTRIB);
|
|
break;
|
|
case GL_TEXTURE_COORD_ARRAY:
|
|
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_TEX_COORD_ATTRIB);
|
|
break;
|
|
case GL_COLOR_ARRAY:
|
|
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_COLOR_ATTRIB);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glDisableClientState (GLenum array)
|
|
{
|
|
switch (array)
|
|
{
|
|
case GL_VERTEX_ARRAY:
|
|
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_VERTEX_ATTRIB);
|
|
break;
|
|
case GL_TEXTURE_COORD_ARRAY:
|
|
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_TEX_COORD_ATTRIB);
|
|
break;
|
|
case GL_COLOR_ARRAY:
|
|
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_COLOR_ATTRIB);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glAlphaFunc (GLenum func, GLclampf ref)
|
|
{
|
|
/* FIXME */
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glColor4x (GLclampx r, GLclampx g, GLclampx b, GLclampx a)
|
|
{
|
|
glVertexAttrib4f (COGL_GLES2_WRAPPER_COLOR_ATTRIB,
|
|
CLUTTER_FIXED_TO_FLOAT (r),
|
|
CLUTTER_FIXED_TO_FLOAT (g),
|
|
CLUTTER_FIXED_TO_FLOAT (b),
|
|
CLUTTER_FIXED_TO_FLOAT (a));
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glClipPlanex (GLenum plane, GLfixed *equation)
|
|
{
|
|
/* FIXME */
|
|
}
|
|
|
|
static void
|
|
cogl_gles2_float_array_to_fixed (int size, const GLfloat *floats,
|
|
GLfixed *fixeds)
|
|
{
|
|
while (size-- > 0)
|
|
*(fixeds++) = CLUTTER_FLOAT_TO_FIXED (*(floats++));
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glGetFixedv (GLenum pname, GLfixed *params)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (pname)
|
|
{
|
|
case GL_MODELVIEW_MATRIX:
|
|
cogl_gles2_float_array_to_fixed (16, w->modelview_stack
|
|
+ w->modelview_stack_pos * 16,
|
|
params);
|
|
break;
|
|
|
|
case GL_PROJECTION_MATRIX:
|
|
cogl_gles2_float_array_to_fixed (16, w->projection_stack
|
|
+ w->projection_stack_pos * 16,
|
|
params);
|
|
break;
|
|
|
|
case GL_VIEWPORT:
|
|
{
|
|
GLfloat v[4];
|
|
|
|
glGetFloatv (GL_VIEWPORT, v);
|
|
cogl_gles2_float_array_to_fixed (4, v, params);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glFogx (GLenum pname, GLfixed param)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (pname)
|
|
{
|
|
case GL_FOG_MODE:
|
|
glUniform1i (w->fog_mode_uniform, param);
|
|
break;
|
|
|
|
case GL_FOG_DENSITY:
|
|
glUniform1f (w->fog_density_uniform, CLUTTER_FIXED_TO_FLOAT (param));
|
|
break;
|
|
|
|
case GL_FOG_START:
|
|
glUniform1f (w->fog_start_uniform, CLUTTER_FIXED_TO_FLOAT (param));
|
|
break;
|
|
|
|
case GL_FOG_END:
|
|
glUniform1f (w->fog_end_uniform, CLUTTER_FIXED_TO_FLOAT (param));
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glFogxv (GLenum pname, const GLfixed *params)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
if (pname == GL_FOG_COLOR)
|
|
glUniform4f (w->fog_color_uniform,
|
|
CLUTTER_FIXED_TO_FLOAT (params[0]),
|
|
CLUTTER_FIXED_TO_FLOAT (params[1]),
|
|
CLUTTER_FIXED_TO_FLOAT (params[2]),
|
|
CLUTTER_FIXED_TO_FLOAT (params[3]));
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glTexParameteri (GLenum target, GLenum pname, GLfloat param)
|
|
{
|
|
if (pname != GL_GENERATE_MIPMAP)
|
|
glTexParameteri (target, pname, param);
|
|
}
|