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e6a7a70d54
cogl_wrap_glActiveTexture needs to call the GL version of glActiveTexture otherwise the subsequent calls to glBindTexture will all be using texture unit 0. This fixes test-cogl-multitexture.
1614 lines
43 KiB
C
1614 lines
43 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) 2008 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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <clutter/clutter-fixed.h>
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#include <string.h>
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#include <math.h>
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/* We don't want to get the remaps from the gl* functions to the
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cogl_wrap_gl* functions in this file because we need to be able to
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call the base version */
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#define COGL_GLES2_WRAPPER_NO_REMAP 1
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#include "cogl.h"
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#include "cogl-gles2-wrapper.h"
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#include "cogl-fixed-vertex-shader.h"
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#include "cogl-fixed-fragment-shader.h"
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#include "cogl-context.h"
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#include "cogl-shader-private.h"
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#include "cogl-program.h"
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#include "cogl-internal.h"
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#define _COGL_GET_GLES2_WRAPPER(wvar, retval) \
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CoglGles2Wrapper *wvar; \
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{ \
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CoglContext *__ctxvar = _cogl_context_get_default (); \
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if (__ctxvar == NULL) return retval; \
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wvar = &__ctxvar->gles2; \
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}
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#define _COGL_GLES2_CHANGE_SETTING(w, var, val) \
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do \
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if ((w)->settings.var != (val)) \
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{ \
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(w)->settings.var = (val); \
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(w)->settings_dirty = TRUE; \
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} \
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while (0)
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#define _COGL_GLES2_CHANGE_UNIFORM(w, flag, var, val) \
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do \
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if ((w)->var != (val)) \
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{ \
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(w)->var = (val); \
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(w)->dirty_uniforms |= COGL_GLES2_DIRTY_ ## flag; \
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} \
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while (0)
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#define COGL_GLES2_WRAPPER_VERTEX_ATTRIB 0
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#define COGL_GLES2_WRAPPER_COLOR_ATTRIB 1
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#define COGL_GLES2_WRAPPER_NORMAL_ATTRIB 2
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static GLuint
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cogl_gles2_wrapper_create_shader (GLenum type, const char *source)
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{
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GLuint shader;
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GLint source_len = strlen (source);
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GLint status;
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shader = glCreateShader (type);
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glShaderSource (shader, 1, &source, &source_len);
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glCompileShader (shader);
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glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
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if (!status)
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{
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char log[1024];
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GLint len;
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glGetShaderInfoLog (shader, sizeof (log) - 1, &len, log);
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log[len] = '\0';
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g_critical ("%s", log);
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glDeleteShader (shader);
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return 0;
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}
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return shader;
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}
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static void
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initialize_texture_units (CoglGles2Wrapper *w)
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{
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/* We save the active texture unit since we may need to temporarily
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* change this to initialise each new texture unit and we want to
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* restore the active unit afterwards */
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int initial_active_unit = w->active_texture_unit;
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GLint prev_mode;
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int i;
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/* We will need to set the matrix mode to GL_TEXTURE to
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* initialise any new texture units, so we save the current
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* mode for restoring afterwards */
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GE( cogl_wrap_glGetIntegerv (CGL_MATRIX_MODE, &prev_mode));
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for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
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{
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CoglGles2WrapperTextureUnit *new_unit;
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new_unit = w->texture_units + i;
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memset (new_unit, 0, sizeof (CoglGles2WrapperTextureUnit));
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w->active_texture_unit = i;
