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d4da3a3e2a
* clutter/cogl/gles/cogl-gles2-wrapper.c: All of the settings and uniforms are now proxied into COGL variables instead of setting the GL uniforms directly. Just before glDrawArrays is executed a shader is generated using the given settings to avoid using 'if' statements. The shaders are cached. * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: The shaders are now split into parts using comments instead of 'if' statements so that the simplest shader can be generated on the fly. * clutter/cogl/gles/stringify.sh: Now splits up the shader sources into separate C strings where deliminated by special comments. * clutter/cogl/gles/cogl-program.h: * clutter/cogl/gles/cogl-program.c: A custom shader can no longer be directly linked with the fixed-functionality replacement because the replacement changes depending on the settings. Instead the bound shader is linked with the appropriate replacement shader just before glDrawArrays is executed. The custom uniform variables must also be proxied through COGL variables because their location can change when relinked.
1153 lines
29 KiB
C
1153 lines
29 KiB
C
/*
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* Clutter COGL
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*
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* A basic GL/GLES Abstraction/Utility Layer
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2008 OpenedHand
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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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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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 <clutter/clutter-fixed.h>
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#include <string.h>
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#include <math.h>
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#include "cogl.h"
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#include "cogl-gles2-wrapper.h"
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#include "cogl-fixed-vertex-shader.h"
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#include "cogl-fixed-fragment-shader.h"
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#include "cogl-context.h"
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#include "cogl-shader.h"
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#include "cogl-program.h"
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#define _COGL_GET_GLES2_WRAPPER(wvar, retval) \
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CoglGles2Wrapper *wvar; \
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{ \
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CoglContext *__ctxvar = _cogl_context_get_default (); \
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if (__ctxvar == NULL) return retval; \
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wvar = &__ctxvar->gles2; \
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}
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#define _COGL_GLES2_CHANGE_SETTING(w, var, val) \
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do \
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if ((w)->settings.var != (val)) \
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{ \
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(w)->settings.var = (val); \
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(w)->settings_dirty = TRUE; \
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} \
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while (0)
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#define _COGL_GLES2_CHANGE_UNIFORM(w, flag, var, val) \
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do \
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if ((w)->var != (val)) \
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{ \
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(w)->var = (val); \
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(w)->dirty_uniforms |= COGL_GLES2_DIRTY_ ## flag; \
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} \
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while (0)
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#define COGL_GLES2_WRAPPER_VERTEX_ATTRIB 0
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#define COGL_GLES2_WRAPPER_TEX_COORD_ATTRIB 1
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#define COGL_GLES2_WRAPPER_COLOR_ATTRIB 2
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static GLuint
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cogl_gles2_wrapper_create_shader (GLenum type, const char *source)
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{
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GLuint shader;
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GLint source_len = strlen (source);
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GLint status;
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shader = glCreateShader (type);
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glShaderSource (shader, 1, &source, &source_len);
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glCompileShader (shader);
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glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
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if (!status)
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{
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char log[1024];
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GLint len;
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glGetShaderInfoLog (shader, sizeof (log) - 1, &len, log);
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log[len] = '\0';
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g_critical ("%s", log);
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glDeleteShader (shader);
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return 0;
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}
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return shader;
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}
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void
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cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper)
