mutter/clutter/cogl/cogl/cogl.c
Robert Bragg 439f8c62b0 cogl: deprecate cogl_draw_buffer API and replace with a cogl_framebuffer API
cogl_push_draw_buffer, cogl_set_draw_buffer and cogl_pop_draw_buffer are now
deprecated and new code should use the new cogl_framebuffer_* API instead.

Code that previously did:
    cogl_push_draw_buffer ();
    cogl_set_draw_buffer (COGL_OFFSCREEN_BUFFER, buffer);
    /* draw */
    cogl_pop_draw_buffer ();
should now be re-written as:
    cogl_push_framebuffer (buffer);
    /* draw */
    cogl_pop_framebuffer ();

As can be seen from the example above the rename has been used as an
opportunity to remove the redundant target argument from
cogl_set_draw_buffer; it now only takes one call to redirect to an offscreen
buffer, and finally the term framebuffer may be a bit more familiar to
anyone coming from an OpenGL background.
2009-11-26 19:33:14 +00:00

942 lines
23 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009 Intel Corporation.
*
* 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 <math.h>
#include <stdlib.h>
#include <gmodule.h>
#include "cogl-debug.h"
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-context.h"
#include "cogl-material-private.h"
#include "cogl-winsys.h"
#include "cogl-framebuffer-private.h"
#include "cogl-matrix-private.h"
#if defined (HAVE_COGL_GLES2) || defined (HAVE_COGL_GLES)
#include "cogl-gles2-wrapper.h"
#endif
#ifdef HAVE_COGL_GL
#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
#endif
#ifdef COGL_GL_DEBUG
/* GL error to string conversion */
static const struct {
GLuint error_code;
const gchar *error_string;
} gl_errors[] = {
{ GL_NO_ERROR, "No error" },
{ GL_INVALID_ENUM, "Invalid enumeration value" },
{ 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
};
static const guint n_gl_errors = G_N_ELEMENTS (gl_errors);
const gchar *
cogl_gl_error_to_string (GLenum error_code)
{
gint i;
for (i = 0; i < n_gl_errors; i++)
{
if (gl_errors[i].error_code == error_code)
return gl_errors[i].error_string;
}
return "Unknown GL error";
}
#endif /* COGL_GL_DEBUG */
CoglFuncPtr
cogl_get_proc_address (const gchar* name)
{
void *address;
static GModule *module = NULL;
address = _cogl_winsys_get_proc_address (name);
if (address)
return address;
/* this should find the right function if the program is linked against a
* library providing it */
if (G_UNLIKELY (module == NULL))
module = g_module_open (NULL, 0);
if (module)
{
gpointer symbol;
if (g_module_symbol (module, name, &symbol))
return symbol;
}
return NULL;
}
void
cogl_clear (const CoglColor *color, gulong buffers)
{
GLbitfield gl_buffers = 0;
COGL_NOTE (DRAW, "Clear begin");
_cogl_journal_flush ();
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
* as the material state) when flushing the clip stack, so should
* always be done first when preparing to draw. */
_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
if (buffers & COGL_BUFFER_BIT_COLOR)
{
GE( glClearColor (cogl_color_get_red_float (color),
cogl_color_get_green_float (color),
cogl_color_get_blue_float (color),
cogl_color_get_alpha_float (color)) );
gl_buffers |= GL_COLOR_BUFFER_BIT;
}
if (buffers & COGL_BUFFER_BIT_DEPTH)
gl_buffers |= GL_DEPTH_BUFFER_BIT;
if (buffers & COGL_BUFFER_BIT_STENCIL)
gl_buffers |= GL_STENCIL_BUFFER_BIT;
if (!gl_buffers)
{
static gboolean shown = FALSE;
if (!shown)
{
g_warning ("You should specify at least one auxiliary buffer "
"when calling cogl_clear");
}
return;
}
glClear (gl_buffers);
COGL_NOTE (DRAW, "Clear end");
}
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_BACKFACE_CULLING,
GL_CULL_FACE);
cogl_toggle_client_flag (ctx, flags,
COGL_ENABLE_VERTEX_ARRAY,
GL_VERTEX_ARRAY);
cogl_toggle_client_flag (ctx, flags,
COGL_ENABLE_COLOR_ARRAY,
GL_COLOR_ARRAY);
}
gulong
cogl_get_enable ()
{
_COGL_GET_CONTEXT (ctx, 0);
return ctx->enable_flags;
}
void
cogl_set_depth_test_enabled (gboolean setting)
{
/* Currently the journal can't track changes to depth state... */
_cogl_journal_flush ();
if (setting)
{
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LEQUAL);
}
else
glDisable (GL_DEPTH_TEST);
}
gboolean
cogl_get_depth_test_enabled (void)
{
return glIsEnabled (GL_DEPTH_TEST) == GL_TRUE ? TRUE : FALSE;
}
void
cogl_set_backface_culling_enabled (gboolean setting)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->enable_backface_culling == setting)
return;
/* Currently the journal can't track changes to backface culling state... */
_cogl_journal_flush ();
ctx->enable_backface_culling = setting;
}
gboolean
cogl_get_backface_culling_enabled (void)
{
_COGL_GET_CONTEXT (ctx, FALSE);
return ctx->enable_backface_culling;
}
void
_cogl_flush_face_winding (void)
{
CoglFrontWinding winding;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* The front face winding doesn't matter if we aren't performing any
* backface culling... */
if (!ctx->enable_backface_culling)
return;
/* NB: We use a clockwise face winding order when drawing offscreen because
* all offscreen rendering is done upside down resulting in reversed winding
* for all triangles.
