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353ea5299b
We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
263 lines
8.3 KiB
C
263 lines
8.3 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2008,2009,2010 Intel Corporation.
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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, see
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* <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#ifdef COGL_PIPELINE_BACKEND_FIXED
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-handle.h"
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#include "cogl-texture-private.h"
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#include "cogl-blend-string.h"
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#include "cogl-profile.h"
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#include <glib.h>
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#include <glib/gprintf.h>
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#include <string.h>
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#ifdef HAVE_COGL_GLES2
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#include "../gles/cogl-gles2-wrapper.h"
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#endif
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const CoglPipelineBackend _cogl_pipeline_fixed_backend;
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static int
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_cogl_pipeline_backend_fixed_get_max_texture_units (void)
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{
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_COGL_GET_CONTEXT (ctx, 0);
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/* This function is called quite often so we cache the value to
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avoid too many GL calls */
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if (ctx->max_texture_units == -1)
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{
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ctx->max_texture_units = 1;
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GE (glGetIntegerv (GL_MAX_TEXTURE_UNITS,
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&ctx->max_texture_units));
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}
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return ctx->max_texture_units;
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}
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static gboolean
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_cogl_pipeline_backend_fixed_start (CoglPipeline *pipeline,
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int n_layers,
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unsigned long pipelines_difference,
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int n_tex_coord_attribs)
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{
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_cogl_use_program (0, COGL_PIPELINE_PROGRAM_TYPE_FIXED);
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return TRUE;
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}
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static gboolean
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_cogl_pipeline_backend_fixed_add_layer (CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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unsigned long layers_difference)
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{
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CoglTextureUnit *unit =
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_cogl_get_texture_unit (_cogl_pipeline_layer_get_unit_index (layer));
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int unit_index = unit->index;
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int n_rgb_func_args;
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int n_alpha_func_args;
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_COGL_GET_CONTEXT (ctx, FALSE);
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/* XXX: Beware that since we are changing the active texture unit we
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* must make sure we don't call into other Cogl components that may
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* temporarily bind texture objects to query/modify parameters since
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* they will end up binding texture unit 1. See
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* _cogl_bind_gl_texture_transient for more details.
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*/
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_cogl_set_active_texture_unit (unit_index);
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if (layers_difference & COGL_PIPELINE_LAYER_STATE_COMBINE)
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{
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CoglPipelineLayer *authority =
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_cogl_pipeline_layer_get_authority (layer,
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COGL_PIPELINE_LAYER_STATE_COMBINE);
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CoglPipelineLayerBigState *big_state = authority->big_state;
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE));
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/* Set the combiner functions... */
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GE (glTexEnvi (GL_TEXTURE_ENV,
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GL_COMBINE_RGB,
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big_state->texture_combine_rgb_func));
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GE (glTexEnvi (GL_TEXTURE_ENV,
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GL_COMBINE_ALPHA,
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big_state->texture_combine_alpha_func));
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/*
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* Setup the function arguments...
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*/
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/* For the RGB components... */
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n_rgb_func_args =
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_cogl_get_n_args_for_combine_func (big_state->texture_combine_rgb_func);
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_RGB,
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big_state->texture_combine_rgb_src[0]));
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB,
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big_state->texture_combine_rgb_op[0]));
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if (n_rgb_func_args > 1)
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{
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_RGB,
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big_state->texture_combine_rgb_src[1]));
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB,
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big_state->texture_combine_rgb_op[1]));
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}
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if (n_rgb_func_args > 2)
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{
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_RGB,
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big_state->texture_combine_rgb_src[2]));
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_RGB,
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big_state->texture_combine_rgb_op[2]));
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}
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/* For the Alpha component */
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n_alpha_func_args =
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_cogl_get_n_args_for_combine_func (big_state->texture_combine_alpha_func);
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_ALPHA,
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big_state->texture_combine_alpha_src[0]));
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
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big_state->texture_combine_alpha_op[0]));
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if (n_alpha_func_args > 1)
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{
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_ALPHA,
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big_state->texture_combine_alpha_src[1]));
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
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big_state->texture_combine_alpha_op[1]));
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}
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if (n_alpha_func_args > 2)
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{
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_ALPHA,
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big_state->texture_combine_alpha_src[2]));
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
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big_state->texture_combine_alpha_op[2]));
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}
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}
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if (layers_difference & COGL_PIPELINE_LAYER_STATE_COMBINE)
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{
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CoglPipelineLayer *authority =
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_cogl_pipeline_layer_get_authority (layer,
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COGL_PIPELINE_LAYER_STATE_COMBINE);
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CoglPipelineLayerBigState *big_state = authority->big_state;
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GE (glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR,
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big_state->texture_combine_constant));
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}
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return TRUE;
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}
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static gboolean
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_cogl_pipeline_backend_fixed_end (CoglPipeline *pipeline,
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unsigned long pipelines_difference)
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{
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if (pipelines_difference & COGL_PIPELINE_STATE_FOG)
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{
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CoglPipeline *authority =
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_cogl_pipeline_get_authority (pipeline, COGL_PIPELINE_STATE_FOG);
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CoglPipelineFogState *fog_state = &authority->big_state->fog_state;
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if (fog_state->enabled)
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{
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GLfloat fogColor[4];
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GLenum gl_mode = GL_LINEAR;
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fogColor[0] = cogl_color_get_red_float (&fog_state->color);
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fogColor[1] = cogl_color_get_green_float (&fog_state->color);
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fogColor[2] = cogl_color_get_blue_float (&fog_state->color);
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fogColor[3] = cogl_color_get_alpha_float (&fog_state->color);
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GE (glEnable (GL_FOG));
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GE (glFogfv (GL_FOG_COLOR, fogColor));
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#if HAVE_COGL_GLES
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switch (fog_state->mode)
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{
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case COGL_FOG_MODE_LINEAR:
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gl_mode = GL_LINEAR;
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break;
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case COGL_FOG_MODE_EXPONENTIAL:
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gl_mode = GL_EXP;
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break;
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case COGL_FOG_MODE_EXPONENTIAL_SQUARED:
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gl_mode = GL_EXP2;
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break;
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}
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#endif
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/* TODO: support other modes for GLES2 */
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/* NB: GLES doesn't have glFogi */
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GE (glFogf (GL_FOG_MODE, gl_mode));
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GE (glHint (GL_FOG_HINT, GL_NICEST));
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GE (glFogf (GL_FOG_DENSITY, fog_state->density));
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GE (glFogf (GL_FOG_START, fog_state->z_near));
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GE (glFogf (GL_FOG_END, fog_state->z_far));
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}
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else
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GE (glDisable (GL_FOG));
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}
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#ifdef HAVE_COGL_GLES2
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/* Let the GLES2 backend know that we're not using a user shader
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anymore. This is a massive hack but it will go away once the GLSL
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backend replaces the GLES2 wrapper */
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_cogl_gles2_use_program (0);
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#endif
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return TRUE;
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}
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const CoglPipelineBackend _cogl_pipeline_fixed_backend =
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{
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_cogl_pipeline_backend_fixed_get_max_texture_units,
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_cogl_pipeline_backend_fixed_start,
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_cogl_pipeline_backend_fixed_add_layer,
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NULL, /* passthrough */
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_cogl_pipeline_backend_fixed_end,
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NULL, /* pipeline_change_notify */
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NULL, /* pipeline_set_parent_notify */
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NULL, /* layer_change_notify */
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NULL /* free_priv */
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};
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#endif /* COGL_PIPELINE_BACKEND_FIXED */
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