2009-04-27 14:48:12 +00:00
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/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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2010-04-26 09:01:43 +00:00
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* Copyright (C) 2008,2009,2010 Intel Corporation.
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2009-04-27 14:48:12 +00:00
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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2010-04-08 11:21:04 +00:00
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* License along with this library. If not, see
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* <http://www.gnu.org/licenses/>.
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2010-03-01 12:56:10 +00:00
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*
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*
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2009-04-27 14:48:12 +00:00
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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2010-06-22 13:02:17 +00:00
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#include "cogl-object.h"
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Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
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#include "cogl-material-private.h"
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2009-01-29 13:40:37 +00:00
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#include "cogl-texture-private.h"
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2009-05-10 23:40:41 +00:00
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#include "cogl-blend-string.h"
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2010-02-10 18:18:30 +00:00
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#include "cogl-journal-private.h"
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2010-04-08 11:21:04 +00:00
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#include "cogl-color-private.h"
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#include "cogl-profile.h"
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2010-04-26 09:01:43 +00:00
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#ifndef HAVE_COGL_GLES
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#include "cogl-program.h"
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#endif
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Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
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#include <glib.h>
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2009-11-18 00:26:09 +00:00
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#include <glib/gprintf.h>
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2008-12-23 23:35:49 +00:00
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#include <string.h>
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Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
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2009-01-24 15:09:43 +00:00
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/*
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* GL/GLES compatability defines for material thingies:
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*/
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#ifdef HAVE_COGL_GLES2
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2009-01-29 13:40:37 +00:00
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#include "../gles/cogl-gles2-wrapper.h"
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2009-01-24 15:09:43 +00:00
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#endif
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2009-02-16 12:42:08 +00:00
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#ifdef HAVE_COGL_GL
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2009-07-28 00:34:33 +00:00
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#define glActiveTexture ctx->drv.pf_glActiveTexture
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#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
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#define glBlendFuncSeparate ctx->drv.pf_glBlendFuncSeparate
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#define glBlendEquation ctx->drv.pf_glBlendEquation
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#define glBlendColor ctx->drv.pf_glBlendColor
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#define glBlendEquationSeparate ctx->drv.pf_glBlendEquationSeparate
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2009-11-18 00:26:09 +00:00
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#define glProgramString ctx->drv.pf_glProgramString
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#define glBindProgram ctx->drv.pf_glBindProgram
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2010-04-26 09:01:43 +00:00
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#define glDeletePrograms ctx->drv.pf_glDeletePrograms
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2009-11-18 00:26:09 +00:00
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#define glGenPrograms ctx->drv.pf_glGenPrograms
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2010-04-26 09:01:43 +00:00
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#define glProgramLocalParameter4fv ctx->drv.pf_glProgramLocalParameter4fv
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#define glUseProgram ctx->drv.pf_glUseProgram
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2009-02-16 12:42:08 +00:00
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#endif
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2010-04-01 10:31:33 +00:00
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/* This isn't defined in the GLES headers */
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#ifndef GL_CLAMP_TO_BORDER
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#define GL_CLAMP_TO_BORDER 0x812d
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#endif
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2010-04-08 11:21:04 +00:00
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#define COGL_MATERIAL_LAYER(X) ((CoglMaterialLayer *)(X))
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typedef gboolean (*CoglMaterialStateComparitor) (CoglMaterial *authority0,
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CoglMaterial *authority1);
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static CoglMaterialLayer *_cogl_material_layer_copy (CoglMaterialLayer *layer);
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2009-11-11 12:50:48 +00:00
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Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
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static void _cogl_material_free (CoglMaterial *tex);
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static void _cogl_material_layer_free (CoglMaterialLayer *layer);
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2010-04-08 11:21:04 +00:00
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static void _cogl_material_add_layer_difference (CoglMaterial *material,
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CoglMaterialLayer *layer,
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gboolean inc_n_layers);
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static void handle_automatic_blend_enable (CoglMaterial *material,
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CoglMaterialState changes);
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Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
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2010-06-15 15:44:52 +00:00
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static const CoglMaterialBackend *backends[COGL_MATERIAL_N_BACKENDS];
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2010-04-26 09:01:43 +00:00
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2010-06-15 15:44:52 +00:00
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#ifdef COGL_MATERIAL_BACKEND_GLSL
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#include "cogl-material-glsl-private.h"
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#endif
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#ifdef COGL_MATERIAL_BACKEND_ARBFP
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#include "cogl-material-arbfp-private.h"
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#endif
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#ifdef COGL_MATERIAL_BACKEND_FIXED
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#include "cogl-material-fixed-private.h"
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2010-04-26 09:01:43 +00:00
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#endif
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2010-06-22 13:02:17 +00:00
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COGL_OBJECT_DEFINE (Material, material);
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COGL_OBJECT_DEFINE (MaterialLayer, material_layer);
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Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
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2010-04-08 11:21:04 +00:00
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static void
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texture_unit_init (CoglTextureUnit *unit, int index_)
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{
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unit->index = index_;
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unit->enabled = FALSE;
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unit->current_gl_target = 0;
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unit->gl_texture = 0;
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unit->is_foreign = FALSE;
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unit->dirty_gl_texture = FALSE;
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unit->matrix_stack = _cogl_matrix_stack_new ();
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unit->layer = NULL;
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unit->layer_changes_since_flush = 0;
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unit->texture_storage_changed = FALSE;
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}
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static void
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texture_unit_free (CoglTextureUnit *unit)
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{
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if (unit->layer)
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2010-06-22 13:02:17 +00:00
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cogl_object_unref (unit->layer);
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2010-04-08 11:21:04 +00:00
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_cogl_matrix_stack_destroy (unit->matrix_stack);
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}
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CoglTextureUnit *
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_cogl_get_texture_unit (int index_)
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{
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_COGL_GET_CONTEXT (ctx, NULL);
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if (ctx->texture_units->len < (index_ + 1))
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{
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int i;
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int prev_len = ctx->texture_units->len;
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ctx->texture_units = g_array_set_size (ctx->texture_units, index_ + 1);
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for (i = prev_len; i <= index_; i++)
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{
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CoglTextureUnit *unit =
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&g_array_index (ctx->texture_units, CoglTextureUnit, i);
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texture_unit_init (unit, i);
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}
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}
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return &g_array_index (ctx->texture_units, CoglTextureUnit, index_);
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}
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void
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_cogl_destroy_texture_units (void)
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{
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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for (i = 0; i < ctx->texture_units->len; i++)
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{
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CoglTextureUnit *unit =
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&g_array_index (ctx->texture_units, CoglTextureUnit, i);
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texture_unit_free (unit);
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}
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g_array_free (ctx->texture_units, TRUE);
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}
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2010-06-15 15:44:52 +00:00
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void
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_cogl_set_active_texture_unit (int unit_index)
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2010-04-08 11:21:04 +00:00
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (ctx->active_texture_unit != unit_index)
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{
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GE (glActiveTexture (GL_TEXTURE0 + unit_index));
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ctx->active_texture_unit = unit_index;
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}
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}
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/* Note: _cogl_bind_gl_texture_transient conceptually has slightly
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* different semantics to OpenGL's glBindTexture because Cogl never
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* cares about tracking multiple textures bound to different targets
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* on the same texture unit.
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*
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* glBindTexture lets you bind multiple textures to a single texture
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* unit if they are bound to different targets. So it does something
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* like:
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* unit->current_texture[target] = texture;
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*
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* Cogl only lets you associate one texture with the currently active
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* texture unit, so the target is basically a redundant parameter
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* that's implicitly set on that texture.
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*
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* Technically this is just a thin wrapper around glBindTexture so
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* actually it does have the GL semantics but it seems worth
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* mentioning the conceptual difference in case anyone wonders why we
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* don't associate the gl_texture with a gl_target in the
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* CoglTextureUnit.
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*/
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void
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_cogl_bind_gl_texture_transient (GLenum gl_target,
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GLuint gl_texture,
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gboolean is_foreign)
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{
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CoglTextureUnit *unit;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* We choose to always make texture unit 1 active for transient
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* binds so that in the common case where multitexturing isn't used
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* we can simply ignore the state of this texture unit. Notably we
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* didn't use a large texture unit (.e.g. (GL_MAX_TEXTURE_UNITS - 1)
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* in case the driver doesn't have a sparse data structure for
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* texture units.