*/
if (cogl_is_offscreen (_cogl_get_framebuffer ()))
winding = COGL_FRONT_WINDING_CLOCKWISE;
else
winding = COGL_FRONT_WINDING_COUNTER_CLOCKWISE;
if (winding != ctx->flushed_front_winding)
{
if (winding == COGL_FRONT_WINDING_CLOCKWISE)
GE (glFrontFace (GL_CW));
else
GE (glFrontFace (GL_CCW));
ctx->flushed_front_winding = winding;
}
}
void
cogl_set_source_color (const CoglColor *color)
{
CoglColor premultiplied;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* In case cogl_set_source_texture was previously used... */
cogl_material_remove_layer (ctx->simple_material, 0);
premultiplied = *color;
cogl_color_premultiply (&premultiplied);
cogl_material_set_color (ctx->simple_material, &premultiplied);
cogl_set_source (ctx->simple_material);
}
void
cogl_set_viewport (int x,
int y,
int width,
int height)
{
CoglHandle framebuffer;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
framebuffer = _cogl_get_framebuffer ();
_cogl_framebuffer_set_viewport (framebuffer,
x,
y,
width,
height);
}
/* XXX: This should be deprecated, and we should expose a way to also
* specify an x and y viewport offset */
void
cogl_viewport (guint width,
guint height)
{
cogl_set_viewport (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;
CoglMatrixStack *modelview_stack;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_set_viewport (0, 0, width, height);
/* For Ortho projection.
* _cogl_matrix_stack_ortho (projection_stack, 0, width, 0, height, -1, 1);
*/
cogl_perspective (fovy, aspect, z_near, z_far);
/*
* In theory, we can compute the camera distance from screen as:
*
* 0.5 * tan (FOV)
*
* However, it's better to compute the z_camera from our projection
* matrix so that we get a 1:1 mapping at the screen distance. Consider
* the upper-left corner of the screen. It has object coordinates
* (0,0,0), so by the transform below, ends up with eye coordinate
*
* x_eye = x_object / width - 0.5 = - 0.5
* y_eye = (height - y_object) / width - 0.5 = 0.5
* z_eye = z_object / width - z_camera = - z_camera
*
* From cogl_perspective(), we know that the projection matrix has
* the form:
*
* (x, 0, 0, 0)
* (0, y, 0, 0)
* (0, 0, c, d)
* (0, 0, -1, 0)
*
* Applied to the above, we get clip coordinates of
*
* x_clip = x * (- 0.5)
* y_clip = y * 0.5
* w_clip = - 1 * (- z_camera) = z_camera
*
* Dividing through by w to get normalized device coordinates, we
* have, x_nd = x * 0.5 / z_camera, y_nd = - y * 0.5 / z_camera.
* The upper left corner of the screen has normalized device coordinates,
* (-1, 1), so to have the correct 1:1 mapping, we have to have:
*
* z_camera = 0.5 * x = 0.5 * y
*
* If x != y, then we have a non-uniform aspect ration, and a 1:1 mapping
* doesn't make sense.
*/
cogl_get_projection_matrix (&projection_matrix);
z_camera = 0.5 * projection_matrix.xx;
modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_load_identity (modelview_stack);
_cogl_matrix_stack_translate (modelview_stack, -0.5f, -0.5f, -z_camera);
_cogl_matrix_stack_scale (modelview_stack,
1.0f / width, -1.0f / height, 1.0f / width);
_cogl_matrix_stack_translate (modelview_stack,
0.0f, -1.0 * height, 0.0f);
}
CoglFeatureFlags
cogl_get_features (void)
{
_COGL_GET_CONTEXT (ctx, 0);
if (cogl_debug_flags & COGL_DEBUG_DISABLE_VBOS)
ctx->feature_flags &= ~COGL_FEATURE_VBOS;
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;
}
/* XXX: This function should either be replaced with one returning
* integers, or removed/deprecated and make the
* _cogl_framebuffer_get_viewport* functions public.
