mirror of
https://github.com/brl/mutter.git
synced 2024-12-26 04:42:14 +00:00
0e0890a2e9
wrapped in reference-counted CoglHandles instead. * clutter/cogl/gl/cogl-shader.c: * clutter/cogl/gl/cogl-shader.h: * clutter/cogl/gl/cogl-program.c: * clutter/cogl/gl/cogl-program.h: New files to hold the shader and program functions. * clutter/cogl/gl/cogl.c: Removed shader and program functions. * clutter/cogl/common/cogl-handle.h: New header to define COGL_HANDLE_DEFINE which helps build functions to create reference-counted handles. This reduces the amount of duplicated code. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gl/cogl-fbo.c: Converted to use COGL_HANDLE_DEFINE from cogl-handle.h to avoid duplicating some of the common code. * clutter/cogl/gles/cogl-defines.h.in: * clutter/cogl/gl/cogl-defines.h.in: Removed COGLhandle * clutter/cogl/gl/cogl-context.h: Added handle arrays for programs and shaders. * clutter/cogl/gl/cogl-context.c (cogl_create_context): Added initialisers for shader_handles and program_handles. (cogl_destroy_context): Added calls to g_array_free for all handle arrays. * clutter/cogl/gl/Makefile.am (libclutter_cogl_la_SOURCES): Added cogl-{program,shader}.{c,h} * clutter/cogl/common/Makefile.am (libclutter_cogl_common_la_SOURCES): Added cogl-handle.h * clutter/cogl/gles/cogl.c: * clutter/cogl/cogl.h.in: Programs and shaders are now wrapped in CoglHandles instead of COGLhandles. cogl_program_destroy and cogl_shader_destroy is now replaced with cogl_program_unref and cogl_shader_unref. cogl_program_ref and cogl_shader_ref are also added. * clutter/clutter-shader.c: Converted to use CoglHandles for the programs and shaders instead of COGLhandles. * cogl/cogl-sections.txt: Added cogl_shader_ref, cogl_shader_unref, cogl_is_shader, cogl_program_ref, cogl_program_unref, cogl_is_program and cogl_is_offscreen.
924 lines
24 KiB
C
924 lines
24 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>
|
|
|
|
#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 }
|
|
};
|
|
|
|
static const char*
|
|
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 ClutterColor *color)
|
|
{
|
|
GE( glClearColor (((float) color->red / 0xff * 1.0),
|
|
((float) color->green / 0xff * 1.0),
|
|
((float) color->blue / 0xff * 1.0),
|
|
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 (ClutterFixed x, ClutterFixed y)
|
|
{
|
|
glScaled (CLUTTER_FIXED_TO_DOUBLE (x),
|
|
CLUTTER_FIXED_TO_DOUBLE (y),
|
|
1.0);
|
|
}
|
|
|
|
void
|
|
cogl_translatex (ClutterFixed x, ClutterFixed y, ClutterFixed z)
|
|
{
|
|
glTranslated (CLUTTER_FIXED_TO_DOUBLE (x),
|
|
CLUTTER_FIXED_TO_DOUBLE (y),
|
|
CLUTTER_FIXED_TO_DOUBLE (z));
|
|
}
|
|
|
|
void
|
|
cogl_translate (gint x, gint y, gint z)
|
|
{
|
|
