mirror of
https://github.com/brl/mutter.git
synced 2024-11-15 12:40:40 -05:00
2142062ba1
Bug 1049 - Clutter doesn't support most GLSL uniforms (patch by Chris Lord and Neil Roberts) * README: Update release notes. * clutter/Makefile.am: * clutter/clutter-shader-types.[ch]: Add GValue types for shader values. * clutter/clutter-actor.[ch]: Update the shader API to use the newly added GValue support for GLSL shader uniform setters. * clutter/clutter-shader.[ch]: Add float and integer convenience API for single value GLSL uniform setters. * clutter/cogl/cogl-shader.h: Add new uniform setters. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gl/cogl-defines.h.in: * clutter/cogl/gl/cogl-program.c: * clutter/cogl/gl/cogl.c: Update the GL implementation of COGL to handle the GLSL uniform setters. * clutter/cogl/gles/cogl-gles2-wrapper.c: * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-internal.h: * clutter/cogl/gles/cogl-program.c: Update the GLES 2.0 implementation of COGL to handle the GLSL uniform setters. * doc/reference/clutter/clutter-sections.txt: * doc/reference/cogl/cogl-sections.txt: Update the documentation. * tests/interactive/test-fbo.c: * tests/interactive/test-shader.c: Update the shader tests.
1406 lines
38 KiB
C
1406 lines
38 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>
|
|
#include <stdlib.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 CoglColor *color)
|
|
{
|
|
GE( glClearColor (cogl_color_get_red_float (color),
|
|
cogl_color_get_green_float (color),
|
|
cogl_color_get_blue_float (color),
|
|
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 (CoglFixed x, CoglFixed y)
|
|
{
|
|
glScaled (COGL_FIXED_TO_DOUBLE (x),
|
|
COGL_FIXED_TO_DOUBLE (y),
|
|
1.0);
|
|
}
|
|
|
|
void
|
|
cogl_translatex (CoglFixed x, CoglFixed y, CoglFixed z)
|
|
{
|
|
glTranslated (COGL_FIXED_TO_DOUBLE (x),
|
|
COGL_FIXED_TO_DOUBLE (y),
|
|
COGL_FIXED_TO_DOUBLE (z));
|
|
}
|
|
|
|
void
|
|
cogl_translate (gint x, gint y, gint z)
|
|
{
|
|
glTranslatef ((float)x, (float)y, (float)z);
|
|
}
|
|
|
|
void
|
|
cogl_rotatex (CoglFixed angle, gint x, gint y, gint z)
|
|
{
|
|
glRotated (COGL_FIXED_TO_DOUBLE (angle),
|
|
COGL_FIXED_TO_DOUBLE (x),
|
|
COGL_FIXED_TO_DOUBLE (y),
|
|
COGL_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_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_TEXCOORD_ARRAY,
|
|
GL_TEXTURE_COORD_ARRAY);
|
|
|
|
}
|
|
|
|
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_enable_backface_culling (gboolean setting)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
ctx->enable_backface_culling = setting;
|
|
}
|
|
|
|
void
|
|
cogl_set_source_color (const CoglColor *color)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
glColor4ub (cogl_color_get_red_byte (color),
|
|
cogl_color_get_green_byte (color),
|
|
cogl_color_get_blue_byte (color),
|
|
cogl_color_get_alpha_byte (color));
|
|
|
|
/* Store alpha for proper blending enables */
|
|
