/* * Clutter COGL * * A basic GL/GLES Abstraction/Utility Layer * * Authored By Matthew Allum * * 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. */ #ifndef __COGL_GLES2_WRAPPER_H__ #define __COGL_GLES2_WRAPPER_H__ #include "cogl-internal.h" G_BEGIN_DECLS #ifdef HAVE_COGL_GLES2 typedef struct _CoglGles2Wrapper CoglGles2Wrapper; typedef struct _CoglGles2WrapperTextureUnit CoglGles2WrapperTextureUnit; typedef struct _CoglGles2WrapperAttributes CoglGles2WrapperAttributes; typedef struct _CoglGles2WrapperUniforms CoglGles2WrapperUniforms; typedef struct _CoglGles2WrapperTextureUnitSettings CoglGles2WrapperTextureUnitSettings; typedef struct _CoglGles2WrapperSettings CoglGles2WrapperSettings; typedef struct _CoglGles2WrapperProgram CoglGles2WrapperProgram; typedef struct _CoglGles2WrapperShader CoglGles2WrapperShader; #define COGL_GLES2_NUM_CUSTOM_UNIFORMS 16 #define COGL_GLES2_UNBOUND_CUSTOM_UNIFORM -2 /* Must be a power of two */ #define COGL_GLES2_MODELVIEW_STACK_SIZE 32 #define COGL_GLES2_PROJECTION_STACK_SIZE 2 #define COGL_GLES2_TEXTURE_STACK_SIZE 2 /* Dirty flags for shader uniforms */ enum { COGL_GLES2_DIRTY_MVP_MATRIX = 1 << 0, COGL_GLES2_DIRTY_MODELVIEW_MATRIX = 1 << 1, COGL_GLES2_DIRTY_TEXTURE_MATRICES = 1 << 2, COGL_GLES2_DIRTY_FOG_DENSITY = 1 << 3, COGL_GLES2_DIRTY_FOG_START = 1 << 4, COGL_GLES2_DIRTY_FOG_END = 1 << 5, COGL_GLES2_DIRTY_FOG_COLOR = 1 << 6, COGL_GLES2_DIRTY_ALPHA_TEST_REF = 1 << 7, COGL_GLES2_DIRTY_TEXTURE_UNITS = 1 << 8, COGL_GLES2_DIRTY_ALL = (1 << 9) - 1 }; /* Dirty flags for shader vertex attribute pointers */ enum { COGL_GLES2_DIRTY_TEX_COORD_VERTEX_ATTRIB = 1 << 0 }; /* Dirty flags for shader vertex attributes enabled status */ enum { COGL_GLES2_DIRTY_TEX_COORD_ATTRIB_ENABLES = 1 << 0 }; struct _CoglGles2WrapperAttributes { GArray *multi_texture_coords; }; struct _CoglGles2WrapperUniforms { GLint mvp_matrix_uniform; GLint modelview_matrix_uniform; GArray *texture_matrix_uniforms; GArray *texture_sampler_uniforms; GLint fog_density_uniform; GLint fog_start_uniform; GLint fog_end_uniform; GLint fog_color_uniform; GLint alpha_test_ref_uniform; GLint texture_unit_uniform; }; struct _CoglGles2WrapperTextureUnitSettings { guint enabled:1; guint alpha_only:1; /* TODO: blending state */ }; /* NB: We get a copy of this for each fragment/vertex * program varient we generate so we try to keep it * fairly lean */ struct _CoglGles2WrapperSettings { CoglGles2WrapperTextureUnitSettings *texture_units; guint n_texture_units; GLint alpha_test_func; GLint fog_mode; /* The current in-use user program */ CoglHandle user_program; guint alpha_test_enabled:1; guint fog_enabled:1; }; struct _CoglGles2WrapperTextureUnit { GLfloat texture_stack[COGL_GLES2_TEXTURE_STACK_SIZE * 16]; GLuint texture_stack_pos; GLenum texture_coords_type; GLint texture_coords_size; GLsizei texture_coords_stride; const void *texture_coords_pointer; guint texture_coords_enabled:1; guint dirty_matrix:1; /*!