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https://github.com/brl/mutter.git
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550 lines
12 KiB
C
550 lines
12 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) 2007 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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#include "config.h"
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#include "cogl.h"
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#include <GLES/gl.h>
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#include <string.h>
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#if G_BYTE_ORDER == G_LITTLE_ENDIAN
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#define PIXEL_TYPE GL_UNSIGNED_BYTE
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#else
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#define PIXEL_TYPE GL_UNSIGNED_INT_8_8_8_8_REV
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#endif
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static gulong __enable_flags = 0;
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#define COGL_DEBUG 0
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#if COGL_DEBUG
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struct token_string
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{
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GLuint Token;
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const char *String;
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};
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static const struct token_string Errors[] = {
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{ GL_NO_ERROR, "no error" },
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{ GL_INVALID_ENUM, "invalid enumerant" },
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{ GL_INVALID_VALUE, "invalid value" },
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{ GL_INVALID_OPERATION, "invalid operation" },
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{ GL_STACK_OVERFLOW, "stack overflow" },
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{ GL_STACK_UNDERFLOW, "stack underflow" },
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{ GL_OUT_OF_MEMORY, "out of memory" },
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#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
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{ GL_INVALID_FRAMEBUFFER_OPERATION_EXT, "invalid framebuffer operation" },
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#endif
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{ ~0, NULL }
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};
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static const char*
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error_string(GLenum errorCode)
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{
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int i;
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for (i = 0; Errors[i].String; i++) {
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if (Errors[i].Token == errorCode)
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return Errors[i].String;
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}
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return "unknown";
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}
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#endif
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#if COGL_DEBUG
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#define GE(x...) { \
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GLenum err; \
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(x); \
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fprintf(stderr, "%s\n", #x); \
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while ((err = glGetError()) != GL_NO_ERROR) { \
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fprintf(stderr, "glError: %s caught at %s:%u\n", \
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(char *)error_string(err), \
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__FILE__, __LINE__); \
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} \
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}
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#else
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#define GE(x) (x);
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#endif
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CoglFuncPtr
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cogl_get_proc_address (const gchar* name)
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{
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return NULL;
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}
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gboolean
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cogl_check_extension (const gchar *name, const gchar *ext)
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{
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return FALSE;
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}
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void
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cogl_paint_init (const ClutterColor *color)
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{
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#if COGL_DEBUG
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fprintf(stderr, "\n ============== Paint Start ================ \n");
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#endif
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glClearColorx ((color->red << 16) / 0xff,
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(color->green << 16) / 0xff,
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(color->blue << 16) / 0xff,
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0xff);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glDisable (GL_LIGHTING);
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glDisable (GL_DEPTH_TEST);
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cogl_enable (CGL_ENABLE_BLEND);
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glTexEnvx (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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/* FIXME: inline most of these */
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void
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cogl_push_matrix (void)
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{
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GE( glPushMatrix() );
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}
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void
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cogl_pop_matrix (void)
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{
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GE( glPopMatrix() );
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}
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void
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cogl_scale (ClutterFixed x, ClutterFixed y)
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{
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GE( glScalex (x, y, CFX_ONE) );
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}
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void
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cogl_translatex (ClutterFixed x, ClutterFixed y, ClutterFixed z)
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{
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GE( glTranslatex (x, y, z) );
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}
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void
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cogl_translate (gint x, gint y, gint z)
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{
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GE( glTranslatex (CLUTTER_INT_TO_FIXED(x),
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CLUTTER_INT_TO_FIXED(y),
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CLUTTER_INT_TO_FIXED(z)) );
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}
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void
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cogl_rotatex (ClutterFixed angle,
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ClutterFixed x,
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ClutterFixed y,
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ClutterFixed z)
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{
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GE( glRotatex (angle,x,y,z) );
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}
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void
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cogl_rotate (gint angle, gint x, gint y, gint z)
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{
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GE( glRotatex (CLUTTER_INT_TO_FIXED(angle),
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CLUTTER_INT_TO_FIXED(x),
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CLUTTER_INT_TO_FIXED(y),
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CLUTTER_INT_TO_FIXED(z)) );
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}
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void
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cogl_enable (gulong flags)
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{
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/* This function essentially caches glEnable state() in the
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* hope of lessening number GL traffic.
