mutter/clutter/cogl/gles/cogl-gles2-wrapper.h
Robert Bragg a2cf7e4a19 [Automatic fixed-to-float.sh change] Applies a number fixed to float patches
To deal with all the corner cases that couldn't be scripted a number of patches
were written for the remaining 10% of the effort.

Note: again no API changes were made in Clutter, only in Cogl.
2009-01-20 16:20:54 +00:00

318 lines
10 KiB
C

/*
* Clutter COGL
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2008 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.
*/
#ifndef __COGL_GLES2_WRAPPER_H__
#define __COGL_GLES2_WRAPPER_H__
#include "cogl-internal.h"
G_BEGIN_DECLS
#ifdef HAVE_COGL_GLES2
typedef struct _CoglGles2Wrapper CoglGles2Wrapper;
typedef struct _CoglGles2WrapperUniforms CoglGles2WrapperUniforms;
typedef struct _CoglGles2WrapperSettings CoglGles2WrapperSettings;
typedef struct _CoglGles2WrapperProgram CoglGles2WrapperProgram;
typedef struct _CoglGles2WrapperShader CoglGles2WrapperShader;
#define COGL_GLES2_NUM_CUSTOM_UNIFORMS 16
#define COGL_GLES2_UNBOUND_CUSTOM_UNIFORM -2
/* Must be a power of two */
#define COGL_GLES2_MODELVIEW_STACK_SIZE 32
#define COGL_GLES2_PROJECTION_STACK_SIZE 2
#define COGL_GLES2_TEXTURE_STACK_SIZE 2
enum
{
COGL_GLES2_DIRTY_MVP_MATRIX = 1 << 0,
COGL_GLES2_DIRTY_MODELVIEW_MATRIX = 1 << 1,
COGL_GLES2_DIRTY_TEXTURE_MATRIX = 1 << 2,
COGL_GLES2_DIRTY_FOG_DENSITY = 1 << 3,
COGL_GLES2_DIRTY_FOG_START = 1 << 4,
COGL_GLES2_DIRTY_FOG_END = 1 << 5,
COGL_GLES2_DIRTY_FOG_COLOR = 1 << 6,
COGL_GLES2_DIRTY_ALPHA_TEST_REF = 1 << 7,
COGL_GLES2_DIRTY_TEXTURE_UNIT = 1 << 8,
COGL_GLES2_DIRTY_ALL = (1 << 9) - 1
};
struct _CoglGles2WrapperUniforms
{
GLint mvp_matrix_uniform;
GLint modelview_matrix_uniform;
GLint texture_matrix_uniform;
GLint bound_texture_uniform;
GLint fog_density_uniform;
GLint fog_start_uniform;
GLint fog_end_uniform;
GLint fog_color_uniform;
GLint alpha_test_ref_uniform;
GLint texture_unit_uniform;
};
struct _CoglGles2WrapperSettings
{
gboolean texture_2d_enabled;
gboolean alpha_only;
gboolean alpha_test_enabled;
GLint alpha_test_func;
gboolean fog_enabled;
GLint fog_mode;
/* The current in-use user program */
CoglHandle user_program;
};
struct _CoglGles2Wrapper
{
GLuint matrix_mode;
GLfloat modelview_stack[COGL_GLES2_MODELVIEW_STACK_SIZE * 16];
GLuint modelview_stack_pos;
GLfloat projection_stack[COGL_GLES2_PROJECTION_STACK_SIZE * 16];
GLuint projection_stack_pos;
GLfloat texture_stack[COGL_GLES2_TEXTURE_STACK_SIZE * 16];
GLuint texture_stack_pos;
/* The combined modelview and projection matrix is only updated at
the last minute in glDrawArrays to avoid recalculating it for
every change to the modelview matrix */
GLboolean mvp_uptodate;
/* The currently bound program */
CoglGles2WrapperProgram *current_program;
/* The current settings */
CoglGles2WrapperSettings settings;
/* Whether the settings have changed since the last draw */
gboolean settings_dirty;
/* Uniforms that have changed since the last draw */
int dirty_uniforms, dirty_custom_uniforms;
/* List of all compiled program combinations */
