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mutter-performance-source/cogl/cogl.c
Robert Bragg 353ea5299b cogl-shader: Prepend boilerplate for portable shaders
We now prepend a set of defines to any given GLSL shader so that we can
define builtin uniforms/attributes within the "cogl" namespace that we
can use to provide compatibility across a range of the earlier versions
of GLSL.

This updates test-cogl-shader-glsl.c and test-shader.c so they no longer
needs to special case GLES vs GL when splicing together its shaders as
well as the blur, colorize and desaturate effects.

To get a feel for the new, portable uniform/attribute names here are the
defines for OpenGL vertex shaders:

 #define cogl_position_in gl_Vertex
 #define cogl_color_in gl_Color
 #define cogl_tex_coord_in  gl_MultiTexCoord0
 #define cogl_tex_coord0_in gl_MultiTexCoord0
 #define cogl_tex_coord1_in gl_MultiTexCoord1
 #define cogl_tex_coord2_in gl_MultiTexCoord2
 #define cogl_tex_coord3_in gl_MultiTexCoord3
 #define cogl_tex_coord4_in gl_MultiTexCoord4
 #define cogl_tex_coord5_in gl_MultiTexCoord5
 #define cogl_tex_coord6_in gl_MultiTexCoord6
 #define cogl_tex_coord7_in gl_MultiTexCoord7
 #define cogl_normal_in gl_Normal

 #define cogl_position_out gl_Position
 #define cogl_point_size_out gl_PointSize
 #define cogl_color_out gl_FrontColor
 #define cogl_tex_coord_out gl_TexCoord

 #define cogl_modelview_matrix gl_ModelViewMatrix
 #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix
 #define cogl_projection_matrix gl_ProjectionMatrix
 #define cogl_texture_matrix gl_TextureMatrix

And for fragment shaders we have:

 #define cogl_color_in gl_Color
 #define cogl_tex_coord_in gl_TexCoord

 #define cogl_color_out gl_FragColor
 #define cogl_depth_out gl_FragDepth

 #define cogl_front_facing gl_FrontFacing
2010-11-10 14:24:52 +00:00

1176 lines
30 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009,2010 Intel Corporation.
*
* 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, see <http://www.gnu.org/licenses/>.
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include <string.h>
#include <math.h>
#include <stdlib.h>
#include <gmodule.h>
#include "cogl-debug.h"
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-context.h"
#include "cogl-pipeline-private.h"
#include "cogl-pipeline-opengl-private.h"
#include "cogl-winsys.h"
#include "cogl-framebuffer-private.h"
#include "cogl-matrix-private.h"
#include "cogl-journal-private.h"
#include "cogl-bitmap-private.h"
#include "cogl-texture-private.h"
#include "cogl-texture-driver.h"
#if defined (HAVE_COGL_GLES2) || defined (HAVE_COGL_GLES)
#include "cogl-gles2-wrapper.h"
#endif
#ifdef HAVE_COGL_GL
#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
#endif
#ifdef COGL_GL_DEBUG
/* GL error to string conversion */
static const struct {
GLuint error_code;
const char *error_string;
} gl_errors[] = {
{ GL_NO_ERROR, "No error" },
{ GL_INVALID_ENUM, "Invalid enumeration value" },
{ GL_INVALID_VALUE, "Invalid value" },
{ GL_INVALID_OPERATION, "Invalid operation" },
{ GL_STACK_OVERFLOW, "Stack overflow" },
{ GL_STACK_UNDERFLOW, "Stack underflow" },
{ GL_OUT_OF_MEMORY, "Out of memory" },
#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
{ GL_INVALID_FRAMEBUFFER_OPERATION_EXT, "Invalid framebuffer operation" }
#endif
};
static const unsigned int n_gl_errors = G_N_ELEMENTS (gl_errors);
const char *
cogl_gl_error_to_string (GLenum error_code)
{
int i;
for (i = 0; i < n_gl_errors; i++)
{
if (gl_errors[i].error_code == error_code)
return gl_errors[i].error_string;
}
return "Unknown GL error";
}
#endif /* COGL_GL_DEBUG */
CoglFuncPtr
