mutter/clutter/cogl/gles/cogl-gles2-wrapper.c
Neil Roberts 42ed195f01 * clutter/cogl/gles/cogl-gles2-wrapper.h: The uniform numbers are
now stored in a separate struct so they can be stored for
	application program objects as well.

	* clutter/cogl/gles/cogl.c: Moved stub shader functions into
	separate files.
	(_cogl_features_init): Report support for the shaders feature on
	GLES 2

	* clutter/cogl/gles/cogl-shader.h:
	* clutter/cogl/gles/cogl-shader.c:
	* clutter/cogl/gles/cogl-program.h:
	* clutter/cogl/gles/cogl-program.c: Separate files to handle
	shaders on programs on GLES. If version 1.1 is being used then the
	stub functions which all fail are still used.

	* clutter/cogl/gles/cogl-gles2-wrapper.c
	(cogl_gles2_wrapper_init, cogl_gles2_wrapper_bind_attributes),
	(cogl_gles2_wrapper_get_uniforms): Move the uniforms and attribute
	bindings into a separate function so they can be used to bind on
	application shaders as well.
	(cogl_gles2_wrapper_update_matrix): Now takes a parameter and is
	no longer static so that it can be used to update all of the
	matrices when a new shader is bound.

	* clutter/cogl/gles/cogl-defines.h.in: Use GL_COMPILE_STATUS for
	CGL_OBJECT_COMPILE_STATUS if the latter isn't available (for
	example on GLES 2).

	* clutter/cogl/gles/cogl-context.h (CoglContext): Added handle
	arrays for programs and shaders.

	* clutter/cogl/gles/cogl-context.c (cogl_create_context)
	(cogl_destroy_context): Initialize and destroy program and shader
	handle array.

	* clutter/cogl/gles/Makefile.am (libclutter_cogl_la_SOURCES): Add
	cogl-{shader,program}.{c,h}
2008-06-02 10:58:57 +00:00

