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In general cogl-material.c has become far to large to manage in one source file. As one of the ways to try and break it down this patch starts to move some of lower level texture unit state management out into cogl-material-opengl.c. The naming is such because the plan is to follow up and migrate the very GL specific state flushing code into the same file.
256 lines
8.0 KiB
C
256 lines
8.0 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-material-private.h"
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#include "cogl-material-opengl-private.h"
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#ifdef COGL_MATERIAL_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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#ifndef HAVE_COGL_GLES
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#include "cogl-program.h"
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#endif
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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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static int
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_cogl_material_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_material_backend_fixed_start (CoglMaterial *material,
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int n_layers,
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unsigned long materials_difference)
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{
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_cogl_use_program (COGL_INVALID_HANDLE, COGL_MATERIAL_PROGRAM_TYPE_FIXED);
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return TRUE;
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}
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static gboolean
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_cogl_material_backend_fixed_add_layer (CoglMaterial *material,
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CoglMaterialLayer *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_material_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_MATERIAL_LAYER_STATE_COMBINE)
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{
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CoglMaterialLayer *authority =
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_cogl_material_layer_get_authority (layer,
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COGL_MATERIAL_LAYER_STATE_COMBINE);
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CoglMaterialLayerBigState *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_MATERIAL_LAYER_STATE_COMBINE)
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{
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CoglMaterialLayer *authority =
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_cogl_material_layer_get_authority (layer,
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COGL_MATERIAL_LAYER_STATE_COMBINE);
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CoglMaterialLayerBigState *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_material_backend_fixed_end (CoglMaterial *material,
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unsigned long materials_difference)
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{
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if (materials_difference & COGL_MATERIAL_STATE_FOG)
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{
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CoglMaterial *authority =
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_cogl_material_get_authority (material, COGL_MATERIAL_STATE_FOG);
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CoglMaterialFogState *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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return TRUE;
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}
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const CoglMaterialBackend _cogl_material_fixed_backend =
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{
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_cogl_material_backend_fixed_get_max_texture_units,
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_cogl_material_backend_fixed_start,
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_cogl_material_backend_fixed_add_layer,
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NULL, /* passthrough */
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_cogl_material_backend_fixed_end,
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NULL, /* material_change_notify */
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NULL, /* material_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_MATERIAL_BACKEND_FIXED */
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