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As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
66 lines
1.8 KiB
GLSL
66 lines
1.8 KiB
GLSL
/*** cogl_fixed_vertex_shader_per_vertex_attribs ***/
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/* Per vertex attributes */
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attribute vec4 vertex_attrib;
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attribute vec4 color_attrib;
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/*** cogl_fixed_vertex_shader_transform_matrices ***/
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/* Transformation matrices */
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uniform mat4 modelview_matrix;
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uniform mat4 mvp_matrix; /* combined modelview and projection matrix */
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/*** cogl_fixed_vertex_shader_output_variables ***/
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/* Outputs to the fragment shader */
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varying vec4 frag_color;
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varying float fog_amount;
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/*** cogl_fixed_vertex_shader_fogging_options ***/
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/* Fogging options */
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uniform float fog_density;
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uniform float fog_start;
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uniform float fog_end;
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/*** cogl_fixed_vertex_shader_main_start ***/
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void
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main (void)
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{
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vec4 transformed_tex_coord;
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/* Calculate the transformed position */
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gl_Position = mvp_matrix * vertex_attrib;
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/* Calculate the transformed texture coordinate */
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/*** cogl_fixed_vertex_shader_frag_color_start ***/
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/* Pass the interpolated vertex color on to the fragment shader */
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frag_color = color_attrib;
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/*** cogl_fixed_vertex_shader_fog_start ***/
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/* Estimate the distance from the eye using just the z-coordinate to
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use as the fog coord */
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vec4 eye_coord = modelview_matrix * vertex_attrib;
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float fog_coord = abs (eye_coord.z / eye_coord.w);
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/* Calculate the fog amount per-vertex and interpolate it for the
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fragment shader */
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/*** cogl_fixed_vertex_shader_fog_exp ***/
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fog_amount = exp (-fog_density * fog_coord);
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/*** cogl_fixed_vertex_shader_fog_exp2 ***/
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fog_amount = exp (-fog_density * fog_coord
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* fog_density * fog_coord);
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/*** cogl_fixed_vertex_shader_fog_linear ***/
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fog_amount = (fog_end - fog_coord) / (fog_end - fog_start);
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/*** cogl_fixed_vertex_shader_fog_end ***/
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fog_amount = clamp (fog_amount, 0.0, 1.0);
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/*** cogl_fixed_vertex_shader_end ***/
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}
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