*/
void
cogl_get_viewport (float v[4])
{
CoglHandle framebuffer;
int viewport[4];
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
framebuffer = _cogl_get_framebuffer ();
_cogl_framebuffer_get_viewport4fv (framebuffer, viewport);
for (i = 0; i < 4; i++)
v[i] = viewport[i];
}
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 = GL_LINEAR;
/* The cogl journal doesn't currently track fog state changes */
_cogl_journal_flush ();
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);
glFogfv (GL_FOG_COLOR, fogColor);
#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;
}
#endif
/* TODO: support other modes for GLES2 */
/* 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)
{
/* Currently the journal can't track changes to fog state... */
_cogl_journal_flush ();
glDisable (GL_FOG);
}
void
cogl_flush (void)
{
_cogl_journal_flush ();
}
void
cogl_read_pixels (int x,
int y,
int width,
int height,
CoglReadPixelsFlags source,
CoglPixelFormat format,
guint8 *pixels)
{
CoglHandle framebuffer;
int framebuffer_height;
int rowstride = width * 4;
guint8 *temprow;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_return_if_fail (format == COGL_PIXEL_FORMAT_RGBA_8888);
g_return_if_fail (source == COGL_READ_PIXELS_COLOR_BUFFER);
/* make sure any batched primitives get emitted to the GL driver before
* issuing our read pixels... */
cogl_flush ();
temprow = g_alloca (rowstride * sizeof (guint8));
framebuffer = _cogl_get_framebuffer ();
_cogl_framebuffer_flush_state (framebuffer, 0);
framebuffer_height = _cogl_framebuffer_get_height (framebuffer);
/* The y co-ordinate should be given in OpenGL's coordinate system
* so 0 is the bottom row
*
* NB: all offscreen rendering is done upside down so no conversion
* is necissary in this case.
*/
if (!cogl_is_offscreen (framebuffer))
y = framebuffer_height - y - height;
/* Setup the pixel store parameters that may have been changed by
Cogl */
GE (glPixelStorei (GL_PACK_ALIGNMENT, 1));
#ifdef HAVE_COGL_GL
GE (glPixelStorei (GL_PACK_ROW_LENGTH, 0));
GE (glPixelStorei (GL_PACK_SKIP_PIXELS, 0));
GE (glPixelStorei (GL_PACK_SKIP_ROWS, 0));
#endif /* HAVE_COGL_GL */
GE (glReadPixels (x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
/* NB: All offscreen rendering is done upside down so there is no need
* to flip in this case... */
if (cogl_is_offscreen (framebuffer))
return;
/* TODO: consider using the GL_MESA_pack_invert extension in the future
* to avoid this flip... */
/* vertically flip the buffer in-place */
for (y = 0; y < height / 2; y++)
{
if (y != height - y - 1) /* skip center row */
{
memcpy (temprow,
pixels + y * rowstride, rowstride);
memcpy (pixels + y * rowstride,
pixels + (height - y - 1) * rowstride, rowstride);
memcpy (pixels + (height - y - 1) * rowstride,
temprow,
rowstride);
}
}
}
void
cogl_begin_gl (void)
{
CoglMaterialFlushOptions options;
gulong enable_flags = 0;
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->in_begin_gl_block)
{
static gboolean shown = FALSE;
if (!shown)
g_warning ("You should not nest cogl_begin_gl/cogl_end_gl blocks");
shown = TRUE;
return;
}
ctx->in_begin_gl_block = TRUE;
/* Flush all batched primitives */
cogl_flush ();
/* Flush framebuffer state, including clip state, modelview and
* projection matrix state
*
* NB: _cogl_framebuffer_flush_state may disrupt various state (such
* as the material state) when flushing the clip stack, so should
* always be done first when preparing to draw. */
_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
/* Setup the state for the current material */
/* We considered flushing a specific, minimal material here to try and
* simplify the GL state, but decided to avoid special cases and second
* guessing what would be actually helpful.
*
* A user should instead call cogl_set_source_color4ub() before
* cogl_begin_gl() to simplify the state flushed.