ctx->color_alpha = cogl_color_get_alpha_byte (color);
|
|
}
|
|
|
|
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 / G_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_set_clip_planes (CoglFixed x_offset,
|
|
CoglFixed y_offset,
|
|
CoglFixed width,
|
|
CoglFixed height)
|
|
{
|
|
GLfloat modelview[16], projection[16];
|
|
|
|
GLfloat vertex_tl[4] = { COGL_FIXED_TO_FLOAT (x_offset),
|
|
COGL_FIXED_TO_FLOAT (y_offset),
|
|
0.0f, 1.0f };
|
|
GLfloat vertex_tr[4] = { COGL_FIXED_TO_FLOAT (x_offset + width),
|
|
COGL_FIXED_TO_FLOAT (y_offset),
|
|
0.0f, 1.0f };
|
|
GLfloat vertex_bl[4] = { COGL_FIXED_TO_FLOAT (x_offset),
|
|
COGL_FIXED_TO_FLOAT (y_offset + height),
|
|
0.0f, 1.0f };
|
|
GLfloat vertex_br[4] = { COGL_FIXED_TO_FLOAT (x_offset + width),
|
|
COGL_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);
|
|
}
|
|
|
|
static int
|
|
compare_y_coordinate (const void *a, const void *b)
|
|
{
|
|
GLfloat ay = ((const GLfloat *) a)[1];
|
|
GLfloat by = ((const GLfloat *) b)[1];
|
|
|
|
return ay < by ? -1 : ay > by ? 1 : 0;
|
|
}
|
|
|
|
void
|
|
_cogl_add_stencil_clip (CoglFixed x_offset,
|
|
CoglFixed y_offset,
|
|
CoglFixed width,
|
|
CoglFixed height,
|
|
gboolean first)
|
|
{
|
|
gboolean has_clip_planes
|
|
= cogl_features_available (COGL_FEATURE_FOUR_CLIP_PLANES);
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (has_clip_planes)
|
|
{
|
|
GE( glDisable (GL_CLIP_PLANE3) );
|
|
GE( glDisable (GL_CLIP_PLANE2) );
|
|
GE( glDisable (GL_CLIP_PLANE1) );
|
|
GE( glDisable (GL_CLIP_PLANE0) );
|
|
}
|
|
|
|
if (first)
|
|
{
|
|
GE( glEnable (GL_STENCIL_TEST) );
|
|
|
|
/* Initially disallow everything */
|
|
GE( glClearStencil (0) );
|
|
GE( glClear (GL_STENCIL_BUFFER_BIT) );
|
|
|
|
/* Punch out a hole to allow the rectangle */
|
|
GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
|
|
GE( glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE) );
|
|
GE( glRectf (COGL_FIXED_TO_FLOAT (x_offset),
|
|
COGL_FIXED_TO_FLOAT (y_offset),
|
|
COGL_FIXED_TO_FLOAT (x_offset + width),
|
|
COGL_FIXED_TO_FLOAT (y_offset + height)) );
|
|
}
|
|
else if (ctx->num_stencil_bits > 1)
|
|
{
|
|
/* Add one to every pixel of the stencil buffer in the
|
|
rectangle */
|
|
GE( glStencilFunc (GL_NEVER, 0x1, 0x3) );
|
|
GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
|
|
GE( glRectf (COGL_FIXED_TO_FLOAT (x_offset),
|
|
COGL_FIXED_TO_FLOAT (y_offset),
|
|
COGL_FIXED_TO_FLOAT (x_offset + width),
|
|
COGL_FIXED_TO_FLOAT (y_offset + height)) );
|
|
|
|
/* Subtract one from all pixels in the stencil buffer so that
|
|
only pixels where both the original stencil buffer and the
|
|
rectangle are set will be valid */
|
|
GE( glStencilOp (GL_DECR, GL_DECR, GL_DECR) );
|
|
GE( glPushMatrix () );
|
|
GE( glLoadIdentity () );
|
|
GE( glMatrixMode (GL_PROJECTION) );
|
|
GE( glPushMatrix () );
|
|
GE( glLoadIdentity () );
|
|
GE( glRecti (-1, 1, 1, -1) );
|
|
GE( glPopMatrix () );
|
|
GE( glMatrixMode (GL_MODELVIEW) );