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{
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GLfixed default_fog_color[4] = { 0, 0, 0, 0 };
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memset (wrapper, 0, sizeof (CoglGles2Wrapper));
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/* Initialize the stacks */
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cogl_wrap_glMatrixMode (GL_TEXTURE);
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cogl_wrap_glLoadIdentity ();
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cogl_wrap_glMatrixMode (GL_PROJECTION);
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cogl_wrap_glLoadIdentity ();
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cogl_wrap_glMatrixMode (GL_MODELVIEW);
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cogl_wrap_glLoadIdentity ();
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/* Initialize the fogging options */
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cogl_wrap_glDisable (GL_FOG);
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cogl_wrap_glFogx (GL_FOG_MODE, GL_LINEAR);
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cogl_wrap_glFogx (GL_FOG_DENSITY, CFX_ONE);
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cogl_wrap_glFogx (GL_FOG_START, 0);
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cogl_wrap_glFogx (GL_FOG_END, 1);
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cogl_wrap_glFogxv (GL_FOG_COLOR, default_fog_color);
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/* Initialize alpha testing */
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cogl_wrap_glDisable (GL_ALPHA_TEST);
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cogl_wrap_glAlphaFunc (GL_ALWAYS, 0.0f);
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}
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static gboolean
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cogl_gles2_settings_equal (const CoglGles2WrapperSettings *a,
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const CoglGles2WrapperSettings *b,
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gboolean vertex_tests,
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gboolean fragment_tests)
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{
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if (fragment_tests)
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{
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if (a->texture_2d_enabled != b->texture_2d_enabled)
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return FALSE;
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if (a->texture_2d_enabled && a->alpha_only != b->alpha_only)
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return FALSE;
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if (a->alpha_test_enabled != b->alpha_test_enabled)
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return FALSE;
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if (a->alpha_test_enabled && a->alpha_test_func != b->alpha_test_func)
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return FALSE;
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}
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if (a->fog_enabled != b->fog_enabled)
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return FALSE;
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if (vertex_tests && a->fog_enabled && a->fog_mode != b->fog_mode)
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return FALSE;
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return TRUE;
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}
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static CoglGles2WrapperShader *
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cogl_gles2_get_vertex_shader (const CoglGles2WrapperSettings *settings)
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{
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GString *shader_source;
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GLuint shader_obj;
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CoglGles2WrapperShader *shader;
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GSList *node;
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_COGL_GET_GLES2_WRAPPER (w, NULL);
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/* Check if we already have a vertex shader for these settings */
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for (node = w->compiled_vertex_shaders; node; node = node->next)
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if (cogl_gles2_settings_equal (settings,
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&((CoglGles2WrapperShader *)
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node->data)->settings,
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TRUE, FALSE))
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return (CoglGles2WrapperShader *) node->data;
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/* Otherwise create a new shader */
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shader_source = g_string_new (cogl_fixed_vertex_shader_start);
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if (settings->fog_enabled)
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{
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g_string_append (shader_source, cogl_fixed_vertex_shader_fog_start);
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switch (settings->fog_mode)
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{
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case GL_EXP:
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g_string_append (shader_source, cogl_fixed_vertex_shader_fog_exp);
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break;
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case GL_EXP2:
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g_string_append (shader_source, cogl_fixed_vertex_shader_fog_exp2);
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break;
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default:
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g_string_append (shader_source, cogl_fixed_vertex_shader_fog_linear);
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break;
