forked from enlightenment/efl
263 lines
9.8 KiB
C
263 lines
9.8 KiB
C
#ifndef EVAS_GL_COMMON_H
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#define EVAS_GL_COMMON_H
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#define EVAS_GL_COMMON_NOCUTOUTS 1
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/* FIXME: need to handle memory errors */
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/* FIXME: need to handle list errors */
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/* FIXME: need to handle gl errors */
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/* FIXME: need to free textures is texture ream runs out */
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/* FIXME: need to break image textures into meshes if too big */
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/* FIXME: need to page mesh textures if texture alloc fails */
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#include "evas_common.h"
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#include "evas_private.h"
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#include "config.h"
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#include <stdio.h>
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#include <unistd.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include <sys/time.h>
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#include <unistd.h>
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#ifdef BUILD_ENGINE_GL_GLEW
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# include <GL/glew.h>
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#else
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# define GL_GLEXT_PROTOTYPES
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#endif /* BUILD_ENGINE_GL_GLEW */
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#ifdef BUILD_ENGINE_GL_QUARTZ
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# include <OpenGL/gl.h>
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# include <OpenGL/glu.h>
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#else
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# include <GL/gl.h>
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# include <GL/glu.h>
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#endif /* BUILD_ENGINE_GL_QUARTZ */
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typedef struct _Evas_GL_Context Evas_GL_Context;
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typedef struct _Evas_GL_Texture Evas_GL_Texture;
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typedef struct _Evas_GL_Image Evas_GL_Image;
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typedef struct _Evas_GL_Polygon Evas_GL_Polygon;
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typedef struct _Evas_GL_Polygon_Point Evas_GL_Polygon_Point;
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typedef struct _Evas_GL_Gradient Evas_GL_Gradient;
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typedef struct _Evas_GL_Font_Texture Evas_GL_Font_Texture;
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typedef struct _Evas_GL_Font_Texture_Pool Evas_GL_Font_Texture_Pool;
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typedef struct _Evas_GL_Font_Texture_Pool_Allocation Evas_GL_Font_Texture_Pool_Allocation;
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struct _Evas_GL_Context
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{
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int w, h;
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unsigned char dither : 1;
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unsigned char blend : 1;
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unsigned char blend_alpha : 1;
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unsigned char r, g, b, a;
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struct {
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unsigned char size : 1;
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unsigned char dither : 1;
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unsigned char blend : 1;
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unsigned char color : 1;
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unsigned char texture : 1;
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unsigned char clip : 1;
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unsigned char buf : 1;
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unsigned char other : 1;
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} change;
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struct {
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unsigned char active : 1;
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int x, y, w, h;
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} clip;
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struct {
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int checked : 1;
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int sgis_generate_mipmap : 1;
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int nv_texture_rectangle : 1;
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int arb_texture_non_power_of_two : 1;
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int arb_program : 1;
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} ext;
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GLenum read_buf;
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GLenum write_buf;
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Evas_GL_Texture *texture;
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GLuint font_texture;
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unsigned char font_texture_rectangle : 1;
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unsigned char texture_program : 1;
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int max_texture_depth;
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int max_texture_size;
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int references;
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Eina_List *images;
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Eina_List *tex_pool;
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RGBA_Draw_Context *dc;
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struct {
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GLhandleARB prog, fshad;
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} yuv422p;
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};
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struct _Evas_GL_Texture
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{