|
|
GE( glPopMatrix () );
|
|
}
|
|
else
|
|
{
|
|
/* Slower fallback if there is exactly one stencil bit. This
|
|
tries to draw enough triangles to tessalate around the
|
|
rectangle so that it can subtract from the stencil buffer for
|
|
every pixel in the screen except those in the rectangle */
|
|
GLfloat modelview[16], projection[16];
|
|
GLfloat temp_point[4];
|
|
GLfloat left_edge, right_edge, bottom_edge, top_edge;
|
|
int i;
|
|
GLfloat points[16] =
|
|
{
|
|
COGL_FIXED_TO_FLOAT (x_offset),
|
|
COGL_FIXED_TO_FLOAT (y_offset),
|
|
0, 1,
|
|
COGL_FIXED_TO_FLOAT (x_offset + width),
|
|
COGL_FIXED_TO_FLOAT (y_offset),
|
|
0, 1,
|
|
COGL_FIXED_TO_FLOAT (x_offset),
|
|
COGL_FIXED_TO_FLOAT (y_offset + height),
|
|
0, 1,
|
|
COGL_FIXED_TO_FLOAT (x_offset + width),
|
|
COGL_FIXED_TO_FLOAT (y_offset + height),
|
|
0, 1
|
|
};
|
|
|
|
GE( glGetFloatv (GL_MODELVIEW_MATRIX, modelview) );
|
|
GE( glGetFloatv (GL_PROJECTION_MATRIX, projection) );
|
|
|
|
/* Project all of the vertices into screen coordinates */
|
|
for (i = 0; i < 4; i++)
|
|
project_vertex (modelview, projection, points + i * 4);
|
|
|
|
/* Sort the points by y coordinate */
|
|
qsort (points, 4, sizeof (GLfloat) * 4, compare_y_coordinate);
|
|
|
|
/* Put the bottom two pairs and the top two pairs in
|
|
left-right order */
|
|
if (points[0] > points[4])
|
|
{
|
|
memcpy (temp_point, points, sizeof (GLfloat) * 4);
|
|
memcpy (points, points + 4, sizeof (GLfloat) * 4);
|
|
memcpy (points + 4, temp_point, sizeof (GLfloat) * 4);
|
|
}
|
|
if (points[8] > points[12])
|
|
{
|
|
memcpy (temp_point, points + 8, sizeof (GLfloat) * 4);
|
|
memcpy (points + 8, points + 12, sizeof (GLfloat) * 4);
|
|
memcpy (points + 12, temp_point, sizeof (GLfloat) * 4);
|
|
}
|
|
|
|
/* If the clip rect goes outside of the screen then use the
|
|
extents of the rect instead */
|
|
left_edge = MIN (-1.0f, MIN (points[0], points[8]));
|
|
right_edge = MAX ( 1.0f, MAX (points[4], points[12]));
|
|
bottom_edge = MIN (-1.0f, MIN (points[1], points[5]));
|
|
top_edge = MAX ( 1.0f, MAX (points[9], points[13]));
|
|
|
|
/* Using the identity matrix for the projection and
|
|
modelview matrix, draw the triangles around the inner
|
|
rectangle */
|
|
GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
|
|
GE( glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) );
|
|
GE( glPushMatrix () );
|
|
GE( glLoadIdentity () );
|
|
GE( glMatrixMode (GL_PROJECTION) );
|
|
GE( glPushMatrix () );
|
|
GE( glLoadIdentity () );
|
|
|
|
/* Clear the left side */
|
|
glBegin (GL_TRIANGLE_STRIP);
|
|
glVertex2f (left_edge, bottom_edge);
|
|
glVertex2fv (points);
|
|
glVertex2f (left_edge, points[1]);
|
|
glVertex2fv (points + 8);
|
|
glVertex2f (left_edge, points[9]);
|
|
glVertex2f (left_edge, top_edge);
|
|
glEnd ();
|
|
|
|
/* Clear the right side */
|
|
glBegin (GL_TRIANGLE_STRIP);
|
|
glVertex2f (right_edge, top_edge);
|
|
glVertex2fv (points + 12);
|
|