cogl_get_proc_address (const char* name)
{
void *address;
static GModule *module = NULL;
address = _cogl_winsys_get_proc_address (name);
if (address)
return address;
/* this should find the right function if the program is linked against a
* library providing it */
if (G_UNLIKELY (module == NULL))
module = g_module_open (NULL, 0);
if (module)
{
gpointer symbol;
if (g_module_symbol (module, name, &symbol))
return symbol;
}
return NULL;
}
gboolean
_cogl_check_extension (const char *name, const gchar *ext)
{
char *end;
int name_len, n;
if (name == NULL || ext == NULL)
return FALSE;
end = (char*)(ext + strlen(ext));
name_len = strlen(name);
while (ext < end)
{
n = strcspn(ext, " ");
if ((name_len == n) && (!strncmp(name, ext, n)))
return TRUE;
ext += (n + 1);
}
return FALSE;
}
/* XXX: This has been deprecated as public API */
gboolean
cogl_check_extension (const char *name, const char *ext)
{
return _cogl_check_extension (name, ext);
}
/* This version of cogl_clear can be used internally as an alternative
to avoid flushing the journal or the framebuffer state. This is
needed when doing operations that may be called whiling flushing
the journal */
void
_cogl_clear (const CoglColor *color, unsigned long buffers)
{
GLbitfield gl_buffers = 0;
if (buffers & COGL_BUFFER_BIT_COLOR)
{
GE( glClearColor (cogl_color_get_red_float (color),
cogl_color_get_green_float (color),
cogl_color_get_blue_float (color),
cogl_color_get_alpha_float (color)) );
gl_buffers |= GL_COLOR_BUFFER_BIT;
}
if (buffers & COGL_BUFFER_BIT_DEPTH)
gl_buffers |= GL_DEPTH_BUFFER_BIT;
if (buffers & COGL_BUFFER_BIT_STENCIL)
gl_buffers |= GL_STENCIL_BUFFER_BIT;
if (!gl_buffers)
{
static gboolean shown = FALSE;
if (!shown)
{
g_warning ("You should specify at least one auxiliary buffer "
"when calling cogl_clear");
}
return;
}
GE (glClear (gl_buffers));
/* This is a debugging variable used to visually display the quad
batches from the journal. It is reset here to increase the
chances of getting the same colours for each frame during an
animation */
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_RECTANGLES))
{
_COGL_GET_CONTEXT (ctxt, NO_RETVAL);
ctxt->journal_rectangles_color = 1;
}
}
void
cogl_clear (const CoglColor *color, unsigned long buffers)
{
COGL_NOTE (DRAW, "Clear begin");
_cogl_journal_flush ();
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
* as the pipeline state) when flushing the clip stack, so should
* always be done first when preparing to draw. */
_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
_cogl_clear (color, buffers);;
COGL_NOTE (DRAW, "Clear end");
}
static gboolean
toggle_flag (CoglContext *ctx,
unsigned long new_flags,
unsigned long flag,
GLenum gl_flag)
{
/* Toggles and caches a single enable flag on or off
* by comparing to current state
*/
if (new_flags & flag)
{
if (!(ctx->enable_flags & flag))
{
GE( glEnable (gl_flag) );
ctx->enable_flags |= flag;
return TRUE;
}
}
else if (ctx->enable_flags & flag)
{
GE( glDisable (gl_flag) );
ctx->enable_flags &= ~flag;
}
return FALSE;
}
static gboolean
toggle_client_flag (CoglContext *ctx,
unsigned long new_flags,
unsigned long flag,
GLenum gl_flag)
{
/* Toggles and caches a single client-side enable flag
* on or off by comparing to current state
*/
if (new_flags & flag)
{
if (!(ctx->enable_flags & flag))
{
GE( glEnableClientState (gl_flag) );
ctx->enable_flags |= flag;
return TRUE;
}
}
else if (ctx->enable_flags & flag)
{
GE( glDisableClientState (gl_flag) );
ctx->enable_flags &= ~flag;
}
return FALSE;
}
void
_cogl_enable (unsigned long flags)
{
/* This function essentially caches glEnable state() in the
* hope of lessening number GL traffic.