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GE( cogl_wrap_glMatrixMode (GL_TEXTURE));
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GE( cogl_wrap_glLoadIdentity ());
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}
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GE( cogl_wrap_glMatrixMode ((GLenum) prev_mode));
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w->settings.texture_units = 0;
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w->active_texture_unit = initial_active_unit;
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}
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void
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cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper)
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{
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GLfloat default_fog_color[4] = { 0, 0, 0, 0 };
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memset (wrapper, 0, sizeof (CoglGles2Wrapper));
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/* Initialize the stacks */
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cogl_wrap_glMatrixMode (GL_PROJECTION);
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cogl_wrap_glLoadIdentity ();
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cogl_wrap_glMatrixMode (GL_MODELVIEW);
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cogl_wrap_glLoadIdentity ();
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/* The gl*ActiveTexture wrappers will initialise the texture
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* stack for the texture unit when it's first activated */
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cogl_wrap_glActiveTexture (GL_TEXTURE0);
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cogl_wrap_glClientActiveTexture (GL_TEXTURE0);
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/* Initialize the fogging options */
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cogl_wrap_glDisable (GL_FOG);
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cogl_wrap_glFogf (GL_FOG_MODE, GL_LINEAR);
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cogl_wrap_glFogf (GL_FOG_DENSITY, 1.0);
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cogl_wrap_glFogf (GL_FOG_START, 0);
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cogl_wrap_glFogf (GL_FOG_END, 1);
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cogl_wrap_glFogfv (GL_FOG_COLOR, default_fog_color);
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/* Initialize alpha testing */
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cogl_wrap_glDisable (GL_ALPHA_TEST);
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cogl_wrap_glAlphaFunc (GL_ALWAYS, 0.0f);
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initialize_texture_units (wrapper);
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}
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static gboolean
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cogl_gles2_settings_equal (const CoglGles2WrapperSettings *a,
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const CoglGles2WrapperSettings *b,
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gboolean vertex_tests,
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gboolean fragment_tests)
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{
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if (a->texture_units != b->texture_units)
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return FALSE;
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if (fragment_tests)
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{
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if (a->alpha_test_enabled != b->alpha_test_enabled)
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return FALSE;
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if (a->alpha_test_enabled && a->alpha_test_func != b->alpha_test_func)
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return FALSE;
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}
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if (a->fog_enabled != b->fog_enabled)
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return FALSE;
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if (vertex_tests && a->fog_enabled && a->fog_mode != b->fog_mode)
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return FALSE;
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return TRUE;
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}
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static CoglGles2WrapperShader *
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cogl_gles2_get_vertex_shader (const CoglGles2WrapperSettings *settings)
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{
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GString *shader_source;
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GLuint shader_obj;
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CoglGles2WrapperShader *shader;
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GSList *node;
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int i;
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int n_texture_units = 0;
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_COGL_GET_GLES2_WRAPPER (w, NULL);
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/* Check if we already have a vertex shader for these settings */
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for (node = w->compiled_vertex_shaders; node; node = node->next)
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if (cogl_gles2_settings_equal (settings,
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&((CoglGles2WrapperShader *)
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node->data)->settings,
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TRUE, FALSE))
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return (CoglGles2WrapperShader *) node->data;
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/* Otherwise create a new shader */
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shader_source = g_string_new (cogl_fixed_vertex_shader_per_vertex_attribs);
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for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
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if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
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g_string_append_printf (shader_source,
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"attribute vec4 multi_tex_coord_attrib%d;\n",
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i);
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/* Find the biggest enabled texture unit index */
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for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
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if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
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n_texture_units = i + 1;