glVertex2f (right_edge, points[13]);
|
|
glVertex2fv (points + 4);
|
|
glVertex2f (right_edge, points[5]);
|
|
glVertex2f (right_edge, bottom_edge);
|
|
glEnd ();
|
|
|
|
/* Clear the top side */
|
|
glBegin (GL_TRIANGLE_STRIP);
|
|
glVertex2f (left_edge, top_edge);
|
|
glVertex2fv (points + 8);
|
|
glVertex2f (points[8], top_edge);
|
|
glVertex2fv (points + 12);
|
|
glVertex2f (points[12], top_edge);
|
|
glVertex2f (right_edge, top_edge);
|
|
glEnd ();
|
|
|
|
/* Clear the bottom side */
|
|
glBegin (GL_TRIANGLE_STRIP);
|
|
glVertex2f (left_edge, bottom_edge);
|
|
glVertex2fv (points);
|
|
glVertex2f (points[0], bottom_edge);
|
|
glVertex2fv (points + 4);
|
|
glVertex2f (points[4], bottom_edge);
|
|
glVertex2f (right_edge, bottom_edge);
|
|
glEnd ();
|
|
|
|
GE( glPopMatrix () );
|
|
GE( glMatrixMode (GL_MODELVIEW) );
|
|
GE( glPopMatrix () );
|
|
}
|
|
|
|
if (has_clip_planes)
|
|
{
|
|
GE( glEnable (GL_CLIP_PLANE0) );
|
|
GE( glEnable (GL_CLIP_PLANE1) );
|
|
GE( glEnable (GL_CLIP_PLANE2) );
|
|
GE( glEnable (GL_CLIP_PLANE3) );
|
|
}
|
|
|
|
/* Restore the stencil mode */
|
|
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
|
|
GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
|
|
}
|
|
|
|
void
|
|
_cogl_set_matrix (const CoglFixed *matrix)
|
|
{
|
|
float float_matrix[16];
|
|
int i;
|
|
|
|
for (i = 0; i < 16; i++)
|
|
float_matrix[i] = COGL_FIXED_TO_FLOAT (matrix[i]);
|
|
|
|
GE( glLoadIdentity () );
|
|
GE( glMultMatrixf (float_matrix) );
|
|
}
|
|
|
|
void
|
|
_cogl_disable_stencil_buffer (void)
|
|
{
|
|
GE( glDisable (GL_STENCIL_TEST) );
|
|
}
|
|
|
|
void
|
|
_cogl_disable_clip_planes (void)
|
|
{
|
|
GE( glDisable (GL_CLIP_PLANE3) );
|
|
GE( glDisable (GL_CLIP_PLANE2) );
|
|
GE( glDisable (GL_CLIP_PLANE1) );
|
|
GE( glDisable (GL_CLIP_PLANE0) );
|
|
}
|
|
|
|
void
|
|
cogl_alpha_func (COGLenum func,
|
|
CoglFixed ref)
|
|
{
|
|
GE( glAlphaFunc (func, COGL_FIXED_TO_FLOAT(ref)) );
|
|
}
|
|
|
|
void
|
|
cogl_perspective (CoglFixed fovy,
|
|
CoglFixed aspect,
|
|
CoglFixed zNear,
|
|
CoglFixed zFar)
|
|
{
|
|
CoglFixed xmax, ymax;
|
|
CoglFixed x, y, c, d;
|
|
CoglFixed fovy_rad_half = COGL_FIXED_MUL (fovy, COGL_FIXED_PI) / 360;
|
|
|
|
GLfloat m[16];
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
memset (&m[0], 0, sizeof (m));
|
|
|
|
GE( glMatrixMode (GL_PROJECTION) );
|
|
GE( glLoadIdentity () );
|
|
|
|
/*
|
|
* 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
|
|
*/
|
|
ymax =
|
|
COGL_FIXED_MUL (zNear,
|
|
COGL_FIXED_FAST_DIV (cogl_fixed_sin (fovy_rad_half),
|
|
cogl_fixed_cos (fovy_rad_half)));
|
|
|
|
xmax = COGL_FIXED_MUL (ymax, aspect);
|
|
|
|
x = COGL_FIXED_FAST_DIV (zNear, xmax);
|
|
y = COGL_FIXED_FAST_DIV (zNear, ymax);
|
|
c = COGL_FIXED_FAST_DIV (-(zFar + zNear), ( zFar - zNear));
|
|
d = cogl_fixed_mul_div (-(2 * zFar), zNear, (zFar - zNear));
|
|
|
|
#define M(row,col) m[col*4+row]
|
|
M(0,0) = COGL_FIXED_TO_FLOAT (x);
|
|
M(1,1) = COGL_FIXED_TO_FLOAT (y);