795 lines
19 KiB
C

/*
* Clutter COGL
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2008 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 <clutter/clutter-fixed.h>
#include <string.h>
#include <math.h>
#include "cogl.h"
#include "cogl-gles2-wrapper.h"
#include "cogl-fixed-vertex-shader.h"
#include "cogl-fixed-fragment-shader.h"
#include "cogl-context.h"
#define _COGL_GET_GLES2_WRAPPER(wvar, retval) \
CoglGles2Wrapper *wvar; \
{ \
CoglContext *__ctxvar = _cogl_context_get_default (); \
if (__ctxvar == NULL) return retval; \
wvar = &__ctxvar->gles2; \
}
#define COGL_GLES2_WRAPPER_VERTEX_ATTRIB 0
#define COGL_GLES2_WRAPPER_TEX_COORD_ATTRIB 1
#define COGL_GLES2_WRAPPER_COLOR_ATTRIB 2
static GLuint
cogl_gles2_wrapper_create_shader (GLenum type, const char *source)
{
GLuint shader;
GLint source_len = strlen (source);
GLint status;
shader = glCreateShader (type);
glShaderSource (shader, 1, &source, &source_len);
glCompileShader (shader);
glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (!status)
{
char log[1024];
GLint len;
glGetShaderInfoLog (shader, sizeof (log) - 1, &len, log);
log[len] = '\0';
g_critical ("%s", log);
glDeleteShader (shader);
return 0;
}
return shader;
}
void
cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper)
{
GLint status;
GLfixed default_fog_color[4] = { 0, 0, 0, 0 };
memset (wrapper, 0, sizeof (CoglGles2Wrapper));
/* Create the shader program */
wrapper->vertex_shader
= cogl_gles2_wrapper_create_shader (GL_VERTEX_SHADER,
cogl_fixed_vertex_shader);
if (wrapper->vertex_shader == 0)
return;
wrapper->fragment_shader
= cogl_gles2_wrapper_create_shader (GL_FRAGMENT_SHADER,
cogl_fixed_fragment_shader);
if (wrapper->fragment_shader == 0)
{
glDeleteShader (wrapper->vertex_shader);
return;
}
wrapper->program = glCreateProgram ();
glAttachShader (wrapper->program, wrapper->fragment_shader);
glAttachShader (wrapper->program, wrapper->vertex_shader);
cogl_gles2_wrapper_bind_attributes (wrapper->program);
glLinkProgram (wrapper->program);
glGetProgramiv (wrapper->program, GL_LINK_STATUS, &status);
if (!status)
{
char log[1024];
GLint len;
glGetProgramInfoLog (wrapper->program, sizeof (log) - 1, &len, log);
log[len] = '\0';
g_critical ("%s", log);
glDeleteProgram (wrapper->program);
glDeleteShader (wrapper->vertex_shader);
glDeleteShader (wrapper->fragment_shader);
return;
}
glUseProgram (wrapper->program);
wrapper->uniforms = &wrapper->fixed_uniforms;
cogl_gles2_wrapper_get_uniforms (wrapper->program, wrapper->uniforms);
/* Always use the first texture unit */
glUniform1i (wrapper->uniforms->bound_texture_uniform, 0);
/* Initialize the stacks */
cogl_wrap_glMatrixMode (GL_TEXTURE);
cogl_wrap_glLoadIdentity ();
cogl_wrap_glMatrixMode (GL_PROJECTION);
cogl_wrap_glLoadIdentity ();
cogl_wrap_glMatrixMode (GL_MODELVIEW);
cogl_wrap_glLoadIdentity ();
wrapper->mvp_uptodate = GL_FALSE;
/* Initialize the fogging options */
cogl_wrap_glDisable (GL_FOG);
cogl_wrap_glFogx (GL_FOG_MODE, GL_LINEAR);
cogl_wrap_glFogx (GL_FOG_DENSITY, CFX_ONE);
cogl_wrap_glFogx (GL_FOG_START, 0);
cogl_wrap_glFogx (GL_FOG_END, 1);
cogl_wrap_glFogxv (GL_FOG_COLOR, default_fog_color);
/* Initialize alpha testing */
cogl_wrap_glDisable (GL_ALPHA_TEST);
cogl_wrap_glAlphaFunc (GL_ALWAYS, 0.0f);
}
void
cogl_gles2_wrapper_bind_attributes (GLuint program)
{
glBindAttribLocation (program, COGL_GLES2_WRAPPER_VERTEX_ATTRIB,
"vertex_attrib");
glBindAttribLocation (program, COGL_GLES2_WRAPPER_TEX_COORD_ATTRIB,
"tex_coord_attrib");
glBindAttribLocation (program, COGL_GLES2_WRAPPER_COLOR_ATTRIB,
"color_attrib");
}
void
cogl_gles2_wrapper_get_uniforms (GLuint program,
CoglGles2WrapperUniforms *uniforms)
{
uniforms->mvp_matrix_uniform
= glGetUniformLocation (program, "mvp_matrix");
uniforms->modelview_matrix_uniform
= glGetUniformLocation (program, "modelview_matrix");
uniforms->texture_matrix_uniform
= glGetUniformLocation (program, "texture_matrix");
uniforms->texture_2d_enabled_uniform
= glGetUniformLocation (program, "texture_2d_enabled");
uniforms->bound_texture_uniform