*/
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
toggle_flag (ctx, flags,
COGL_ENABLE_BACKFACE_CULLING,
GL_CULL_FACE);
toggle_client_flag (ctx, flags,
COGL_ENABLE_VERTEX_ARRAY,
GL_VERTEX_ARRAY);
toggle_client_flag (ctx, flags,
COGL_ENABLE_COLOR_ARRAY,
GL_COLOR_ARRAY);
}
unsigned long
_cogl_get_enable (void)
{
_COGL_GET_CONTEXT (ctx, 0);
return ctx->enable_flags;
}
/* XXX: This API has been deprecated */
void
cogl_set_depth_test_enabled (gboolean setting)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->legacy_depth_test_enabled == setting)
return;
ctx->legacy_depth_test_enabled = setting;
if (ctx->legacy_depth_test_enabled)
ctx->legacy_state_set++;
else
ctx->legacy_state_set--;
}
/* XXX: This API has been deprecated */
gboolean
cogl_get_depth_test_enabled (void)
{
_COGL_GET_CONTEXT (ctx, FALSE);
return ctx->legacy_depth_test_enabled;
}
void
cogl_set_backface_culling_enabled (gboolean setting)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->enable_backface_culling == setting)
return;
/* Currently the journal can't track changes to backface culling state... */
_cogl_journal_flush ();
ctx->enable_backface_culling = setting;
}
gboolean
cogl_get_backface_culling_enabled (void)
{
_COGL_GET_CONTEXT (ctx, FALSE);
return ctx->enable_backface_culling;
}
void
_cogl_flush_face_winding (void)
{
CoglFrontWinding winding;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* The front face winding doesn't matter if we aren't performing any
* backface culling... */
if (!ctx->enable_backface_culling)
return;
/* NB: We use a clockwise face winding order when drawing offscreen because
* all offscreen rendering is done upside down resulting in reversed winding
* for all triangles.
*/
if (cogl_is_offscreen (_cogl_get_framebuffer ()))
winding = COGL_FRONT_WINDING_CLOCKWISE;
else
winding = COGL_FRONT_WINDING_COUNTER_CLOCKWISE;
if (winding != ctx->flushed_front_winding)
{
if (winding == COGL_FRONT_WINDING_CLOCKWISE)
GE (glFrontFace (GL_CW));
else
GE (glFrontFace (GL_CCW));
ctx->flushed_front_winding = winding;
}
}
void
cogl_set_source_color (const CoglColor *color)
{
CoglPipeline *pipeline;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (cogl_color_get_alpha_byte (color) == 0xff)
{
cogl_pipeline_set_color (ctx->opaque_color_pipeline, color);
pipeline = ctx->opaque_color_pipeline;
}
else
{
CoglColor premultiplied = *color;
cogl_color_premultiply (&premultiplied);
cogl_pipeline_set_color (ctx->blended_color_pipeline, &premultiplied);
pipeline = ctx->blended_color_pipeline;
}
cogl_set_source (pipeline);
}
void
cogl_set_viewport (int x,
int y,
int width,
int height)
{
CoglFramebuffer *framebuffer;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
framebuffer = _cogl_get_framebuffer ();
_cogl_framebuffer_set_viewport (framebuffer,
x,
y,
width,
height);
}
/* XXX: This should be deprecated, and we should expose a way to also
* specify an x and y viewport offset */
void
cogl_viewport (unsigned int width,
unsigned int height)
{
cogl_set_viewport (0, 0, width, height);
}
CoglFeatureFlags
cogl_get_features (void)
{
_COGL_GET_CONTEXT (ctx, 0);
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_VBOS))
ctx->feature_flags &= ~COGL_FEATURE_VBOS;
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_PBOS))
ctx->feature_flags &= ~COGL_FEATURE_PBOS;
