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mutter-performance-source/cogl/cogl.c
Neil Roberts 47df6724b2 cogl: Use the colours of COGL_DEBUG=rectangles to debug batching
Instead of assigning a new colour to each quad of a batch, the
rectangle debugging code now assigns a new colour to each batch so
that it can be used to visually see what is being batched. The colour
is stored in a global variable that is reset during cogl_clear. This
improves the chances that the same colour will be used for a batch in
the next frames to avoid flickering.
2010-01-28 16:52:42 +00:00

983 lines
24 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include <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-material-private.h"
#include "cogl-winsys.h"
#include "cogl-framebuffer-private.h"
#include "cogl-matrix-private.h"
#include "cogl-journal-private.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 gchar *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 guint n_gl_errors = G_N_ELEMENTS (gl_errors);
const gchar *
cogl_gl_error_to_string (GLenum error_code)
{
gint 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 gchar* 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;
}
void
cogl_clear (const CoglColor *color, gulong buffers)
{
GLbitfield gl_buffers = 0;
COGL_NOTE (DRAW, "Clear begin");
_cogl_journal_flush ();
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
* as the material state) when flushing the clip stack, so should
* always be done first when preparing to draw. */
_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 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;
}
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;
}
COGL_NOTE (DRAW, "Clear end");
}
static inline gboolean
cogl_toggle_flag (CoglContext *ctx,
gulong new_flags,
gulong 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 inline gboolean
cogl_toggle_client_flag (CoglContext *ctx,
gulong new_flags,
gulong 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 (gulong flags)
{
/* This function essentially caches glEnable state() in the
* hope of lessening number GL traffic.
*/
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_toggle_flag (ctx, flags,
COGL_ENABLE_BLEND,
GL_BLEND);
cogl_toggle_flag (ctx, flags,
COGL_ENABLE_BACKFACE_CULLING,
GL_CULL_FACE);
cogl_toggle_client_flag (ctx, flags,
COGL_ENABLE_VERTEX_ARRAY,
GL_VERTEX_ARRAY);
cogl_toggle_client_flag (ctx, flags,
COGL_ENABLE_COLOR_ARRAY,
GL_COLOR_ARRAY);
}
gulong
cogl_get_enable ()
{
_COGL_GET_CONTEXT (ctx, 0);
return ctx->enable_flags;
}
void
cogl_set_depth_test_enabled (gboolean setting)
{
/* Currently the journal can't track changes to depth state... */
_cogl_journal_flush ();
if (setting)
{
glEnable (GL_DEPTH_TEST);
glDepthFunc (GL_LEQUAL);
}
else
glDisable (GL_DEPTH_TEST);
}
gboolean
cogl_get_depth_test_enabled (void)
{
return glIsEnabled (GL_DEPTH_TEST) == GL_TRUE ? TRUE : FALSE;
}
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)
{
CoglColor premultiplied;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* In case cogl_set_source_texture was previously used... */
cogl_material_remove_layer (ctx->simple_material, 0);
premultiplied = *color;
cogl_color_premultiply (&premultiplied);
cogl_material_set_color (ctx->simple_material, &premultiplied);
cogl_set_source (ctx->simple_material);
}
void
cogl_set_viewport (int x,
int y,
int width,
int height)
{
CoglHandle 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 (guint width,
guint height)
{
cogl_set_viewport (0, 0, width, height);
}
void
_cogl_setup_viewport (guint width,
guint height,
float fovy,
float aspect,
float z_near,
float z_far)
{
float z_camera;
CoglMatrix projection_matrix;
CoglMatrixStack *modelview_stack;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_set_viewport (0, 0, width, height);
/* For Ortho projection.