< shader uniform needs updating */ }; struct _CoglGles2Wrapper { GLuint matrix_mode; GLfloat modelview_stack[COGL_GLES2_MODELVIEW_STACK_SIZE * 16]; GLuint modelview_stack_pos; GLfloat projection_stack[COGL_GLES2_PROJECTION_STACK_SIZE * 16]; GLuint projection_stack_pos; GArray *texture_units; guint active_texture_unit; guint active_client_texture_unit; /* The combined modelview and projection matrix is only updated at the last minute in glDrawArrays to avoid recalculating it for every change to the modelview matrix */ GLboolean mvp_uptodate; /* The currently bound program */ CoglGles2WrapperProgram *current_program; /* The current settings. Effectively these represent anything that * will require a modified fixed function shader */ CoglGles2WrapperSettings settings; /* Whether the settings have changed since the last draw */ gboolean settings_dirty; /* Uniforms that have changed since the last draw */ int dirty_uniforms, dirty_custom_uniforms; /* Attribute pointers that have changed since the last draw */ int dirty_attribute_pointers; /* Vertex attribute pointer enables that have changed since the last draw */ int dirty_vertex_attrib_enables; /* List of all compiled program combinations */ GSList *compiled_programs; /* List of all compiled vertex shaders */ GSList *compiled_vertex_shaders; /* List of all compiled fragment shaders */ GSList *compiled_fragment_shaders; /* Values for the uniforms */ GLfloat alpha_test_ref; GLfloat fog_density; GLfloat fog_start; GLfloat fog_end; GLfloat fog_color[4]; CoglBoxedValue custom_uniforms[COGL_GLES2_NUM_CUSTOM_UNIFORMS]; }; struct _CoglGles2WrapperProgram { GLuint program; /* The settings that were used to generate this combination */ CoglGles2WrapperSettings settings; /* The attributes for this program that are not bound up-front * with constant indices */ CoglGles2WrapperAttributes attributes; /* The uniforms for this program */ CoglGles2WrapperUniforms uniforms; GLint custom_uniforms[COGL_GLES2_NUM_CUSTOM_UNIFORMS]; }; struct _CoglGles2WrapperShader { GLuint shader; /* The settings that were used to generate this shader */ CoglGles2WrapperSettings settings; }; /* These defines are missing from GL ES 2 but we can still use them with the wrapper functions */ #ifndef GL_MODELVIEW #define GL_MODELVIEW 0x1700 #define GL_PROJECTION 0x1701 #define GL_VERTEX_ARRAY 0x8074 #define GL_TEXTURE_COORD_ARRAY 0x8078 #define GL_COLOR_ARRAY 0x8076 #define GL_NORMAL_ARRAY 0x8075 #define GL_LIGHTING 0x0B50 #define GL_ALPHA_TEST 0x0BC0 #define GL_FOG 0x0B60 #define GL_FOG_COLOR 0x0B66 #define GL_FOG_MODE 0x0B65 #define GL_FOG_HINT 0x0C54 #define GL_FOG_DENSITY 0x0B62 #define GL_FOG_START 0x0B63 #define GL_FOG_END 0x0B64 #define GL_CLIP_PLANE0 0x3000 #define GL_CLIP_PLANE1 0x3001 #define GL_CLIP_PLANE2 0x3002 #define GL_CLIP_PLANE3 0x3003 #define GL_MAX_CLIP_PLANES 0x0D32 #define GL_MODELVIEW_MATRIX 0x0BA6 #define GL_PROJECTION_MATRIX 0x0BA7 #define GL_GENERATE_MIPMAP 0x8191 #define GL_TEXTURE_ENV 0x2300 #define GL_TEXTURE_ENV_MODE 0x2200 #define GL_MODULATE 0x2100 #define GL_EXP 0x8000 #define GL_EXP2 0x8001 #endif /* GL_MODELVIEW */ void cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper); void cogl_gles2_wrapper_deinit (CoglGles2Wrapper *wrapper); void cogl_wrap_glPushMatrix (); void cogl_wrap_glPopMatrix (); void cogl_wrap_glMatrixMode (GLenum mode); void cogl_wrap_glLoadIdentity (); void cogl_wrap_glMultMatrixf (const GLfloat *m); void cogl_wrap_glFrustumf (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat z_near, GLfloat z_far); void cogl_wrap_glScalef (GLfloat x, GLfloat y, GLfloat z); void cogl_wrap_glTranslatef (GLfloat x, GLfloat y, GLfloat z); void cogl_wrap_glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z); void cogl_wrap_glOrthof (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far); void cogl_wrap_glEnable (GLenum cap); void cogl_wrap_glDisable (GLenum