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g_string_append (shader_source, cogl_fixed_vertex_shader_transform_matrices);
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g_string_append (shader_source, cogl_fixed_vertex_shader_output_variables);
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if (n_texture_units > 0)
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{
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g_string_append_printf (shader_source,
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"uniform mat4 texture_matrix[%d];\n",
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n_texture_units);
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g_string_append_printf (shader_source,
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"varying vec2 tex_coord[%d];",
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n_texture_units);
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}
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g_string_append (shader_source, cogl_fixed_vertex_shader_fogging_options);
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g_string_append (shader_source, cogl_fixed_vertex_shader_main_start);
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for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
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if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
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{
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g_string_append_printf (shader_source,
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"transformed_tex_coord = "
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"texture_matrix[%d] "
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" * multi_tex_coord_attrib%d;\n",
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i, i);
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g_string_append_printf (shader_source,
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"tex_coord[%d] = transformed_tex_coord.st "
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" / transformed_tex_coord.q;\n",
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i);
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}
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g_string_append (shader_source, cogl_fixed_vertex_shader_frag_color_start);
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if (settings->fog_enabled)
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{
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g_string_append (shader_source, cogl_fixed_vertex_shader_fog_start);
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switch (settings->fog_mode)
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{
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case GL_EXP:
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g_string_append (shader_source, cogl_fixed_vertex_shader_fog_exp);
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break;
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case GL_EXP2:
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g_string_append (shader_source, cogl_fixed_vertex_shader_fog_exp2);
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break;
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default:
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g_string_append (shader_source, cogl_fixed_vertex_shader_fog_linear);
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break;
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}
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g_string_append (shader_source, cogl_fixed_vertex_shader_fog_end);
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}
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g_string_append (shader_source, cogl_fixed_vertex_shader_end);
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shader_obj = cogl_gles2_wrapper_create_shader (GL_VERTEX_SHADER,
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shader_source->str);
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g_string_free (shader_source, TRUE);
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if (shader_obj == 0)
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return NULL;
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shader = g_slice_new (CoglGles2WrapperShader);
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shader->shader = shader_obj;
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shader->settings = *settings;
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w->compiled_vertex_shaders = g_slist_prepend (w->compiled_vertex_shaders,
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shader);
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return shader;
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}
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static CoglGles2WrapperShader *
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cogl_gles2_get_fragment_shader (const CoglGles2WrapperSettings *settings)
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{
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GString *shader_source;
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GLuint shader_obj;
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CoglGles2WrapperShader *shader;
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GSList *node;
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int i;
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int n_texture_units = 0;
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_COGL_GET_GLES2_WRAPPER (w, NULL);
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/* Check if we already have a fragment shader for these settings */
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for (node = w->compiled_fragment_shaders; node; node = node->next)
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if (cogl_gles2_settings_equal (settings,
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&((CoglGles2WrapperShader *)
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node->data)->settings,
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FALSE, TRUE))
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return (CoglGles2WrapperShader *) node->data;
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/* Otherwise create a new shader */
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shader_source = g_string_new (cogl_fixed_fragment_shader_variables_start);
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/* Find the biggest enabled texture unit index */
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for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
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if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
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n_texture_units = i + 1;
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g_string_append (shader_source, cogl_fixed_fragment_shader_inputs);
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if (n_texture_units > 0)
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{