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}
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g_string_append (shader_source, cogl_fixed_vertex_shader_fog_end);
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}
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g_string_append (shader_source, cogl_fixed_vertex_shader_end);
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shader_obj = cogl_gles2_wrapper_create_shader (GL_VERTEX_SHADER,
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shader_source->str);
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g_string_free (shader_source, TRUE);
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if (shader_obj == 0)
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return NULL;
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shader = g_slice_new (CoglGles2WrapperShader);
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shader->shader = shader_obj;
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shader->settings = *settings;
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w->compiled_vertex_shaders = g_slist_prepend (w->compiled_vertex_shaders,
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shader);
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return shader;
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}
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static CoglGles2WrapperShader *
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cogl_gles2_get_fragment_shader (const CoglGles2WrapperSettings *settings)
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{
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GString *shader_source;
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GLuint shader_obj;
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CoglGles2WrapperShader *shader;
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GSList *node;
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_COGL_GET_GLES2_WRAPPER (w, NULL);
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/* Check if we already have a fragment shader for these settings */
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for (node = w->compiled_fragment_shaders; node; node = node->next)
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if (cogl_gles2_settings_equal (settings,
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&((CoglGles2WrapperShader *)
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node->data)->settings,
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FALSE, TRUE))
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return (CoglGles2WrapperShader *) node->data;
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/* Otherwise create a new shader */
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shader_source = g_string_new (cogl_fixed_fragment_shader_start);
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if (settings->texture_2d_enabled)
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{
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if (settings->alpha_only)
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g_string_append (shader_source,
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cogl_fixed_fragment_shader_texture_alpha_only);
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else
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g_string_append (shader_source,
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cogl_fixed_fragment_shader_texture);
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}
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else
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g_string_append (shader_source, cogl_fixed_fragment_shader_solid_color);
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if (settings->fog_enabled)
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g_string_append (shader_source, cogl_fixed_fragment_shader_fog);
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if (settings->alpha_test_enabled)
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switch (settings->alpha_test_func)
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{
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case GL_NEVER:
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g_string_append (shader_source,
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cogl_fixed_fragment_shader_alpha_never);
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break;
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case GL_LESS:
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g_string_append (shader_source,
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cogl_fixed_fragment_shader_alpha_less);
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break;
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case GL_EQUAL:
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g_string_append (shader_source,
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cogl_fixed_fragment_shader_alpha_equal);
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break;
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case GL_LEQUAL:
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g_string_append (shader_source,
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cogl_fixed_fragment_shader_alpha_lequal);
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break;
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case GL_GREATER:
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g_string_append (shader_source,
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cogl_fixed_fragment_shader_alpha_greater);
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break;
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case GL_NOTEQUAL:
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g_string_append (shader_source,
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cogl_fixed_fragment_shader_alpha_notequal);
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break;
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case GL_GEQUAL:
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g_string_append (shader_source,
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cogl_fixed_fragment_shader_alpha_gequal);
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}