cap); void cogl_wrap_glTexCoordPointer (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void cogl_wrap_glVertexPointer (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void cogl_wrap_glColorPointer (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void cogl_wrap_glNormalPointer (GLenum type, GLsizei stride, const GLvoid *pointer); void cogl_wrap_glTexEnvf (GLenum target, GLenum pname, GLfloat param); void cogl_wrap_glClientActiveTexture (GLenum texture); void cogl_wrap_glActiveTexture (GLenum texture); void cogl_wrap_glEnableClientState (GLenum array); void cogl_wrap_glDisableClientState (GLenum array); void cogl_wrap_glAlphaFunc (GLenum func, GLclampf ref); void cogl_wrap_glColor4f (GLclampf r, GLclampf g, GLclampf b, GLclampf a); void cogl_wrap_glClipPlanef (GLenum plane, GLfloat *equation); void cogl_wrap_glGetIntegerv (GLenum pname, GLint *params); void cogl_wrap_glGetFloatv (GLenum pname, GLfloat *params); void cogl_wrap_glFogf (GLenum pname, GLfloat param); void cogl_wrap_glFogfv (GLenum pname, const GLfloat *params); void cogl_wrap_glDrawArrays (GLenum mode, GLint first, GLsizei count); void cogl_wrap_glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); void cogl_wrap_glTexParameteri (GLenum target, GLenum pname, GLfloat param); void cogl_gles2_wrapper_bind_texture (GLenum target, GLuint texture, GLenum internal_format); /* This function is only available on GLES 2 */ #define cogl_wrap_glGenerateMipmap glGenerateMipmap void _cogl_gles2_clear_cache_for_program (CoglHandle program); #else /* HAVE_COGL_GLES2 */ /* If we're not using GL ES 2 then just use the GL functions directly */ #define cogl_wrap_glDrawArrays glDrawArrays #define cogl_wrap_glDrawElements glDrawElements #define cogl_wrap_glPushMatrix glPushMatrix #define cogl_wrap_glPopMatrix glPopMatrix #define cogl_wrap_glMatrixMode glMatrixMode #define cogl_wrap_glLoadIdentity glLoadIdentity #define cogl_wrap_glMultMatrixf glMultMatrixf #define cogl_wrap_glFrustumf glFrustumf #define cogl_wrap_glScalef glScalef #define cogl_wrap_glTranslatef glTranslatef #define cogl_wrap_glRotatef glRotatef #define cogl_wrap_glOrthof glOrthof #define cogl_wrap_glEnable glEnable #define cogl_wrap_glDisable glDisable #define cogl_wrap_glTexCoordPointer glTexCoordPointer #define cogl_wrap_glVertexPointer glVertexPointer #define cogl_wrap_glColorPointer glColorPointer #define cogl_wrap_glNormalPointer glNormalPointer #define cogl_wrap_glTexEnvf glTexEnvf #define cogl_wrap_glActiveTexture glActiveTexture #define cogl_wrap_glEnableClientState glEnableClientState #define cogl_wrap_glDisableClientState glDisableClientState #define cogl_wrap_glAlphaFunc glAlphaFunc #define cogl_wrap_glColor4f glColor4f #define cogl_wrap_glClipPlanef glClipPlanef #define cogl_wrap_glGetIntegerv glGetIntegerv #define cogl_wrap_glGetFloatv glGetFloatv #define cogl_wrap_glFogf glFogf #define cogl_wrap_glFogfv glFogfv #define cogl_wrap_glTexParameteri glTexParameteri /* The extra third parameter of the bind texture wrapper isn't needed so we can just directly call glBindTexture */ #define cogl_gles2_wrapper_bind_texture(target, texture, internal_format) \ glBindTexture ((target), (texture)) /* COGL uses the automatic mipmap generation for GLES 1 so glGenerateMipmap doesn't need to do anything */ #define cogl_wrap_glGenerateMipmap(x) ((void) 0) #endif /* HAVE_COGL_GLES2 */ G_END_DECLS #endif /* __COGL_GLES2_WRAPPER_H__ */