mutter/clutter/cogl/gl/cogl.c
Neil Roberts 8bdb98736d Applied 'final patch' from bug #874
* clutter/cogl/gles/cogl.c:
	* clutter/cogl/gl/cogl.c: The clip planes are now set using the
	inverse projection matrix as the modelview matrix so that they can
	be specified in screen coordinates.

	* clutter/cogl/gles/cogl-context.h (CoglContext):
	* clutter/cogl/gl/cogl-context.h (CoglContext): Added a member to
	cache the inverse projection matrix

	* clutter/clutter-fixed.h: Added a constant for converting from
	radians to degrees.

	* clutter/clutter-fixed.c (clutter_atani, clutter_atan2i): Added
	fixed-point versions of atan and atan2.

	* tests/test-clip.c: Added a test for clipping with various
	rotations and depths.

	* tests/Makefile.am (noinst_PROGRAMS): Added test-clip
2008-06-02 12:34:10 +00:00

992 lines
26 KiB
C

/*
* Clutter COGL
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2007 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include <string.h>
#include <gmodule.h>
#include <math.h>
#ifdef HAVE_CLUTTER_GLX
#include <dlfcn.h>
#include <GL/glx.h>
typedef CoglFuncPtr (*GLXGetProcAddressProc) (const guint8 *procName);
#endif
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-context.h"
/* GL error to string conversion */
#if COGL_DEBUG
struct token_string
{
GLuint Token;
const char *String;
};
static const struct token_string Errors[] = {
{ GL_NO_ERROR, "no error" },
{ GL_INVALID_ENUM, "invalid enumerant" },
{ GL_INVALID_VALUE, "invalid value" },
{ GL_INVALID_OPERATION, "invalid operation" },
{ GL_STACK_OVERFLOW, "stack overflow" },
{ GL_STACK_UNDERFLOW, "stack underflow" },
{ GL_OUT_OF_MEMORY, "out of memory" },
#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
{ GL_INVALID_FRAMEBUFFER_OPERATION_EXT, "invalid framebuffer operation" },
#endif
{ ~0, NULL }
};
const char*
_cogl_error_string(GLenum errorCode)
{
int i;
for (i = 0; Errors[i].String; i++) {
if (Errors[i].Token == errorCode)
return Errors[i].String;
}
return "unknown";
}
#endif
CoglFuncPtr
cogl_get_proc_address (const gchar* name)
{
/* Sucks to ifdef here but not other option..? would be nice to
* split the code up for more reuse (once more backends use this
*/
#if defined(HAVE_CLUTTER_GLX)
static GLXGetProcAddressProc get_proc_func = NULL;
static void *dlhand = NULL;
if (get_proc_func == NULL && dlhand == NULL)
{
dlhand = dlopen (NULL, RTLD_LAZY);
if (dlhand)
{
dlerror ();
get_proc_func =
(GLXGetProcAddressProc) dlsym (dlhand, "glXGetProcAddress");
if (dlerror () != NULL)
{
get_proc_func =
(GLXGetProcAddressProc) dlsym (dlhand, "glXGetProcAddressARB");
}
if (dlerror () != NULL)
{
get_proc_func = NULL;
g_warning ("failed to bind GLXGetProcAddress "
"or GLXGetProcAddressARB");
}
}
}
if (get_proc_func)
return get_proc_func ((unsigned char*) name);
#elif defined(HAVE_CLUTTER_WIN32)
return (CoglFuncPtr) wglGetProcAddress ((LPCSTR) name);
#else /* HAVE_CLUTTER_WIN32 */
/* this should find the right function if the program is linked against a
* library providing it */
static GModule *module = NULL;
if (module == NULL)
module = g_module_open (NULL, G_MODULE_BIND_LAZY | G_MODULE_BIND_LOCAL);
if (module)
{
gpointer symbol;
if (g_module_symbol (module, name, &symbol))
return symbol;
}
#endif /* HAVE_CLUTTER_WIN32 */
return NULL;
}
gboolean
cogl_check_extension (const gchar *name, const gchar *ext)
{
gchar *end;
gint name_len, n;
if (name == NULL || ext == NULL)
return FALSE;
end = (gchar*)(ext + strlen(ext));
name_len = strlen(name);
while (ext < end)
{
n = strcspn(ext, " ");
if ((name_len == n) && (!strncmp(name, ext, n)))
return TRUE;
ext += (n + 1);
}
return FALSE;
}
void
cogl_paint_init (const ClutterColor *color)
{
GE( glClearColor (((float) color->red / 0xff * 1.0),
((float) color->green / 0xff * 1.0),
((float) color->blue / 0xff * 1.0),
0.0) );
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable (GL_LIGHTING);
glDisable (GL_FOG);
/*
* Disable the depth test for now as has some strange side effects,
* mainly on x/y axis rotation with multiple layers at same depth
* (eg rotating text on a bg has very strange effect). Seems no clean
* 100% effective way to fix without other odd issues.. So for now
* move to application to handle and add cogl_enable_depth_test()
* as for custom actors (i.e groups) to enable if need be.