* _cogl_matrix_stack_ortho (projection_stack, 0, width, 0, height, -1, 1);
*/
cogl_perspective (fovy, aspect, z_near, z_far);
/*
* In theory, we can compute the camera distance from screen as:
*
* 0.5 * tan (FOV)
*
* However, it's better to compute the z_camera from our projection
* matrix so that we get a 1:1 mapping at the screen distance. Consider
* the upper-left corner of the screen. It has object coordinates
* (0,0,0), so by the transform below, ends up with eye coordinate
*
* x_eye = x_object / width - 0.5 = - 0.5
* y_eye = (height - y_object) / width - 0.5 = 0.5
* z_eye = z_object / width - z_camera = - z_camera
*
* From cogl_perspective(), we know that the projection matrix has
* the form:
*
* (x, 0, 0, 0)
* (0, y, 0, 0)
* (0, 0, c, d)
* (0, 0, -1, 0)
*
* Applied to the above, we get clip coordinates of
*
* x_clip = x * (- 0.5)
* y_clip = y * 0.5
* w_clip = - 1 * (- z_camera) = z_camera
*
* Dividing through by w to get normalized device coordinates, we
* have, x_nd = x * 0.5 / z_camera, y_nd = - y * 0.5 / z_camera.
* The upper left corner of the screen has normalized device coordinates,
* (-1, 1), so to have the correct 1:1 mapping, we have to have:
*
* z_camera = 0.5 * x = 0.5 * y
*
* If x != y, then we have a non-uniform aspect ration, and a 1:1 mapping
* doesn't make sense.
*/
cogl_get_projection_matrix (&projection_matrix);
z_camera = 0.5 * projection_matrix.xx;
modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
_cogl_matrix_stack_load_identity (modelview_stack);
_cogl_matrix_stack_translate (modelview_stack, -0.5f, -0.5f, -z_camera);
_cogl_matrix_stack_scale (modelview_stack,
1.0f / width, -1.0f / height, 1.0f / width);
_cogl_matrix_stack_translate (modelview_stack,
0.0f, -1.0 * height, 0.0f);
}
CoglFeatureFlags
cogl_get_features (void)
{
_COGL_GET_CONTEXT (ctx, 0);
if (cogl_debug_flags & COGL_DEBUG_DISABLE_VBOS)
ctx->feature_flags &= ~COGL_FEATURE_VBOS;
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;
}
/* 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])
{
CoglHandle 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 (gint *red,
gint *green,
gint *blue,
gint *alpha)
{
GLint value;
if (red)
{
GE( glGetIntegerv(GL_RED_BITS, &value) );
*red = value;
}
if (green)
{
GE( glGetIntegerv(GL_GREEN_BITS, &value) );
*green = value;
}
if (blue)
{
GE( glGetIntegerv(GL_BLUE_BITS, &value) );
*blue = value;
}
if (alpha)
{
GE( glGetIntegerv(GL_ALPHA_BITS, &value ) );
*alpha = value;
}
}
void
cogl_set_fog (const CoglColor *fog_color,
CoglFogMode mode,
float density,
float z_near,
float z_far)
{
GLfloat fogColor[4];
GLenum gl_mode = GL_LINEAR;
/* The cogl journal doesn't currently track fog state changes */
_cogl_journal_flush ();
fogColor[0] = cogl_color_get_red_float (fog_color);
fogColor[1] = cogl_color_get_green_float (fog_color);
fogColor[2] = cogl_color_get_blue_float (fog_color);
fogColor[3] = cogl_color_get_alpha_float (fog_color);
glEnable (GL_FOG);
glFogfv (GL_FOG_COLOR, fogColor);
#if HAVE_COGL_GLES
switch (mode)
{
case COGL_FOG_MODE_LINEAR:
gl_mode = GL_LINEAR;
break;
case COGL_FOG_MODE_EXPONENTIAL:
gl_mode = GL_EXP;
break;
case COGL_FOG_MODE_EXPONENTIAL_SQUARED:
gl_mode = GL_EXP2;
break;
}
#endif
/* TODO: support other modes for GLES2 */
/* NB: GLES doesn't have glFogi */
glFogf (GL_FOG_MODE, gl_mode);
glHint (GL_FOG_HINT, GL_NICEST);
glFogf (GL_FOG_DENSITY, (GLfloat) density);
glFogf (GL_FOG_START, (GLfloat) z_near);
glFogf (GL_FOG_END, (GLfloat) z_far);
}
void
cogl_disable_fog (void)
{
/* Currently the journal can't track changes to fog state... */
_cogl_journal_flush ();
glDisable (GL_FOG);
}
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)
{
CoglHandle framebuffer;
int framebuffer_height;
int rowstride = width * 4;
guint8 *temprow;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_return_if_fail (format == COGL_PIXEL_FORMAT_RGBA_8888);
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 ();
temprow = g_alloca (rowstride * sizeof (guint8));
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;
/* Setup the pixel store parameters that may have been changed by
Cogl */
GE (glPixelStorei (GL_PACK_ALIGNMENT, 1));
#ifdef HAVE_COGL_GL
GE (glPixelStorei (GL_PACK_ROW_LENGTH, 0));
GE (glPixelStorei (GL_PACK_SKIP_PIXELS, 0));
GE (glPixelStorei (GL_PACK_SKIP_ROWS, 0));
#endif /* HAVE_COGL_GL */
GE (glReadPixels (x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
/* NB: All offscreen rendering is done upside down so there is no need
* to flip in this case... */
if (cogl_is_offscreen (framebuffer))
return;
/* 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);
}
}
}
void
cogl_begin_gl (void)
{
CoglMaterialFlushOptions options;
gulong enable_flags = 0;
int i;
_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 material 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 material */
/* We considered flushing a specific, minimal material 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.