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_ARBFP))
ctx->feature_flags &= ~COGL_FEATURE_SHADERS_ARBFP;
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_GLSL))
ctx->feature_flags &= ~COGL_FEATURE_SHADERS_GLSL;
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_NPOT_TEXTURES))
ctx->feature_flags &= ~(COGL_FEATURE_TEXTURE_NPOT |
COGL_FEATURE_TEXTURE_NPOT_BASIC |
COGL_FEATURE_TEXTURE_NPOT_MIPMAP |
COGL_FEATURE_TEXTURE_NPOT_REPEAT);
return ctx->feature_flags;
}
gboolean
cogl_features_available (CoglFeatureFlags features)
{
_COGL_GET_CONTEXT (ctx, 0);
if (!ctx->features_cached)
_cogl_features_init ();
return (ctx->feature_flags & features) == features;
}
gboolean
_cogl_features_available_private (CoglFeatureFlagsPrivate features)
{
_COGL_GET_CONTEXT (ctx, 0);
if (!ctx->features_cached)
_cogl_features_init ();
return (ctx->feature_flags_private & features) == features;
}
/* XXX: This function should either be replaced with one returning
* integers, or removed/deprecated and make the
* _cogl_framebuffer_get_viewport* functions public.
*/
void
cogl_get_viewport (float v[4])
{
CoglFramebuffer *framebuffer;
int viewport[4];
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
framebuffer = _cogl_get_framebuffer ();
_cogl_framebuffer_get_viewport4fv (framebuffer, viewport);
for (i = 0; i < 4; i++)
v[i] = viewport[i];
}
void
cogl_get_bitmasks (int *red,
int *green,
int *blue,
int *alpha)
{
CoglFramebuffer *framebuffer;
framebuffer = _cogl_get_framebuffer ();
if (red)
*red = _cogl_framebuffer_get_red_bits (framebuffer);
if (green)
*green = _cogl_framebuffer_get_green_bits (framebuffer);
if (blue)
*blue = _cogl_framebuffer_get_blue_bits (framebuffer);
if (alpha)
*alpha = _cogl_framebuffer_get_alpha_bits (framebuffer);
}
void
cogl_set_fog (const CoglColor *fog_color,
CoglFogMode mode,
float density,
float z_near,
float z_far)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->legacy_fog_state.enabled == FALSE)
ctx->legacy_state_set++;
ctx->legacy_fog_state.enabled = TRUE;
ctx->legacy_fog_state.color = *fog_color;
ctx->legacy_fog_state.mode = mode;
ctx->legacy_fog_state.density = density;
ctx->legacy_fog_state.z_near = z_near;
ctx->legacy_fog_state.z_far = z_far;
}
void
cogl_disable_fog (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->legacy_fog_state.enabled == TRUE)
ctx->legacy_state_set--;
ctx->legacy_fog_state.enabled = FALSE;
}
void
cogl_flush (void)
{
_cogl_journal_flush ();
}
void
cogl_read_pixels (int x,
int y,
int width,
int height,
CoglReadPixelsFlags source,
CoglPixelFormat format,
guint8 *pixels)
{
CoglFramebuffer *framebuffer;
int framebuffer_height;
int bpp;
CoglBitmap *bmp;
GLenum gl_intformat;
GLenum gl_format;
GLenum gl_type;
CoglPixelFormat bmp_format;
int rowstride;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_return_if_fail (source == COGL_READ_PIXELS_COLOR_BUFFER);
/* make sure any batched primitives get emitted to the GL driver before
* issuing our read pixels... */
cogl_flush ();
framebuffer = _cogl_get_framebuffer ();
_cogl_framebuffer_flush_state (framebuffer, 0);
framebuffer_height = _cogl_framebuffer_get_height (framebuffer);
/* The y co-ordinate should be given in OpenGL's coordinate system
* so 0 is the bottom row
*
* NB: all offscreen rendering is done upside down so no conversion
* is necissary in this case.