*
* glEnable (GL_DEPTH_TEST);
* glEnable (GL_ALPHA_TEST)
* glDepthFunc (GL_LEQUAL);
* glAlphaFunc (GL_GREATER, 0.1);
*/
}
/* FIXME: inline most of these */
void
cogl_push_matrix (void)
{
glPushMatrix();
}
void
cogl_pop_matrix (void)
{
glPopMatrix();
}
void
cogl_scale (ClutterFixed x, ClutterFixed y)
{
glScaled (CLUTTER_FIXED_TO_DOUBLE (x),
CLUTTER_FIXED_TO_DOUBLE (y),
1.0);
}
void
cogl_translatex (ClutterFixed x, ClutterFixed y, ClutterFixed z)
{
glTranslated (CLUTTER_FIXED_TO_DOUBLE (x),
CLUTTER_FIXED_TO_DOUBLE (y),
CLUTTER_FIXED_TO_DOUBLE (z));
}
void
cogl_translate (gint x, gint y, gint z)
{
glTranslatef ((float)x, (float)y, (float)z);
}
void
cogl_rotatex (ClutterFixed angle, gint x, gint y, gint z)
{
glRotated (CLUTTER_FIXED_TO_DOUBLE (angle),
CLUTTER_FIXED_TO_DOUBLE (x),
CLUTTER_FIXED_TO_DOUBLE (y),
CLUTTER_FIXED_TO_DOUBLE (z));
}
void
cogl_rotate (gint angle, gint x, gint y, gint z)
{
glRotatef ((float)angle, (float)x, (float)y, (float)z);
}
static inline gboolean
cogl_toggle_flag (CoglContext *ctx,
gulong new_flags,
gulong flag,
GLenum gl_flag)
{
/* Toggles and caches a single enable flag on or off
* by comparing to current state
*/
if (new_flags & flag)
{
if (!(ctx->enable_flags & flag))
{
GE( glEnable (gl_flag) );
ctx->enable_flags |= flag;
return TRUE;
}
}
else if (ctx->enable_flags & flag)
{
GE( glDisable (gl_flag) );
ctx->enable_flags &= ~flag;
}
return FALSE;
}
static inline gboolean
cogl_toggle_client_flag (CoglContext *ctx,
gulong new_flags,
gulong flag,
GLenum gl_flag)
{
/* Toggles and caches a single client-side enable flag
* on or off by comparing to current state
*/
if (new_flags & flag)
{
if (!(ctx->enable_flags & flag))
{
GE( glEnableClientState (gl_flag) );
ctx->enable_flags |= flag;
return TRUE;
}
}
else if (ctx->enable_flags & flag)
{
GE( glDisableClientState (gl_flag) );
ctx->enable_flags &= ~flag;
}
return FALSE;
}
void
cogl_enable (gulong flags)
{
/* This function essentially caches glEnable state() in the
* hope of lessening number GL traffic.