= glGetUniformLocation (program, "texture_unit");
uniforms->alpha_only_uniform
= glGetUniformLocation (program, "alpha_only");
uniforms->fog_enabled_uniform
= glGetUniformLocation (program, "fog_enabled");
uniforms->fog_mode_uniform
= glGetUniformLocation (program, "fog_mode");
uniforms->fog_density_uniform
= glGetUniformLocation (program, "fog_density");
uniforms->fog_start_uniform
= glGetUniformLocation (program, "fog_start");
uniforms->fog_end_uniform
= glGetUniformLocation (program, "fog_end");
uniforms->fog_color_uniform
= glGetUniformLocation (program, "fog_color");
uniforms->alpha_test_enabled_uniform
= glGetUniformLocation (program, "alpha_test_enabled");
uniforms->alpha_test_func_uniform
= glGetUniformLocation (program, "alpha_test_func");
uniforms->alpha_test_ref_uniform
= glGetUniformLocation (program, "alpha_test_ref");
}
void
cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper)
{
if (wrapper->program)
{
glDeleteProgram (wrapper->program);
wrapper->program = 0;
}
if (wrapper->vertex_shader)
{
glDeleteShader (wrapper->vertex_shader);
wrapper->vertex_shader = 0;
}
if (wrapper->fragment_shader)
{
glDeleteShader (wrapper->fragment_shader);
wrapper->fragment_shader = 0;
}
}
void
cogl_gles2_wrapper_update_matrix (CoglGles2Wrapper *wrapper, GLenum matrix_num)
{
const float *matrix;
switch (matrix_num)
{
default:
case GL_MODELVIEW:
case GL_PROJECTION:
/* Queue a recalculation of the combined modelview and
projection matrix at the next draw */
wrapper->mvp_uptodate = GL_FALSE;
break;
case GL_TEXTURE:
matrix = wrapper->texture_stack + wrapper->texture_stack_pos * 16;
glUniformMatrix4fv (wrapper->uniforms->texture_matrix_uniform,
1, GL_FALSE, 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)
{
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
/* Make sure the modelview+projection matrix is up to date */
if (!w->mvp_uptodate)
{
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);
glUniformMatrix4fv (w->uniforms->mvp_matrix_uniform, 1,
GL_FALSE, mvp_matrix);
glUniformMatrix4fv (w->uniforms->modelview_matrix_uniform, 1, GL_FALSE,
modelview_matrix);
w->mvp_uptodate = GL_TRUE;
}
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 */
glUniform1i (w->uniforms->alpha_only_uniform,
internal_format == GL_ALPHA ? GL_TRUE : GL_FALSE);
}
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:
glUniform1i (w->uniforms->texture_2d_enabled_uniform, GL_TRUE);
break;
case GL_FOG:
glUniform1i (w->uniforms->fog_enabled_uniform, GL_TRUE);
break;
case GL_ALPHA_TEST:
glUniform1i (w->uniforms->alpha_test_enabled_uniform, GL_TRUE);
break;
default:
glEnable (cap);
}
}
void
cogl_wrap_glDisable (GLenum cap)
{
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
switch (cap)
{
case GL_TEXTURE_2D:
glUniform1i (w->uniforms->texture_2d_enabled_uniform, GL_FALSE);
break;
case GL_FOG:
glUniform1i (w->uniforms->fog_enabled_uniform, GL_FALSE);
break;
case GL_ALPHA_TEST:
glUniform1i (w->uniforms->alpha_test_enabled_uniform, GL_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;
glUniform1i (w->uniforms->alpha_test_func_uniform, func);
glUniform1f (w->uniforms->alpha_test_ref_uniform, 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:
glUniform1i (w->uniforms->fog_mode_uniform, param);
break;
case GL_FOG_DENSITY:
glUniform1f (w->uniforms->fog_density_uniform,
CLUTTER_FIXED_TO_FLOAT (param));
break;
case GL_FOG_START:
glUniform1f (w->uniforms->fog_start_uniform,
CLUTTER_FIXED_TO_FLOAT (param));
break;
case GL_FOG_END:
glUniform1f (w->uniforms->fog_end_uniform,
CLUTTER_FIXED_TO_FLOAT (param));
break;
}
}
void
cogl_wrap_glFogxv (GLenum pname, const GLfixed *params)
{
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
if (pname == GL_FOG_COLOR)
glUniform4f (w->uniforms->fog_color_uniform,
CLUTTER_FIXED_TO_FLOAT (params[0]),
CLUTTER_FIXED_TO_FLOAT (params[1]),
CLUTTER_FIXED_TO_FLOAT (params[2]),
CLUTTER_FIXED_TO_FLOAT (params[3]));
}
void
cogl_wrap_glTexParameteri (GLenum target, GLenum pname, GLfloat param)
{
if (pname != GL_GENERATE_MIPMAP)
glTexParameteri (target, pname, param);
}