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*/
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2010-06-15 15:44:52 +00:00
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_cogl_set_active_texture_unit (1);
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2010-04-08 11:21:04 +00:00
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unit = _cogl_get_texture_unit (1);
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/* NB: If we have previously bound a foreign texture to this texture
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* unit we don't know if that texture has since been deleted and we
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* are seeing the texture name recycled */
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if (unit->gl_texture == gl_texture &&
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!unit->dirty_gl_texture &&
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!unit->is_foreign)
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return;
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GE (glBindTexture (gl_target, gl_texture));
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unit->dirty_gl_texture = TRUE;
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unit->is_foreign = is_foreign;
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}
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void
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_cogl_delete_gl_texture (GLuint gl_texture)
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{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
|
|
|
|
for (i = 0; i < ctx->texture_units->len; i++)
|
|
|
|
{
|
|
|
|
CoglTextureUnit *unit =
|
|
|
|
&g_array_index (ctx->texture_units, CoglTextureUnit, i);
|
|
|
|
|
|
|
|
if (unit->gl_texture == gl_texture)
|
|
|
|
{
|
|
|
|
unit->gl_texture = 0;
|
|
|
|
unit->dirty_gl_texture = FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
GE (glDeleteTextures (1, &gl_texture));
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Whenever the underlying GL texture storage of a CoglTexture is
|
|
|
|
* changed (e.g. due to migration out of a texture atlas) then we are
|
|
|
|
* notified. This lets us ensure that we reflush that texture's state
|
|
|
|
* if it reused again with the same texture unit.
|
|
|
|
*/
|
|
|
|
void
|
|
|
|
_cogl_material_texture_storage_change_notify (CoglHandle texture)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
|
|
|
|
for (i = 0; i < ctx->texture_units->len; i++)
|
|
|
|
{
|
|
|
|
CoglTextureUnit *unit =
|
|
|
|
&g_array_index (ctx->texture_units, CoglTextureUnit, i);
|
|
|
|
|
|
|
|
if (unit->layer &&
|
|
|
|
unit->layer->texture == texture)
|
|
|
|
unit->texture_storage_changed = TRUE;
|
|
|
|
|
|
|
|
/* NB: the texture may be bound to multiple texture units so
|
|
|
|
* we continue to check the rest */
|
|
|
|
}
|
|
|
|
}
|
2009-02-06 16:05:08 +00:00
|
|
|
|
2009-05-10 23:40:41 +00:00
|
|
|
GQuark
|
|
|
|
_cogl_material_error_quark (void)
|
|
|
|
{
|
|
|
|
return g_quark_from_static_string ("cogl-material-error-quark");
|
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/*
|
|
|
|
* This initializes the first material owned by the Cogl context. All
|
|
|
|
* subsequently instantiated materials created via the cogl_material_new()
|
|
|
|
* API will initially be a copy of this material.
|
|
|
|
*
|
|
|
|
* The default material is the topmost ancester for all materials.
|
|
|
|
*/
|
2009-11-11 12:50:48 +00:00
|
|
|
void
|
|
|
|
_cogl_material_init_default_material (void)
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
{
|
|
|
|
/* Create new - blank - material */
|
2009-11-11 12:50:48 +00:00
|
|
|
CoglMaterial *material = g_slice_new0 (CoglMaterial);
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialBigState *big_state = g_slice_new0 (CoglMaterialBigState);
|
|
|
|
CoglMaterialLightingState *lighting_state = &big_state->lighting_state;
|
|
|
|
CoglMaterialAlphaFuncState *alpha_state = &big_state->alpha_state;
|
|
|
|
CoglMaterialBlendState *blend_state = &big_state->blend_state;
|
2010-05-26 10:33:32 +00:00
|
|
|
CoglMaterialDepthState *depth_state = &big_state->depth_state;
|
2008-12-22 16:19:49 +00:00
|
|
|
|
2009-11-11 12:50:48 +00:00
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
|
2010-06-15 15:44:52 +00:00
|
|
|
/* Take this opportunity to setup the fragment processing backends... */
|
|
|
|
#ifdef COGL_MATERIAL_BACKEND_GLSL
|
|
|
|
backends[COGL_MATERIAL_BACKEND_GLSL] = &_cogl_material_glsl_backend;
|
|
|
|
#endif
|
|
|
|
#ifdef COGL_MATERIAL_BACKEND_ARBFP
|
|
|
|
backends[COGL_MATERIAL_BACKEND_ARBFP] = &_cogl_material_arbfp_backend;
|
|
|
|
#endif
|
|
|
|
#ifdef COGL_MATERIAL_BACKEND_FIXED
|
|
|
|
backends[COGL_MATERIAL_BACKEND_FIXED] = &_cogl_material_fixed_backend;
|
|
|
|
#endif
|
|
|
|
|
2010-05-27 19:04:49 +00:00
|
|
|
material->is_weak = FALSE;
|
2010-04-08 11:21:04 +00:00
|
|
|
material->journal_ref_count = 0;
|
|
|
|
material->parent = NULL;
|
2010-04-26 09:01:43 +00:00
|
|
|
material->backend = COGL_MATERIAL_BACKEND_UNDEFINED;
|
2010-04-08 11:21:04 +00:00
|
|
|
material->differences = COGL_MATERIAL_STATE_ALL_SPARSE;
|
|
|
|
|
|
|
|
material->real_blend_enable = FALSE;
|
|
|
|
|
|
|
|
material->blend_enable = COGL_MATERIAL_BLEND_ENABLE_AUTOMATIC;
|
|
|
|
material->layer_differences = NULL;
|
|
|
|
material->n_layers = 0;
|
|
|
|
|
|
|
|
material->big_state = big_state;
|
|
|
|
material->has_big_state = TRUE;
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-05-18 23:36:31 +00:00
|
|
|
material->static_breadcrumb = "default material";
|
|
|
|
material->has_static_breadcrumb = TRUE;
|
|
|
|
|
2010-05-27 14:19:15 +00:00
|
|
|
material->age = 0;
|
|
|
|
|
2008-12-23 23:35:49 +00:00
|
|
|
/* Use the same defaults as the GL spec... */
|
2010-04-08 11:21:04 +00:00
|
|
|
cogl_color_init_from_4ub (&material->color, 0xff, 0xff, 0xff, 0xff);
|
2008-12-23 23:35:49 +00:00
|
|
|
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
/* Use the same defaults as the GL spec... */
|
2010-04-08 11:21:04 +00:00
|
|
|
lighting_state->ambient[0] = 0.2;
|
|
|
|
lighting_state->ambient[1] = 0.2;
|
|
|
|
lighting_state->ambient[2] = 0.2;
|
|
|
|
lighting_state->ambient[3] = 1.0;
|
|
|
|
|
|
|
|
lighting_state->diffuse[0] = 0.8;
|
|
|
|
lighting_state->diffuse[1] = 0.8;
|
|
|
|
lighting_state->diffuse[2] = 0.8;
|
|
|
|
lighting_state->diffuse[3] = 1.0;
|
|
|
|
|
|
|
|
lighting_state->specular[0] = 0;
|
|
|
|
lighting_state->specular[1] = 0;
|
|
|
|
lighting_state->specular[2] = 0;
|
|
|
|
lighting_state->specular[3] = 1.0;
|
|
|
|
|
|
|
|
lighting_state->emission[0] = 0;
|
|
|
|
lighting_state->emission[1] = 0;
|
|
|
|
lighting_state->emission[2] = 0;
|
|
|
|
lighting_state->emission[3] = 1.0;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
|
|
|
/* Use the same defaults as the GL spec... */
|
2010-04-08 11:21:04 +00:00
|
|
|
alpha_state->alpha_func = COGL_MATERIAL_ALPHA_FUNC_ALWAYS;
|
|
|
|
alpha_state->alpha_func_reference = 0.0;
|
2008-12-22 16:19:49 +00:00
|
|
|
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
/* Not the same as the GL default, but seems saner... */
|
2009-05-10 23:40:41 +00:00
|
|
|
#ifndef HAVE_COGL_GLES
|
2010-04-08 11:21:04 +00:00
|
|
|
blend_state->blend_equation_rgb = GL_FUNC_ADD;
|
|
|
|
blend_state->blend_equation_alpha = GL_FUNC_ADD;
|
|
|
|
blend_state->blend_src_factor_alpha = GL_ONE;
|
|
|
|
blend_state->blend_dst_factor_alpha = GL_ONE_MINUS_SRC_ALPHA;
|
|
|
|
cogl_color_init_from_4ub (&blend_state->blend_constant,
|
|
|
|
0x00, 0x00, 0x00, 0x00);
|
2009-05-10 23:40:41 +00:00
|
|
|
#endif
|
2010-04-08 11:21:04 +00:00
|
|
|
blend_state->blend_src_factor_rgb = GL_ONE;
|
|
|
|
blend_state->blend_dst_factor_rgb = GL_ONE_MINUS_SRC_ALPHA;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
big_state->user_program = COGL_INVALID_HANDLE;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-05-26 10:33:32 +00:00
|
|
|
/* The same as the GL defaults */
|
|
|
|
depth_state->depth_test_enabled = FALSE;
|
|
|
|
depth_state->depth_test_function = COGL_DEPTH_TEST_FUNCTION_LESS;
|
|
|
|
depth_state->depth_writing_enabled = TRUE;
|
|
|
|
depth_state->depth_range_near = 0;
|
|
|
|
depth_state->depth_range_far = 1;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
ctx->default_material = _cogl_material_object_new (material);
|
2009-11-11 12:50:48 +00:00
|
|
|
}
|
|
|
|
|
2010-05-27 19:04:49 +00:00
|
|
|
static void
|
|
|
|
_cogl_material_unparent (CoglMaterial *material)
|
|
|
|
{
|
|
|
|
CoglMaterial *parent = material->parent;
|
|
|
|
|
|
|
|
if (parent == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
g_return_if_fail (parent->has_children);
|
|
|
|
|
|
|
|
if (parent->first_child == material)
|
|
|
|
{
|
|
|
|
if (parent->children)
|
|
|
|
{
|
|
|
|
parent->first_child = parent->children->data;
|
|
|
|
parent->children =
|
|
|
|
g_list_delete_link (parent->children, parent->children);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
parent->has_children = FALSE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
parent->children = g_list_remove (parent->children, material);
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_object_unref (parent);
|
2010-05-27 19:04:49 +00:00
|
|
|
|
|
|
|
material->parent = NULL;
|
|
|
|
}
|
|
|
|
|
2010-06-10 18:03:57 +00:00
|
|
|
/* This recursively frees the layers_cache of a material and all of
|
|
|
|
* its descendants.