*/
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_toggle_flag (ctx, flags,
COGL_ENABLE_BLEND,
GL_BLEND);
cogl_toggle_flag (ctx, flags,
COGL_ENABLE_TEXTURE_2D,
GL_TEXTURE_2D);
cogl_toggle_client_flag (ctx, flags,
COGL_ENABLE_VERTEX_ARRAY,
GL_VERTEX_ARRAY);
cogl_toggle_client_flag (ctx, flags,
COGL_ENABLE_TEXCOORD_ARRAY,
GL_TEXTURE_COORD_ARRAY);
#ifdef GL_TEXTURE_RECTANGLE_ARB
cogl_toggle_flag (ctx, flags,
COGL_ENABLE_TEXTURE_RECT,
GL_TEXTURE_RECTANGLE_ARB);
#endif
}
gulong
cogl_get_enable ()
{
_COGL_GET_CONTEXT (ctx, 0);
return ctx->enable_flags;
}
void
cogl_blend_func (COGLenum src_factor, COGLenum dst_factor)
{
/* This function caches the blending setup in the
* hope of lessening GL traffic.
*/
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->blend_src_factor != src_factor ||
ctx->blend_dst_factor != dst_factor)
{
glBlendFunc (src_factor, dst_factor);
ctx->blend_src_factor = src_factor;
ctx->blend_dst_factor = dst_factor;
}
}
void
cogl_enable_depth_test (gboolean setting)
{
if (setting)
{
glEnable (GL_DEPTH_TEST);
glEnable (GL_ALPHA_TEST);
glDepthFunc (GL_LEQUAL);
glAlphaFunc (GL_GREATER, 0.1);
}
else
{
glDisable (GL_DEPTH_TEST);
glDisable (GL_ALPHA_TEST);
}
}
void
cogl_color (const ClutterColor *color)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
glColor4ub (color->red,
color->green,
color->blue,
color->alpha);
/* Store alpha for proper blending enables */
ctx->color_alpha = color->alpha;
}
static void
apply_matrix (const GLfloat *matrix, GLfloat *vertex)
{
int x, y;
GLfloat vertex_out[4] = { 0 };
for (y = 0; y < 4; y++)
for (x = 0; x < 4; x++)
vertex_out[y] += vertex[x] * matrix[y + x * 4];
memcpy (vertex, vertex_out, sizeof (vertex_out));
}
static void
project_vertex (GLfloat *modelview, GLfloat *project, GLfloat *vertex)
{
int i;
/* Apply the modelview matrix */
apply_matrix (modelview, vertex);
/* Apply the projection matrix */
apply_matrix (project, vertex);
/* Convert from homogenized coordinates */
for (i = 0; i < 4; i++)
vertex[i] /= vertex[3];
}
static void
set_clip_plane (GLint plane_num,
const GLfloat *vertex_a,
const GLfloat *vertex_b)
{
GLdouble plane[4];
GLfloat angle;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Calculate the angle between the axes and the line crossing the
two points */
angle = atan2f ((vertex_b[1] - vertex_a[1]),
(vertex_b[0] - vertex_a[0])) * 180.0f / M_PI;
GE( glPushMatrix () );
/* Load the identity matrix and multiply by the reverse of the
projection matrix so we can specify the plane in screen
coordinates */
GE( glLoadIdentity () );
GE( glMultMatrixf (ctx->inverse_projection) );
/* Rotate about point a */
GE( glTranslatef (vertex_a[0], vertex_a[1], vertex_a[2]) );
/* Rotate the plane by the calculated angle so that it will connect
the two points */
GE( glRotatef (angle, 0.0f, 0.0f, 1.0f) );
GE( glTranslatef (-vertex_a[0], -vertex_a[1], -vertex_a[2]) );
plane[0] = 0.0f;
plane[1] = -1.0f;
plane[2] = 0.0f;
plane[3] = vertex_a[1];
GE( glClipPlane (plane_num, plane) );
GE( glPopMatrix () );
GE( glEnable (plane_num) );
}
void
cogl_clip_set (ClutterFixed x_offset,
ClutterFixed y_offset,
ClutterFixed width,
ClutterFixed height)
{