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Evas_GL_Context *gc;
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int w, h;
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int tw, th;
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int uw, uh;
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GLuint texture, texture2, texture3;
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unsigned char smooth : 1;
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unsigned char changed : 1;
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unsigned char have_mipmaps : 1;
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unsigned char rectangle : 1;
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unsigned char not_power_of_two : 1;
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unsigned char opt : 1;
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int references;
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GLhandleARB prog;
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};
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struct _Evas_GL_Image
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{
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Evas_GL_Context *gc;
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RGBA_Image *im;
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Evas_GL_Texture *tex;
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RGBA_Image_Loadopts load_opts;
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int putcount;
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int references;
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struct {
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int space;
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void *data;
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unsigned char no_free : 1;
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} cs;
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unsigned char dirty : 1;
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unsigned char cached : 1;
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};
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struct _Evas_GL_Polygon
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{
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Eina_List *points;
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GLuint dl;
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Evas_Bool changed : 1;
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};
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struct _Evas_GL_Polygon_Point
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{
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int x, y;
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};
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struct _Evas_GL_Gradient
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{
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RGBA_Gradient *grad;
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Evas_GL_Texture *tex;
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int tw, th;
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unsigned char changed : 1;
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};
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struct _Evas_GL_Font_Texture
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{
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Evas_GL_Context *gc;
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int x, y, w, h;
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double tx1, ty1, tx2, ty2;
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int aw, ah;
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GLuint texture;
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Evas_GL_Font_Texture_Pool *pool;
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Evas_GL_Font_Texture_Pool_Allocation *alloc;
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};
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struct _Evas_GL_Font_Texture_Pool
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{
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Evas_GL_Context *gc;
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int w, h;
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GLuint texture;
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int references;
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unsigned char rectangle : 1;
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Eina_List *allocations;
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};
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struct _Evas_GL_Font_Texture_Pool_Allocation
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{
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Evas_GL_Font_Texture_Pool *pool;
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int x, y, w, h;
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};
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Evas_GL_Context *evas_gl_common_context_new(void);
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void evas_gl_common_context_free(Evas_GL_Context *gc);
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void evas_gl_common_context_use(Evas_GL_Context *gc);
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void evas_gl_common_context_resize(Evas_GL_Context *gc, int w, int h);
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void evas_gl_common_context_color_set(Evas_GL_Context *gc, int r, int g, int b, int a);
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void evas_gl_common_context_blend_set(Evas_GL_Context *gc, int blend);
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void evas_gl_common_context_dither_set(Evas_GL_Context *gc, int dither);
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void evas_gl_common_context_texture_set(Evas_GL_Context *gc, Evas_GL_Texture *tex, int smooth, int w, int h);
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void evas_gl_common_context_font_texture_set(Evas_GL_Context *gc, Evas_GL_Font_Texture *ft);
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void evas_gl_common_context_clip_set(Evas_GL_Context *gc, int on, int x, int y, int w, int h);
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void evas_gl_common_context_read_buf_set(Evas_GL_Context *gc, GLenum buf);
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void evas_gl_common_context_write_buf_set(Evas_GL_Context *gc, GLenum buf);
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Evas_GL_Texture *evas_gl_common_texture_new(Evas_GL_Context *gc, RGBA_Image *im, int smooth);