|
|
|
|
*
|
|
|
|
* For instance if we change a materials ->layer_differences list
|
|
|
|
* then that material and all of its descendants may now have
|
|
|
|
* incorrect layer caches. */
|
|
|
|
static void
|
|
|
|
recursively_free_layer_caches (CoglMaterial *material)
|
|
|
|
{
|
|
|
|
GList *l;
|
|
|
|
|
|
|
|
/* Note: we maintain the invariable that if a material already has a
|
|
|
|
* dirty layers_cache then so do all of its descendants. */
|
|
|
|
if (material->layers_cache_dirty)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (G_UNLIKELY (material->layers_cache != material->short_layers_cache))
|
|
|
|
g_slice_free1 (sizeof (CoglMaterialLayer *) * material->n_layers,
|
|
|
|
material->layers_cache);
|
|
|
|
material->layers_cache_dirty = TRUE;
|
|
|
|
|
|
|
|
if (material->has_children)
|
|
|
|
{
|
|
|
|
recursively_free_layer_caches (material->first_child);
|
|
|
|
for (l = material->children; l; l = l->next)
|
|
|
|
recursively_free_layer_caches (l->data);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-05-27 19:04:49 +00:00
|
|
|
static void
|
|
|
|
_cogl_material_set_parent (CoglMaterial *material, CoglMaterial *parent)
|
|
|
|
{
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_object_ref (parent);
|
2010-05-27 19:04:49 +00:00
|
|
|
|
|
|
|
if (material->parent)
|
|
|
|
_cogl_material_unparent (material);
|
|
|
|
|
|
|
|
material->parent = parent;
|
|
|
|
if (G_UNLIKELY (parent->has_children))
|
|
|
|
parent->children = g_list_prepend (parent->children, material);
|
|
|
|
else
|
|
|
|
{
|
|
|
|
parent->has_children = TRUE;
|
|
|
|
parent->first_child = material;
|
|
|
|
parent->children = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
material->parent = parent;
|
2010-06-14 21:20:27 +00:00
|
|
|
|
|
|
|
/* Since we just changed the ancestry of the material its cache of
|
|
|
|
* layers could now be invalid so free it... */
|
|
|
|
if (material->differences & COGL_MATERIAL_STATE_LAYERS)
|
|
|
|
recursively_free_layer_caches (material);
|
2010-06-10 18:03:57 +00:00
|
|
|
|
|
|
|
/* If the fragment processing backend is also caching state along
|
|
|
|
* with the material that depends on the materials ancestry then it
|
|
|
|
* may be notified here...
|
|
|
|
*/
|
|
|
|
if (material->backend != COGL_MATERIAL_BACKEND_UNDEFINED &&
|
|
|
|
backends[material->backend]->material_set_parent_notify)
|
|
|
|
backends[material->backend]->material_set_parent_notify (material);
|
2010-05-27 19:04:49 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* XXX: Always have an eye out for opportunities to lower the cost of
|
|
|
|
* cogl_material_copy. */
|
2010-06-22 13:02:17 +00:00
|
|
|
CoglMaterial *
|
|
|
|
cogl_material_copy (CoglMaterial *src)
|
2009-11-11 12:50:48 +00:00
|
|
|
{
|
|
|
|
CoglMaterial *material = g_slice_new (CoglMaterial);
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
material->_parent = src->_parent;
|
2009-11-11 12:50:48 +00:00
|
|
|
|
2010-05-27 19:04:49 +00:00
|
|
|
material->is_weak = FALSE;
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
material->journal_ref_count = 0;
|
|
|
|
|
2010-05-27 19:04:49 +00:00
|
|
|
material->parent = NULL;
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
material->has_children = FALSE;
|
|
|
|
|
|
|
|
material->differences = 0;
|
|
|
|
|
|
|
|
material->has_big_state = FALSE;
|
|
|
|
|
|
|
|
/* NB: real_blend_enable isn't a sparse property, it's valid for
|
|
|
|
* every material node so we have fast access to it. */
|
|
|
|
material->real_blend_enable = src->real_blend_enable;
|
|
|
|
|
|
|
|
/* XXX:
|
|
|
|
* consider generalizing the idea of "cached" properties. These
|
|
|
|
* would still have an authority like other sparse properties but
|
|
|
|
* you wouldn't have to walk up the ancestry to find the authority
|
|
|
|
* because the value would be cached directly in each material.
|
|
|
|
*/
|
|
|
|
|
|
|
|
material->layers_cache_dirty = TRUE;
|
|
|
|
material->deprecated_get_layers_list_dirty = TRUE;
|
|
|
|
|
|
|
|
material->backend = src->backend;
|
2010-06-10 18:03:57 +00:00
|
|
|
material->backend_priv_set_mask = 0;
|
2009-11-11 12:50:48 +00:00
|
|
|
|
2010-05-18 23:36:31 +00:00
|
|
|
material->has_static_breadcrumb = FALSE;
|
|
|
|
|
2010-05-27 14:19:15 +00:00
|
|
|
material->age = 0;
|
|
|
|
|
2010-06-10 18:03:57 +00:00
|
|
|
_cogl_material_set_parent (material, src);
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
return _cogl_material_object_new (material);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
}
|
|
|
|
|
2010-05-27 19:04:49 +00:00
|
|
|
/* XXX: we should give this more thought before making anything like
|
|
|
|
* this API public! */
|
2010-06-22 13:02:17 +00:00
|
|
|
CoglMaterial *
|
|
|
|
_cogl_material_weak_copy (CoglMaterial *material)
|
2010-05-27 19:04:49 +00:00
|
|
|
{
|
2010-06-22 13:02:17 +00:00
|
|
|
CoglMaterial *copy;
|
2010-05-27 19:04:49 +00:00
|
|
|
CoglMaterial *copy_material;
|
|
|
|
|
|
|
|
/* If we make a public API we might want want to allow weak copies
|
|
|
|
* of weak material? */
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (!material->is_weak, NULL);
|
2010-05-27 19:04:49 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
copy = cogl_material_copy (material);
|
2010-05-27 19:04:49 +00:00
|
|
|
copy_material = COGL_MATERIAL (copy);
|
|
|
|
copy_material->is_weak = TRUE;
|
|
|
|
|
|
|
|
return copy;
|
|
|
|
}
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
CoglMaterial *
|
2009-11-11 12:50:48 +00:00
|
|
|
cogl_material_new (void)
|
|
|
|
{
|
2010-06-22 13:02:17 +00:00
|
|
|
CoglMaterial *new;
|
2010-05-18 23:36:31 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
_COGL_GET_CONTEXT (ctx, NULL);
|
2009-11-11 12:50:48 +00:00
|
|
|
|
2010-05-18 23:36:31 +00:00
|
|
|
new = cogl_material_copy (ctx->default_material);
|
|
|
|
_cogl_material_set_static_breadcrumb (new, "new");
|
|
|
|
return new;
|
2009-11-11 12:50:48 +00:00
|
|
|
}
|
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
static void
|
|
|
|
_cogl_material_backend_free_priv (CoglMaterial *material)
|
|
|
|
{
|
|
|
|
if (material->backend != COGL_MATERIAL_BACKEND_UNDEFINED &&
|
|
|
|
backends[material->backend]->free_priv)
|
|
|
|
backends[material->backend]->free_priv (material);
|
|
|
|
}
|
|
|
|
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
static void
|
|
|
|
_cogl_material_free (CoglMaterial *material)
|
|
|
|
{
|
2010-04-26 09:01:43 +00:00
|
|
|
_cogl_material_backend_free_priv (material);
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_unparent (material);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (material->differences & COGL_MATERIAL_STATE_USER_SHADER &&
|
|
|
|
material->big_state->user_program)
|
|
|
|
cogl_handle_unref (material->big_state->user_program);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (material->differences & COGL_MATERIAL_STATE_NEEDS_BIG_STATE)
|
|
|
|
g_slice_free (CoglMaterialBigState, material->big_state);
|
2009-02-19 09:01:18 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (material->differences & COGL_MATERIAL_STATE_LAYERS)
|
|
|
|
{
|
|
|
|
g_list_foreach (material->layer_differences,
|
2010-06-22 13:02:17 +00:00
|
|
|
(GFunc)cogl_object_unref, NULL);
|
2010-04-08 11:21:04 +00:00
|
|
|
g_list_free (material->layer_differences);
|
|
|
|
}
|
2009-02-19 09:01:18 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
g_slice_free (CoglMaterial, material);
|
|
|
|
}
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
gboolean
|
2010-06-22 13:02:17 +00:00
|
|
|
_cogl_material_get_real_blend_enabled (CoglMaterial *material)
|
2010-04-08 11:21:04 +00:00
|
|
|
{
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material (material), FALSE);
|
2009-04-02 10:50:44 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
return material->real_blend_enable;
|
|
|
|
}
|
2009-04-02 10:50:44 +00:00
|
|
|
|
2010-06-15 15:44:52 +00:00
|
|
|
CoglMaterial *
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_get_authority (CoglMaterial *material,
|
|
|
|
unsigned long difference)
|
|
|
|
{
|
|
|
|
CoglMaterial *authority = material;
|
|
|
|
while (!(authority->differences & difference))
|
|
|
|
authority = authority->parent;
|
|
|
|
return authority;
|
|
|
|
}
|
2009-02-19 09:01:18 +00:00