if (cogl_features_available (COGL_FEATURE_FOUR_CLIP_PLANES))
{
GLfloat modelview[16], projection[16];
GLfloat vertex_tl[4] = { CLUTTER_FIXED_TO_FLOAT (x_offset),
CLUTTER_FIXED_TO_FLOAT (y_offset),
0.0f, 1.0f };
GLfloat vertex_tr[4] = { CLUTTER_FIXED_TO_FLOAT (x_offset + width),
CLUTTER_FIXED_TO_FLOAT (y_offset),
0.0f, 1.0f };
GLfloat vertex_bl[4] = { CLUTTER_FIXED_TO_FLOAT (x_offset),
CLUTTER_FIXED_TO_FLOAT (y_offset + height),
0.0f, 1.0f };
GLfloat vertex_br[4] = { CLUTTER_FIXED_TO_FLOAT (x_offset + width),
CLUTTER_FIXED_TO_FLOAT (y_offset + height),
0.0f, 1.0f };
GE( glGetFloatv (GL_MODELVIEW_MATRIX, modelview) );
GE( glGetFloatv (GL_PROJECTION_MATRIX, projection) );
project_vertex (modelview, projection, vertex_tl);
project_vertex (modelview, projection, vertex_tr);
project_vertex (modelview, projection, vertex_bl);
project_vertex (modelview, projection, vertex_br);
/* If the order of the top and bottom lines is different from
the order of the left and right lines then the clip rect must
have been transformed so that the back is visible. We
therefore need to swap one pair of vertices otherwise all of
the planes will be the wrong way around */
if ((vertex_tl[0] < vertex_tr[0] ? 1 : 0)
!= (vertex_bl[1] < vertex_tl[1] ? 1 : 0))
{
GLfloat temp[4];
memcpy (temp, vertex_tl, sizeof (temp));
memcpy (vertex_tl, vertex_tr, sizeof (temp));
memcpy (vertex_tr, temp, sizeof (temp));
memcpy (temp, vertex_bl, sizeof (temp));
memcpy (vertex_bl, vertex_br, sizeof (temp));
memcpy (vertex_br, temp, sizeof (temp));
}
set_clip_plane (GL_CLIP_PLANE0, vertex_tl, vertex_tr);
set_clip_plane (GL_CLIP_PLANE1, vertex_tr, vertex_br);
set_clip_plane (GL_CLIP_PLANE2, vertex_br, vertex_bl);
set_clip_plane (GL_CLIP_PLANE3, vertex_bl, vertex_tl);
}
else if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
{
GE( glEnable (GL_STENCIL_TEST) );
GE( glClearStencil (0.0f) );
GE( glClear (GL_STENCIL_BUFFER_BIT) );
GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
GE( glColor3f (1.0f, 1.0f, 1.0f) );
GE( glRectf (CLUTTER_FIXED_TO_FLOAT (x_offset),
CLUTTER_FIXED_TO_FLOAT (y_offset),
CLUTTER_FIXED_TO_FLOAT (x_offset + width),
CLUTTER_FIXED_TO_FLOAT (y_offset + height)) );
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
}
}
void
cogl_clip_unset (void)
{
if (cogl_features_available (COGL_FEATURE_FOUR_CLIP_PLANES))
{
GE( glDisable (GL_CLIP_PLANE3) );
GE( glDisable (GL_CLIP_PLANE2) );
GE( glDisable (GL_CLIP_PLANE1) );
GE( glDisable (GL_CLIP_PLANE0) );
}
else if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
{
GE( glDisable (GL_STENCIL_TEST) );
}
}
void
cogl_alpha_func (COGLenum func,
ClutterFixed ref)
{
GE( glAlphaFunc (func, CLUTTER_FIXED_TO_FLOAT(ref)) );
}
void
cogl_perspective (ClutterFixed fovy,
ClutterFixed aspect,
ClutterFixed zNear,
ClutterFixed zFar)
{
ClutterFixed xmax, ymax;
ClutterFixed x, y, c, d;
ClutterFixed fovy_rad_half = CLUTTER_FIXED_MUL (fovy, CFX_PI) / 360;
GLfloat m[16];
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
memset (&m[0], 0, sizeof (m));
/*
* 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 are loosing significant
* precision, hence we use clutter_qmulx() here, not the fast macro.