*/
if (!cogl_is_offscreen (framebuffer))
y = framebuffer_height - y - height;
/* Initialise the CoglBitmap */
bpp = _cogl_get_format_bpp (format);
rowstride = bpp * width;
bmp_format = format;
if ((format & COGL_A_BIT))
{
/* FIXME: We are assuming glReadPixels will always give us
premultiplied data so we'll set the premult flag on the
bitmap format. This will usually be correct because the
result of the default blending operations for Cogl ends up
with premultiplied data in the framebuffer. However it is
possible for the framebuffer to be in whatever format
depending on what CoglPipeline is used to render to
it. Eventually we may want to add a way for an application to
inform Cogl that the framebuffer is not premultiplied in case
it is being used for some special purpose. */
bmp_format |= COGL_PREMULT_BIT;
}
bmp = _cogl_bitmap_new_from_data (pixels,
bmp_format, width, height, rowstride,
NULL, NULL);
_cogl_pixel_format_to_gl (format, &gl_intformat, &gl_format, &gl_type);
/* Under GLES only GL_RGBA with GL_UNSIGNED_BYTE as well as an
implementation specific format under
GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES and
GL_IMPLEMENTATION_COLOR_READ_TYPE_OES is supported. We could try
to be more clever and check if the requested type matches that
but we would need some reliable functions to convert from GL
types to Cogl types. For now, lets just always read in
GL_RGBA/GL_UNSIGNED_BYTE and convert if necessary */
#ifndef COGL_HAS_GL
if (gl_format != GL_RGBA || gl_type != GL_UNSIGNED_BYTE)
{
CoglBitmap *tmp_bmp, *dst_bmp;
guint8 *tmp_data = g_malloc (width * height * 4);
tmp_bmp = _cogl_bitmap_new_from_data (tmp_data,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
width, height, 4 * width,
(CoglBitmapDestroyNotify) g_free,
NULL);
_cogl_texture_driver_prep_gl_for_pixels_download (4 * width, 4);
GE( glReadPixels (x, y, width, height,
GL_RGBA, GL_UNSIGNED_BYTE,
tmp_data) );
/* CoglBitmap doesn't currently have a way to convert without
allocating its own buffer so we have to copy the data
again */
if ((dst_bmp = _cogl_bitmap_convert_format_and_premult (tmp_bmp,
bmp_format)))
{
_cogl_bitmap_copy_subregion (dst_bmp,
bmp,
0, 0,
0, 0,
width, height);
cogl_object_unref (dst_bmp);
}
else
{
/* FIXME: there's no way to report an error here so we'll
just have to leave the data initialised */
}
cogl_object_unref (tmp_bmp);
}
else
#endif
{
_cogl_texture_driver_prep_gl_for_pixels_download (rowstride, bpp);
GE( glReadPixels (x, y, width, height, gl_format, gl_type, pixels) );
/* Convert to the premult format specified by the caller
in-place. This will do nothing if the premult status is already
correct. */
_cogl_bitmap_convert_premult_status (bmp, format);
}
/* NB: All offscreen rendering is done upside down so there is no need
* to flip in this case... */
if (!cogl_is_offscreen (framebuffer))
{
guint8 *temprow = g_alloca (rowstride * sizeof (guint8));