|
|
|
|
2010-06-15 15:44:52 +00:00
|
|
|
CoglMaterialLayer *
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_layer_get_authority (CoglMaterialLayer *layer,
|
|
|
|
unsigned long difference)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *authority = layer;
|
|
|
|
while (!(authority->differences & difference))
|
|
|
|
authority = authority->parent;
|
|
|
|
return authority;
|
2009-06-17 22:31:11 +00:00
|
|
|
}
|
|
|
|
|
2010-06-15 15:44:52 +00:00
|
|
|
int
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_layer_get_unit_index (CoglMaterialLayer *layer)
|
2009-06-17 22:31:11 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialLayer *authority =
|
|
|
|
_cogl_material_layer_get_authority (layer, COGL_MATERIAL_LAYER_STATE_UNIT);
|
|
|
|
return authority->unit_index;
|
2009-02-19 09:01:18 +00:00
|
|
|
}
|
|
|
|
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
static void
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_update_layers_cache (CoglMaterial *material)
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
/* Note: we assume this material is a _LAYERS authority */
|
|
|
|
int n_layers;
|
|
|
|
CoglMaterial *current;
|
|
|
|
int layers_found;
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (G_LIKELY (!material->layers_cache_dirty) ||
|
|
|
|
material->n_layers == 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
material->layers_cache_dirty = FALSE;
|
|
|
|
|
|
|
|
n_layers = material->n_layers;
|
|
|
|
if (G_LIKELY (n_layers < G_N_ELEMENTS (material->short_layers_cache)))
|
2010-04-26 09:01:43 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
material->layers_cache = material->short_layers_cache;
|
|
|
|
memset (material->layers_cache, 0,
|
|
|
|
sizeof (CoglMaterialLayer *) *
|
|
|
|
G_N_ELEMENTS (material->short_layers_cache));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
material->layers_cache =
|
|
|
|
g_slice_alloc0 (sizeof (CoglMaterialLayer *) * n_layers);
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* Notes:
|
2010-04-26 09:01:43 +00:00
|
|
|
*
|
2010-04-08 11:21:04 +00:00
|
|
|
* Each material doesn't have to contain a complete list of the layers
|
|
|
|
* it depends on, some of them are indirectly referenced through the
|
|
|
|
* material's ancestors.
|
|
|
|
*
|
|
|
|
* material->layer_differences only contains a list of layers that
|
|
|
|
* have changed in relation to its parent.
|
2010-04-26 09:01:43 +00:00
|
|
|
*
|
2010-04-08 11:21:04 +00:00
|
|
|
* material->layer_differences is not maintained sorted, but it
|
|
|
|
* won't contain multiple layers corresponding to a particular
|
|
|
|
* ->unit_index.
|
|
|
|
*
|
|
|
|
* Some of the ancestor materials may reference layers with
|
|
|
|
* ->unit_index values >= n_layers so we ignore them.
|
|
|
|
*
|
|
|
|
* As we ascend through the ancestors we are searching for any
|
|
|
|
* CoglMaterialLayers corresponding to the texture ->unit_index
|
|
|
|
* values in the range [0,n_layers-1]. As soon as a pointer is found
|
|
|
|
* we ignore layers of further ancestors with the same ->unit_index
|
|
|
|
* values.
|
2010-04-26 09:01:43 +00:00
|
|
|
*/
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
layers_found = 0;
|
|
|
|
for (current = material; current->parent; current = current->parent)
|
|
|
|
{
|
|
|
|
GList *l;
|
|
|
|
|
|
|
|
if (!(current->differences & COGL_MATERIAL_STATE_LAYERS))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
for (l = current->layer_differences; l; l = l->next)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *layer = l->data;
|
|
|
|
int unit_index = _cogl_material_layer_get_unit_index (layer);
|
|
|
|
|
|
|
|
if (unit_index < n_layers && !material->layers_cache[unit_index])
|
|
|
|
{
|
|
|
|
material->layers_cache[unit_index] = layer;
|
|
|
|
layers_found++;
|
|
|
|
if (layers_found == n_layers)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
g_warn_if_reached ();
|
|
|
|
}
|
|
|
|
|
|
|
|
/* TODO: add public cogl_material_foreach_layer but instead of passing
|
|
|
|
* a CoglMaterialLayer pointer to the callback we should pass a
|
|
|
|
* layer_index instead. */
|
|
|
|
|
2010-06-15 15:44:52 +00:00
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
_cogl_material_foreach_layer (CoglMaterial *material,
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialLayerCallback callback,
|
|
|
|
void *user_data)
|
|
|
|
{
|
|
|
|
CoglMaterial *authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LAYERS);
|
|
|
|
int n_layers;
|
|
|
|
int i;
|
|
|
|
gboolean cont;
|
|
|
|
|
|
|
|
n_layers = authority->n_layers;
|
|
|
|
if (n_layers == 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
_cogl_material_update_layers_cache (authority);
|
|
|
|
|
|
|
|
for (i = 0, cont = TRUE; i < n_layers && cont == TRUE; i++)
|
|
|
|
cont = callback (authority->layers_cache[i], user_data);
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
layer_has_alpha_cb (CoglMaterialLayer *layer, void *data)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *combine_authority =
|
|
|
|
_cogl_material_layer_get_authority (layer,
|
|
|
|
COGL_MATERIAL_LAYER_STATE_COMBINE);
|
|
|
|
CoglMaterialLayerBigState *big_state = combine_authority->big_state;
|
|
|
|
CoglMaterialLayer *tex_authority;
|
|
|
|
gboolean *has_alpha = data;
|
|
|
|
|
|
|
|
/* has_alpha maintains the alpha status for the GL_PREVIOUS layer */
|
|
|
|
|
|
|
|
/* For anything but the default texture combine we currently just
|
|
|
|
* assume it may result in an alpha value < 1
|
|
|
|
*
|
|
|
|
* FIXME: we could do better than this. */
|
|
|
|
if (big_state->texture_combine_alpha_func != GL_MODULATE ||
|
|
|
|
big_state->texture_combine_alpha_src[0] != GL_PREVIOUS ||
|
|
|
|
big_state->texture_combine_alpha_op[0] != GL_SRC_ALPHA ||
|
|
|
|
big_state->texture_combine_alpha_src[0] != GL_TEXTURE ||
|
|
|
|
big_state->texture_combine_alpha_op[0] != GL_SRC_ALPHA)
|
|
|
|
{
|
|
|
|
*has_alpha = TRUE;
|
|
|
|
/* return FALSE to stop iterating layers... */
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* NB: A layer may have a combine mode set on it but not yet
|
|
|
|
* have an associated texture which would mean we'd fallback
|
|
|
|
* to the default texture which doesn't have an alpha component
|
|
|
|
*/
|
|
|
|
tex_authority =
|
|
|
|
_cogl_material_layer_get_authority (layer,
|
|
|
|
COGL_MATERIAL_LAYER_STATE_TEXTURE);
|
|
|
|
if (tex_authority->texture &&
|
|
|
|
cogl_texture_get_format (tex_authority->texture) & COGL_A_BIT)
|
|
|
|
{
|
|
|
|
*has_alpha = TRUE;
|
|
|
|
/* return FALSE to stop iterating layers... */
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
*has_alpha = FALSE;
|
|
|
|
/* return FALSE to continue iterating layers... */
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
static CoglMaterial *
|
|
|
|
_cogl_material_get_user_program (CoglMaterial *material)
|
2010-04-08 11:21:04 +00:00
|
|
|
{
|
|
|
|
CoglMaterial *authority;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material (material), NULL);
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_USER_SHADER);
|
|
|
|
|
|
|
|
return authority->big_state->user_program;
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
_cogl_material_needs_blending_enabled (CoglMaterial *material,
|
|
|
|
unsigned long changes,
|
|
|
|
const CoglColor *override_color)
|
|
|
|
{
|
|
|
|
CoglMaterial *enable_authority;
|
|
|
|
CoglMaterial *blend_authority;
|
|
|
|
CoglMaterialBlendState *blend_state;
|
|
|
|
CoglMaterialBlendEnable enabled;
|
|
|
|
unsigned long other_state;
|
|
|
|
|
|
|
|
if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_BLENDING))
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
enable_authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_BLEND_ENABLE);
|
|
|
|
|
|
|
|
enabled = enable_authority->blend_enable;
|
|
|
|
if (enabled != COGL_MATERIAL_BLEND_ENABLE_AUTOMATIC)
|
|
|
|
return enabled == COGL_MATERIAL_BLEND_ENABLE_ENABLED ? TRUE : FALSE;
|
|
|
|
|
|
|
|
blend_authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_BLEND);
|
|
|
|
|
|
|
|
blend_state = &blend_authority->big_state->blend_state;
|
|
|
|
|
|
|
|
/* We are trying to identify awkward cases that are equivalent to
|
|
|
|
* blending being disable, where the output is simply GL_SRC_COLOR.