*/
ymax = clutter_qmulx (zNear, CLUTTER_FIXED_DIV (clutter_sinx (fovy_rad_half),
clutter_cosx (fovy_rad_half)));
xmax = clutter_qmulx (ymax, aspect);
x = CLUTTER_FIXED_DIV (zNear, xmax);
y = CLUTTER_FIXED_DIV (zNear, ymax);
c = CLUTTER_FIXED_DIV (-(zFar + zNear), ( zFar - zNear));
d = CLUTTER_FIXED_DIV (-(clutter_qmulx (2*zFar, zNear)), (zFar - zNear));
#define M(row,col) m[col*4+row]
M(0,0) = CLUTTER_FIXED_TO_FLOAT (x);
M(1,1) = CLUTTER_FIXED_TO_FLOAT (y);
M(2,2) = CLUTTER_FIXED_TO_FLOAT (c);
M(2,3) = CLUTTER_FIXED_TO_FLOAT (d);
M(3,2) = -1.0F;
GE( glMultMatrixf (m) );
/* Calculate and store the inverse of the matrix */
memset (ctx->inverse_projection, 0, sizeof (GLfloat) * 16);
#define m ctx->inverse_projection
M(0, 0) = 1.0f / CLUTTER_FIXED_TO_FLOAT (x);
M(1, 1) = 1.0f / CLUTTER_FIXED_TO_FLOAT (y);
M(2, 3) = -1.0f;
M(3, 2) = 1.0f / CLUTTER_FIXED_TO_FLOAT (d);
M(3, 3) = CLUTTER_FIXED_TO_FLOAT (c) / CLUTTER_FIXED_TO_FLOAT (d);
#undef m
#undef M
}
void
cogl_setup_viewport (guint width,
guint height,
ClutterFixed fovy,
ClutterFixed aspect,
ClutterFixed z_near,
ClutterFixed z_far)
{
GLfloat z_camera;
GE( glViewport (0, 0, width, height) );
GE( glMatrixMode (GL_PROJECTION) );
GE( glLoadIdentity () );
cogl_perspective (fovy, aspect, z_near, z_far);
GE( glMatrixMode (GL_MODELVIEW) );
GE( glLoadIdentity () );
/*
* camera distance from screen, 0.5 * tan (FOV)
*
* We have been having some problems with this; the theoretically correct
* value of 0.866025404f for the default 60 deg fovy angle happens to be
* touch to small in reality, which on full-screen stage with an actor of
* the same size results in about 1px on the left and top edges of the
* actor being offscreen. Perhaps more significantly, it also causes
* hinting artifacts when rendering text.
*
* So for the default 60 deg angle we worked out that the value of 0.869
* is giving correct stretch and no noticeable artifacts on text. Seems
* good on all drivers too.