*/
options.flags = 0;
_cogl_material_flush_gl_state (ctx->source_material, &options);
/* FIXME: This api is a bit yukky, ideally it will be removed if we
* re-work the cogl_enable mechanism */
enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
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 */
for (i = 0; i < ctx->n_texcoord_arrays_enabled; i++)
{
GE (glClientActiveTexture (GL_TEXTURE0 + i));
GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
}
ctx->n_texcoord_arrays_enabled = 0;
}
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;
}
static CoglTextureUnit *
_cogl_texture_unit_new (int index_)
{
CoglTextureUnit *unit = g_new0 (CoglTextureUnit, 1);
unit->matrix_stack = _cogl_matrix_stack_new ();
unit->index = index_;
return unit;
}
static void
_cogl_texture_unit_free (CoglTextureUnit *unit)
{
_cogl_matrix_stack_destroy (unit->matrix_stack);
g_free (unit);
}
CoglTextureUnit *
_cogl_get_texture_unit (int index_)
{
GList *l;
CoglTextureUnit *unit;
_COGL_GET_CONTEXT (ctx, NULL);
for (l = ctx->texture_units; l; l = l->next)
{
unit = l->data;
if (unit->index == index_)
return unit;
/* The units are always sorted, so at this point we know this unit
* doesn't exist */
if (unit->index > index_)
break;
}
/* NB: if we now insert a new layer before l, that will maintain order.
*/
unit = _cogl_texture_unit_new (index_);
/* Note: see comment after for() loop above */
ctx->texture_units =
g_list_insert_before (ctx->texture_units, l, unit);
return unit;
}
void
_cogl_destroy_texture_units (void)
{
GList *l;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
for (l = ctx->texture_units; l; l = l->next)
_cogl_texture_unit_free (l->data);
g_list_free (ctx->texture_units);
}
/*
* This is more complicated than that, another pass needs to be done when
* cogl have a neat way of saying if we are using the fixed function pipeline
* or not (for the GL case):
* MAX_TEXTURE_UNITS: fixed function pipeline, a texture unit has both a
* sampler and a set of texture coordinates
* MAX_TEXTURE_IMAGE_UNITS: number of samplers one can use from a fragment
* program/shader (ARBfp1.0 asm/GLSL)
* MAX_VERTEX_TEXTURE_UNITS: number of samplers one can use from a vertex
* program/shader (can be 0)
* MAX_COMBINED_TEXTURE_IMAGE_UNITS: Maximum samplers one can use, counting both
* the vertex and fragment shaders
*
* If both the vertex shader and the fragment processing stage access the same
* texture image unit, then that counts as using two texture image units
* against the latter limit: http://www.opengl.org/sdk/docs/man/xhtml/glGet.xml
*
* Note that, for now, we use GL_MAX_TEXTURE_UNITS as we are exposing the
* fixed function pipeline.
*/
guint
_cogl_get_max_texture_image_units (void)
{
GLint nb_texture_image_units;
GE( glGetIntegerv(GL_MAX_TEXTURE_UNITS, &nb_texture_image_units) );
return nb_texture_image_units;
}
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_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);
}
CoglClipStackState *
_cogl_get_clip_state (void)
{
CoglHandle 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");
}