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g_string_append_printf (shader_source,
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"varying vec2 tex_coord[%d];\n",
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n_texture_units);
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g_string_append (shader_source, cogl_fixed_fragment_shader_texturing_options);
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g_string_append_printf (shader_source,
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"uniform sampler2D texture_unit[%d];\n",
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n_texture_units);
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}
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g_string_append (shader_source, cogl_fixed_fragment_shader_fogging_options);
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g_string_append (shader_source, cogl_fixed_fragment_shader_main_declare);
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g_string_append (shader_source, cogl_fixed_fragment_shader_main_start);
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/* This pointless extra variable is needed to work around an
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apparent bug in the PowerVR drivers. Without it the alpha
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blending seems to stop working */
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g_string_append (shader_source,
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"vec4 frag_color_copy = frag_color;\n");
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g_string_append (shader_source, "gl_FragColor = frag_color;\n");
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for (i = 0; i < n_texture_units; i++)
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if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
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{
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if (COGL_GLES2_TEXTURE_UNIT_IS_ALPHA_ONLY (settings->texture_units, i))
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/* If the texture only has an alpha channel (eg, with the textures
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from the pango renderer) then the RGB components will be
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black. We want to use the RGB from the current color in that
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case */
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g_string_append_printf (shader_source,
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"gl_FragColor.a *= "
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"texture2D (texture_unit[%d], "
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"tex_coord[%d]).a;\n",
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i, i);
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else
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g_string_append_printf (shader_source,
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"gl_FragColor *= "
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"texture2D (texture_unit[%d], "
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"tex_coord[%d]);\n",
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i, i);
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}
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if (settings->fog_enabled)
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g_string_append (shader_source, cogl_fixed_fragment_shader_fog);
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if (settings->alpha_test_enabled)
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switch (settings->alpha_test_func)
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{
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case GL_NEVER:
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g_string_append (shader_source,
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cogl_fixed_fragment_shader_alpha_never);
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break;
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case GL_LESS:
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g_string_append (shader_source,
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cogl_fixed_fragment_shader_alpha_less);
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break;
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case GL_EQUAL:
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g_string_append (shader_source,
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cogl_fixed_fragment_shader_alpha_equal);
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break;
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case GL_LEQUAL:
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g_string_append (shader_source,
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cogl_fixed_fragment_shader_alpha_lequal);
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break;
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case GL_GREATER:
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g_string_append (shader_source,
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cogl_fixed_fragment_shader_alpha_greater);
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break;
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case GL_NOTEQUAL:
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g_string_append (shader_source,
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cogl_fixed_fragment_shader_alpha_notequal);
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break;
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case GL_GEQUAL:
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g_string_append (shader_source,
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cogl_fixed_fragment_shader_alpha_gequal);
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}
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g_string_append (shader_source, cogl_fixed_fragment_shader_end);
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shader_obj = cogl_gles2_wrapper_create_shader (GL_FRAGMENT_SHADER,
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shader_source->str);
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g_string_free (shader_source, TRUE);
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if (shader_obj == 0)
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return NULL;
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shader = g_slice_new (CoglGles2WrapperShader);
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shader->shader = shader_obj;
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shader->settings = *settings;
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w->compiled_fragment_shaders = g_slist_prepend (w->compiled_fragment_shaders,
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shader);
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return shader;
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}
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static void
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cogl_gles2_wrapper_get_locations (GLuint program,