*/
#define DEFAULT_Z_CAMERA 0.869f
z_camera = DEFAULT_Z_CAMERA;
if (fovy != CFX_60)
{
ClutterFixed fovy_rad = CFX_MUL (fovy, CFX_PI) / 180;
z_camera =
CLUTTER_FIXED_TO_FLOAT (CFX_DIV (clutter_sinx (fovy_rad),
clutter_cosx (fovy_rad)) >> 1);
}
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 ()
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
ClutterFeatureFlags flags = 0;
const gchar *gl_extensions;
GLint max_clip_planes = 0;
GLint stencil_bits = 0;
flags = COGL_FEATURE_TEXTURE_READ_PIXELS;
gl_extensions = (const gchar*) glGetString (GL_EXTENSIONS);
#if defined(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB) && defined(GL_TEXTURE_RECTANGLE_ARB)
if (cogl_check_extension ("GL_ARB_texture_rectangle", gl_extensions) ||
cogl_check_extension ("GL_EXT_texture_rectangle", gl_extensions))
{
flags |= COGL_FEATURE_TEXTURE_RECTANGLE;
}
#endif
if (cogl_check_extension ("GL_ARB_texture_non_power_of_two", gl_extensions))
{
flags |= COGL_FEATURE_TEXTURE_NPOT;
}
#ifdef GL_YCBCR_MESA
if (cogl_check_extension ("GL_MESA_ycbcr_texture", gl_extensions))
{
flags |= COGL_FEATURE_TEXTURE_YUV;
}
#endif
if (cogl_check_extension ("GL_ARB_shader_objects", gl_extensions) &&
cogl_check_extension ("GL_ARB_vertex_shader", gl_extensions) &&
cogl_check_extension ("GL_ARB_fragment_shader", gl_extensions))
{
ctx->pf_glCreateProgramObjectARB =
(COGL_PFNGLCREATEPROGRAMOBJECTARBPROC)
cogl_get_proc_address ("glCreateProgramObjectARB");
ctx->pf_glCreateShaderObjectARB =
(COGL_PFNGLCREATESHADEROBJECTARBPROC)
cogl_get_proc_address ("glCreateShaderObjectARB");
ctx->pf_glShaderSourceARB =
(COGL_PFNGLSHADERSOURCEARBPROC)
cogl_get_proc_address ("glShaderSourceARB");
ctx->pf_glCompileShaderARB =
(COGL_PFNGLCOMPILESHADERARBPROC)
cogl_get_proc_address ("glCompileShaderARB");
ctx->pf_glAttachObjectARB =
(COGL_PFNGLATTACHOBJECTARBPROC)
cogl_get_proc_address ("glAttachObjectARB");
ctx->pf_glLinkProgramARB =
(COGL_PFNGLLINKPROGRAMARBPROC)
cogl_get_proc_address ("glLinkProgramARB");
ctx->pf_glUseProgramObjectARB =
(COGL_PFNGLUSEPROGRAMOBJECTARBPROC)
cogl_get_proc_address ("glUseProgramObjectARB");
ctx->pf_glGetUniformLocationARB =
(COGL_PFNGLGETUNIFORMLOCATIONARBPROC)
cogl_get_proc_address ("glGetUniformLocationARB");
ctx->pf_glDeleteObjectARB =
(COGL_PFNGLDELETEOBJECTARBPROC)
cogl_get_proc_address ("glDeleteObjectARB");
ctx->pf_glGetInfoLogARB =
(COGL_PFNGLGETINFOLOGARBPROC)
cogl_get_proc_address ("glGetInfoLogARB");
ctx->pf_glGetObjectParameterivARB =
(COGL_PFNGLGETOBJECTPARAMETERIVARBPROC)
cogl_get_proc_address ("glGetObjectParameterivARB");
ctx->pf_glUniform1fARB =
(COGL_PFNGLUNIFORM1FARBPROC)
cogl_get_proc_address ("glUniform1fARB");
if (ctx->pf_glCreateProgramObjectARB &&
ctx->pf_glCreateShaderObjectARB &&
ctx->pf_glShaderSourceARB &&
ctx->pf_glCompileShaderARB &&
