mutter/clutter/cogl/gles/cogl.c
Øyvind Kolås e92b864dff Support for shaders in clutter. At the moment limited to drivers
providing GLSL support.
* clutter/cogl/cogl.h: added rather direct binding of needed for glsl
shaders.
* clutter/cogl/gl/cogl-defines.h.in:
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/cogl-defines.h: added stubs.
* clutter/cogl/gles/cogl.c: added stubs.
* clutter/glx/clutter-stage-glx.c:
(clutter_stage_glx_realize): unrelated memory management sanity fix.
(clutter_stage_glx_unrealize): unbind all shaders on stage unrealize.
* clutter/Makefile.am: added clutter-shader.[ch]
* clutter/clutter-actor.[ch]: adding shader capability to 
actors.
* clutter/clutter-feature.h: added CLUTTER_FEATURE_SHADERS_GLSL
* clutter/clutter-private.h: added stack of shaders to context.
* clutter/clutter-shader.[ch]: new.
* tests/Makefile.am: added shader test.
* tests/test-shader.c: (frame_cb), (main): simple shader test,
cycle through the inline shader with right/left mouse buttons.
2007-12-03 16:29:18 +00:00

697 lines
15 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 <GLES/gl.h>
#include <string.h>
#if G_BYTE_ORDER == G_LITTLE_ENDIAN
#define PIXEL_TYPE GL_UNSIGNED_BYTE
#else
#define PIXEL_TYPE GL_UNSIGNED_INT_8_8_8_8_REV
#endif
static gulong __enable_flags = 0;
#define COGL_DEBUG 0
#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
#if COGL_DEBUG
#define GE(x...) { \
GLenum err; \
(x); \
fprintf(stderr, "%s\n", #x); \
while ((err = glGetError()) != GL_NO_ERROR) { \
fprintf(stderr, "glError: %s caught at %s:%u\n", \
(char *)error_string(err), \
__FILE__, __LINE__); \
} \
}
#else
#define GE(x) (x);
#endif
CoglFuncPtr
cogl_get_proc_address (const gchar* name)
{
return NULL;
}
gboolean
cogl_check_extension (const gchar *name, const gchar *ext)
{
return FALSE;
}
void
cogl_paint_init (const ClutterColor *color)
{
#if COGL_DEBUG
fprintf(stderr, "\n ============== Paint Start ================ \n");
#endif
glClearColorx ((color->red << 16) / 0xff,
(color->green << 16) / 0xff,
(color->blue << 16) / 0xff,
0xff);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable (GL_LIGHTING);
glDisable (GL_FOG);
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LEQUAL);
cogl_enable (CGL_ENABLE_BLEND);
glTexEnvx (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
/* FIXME: inline most of these */
void
cogl_push_matrix (void)
{
GE( glPushMatrix() );
}
void
cogl_pop_matrix (void)
{
GE( glPopMatrix() );
}
void
cogl_scale (ClutterFixed x, ClutterFixed y)
{
GE( glScalex (x, y, CFX_ONE) );
}
void
cogl_translatex (ClutterFixed x, ClutterFixed y, ClutterFixed z)
{
GE( glTranslatex (x, y, z) );
}
void
cogl_translate (gint x, gint y, gint z)
{
GE( glTranslatex (CLUTTER_INT_TO_FIXED(x),
CLUTTER_INT_TO_FIXED(y),
CLUTTER_INT_TO_FIXED(z)) );
}
void
cogl_rotatex (ClutterFixed angle,
ClutterFixed x,
ClutterFixed y,
ClutterFixed z)
{
GE( glRotatex (angle,x,y,z) );
}
void
cogl_rotate (gint angle, gint x, gint y, gint z)
{
GE( glRotatex (CLUTTER_INT_TO_FIXED(angle),
CLUTTER_INT_TO_FIXED(x),
CLUTTER_INT_TO_FIXED(y),
CLUTTER_INT_TO_FIXED(z)) );
}
void
cogl_enable (gulong flags)
{
/* This function essentially caches glEnable state() in the
* hope of lessening number GL traffic.