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*/
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if (flags & CGL_ENABLE_BLEND)
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{
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if (!(__enable_flags & CGL_ENABLE_BLEND))
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{
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GE( glEnable (GL_BLEND) );
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GE( glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) );
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}
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__enable_flags |= CGL_ENABLE_BLEND;
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}
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else if (__enable_flags & CGL_ENABLE_BLEND)
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{
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GE( glDisable (GL_BLEND) );
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__enable_flags &= ~CGL_ENABLE_BLEND;
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}
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if (flags & CGL_ENABLE_TEXTURE_2D)
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{
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if (!(__enable_flags & CGL_ENABLE_TEXTURE_2D))
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GE( glEnable (GL_TEXTURE_2D) );
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__enable_flags |= CGL_ENABLE_TEXTURE_2D;
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}
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else if (__enable_flags & CGL_ENABLE_TEXTURE_2D)
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{
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GE( glDisable (GL_TEXTURE_2D) );
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__enable_flags &= ~CGL_ENABLE_TEXTURE_2D;
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}
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#if 0
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if (flags & CGL_ENABLE_TEXTURE_RECT)
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{
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if (!(__enable_flags & CGL_ENABLE_TEXTURE_RECT))
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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__enable_flags |= CGL_ENABLE_TEXTURE_RECT;
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}
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else if (__enable_flags & CGL_ENABLE_TEXTURE_RECT)
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{
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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__enable_flags &= ~CGL_ENABLE_TEXTURE_RECT;
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}
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#endif
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if (flags & CGL_ENABLE_ALPHA_TEST)
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{
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if (!(__enable_flags & CGL_ENABLE_ALPHA_TEST))
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glEnable (GL_ALPHA_TEST);
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__enable_flags |= CGL_ENABLE_ALPHA_TEST;
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}
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else if (__enable_flags & CGL_ENABLE_ALPHA_TEST)
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{
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glDisable (GL_ALPHA_TEST);
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__enable_flags &= ~CGL_ENABLE_ALPHA_TEST;
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}
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}
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void
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cogl_color (const ClutterColor *color)
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{
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GE( glColor4x ((color->red << 16) / 0xff,
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(color->green << 16) / 0xff,
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(color->blue << 16) / 0xff,
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(color->alpha << 16) / 0xff) );
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}
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void
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cogl_clip_set (const ClutterGeometry *clip)
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{
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GE( glEnable (GL_STENCIL_TEST) );
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GE( glClearStencil (0) );
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GE( glClear (GL_STENCIL_BUFFER_BIT) );
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GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
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GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
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GE( glColor4x (CFX_ONE, CFX_ONE, CFX_ONE, CFX_ONE ) );
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cogl_rectangle (clip->x, clip->y, clip->width, clip->height);
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GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
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GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
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}
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void
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cogl_clip_unset (void)
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{
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GE( glDisable (GL_STENCIL_TEST) );
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}
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gboolean
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cogl_texture_can_size (COGLenum pixel_format,
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COGLenum pixel_type,
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int width,
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int height)
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{
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/* FIXME */
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return TRUE;
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#if 0
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GLint new_width = 0;
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GE( glTexImage2D (GL_PROXY_TEXTURE_2D, 0, GL_RGBA,
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width, height, 0 /* border */,
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pixel_format, pixel_type, NULL) );
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GE( glGetTexLevelParameteriv (GL_PROXY_TEXTURE_2D, 0,
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GL_TEXTURE_WIDTH, &new_width) );
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return new_width != 0;
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#endif
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}
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void
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cogl_texture_quad (gint x1,
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gint x2,
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gint y1,
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gint y2,
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ClutterFixed tx1,
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ClutterFixed ty1,
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ClutterFixed tx2,
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ClutterFixed ty2)
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{
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#define FIX CLUTTER_INT_TO_FIXED
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GLfixed quadVerts[] = {
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FIX(x1), FIX(y1), 0,
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FIX(x2), FIX(y1), 0,
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FIX(x2), FIX(y2), 0,
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FIX(x2), FIX(y2), 0,
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FIX(x1), FIX(y2), 0,
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FIX(x1), FIX(y1), 0
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};
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GLfixed quadTex[] = {
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tx1, ty1,
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tx2, ty1,
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tx2, ty2,
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tx2, ty2,
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tx1, ty2,
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tx1, ty1
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};
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#undef FIX
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GE( glEnableClientState(GL_VERTEX_ARRAY) );
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GE( glEnableClientState(GL_TEXTURE_COORD_ARRAY) );
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GE( glVertexPointer(3, GL_FIXED, 0, quadVerts) );
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GE( glTexCoordPointer(2, GL_FIXED, 0, quadTex) );
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GE( glDrawArrays(GL_TRIANGLES, 0, 6) );
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GE( glDisableClientState(GL_TEXTURE_COORD_ARRAY) );
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GE( glDisableClientState(GL_VERTEX_ARRAY) );
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}
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void
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cogl_textures_create (guint num, guint *textures)
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{
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GE( glGenTextures (num, textures) );
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}
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void
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cogl_textures_destroy (guint num, const guint *textures)
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{
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GE( glDeleteTextures (num, textures) );
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}
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void
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cogl_texture_bind (COGLenum target, guint texture)
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{
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GE( glBindTexture (target, texture) );
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}
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void
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cogl_texture_set_alignment (COGLenum target,
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guint alignment,
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guint row_length)
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{
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/* GE( glPixelStorei (GL_UNPACK_ROW_LENGTH, row_length) ); */
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GE( glPixelStorei (GL_UNPACK_ALIGNMENT, alignment) );
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}
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void
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cogl_texture_set_filters (COGLenum target,