|
|
|
|
*
|
|
|
|
* Note: we assume that all OpenGL drivers will identify the simple
|
|
|
|
* case of ADD (ONE, ZERO) as equivalent to blending being disabled.
|
|
|
|
*
|
|
|
|
* We should update this when we add support for more blend
|
|
|
|
* functions...
|
|
|
|
*/
|
|
|
|
|
|
|
|
#ifndef HAVE_COGL_GLES
|
|
|
|
/* GLES 1 can't change the function or have separate alpha factors */
|
|
|
|
if (blend_state->blend_equation_rgb != GL_FUNC_ADD ||
|
|
|
|
blend_state->blend_equation_alpha != GL_FUNC_ADD)
|
|
|
|
return TRUE;
|
|
|
|
|
|
|
|
if (blend_state->blend_src_factor_alpha != GL_ONE ||
|
|
|
|
blend_state->blend_dst_factor_alpha != GL_ONE_MINUS_SRC_ALPHA)
|
|
|
|
return TRUE;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (blend_state->blend_src_factor_rgb != GL_ONE ||
|
|
|
|
blend_state->blend_dst_factor_rgb != GL_ONE_MINUS_SRC_ALPHA)
|
|
|
|
return TRUE;
|
|
|
|
|
|
|
|
/* Given the above constraints, it's now a case of finding any
|
|
|
|
* SRC_ALPHA that != 1 */
|
|
|
|
|
|
|
|
/* In the case of a layer state change we need to check everything
|
|
|
|
* else first since they contribute to the has_alpha status of the
|
|
|
|
* GL_PREVIOUS layer. */
|
|
|
|
if (changes & COGL_MATERIAL_STATE_LAYERS)
|
|
|
|
changes = COGL_MATERIAL_STATE_AFFECTS_BLENDING;
|
|
|
|
|
|
|
|
/* XXX: we don't currently handle specific changes in an optimal way*/
|
|
|
|
changes = COGL_MATERIAL_STATE_AFFECTS_BLENDING;
|
|
|
|
|
|
|
|
if ((override_color && cogl_color_get_alpha_byte (override_color) != 0xff))
|
|
|
|
return TRUE;
|
|
|
|
|
|
|
|
if (changes & COGL_MATERIAL_STATE_COLOR)
|
|
|
|
{
|
|
|
|
CoglColor tmp;
|
|
|
|
cogl_material_get_color (material, &tmp);
|
|
|
|
if (cogl_color_get_alpha_byte (&tmp) != 0xff)
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* We can't make any assumptions about the alpha channel if the user
|
|
|
|
* is using an unknown fragment shader.
|
|
|
|
*
|
|
|
|
* TODO: check that it isn't just a vertex shader!
|
|
|
|
*/
|
|
|
|
if (changes & COGL_MATERIAL_STATE_USER_SHADER)
|
|
|
|
{
|
|
|
|
if (_cogl_material_get_user_program (material) != COGL_INVALID_HANDLE)
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* XXX: we should only need to look at these if lighting is enabled
|
|
|
|
*/
|
|
|
|
if (changes & COGL_MATERIAL_STATE_LIGHTING)
|
|
|
|
{
|
|
|
|
CoglColor tmp;
|
|
|
|
|
|
|
|
cogl_material_get_ambient (material, &tmp);
|
|
|
|
if (cogl_color_get_alpha_byte (&tmp) != 0xff)
|
|
|
|
return TRUE;
|
|
|
|
cogl_material_get_diffuse (material, &tmp);
|
|
|
|
if (cogl_color_get_alpha_byte (&tmp) != 0xff)
|
|
|
|
return TRUE;
|
|
|
|
cogl_material_get_specular (material, &tmp);
|
|
|
|
if (cogl_color_get_alpha_byte (&tmp) != 0xff)
|
|
|
|
return TRUE;
|
|
|
|
cogl_material_get_emission (material, &tmp);
|
|
|
|
if (cogl_color_get_alpha_byte (&tmp) != 0xff)
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (changes & COGL_MATERIAL_STATE_LAYERS)
|
|
|
|
{
|
|
|
|
/* has_alpha tracks the alpha status of the GL_PREVIOUS layer.