*/
if (flags & CGL_ENABLE_BLEND)
{
if (!(__enable_flags & CGL_ENABLE_BLEND))
{
GE( glEnable (GL_BLEND) );
GE( glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) );
}
__enable_flags |= CGL_ENABLE_BLEND;
}
else if (__enable_flags & CGL_ENABLE_BLEND)
{
GE( glDisable (GL_BLEND) );
__enable_flags &= ~CGL_ENABLE_BLEND;
}
if (flags & CGL_ENABLE_TEXTURE_2D)
{
if (!(__enable_flags & CGL_ENABLE_TEXTURE_2D))
GE( glEnable (GL_TEXTURE_2D) );
__enable_flags |= CGL_ENABLE_TEXTURE_2D;
}
else if (__enable_flags & CGL_ENABLE_TEXTURE_2D)
{
GE( glDisable (GL_TEXTURE_2D) );
__enable_flags &= ~CGL_ENABLE_TEXTURE_2D;
}
#if 0
if (flags & CGL_ENABLE_TEXTURE_RECT)
{
if (!(__enable_flags & CGL_ENABLE_TEXTURE_RECT))
glEnable (GL_TEXTURE_RECTANGLE_);
__enable_flags |= CGL_ENABLE_TEXTURE_RECT;
}
else if (__enable_flags & CGL_ENABLE_TEXTURE_RECT)
{
glDisable (GL_TEXTURE_RECTANGLE_);
__enable_flags &= ~CGL_ENABLE_TEXTURE_RECT;
}
#endif
if (flags & CGL_ENABLE_ALPHA_TEST)
{
if (!(__enable_flags & CGL_ENABLE_ALPHA_TEST))
glEnable (GL_ALPHA_TEST);
__enable_flags |= CGL_ENABLE_ALPHA_TEST;
}
else if (__enable_flags & CGL_ENABLE_ALPHA_TEST)
{
glDisable (GL_ALPHA_TEST);
__enable_flags &= ~CGL_ENABLE_ALPHA_TEST;
}
}
void
cogl_color (const ClutterColor *color)
{
#if HAVE_GLES_COLOR4UB
/*
* GLES 1.1 does actually have this function, it's in the header file but
* missing in the reference manual (and SDK):
*
* http://www.khronos.org/egl/headers/1_1/gl.h
*/
GE( glColor4ub (color->red,
color->green,
color->blue,
color->alpha) );
#else
/* conversion can cause issues with picking on some gles implementations */
GE( glColor4x ((color->red << 16) / 0xff,
(color->green << 16) / 0xff,
(color->blue << 16) / 0xff,
(color->alpha << 16) / 0xff));
#endif
}
void
cogl_clip_set (const ClutterGeometry *clip)
{
GE( glEnable (GL_STENCIL_TEST) );
GE( glClearStencil (0) );
GE( glClear (GL_STENCIL_BUFFER_BIT) );
GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
GE( glColor4x (CFX_ONE, CFX_ONE, CFX_ONE, CFX_ONE ) );
cogl_rectangle (clip->x, clip->y, clip->width, clip->height);
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
}
void
cogl_clip_unset (void)
{
GE( glDisable (GL_STENCIL_TEST) );
}
gboolean
cogl_texture_can_size (COGLenum target,
COGLenum pixel_format,
COGLenum pixel_type,
int width,
int height)
{
/* FIXME: How we get this is likely GLES implementation dependant. */
return TRUE;
}
void
cogl_texture_quad (gint x1,
gint x2,
gint y1,
gint y2,
ClutterFixed tx1,
ClutterFixed ty1,
ClutterFixed tx2,
ClutterFixed ty2)
{
#define FIX CLUTTER_INT_TO_FIXED
GLfixed quadVerts[] = {
FIX(x1), FIX(y1), 0,
FIX(x2), FIX(y1), 0,
FIX(x2), FIX(y2), 0,
FIX(x2), FIX(y2), 0,
FIX(x1), FIX(y2), 0,
FIX(x1), FIX(y1), 0
};
GLfixed quadTex[] = {
tx1, ty1,
tx2, ty1,
tx2, ty2,
tx2, ty2,
tx1, ty2,
tx1, ty1
};
#undef FIX
GE( glEnableClientState(GL_VERTEX_ARRAY) );
GE( glEnableClientState(GL_TEXTURE_COORD_ARRAY) );
GE( glVertexPointer(3, GL_FIXED, 0, quadVerts) );
GE( glTexCoordPointer(2, GL_FIXED, 0, quadTex) );
GE( glDrawArrays(GL_TRIANGLES, 0, 6) );
GE( glDisableClientState(GL_TEXTURE_COORD_ARRAY) );
GE( glDisableClientState(GL_VERTEX_ARRAY) );
}
void
cogl_textures_create (guint num, COGLuint *textures)
{
GE( glGenTextures (num, textures) );
}
void
cogl_textures_destroy (guint num, const COGLuint *textures)
{
GE( glDeleteTextures (num, textures) );
}
void