glTranslatef ((float)x, (float)y, (float)z);
|
|
}
|
|
|
|
void
|
|
cogl_rotatex (ClutterFixed angle, gint x, gint y, gint z)
|
|
{
|
|
glRotated (CLUTTER_FIXED_TO_DOUBLE (angle),
|
|
CLUTTER_FIXED_TO_DOUBLE (x),
|
|
CLUTTER_FIXED_TO_DOUBLE (y),
|
|
CLUTTER_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);
|
|
|
|
if (cogl_toggle_flag (ctx, flags,
|
|
COGL_ENABLE_BLEND,
|
|
GL_BLEND))
|
|
{
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
cogl_toggle_flag (ctx, flags,
|
|
COGL_ENABLE_TEXTURE_2D,
|
|
GL_TEXTURE_2D);
|
|
|
|
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);
|
|
|
|
#ifdef GL_TEXTURE_RECTANGLE_ARB
|
|
cogl_toggle_flag (ctx, flags,
|
|
COGL_ENABLE_TEXTURE_RECT,
|
|
GL_TEXTURE_RECTANGLE_ARB);
|
|
#endif
|
|
}
|
|
|
|
gulong
|
|
cogl_get_enable ()
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, 0);
|
|
|
|
return ctx->enable_flags;
|
|
}
|
|
|
|
/*
|
|
void
|
|
cogl_enable (gulong flags)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (flags & COGL_ENABLE_BLEND)
|
|
{
|
|
if (!(ctx->enable_flags & COGL_ENABLE_BLEND))
|
|
{
|
|
glEnable (GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
ctx->enable_flags |= COGL_ENABLE_BLEND;
|
|
}
|
|
}
|
|
else if (ctx->enable_flags & COGL_ENABLE_BLEND)
|
|
{
|
|
glDisable (GL_BLEND);
|
|
ctx->enable_flags &= ~COGL_ENABLE_BLEND;
|
|
}
|
|
|
|
if (flags & COGL_ENABLE_TEXTURE_2D)
|
|
{
|
|
if (!(ctx->enable_flags & COGL_ENABLE_TEXTURE_2D))
|
|
{
|
|
glEnable (GL_TEXTURE_2D);
|
|
ctx->enable_flags |= COGL_ENABLE_TEXTURE_2D;
|
|
}
|
|
}
|
|
else if (ctx->enable_flags & COGL_ENABLE_TEXTURE_2D)
|
|
{
|
|
glDisable (GL_TEXTURE_2D);
|
|
ctx->enable_flags &= ~COGL_ENABLE_TEXTURE_2D;
|
|
}
|
|
|
|
#ifdef GL_TEXTURE_RECTANGLE_ARB
|
|
if (flags & COGL_ENABLE_TEXTURE_RECT)
|
|
{
|
|
if (!(ctx->enable_flags & COGL_ENABLE_TEXTURE_RECT))
|
|
{
|
|
glEnable (GL_TEXTURE_RECTANGLE_ARB);
|
|
ctx->enable_flags |= COGL_ENABLE_TEXTURE_RECT;
|
|
}
|
|
}
|
|
else if (ctx->enable_flags & COGL_ENABLE_TEXTURE_RECT)
|
|
{
|
|
glDisable (GL_TEXTURE_RECTANGLE_ARB);
|
|
ctx->enable_flags &= ~COGL_ENABLE_TEXTURE_RECT;
|
|
}
|
|
#endif
|
|
}
|
|
*/
|
|
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_color (const ClutterColor *color)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
glColor4ub (color->red,
|
|
color->green,
|
|
color->blue,
|
|
color->alpha);
|
|
|
|
/* Store alpha for proper blending enables */
|
|
ctx->color_alpha = color->alpha;
|
|
}
|
|
|
|
void
|
|
cogl_clip_set (ClutterFixed x_offset,
|
|
ClutterFixed y_offset,
|
|
ClutterFixed width,
|
|
ClutterFixed height)
|
|
{
|
|
if (cogl_features_available (COGL_FEATURE_FOUR_CLIP_PLANES))
|
|
{
|
|
GLdouble eqn_left[4] = { 1.0, 0, 0,
|
|
-CLUTTER_FIXED_TO_FLOAT (x_offset) };