|
|
|
|
* To start with that's defined by the material color which
|
|
|
|
* must be fully opaque if we got this far. */
|
|
|
|
gboolean has_alpha = FALSE;
|
|
|
|
_cogl_material_foreach_layer (material,
|
|
|
|
layer_has_alpha_cb,
|
|
|
|
&has_alpha);
|
|
|
|
if (has_alpha)
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* So far we have only checked the property that has been changed so
|
|
|
|
* we now need to check all the other properties too. */
|
|
|
|
other_state = COGL_MATERIAL_STATE_AFFECTS_BLENDING & ~changes;
|
|
|
|
if (other_state &&
|
|
|
|
_cogl_material_needs_blending_enabled (material,
|
|
|
|
other_state,
|
|
|
|
NULL))
|
|
|
|
return TRUE;
|
|
|
|
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
_cogl_material_set_backend (CoglMaterial *material, int backend)
|
|
|
|
{
|
|
|
|
_cogl_material_backend_free_priv (material);
|
|
|
|
material->backend = backend;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
_cogl_material_copy_differences (CoglMaterial *dest,
|
|
|
|
CoglMaterial *src,
|
|
|
|
unsigned long differences)
|
|
|
|
{
|
|
|
|
CoglMaterialBigState *big_state;
|
|
|
|
|
|
|
|
if (differences & COGL_MATERIAL_STATE_COLOR)
|
|
|
|
dest->color = src->color;
|
|
|
|
|
|
|
|
if (differences & COGL_MATERIAL_STATE_BLEND_ENABLE)
|
|
|
|
dest->blend_enable = src->blend_enable;
|
|
|
|
|
|
|
|
if (differences & COGL_MATERIAL_STATE_LAYERS)
|
|
|
|
{
|
|
|
|
GList *l;
|
|
|
|
|
|
|
|
if (dest->differences & COGL_MATERIAL_STATE_LAYERS &&
|
|
|
|
dest->layer_differences)
|
|
|
|
{
|
|
|
|
g_list_foreach (dest->layer_differences,
|
2010-06-22 13:02:17 +00:00
|
|
|
(GFunc)cogl_object_unref,
|
2010-04-08 11:21:04 +00:00
|
|
|
NULL);
|
|
|
|
g_list_free (dest->layer_differences);
|
|
|
|
}
|
|
|
|
|
|
|
|
dest->n_layers = src->n_layers;
|
|
|
|
dest->layer_differences = g_list_copy (src->layer_differences);
|
|
|
|
|
|
|
|
for (l = src->layer_differences; l; l = l->next)
|
|
|
|
{
|
|
|
|
/* NB: a layer can't have more than one ->owner so we can't
|
|
|
|
* simply take a references on each of the original
|
|
|
|
* layer_differences, we have to derive new layers from the
|
|
|
|
* originals instead. */
|
|
|
|
CoglMaterialLayer *copy = _cogl_material_layer_copy (l->data);
|
|
|
|
_cogl_material_add_layer_difference (dest, copy, FALSE);
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_object_unref (copy);
|
2010-04-08 11:21:04 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (differences & COGL_MATERIAL_STATE_NEEDS_BIG_STATE)
|
|
|
|
{
|
|
|
|
if (!dest->has_big_state)
|
|
|
|
{
|
|
|
|
dest->big_state = g_slice_new (CoglMaterialBigState);
|
|
|
|
dest->has_big_state = TRUE;
|
|
|
|
}
|
|
|
|
big_state = dest->big_state;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
goto check_for_blending_change;
|
|
|
|
|
|
|
|
if (differences & COGL_MATERIAL_STATE_LIGHTING)
|
|
|
|
{
|
|
|
|
memcpy (&big_state->lighting_state,
|
|
|
|
&src->big_state->lighting_state,
|
|
|
|
sizeof (CoglMaterialLightingState));
|
|
|
|
}
|
|
|
|
|
|
|
|
if (differences & COGL_MATERIAL_STATE_ALPHA_FUNC)
|
|
|
|
{
|
|
|
|
memcpy (&big_state->alpha_state,
|
|
|
|
&src->big_state->alpha_state,
|
|
|
|
sizeof (CoglMaterialAlphaFuncState));
|
|
|
|
}
|
|
|
|
|
|
|
|
if (differences & COGL_MATERIAL_STATE_BLEND)
|
|
|
|
{
|
|
|
|
memcpy (&big_state->blend_state,
|
|
|
|
&src->big_state->blend_state,
|
|
|
|
sizeof (CoglMaterialBlendState));
|
|
|
|
}
|
|
|
|
|
|
|
|
if (differences & COGL_MATERIAL_STATE_USER_SHADER)
|
|
|
|
{
|
|
|
|
if (src->big_state->user_program)
|
|
|
|
big_state->user_program =
|
|
|
|
cogl_handle_ref (src->big_state->user_program);
|
2010-06-09 12:53:34 +00:00
|
|
|
else
|
2010-04-08 11:21:04 +00:00
|
|
|
big_state->user_program = COGL_INVALID_HANDLE;
|
2009-06-17 22:31:11 +00:00
|
|
|
}
|
2010-04-08 11:21:04 +00:00
|
|
|
|
2010-05-26 10:33:32 +00:00
|
|
|
if (differences & COGL_MATERIAL_STATE_DEPTH)
|
|
|
|
{
|
|
|
|
memcpy (&big_state->depth_state,
|
|
|
|
&src->big_state->depth_state,
|
|
|
|
sizeof (CoglMaterialDepthState));
|
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* XXX: we shouldn't bother doing this in most cases since
|
|
|
|
* _copy_differences is typically used to initialize material state
|
|
|
|
* by copying it from the current authority, so it's not actually
|
|
|
|
* *changing* anything.
|
|
|
|
*/
|
|
|
|
check_for_blending_change:
|
|
|
|
if (differences & COGL_MATERIAL_STATE_AFFECTS_BLENDING)
|
|
|
|
handle_automatic_blend_enable (dest, differences);
|
|
|
|
|
|
|
|
dest->differences |= differences;
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
2009-06-17 22:31:11 +00:00
|
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2010-04-26 09:01:43 +00:00
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static void
|
2010-04-08 11:21:04 +00:00
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_cogl_material_initialize_state (CoglMaterial *dest,
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CoglMaterial *src,
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CoglMaterialState state)
|
2010-04-26 09:01:43 +00:00
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{
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2010-04-08 11:21:04 +00:00
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if (dest == src)
|
2010-04-26 09:01:43 +00:00
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return;
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2010-04-08 11:21:04 +00:00
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if (state != COGL_MATERIAL_STATE_LAYERS)
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_cogl_material_copy_differences (dest, src, state);
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else
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{
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dest->n_layers = src->n_layers;
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dest->layer_differences = NULL;
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}
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}
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2010-06-15 15:44:52 +00:00
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void
|
2010-04-08 11:21:04 +00:00
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_cogl_material_foreach_child (CoglMaterial *material,
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CoglMaterialChildCallback callback,
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void *user_data)
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{
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if (material->has_children)
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{
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callback (material->first_child, user_data);
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g_list_foreach (material->children, (GFunc)callback, user_data);
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}
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}
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static gboolean
|
2010-05-27 19:04:49 +00:00
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check_if_strong_cb (CoglMaterial *material, void *user_data)
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{
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gboolean *has_strong_child = user_data;
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if (!material->is_weak)
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{
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*has_strong_child = TRUE;
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return FALSE;
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}
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return TRUE;
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}
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static gboolean
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has_strong_children (CoglMaterial *material)
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{
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gboolean has_strong_child = FALSE;
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_cogl_material_foreach_child (material,
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check_if_strong_cb,
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&has_strong_child);
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return has_strong_child;
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}
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static gboolean
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reparent_strong_children_cb (CoglMaterial *material,
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void *user_data)
|
2010-04-08 11:21:04 +00:00
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{
|
2010-05-27 19:04:49 +00:00
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CoglMaterial *parent = user_data;
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if (material->is_weak)
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return TRUE;
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_cogl_material_set_parent (material, parent);
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|
2010-04-08 11:21:04 +00:00
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return TRUE;
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}
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static void
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_cogl_material_pre_change_notify (CoglMaterial *material,
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CoglMaterialState change,
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const CoglColor *new_color)
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|
|
{
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|
CoglMaterial *authority;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* If primitives have been logged in the journal referencing the
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* current state of this material we need to flush the journal
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* before we can modify it... */
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if (material->journal_ref_count)
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{
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gboolean skip_journal_flush = FALSE;
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/* XXX: We don't usually need to flush the journal just due to
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* color changes since material colors are logged in the
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* journal's vertex buffer. The exception is when the change in
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* color enables or disables the need for blending. */
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if (change == COGL_MATERIAL_STATE_COLOR)
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{
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gboolean will_need_blending =
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_cogl_material_needs_blending_enabled (material,
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change,
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new_color);
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gboolean blend_enable = material->real_blend_enable ? TRUE : FALSE;
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if (will_need_blending == blend_enable)
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skip_journal_flush = TRUE;
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}
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if (!skip_journal_flush)
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_cogl_journal_flush ();
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}
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/* The fixed function backend has no private state and can't
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* do anything special to handle small material changes so we may as
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* well try to find a better backend whenever the material changes.
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*
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* The programmable backends may be able to cache a lot of the code
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* they generate and only need to update a small section of that
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* code in response to a material change therefore we don't want to
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* try searching for another backend when the material changes.
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*/
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if (material->backend == COGL_MATERIAL_BACKEND_FIXED)
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_cogl_material_set_backend (material, COGL_MATERIAL_BACKEND_UNDEFINED);
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if (material->backend != COGL_MATERIAL_BACKEND_UNDEFINED &&
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backends[material->backend]->material_pre_change_notify)
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backends[material->backend]->material_pre_change_notify (material,
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change,
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new_color);
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/*
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* There is an arbitrary tree of descendants of this material; any of
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* which may indirectly depend on this material as the authority for
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* some set of properties. (Meaning for example that one of its
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* descendants derives its color or blending state from this
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* material.)
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*
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* We can't modify any property that this material is the authority
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* for unless we create another material to take its place first and
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* make sure descendants reference this new material instead.
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*/
|
2010-05-27 19:04:49 +00:00
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|
|
if (has_strong_children (material))
|
2010-04-08 11:21:04 +00:00
|
|
|
{
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|
CoglMaterial *new_authority;
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COGL_STATIC_COUNTER (material_copy_on_write_counter,
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"material copy on write counter",
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"Increments each time a material "
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"must be copied to allow modification",
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0 /* no application private data */);
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COGL_COUNTER_INC (_cogl_uprof_context, material_copy_on_write_counter);
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new_authority = cogl_material_copy (material->parent);
|
2010-05-18 23:36:31 +00:00
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|
_cogl_material_set_static_breadcrumb (new_authority,
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"pre_change_notify:copy-on-write");
|
2010-04-08 11:21:04 +00:00
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/* We could explicitly walk the descendants, OR together the set
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* of differences that we determine this material is the
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* authority on and only copy those differences copied across.