GSList *compiled_programs;
/* List of all compiled vertex shaders */
GSList *compiled_vertex_shaders;
/* List of all compiled fragment shaders */
GSList *compiled_fragment_shaders;
/* Values for the uniforms */
GLfloat alpha_test_ref;
GLfloat fog_density;
GLfloat fog_start;
GLfloat fog_end;
GLfloat fog_color[4];
CoglBoxedValue custom_uniforms[COGL_GLES2_NUM_CUSTOM_UNIFORMS];
};
struct _CoglGles2WrapperProgram
{
GLuint program;
/* The settings that were used to generate this combination */
CoglGles2WrapperSettings settings;
/* The uniforms for this program */
CoglGles2WrapperUniforms uniforms;
GLint custom_uniforms[COGL_GLES2_NUM_CUSTOM_UNIFORMS];
};
struct _CoglGles2WrapperShader
{
GLuint shader;
/* The settings that were used to generate this shader */
CoglGles2WrapperSettings settings;
};
/* These defines are missing from GL ES 2 but we can still use them
with the wrapper functions */
#ifndef GL_MODELVIEW
#define GL_MODELVIEW 0x1700
#define GL_PROJECTION 0x1701
#define GL_VERTEX_ARRAY 0x8074
#define GL_TEXTURE_COORD_ARRAY 0x8078
#define GL_COLOR_ARRAY 0x8076
#define GL_NORMAL_ARRAY 0x8075
#define GL_LIGHTING 0x0B50
#define GL_ALPHA_TEST 0x0BC0
#define GL_FOG 0x0B60
#define GL_FOG_COLOR 0x0B66
#define GL_FOG_MODE 0x0B65
#define GL_FOG_HINT 0x0C54
#define GL_FOG_DENSITY 0x0B62
#define GL_FOG_START 0x0B63
#define GL_FOG_END 0x0B64
#define GL_CLIP_PLANE0 0x3000
#define GL_CLIP_PLANE1 0x3001
#define GL_CLIP_PLANE2 0x3002
#define GL_CLIP_PLANE3 0x3003
#define GL_MAX_CLIP_PLANES 0x0D32
#define GL_MODELVIEW_MATRIX 0x0BA6
#define GL_PROJECTION_MATRIX 0x0BA7
#define GL_GENERATE_MIPMAP 0x8191
#define GL_TEXTURE_ENV 0x2300
#define GL_TEXTURE_ENV_MODE 0x2200
#define GL_MODULATE 0x2100
#define GL_EXP 0x8000
#define GL_EXP2 0x8001
#endif /* GL_MODELVIEW */
void cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper);
void cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper);
void cogl_wrap_glPushMatrix ();
void cogl_wrap_glPopMatrix ();
void cogl_wrap_glMatrixMode (GLenum mode);
void cogl_wrap_glLoadIdentity ();
void cogl_wrap_glMultMatrixf (const GLfloat *m);
void cogl_wrap_glFrustumf (GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat z_near, GLfloat z_far);
void cogl_wrap_glScalef (GLfloat x, GLfloat y, GLfloat z);
void cogl_wrap_glTranslatef (GLfloat x, GLfloat y, GLfloat z);
void cogl_wrap_glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
void cogl_wrap_glOrthof (GLfloat left, GLfloat right,
GLfloat bottom, GLfloat top,
GLfloat near, GLfloat far);
void cogl_wrap_glEnable (GLenum cap);
void cogl_wrap_glDisable (GLenum cap);
void cogl_wrap_glTexCoordPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer);
void cogl_wrap_glVertexPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer);
void cogl_wrap_glColorPointer (GLint size, GLenum type, GLsizei stride,
const GLvoid *pointer);
void cogl_wrap_glNormalPointer (GLenum type, GLsizei stride,
const GLvoid *pointer);
void cogl_wrap_glTexEnvf (GLenum target, GLenum pname, GLfloat param);
void cogl_wrap_glEnableClientState (GLenum array);