|
|
M(2,2) = COGL_FIXED_TO_FLOAT (c);
|
|
M(2,3) = COGL_FIXED_TO_FLOAT (d);
|
|
M(3,2) = -1.0F;
|
|
|
|
GE( glMultMatrixf (m) );
|
|
|
|
GE( glMatrixMode (GL_MODELVIEW) );
|
|
|
|
/* 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 / COGL_FIXED_TO_FLOAT (x);
|
|
M(1, 1) = 1.0f / COGL_FIXED_TO_FLOAT (y);
|
|
M(2, 3) = -1.0f;
|
|
M(3, 2) = 1.0f / COGL_FIXED_TO_FLOAT (d);
|
|
M(3, 3) = COGL_FIXED_TO_FLOAT (c) / COGL_FIXED_TO_FLOAT (d);
|
|
#undef m
|
|
#undef M
|
|
}
|
|
|
|
void
|
|
cogl_frustum (CoglFixed left,
|
|
CoglFixed right,
|
|
CoglFixed bottom,
|
|
CoglFixed top,
|
|
CoglFixed z_near,
|
|
CoglFixed z_far)
|
|
{
|
|
GLfloat c, d;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
GE( glMatrixMode (GL_PROJECTION) );
|
|
GE( glLoadIdentity () );
|
|
|
|
GE( glFrustum (COGL_FIXED_TO_DOUBLE (left),
|
|
COGL_FIXED_TO_DOUBLE (right),
|
|
COGL_FIXED_TO_DOUBLE (bottom),
|
|
COGL_FIXED_TO_DOUBLE (top),
|
|
COGL_FIXED_TO_DOUBLE (z_near),
|
|
COGL_FIXED_TO_DOUBLE (z_far)) );
|
|
|
|
GE( glMatrixMode (GL_MODELVIEW) );
|
|
|
|
/* Calculate and store the inverse of the matrix */
|
|
memset (ctx->inverse_projection, 0, sizeof (GLfloat) * 16);
|
|
|
|
c = -COGL_FIXED_TO_FLOAT (z_far + z_near)
|
|
/ COGL_FIXED_TO_FLOAT (z_far - z_near);
|
|
d = -COGL_FIXED_TO_FLOAT (2 * COGL_FIXED_MUL (z_far, z_near))
|
|
/ COGL_FIXED_TO_FLOAT (z_far - z_near);
|
|
|
|
#define M(row,col) ctx->inverse_projection[col*4+row]
|
|
M(0,0) = COGL_FIXED_TO_FLOAT (right - left)
|
|
/ COGL_FIXED_TO_FLOAT (2 * z_near);
|
|
M(0,3) = COGL_FIXED_TO_FLOAT (right + left)
|
|
/ COGL_FIXED_TO_FLOAT (2 * z_near);
|
|
M(1,1) = COGL_FIXED_TO_FLOAT (top - bottom)
|
|
/ COGL_FIXED_TO_FLOAT (2 * z_near);
|
|
M(1,3) = COGL_FIXED_TO_FLOAT (top + bottom)
|
|
/ COGL_FIXED_TO_FLOAT (2 * z_near);
|
|
M(2,3) = -1.0f;
|
|
M(3,2) = 1.0f / d;
|
|
M(3,3) = c / d;
|
|
#undef M
|
|
}
|
|
|
|
void
|
|
cogl_viewport (guint width,
|
|
guint height)
|
|
{
|
|
GE( glViewport (0, 0, width, height) );
|
|
}
|
|
|
|
void
|
|
cogl_setup_viewport (guint width,
|
|
guint height,
|
|
CoglFixed fovy,
|
|
CoglFixed aspect,
|
|
CoglFixed z_near,
|
|
CoglFixed z_far)
|
|
{
|
|
GLfloat z_camera;
|
|
|
|
GE( glViewport (0, 0, width, height) );
|
|
|
|
cogl_perspective (fovy, aspect, z_near, z_far);
|
|
|
|
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 != COGL_FIXED_60)
|
|
{
|
|
CoglFixed fovy_rad = COGL_FIXED_MUL (fovy, COGL_FIXED_PI) / 180;
|
|
|
|
z_camera =
|
|
COGL_FIXED_TO_FLOAT (COGL_FIXED_DIV (cogl_fixed_sin (fovy_rad),
|
|
cogl_fixed_cos (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) );
|
|
}
|
|
|
|
#ifdef HAVE_CLUTTER_OSX
|
|
static gboolean
|
|
really_enable_npot (void)
|
|
{
|
|
/* OSX backend + ATI Radeon X1600 + NPOT texture + GL_REPEAT seems to crash
|
|
* http://bugzilla.openedhand.com/show_bug.cgi?id=929
|
|
*
|
|
* Temporary workaround until post 0.8 we rejig the features set up a
|
|
* little to allow the backend to overide.