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*
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|
* Or, if we don't explicitly walk the descendants we at least
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|
* know that material->differences represents the largest set of
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* differences that this material could possibly be an authority
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* on.
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*
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|
* We do the later just because it's simplest, but we might need
|
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* to come back to this later...
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|
*/
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_cogl_material_copy_differences (new_authority, material,
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material->differences);
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|
2010-05-27 19:04:49 +00:00
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/* Reparent the strong children of material to be children of
|
2010-04-08 11:21:04 +00:00
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|
* new_authority instead... */
|
2010-05-27 19:04:49 +00:00
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new_authority->has_children = FALSE;
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new_authority->first_child = NULL;
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new_authority->children = NULL;
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_cogl_material_foreach_child (material,
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reparent_strong_children_cb,
|
2010-04-08 11:21:04 +00:00
|
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new_authority);
|
2010-07-03 17:44:47 +00:00
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/* The children will keep the new authority alive so drop the
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* reference we got when copying... */
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cogl_object_unref (new_authority);
|
2010-04-08 11:21:04 +00:00
|
|
|
}
|
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|
2010-05-27 19:04:49 +00:00
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|
|
/* At this point we know we have a material with no strong
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|
* dependants (though we may have some weak children) so we are now
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* free to modify the material. */
|
2010-04-08 11:21:04 +00:00
|
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|
2010-05-27 14:19:15 +00:00
|
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|
material->age++;
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|
2010-04-08 11:21:04 +00:00
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/* If the material isn't already an authority for the state group
|
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|
* being modified then we need to initialize the corresponding
|
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* state. */
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if (change & COGL_MATERIAL_STATE_ALL_SPARSE)
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authority = _cogl_material_get_authority (material, change);
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else
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authority = material;
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_cogl_material_initialize_state (material, authority, change);
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/* Each material has a sorted cache of the layers it depends on
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|
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|
* which will need updating via _cogl_material_update_layers_cache
|
|
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|
* if a material's layers are changed. */
|
|
|
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if (change == COGL_MATERIAL_STATE_LAYERS)
|
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recursively_free_layer_caches (material);
|
|
|
|
|
|
|
|
/* If the material being changed is the same as the last material we
|
|
|
|
* flushed then we keep a track of the changes so we can try to
|
|
|
|
* minimize redundant OpenGL calls if the same material is flushed
|
|
|
|
* again.
|
|
|
|
*/
|
|
|
|
if (ctx->current_material == material)
|
|
|
|
ctx->current_material_changes_since_flush |= change;
|
|
|
|
}
|
|
|
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|
|
|
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|
|
static void
|
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|
_cogl_material_add_layer_difference (CoglMaterial *material,
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|
|
|
CoglMaterialLayer *layer,
|
|
|
|
gboolean inc_n_layers)
|
|
|
|
{
|
|
|
|
g_return_if_fail (layer->owner == NULL);
|
|
|
|
|
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|
|
layer->owner = material;
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_object_ref (layer);
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be modified.
|
|
|
|
* - If the material isn't currently an authority for the state being
|
|
|
|
* changed, then initialize that state from the current authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material,
|
|
|
|
COGL_MATERIAL_STATE_LAYERS,
|
|
|
|
NULL);
|
|
|
|
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|
|
material->differences |= COGL_MATERIAL_STATE_LAYERS;
|
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|
|
|
|
|
material->layer_differences =
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|
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|
g_list_prepend (material->layer_differences, layer);
|
|
|
|
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|
|
if (inc_n_layers)
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|
|
|
material->n_layers++;
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* NB: If you are calling this it's your responsibility to have
|
|
|
|
* already called:
|
|
|
|
* _cogl_material_pre_change_notify (m, _CHANGE_LAYERS, NULL);
|
|
|
|
*/
|
2010-04-26 09:01:43 +00:00
|
|
|
static void
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_remove_layer_difference (CoglMaterial *material,
|
|
|
|
CoglMaterialLayer *layer,
|
|
|
|
gboolean dec_n_layers)
|
2010-04-26 09:01:43 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
g_return_if_fail (layer->owner == material);
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be modified.
|
|
|
|
* - If the material isn't currently an authority for the state being
|
|
|
|
* changed, then initialize that state from the current authority.
|
2010-04-26 09:01:43 +00:00
|
|
|
*/
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_pre_change_notify (material,
|
|
|
|
COGL_MATERIAL_STATE_LAYERS,
|
|
|
|
NULL);
|
|
|
|
|
|
|
|
layer->owner = NULL;
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_object_unref (layer);
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
material->differences |= COGL_MATERIAL_STATE_LAYERS;
|
|
|
|
|
|
|
|
material->layer_differences =
|
|
|
|
g_list_remove (material->layer_differences, layer);
|
|
|
|
|
|
|
|
if (dec_n_layers)
|
|
|
|
material->n_layers--;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
_cogl_material_try_reverting_layers_authority (CoglMaterial *authority,
|
|
|
|
CoglMaterial *old_authority)
|
|
|
|
{
|
|
|
|
if (authority->layer_differences == NULL && authority->parent)
|
|
|
|
{
|
|
|
|
/* If the previous _STATE_LAYERS authority has the same
|
|
|
|
* ->n_layers then we can revert to that being the authority
|
|
|
|
* again. */
|
|
|
|
if (!old_authority)
|
|
|
|
{
|
|
|
|
old_authority =
|
|
|
|
_cogl_material_get_authority (authority->parent,
|
|
|
|
COGL_MATERIAL_STATE_LAYERS);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (old_authority->n_layers == authority->n_layers)
|
|
|
|
authority->differences &= ~COGL_MATERIAL_STATE_LAYERS;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
static void
|
|
|
|
handle_automatic_blend_enable (CoglMaterial *material,
|
|
|
|
CoglMaterialState change)
|
|
|
|
{
|
|
|
|
gboolean blend_enable =
|
|
|
|
_cogl_material_needs_blending_enabled (material, change, NULL);
|
|
|
|
|
|
|
|
if (blend_enable != material->real_blend_enable)
|
|
|
|
{
|
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be
|
|
|
|
* modified.
|
|
|
|
* - If the material isn't currently an authority for the state
|
|
|
|
* being changed, then initialize that state from the current
|
|
|
|
* authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material,
|
|
|
|
COGL_MATERIAL_STATE_REAL_BLEND_ENABLE,
|
|
|
|
NULL);
|
|
|
|
material->real_blend_enable = blend_enable;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef struct
|
|
|
|
{
|
|
|
|
int keep_n;
|
|
|
|
int current_pos;
|
|
|
|
gboolean needs_pruning;
|
|
|
|
int first_index_to_prune;
|
|
|
|
} CoglMaterialPruneLayersInfo;
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
update_prune_layers_info_cb (CoglMaterialLayer *layer, void *user_data)
|
|
|
|
{
|
|
|
|
CoglMaterialPruneLayersInfo *state = user_data;
|
|
|
|
|
|
|
|
if (state->current_pos == state->keep_n)
|
|
|
|
{
|
|
|
|
state->needs_pruning = TRUE;
|
|
|
|
state->first_index_to_prune = layer->index;
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
state->current_pos++;
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
_cogl_material_prune_to_n_layers (CoglMaterial *material, int n)
|
|
|
|
{
|
|
|
|
CoglMaterialPruneLayersInfo state;
|
|
|
|
gboolean notified_change = TRUE;
|
|
|
|
GList *l;
|
|
|
|
GList *next;
|
|
|
|
|
|
|
|
state.keep_n = n;
|
|
|
|
state.current_pos = 0;
|
|
|
|
state.needs_pruning = FALSE;
|
|
|
|
_cogl_material_foreach_layer (material,
|
|
|
|
update_prune_layers_info_cb,
|
|
|
|
&state);
|
|
|
|
|
|
|
|
material->n_layers = n;
|
|
|
|
|
|
|
|
if (!state.needs_pruning)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!(material->differences & COGL_MATERIAL_STATE_LAYERS))
|
|
|
|
return;
|
|
|
|
|
|
|
|
/* It's possible that this material owns some of the layers being
|
|
|
|
* discarded, so we'll need to unlink them... */
|
|
|
|
for (l = material->layer_differences; l; l = next)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *layer = l->data;
|
|
|
|
next = l->next; /* we're modifying the list we're iterating */
|
|
|
|
|
|
|
|
if (layer->index > state.first_index_to_prune)
|
|
|
|
{
|
|
|
|
if (!notified_change)
|
|
|
|
{
|
|
|
|
/* - Flush journal primitives referencing the current
|
|
|
|
* state.
|
|
|
|
* - Make sure the material has no dependants so it may
|
|
|
|
* be modified.
