static CoglBool
_cogl_pipeline_vertend_fixed_add_layer (CoglPipeline *pipeline,
                                        CoglPipelineLayer *layer,
                                        unsigned long layers_difference,
                                        CoglFramebuffer *framebuffer)
{
  CoglContext *ctx = framebuffer->context;
  int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
  CoglTextureUnit *unit = _cogl_get_texture_unit (unit_index);

  if (layers_difference & COGL_PIPELINE_LAYER_STATE_USER_MATRIX)
    {
      CoglPipelineLayerState state = COGL_PIPELINE_LAYER_STATE_USER_MATRIX;
      CoglPipelineLayer *authority =
        _cogl_pipeline_layer_get_authority (layer, state);
      CoglMatrixEntry *matrix_entry;

      cogl_matrix_stack_set (unit->matrix_stack,
                             &authority->big_state->matrix);

      _cogl_set_active_texture_unit (unit_index);

      matrix_entry = unit->matrix_stack->last_entry;
      _cogl_matrix_entry_flush_to_gl_builtins (ctx, matrix_entry,
                                               COGL_MATRIX_TEXTURE,
                                               framebuffer,
                                               FALSE /* enable flip */);
    }

  return TRUE;
}
static void
_cogl_pipeline_progend_fixed_arbfp_pre_paint (CoglPipeline *pipeline,
                                              CoglFramebuffer *framebuffer)
{
  CoglContext *ctx = framebuffer->context;

  if (ctx->current_projection_entry)
    _cogl_matrix_entry_flush_to_gl_builtins (ctx,
                                             ctx->current_projection_entry,
                                             COGL_MATRIX_PROJECTION,
                                             framebuffer,
                                             FALSE /* enable flip */);
  if (ctx->current_modelview_entry)
    _cogl_matrix_entry_flush_to_gl_builtins (ctx,
                                             ctx->current_modelview_entry,
                                             COGL_MATRIX_MODELVIEW,
                                             framebuffer,
                                             FALSE /* enable flip */);
}
예제 #3
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static void
set_clip_plane (CoglFramebuffer *framebuffer,
                int plane_num,
		const float *vertex_a,
		const float *vertex_b)
{
  CoglContext *ctx = framebuffer->context;
  float planef[4];
  double planed[4];
  float angle;
  CoglMatrixStack *modelview_stack =
    _cogl_framebuffer_get_modelview_stack (framebuffer);
  CoglMatrixStack *projection_stack =
    _cogl_framebuffer_get_projection_stack (framebuffer);
  CoglMatrix inverse_projection;

  cogl_matrix_stack_get_inverse (projection_stack, &inverse_projection);

  /* Calculate the angle between the axes and the line crossing the
     two points */
  angle = atan2f (vertex_b[1] - vertex_a[1],
                  vertex_b[0] - vertex_a[0]) * (180.0/G_PI);

  cogl_matrix_stack_push (modelview_stack);

  /* Load the inverse of the projection matrix so we can specify the plane
   * in screen coordinates */
  cogl_matrix_stack_set (modelview_stack, &inverse_projection);

  /* Rotate about point a */
  cogl_matrix_stack_translate (modelview_stack,
                               vertex_a[0], vertex_a[1], vertex_a[2]);
  /* Rotate the plane by the calculated angle so that it will connect
     the two points */
  cogl_matrix_stack_rotate (modelview_stack, angle, 0.0f, 0.0f, 1.0f);
  cogl_matrix_stack_translate (modelview_stack,
                               -vertex_a[0], -vertex_a[1], -vertex_a[2]);

  /* Clip planes can only be used when a fixed function backend is in
     use so we know we can directly push this matrix to the builtin
     state */
  _cogl_matrix_entry_flush_to_gl_builtins (ctx,
                                           modelview_stack->last_entry,
                                           COGL_MATRIX_MODELVIEW,
                                           framebuffer,
                                           FALSE /* don't disable flip */);

  planef[0] = 0;
  planef[1] = -1.0;
  planef[2] = 0;
  planef[3] = vertex_a[1];

  switch (ctx->driver)
    {
    default:
      g_assert_not_reached ();
      break;

    case COGL_DRIVER_GLES1:
      GE( ctx, glClipPlanef (plane_num, planef) );
      break;

    case COGL_DRIVER_GL:
    case COGL_DRIVER_GL3:
      planed[0] = planef[0];
      planed[1] = planef[1];
      planed[2] = planef[2];
      planed[3] = planef[3];
      GE( ctx, glClipPlane (plane_num, planed) );
      break;
    }

  cogl_matrix_stack_pop (modelview_stack);
}