|
|
*/
|
|
const char *gl_renderer;
|
|
const char *env_string;
|
|
|
|
/* Regardless of hardware, allow user to decide. */
|
|
env_string = g_getenv ("COGL_ENABLE_NPOT");
|
|
if (env_string != NULL)
|
|
return env_string[0] == '1';
|
|
|
|
gl_renderer = (char*)glGetString (GL_RENDERER);
|
|
if (strstr (gl_renderer, "ATI Radeon X1600") != NULL)
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
#endif
|
|
|
|
static void
|
|
_cogl_features_init ()
|
|
{
|
|
CoglFeatureFlags flags = 0;
|
|
const gchar *gl_extensions;
|
|
GLint max_clip_planes = 0;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
flags = COGL_FEATURE_TEXTURE_READ_PIXELS;
|
|
|
|
gl_extensions = (const gchar*) glGetString (GL_EXTENSIONS);
|
|
|
|
if (cogl_check_extension ("GL_ARB_texture_non_power_of_two", gl_extensions))
|
|
{
|
|
#ifdef HAVE_CLUTTER_OSX
|
|
if (really_enable_npot ())
|
|
#endif
|
|
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");
|
|
|
|
ctx->pf_glVertexAttribPointerARB =
|
|
(COGL_PFNGLVERTEXATTRIBPOINTERARBPROC)
|
|
cogl_get_proc_address ("glVertexAttribPointerARB");
|
|
|
|
ctx->pf_glEnableVertexAttribArrayARB =
|
|
(COGL_PFNGLENABLEVERTEXATTRIBARRAYARBPROC)
|
|
cogl_get_proc_address ("glEnableVertexAttribArrayARB");
|
|
|
|
ctx->pf_glDisableVertexAttribArrayARB =
|
|
(COGL_PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)
|
|
cogl_get_proc_address ("glDisableVertexAttribArrayARB");
|
|
|
|
ctx->pf_glUniform2fARB =
|
|
(COGL_PFNGLUNIFORM2FARBPROC)
|
|
cogl_get_proc_address ("glUniform2fARB");
|
|
|
|
ctx->pf_glUniform3fARB =
|
|
(COGL_PFNGLUNIFORM3FARBPROC)
|
|
cogl_get_proc_address ("glUniform3fARB");
|
|
|
|
ctx->pf_glUniform4fARB =
|
|
(COGL_PFNGLUNIFORM4FARBPROC)
|
|
cogl_get_proc_address ("glUniform4fARB");
|
|
|
|
ctx->pf_glUniform1fvARB =
|
|
(COGL_PFNGLUNIFORM1FVARBPROC)
|
|
cogl_get_proc_address ("glUniform1fvARB");
|
|
|
|
ctx->pf_glUniform2fvARB =
|
|
(COGL_PFNGLUNIFORM2FVARBPROC)
|
|
cogl_get_proc_address ("glUniform2fvARB");
|
|
|
|
ctx->pf_glUniform3fvARB =
|
|
(COGL_PFNGLUNIFORM3FVARBPROC)
|
|
cogl_get_proc_address ("glUniform3fvARB");
|
|
|
|
ctx->pf_glUniform4fvARB =
|
|
(COGL_PFNGLUNIFORM4FVARBPROC)
|
|
cogl_get_proc_address ("glUniform4fvARB");
|
|
|
|
ctx->pf_glUniform1iARB =
|
|
(COGL_PFNGLUNIFORM1IARBPROC)
|
|
cogl_get_proc_address ("glUniform1iARB");
|
|
|
|
ctx->pf_glUniform2iARB =
|
|
(COGL_PFNGLUNIFORM2IARBPROC)
|
|
cogl_get_proc_address ("glUniform2iARB");
|
|
|
|
ctx->pf_glUniform3iARB =
|
|
(COGL_PFNGLUNIFORM3IARBPROC)
|
|
cogl_get_proc_address ("glUniform3iARB");
|
|
|
|
ctx->pf_glUniform4iARB =
|
|
(COGL_PFNGLUNIFORM4IARBPROC)
|
|
cogl_get_proc_address ("glUniform4iARB");
|
|
|
|
ctx->pf_glUniform1ivARB =
|
|
(COGL_PFNGLUNIFORM1IVARBPROC)
|
|
cogl_get_proc_address ("glUniform1ivARB");
|
|
|
|
ctx->pf_glUniform2ivARB =
|
|
(COGL_PFNGLUNIFORM2IVARBPROC)
|
|
cogl_get_proc_address ("glUniform2ivARB");
|
|
|
|
ctx->pf_glUniform3ivARB =
|
|