*/
options.flags = 0;
_cogl_material_flush_gl_state (ctx->source_material, &options);
/* FIXME: This api is a bit yukky, ideally it will be removed if we
* re-work the cogl_enable mechanism */
enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
_cogl_flush_face_winding ();
/* Disable all client texture coordinate arrays */
for (i = 0; i < ctx->n_texcoord_arrays_enabled; i++)
{
GE (glClientActiveTexture (GL_TEXTURE0 + i));
GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
}
ctx->n_texcoord_arrays_enabled = 0;
}
void
cogl_end_gl (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!ctx->in_begin_gl_block)
{
static gboolean shown = FALSE;
if (!shown)
g_warning ("cogl_end_gl is being called before cogl_begin_gl");
shown = TRUE;
return;
}
ctx->in_begin_gl_block = FALSE;
}
static CoglTextureUnit *
_cogl_texture_unit_new (void)
{
CoglTextureUnit *unit = g_new0 (CoglTextureUnit, 1);
unit->matrix_stack = _cogl_matrix_stack_new ();
return unit;
}
static void
_cogl_texture_unit_free (CoglTextureUnit *unit)
{
_cogl_matrix_stack_destroy (unit->matrix_stack);
g_free (unit);
}
CoglTextureUnit *
_cogl_get_texture_unit (int index_)
{
GList *l;
CoglTextureUnit *unit;
_COGL_GET_CONTEXT (ctx, NULL);
for (l = ctx->texture_units; l; l = l->next)
{
unit = l->data;
if (unit->index == index_)
return unit;
/* The units are always sorted, so at this point we know this unit
* doesn't exist */
if (unit->index > index_)
break;
}
/* NB: if we now insert a new layer before l, that will maintain order.
*/
unit = _cogl_texture_unit_new ();
/* Note: see comment after for() loop above */
ctx->texture_units =
g_list_insert_before (ctx->texture_units, l, unit);
return unit;
}
void
_cogl_destroy_texture_units (void)
{
GList *l;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
for (l = ctx->texture_units; l; l = l->next)
_cogl_texture_unit_free (l->data);
g_list_free (ctx->texture_units);
}
void
cogl_push_matrix (void)
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_push (modelview_stack);
}
void
cogl_pop_matrix (void)
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_pop (modelview_stack);
}
void
cogl_scale (float x, float y, float z)
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_scale (modelview_stack, x, y, z);
}
void
cogl_translate (float x, float y, float z)
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_translate (modelview_stack, x, y, z);
}
void
cogl_rotate (float angle, float x, float y, float z)
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_rotate (modelview_stack, angle, x, y, z);
}
void
cogl_perspective (float fov_y,
float aspect,
float z_near,
float z_far)
{
float ymax = z_near * tanf (fov_y * G_PI / 360.0);
cogl_frustum (-ymax * aspect, /* left */
ymax * aspect, /* right */
-ymax, /* bottom */
ymax, /* top */
z_near,
z_far);
}
void
cogl_frustum (float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
CoglMatrixStack *projection_stack =
_cogl_framebuffer_get_projection_stack (_cogl_get_framebuffer ());
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_matrix_stack_load_identity (projection_stack);
_cogl_matrix_stack_frustum (projection_stack,
left,
right,
bottom,
top,
z_near,
z_far);
}
void
cogl_ortho (float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
CoglMatrix ortho;
CoglMatrixStack *projection_stack =
_cogl_framebuffer_get_projection_stack (_cogl_get_framebuffer ());
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_matrix_init_identity (&ortho);
cogl_matrix_ortho (&ortho, left, right, bottom, top, z_near, z_far);
_cogl_matrix_stack_set (projection_stack, &ortho);
}
void
cogl_get_modelview_matrix (CoglMatrix *matrix)
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_get (modelview_stack, matrix);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_set_modelview_matrix (CoglMatrix *matrix)
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_set (modelview_stack, matrix);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_get_projection_matrix (CoglMatrix *matrix)
{
CoglMatrixStack *projection_stack =
_cogl_framebuffer_get_projection_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_get (projection_stack, matrix);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_set_projection_matrix (CoglMatrix *matrix)
{
CoglMatrixStack *projection_stack =
_cogl_framebuffer_get_projection_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_set (projection_stack, matrix);
/* FIXME: Update the inverse projection matrix!! Presumably use
* of clip planes must currently be broken if this API is used. */
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
CoglClipStackState *
_cogl_get_clip_state (void)
{
CoglHandle framebuffer;
framebuffer = _cogl_get_framebuffer ();
return _cogl_framebuffer_get_clip_state (framebuffer);
}
GQuark
_cogl_driver_error_quark (void)
{
return g_quark_from_static_string ("cogl-driver-error-quark");
}