/* TODO: consider using the GL_MESA_pack_invert extension in the future
* to avoid this flip... */
/* vertically flip the buffer in-place */
for (y = 0; y < height / 2; y++)
{
if (y != height - y - 1) /* skip center row */
{
memcpy (temprow,
pixels + y * rowstride, rowstride);
memcpy (pixels + y * rowstride,
pixels + (height - y - 1) * rowstride, rowstride);
memcpy (pixels + (height - y - 1) * rowstride,
temprow,
rowstride);
}
}
}
cogl_object_unref (bmp);
}
static void
_cogl_disable_other_texcoord_arrays_cb (int texcoord_array_num, gpointer data)
{
CoglContext *ctx = data;
GE (glClientActiveTexture (GL_TEXTURE0 + texcoord_array_num));
GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
}
void
_cogl_disable_other_texcoord_arrays (const CoglBitmask *mask)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Set texcoord_arrays_to_disable to only contain the arrays we want
to disable */
_cogl_bitmask_clear_all (&ctx->texcoord_arrays_to_disable);
_cogl_bitmask_set_bits (&ctx->texcoord_arrays_to_disable,
&ctx->texcoord_arrays_enabled);
_cogl_bitmask_clear_bits (&ctx->texcoord_arrays_to_disable, mask);
_cogl_bitmask_foreach (&ctx->texcoord_arrays_to_disable,
_cogl_disable_other_texcoord_arrays_cb, ctx);
/* Update the mask of arrays that are enabled */
_cogl_bitmask_clear_bits (&ctx->texcoord_arrays_enabled,
&ctx->texcoord_arrays_to_disable);
_cogl_bitmask_set_bits (&ctx->texcoord_arrays_enabled, mask);
}
void
cogl_begin_gl (void)
{
unsigned long enable_flags = 0;
CoglPipeline *pipeline;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->in_begin_gl_block)
{
static gboolean shown = FALSE;
if (!shown)
g_warning ("You should not nest cogl_begin_gl/cogl_end_gl blocks");
shown = TRUE;
return;
}
ctx->in_begin_gl_block = TRUE;
/* Flush all batched primitives */
cogl_flush ();
/* Flush framebuffer state, including clip state, modelview and
* projection matrix state
*
* NB: _cogl_framebuffer_flush_state may disrupt various state (such
* as the pipeline state) when flushing the clip stack, so should
* always be done first when preparing to draw. */
_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
/* Setup the state for the current pipeline */
/* We considered flushing a specific, minimal pipeline here to try and
* simplify the GL state, but decided to avoid special cases and second
* guessing what would be actually helpful.
*
* A user should instead call cogl_set_source_color4ub() before
* cogl_begin_gl() to simplify the state flushed.
*
* XXX: note defining n_tex_coord_attribs using
* cogl_pipeline_get_n_layers is a hack, but the problem is that
* n_tex_coord_attribs is usually defined when drawing a primitive
* which isn't happening here.
*
* Maybe it would be more useful if this code did flush the
* opaque_color_pipeline and then call into cogl-pipeline-opengl.c to then
* restore all state for the material's backend back to default OpenGL
* values.