(COGL_PFNGLUNIFORM3IVARBPROC)
|
|
cogl_get_proc_address ("glUniform3ivARB");
|
|
|
|
ctx->pf_glUniform4ivARB =
|
|
(COGL_PFNGLUNIFORM4IVARBPROC)
|
|
cogl_get_proc_address ("glUniform4ivARB");
|
|
|
|
ctx->pf_glUniformMatrix2fvARB =
|
|
(COGL_PFNGLUNIFORMMATRIX2FVARBPROC)
|
|
cogl_get_proc_address ("glUniformMatrix2fvARB");
|
|
|
|
ctx->pf_glUniformMatrix3fvARB =
|
|
(COGL_PFNGLUNIFORMMATRIX3FVARBPROC)
|
|
cogl_get_proc_address ("glUniformMatrix3fvARB");
|
|
|
|
ctx->pf_glUniformMatrix4fvARB =
|
|
(COGL_PFNGLUNIFORMMATRIX4FVARBPROC)
|
|
cogl_get_proc_address ("glUniformMatrix4fvARB");
|
|
|
|
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 &&
|
|
ctx->pf_glUniform2fARB &&
|
|
ctx->pf_glUniform3fARB &&
|
|
ctx->pf_glUniform4fARB &&
|
|
ctx->pf_glUniform1fvARB &&
|
|
ctx->pf_glUniform2fvARB &&
|
|
ctx->pf_glUniform3fvARB &&
|
|
ctx->pf_glUniform4fvARB &&
|
|
ctx->pf_glUniform1iARB &&
|
|
ctx->pf_glUniform2iARB &&
|
|
ctx->pf_glUniform3iARB &&
|
|
ctx->pf_glUniform4iARB &&
|
|
ctx->pf_glUniform1ivARB &&
|
|
ctx->pf_glUniform2ivARB &&
|
|
ctx->pf_glUniform3ivARB &&
|
|
ctx->pf_glUniform4ivARB &&
|
|
ctx->pf_glUniformMatrix2fvARB &&
|
|
ctx->pf_glUniformMatrix3fvARB &&
|
|
ctx->pf_glUniformMatrix4fvARB &&
|
|
ctx->pf_glVertexAttribPointerARB &&
|
|
ctx->pf_glEnableVertexAttribArrayARB &&
|
|
ctx->pf_glDisableVertexAttribArrayARB)
|
|
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_glDeleteRenderbuffersEXT =
|
|
(COGL_PFNGLDELETERENDERBUFFERSEXTPROC)
|
|
cogl_get_proc_address ("glDeleteRenderbuffersEXT");
|
|
|
|
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;
|
|
}
|
|
|
|
ctx->num_stencil_bits = 0;
|
|
GE( glGetIntegerv (GL_STENCIL_BITS, &ctx->num_stencil_bits) );
|
|
if (ctx->num_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;
|
|
|
|
if (cogl_check_extension ("GL_ARB_vertex_buffer_object", gl_extensions))
|
|
{
|
|
ctx->pf_glGenBuffersARB =
|
|
(COGL_PFNGLGENBUFFERSARBPROC)
|
|
cogl_get_proc_address ("glGenBuffersARB");
|
|
ctx->pf_glBindBufferARB =
|
|
(COGL_PFNGLBINDBUFFERARBPROC)
|
|
cogl_get_proc_address ("glBindBufferARB");
|
|
ctx->pf_glBufferDataARB =
|
|
(COGL_PFNGLBUFFERDATAARBPROC)
|
|
cogl_get_proc_address ("glBufferDataARB");
|
|
ctx->pf_glBufferDataSubARB =
|
|
(COGL_PFNGLBUFFERDATASUBARBPROC)
|
|
cogl_get_proc_address ("glBufferDataSubARB");
|
|
ctx->pf_glDeleteBuffersARB =
|
|
(COGL_PFNGLDELETEBUFFERSARBPROC)
|
|
cogl_get_proc_address ("glDeleteBuffersARB");
|
|
ctx->pf_glMapBufferARB =
|
|
(COGL_PFNGLMAPBUFFERARBPROC)
|
|
cogl_get_proc_address ("glMapBufferARB");
|
|
ctx->pf_glUnmapBufferARB =
|
|
(COGL_PFNGLUNMAPBUFFERARBPROC)
|
|
cogl_get_proc_address ("glUnmapBufferARB");
|
|
if (ctx->pf_glGenBuffersARB
|
|
&& ctx->pf_glBindBufferARB
|
|
&& ctx->pf_glBufferDataARB
|
|
&& ctx->pf_glBufferDataSubARB
|
|
&& ctx->pf_glDeleteBuffersARB
|
|
&& ctx->pf_glMapBufferARB
|
|
&& ctx->pf_glUnmapBufferARB)
|
|
flags |= COGL_FEATURE_VBOS;
|
|
}
|
|
|
|