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CoglGles2WrapperSettings *settings,
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CoglGles2WrapperUniforms *uniforms,
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CoglGles2WrapperAttributes *attribs)
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{
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int i;
|
|
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uniforms->mvp_matrix_uniform
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= glGetUniformLocation (program, "mvp_matrix");
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uniforms->modelview_matrix_uniform
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= glGetUniformLocation (program, "modelview_matrix");
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for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
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if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
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{
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char *matrix_var_name = g_strdup_printf ("texture_matrix[%d]", i);
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char *sampler_var_name = g_strdup_printf ("texture_unit[%d]", i);
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char *tex_coord_var_name =
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g_strdup_printf ("multi_tex_coord_attrib%d", i);
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uniforms->texture_matrix_uniforms[i]
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= glGetUniformLocation (program, matrix_var_name);
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uniforms->texture_sampler_uniforms[i]
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= glGetUniformLocation (program, sampler_var_name);
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attribs->multi_texture_coords[i]
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= glGetAttribLocation (program, tex_coord_var_name);
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g_free (tex_coord_var_name);
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g_free (sampler_var_name);
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g_free (matrix_var_name);
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}
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else
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{
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uniforms->texture_matrix_uniforms[i] = -1;
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uniforms->texture_sampler_uniforms[i] = -1;
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attribs->multi_texture_coords[i] = -1;
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}
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uniforms->fog_density_uniform
|
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= glGetUniformLocation (program, "fog_density");
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uniforms->fog_start_uniform
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= glGetUniformLocation (program, "fog_start");
|
|
uniforms->fog_end_uniform
|
|
= glGetUniformLocation (program, "fog_end");
|
|
uniforms->fog_color_uniform
|
|
= glGetUniformLocation (program, "fog_color");
|
|
|
|
uniforms->alpha_test_ref_uniform
|
|
= glGetUniformLocation (program, "alpha_test_ref");
|
|
}
|
|
|
|
static void
|
|
cogl_gles2_wrapper_bind_attributes (GLuint program)
|
|
{
|
|
glBindAttribLocation (program, COGL_GLES2_WRAPPER_VERTEX_ATTRIB,
|
|
"vertex_attrib");
|
|
glBindAttribLocation (program, COGL_GLES2_WRAPPER_COLOR_ATTRIB,
|
|
"color_attrib");
|
|
glBindAttribLocation (program, COGL_GLES2_WRAPPER_NORMAL_ATTRIB,
|
|
"normal_attrib");
|
|
}
|
|
|
|
static CoglGles2WrapperProgram *
|
|
cogl_gles2_wrapper_get_program (const CoglGles2WrapperSettings *settings)
|
|
{
|
|
GSList *node;
|
|
CoglGles2WrapperProgram *program;
|
|
CoglGles2WrapperShader *vertex_shader, *fragment_shader;
|
|
GLint status;
|
|
gboolean custom_vertex_shader = FALSE, custom_fragment_shader = FALSE;
|
|
CoglProgram *user_program = NULL;
|
|
int i;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NULL);
|
|
|
|
/* Check if we've already got a program for these settings */
|
|
for (node = w->compiled_programs; node; node = node->next)
|
|
{
|
|
program = (CoglGles2WrapperProgram *) node->data;
|
|
|
|
if (cogl_gles2_settings_equal (settings, &program->settings, TRUE, TRUE)
|
|
&& program->settings.user_program == settings->user_program)
|
|
return (CoglGles2WrapperProgram *) node->data;
|
|
}
|
|
|
|
/* Otherwise create a new program */
|
|
|
|
/* Check whether the currently used custom program has vertex and
|
|
fragment shaders */
|
|
if (w->settings.user_program != COGL_INVALID_HANDLE)
|
|
{
|
|
user_program
|
|
= _cogl_program_pointer_from_handle (w->settings.user_program);
|
|
|
|
for (node = user_program->attached_shaders; node; node = node->next)
|
|
{
|
|
CoglShader *shader
|
|
= _cogl_shader_pointer_from_handle ((CoglHandle) node->data);
|
|
|
|
if (shader->type == CGL_VERTEX_SHADER)
|
|
custom_vertex_shader = TRUE;
|
|
else if (shader->type == CGL_FRAGMENT_SHADER)
|
|
custom_fragment_shader = TRUE;
|
|
}
|
|
}
|
|
|
|
/* Get or create the fixed functionality shaders for these settings
|
|
if there is no custom replacement */
|
|
if (!custom_vertex_shader)
|
|
{
|
|
vertex_shader = cogl_gles2_get_vertex_shader (settings);
|
|
if (vertex_shader == NULL)
|
|
return NULL;
|
|
}
|
|
if (!custom_fragment_shader)
|
|
{
|
|
fragment_shader = cogl_gles2_get_fragment_shader (settings);
|
|
if (fragment_shader == NULL)
|
|
return NULL;
|
|
}
|
|
|
|
program = g_slice_new (CoglGles2WrapperProgram);
|
|
|
|
program->program = glCreateProgram ();
|
|
if (!custom_vertex_shader)
|
|
glAttachShader (program->program, vertex_shader->shader);
|
|
if (!custom_fragment_shader)
|
|
glAttachShader (program->program, fragment_shader->shader);
|
|
if (user_program)
|
|
for (node = user_program->attached_shaders; node; node = node->next)
|
|
{
|
|
CoglShader *shader
|
|
= _cogl_shader_pointer_from_handle ((CoglHandle) node->data);
|
|
glAttachShader (program->program, shader->gl_handle);
|
|
}
|
|
cogl_gles2_wrapper_bind_attributes (program->program);
|
|
glLinkProgram (program->program);
|
|
|
|
glGetProgramiv (program->program, GL_LINK_STATUS, &status);
|
|
|
|
if (!status)
|
|
{
|
|
char log[1024];
|
|
GLint len;
|
|
|
|
glGetProgramInfoLog (program->program, sizeof (log) - 1, &len, log);
|
|
log[len] = '\0';
|
|
|
|
g_critical ("%s", log);
|
|
|
|
glDeleteProgram (program->program);
|
|
g_slice_free (CoglGles2WrapperProgram, program);
|
|
|
|
return NULL;
|
|
}
|
|
|
|
program->settings = *settings;
|
|
|
|
cogl_gles2_wrapper_get_locations (program->program,
|
|
&program->settings,
|
|
&program->uniforms,
|
|
&program->attributes);
|
|
|
|
/* We haven't tried to get a location for any of the custom uniforms
|
|
yet */
|
|
for (i = 0; i < COGL_GLES2_NUM_CUSTOM_UNIFORMS; i++)
|
|
program->custom_uniforms[i] = COGL_GLES2_UNBOUND_CUSTOM_UNIFORM;
|
|
|
|