|
|
GLdouble eqn_right[4] = { -1.0, 0, 0,
|
|
CLUTTER_FIXED_TO_FLOAT (x_offset + width) };
|
|
GLdouble eqn_top[4] = { 0, 1.0, 0, -CLUTTER_FIXED_TO_FLOAT (y_offset) };
|
|
GLdouble eqn_bottom[4] = { 0, -1.0, 0, CLUTTER_FIXED_TO_FLOAT
|
|
(y_offset + height) };
|
|
|
|
GE( glClipPlane (GL_CLIP_PLANE0, eqn_left) );
|
|
GE( glClipPlane (GL_CLIP_PLANE1, eqn_right) );
|
|
GE( glClipPlane (GL_CLIP_PLANE2, eqn_top) );
|
|
GE( glClipPlane (GL_CLIP_PLANE3, eqn_bottom) );
|
|
GE( glEnable (GL_CLIP_PLANE0) );
|
|
GE( glEnable (GL_CLIP_PLANE1) );
|
|
GE( glEnable (GL_CLIP_PLANE2) );
|
|
GE( glEnable (GL_CLIP_PLANE3) );
|
|
}
|
|
else if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
|
|
{
|
|
GE( glEnable (GL_STENCIL_TEST) );
|
|
|
|
GE( glClearStencil (0.0f) );
|
|
GE( glClear (GL_STENCIL_BUFFER_BIT) );
|
|
|
|
GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
|
|
GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
|
|
|
|
GE( glColor3f (1.0f, 1.0f, 1.0f) );
|
|
|
|
GE( glRectf (CLUTTER_FIXED_TO_FLOAT (x_offset),
|
|
CLUTTER_FIXED_TO_FLOAT (y_offset),
|
|
CLUTTER_FIXED_TO_FLOAT (x_offset + width),
|
|
CLUTTER_FIXED_TO_FLOAT (y_offset + height)) );
|
|
|
|
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
|
|
GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_clip_unset (void)
|
|
{
|
|
if (cogl_features_available (COGL_FEATURE_FOUR_CLIP_PLANES))
|
|
{
|
|
GE( glDisable (GL_CLIP_PLANE3) );
|
|
GE( glDisable (GL_CLIP_PLANE2) );
|
|
GE( glDisable (GL_CLIP_PLANE1) );
|
|
GE( glDisable (GL_CLIP_PLANE0) );
|
|
}
|
|
else if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
|
|
{
|
|
GE( glDisable (GL_STENCIL_TEST) );
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_alpha_func (COGLenum func,
|
|
ClutterFixed ref)
|
|
{
|
|
GE( glAlphaFunc (func, CLUTTER_FIXED_TO_FLOAT(ref)) );
|
|
}
|
|
|
|
void
|
|
cogl_perspective (ClutterFixed fovy,
|
|
ClutterFixed aspect,
|
|
ClutterFixed zNear,
|
|
ClutterFixed zFar)
|
|
{
|
|
ClutterFixed xmax, ymax;
|
|
ClutterFixed x, y, c, d;
|
|
ClutterFixed fovy_rad_half = CLUTTER_FIXED_MUL (fovy, CFX_PI) / 360;
|
|
|
|
GLfloat m[16];
|
|
|
|
memset (&m[0], 0, sizeof (m));
|
|
|
|
/*
|
|
* 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, hence we use clutter_qmulx() here, not the fast macro.
|
|
*/
|
|
ymax = clutter_qmulx (zNear, CLUTTER_FIXED_DIV (clutter_sinx (fovy_rad_half),
|
|
clutter_cosx (fovy_rad_half)));
|
|
xmax = clutter_qmulx (ymax, aspect);
|
|
|
|
x = CLUTTER_FIXED_DIV (zNear, xmax);
|
|
y = CLUTTER_FIXED_DIV (zNear, ymax);
|
|
c = CLUTTER_FIXED_DIV (-(zFar + zNear), ( zFar - zNear));
|
|
d = CLUTTER_FIXED_DIV (-(clutter_qmulx (2*zFar, zNear)), (zFar - zNear));
|
|
|
|
#define M(row,col) m[col*4+row]
|
|