/* Cache features */
|
|
ctx->feature_flags = flags;
|
|
ctx->features_cached = TRUE;
|
|
}
|
|
|
|
CoglFeatureFlags
|
|
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 (CoglFixed m[16])
|
|
{
|
|
GLdouble md[16];
|
|
|
|
glGetDoublev(GL_MODELVIEW_MATRIX, &md[0]);
|
|
|
|
#define M(m,row,col) m[col*4+row]
|
|
M(m,0,0) = COGL_FIXED_FROM_FLOAT (M(md,0,0));
|
|
M(m,0,1) = COGL_FIXED_FROM_FLOAT (M(md,0,1));
|
|
M(m,0,2) = COGL_FIXED_FROM_FLOAT (M(md,0,2));
|
|
M(m,0,3) = COGL_FIXED_FROM_FLOAT (M(md,0,3));
|
|
|
|
M(m,1,0) = COGL_FIXED_FROM_FLOAT (M(md,1,0));
|
|
M(m,1,1) = COGL_FIXED_FROM_FLOAT (M(md,1,1));
|
|
M(m,1,2) = COGL_FIXED_FROM_FLOAT (M(md,1,2));
|
|
M(m,1,3) = COGL_FIXED_FROM_FLOAT (M(md,1,3));
|
|
|
|
M(m,2,0) = COGL_FIXED_FROM_FLOAT (M(md,2,0));
|
|
M(m,2,1) = COGL_FIXED_FROM_FLOAT (M(md,2,1));
|
|
M(m,2,2) = COGL_FIXED_FROM_FLOAT (M(md,2,2));
|
|
M(m,2,3) = COGL_FIXED_FROM_FLOAT (M(md,2,3));
|
|
|
|
M(m,3,0) = COGL_FIXED_FROM_FLOAT (M(md,3,0));
|
|
M(m,3,1) = COGL_FIXED_FROM_FLOAT (M(md,3,1));
|
|
M(m,3,2) = COGL_FIXED_FROM_FLOAT (M(md,3,2));
|
|
M(m,3,3) = COGL_FIXED_FROM_FLOAT (M(md,3,3));
|
|
#undef M
|
|
}
|
|
|
|
void
|
|
cogl_get_projection_matrix (CoglFixed m[16])
|
|
{
|
|
GLdouble md[16];
|
|
|
|
glGetDoublev(GL_PROJECTION_MATRIX, &md[0]);
|
|
|
|
#define M(m,row,col) m[col*4+row]
|
|
M(m,0,0) = COGL_FIXED_FROM_FLOAT (M(md,0,0));
|
|
M(m,0,1) = COGL_FIXED_FROM_FLOAT (M(md,0,1));
|
|
M(m,0,2) = COGL_FIXED_FROM_FLOAT (M(md,0,2));
|
|
M(m,0,3) = COGL_FIXED_FROM_FLOAT (M(md,0,3));
|
|
|
|
M(m,1,0) = COGL_FIXED_FROM_FLOAT (M(md,1,0));
|
|
M(m,1,1) = COGL_FIXED_FROM_FLOAT (M(md,1,1));
|
|
M(m,1,2) = COGL_FIXED_FROM_FLOAT (M(md,1,2));
|
|
M(m,1,3) = COGL_FIXED_FROM_FLOAT (M(md,1,3));
|
|
|
|
M(m,2,0) = COGL_FIXED_FROM_FLOAT (M(md,2,0));
|
|
M(m,2,1) = COGL_FIXED_FROM_FLOAT (M(md,2,1));
|
|
M(m,2,2) = COGL_FIXED_FROM_FLOAT (M(md,2,2));
|
|
M(m,2,3) = COGL_FIXED_FROM_FLOAT (M(md,2,3));
|
|
|
|
M(m,3,0) = COGL_FIXED_FROM_FLOAT (M(md,3,0));
|
|
M(m,3,1) = COGL_FIXED_FROM_FLOAT (M(md,3,1));
|
|
M(m,3,2) = COGL_FIXED_FROM_FLOAT (M(md,3,2));
|
|
M(m,3,3) = COGL_FIXED_FROM_FLOAT (M(md,3,3));
|
|
#undef M
|
|
}
|
|
|
|
void
|
|
cogl_get_viewport (CoglFixed v[4])
|
|
{
|
|
GLdouble vd[4];
|
|
glGetDoublev(GL_VIEWPORT, &vd[0]);
|
|
|
|
v[0] = COGL_FIXED_FROM_FLOAT (vd[0]);
|
|
v[1] = COGL_FIXED_FROM_FLOAT (vd[1]);
|
|
v[2] = COGL_FIXED_FROM_FLOAT (vd[2]);
|
|
v[3] = COGL_FIXED_FROM_FLOAT (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 CoglColor *fog_color,
|
|
CoglFixed density,
|
|
CoglFixed start,
|
|
CoglFixed stop)
|
|
{
|
|
GLfloat fogColor[4];
|
|
|
|
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);
|
|
|
|
glFogi (GL_FOG_MODE, GL_LINEAR);
|
|
glHint (GL_FOG_HINT, GL_NICEST);
|
|
|
|
glFogf (GL_FOG_DENSITY, COGL_FIXED_TO_FLOAT (density));
|
|
glFogf (GL_FOG_START, COGL_FIXED_TO_FLOAT (start));
|
|
glFogf (GL_FOG_END, COGL_FIXED_TO_FLOAT (stop));
|
|
}
|
|
|