w->compiled_programs = g_slist_append (w->compiled_programs, program);
|
|
|
|
return program;
|
|
}
|
|
|
|
void
|
|
cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper)
|
|
{
|
|
GSList *node, *next;
|
|
int i;
|
|
|
|
for (node = wrapper->compiled_programs; node; node = next)
|
|
{
|
|
next = node->next;
|
|
glDeleteProgram (((CoglGles2WrapperProgram *) node->data)->program);
|
|
g_slist_free1 (node);
|
|
}
|
|
wrapper->compiled_programs = NULL;
|
|
|
|
for (node = wrapper->compiled_vertex_shaders; node; node = next)
|
|
{
|
|
next = node->next;
|
|
glDeleteShader (((CoglGles2WrapperShader *) node->data)->shader);
|
|
g_slist_free1 (node);
|
|
}
|
|
wrapper->compiled_vertex_shaders = NULL;
|
|
|
|
for (node = wrapper->compiled_fragment_shaders; node; node = next)
|
|
{
|
|
next = node->next;
|
|
glDeleteShader (((CoglGles2WrapperShader *) node->data)->shader);
|
|
g_slist_free1 (node);
|
|
}
|
|
wrapper->compiled_fragment_shaders = NULL;
|
|
|
|
for (i = 0; i < COGL_GLES2_NUM_CUSTOM_UNIFORMS; i++)
|
|
if (wrapper->custom_uniforms[i].count > 1)
|
|
g_free (wrapper->custom_uniforms[i].v.array);
|
|
}
|
|
|
|
static void
|
|
cogl_gles2_wrapper_update_matrix (CoglGles2Wrapper *wrapper, GLenum matrix_num)
|
|
{
|
|
CoglGles2WrapperTextureUnit *texture_unit;
|
|
|
|
switch (matrix_num)
|
|
{
|
|
default:
|
|
case GL_MODELVIEW:
|
|
wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_MVP_MATRIX
|
|
| COGL_GLES2_DIRTY_MODELVIEW_MATRIX;
|
|
break;
|
|
|
|
case GL_PROJECTION:
|
|
wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_MVP_MATRIX;
|
|
break;
|
|
|
|
case GL_TEXTURE:
|
|
wrapper->dirty_uniforms |= COGL_GLES2_DIRTY_TEXTURE_MATRICES;
|
|
texture_unit = wrapper->texture_units + wrapper->active_texture_unit;
|
|
texture_unit->dirty_matrix = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
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:
|
|
{
|
|
CoglGles2WrapperTextureUnit *texture_unit;
|
|
texture_unit = w->texture_units + w->active_texture_unit;
|
|
src = texture_unit->texture_stack
|
|
+ texture_unit->texture_stack_pos * 16;
|
|
texture_unit->texture_stack_pos = (texture_unit->texture_stack_pos + 1)
|
|
& (COGL_GLES2_TEXTURE_STACK_SIZE - 1);
|
|
dst = texture_unit->texture_stack
|
|
+ texture_unit->texture_stack_pos * 16;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Copy the old matrix to the new position */
|
|
memcpy (dst, src, sizeof (float) * 16);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glPopMatrix ()
|
|
{
|
|
CoglGles2WrapperTextureUnit *texture_unit;
|
|
_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:
|
|
texture_unit = w->texture_units + w->active_texture_unit;
|
|
texture_unit->texture_stack_pos = (texture_unit->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)
|
|
{
|
|
CoglGles2WrapperTextureUnit *texture_unit;
|
|
|
|
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:
|
|
texture_unit = wrapper->texture_units + wrapper->active_texture_unit;
|
|
return texture_unit->texture_stack
|
|
+ texture_unit->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_glMultMatrixf (const GLfloat *m)
|
|
{
|
|
cogl_wrap_glMultMatrix (m);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glLoadMatrixf (const GLfloat *m)
|
|
{
|
|
float *old_matrix;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
old_matrix = cogl_gles2_get_matrix_stack_top (w);
|
|
|
|
memcpy (old_matrix, m, sizeof (float) * 16);
|
|
|
|
cogl_gles2_wrapper_update_matrix (w, w->matrix_mode);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glFrustumf (GLfloat left, GLfloat right,
|
|
GLfloat bottom, GLfloat top,
|
|
GLfloat z_near, GLfloat z_far)
|
|
{
|
|
float matrix[16];
|
|
float two_near = (2 * z_near);
|
|
|
|
memset (matrix, 0, sizeof (matrix));
|
|
|
|
matrix[0] = two_near / (right - left);
|
|
matrix[5] = two_near / (top - bottom);
|
|
matrix[8] = (right + left)
|
|
/ (right - left);
|
|
matrix[9] = (top + bottom)
|
|
/ (top - bottom);
|
|
matrix[10] = - (z_far + z_near)
|
|
/ (z_far - z_near);
|
|
matrix[11] = -1.0f;
|
|
matrix[14] = -two_near * (z_far)
|
|
/ (z_far - z_near);
|
|
|
|
cogl_wrap_glMultMatrix (matrix);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glScalef (GLfloat x, GLfloat y, GLfloat z)
|
|
{
|
|
float matrix[16];
|
|
|
|
memset (matrix, 0, sizeof (matrix));
|
|
matrix[0] = (x);
|
|
matrix[5] = (y);
|
|
matrix[10] = (z);
|
|
matrix[15] = 1.0f;
|
|
|
|
cogl_wrap_glMultMatrix (matrix);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glTranslatef (GLfloat x, GLfloat y, GLfloat z)
|
|
{
|
|
float matrix[16];
|
|
|
|
memset (matrix, 0, sizeof (matrix));
|
|
matrix[0] = 1.0f;
|
|
matrix[5] = 1.0f;
|
|
matrix[10] = 1.0f;
|
|
matrix[12] = (x);
|
|
matrix[13] = (y);
|
|
matrix[14] = (z);
|
|
matrix[15] = 1.0f;
|
|
|
|
cogl_wrap_glMultMatrix (matrix);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
|
|
{
|
|
float matrix[16];
|
|
float xf = (x);
|
|
float yf = (y);
|
|
float zf = (z);
|
|
float anglef = (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_glOrthof (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top,
|
|
GLfloat near, GLfloat far)
|
|
{
|
|
float matrix[16];
|
|
float xrange = (right - left);
|
|
float yrange = (top - bottom);
|
|
float zrange = (far - near);
|
|
|
|
memset (matrix, 0, sizeof (matrix));
|
|
matrix[0] = 2.0f / xrange;
|
|
matrix[5] = 2.0f / yrange;
|
|
matrix[10] = 2.0f / zrange;
|
|
matrix[12] = (right + left) / xrange;
|
|
matrix[13] = (top + bottom) / yrange;
|
|
matrix[14] = (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)
|
|
{
|
|
int active_unit;
|
|
CoglGles2WrapperTextureUnit *texture_unit;
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
active_unit = w->active_client_texture_unit;
|
|
|
|
texture_unit = w->texture_units + active_unit;
|
|
texture_unit->texture_coords_size = size;
|
|
texture_unit->texture_coords_type = type;
|
|
texture_unit->texture_coords_stride = stride;
|
|
texture_unit->texture_coords_pointer = pointer;
|
|
|
|
w->dirty_attribute_pointers
|
|
|= COGL_GLES2_DIRTY_TEX_COORD_VERTEX_ATTRIB;
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glColorPointer (GLint size, GLenum type, GLsizei stride,
|
|
const GLvoid *pointer)
|
|
{
|
|
glVertexAttribPointer (COGL_GLES2_WRAPPER_COLOR_ATTRIB, size, type,
|
|
GL_TRUE, stride, pointer);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glNormalPointer (GLenum type, GLsizei stride, const GLvoid *pointer)
|
|
{
|
|
glVertexAttribPointer (COGL_GLES2_WRAPPER_NORMAL_ATTRIB, 1, type,
|
|
GL_FALSE, stride, pointer);
|
|
}
|
|
|
|
static void
|
|
cogl_gles2_do_set_uniform (GLint location, CoglBoxedValue *value)
|
|
{
|
|
switch (value->type)
|
|
{
|
|
case COGL_BOXED_NONE:
|
|
break;
|
|
|
|
case COGL_BOXED_INT:
|
|
{
|
|
gint *ptr;
|
|
|
|
if (value->count == 1)
|
|
ptr = value->v.int_value;
|
|
else
|
|
ptr = value->v.int_array;
|
|
|
|
switch (value->size)
|
|
{
|
|
case 1: glUniform1iv (location, value->count, ptr); break;
|
|
case 2: glUniform2iv (location, value->count, ptr); break;
|
|
case 3: glUniform3iv (location, value->count, ptr); break;
|
|
case 4: glUniform4iv (location, value->count, ptr); break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case COGL_BOXED_FLOAT:
|
|
{
|
|
gfloat *ptr;
|
|
|
|
if (value->count == 1)
|
|
ptr = value->v.float_value;
|
|
else
|
|
ptr = value->v.float_array;
|
|
|
|
switch (value->size)
|
|
{
|
|
case 1: glUniform1fv (location, value->count, ptr); break;
|
|
case 2: glUniform2fv (location, value->count, ptr); break;
|
|
case 3: glUniform3fv (location, value->count, ptr); break;
|
|
case 4: glUniform4fv (location, value->count, ptr); break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case COGL_BOXED_MATRIX:
|
|
{
|
|
gfloat *ptr;
|
|
|
|
if (value->count == 1)
|
|
ptr = value->v.matrix;
|
|
else
|
|
ptr = value->v.float_array;
|
|
|
|
switch (value->size)
|
|
{
|
|
case 2:
|
|
glUniformMatrix2fv (location, value->count, value->transpose, ptr);
|
|
break;
|
|
case 3:
|
|
glUniformMatrix3fv (location, value->count, value->transpose, ptr);
|
|
break;
|
|
case 4:
|
|
glUniformMatrix4fv (location, value->count, value->transpose, ptr);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
cogl_wrap_prepare_for_draw (void)
|
|
{
|
|
CoglGles2WrapperProgram *program;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
/* Check if we need to switch programs */
|
|
if (w->settings_dirty)
|
|
{
|
|
/* Find or create a program for the current settings */
|
|
program = cogl_gles2_wrapper_get_program (&w->settings);
|
|
|
|
if (program == NULL)
|
|
/* Can't compile a shader so there is nothing we can do */
|
|
return;
|
|
|
|
/* Start using it if we aren't already */
|
|
if (w->current_program != program)
|
|
{
|
|
glUseProgram (program->program);
|
|
w->current_program = program;
|
|
/* All of the uniforms are probably now out of date */
|
|
w->dirty_uniforms = COGL_GLES2_DIRTY_ALL;
|
|
w->dirty_custom_uniforms = (1 << COGL_GLES2_NUM_CUSTOM_UNIFORMS) - 1;
|
|
}
|
|
w->settings_dirty = FALSE;
|
|
}
|
|
else
|
|
program = w->current_program;
|
|
|
|
/* Make sure all of the uniforms are up to date */
|
|
if (w->dirty_uniforms)
|
|
{
|
|
if ((w->dirty_uniforms & (COGL_GLES2_DIRTY_MVP_MATRIX
|
|
| COGL_GLES2_DIRTY_MODELVIEW_MATRIX)))
|
|
{
|
|
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);
|
|
|
|
if (program->uniforms.mvp_matrix_uniform != -1)
|
|
glUniformMatrix4fv (program->uniforms.mvp_matrix_uniform, 1,
|
|
GL_FALSE, mvp_matrix);
|
|
if (program->uniforms.modelview_matrix_uniform != -1)
|
|
glUniformMatrix4fv (program->uniforms.modelview_matrix_uniform, 1,
|
|
GL_FALSE, modelview_matrix);
|
|
}
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_TEXTURE_MATRICES))
|
|
{
|
|
int i;
|
|
|
|
/* TODO - we should probably have a per unit dirty flag too */
|
|
|
|
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
|
|
{
|
|
CoglGles2WrapperTextureUnit *texture_unit;
|
|
GLint uniform = program->uniforms.texture_matrix_uniforms[i];
|
|
|
|
texture_unit = w->texture_units + i;
|
|
if (uniform != -1)
|
|
glUniformMatrix4fv (uniform, 1, GL_FALSE,
|
|
texture_unit->texture_stack
|
|
+ texture_unit->texture_stack_pos * 16);
|
|
}
|
|
}
|
|
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_FOG_DENSITY)
|
|
&& program->uniforms.fog_density_uniform != -1)
|
|
glUniform1f (program->uniforms.fog_density_uniform, w->fog_density);
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_FOG_START)
|
|
&& program->uniforms.fog_start_uniform != -1)
|
|
glUniform1f (program->uniforms.fog_start_uniform, w->fog_start);
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_FOG_END)
|
|
&& program->uniforms.fog_end_uniform != -1)
|
|
glUniform1f (program->uniforms.fog_end_uniform, w->fog_end);
|
|
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_ALPHA_TEST_REF)
|
|
&& program->uniforms.alpha_test_ref_uniform != -1)
|
|
glUniform1f (program->uniforms.alpha_test_ref_uniform,
|
|
w->alpha_test_ref);
|
|
|
|
if ((w->dirty_uniforms & COGL_GLES2_DIRTY_TEXTURE_UNITS))
|
|
{
|
|
int i;
|
|
|
|
/* TODO - we should probably have a per unit dirty flag too */
|
|
|
|
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
|
|
{
|
|
GLint uniform = program->uniforms.texture_sampler_uniforms[i];
|
|
|
|
if (uniform != -1)
|
|
glUniform1i (uniform, i);
|
|
}
|
|
}
|
|
|
|
w->dirty_uniforms = 0;
|
|
}
|
|
|
|
if (w->dirty_custom_uniforms)
|
|
{
|
|
int i;
|
|
|
|
if (w->settings.user_program != COGL_INVALID_HANDLE)
|
|
{
|
|
CoglProgram *user_program
|
|
= _cogl_program_pointer_from_handle (w->settings.user_program);
|
|
const char *uniform_name;
|
|
|
|
for (i = 0; i < COGL_GLES2_NUM_CUSTOM_UNIFORMS; i++)
|
|
if ((w->dirty_custom_uniforms & (1 << i))
|
|
&& (uniform_name = user_program->custom_uniform_names[i]))
|
|
{
|
|
if (program->custom_uniforms[i]
|
|
== COGL_GLES2_UNBOUND_CUSTOM_UNIFORM)
|
|
program->custom_uniforms[i]
|
|
= glGetUniformLocation (program->program, uniform_name);
|
|
if (program->custom_uniforms[i] >= 0)
|
|
cogl_gles2_do_set_uniform (program->custom_uniforms[i],
|
|
&w->custom_uniforms[i]);
|
|
}
|
|
}
|
|
|
|
w->dirty_custom_uniforms = 0;
|
|
}
|
|
|
|
if (w->dirty_attribute_pointers
|
|
& COGL_GLES2_DIRTY_TEX_COORD_VERTEX_ATTRIB)
|
|
{
|
|
int i;
|
|
|
|
/* TODO - coverage test */
|
|
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
|
|
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (w->settings.texture_units, i))
|
|
{
|
|
GLint tex_coord_var_index;
|
|
CoglGles2WrapperTextureUnit *texture_unit;
|
|
|
|
texture_unit = w->texture_units + w->active_texture_unit;
|
|
if (!texture_unit->texture_coords_enabled)
|
|
continue;
|
|
|
|
/* TODO - we should probably have a per unit dirty flag too */
|
|
|
|
/* TODO - coverage test */
|
|
tex_coord_var_index = program->attributes.multi_texture_coords[i];
|
|
glVertexAttribPointer (tex_coord_var_index,
|
|
texture_unit->texture_coords_size,
|
|
texture_unit->texture_coords_type,
|
|
GL_FALSE,
|
|
texture_unit->texture_coords_stride,
|
|
texture_unit->texture_coords_pointer);
|
|
}
|
|
}
|
|
|
|
if (w->dirty_vertex_attrib_enables)
|
|
{
|
|
int i;
|
|
|
|
/* TODO - coverage test */
|
|
|
|
/* TODO - we should probably have a per unit dirty flag too */
|
|
|
|
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
|
|
{
|
|
CoglGles2WrapperTextureUnit *texture_unit
|
|
= w->texture_units + w->active_texture_unit;
|
|
GLint attrib = program->attributes.multi_texture_coords[i];
|
|
|
|
if (attrib != -1)
|
|
{
|
|
if (texture_unit->texture_coords_enabled)
|
|
glEnableVertexAttribArray (attrib);
|
|
else
|
|
glDisableVertexAttribArray (attrib);
|
|
}
|
|
}
|
|
|
|
w->dirty_vertex_attrib_enables = 0;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glDrawArrays (GLenum mode, GLint first, GLsizei count)
|
|
{
|
|
cogl_wrap_prepare_for_draw ();
|
|
|
|
glDrawArrays (mode, first, count);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glDrawElements (GLenum mode, GLsizei count, GLenum type,
|
|
const GLvoid *indices)
|
|
{
|
|
cogl_wrap_prepare_for_draw ();
|
|
|
|
glDrawElements (mode, count, type, indices);
|
|
}
|
|
|
|
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 */
|
|
if (COGL_GLES2_TEXTURE_UNIT_IS_ALPHA_ONLY (w->settings.texture_units,
|
|
w->active_texture_unit)
|
|
!= (internal_format == GL_ALPHA))
|
|
{
|
|
COGL_GLES2_TEXTURE_UNIT_SET_ALPHA_ONLY (w->settings.texture_units,