*/
pipeline = cogl_get_source ();
_cogl_pipeline_flush_gl_state (pipeline,
FALSE,
cogl_pipeline_get_n_layers (pipeline));
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
_cogl_enable (enable_flags);
_cogl_flush_face_winding ();
/* Disable all client texture coordinate arrays */
_cogl_bitmask_clear_all (&ctx->temp_bitmask);
_cogl_disable_other_texcoord_arrays (&ctx->temp_bitmask);
}
void
cogl_end_gl (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!ctx->in_begin_gl_block)
{
static gboolean shown = FALSE;
if (!shown)
g_warning ("cogl_end_gl is being called before cogl_begin_gl");
shown = TRUE;
return;
}
ctx->in_begin_gl_block = FALSE;
}
void
cogl_push_matrix (void)
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_push (modelview_stack);
}
void
cogl_pop_matrix (void)
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_pop (modelview_stack);
}
void
cogl_scale (float x, float y, float z)
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_scale (modelview_stack, x, y, z);
}
void
cogl_translate (float x, float y, float z)
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_translate (modelview_stack, x, y, z);
}
void
cogl_rotate (float angle, float x, float y, float z)
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_rotate (modelview_stack, angle, x, y, z);
}
void
cogl_transform (const CoglMatrix *matrix)
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_multiply (modelview_stack, matrix);
}
void
cogl_perspective (float fov_y,
float aspect,
float z_near,
float z_far)
{
float ymax = z_near * tanf (fov_y * G_PI / 360.0);
cogl_frustum (-ymax * aspect, /* left */
ymax * aspect, /* right */
-ymax, /* bottom */
ymax, /* top */
z_near,
z_far);
}
void
cogl_frustum (float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
CoglMatrixStack *projection_stack =
_cogl_framebuffer_get_projection_stack (_cogl_get_framebuffer ());
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_matrix_stack_load_identity (projection_stack);
_cogl_matrix_stack_frustum (projection_stack,
left,
right,
bottom,
top,
z_near,
z_far);
}
void
cogl_ortho (float left,
float right,
float bottom,
float top,
float z_near,
float z_far)
{
CoglMatrix ortho;
CoglMatrixStack *projection_stack =
_cogl_framebuffer_get_projection_stack (_cogl_get_framebuffer ());
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_matrix_init_identity (&ortho);
cogl_matrix_ortho (&ortho, left, right, bottom, top, z_near, z_far);
_cogl_matrix_stack_set (projection_stack, &ortho);
}
void
cogl_get_modelview_matrix (CoglMatrix *matrix)
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_get (modelview_stack, matrix);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_set_modelview_matrix (CoglMatrix *matrix)
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_set (modelview_stack, matrix);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_get_projection_matrix (CoglMatrix *matrix)
{
CoglMatrixStack *projection_stack =
_cogl_framebuffer_get_projection_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_get (projection_stack, matrix);
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
void
cogl_set_projection_matrix (CoglMatrix *matrix)
{
CoglMatrixStack *projection_stack =
_cogl_framebuffer_get_projection_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_set (projection_stack, matrix);
/* FIXME: Update the inverse projection matrix!! Presumably use
* of clip planes must currently be broken if this API is used. */
_COGL_MATRIX_DEBUG_PRINT (matrix);
}
CoglClipState *
_cogl_get_clip_state (void)
{
CoglFramebuffer *framebuffer;
framebuffer = _cogl_get_framebuffer ();
return _cogl_framebuffer_get_clip_state (framebuffer);
}
GQuark
_cogl_driver_error_quark (void)
{
return g_quark_from_static_string ("cogl-driver-error-quark");
}
typedef struct _CoglSourceState
{
CoglPipeline *pipeline;
int push_count;
} CoglSourceState;
static void
_push_source_real (CoglPipeline *pipeline)
{
CoglSourceState *top = g_slice_new (CoglSourceState);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