M(0,0) = CLUTTER_FIXED_TO_FLOAT (x);
|
|
M(1,1) = CLUTTER_FIXED_TO_FLOAT (y);
|
|
M(2,2) = CLUTTER_FIXED_TO_FLOAT (c);
|
|
M(2,3) = CLUTTER_FIXED_TO_FLOAT (d);
|
|
M(3,2) = -1.0F;
|
|
|
|
GE( glMultMatrixf (m) );
|
|
#undef M
|
|
}
|
|
|
|
void
|
|
cogl_setup_viewport (guint width,
|
|
guint height,
|
|
ClutterFixed fovy,
|
|
ClutterFixed aspect,
|
|
ClutterFixed z_near,
|
|
ClutterFixed z_far)
|
|
{
|
|
GLfloat z_camera;
|
|
|
|
GE( glViewport (0, 0, width, height) );
|
|
|
|
GE( glMatrixMode (GL_PROJECTION) );
|
|
GE( glLoadIdentity () );
|
|
|
|
cogl_perspective (fovy, aspect, z_near, z_far);
|
|
|
|
GE( glMatrixMode (GL_MODELVIEW) );
|
|
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 != CFX_60)
|
|
{
|
|
ClutterFixed fovy_rad = CFX_MUL (fovy, CFX_PI) / 180;
|
|
|
|
z_camera =
|
|
CLUTTER_FIXED_TO_FLOAT (CFX_DIV (clutter_sinx (fovy_rad),
|
|
clutter_cosx (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) );
|
|
}
|
|
|
|
static void
|
|
_cogl_features_init ()
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
ClutterFeatureFlags flags = 0;
|
|
const gchar *gl_extensions;
|
|
int max_clip_planes = 0;
|
|
int stencil_bits = 0;
|
|
|
|
flags = COGL_FEATURE_TEXTURE_READ_PIXELS;
|
|
|
|
gl_extensions = (const gchar*) glGetString (GL_EXTENSIONS);
|
|
|
|
#if defined(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB) && defined(GL_TEXTURE_RECTANGLE_ARB)
|
|
if (cogl_check_extension ("GL_ARB_texture_rectangle", gl_extensions) ||
|
|
cogl_check_extension ("GL_EXT_texture_rectangle", gl_extensions))
|
|
{
|
|
flags |= COGL_FEATURE_TEXTURE_RECTANGLE;
|
|
}
|
|
#endif
|
|
|
|
if (cogl_check_extension ("GL_ARB_texture_non_power_of_two", gl_extensions))
|
|
{
|
|
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 =
|
|
(PFNGLCREATEPROGRAMOBJECTARBPROC)
|
|
cogl_get_proc_address ("glCreateProgramObjectARB");
|
|
|
|
ctx->pf_glCreateShaderObjectARB =
|
|
(PFNGLCREATESHADEROBJECTARBPROC)
|
|
cogl_get_proc_address ("glCreateShaderObjectARB");
|
|
|
|
ctx->pf_glShaderSourceARB =
|
|
(PFNGLSHADERSOURCEARBPROC)
|
|
cogl_get_proc_address ("glShaderSourceARB");
|
|
|
|
ctx->pf_glCompileShaderARB =
|
|
(PFNGLCOMPILESHADERARBPROC)
|
|
cogl_get_proc_address ("glCompileShaderARB");
|
|
|
|
ctx->pf_glAttachObjectARB =
|
|
(PFNGLATTACHOBJECTARBPROC)
|
|
cogl_get_proc_address ("glAttachObjectARB");
|
|
|
|
ctx->pf_glLinkProgramARB =
|
|
(PFNGLLINKPROGRAMARBPROC)
|
|
cogl_get_proc_address ("glLinkProgramARB");
|
|
|
|
ctx->pf_glUseProgramObjectARB =
|
|
(PFNGLUSEPROGRAMOBJECTARBPROC)
|
|
cogl_get_proc_address ("glUseProgramObjectARB");
|
|
|
|
ctx->pf_glGetUniformLocationARB =
|
|
(PFNGLGETUNIFORMLOCATIONARBPROC)
|
|
cogl_get_proc_address ("glGetUniformLocationARB");
|
|
|
|