|
|
w->active_texture_unit,
|
|
internal_format == GL_ALPHA);
|
|
w->settings_dirty = TRUE;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glTexEnvi (GLenum target, GLenum pname, GLfloat 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_glClientActiveTexture (GLenum texture)
|
|
{
|
|
int texture_unit_index = texture - GL_TEXTURE0;
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
if (texture_unit_index < COGL_GLES2_MAX_TEXTURE_UNITS)
|
|
w->active_client_texture_unit = texture_unit_index;
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glActiveTexture (GLenum texture)
|
|
{
|
|
int texture_unit_index = texture - GL_TEXTURE0;
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
glActiveTexture (texture);
|
|
|
|
if (texture_unit_index < COGL_GLES2_MAX_TEXTURE_UNITS)
|
|
w->active_texture_unit = texture_unit_index;
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glEnable (GLenum cap)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (cap)
|
|
{
|
|
case GL_TEXTURE_2D:
|
|
if (!COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (w->settings.texture_units,
|
|
w->active_texture_unit))
|
|
{
|
|
COGL_GLES2_TEXTURE_UNIT_SET_ENABLED (w->settings.texture_units,
|
|
w->active_texture_unit,
|
|
TRUE);
|
|
w->settings_dirty = TRUE;
|
|
}
|
|
break;
|
|
|
|
case GL_FOG:
|
|
_COGL_GLES2_CHANGE_SETTING (w, fog_enabled, TRUE);
|
|
break;
|
|
|
|
case GL_ALPHA_TEST:
|
|
_COGL_GLES2_CHANGE_SETTING (w, alpha_test_enabled, TRUE);
|
|
break;
|
|
|
|
default:
|
|
glEnable (cap);
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glDisable (GLenum cap)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (cap)
|
|
{
|
|
case GL_TEXTURE_2D:
|
|
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (w->settings.texture_units,
|
|
w->active_texture_unit))
|
|
{
|
|
COGL_GLES2_TEXTURE_UNIT_SET_ENABLED (w->settings.texture_units,
|
|
w->active_texture_unit,
|
|
FALSE);
|
|
w->settings_dirty = TRUE;
|
|
}
|
|
break;
|
|
|
|
case GL_FOG:
|
|
_COGL_GLES2_CHANGE_SETTING (w, fog_enabled, FALSE);
|
|
break;
|
|
|
|
case GL_ALPHA_TEST:
|
|
_COGL_GLES2_CHANGE_SETTING (w, alpha_test_enabled, FALSE);
|
|
break;
|
|
|
|
default:
|
|
glDisable (cap);
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glEnableClientState (GLenum array)
|
|
{
|
|
CoglGles2WrapperTextureUnit *texture_unit;
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (array)
|
|
{
|
|
case GL_VERTEX_ARRAY:
|
|
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_VERTEX_ATTRIB);
|
|
break;
|
|
case GL_TEXTURE_COORD_ARRAY:
|
|
/* TODO - review if this should be in w->settings? */
|
|
|
|
texture_unit = w->texture_units + w->active_texture_unit;
|
|
if (texture_unit->texture_coords_enabled != 1)
|
|
{
|
|
texture_unit->texture_coords_enabled = 1;
|
|
w->dirty_vertex_attrib_enables
|
|
|= COGL_GLES2_DIRTY_TEX_COORD_ATTRIB_ENABLES;
|
|
}
|
|
break;
|
|
case GL_COLOR_ARRAY:
|
|
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_COLOR_ATTRIB);
|
|
break;
|
|
case GL_NORMAL_ARRAY:
|
|
glEnableVertexAttribArray (COGL_GLES2_WRAPPER_NORMAL_ATTRIB);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glDisableClientState (GLenum array)
|
|
{
|
|
CoglGles2WrapperTextureUnit *texture_unit;
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (array)
|
|
{
|
|
case GL_VERTEX_ARRAY:
|
|
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_VERTEX_ATTRIB);
|
|
break;
|
|
case GL_TEXTURE_COORD_ARRAY:
|
|
|
|
texture_unit = w->texture_units + w->active_texture_unit;
|
|
/* TODO - review if this should be in w->settings? */
|
|
if (texture_unit->texture_coords_enabled != 0)
|
|
{
|
|
texture_unit->texture_coords_enabled = 0;
|
|
w->dirty_vertex_attrib_enables
|
|
|= COGL_GLES2_DIRTY_TEX_COORD_ATTRIB_ENABLES;
|
|
}
|
|
break;
|
|
case GL_COLOR_ARRAY:
|
|
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_COLOR_ATTRIB);
|
|
break;
|
|
case GL_NORMAL_ARRAY:
|
|
glDisableVertexAttribArray (COGL_GLES2_WRAPPER_NORMAL_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;
|
|
|
|
_COGL_GLES2_CHANGE_SETTING (w, alpha_test_func, func);
|
|
_COGL_GLES2_CHANGE_UNIFORM (w, ALPHA_TEST_REF, alpha_test_ref, ref);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glColor4f (GLclampf r, GLclampf g, GLclampf b, GLclampf a)
|
|
{
|
|
glVertexAttrib4f (COGL_GLES2_WRAPPER_COLOR_ATTRIB, r, g, b, a);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glClipPlanef (GLenum plane, GLfloat *equation)
|
|
{
|
|
/* FIXME */
|
|
}
|
|
|
|
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;
|
|
|
|
case CGL_MATRIX_MODE:
|
|
*params = w->matrix_mode;
|
|
break;
|
|
|
|
default:
|
|
glGetIntegerv (pname, params);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glGetFloatv (GLenum pname, GLfloat *params)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (pname)
|
|
{
|
|
case GL_MODELVIEW_MATRIX:
|
|
memcpy (params, w->modelview_stack + w->modelview_stack_pos * 16,
|
|
sizeof (GLfloat) * 16);
|
|
break;
|
|
|
|
case GL_PROJECTION_MATRIX:
|
|
memcpy (params, w->projection_stack + w->projection_stack_pos * 16,
|
|
sizeof (GLfloat) * 16);
|
|
break;
|
|
|
|
case GL_VIEWPORT:
|
|
glGetFloatv (GL_VIEWPORT, params);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glFogf (GLenum pname, GLfloat param)
|
|
{
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
switch (pname)
|
|
{
|
|
case GL_FOG_MODE:
|
|
_COGL_GLES2_CHANGE_SETTING (w, fog_mode, param);
|
|
break;
|
|
|
|
case GL_FOG_DENSITY:
|
|
_COGL_GLES2_CHANGE_UNIFORM (w, FOG_DENSITY, fog_density,
|
|
(param));
|
|
break;
|
|
|
|
case GL_FOG_START:
|
|
_COGL_GLES2_CHANGE_UNIFORM (w, FOG_START, fog_start,
|
|
(param));
|
|
break;
|
|
|
|
case GL_FOG_END:
|
|
_COGL_GLES2_CHANGE_UNIFORM (w, FOG_END, fog_end,
|
|
(param));
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glFogfv (GLenum pname, const GLfloat *params)
|
|
{
|
|
int i;
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
if (pname == GL_FOG_COLOR)
|
|
{
|
|
for (i = 0; i < 4; i++)
|
|
w->fog_color[i] = (params[i]);
|
|
|
|
w->dirty_uniforms |= COGL_GLES2_DIRTY_FOG_COLOR;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glTexParameteri (GLenum target, GLenum pname, GLfloat param)
|
|
{
|
|
if (pname != GL_GENERATE_MIPMAP)
|
|
glTexParameteri (target, pname, param);
|
|
}
|
|
|
|
void
|
|
cogl_wrap_glMaterialfv (GLenum face, GLenum pname, const GLfloat *params)
|
|
{
|
|
/* FIXME: the GLES 2 backend doesn't yet support lighting so this
|
|
function can't do anything */
|
|
}
|
|
|
|
void
|
|
_cogl_gles2_clear_cache_for_program (CoglHandle user_program)
|
|
{
|
|
GSList *node, *next, *last = NULL;
|
|
CoglGles2WrapperProgram *program;
|
|
|
|
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
|
|
|
/* Remove any cached programs that link against this custom program */
|
|
for (node = w->compiled_programs; node; node = next)
|
|
{
|
|
next = node->next;
|
|
program = (CoglGles2WrapperProgram *) node->data;
|
|
|
|
if (program->settings.user_program == user_program)
|
|
{
|
|
glDeleteProgram (program->program);
|
|
|
|
if (last)
|
|
last->next = next;
|
|
else
|
|
w->compiled_programs = next;
|
|
|
|
g_slist_free1 (node);
|
|
}
|
|
else
|
|
last = node;
|
|
}
|
|
}
|