cogl_texture_bind (COGLenum target, COGLuint texture)
{
GE( glBindTexture (target, texture) );
}
void
cogl_texture_set_alignment (COGLenum target,
guint alignment,
guint row_length)
{
/* GE( glPixelStorei (GL_UNPACK_ROW_LENGTH, row_length) ); */
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, alignment) );
}
void
cogl_texture_set_filters (COGLenum target,
COGLenum min_filter,
COGLenum max_filter)
{
GE( glTexParameteri(target, GL_TEXTURE_MAG_FILTER, max_filter) );
GE( glTexParameteri(target, GL_TEXTURE_MIN_FILTER, min_filter) );
}
void
cogl_texture_set_wrap (COGLenum target,
COGLenum wrap_s,
COGLenum wrap_t)
{
GE( glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_s) );
GE( glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_s) );
}
void
cogl_texture_image_2d (COGLenum target,
COGLint internal_format,
gint width,
gint height,
COGLenum format,
COGLenum type,
const guchar* pixels)
{
GE( glTexImage2D (target,
0,
format, /* HACK: For gles we set the internal_format equal
* to the pixel format. This is for RGB data (i.e
* jpgs) which seem to need a matching internal
* format rather than RGBA (which is used by GL)
*.
* This fix isn't ideal..
*/
width,
height,
0,
format,
type,
pixels) );
}
void
cogl_texture_sub_image_2d (COGLenum target,
gint xoff,
gint yoff,
gint width,
gint height,
COGLenum format,
COGLenum type,
const guchar* pixels)
{
GE( glTexSubImage2D (target,
0,
xoff,
yoff,
width,
height,
format,
type,
pixels));
}
void
cogl_rectangle (gint x, gint y, guint width, guint height)
{
#define FIX CLUTTER_INT_TO_FIXED
GLfixed rect_verts[] = {
FIX(x), FIX(y),
FIX((x + width)), FIX(y),
FIX(x), FIX((y + height)),
FIX((x + width)), FIX((y + height)),
};
#undef FIX
GE( glEnableClientState(GL_VERTEX_ARRAY) );
GE( glVertexPointer(2, GL_FIXED, 0, rect_verts) );
GE( glDrawArrays(GL_TRIANGLE_STRIP, 0, 4) );
GE( glDisableClientState(GL_VERTEX_ARRAY) );
}
/* FIXME: Should use ClutterReal or Fixed */
void
cogl_trapezoid (gint y1,
gint x11,
gint x21,
gint y2,
gint x12,
gint x22)
{
/* FIXME */
}
void
cogl_alpha_func (COGLenum func,
ClutterFixed ref)
{
GE( glAlphaFunc (func, CLUTTER_FIXED_TO_FLOAT(ref)) );
}
/*
* Fixed point implementation of the perspective function
*/
void
cogl_perspective (ClutterFixed fovy,
ClutterFixed aspect,
ClutterFixed zNear,
ClutterFixed zFar)
{
ClutterFixed xmax, ymax;
ClutterFixed x, y, c, d;
ClutterFixed fovy_rad_half = CFX_MUL (fovy, CFX_PI) / 360;
GLfixed 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 can are loosing significant
* precision, hence we use clutter_qmulx() here, not the fast macro.
*/
ymax = clutter_qmulx (zNear, CFX_DIV (clutter_sinx (fovy_rad_half),
clutter_cosx (fovy_rad_half)));
xmax = clutter_qmulx (ymax, aspect);
x = CFX_DIV (zNear, xmax);
y = CFX_DIV (zNear, ymax);
c = CFX_DIV (-(zFar + zNear), ( zFar - zNear));
d = CFX_DIV (-(clutter_qmulx (2*zFar, zNear)), (zFar - zNear));
#define M(row,col) m[col*4+row]
M(0,0) = x;
M(1,1) = y;
M(2,2) = c;
M(2,3) = d;
M(3,2) = 1 + ~CFX_ONE;
GE( glMultMatrixx (m) );
#undef M
}
void
cogl_setup_viewport (guint w,
guint h,
ClutterFixed fovy,
ClutterFixed aspect,
ClutterFixed z_near,
ClutterFixed z_far)
{
gint width = (gint) w;
gint height = (gint) h;
ClutterFixed z_camera;
GE( glViewport (0, 0, width, height) );
GE( glMatrixMode (GL_PROJECTION) );
GE( glLoadIdentity () );
/* For Ortho projection.