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g_string_append (shader_source, cogl_fixed_fragment_shader_end);
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shader_obj = cogl_gles2_wrapper_create_shader (GL_FRAGMENT_SHADER,
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shader_source->str);
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g_string_free (shader_source, TRUE);
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if (shader_obj == 0)
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return NULL;
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shader = g_slice_new (CoglGles2WrapperShader);
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shader->shader = shader_obj;
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shader->settings = *settings;
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w->compiled_fragment_shaders = g_slist_prepend (w->compiled_fragment_shaders,
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shader);
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return shader;
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}
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static CoglGles2WrapperProgram *
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cogl_gles2_wrapper_get_program (const CoglGles2WrapperSettings *settings)
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{
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GSList *node;
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CoglGles2WrapperProgram *program;
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CoglGles2WrapperShader *vertex_shader, *fragment_shader;
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GLint status;
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gboolean custom_vertex_shader = FALSE, custom_fragment_shader = FALSE;
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CoglProgram *user_program = NULL;
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int i;
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_COGL_GET_GLES2_WRAPPER (w, NULL);
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/* Check if we've already got a program for these settings */
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for (node = w->compiled_programs; node; node = node->next)
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{
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program = (CoglGles2WrapperProgram *) node->data;
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if (cogl_gles2_settings_equal (settings, &program->settings, TRUE, TRUE)
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&& program->settings.user_program == settings->user_program)
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return (CoglGles2WrapperProgram *) node->data;
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}
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/* Otherwise create a new program */
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/* Check whether the currently used custom program has vertex and
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fragment shaders */
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if (w->settings.user_program != COGL_INVALID_HANDLE)
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{
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user_program
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= _cogl_program_pointer_from_handle (w->settings.user_program);
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for (node = user_program->attached_shaders; node; node = node->next)
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{
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CoglShader *shader
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= _cogl_shader_pointer_from_handle ((CoglHandle) node->data);
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if (shader->type == CGL_VERTEX_SHADER)
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custom_vertex_shader = TRUE;
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else if (shader->type == CGL_FRAGMENT_SHADER)
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custom_fragment_shader = TRUE;
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}
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}
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/* Get or create the fixed functionality shaders for these settings
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if there is no custom replacement */
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if (!custom_vertex_shader)
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{
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vertex_shader = cogl_gles2_get_vertex_shader (settings);
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if (vertex_shader == NULL)
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return NULL;
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}
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if (!custom_fragment_shader)
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{
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fragment_shader = cogl_gles2_get_fragment_shader (settings);
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if (fragment_shader == NULL)
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return NULL;
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}
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program = g_slice_new (CoglGles2WrapperProgram);
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program->program = glCreateProgram ();
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if (!custom_vertex_shader)
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glAttachShader (program->program, vertex_shader->shader);
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if (!custom_fragment_shader)
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glAttachShader (program->program, fragment_shader->shader);
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if (user_program)
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for (node = user_program->attached_shaders; node; node = node->next)
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{
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CoglShader *shader