ctx->pf_glAttachObjectARB &&
ctx->pf_glLinkProgramARB &&
ctx->pf_glUseProgramObjectARB &&
ctx->pf_glGetUniformLocationARB &&
ctx->pf_glDeleteObjectARB &&
ctx->pf_glGetInfoLogARB &&
ctx->pf_glGetObjectParameterivARB &&
ctx->pf_glUniform1fARB)
flags |= COGL_FEATURE_SHADERS_GLSL;
}
if (cogl_check_extension ("GL_EXT_framebuffer_object", gl_extensions) ||
cogl_check_extension ("GL_ARB_framebuffer_object", gl_extensions))
{
ctx->pf_glGenRenderbuffersEXT =
(COGL_PFNGLGENRENDERBUFFERSEXTPROC)
cogl_get_proc_address ("glGenRenderbuffersEXT");
ctx->pf_glBindRenderbufferEXT =
(COGL_PFNGLBINDRENDERBUFFEREXTPROC)
cogl_get_proc_address ("glBindRenderbufferEXT");
ctx->pf_glRenderbufferStorageEXT =
(COGL_PFNGLRENDERBUFFERSTORAGEEXTPROC)
cogl_get_proc_address ("glRenderbufferStorageEXT");
ctx->pf_glGenFramebuffersEXT =
(COGL_PFNGLGENFRAMEBUFFERSEXTPROC)
cogl_get_proc_address ("glGenFramebuffersEXT");
ctx->pf_glBindFramebufferEXT =
(COGL_PFNGLBINDFRAMEBUFFEREXTPROC)
cogl_get_proc_address ("glBindFramebufferEXT");
ctx->pf_glFramebufferTexture2DEXT =
(COGL_PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
cogl_get_proc_address ("glFramebufferTexture2DEXT");
ctx->pf_glFramebufferRenderbufferEXT =
(COGL_PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)
cogl_get_proc_address ("glFramebufferRenderbufferEXT");
ctx->pf_glCheckFramebufferStatusEXT =
(COGL_PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
cogl_get_proc_address ("glCheckFramebufferStatusEXT");
ctx->pf_glDeleteFramebuffersEXT =
(COGL_PFNGLDELETEFRAMEBUFFERSEXTPROC)
cogl_get_proc_address ("glDeleteFramebuffersEXT");
if (ctx->pf_glGenRenderbuffersEXT &&
ctx->pf_glBindRenderbufferEXT &&
ctx->pf_glRenderbufferStorageEXT &&
ctx->pf_glGenFramebuffersEXT &&
ctx->pf_glBindFramebufferEXT &&
ctx->pf_glFramebufferTexture2DEXT &&
ctx->pf_glFramebufferRenderbufferEXT &&
ctx->pf_glCheckFramebufferStatusEXT &&
ctx->pf_glDeleteFramebuffersEXT)
flags |= COGL_FEATURE_OFFSCREEN;
}
if (cogl_check_extension ("GL_EXT_framebuffer_blit", gl_extensions))
{
ctx->pf_glBlitFramebufferEXT =
(COGL_PFNGLBLITFRAMEBUFFEREXTPROC)
cogl_get_proc_address ("glBlitFramebufferEXT");
if (ctx->pf_glBlitFramebufferEXT)
flags |= COGL_FEATURE_OFFSCREEN_BLIT;
}
if (cogl_check_extension ("GL_EXT_framebuffer_multisample", gl_extensions))
{
ctx->pf_glRenderbufferStorageMultisampleEXT =
(COGL_PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)
cogl_get_proc_address ("glRenderbufferStorageMultisampleEXT");
if (ctx->pf_glRenderbufferStorageMultisampleEXT)
flags |= COGL_FEATURE_OFFSCREEN_MULTISAMPLE;
}
GE( glGetIntegerv (GL_STENCIL_BITS, &stencil_bits) );
if (stencil_bits > 0)
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;
/* Cache features */
ctx->feature_flags = flags;
ctx->features_cached = TRUE;
}
ClutterFeatureFlags