* glOrthox (0, width << 16, 0, height << 16, -1 << 16, 1 << 16);
*/
cogl_perspective (fovy, aspect, z_near, z_far);
GE( glMatrixMode (GL_MODELVIEW) );
GE( glLoadIdentity () );
/*
* camera distance from screen, 0.5 * tan (FOV)
*
* See comments in ../gl/cogl.c
*/
#define DEFAULT_Z_CAMERA 0.869f
z_camera = CLUTTER_FLOAT_TO_FIXED (DEFAULT_Z_CAMERA);
if (fovy != CFX_60)
{
ClutterFixed fovy_rad = CFX_MUL (fovy, CFX_PI) / 180;
z_camera = CFX_DIV (clutter_sinx (fovy_rad),
clutter_cosx (fovy_rad)) >> 1;
}
GE( glTranslatex (-1 << 15, -1 << 15, -z_camera));
GE( glScalex ( CFX_ONE / width,
-CFX_ONE / height,
CFX_ONE / width));
GE( glTranslatex (0, -CFX_ONE * height, 0) );
}
ClutterFeatureFlags
cogl_get_features ()
{
/* Suck */
return 0;
}
void
cogl_get_modelview_matrix (ClutterFixed m[16])
{
glGetFixedv(GL_MODELVIEW_MATRIX, &m[0]);
}
void
cogl_get_projection_matrix (ClutterFixed m[16])
{
glGetFixedv(GL_PROJECTION_MATRIX, &m[0]);
}
void
cogl_get_viewport (ClutterFixed v[4])
{
glGetFixedv(GL_VIEWPORT, &v[0]);
}
void
cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha)
{
if (red)
GE( glGetIntegerv(GL_RED_BITS, red) );
if (green)
GE( glGetIntegerv(GL_GREEN_BITS, green) );
if (blue)
GE( glGetIntegerv(GL_BLUE_BITS, blue) );
if (alpha)
GE( glGetIntegerv(GL_ALPHA_BITS, alpha ) );
}
void
cogl_fog_set (const ClutterColor *fog_color,
ClutterFixed density,
ClutterFixed z_near,
ClutterFixed z_far)
{
GLfixed fogColor[4];
fogColor[0] = (fog_color->red << 16) / 0xff;
fogColor[1] = (fog_color->green << 16) / 0xff;
fogColor[2] = (fog_color->blue << 16) / 0xff;
fogColor[3] = (fog_color->alpha << 16) / 0xff;
glEnable (GL_FOG);
glFogxv (GL_FOG_COLOR, fogColor);
glFogx (GL_FOG_MODE, GL_LINEAR);
glHint (GL_FOG_HINT, GL_NICEST);
glFogx (GL_FOG_DENSITY, (GLfixed) density);
glFogx (GL_FOG_START, (GLfixed) z_near);
glFogx (GL_FOG_END, (GLfixed) z_far);
}
COGLint cogl_create_program (void)
{
return 0;
}
COGLint cogl_create_shader (COGLenum shaderType)
{
return 0;
}
void cogl_shader_source (COGLint shader,
const gchar *source)
{
}
void cogl_shader_compile (COGLint shader_handle)
{
}
void cogl_program_attach_shader (COGLint program_handle,
COGLint shader_handle)
{
}
void cogl_program_link (COGLint program_handle)
{
}
void cogl_program_use (COGLint program_handle)
{
}
COGLint cogl_program_get_uniform_location (COGLint program_handle,
const gchar *uniform_name)
{
return 0;
}
void cogl_program_destroy (COGLint handle)
{
}
void cogl_shader_destroy (COGLint handle)
{
}
void cogl_shader_get_info_log (COGLint handle,
guint size,
gchar *buffer)
{
}
void cogl_shader_get_parameteriv (COGLint handle,
COGLenum pname,
COGLint *dest)
{
}
void cogl_program_uniform_1f (COGLint uniform_no,
gfloat value)
{
}