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= _cogl_shader_pointer_from_handle ((CoglHandle) node->data);
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glAttachShader (program->program, shader->gl_handle);
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}
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cogl_gles2_wrapper_bind_attributes (program->program);
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glLinkProgram (program->program);
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glGetProgramiv (program->program, GL_LINK_STATUS, &status);
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if (!status)
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{
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char log[1024];
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GLint len;
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glGetProgramInfoLog (program->program, sizeof (log) - 1, &len, log);
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log[len] = '\0';
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g_critical ("%s", log);
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glDeleteProgram (program->program);
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g_slice_free (CoglGles2WrapperProgram, program);
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return NULL;
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}
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program->settings = *settings;
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cogl_gles2_wrapper_get_uniforms (program->program, &program->uniforms);
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/* We haven't tried to get a location for any of the custom uniforms
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yet */
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for (i = 0; i < COGL_GLES2_NUM_CUSTOM_UNIFORMS; i++)
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program->custom_uniforms[i] = COGL_GLES2_UNBOUND_CUSTOM_UNIFORM;
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w->compiled_programs = g_slist_append (w->compiled_programs, program);
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return program;
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}
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void
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cogl_gles2_wrapper_bind_attributes (GLuint program)
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{
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glBindAttribLocation (program, COGL_GLES2_WRAPPER_VERTEX_ATTRIB,
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"vertex_attrib");
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glBindAttribLocation (program, COGL_GLES2_WRAPPER_TEX_COORD_ATTRIB,
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"tex_coord_attrib");
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glBindAttribLocation (program, COGL_GLES2_WRAPPER_COLOR_ATTRIB,
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"color_attrib");
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}
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void
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cogl_gles2_wrapper_get_uniforms (GLuint program,
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CoglGles2WrapperUniforms *uniforms)
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{
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uniforms->mvp_matrix_uniform
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= glGetUniformLocation (program, "mvp_matrix");
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uniforms->modelview_matrix_uniform
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= glGetUniformLocation (program, "modelview_matrix");
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uniforms->texture_matrix_uniform
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= glGetUniformLocation (program, "texture_matrix");
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uniforms->bound_texture_uniform
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= glGetUniformLocation (program, "texture_unit");
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uniforms->fog_density_uniform
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= glGetUniformLocation (program, "fog_density");
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uniforms->fog_start_uniform
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= glGetUniformLocation (program, "fog_start");
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uniforms->fog_end_uniform
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= glGetUniformLocation (program, "fog_end");
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uniforms->fog_color_uniform
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= glGetUniformLocation (program, "fog_color");
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uniforms->alpha_test_ref_uniform
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= glGetUniformLocation (program, "alpha_test_ref");
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}
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void
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cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper)
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{
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GSList *node, *next;
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for (node = wrapper->compiled_programs; node; node = next)
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{
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next = node->next;
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glDeleteProgram (((CoglGles2WrapperProgram *) node->data)->program);
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g_slist_free1 (node);
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}
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wrapper->compiled_programs = NULL;
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for (node = wrapper->compiled_vertex_shaders; node; node = next)
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{
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next = node->next;
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glDeleteShader (((CoglGles2WrapperShader *) node->data)->shader);