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 (ClutterFixed m[16])
{
GLdouble md[16];
glGetDoublev(GL_MODELVIEW_MATRIX, &md[0]);
#define M(m,row,col) m[col*4+row]
M(m,0,0) = CLUTTER_FLOAT_TO_FIXED (M(md,0,0));
M(m,0,1) = CLUTTER_FLOAT_TO_FIXED (M(md,0,1));
M(m,0,2) = CLUTTER_FLOAT_TO_FIXED (M(md,0,2));
M(m,0,3) = CLUTTER_FLOAT_TO_FIXED (M(md,0,3));
M(m,1,0) = CLUTTER_FLOAT_TO_FIXED (M(md,1,0));
M(m,1,1) = CLUTTER_FLOAT_TO_FIXED (M(md,1,1));
M(m,1,2) = CLUTTER_FLOAT_TO_FIXED (M(md,1,2));
M(m,1,3) = CLUTTER_FLOAT_TO_FIXED (M(md,1,3));
M(m,2,0) = CLUTTER_FLOAT_TO_FIXED (M(md,2,0));
M(m,2,1) = CLUTTER_FLOAT_TO_FIXED (M(md,2,1));
M(m,2,2) = CLUTTER_FLOAT_TO_FIXED (M(md,2,2));
M(m,2,3) = CLUTTER_FLOAT_TO_FIXED (M(md,2,3));
M(m,3,0) = CLUTTER_FLOAT_TO_FIXED (M(md,3,0));
M(m,3,1) = CLUTTER_FLOAT_TO_FIXED (M(md,3,1));
M(m,3,2) = CLUTTER_FLOAT_TO_FIXED (M(md,3,2));
M(m,3,3) = CLUTTER_FLOAT_TO_FIXED (M(md,3,3));
#undef M
}
void
cogl_get_projection_matrix (ClutterFixed m[16])
{
GLdouble md[16];
glGetDoublev(GL_PROJECTION_MATRIX, &md[0]);
#define M(m,row,col) m[col*4+row]
M(m,0,0) = CLUTTER_FLOAT_TO_FIXED (M(md,0,0));
M(m,0,1) = CLUTTER_FLOAT_TO_FIXED (M(md,0,1));
M(m,0,2) = CLUTTER_FLOAT_TO_FIXED (M(md,0,2));
M(m,0,3) = CLUTTER_FLOAT_TO_FIXED (M(md,0,3));
M(m,1,0) = CLUTTER_FLOAT_TO_FIXED (M(md,1,0));
M(m,1,1) = CLUTTER_FLOAT_TO_FIXED (M(md,1,1));
M(m,1,2) = CLUTTER_FLOAT_TO_FIXED (M(md,1,2));
M(m,1,3) = CLUTTER_FLOAT_TO_FIXED (M(md,1,3));
M(m,2,0) = CLUTTER_FLOAT_TO_FIXED (M(md,2,0));
M(m,2,1) = CLUTTER_FLOAT_TO_FIXED (M(md,2,1));
M(m,2,2) = CLUTTER_FLOAT_TO_FIXED (M(md,2,2));
M(m,2,3) = CLUTTER_FLOAT_TO_FIXED (M(md,2,3));
M(m,3,0) = CLUTTER_FLOAT_TO_FIXED (M(md,3,0));
M(m,3,1) = CLUTTER_FLOAT_TO_FIXED (M(md,3,1));
M(m,3,2) = CLUTTER_FLOAT_TO_FIXED (M(md,3,2));
M(m,3,3) = CLUTTER_FLOAT_TO_FIXED (M(md,3,3));
#undef M
}
void
cogl_get_viewport (ClutterFixed v[4])
{
GLdouble vd[4];
glGetDoublev(GL_VIEWPORT, &vd[0]);
v[0] = CLUTTER_FLOAT_TO_FIXED (vd[0]);
v[1] = CLUTTER_FLOAT_TO_FIXED (vd[1]);
v[2] = CLUTTER_FLOAT_TO_FIXED (vd[2]);
v[3] = CLUTTER_FLOAT_TO_FIXED (vd[3]);
}
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_fog_set (const ClutterColor *fog_color,
ClutterFixed density,
ClutterFixed start,
ClutterFixed stop)
{
GLfloat fogColor[4];
fogColor[0] = ((float) fog_color->red / 0xff * 1.0);
fogColor[1] = ((float) fog_color->green / 0xff * 1.0);
fogColor[2] = ((float) fog_color->blue / 0xff * 1.0);
fogColor[3] = ((float) fog_color->alpha / 0xff * 1.0);
glEnable (GL_FOG);
glFogfv (GL_FOG_COLOR, fogColor);
glFogi (GL_FOG_MODE, GL_LINEAR);
glHint (GL_FOG_HINT, GL_NICEST);
glFogf (GL_FOG_DENSITY, CLUTTER_FIXED_TO_FLOAT (density));
glFogf (GL_FOG_START, CLUTTER_FIXED_TO_FLOAT (start));
glFogf (GL_FOG_END, CLUTTER_FIXED_TO_FLOAT (stop));
}