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COGLenum min_filter,
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COGLenum max_filter)
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{
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GE( glTexParameteri(target, GL_TEXTURE_MAG_FILTER, max_filter) );
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GE( glTexParameteri(target, GL_TEXTURE_MIN_FILTER, min_filter) );
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}
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void
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cogl_texture_set_wrap (COGLenum target,
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COGLenum wrap_s,
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COGLenum wrap_t)
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{
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GE( glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_s) );
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GE( glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_s) );
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}
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void
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cogl_texture_image_2d (COGLenum target,
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COGLint internal_format,
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gint width,
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gint height,
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COGLenum format,
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COGLenum type,
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const guchar* pixels)
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{
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GE( glTexImage2D (target,
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0, /* No mipmap support as yet */
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internal_format,
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width,
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height,
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0, /* 0 pixel border */
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format,
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type,
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pixels) );
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}
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void
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cogl_texture_sub_image_2d (COGLenum target,
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gint xoff,
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gint yoff,
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gint width,
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gint height,
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COGLenum format,
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COGLenum type,
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const guchar* pixels)
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{
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GE( glTexSubImage2D (target,
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0,
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xoff,
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yoff,
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width,
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height,
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format,
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type,
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pixels));
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}
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void
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cogl_rectangle (gint x, gint y, guint width, guint height)
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{
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#define FIX CLUTTER_INT_TO_FIXED
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GLfixed rect_verts[] = {
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FIX(x), FIX(y),
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FIX((x + width)), FIX(y),
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FIX(x), FIX((y + height)),
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FIX((x + width)), FIX((y + height)),
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};
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#undef FIX
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GE( glEnableClientState(GL_VERTEX_ARRAY) );
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GE( glVertexPointer(2, GL_FIXED, 0, rect_verts) );
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GE( glDrawArrays(GL_TRIANGLE_STRIP, 0, 4) );
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GE( glDisableClientState(GL_VERTEX_ARRAY) );
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}
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/* FIXME: Should use ClutterReal or Fixed */
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void
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cogl_trapezoid (gint y1,
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gint x11,
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gint x21,
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gint y2,
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gint x12,
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gint x22)
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{
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/* FIXME */
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}
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void
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cogl_alpha_func (COGLenum func,
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ClutterFixed ref)
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{
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GE( glAlphaFunc (func, CLUTTER_FIXED_TO_FLOAT(ref)) );
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}
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/*
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* Fixed point implementation of the perspective function
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*/
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void
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cogl_perspective (ClutterAngle fovy,
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ClutterFixed aspect,
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ClutterFixed zNear,
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ClutterFixed zFar)
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{
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ClutterFixed xmax, ymax;
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ClutterFixed x, y, c, d;
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GLfixed m[16];
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memset (&m[0], 0, sizeof (m));
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/*
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* Based on the original algorithm in perspective():
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*
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* 1) xmin = -xmax => xmax + xmin == 0 && xmax - xmin == 2 * xmax
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* same true for y, hence: a == 0 && b == 0;
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*
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* 2) When working with small numbers, we can are loosing significant
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* precision, hence we use clutter_qmulx() here, not the fast macro.
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*/
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ymax = clutter_qmulx (zNear, clutter_tani (fovy >> 1));
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xmax = clutter_qmulx (ymax, aspect);
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x = CFX_DIV (zNear, xmax);
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y = CFX_DIV (zNear, ymax);
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c = CFX_DIV (-(zFar + zNear), ( zFar - zNear));
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d = CFX_DIV (-(clutter_qmulx (2*zFar, zNear)), (zFar - zNear));
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#define M(row,col) m[col*4+row]
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M(0,0) = x;
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M(1,1) = y;
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M(2,2) = c;
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M(2,3) = d;
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M(3,2) = 1 + ~CFX_ONE;
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GE( glMultMatrixx (m) );
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#undef M
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}
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void
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cogl_setup_viewport (guint w,
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guint h,
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ClutterAngle fovy,
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ClutterFixed aspect,
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ClutterFixed z_near,
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ClutterFixed z_far)
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{
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gint width = (gint) w;
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gint height = (gint) h;
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ClutterFixed z_camera;
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GE( glViewport (0, 0, width, height) );
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GE( glMatrixMode (GL_PROJECTION) );
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GE( glLoadIdentity () );
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/* For Ortho projection.
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* glOrthox (0, width << 16, 0, height << 16, -1 << 16, 1 << 16);
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*/
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cogl_perspective (fovy, aspect, z_near, z_far);
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GE( glMatrixMode (GL_MODELVIEW) );
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GE( glLoadIdentity () );
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/* camera distance from screen, 0.5 * tan (FOV) */
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#define DEFAULT_Z_CAMERA 0.866025404f
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z_camera = clutter_tani (fovy) >> 1;
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GE( glTranslatex (-1 << 15, -1 << 15, -z_camera));
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GE( glScalex ( CFX_ONE / width,
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-CFX_ONE / height,
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CFX_ONE / width));
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GE( glTranslatex (0, -CFX_ONE * height, 0) );
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}
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ClutterFeatureFlags
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cogl_get_features ()
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{
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/* Suck */
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return 0;
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}
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