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g_slist_free1 (node);
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}
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wrapper->compiled_vertex_shaders = NULL;
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for (node = wrapper->compiled_fragment_shaders; node; node = next)
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{
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next = node->next;
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glDeleteShader (((CoglGles2WrapperShader *) node->data)->shader);
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g_slist_free1 (node);
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}
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wrapper->compiled_fragment_shaders = NULL;
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}
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void
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cogl_gles2_wrapper_update_matrix (CoglGles2Wrapper *wrapper, GLenum matrix_num)
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{
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switch (matrix_num)
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{
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default:
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case GL_MODELVIEW:
|
|
wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_MVP_MATRIX
|
|
| COGL_GLES2_DIRTY_MODELVIEW_MATRIX;
|
|
break;
|
|
|
|
case GL_PROJECTION:
|
|
wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_MVP_MATRIX;
|
|
break;
|
|
|
|
case GL_TEXTURE:
|
|
wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_TEXTURE_MATRIX;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glClearColorx (GLclampx r, GLclampx g, GLclampx b, GLclampx a)
|
|
{
|
|
glClearColor (CLUTTER_FIXED_TO_FLOAT (r),
|
|
CLUTTER_FIXED_TO_FLOAT (g),
|
|
CLUTTER_FIXED_TO_FLOAT (b),
|
|
CLUTTER_FIXED_TO_FLOAT (a));
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glPushMatrix ()
|
|
{
|
|
const float *src;
|
|
float *dst;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
/* Get a pointer to the old and new matrix position and increment
|
|
the stack pointer */
|
|
switch (w->matrix_mode)
|
|
{
|
|
default:
|
|
case GL_MODELVIEW:
|
|
src = w->modelview_stack + w->modelview_stack_pos * 16;
|
|
w->modelview_stack_pos = (w->modelview_stack_pos + 1)
|
|
& (COGL_GLES2_MODELVIEW_STACK_SIZE - 1);
|
|
dst = w->modelview_stack + w->modelview_stack_pos * 16;
|
|
break;
|
|
|
|
case GL_PROJECTION:
|
|
src = w->projection_stack + w->projection_stack_pos * 16;
|
|
w->projection_stack_pos = (w->projection_stack_pos + 1)
|
|
& (COGL_GLES2_PROJECTION_STACK_SIZE - 1);
|
|
dst = w->projection_stack + w->projection_stack_pos * 16;
|
|
break;
|
|
|
|
case GL_TEXTURE:
|
|
src = w->texture_stack + w->texture_stack_pos * 16;
|
|
w->texture_stack_pos = (w->texture_stack_pos + 1)
|
|
& (COGL_GLES2_TEXTURE_STACK_SIZE - 1);
|
|
dst = w->texture_stack + w->texture_stack_pos * 16;
|
|
break;
|
|
}
|
|
|
|
/* Copy the old matrix to the new position */
|
|
memcpy (dst, src, sizeof (float) * 16);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glPopMatrix ()
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
/* Decrement the stack pointer */
|
|
switch (w->matrix_mode)
|
|
{
|
|
default:
|
|
case GL_MODELVIEW:
|
|
w->modelview_stack_pos = (w->modelview_stack_pos - 1)
|
|
& (COGL_GLES2_MODELVIEW_STACK_SIZE - 1);
|
|
break;
|
|
|
|
case GL_PROJECTION:
|
|
w->projection_stack_pos = (w->projection_stack_pos - 1)
|
|
& (COGL_GLES2_PROJECTION_STACK_SIZE - 1);
|
|
break;
|
|
|
|
case GL_TEXTURE:
|
|
w->texture_stack_pos = (w->texture_stack_pos - 1)
|
|
& (COGL_GLES2_TEXTURE_STACK_SIZE - 1);
|
|
break;
|
|
}
|
|
|
|
/* Update the matrix in the program object */
|
|
cogl_gles2_wrapper_update_matrix (w, w->matrix_mode);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glMatrixMode (GLenum mode)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
w->matrix_mode = mode;
|
|
}
|
|
|
|
static float *
|
|
cogl_gles2_get_matrix_stack_top (CoglGles2Wrapper *wrapper)
|
|
{
|
|
switch (wrapper->matrix_mode)
|
|
{
|
|
default:
|
|
case GL_MODELVIEW:
|
|
return wrapper->modelview_stack + wrapper->modelview_stack_pos * 16;
|
|
|
|
case GL_PROJECTION:
|
|
return wrapper->projection_stack + wrapper->projection_stack_pos * 16;
|
|
|
|
case GL_TEXTURE:
|
|
return wrapper->texture_stack + wrapper->texture_stack_pos * 16;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glLoadIdentity ()
|
|
{
|
|
float *matrix;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
matrix = cogl_gles2_get_matrix_stack_top (w);
|
|
memset (matrix, 0, sizeof (float) * 16);
|
|
matrix[0] = 1.0f;
|
|
matrix[5] = 1.0f;
|
|
matrix[10] = 1.0f;
|
|
matrix[15] = 1.0f;
|
|
|
|
cogl_gles2_wrapper_update_matrix (w, w->matrix_mode);
|
|
}
|
|
|
|
static void
|
|
cogl_gles2_wrapper_mult_matrix (float *dst, const float *a, const float *b)
|
|
{
|
|
int i, j, k;
|
|
|
|
for (i = 0; i < 4; i++)
|
|
for (j = 0; j < 4; j++)
|
|
{
|
|
float sum = 0.0f;
|
|
for (k = 0; k < 4; k++)
|
|
sum += a[k * 4 + j] * b[i * 4 + k];
|
|
dst[i * 4 + j] = sum;
|
|
}
|
|
}
|
|
|
|
static void
|
|
cogl_wrap_glMultMatrix (const float *m)
|
|
{
|
|
float new_matrix[16];
|
|
float *old_matrix;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
old_matrix = cogl_gles2_get_matrix_stack_top (w);
|
|
|
|
cogl_gles2_wrapper_mult_matrix (new_matrix, old_matrix, m);
|
|
|
|
memcpy (old_matrix, new_matrix, sizeof (float) * 16);
|
|
|
|
cogl_gles2_wrapper_update_matrix (w, w->matrix_mode);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glMultMatrixx (const GLfixed *m)
|
|
{
|
|
float new_matrix[16];
|
|
int i;
|
|
|
|
for (i = 0; i < 16; i++)
|
|
new_matrix[i] = CLUTTER_FIXED_TO_FLOAT (m[i]);
|
|
|
|
cogl_wrap_glMultMatrix (new_matrix);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glScalex (GLfixed x, GLfixed y, GLfixed z)
|
|
{
|
|
float matrix[16];
|
|
|
|
memset (matrix, 0, sizeof (matrix));
|
|
matrix[0] = CLUTTER_FIXED_TO_FLOAT (x);
|
|
matrix[5] = CLUTTER_FIXED_TO_FLOAT (y);
|
|
matrix[10] = CLUTTER_FIXED_TO_FLOAT (z);
|
|
matrix[15] = 1.0f;
|
|
|
|
cogl_wrap_glMultMatrix (matrix);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glTranslatex (GLfixed x, GLfixed y, GLfixed z)