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void evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im, int smooth);
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void evas_gl_common_texture_free(Evas_GL_Texture *tex);
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void evas_gl_common_texture_mipmaps_build(Evas_GL_Texture *tex, RGBA_Image *im, int smooth);
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Evas_GL_Texture *evas_gl_common_ycbcr601pl_texture_new(Evas_GL_Context *gc, unsigned char **rows, int w, int h, int smooth);
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void evas_gl_common_ycbcr601pl_texture_update(Evas_GL_Texture *tex, unsigned char **rows, int w, int h, int smooth);
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Evas_GL_Image *evas_gl_common_image_load(Evas_GL_Context *gc, const char *file, const char *key, Evas_Image_Load_Opts *lo);
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Evas_GL_Image *evas_gl_common_image_new_from_data(Evas_GL_Context *gc, int w, int h, DATA32 *data, int alpha, int cspace);
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Evas_GL_Image *evas_gl_common_image_new_from_copied_data(Evas_GL_Context *gc, int w, int h, DATA32 *data, int alpha, int cspace);
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Evas_GL_Image *evas_gl_common_image_new(Evas_GL_Context *gc, int w, int h, int alpha, int cspace);
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void evas_gl_common_image_free(Evas_GL_Image *im);
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void evas_gl_common_image_dirty(Evas_GL_Image *im);
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Evas_GL_Polygon *evas_gl_common_poly_point_add(Evas_GL_Polygon *poly, int x, int y);
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Evas_GL_Polygon *evas_gl_common_poly_points_clear(Evas_GL_Polygon *poly);
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Evas_GL_Gradient *evas_gl_common_gradient_new(void);
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void evas_gl_common_gradient_free(Evas_GL_Gradient *gr);
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void evas_gl_common_gradient_color_stop_add(Evas_GL_Gradient *gr, int r, int g, int b, int a, int delta);
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void evas_gl_common_gradient_alpha_stop_add(Evas_GL_Gradient *gr, int a, int delta);
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void evas_gl_common_gradient_color_data_set(Evas_GL_Gradient *gr, void *data, int len, int has_alpha);
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void evas_gl_common_gradient_alpha_data_set(Evas_GL_Gradient *gr, void *alpha_data, int len);
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void evas_gl_common_gradient_clear(Evas_GL_Gradient *gr);
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void evas_gl_common_gradient_fill_set(Evas_GL_Gradient *gr, int x, int y, int w, int h);
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void evas_gl_common_gradient_fill_angle_set(Evas_GL_Gradient *gr, double angle);
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void evas_gl_common_gradient_fill_spread_set(Evas_GL_Gradient *gr, int spread);
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void evas_gl_common_gradient_map_angle_set(Evas_GL_Gradient *gr, double angle);
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void evas_gl_common_gradient_map_offset_set(Evas_GL_Gradient *gr, float offset);
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void evas_gl_common_gradient_map_direction_set(Evas_GL_Gradient *gr, int direction);
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void evas_gl_common_gradient_type_set(Evas_GL_Gradient *gr, char *name, char *params);
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int evas_gl_common_gradient_is_opaque(Evas_GL_Context *gc, Evas_GL_Gradient *gr, int x, int y, int w, int h);
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int evas_gl_common_gradient_is_visible(Evas_GL_Context *gc, Evas_GL_Gradient *gr, int x, int y, int w, int h);
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void evas_gl_common_gradient_render_pre(Evas_GL_Context *gc, Evas_GL_Gradient *gr);
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void evas_gl_common_gradient_render_post(Evas_GL_Gradient *gr);
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void evas_gl_common_gradient_draw(Evas_GL_Context *gc, Evas_GL_Gradient *gr,
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int x, int y, int w, int h);
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void evas_gl_common_swap_rect(Evas_GL_Context *gc, int x, int y, int w, int h);
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void evas_gl_common_rect_draw(Evas_GL_Context *gc, int x, int y, int w, int h);
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void evas_gl_common_image_draw(Evas_GL_Context *gc, Evas_GL_Image *im, int sx, int sy, int sw, int sh, int dx, int dy, int dw, int dh, int smooth);
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void evas_gl_common_line_draw(Evas_GL_Context *gc, int x1, int y1, int x2, int y2);
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void evas_gl_common_poly_draw(Evas_GL_Context *gc, Evas_GL_Polygon *poly);
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Evas_GL_Font_Texture *evas_gl_font_texture_new(Evas_GL_Context *gc, RGBA_Font_Glyph *fg);
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void evas_gl_font_texture_free(Evas_GL_Font_Texture *ft);
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void evas_gl_font_texture_draw(Evas_GL_Context *gc, void *surface, RGBA_Draw_Context *dc, RGBA_Font_Glyph *fg, int x, int y);
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/* FIXME:
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*
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* for images:
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* speculative cache for textures too
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* texture mesh support
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*
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* for text/fonts:
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* need to not render to a texture each time.... this is sloooooow.
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* but its a "bootstrap" for just right now.
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*/
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#endif
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