ctx->pf_glDeleteObjectARB =
|
|
(PFNGLDELETEOBJECTARBPROC)
|
|
cogl_get_proc_address ("glDeleteObjectARB");
|
|
|
|
ctx->pf_glGetInfoLogARB =
|
|
(PFNGLGETINFOLOGARBPROC)
|
|
cogl_get_proc_address ("glGetInfoLogARB");
|
|
|
|
ctx->pf_glGetObjectParameterivARB =
|
|
(PFNGLGETOBJECTPARAMETERIVARBPROC)
|
|
cogl_get_proc_address ("glGetObjectParameterivARB");
|
|
|
|
ctx->pf_glUniform1fARB =
|
|
(PFNGLUNIFORM1FARBPROC)
|
|
cogl_get_proc_address ("glUniform1fARB");
|
|
|
|
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)
|
|
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 =
|
|
(PFNGLGENRENDERBUFFERSEXTPROC)
|
|
cogl_get_proc_address ("glGenRenderbuffersEXT");
|
|
|
|
ctx->pf_glBindRenderbufferEXT =
|
|
(PFNGLBINDRENDERBUFFEREXTPROC)
|
|
cogl_get_proc_address ("glBindRenderbufferEXT");
|
|
|
|
ctx->pf_glRenderbufferStorageEXT =
|
|
(PFNGLRENDERBUFFERSTORAGEEXTPROC)
|
|
cogl_get_proc_address ("glRenderbufferStorageEXT");
|
|
|
|
ctx->pf_glGenFramebuffersEXT =
|
|
(PFNGLGENFRAMEBUFFERSEXTPROC)
|
|
cogl_get_proc_address ("glGenFramebuffersEXT");
|
|
|
|
ctx->pf_glBindFramebufferEXT =
|
|
(PFNGLBINDFRAMEBUFFEREXTPROC)
|
|
cogl_get_proc_address ("glBindFramebufferEXT");
|
|
|
|
ctx->pf_glFramebufferTexture2DEXT =
|
|
(PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
|
|
cogl_get_proc_address ("glFramebufferTexture2DEXT");
|
|
|
|
ctx->pf_glFramebufferRenderbufferEXT =
|
|
(PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)
|
|
cogl_get_proc_address ("glFramebufferRenderbufferEXT");
|
|
|
|
ctx->pf_glCheckFramebufferStatusEXT =
|
|
(PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
|
|
cogl_get_proc_address ("glCheckFramebufferStatusEXT");
|
|
|
|
ctx->pf_glDeleteFramebuffersEXT =
|
|
(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 =
|
|
(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 =
|
|
(PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)
|
|
cogl_get_proc_address ("glRenderbufferStorageMultisampleEXT");
|
|
|
|
if (ctx->pf_glRenderbufferStorageMultisampleEXT)
|
|
flags |= COGL_FEATURE_OFFSCREEN_MULTISAMPLE;
|
|
}
|
|
|
|
GE( glGetIntegerv (GL_STENCIL_BITS, &stencil_bits) );
|
|
if (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;
|
|
|
|
/* Cache features */
|
|
ctx->feature_flags = flags;
|
|
ctx->features_cached = TRUE;
|
|
}
|
|
|
|
ClutterFeatureFlags
|
|
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 (ClutterFixed m[16])
|
|
{
|
|
GLdouble md[16];
|
|
|
|
glGetDoublev(GL_MODELVIEW_MATRIX, &md[0]);
|
|
|
|
#define M(m,row,col) m[col*4+row]
|
|
M(m,0,0) = CLUTTER_FLOAT_TO_FIXED (M(md,0,0));
|
|
M(m,0,1) = CLUTTER_FLOAT_TO_FIXED (M(md,0,1));
|
|
M(m,0,2) = CLUTTER_FLOAT_TO_FIXED (M(md,0,2));
|
|
M(m,0,3) = CLUTTER_FLOAT_TO_FIXED (M(md,0,3));