|
|
{
|
|
float matrix[16];
|
|
|
|
memset (matrix, 0, sizeof (matrix));
|
|
matrix[0] = 1.0f;
|
|
matrix[5] = 1.0f;
|
|
matrix[10] = 1.0f;
|
|
matrix[12] = CLUTTER_FIXED_TO_FLOAT (x);
|
|
matrix[13] = CLUTTER_FIXED_TO_FLOAT (y);
|
|
matrix[14] = CLUTTER_FIXED_TO_FLOAT (z);
|
|
matrix[15] = 1.0f;
|
|
|
|
cogl_wrap_glMultMatrix (matrix);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glRotatex (GLfixed angle, GLfixed x, GLfixed y, GLfixed z)
|
|
{
|
|
float matrix[16];
|
|
float xf = CLUTTER_FIXED_TO_FLOAT (x);
|
|
float yf = CLUTTER_FIXED_TO_FLOAT (y);
|
|
float zf = CLUTTER_FIXED_TO_FLOAT (z);
|
|
float anglef = CLUTTER_FIXED_TO_FLOAT (angle) * G_PI / 180.0f;
|
|
float c = cosf (anglef);
|
|
float s = sinf (anglef);
|
|
|
|
matrix[0] = xf * xf * (1.0f - c) + c;
|
|
matrix[1] = yf * xf * (1.0f - c) + zf * s;
|
|
matrix[2] = xf * zf * (1.0f - c) - yf * s;
|
|
matrix[3] = 0.0f;
|
|
|
|
matrix[4] = xf * yf * (1.0f - c) - zf * s;
|
|
matrix[5] = yf * yf * (1.0f - c) + c;
|
|
matrix[6] = yf * zf * (1.0f - c) + xf * s;
|
|
matrix[7] = 0.0f;
|
|
|
|
matrix[8] = xf * zf * (1.0f - c) + yf * s;
|
|
matrix[9] = yf * zf * (1.0f - c) - xf * s;
|
|
matrix[10] = zf * zf * (1.0f - c) + c;
|
|
matrix[11] = 0.0f;
|
|
|
|
matrix[12] = 0.0f;
|
|
matrix[13] = 0.0f;
|
|
matrix[14] = 0.0f;
|
|
matrix[15] = 1.0f;
|
|
|
|
cogl_wrap_glMultMatrix (matrix);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glOrthox (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top,
|
|
GLfixed near, GLfixed far)
|
|
{
|
|
float matrix[16];
|
|
float xrange = CLUTTER_FIXED_TO_FLOAT (right - left);
|
|
float yrange = CLUTTER_FIXED_TO_FLOAT (top - bottom);
|
|
float zrange = CLUTTER_FIXED_TO_FLOAT (far - near);
|
|
|
|
memset (matrix, 0, sizeof (matrix));
|
|
matrix[0] = 2.0f / xrange;
|
|
matrix[5] = 2.0f / yrange;
|
|
matrix[10] = 2.0f / zrange;
|
|
matrix[12] = CLUTTER_FIXED_TO_FLOAT (right + left) / xrange;
|
|
matrix[13] = CLUTTER_FIXED_TO_FLOAT (top + bottom) / yrange;
|
|
matrix[14] = CLUTTER_FIXED_TO_FLOAT (far + near) / zrange;
|
|
matrix[15] = 1.0f;
|
|
|
|
cogl_wrap_glMultMatrix (matrix);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glVertexPointer (GLint size, GLenum type, GLsizei stride,
|
|
const GLvoid *pointer)
|
|
{
|
|
glVertexAttribPointer (COGL_GLES2_WRAPPER_VERTEX_ATTRIB, size, type,
|
|
GL_FALSE, stride, pointer);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glTexCoordPointer (GLint size, GLenum type, GLsizei stride,
|
|
const GLvoid *pointer)
|
|
{
|
|
glVertexAttribPointer (COGL_GLES2_WRAPPER_TEX_COORD_ATTRIB, size, type,
|
|
GL_FALSE, stride, pointer);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glColorPointer (GLint size, GLenum type, GLsizei stride,
|
|
const GLvoid *pointer)
|
|
{
|
|
glVertexAttribPointer (COGL_GLES2_WRAPPER_COLOR_ATTRIB, size, type,
|
|
GL_FALSE, stride, pointer);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glDrawArrays (GLenum mode, GLint first, GLsizei count)
|
|
{
|
|
CoglGles2WrapperProgram *program;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
/* Check if we need to switch programs */
|
|
if (w->settings_dirty)
|
|
{
|
|
/* Find or create a program for the current settings */
|
|
program = cogl_gles2_wrapper_get_program (&w->settings);
|
|
|
|
if (program == NULL)
|
|
/* Can't compile a shader so there is nothing we can do */
|
|
return;
|
|
|
|
/* Start using it if we aren't already */
|
|
if (w->current_program != program)
|
|
{
|
|
glUseProgram (program->program);
|
|
w->current_program = program;
|
|
/* All of the uniforms are probably now out of date */
|
|
w->dirty_uniforms = COGL_GLES2_DIRTY_ALL;
|
|
w->dirty_custom_uniforms = (1 << COGL_GLES2_NUM_CUSTOM_UNIFORMS) - 1;
|
|
}
|
|
w->settings_dirty = FALSE;
|
|
}
|
|
else
|
|
program = w->current_program;
|
|
|
|
/* Make sure all of the uniforms are up to date */
|
|
if (w->dirty_uniforms)
|
|
{
|
|
if ((w->dirty_uniforms & (COGL_GLES2_DIRTY_MVP_MATRIX
|
|
| COGL_GLES2_DIRTY_MODELVIEW_MATRIX)))
|
|
{
|
|
float mvp_matrix[16];
|
|
const float *modelview_matrix = w->modelview_stack
|
|
+ w->modelview_stack_pos * 16;
|
|
|
|
cogl_gles2_wrapper_mult_matrix (mvp_matrix,
|
|
w->projection_stack
|
|
+ w->projection_stack_pos * 16,
|
|
modelview_matrix);
|
|
|
|
if (program->uniforms.mvp_matrix_uniform != -1)
|
|
glUniformMatrix4fv (program->uniforms.mvp_matrix_uniform, 1,
|
|
GL_FALSE, mvp_matrix);
|
|
if (program->uniforms.modelview_matrix_uniform != -1)
|
|
glUniformMatrix4fv (program->uniforms.modelview_matrix_uniform, 1,
|
|
GL_FALSE, modelview_matrix);
|
|
}
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_TEXTURE_MATRIX)
|
|
&& program->uniforms.texture_matrix_uniform != -1)
|
|
glUniformMatrix4fv (program->uniforms.texture_matrix_uniform, 1,
|
|
GL_FALSE,
|
|
w->texture_stack + w->texture_stack_pos * 16);
|
|
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_FOG_DENSITY)
|
|
&& program->uniforms.fog_density_uniform != -1)
|
|
glUniform1f (program->uniforms.fog_density_uniform, w->fog_density);
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_FOG_START)
|
|
&& program->uniforms.fog_start_uniform != -1)
|
|
glUniform1f (program->uniforms.fog_start_uniform, w->fog_start);
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_FOG_END)
|
|
&& program->uniforms.fog_end_uniform != -1)
|
|
glUniform1f (program->uniforms.fog_end_uniform, w->fog_end);
|
|
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_ALPHA_TEST_REF)
|
|
&& program->uniforms.alpha_test_ref_uniform != -1)
|
|
glUniform1f (program->uniforms.alpha_test_ref_uniform,
|
|
w->alpha_test_ref);
|
|
|
|
w->dirty_uniforms = 0;
|
|
}
|
|
|
|
if (w->dirty_custom_uniforms)
|
|
{
|
|
int i;
|
|
|
|
if (w->settings.user_program != COGL_INVALID_HANDLE)
|
|
{
|
|
CoglProgram *user_program
|
|
= _cogl_program_pointer_from_handle (w->settings.user_program);
|
|
const char *uniform_name;
|
|
|
|
for (i = 0; i < COGL_GLES2_NUM_CUSTOM_UNIFORMS; i++)
|
|
if ((w->dirty_custom_uniforms & (1 << i))
|
|
&& (uniform_name = user_program->custom_uniform_names[i]))
|
|
{
|
|
if (program->custom_uniforms[i]
|
|
== COGL_GLES2_UNBOUND_CUSTOM_UNIFORM)
|
|
program->custom_uniforms[i]
|
|
= glGetUniformLocation (program->program, uniform_name);
|
|
if (program->custom_uniforms[i] >= 0)
|
|
glUniform1f (program->custom_uniforms[i],
|
|
w->custom_uniforms[i]);
|
|
}
|
|
}
|
|
|