top->pipeline = cogl_object_ref (pipeline);
top->push_count = 1;
ctx->source_stack = g_list_prepend (ctx->source_stack, top);
}
/* FIXME: This should take a context pointer for Cogl 2.0 Technically
* we could make it so we can retrieve a context reference from the
* pipeline, but this would not by symmetric with cogl_pop_source. */
void
cogl_push_source (void *material_or_pipeline)
{
CoglSourceState *top;
CoglPipeline *pipeline = COGL_PIPELINE (material_or_pipeline);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_return_if_fail (cogl_is_pipeline (pipeline));
if (ctx->source_stack)
{
top = ctx->source_stack->data;
if (top->pipeline == pipeline)
{
top->push_count++;
return;
}
else
_push_source_real (pipeline);
}
else
_push_source_real (pipeline);
}
/* FIXME: This needs to take a context pointer for Cogl 2.0 */
void
cogl_pop_source (void)
{
CoglSourceState *top;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_return_if_fail (ctx->source_stack);
top = ctx->source_stack->data;
top->push_count--;
if (top->push_count == 0)
{
cogl_object_unref (top->pipeline);
g_slice_free (CoglSourceState, top);
ctx->source_stack = g_list_delete_link (ctx->source_stack,
ctx->source_stack);
}
}
/* FIXME: This needs to take a context pointer for Cogl 2.0 */
void *
cogl_get_source (void)
{
CoglSourceState *top;
_COGL_GET_CONTEXT (ctx, NULL);
g_return_val_if_fail (ctx->source_stack, NULL);
top = ctx->source_stack->data;
return top->pipeline;
}
void
cogl_set_source (void *material_or_pipeline)
{
CoglSourceState *top;
CoglPipeline *pipeline = COGL_PIPELINE (material_or_pipeline);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_return_if_fail (cogl_is_pipeline (pipeline));
g_return_if_fail (ctx->source_stack);
top = ctx->source_stack->data;
if (top->pipeline == pipeline)
return;
if (top->push_count == 1)
{
/* NB: top->pipeline may be only thing keeping pipeline
* alive currently so ref pipeline first... */
cogl_object_ref (pipeline);
cogl_object_unref (top->pipeline);
top->pipeline = pipeline;
}
else
{
top->push_count--;
cogl_push_source (pipeline);
}
}
void
cogl_set_source_texture (CoglHandle texture_handle)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_return_if_fail (texture_handle != NULL);
cogl_pipeline_set_layer_texture (ctx->texture_pipeline, 0, texture_handle);
cogl_set_source (ctx->texture_pipeline);
}
void
cogl_set_source_color4ub (guint8 red,
guint8 green,
guint8 blue,
guint8 alpha)
{
CoglColor c = { 0, };
cogl_color_init_from_4ub (&c, red, green, blue, alpha);
cogl_set_source_color (&c);
}
void
cogl_set_source_color4f (float red,
float green,
float blue,
float alpha)
{
CoglColor c = { 0, };
cogl_color_init_from_4f (&c, red, green, blue, alpha);
cogl_set_source_color (&c);
}
/* Scale from OpenGL normalized device coordinates (ranging from -1 to 1)
* to Cogl window/framebuffer coordinates (ranging from 0 to buffer-size) with
* (0,0) being top left. */
#define VIEWPORT_TRANSFORM_X(x, vp_origin_x, vp_width) \
( ( ((x) + 1.0) * ((vp_width) / 2.0) ) + (vp_origin_x) )
/* Note: for Y we first flip all coordinates around the X axis while in
* normalized device coodinates */
#define VIEWPORT_TRANSFORM_Y(y, vp_origin_y, vp_height) \
( ( ((-(y)) + 1.0) * ((vp_height) / 2.0) ) + (vp_origin_y) )
/* Transform a homogeneous vertex position from model space to Cogl
* window coordinates (with 0,0 being top left) */
void
_cogl_transform_point (const CoglMatrix *matrix_mv,
const CoglMatrix *matrix_p,
const float *viewport,
float *x,
float *y)
{
float z = 0;
float w = 1;
/* Apply the modelview matrix transform */
cogl_matrix_transform_point (matrix_mv, x, y, &z, &w);
/* Apply the projection matrix transform */
cogl_matrix_transform_point (matrix_p, x, y, &z, &w);
/* Perform perspective division */
*x /= w;
*y /= w;
/* Apply viewport transform */
*x = VIEWPORT_TRANSFORM_X (*x, viewport[0], viewport[2]);
*y = VIEWPORT_TRANSFORM_Y (*y, viewport[1], viewport[3]);
}
#undef VIEWPORT_TRANSFORM_X
#undef VIEWPORT_TRANSFORM_Y
GQuark
_cogl_error_quark (void)
{
return g_quark_from_static_string ("cogl-error-quark");
}