void cogl_wrap_glDisableClientState (GLenum array);
void cogl_wrap_glAlphaFunc (GLenum func, GLclampf ref);
void cogl_wrap_glColor4f (GLclampf r, GLclampf g, GLclampf b, GLclampf a);
void cogl_wrap_glClipPlanef (GLenum plane, GLfloat *equation);
void cogl_wrap_glGetIntegerv (GLenum pname, GLint *params);
void cogl_wrap_glGetFloatv (GLenum pname, GLfloat *params);
void cogl_wrap_glFogf (GLenum pname, GLfloat param);
void cogl_wrap_glFogfv (GLenum pname, const GLfloat *params);
void cogl_wrap_glDrawArrays (GLenum mode, GLint first, GLsizei count);
void cogl_wrap_glDrawElements (GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices);
void cogl_wrap_glTexParameteri (GLenum target, GLenum pname, GLfloat param);
void cogl_gles2_wrapper_bind_texture (GLenum target, GLuint texture,
GLenum internal_format);
/* This function is only available on GLES 2 */
#define cogl_wrap_glGenerateMipmap glGenerateMipmap
void cogl_gles2_wrapper_bind_attributes (GLuint program);
void cogl_gles2_wrapper_get_uniforms (GLuint program,
CoglGles2WrapperUniforms *uniforms);
void cogl_gles2_wrapper_update_matrix (CoglGles2Wrapper *wrapper,
GLenum matrix_num);
void _cogl_gles2_clear_cache_for_program (CoglHandle program);
#else /* HAVE_COGL_GLES2 */
/* If we're not using GL ES 2 then just use the GL functions
directly */
#define cogl_wrap_glDrawArrays glDrawArrays
#define cogl_wrap_glDrawElements glDrawElements
#define cogl_wrap_glPushMatrix glPushMatrix
#define cogl_wrap_glPopMatrix glPopMatrix
#define cogl_wrap_glMatrixMode glMatrixMode
#define cogl_wrap_glLoadIdentity glLoadIdentity
#define cogl_wrap_glMultMatrixf glMultMatrixf
#define cogl_wrap_glFrustumf glFrustumf
#define cogl_wrap_glScalef glScalef
#define cogl_wrap_glTranslatef glTranslatef
#define cogl_wrap_glRotatef glRotatef
#define cogl_wrap_glOrthof glOrthof
#define cogl_wrap_glEnable glEnable
#define cogl_wrap_glDisable glDisable
#define cogl_wrap_glTexCoordPointer glTexCoordPointer
#define cogl_wrap_glVertexPointer glVertexPointer
#define cogl_wrap_glColorPointer glColorPointer
#define cogl_wrap_glNormalPointer glNormalPointer
#define cogl_wrap_glTexEnvf glTexEnvf
#define cogl_wrap_glEnableClientState glEnableClientState
#define cogl_wrap_glDisableClientState glDisableClientState
#define cogl_wrap_glAlphaFunc glAlphaFunc
#define cogl_wrap_glColor4f glColor4f
#define cogl_wrap_glClipPlanef glClipPlanef
#define cogl_wrap_glGetIntegerv glGetIntegerv
#define cogl_wrap_glGetFloatv glGetFloatv
#define cogl_wrap_glFogf glFogf
#define cogl_wrap_glFogfv glFogfv
#define cogl_wrap_glTexParameteri glTexParameteri
/* The extra third parameter of the bind texture wrapper isn't needed
so we can just directly call glBindTexture */
#define cogl_gles2_wrapper_bind_texture(target, texture, internal_format) \
glBindTexture ((target), (texture))
/* COGL uses the automatic mipmap generation for GLES 1 so
glGenerateMipmap doesn't need to do anything */
#define cogl_wrap_glGenerateMipmap(x) ((void) 0)
#endif /* HAVE_COGL_GLES2 */
G_END_DECLS
#endif /* __COGL_GLES2_WRAPPER_H__ */