|
w->dirty_custom_uniforms = 0;
|
|
}
|
|
|
|
glDrawArrays (mode, first, count);
|
|
}
|
|
|
|
void
|
|
cogl_gles2_wrapper_bind_texture (GLenum target, GLuint texture,
|
|
GLenum internal_format)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
glBindTexture (target, texture);
|
|
|
|
/* We need to keep track of whether the texture is alpha-only
|
|
because the emulation of GL_MODULATE needs to work differently in
|
|
that case */
|
|
_COGL_GLES2_CHANGE_SETTING (w, alpha_only, internal_format == GL_ALPHA);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glTexEnvx (GLenum target, GLenum pname, GLfixed param)
|
|
{
|
|
/* This function is only used to set the texture mode once to
|
|
GL_MODULATE. The shader is hard-coded to modulate the texture so
|
|
nothing needs to be done here. */
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glEnable (GLenum cap)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (cap)
|
|
{
|
|
case GL_TEXTURE_2D:
|
|
_COGL_GLES2_CHANGE_SETTING (w, texture_2d_enabled, TRUE);
|
|
break;
|
|
|
|
case GL_FOG:
|
|
_COGL_GLES2_CHANGE_SETTING (w, fog_enabled, TRUE);
|
|
break;
|
|
|
|
case GL_ALPHA_TEST:
|
|
_COGL_GLES2_CHANGE_SETTING (w, alpha_test_enabled, TRUE);
|
|
break;
|
|
|
|
default:
|
|
glEnable (cap);
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glDisable (GLenum cap)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (cap)
|
|
{
|
|
case GL_TEXTURE_2D:
|
|
_COGL_GLES2_CHANGE_SETTING (w, texture_2d_enabled, FALSE);
|
|
break;
|
|
|
|
case GL_FOG:
|
|
_COGL_GLES2_CHANGE_SETTING (w, fog_enabled, FALSE);
|
|
break;
|
|
|
|
case GL_ALPHA_TEST:
|
|
_COGL_GLES2_CHANGE_SETTING (w, alpha_test_enabled, FALSE);
|
|
break;
|
|
|
|
default:
|
|
glDisable (cap);
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glEnableClientState (GLenum array)
|
|
{
|
|
switch (array)
|
|
{
|
|
case GL_VERTEX_ARRAY:
|
|
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_VERTEX_ATTRIB);
|
|
break;
|
|
case GL_TEXTURE_COORD_ARRAY:
|
|
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_TEX_COORD_ATTRIB);
|
|
break;
|
|
case GL_COLOR_ARRAY:
|
|
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_COLOR_ATTRIB);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glDisableClientState (GLenum array)
|
|
{
|
|
switch (array)
|
|
{
|
|
case GL_VERTEX_ARRAY:
|
|
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_VERTEX_ATTRIB);
|
|
break;
|
|
case GL_TEXTURE_COORD_ARRAY:
|
|
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_TEX_COORD_ATTRIB);
|
|
break;
|
|
case GL_COLOR_ARRAY:
|
|
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_COLOR_ATTRIB);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glAlphaFunc (GLenum func, GLclampf ref)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
if (ref < 0.0f)
|
|
ref = 0.0f;
|
|
else if (ref > 1.0f)
|
|
ref = 1.0f;
|
|
|
|
_COGL_GLES2_CHANGE_SETTING (w, alpha_test_func, func);
|
|
_COGL_GLES2_CHANGE_UNIFORM (w, ALPHA_TEST_REF, alpha_test_ref, ref);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glColor4x (GLclampx r, GLclampx g, GLclampx b, GLclampx a)
|
|
{
|
|
glVertexAttrib4f (COGL_GLES2_WRAPPER_COLOR_ATTRIB,
|
|
CLUTTER_FIXED_TO_FLOAT (r),
|
|
CLUTTER_FIXED_TO_FLOAT (g),
|
|
CLUTTER_FIXED_TO_FLOAT (b),
|
|
CLUTTER_FIXED_TO_FLOAT (a));
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glClipPlanex (GLenum plane, GLfixed *equation)
|
|
{
|
|
/* FIXME */
|
|
}
|
|
|
|
static void
|
|
cogl_gles2_float_array_to_fixed (int size, const GLfloat *floats,
|
|
GLfixed *fixeds)
|
|
{
|
|
while (size-- > 0)
|
|
*(fixeds++) = CLUTTER_FLOAT_TO_FIXED (*(floats++));
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glGetIntegerv (GLenum pname, GLint *params)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (pname)
|
|
{
|
|
case GL_MAX_CLIP_PLANES:
|
|
*params = 0;
|
|
break;
|
|
|
|
default:
|
|
glGetIntegerv (pname, params);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glGetFixedv (GLenum pname, GLfixed *params)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (pname)
|
|
{
|
|
case GL_MODELVIEW_MATRIX:
|
|
cogl_gles2_float_array_to_fixed (16, w->modelview_stack
|
|
+ w->modelview_stack_pos * 16,
|
|
params);
|
|
break;
|
|
|
|
case GL_PROJECTION_MATRIX:
|
|
cogl_gles2_float_array_to_fixed (16, w->projection_stack
|
|
+ w->projection_stack_pos * 16,
|
|
params);
|
|
break;
|
|
|
|
case GL_VIEWPORT:
|
|
{
|
|
GLfloat v[4];
|
|
|
|
glGetFloatv (GL_VIEWPORT, v);
|
|
cogl_gles2_float_array_to_fixed (4, v, params);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glFogx (GLenum pname, GLfixed param)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (pname)
|
|
{
|
|
case GL_FOG_MODE:
|
|
_COGL_GLES2_CHANGE_SETTING (w, fog_mode, param);
|
|
break;
|
|
|
|
case GL_FOG_DENSITY:
|
|
_COGL_GLES2_CHANGE_UNIFORM (w, FOG_DENSITY, fog_density,
|
|
CLUTTER_FIXED_TO_FLOAT (param));
|
|
break;
|
|
|
|
case GL_FOG_START:
|
|
_COGL_GLES2_CHANGE_UNIFORM (w, FOG_START, fog_start,
|
|
CLUTTER_FIXED_TO_FLOAT (param));
|
|
break;
|
|
|
|
case GL_FOG_END:
|
|
_COGL_GLES2_CHANGE_UNIFORM (w, FOG_END, fog_end,
|
|
CLUTTER_FIXED_TO_FLOAT (param));
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glFogxv (GLenum pname, const GLfixed *params)
|
|
{
|
|
int i;
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
if (pname == GL_FOG_COLOR)
|
|
{
|
|
for (i = 0; i < 4; i++)
|
|
w->fog_color[i] = CLUTTER_FIXED_TO_FLOAT (params[i]);
|
|
w->dirty_uniforms |= COGL_GLES2_DIRTY_FOG_COLOR;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glTexParameteri (GLenum target, GLenum pname, GLfloat param)
|
|
{
|
|
if (pname != GL_GENERATE_MIPMAP)
|
|
glTexParameteri (target, pname, param);
|
|
}
|
|
|
|
void
|
|
_cogl_gles2_clear_cache_for_program (CoglHandle user_program)
|
|
{
|
|
GSList *node, *next, *last = NULL;
|
|
CoglGles2WrapperProgram *program;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
/* Remove any cached programs that link against this custom program */
|
|
for (node = w->compiled_programs; node; node = next)
|
|
{
|
|
next = node->next;
|
|
program = (CoglGles2WrapperProgram *) node->data;
|
|
|
|
if (program->settings.user_program == user_program)
|
|
{
|
|
glDeleteProgram (program->program);
|
|
|
|
if (last)
|
|
last->next = next;
|
|
else
|
|
w->compiled_programs = next;
|
|
|
|
g_slist_free1 (node);
|
|
}
|
|
else
|
|
last = node;
|
|
}
|
|
}
|