|
|
|
|
M(m,1,0) = CLUTTER_FLOAT_TO_FIXED (M(md,1,0));
|
|
M(m,1,1) = CLUTTER_FLOAT_TO_FIXED (M(md,1,1));
|
|
M(m,1,2) = CLUTTER_FLOAT_TO_FIXED (M(md,1,2));
|
|
M(m,1,3) = CLUTTER_FLOAT_TO_FIXED (M(md,1,3));
|
|
|
|
M(m,2,0) = CLUTTER_FLOAT_TO_FIXED (M(md,2,0));
|
|
M(m,2,1) = CLUTTER_FLOAT_TO_FIXED (M(md,2,1));
|
|
M(m,2,2) = CLUTTER_FLOAT_TO_FIXED (M(md,2,2));
|
|
M(m,2,3) = CLUTTER_FLOAT_TO_FIXED (M(md,2,3));
|
|
|
|
M(m,3,0) = CLUTTER_FLOAT_TO_FIXED (M(md,3,0));
|
|
M(m,3,1) = CLUTTER_FLOAT_TO_FIXED (M(md,3,1));
|
|
M(m,3,2) = CLUTTER_FLOAT_TO_FIXED (M(md,3,2));
|
|
M(m,3,3) = CLUTTER_FLOAT_TO_FIXED (M(md,3,3));
|
|
#undef M
|
|
}
|
|
|
|
void
|
|
cogl_get_projection_matrix (ClutterFixed m[16])
|
|
{
|
|
GLdouble md[16];
|
|
|
|
glGetDoublev(GL_PROJECTION_MATRIX, &md[0]);
|
|
|
|
#define M(m,row,col) m[col*4+row]
|
|
M(m,0,0) = CLUTTER_FLOAT_TO_FIXED (M(md,0,0));
|
|
M(m,0,1) = CLUTTER_FLOAT_TO_FIXED (M(md,0,1));
|
|
M(m,0,2) = CLUTTER_FLOAT_TO_FIXED (M(md,0,2));
|
|
M(m,0,3) = CLUTTER_FLOAT_TO_FIXED (M(md,0,3));
|
|
|
|
M(m,1,0) = CLUTTER_FLOAT_TO_FIXED (M(md,1,0));
|
|
M(m,1,1) = CLUTTER_FLOAT_TO_FIXED (M(md,1,1));
|
|
M(m,1,2) = CLUTTER_FLOAT_TO_FIXED (M(md,1,2));
|
|
M(m,1,3) = CLUTTER_FLOAT_TO_FIXED (M(md,1,3));
|
|
|
|
M(m,2,0) = CLUTTER_FLOAT_TO_FIXED (M(md,2,0));
|
|
M(m,2,1) = CLUTTER_FLOAT_TO_FIXED (M(md,2,1));
|
|
M(m,2,2) = CLUTTER_FLOAT_TO_FIXED (M(md,2,2));
|
|
M(m,2,3) = CLUTTER_FLOAT_TO_FIXED (M(md,2,3));
|
|
|
|
M(m,3,0) = CLUTTER_FLOAT_TO_FIXED (M(md,3,0));
|
|
M(m,3,1) = CLUTTER_FLOAT_TO_FIXED (M(md,3,1));
|
|
M(m,3,2) = CLUTTER_FLOAT_TO_FIXED (M(md,3,2));
|
|
M(m,3,3) = CLUTTER_FLOAT_TO_FIXED (M(md,3,3));
|
|
#undef M
|
|
}
|
|
|
|
void
|
|
cogl_get_viewport (ClutterFixed v[4])
|
|
{
|
|
GLdouble vd[4];
|
|
glGetDoublev(GL_VIEWPORT, &vd[0]);
|
|
|
|
v[0] = CLUTTER_FLOAT_TO_FIXED (vd[0]);
|
|
v[1] = CLUTTER_FLOAT_TO_FIXED (vd[1]);
|
|
v[2] = CLUTTER_FLOAT_TO_FIXED (vd[2]);
|
|
v[3] = CLUTTER_FLOAT_TO_FIXED (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 ClutterColor *fog_color,
|
|
ClutterFixed density,
|
|
ClutterFixed start,
|
|
ClutterFixed stop)
|
|
{
|
|
GLfloat fogColor[4];
|
|
|
|
fogColor[0] = ((float) fog_color->red / 0xff * 1.0);
|
|
fogColor[1] = ((float) fog_color->green / 0xff * 1.0);
|
|
fogColor[2] = ((float) fog_color->blue / 0xff * 1.0);
|
|
fogColor[3] = ((float) fog_color->alpha / 0xff * 1.0);
|
|
|
|
glEnable (GL_FOG);
|
|
|
|
glFogfv (GL_FOG_COLOR, fogColor);
|
|
|
|
glFogi (GL_FOG_MODE, GL_LINEAR);
|
|
glHint (GL_FOG_HINT, GL_NICEST);
|
|
|
|
glFogf (GL_FOG_DENSITY, CLUTTER_FIXED_TO_FLOAT (density));
|
|
glFogf (GL_FOG_START, CLUTTER_FIXED_TO_FLOAT (start));
|
|
glFogf (GL_FOG_END, CLUTTER_FIXED_TO_FLOAT (stop));
|
|
}
|