|
|
|
|
* - If the material isn't currently an authority for
|
|
|
|
* the state being changed, then initialize that state
|
|
|
|
* from the current authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material,
|
|
|
|
COGL_MATERIAL_STATE_LAYERS,
|
|
|
|
NULL);
|
|
|
|
notified_change = TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
material->layer_differences =
|
|
|
|
g_list_delete_link (material->layer_differences, l);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
_cogl_material_backend_layer_change_notify (CoglMaterialLayer *layer,
|
|
|
|
CoglMaterialLayerState change)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
/* NB: layers may be used by multiple materials which may be using
|
|
|
|
* different backends, therefore we determine which backends to
|
|
|
|
* notify based on the private state pointers for each backend...
|
|
|
|
*/
|
|
|
|
for (i = 0; i < COGL_MATERIAL_N_BACKENDS; i++)
|
|
|
|
{
|
|
|
|
if (layer->backend_priv[i] && backends[i]->layer_pre_change_notify)
|
|
|
|
backends[i]->layer_pre_change_notify (layer, change);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-06-15 15:44:52 +00:00
|
|
|
unsigned int
|
|
|
|
_cogl_get_n_args_for_combine_func (GLint func)
|
2010-04-08 11:21:04 +00:00
|
|
|
{
|
|
|
|
switch (func)
|
|
|
|
{
|
|
|
|
case GL_REPLACE:
|
|
|
|
return 1;
|
|
|
|
case GL_MODULATE:
|
|
|
|
case GL_ADD:
|
|
|
|
case GL_ADD_SIGNED:
|
|
|
|
case GL_SUBTRACT:
|
|
|
|
case GL_DOT3_RGB:
|
|
|
|
case GL_DOT3_RGBA:
|
|
|
|
return 2;
|
|
|
|
case GL_INTERPOLATE:
|
|
|
|
return 3;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
_cogl_material_layer_initialize_state (CoglMaterialLayer *dest,
|
|
|
|
CoglMaterialLayer *src,
|
|
|
|
unsigned long differences)
|
|
|
|
{
|
|
|
|
CoglMaterialLayerBigState *big_state;
|
|
|
|
|
|
|
|
dest->differences |= differences;
|
|
|
|
|
|
|
|
if (differences & COGL_MATERIAL_LAYER_STATE_UNIT)
|
|
|
|
dest->unit_index = src->unit_index;
|
|
|
|
|
|
|
|
if (differences & COGL_MATERIAL_LAYER_STATE_TEXTURE)
|
|
|
|
dest->texture = src->texture;
|
|
|
|
|
|
|
|
if (differences & COGL_MATERIAL_LAYER_STATE_FILTERS)
|
|
|
|
{
|
|
|
|
dest->min_filter = src->min_filter;
|
|
|
|
dest->mag_filter = src->mag_filter;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (differences & COGL_MATERIAL_LAYER_STATE_WRAP_MODES)
|
|
|
|
{
|
|
|
|
dest->wrap_mode_s = src->wrap_mode_s;
|
|
|
|
dest->wrap_mode_t = src->wrap_mode_t;
|
|
|
|
dest->wrap_mode_r = src->wrap_mode_r;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (differences & COGL_MATERIAL_LAYER_STATE_NEEDS_BIG_STATE)
|
|
|
|
{
|
|
|
|
if (!dest->has_big_state)
|
|
|
|
{
|
|
|
|
dest->big_state = g_slice_new (CoglMaterialLayerBigState);
|
|
|
|
dest->has_big_state = TRUE;
|
|
|
|
}
|
|
|
|
big_state = dest->big_state;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (differences & COGL_MATERIAL_LAYER_STATE_COMBINE)
|
|
|
|
{
|
|
|
|
int n_args;
|
|
|
|
int i;
|
|
|
|
GLint func = src->big_state->texture_combine_rgb_func;
|
|
|
|
big_state->texture_combine_rgb_func = func;
|
2010-06-15 15:44:52 +00:00
|
|
|
n_args = _cogl_get_n_args_for_combine_func (func);
|
2010-04-08 11:21:04 +00:00
|
|
|
for (i = 0; i < n_args; i++)
|
|
|
|
{
|
|
|
|
big_state->texture_combine_rgb_src[i] =
|
|
|
|
src->big_state->texture_combine_rgb_src[i];
|
|
|
|
big_state->texture_combine_rgb_op[i] =
|
|
|
|
src->big_state->texture_combine_rgb_op[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
func = src->big_state->texture_combine_alpha_func;
|
|
|
|
big_state->texture_combine_alpha_func = func;
|
2010-06-15 15:44:52 +00:00
|
|
|
n_args = _cogl_get_n_args_for_combine_func (func);
|
2010-04-08 11:21:04 +00:00
|
|
|
for (i = 0; i < n_args; i++)
|
|
|
|
{
|
|
|
|
big_state->texture_combine_alpha_src[i] =
|
|
|
|
src->big_state->texture_combine_alpha_src[i];
|
|
|
|
big_state->texture_combine_alpha_op[i] =
|
|
|
|
src->big_state->texture_combine_alpha_op[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (differences & COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT)
|
|
|
|
memcpy (dest->big_state->texture_combine_constant,
|
|
|
|
src->big_state->texture_combine_constant,
|
|
|
|
sizeof (float) * 4);
|
|
|
|
|
|
|
|
if (differences & COGL_MATERIAL_LAYER_STATE_USER_MATRIX)
|
|
|
|
dest->big_state->matrix = src->big_state->matrix;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* NB: This function will allocate a new derived layer if you are
|
|
|
|
* trying to change the state of a layer with dependants so you must
|
|
|
|
* always check the return value.
|
|
|
|
*
|
|
|
|
* If a new layer is returned it will be owned by required_owner.
|
|
|
|
*
|
|
|
|
* required_owner can only by NULL for new, currently unowned layers
|
|
|
|
* with no dependants.
|
|
|
|
*/
|
|
|
|
static CoglMaterialLayer *
|
|
|
|
_cogl_material_layer_pre_change_notify (CoglMaterial *required_owner,
|
|
|
|
CoglMaterialLayer *layer,
|
|
|
|
CoglMaterialLayerState change)
|
|
|
|
{
|
|
|
|
CoglTextureUnit *unit;
|
|
|
|
CoglMaterialLayer *authority;
|
|
|
|
|
|
|
|
/* Identify the case where the layer is new with no owner or
|
|
|
|
* dependants and so we don't need to do anything. */
|
|
|
|
if (layer->has_children == FALSE && layer->owner == NULL)
|
|
|
|
goto init_layer_state;
|
|
|
|
|
|
|
|
/* We only allow a NULL required_owner for new layers */
|
|
|
|
g_return_val_if_fail (required_owner != NULL, layer);
|
|
|
|
|
|
|
|
/* Unlike materials; layers are simply considered immutable once
|
|
|
|
* they have dependants - either children or another material owner.
|
|
|
|
*/
|
|
|
|
if (layer->has_children || layer->owner != required_owner)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *new = _cogl_material_layer_copy (layer);
|
|
|
|
_cogl_material_add_layer_difference (required_owner, new, FALSE);
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_object_unref (new);
|
2010-04-08 11:21:04 +00:00
|
|
|
layer = new;
|
|
|
|
goto init_layer_state;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Note: At this point we know there is only one material dependant on
|
|
|
|
* this layer (required_owner), and there are no other layers
|
|
|
|
* dependant on this layer so it's ok to modify it. */
|
|
|
|
|
|
|
|
if (required_owner->journal_ref_count)
|
|
|
|
_cogl_journal_flush ();
|
|
|
|
|
|
|
|
_cogl_material_backend_layer_change_notify (layer, change);
|
|
|
|
|
|
|
|
/* If the layer being changed is the same as the last layer we
|
|
|
|
* flushed to the corresponding texture unit then we keep a track of
|
|
|
|
* the changes so we can try to minimize redundant OpenGL calls if
|
|
|
|
* the same layer is flushed again.
|
|
|
|
*/
|
|
|
|
unit = _cogl_get_texture_unit (_cogl_material_layer_get_unit_index (layer));
|
|
|
|
if (unit->layer == layer)
|
|
|
|
unit->layer_changes_since_flush |= change;
|
|
|
|
|
|
|
|
init_layer_state:
|
|
|
|
|
2010-05-27 14:19:15 +00:00
|
|
|
if (required_owner)
|
|
|
|
required_owner->age++;
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* If the material isn't already an authority for the state group
|
|
|
|
* being modified then we need to initialize the corresponding
|
|
|
|
* state. */
|
|
|
|
authority = _cogl_material_layer_get_authority (layer, change);
|
|
|
|
_cogl_material_layer_initialize_state (layer, authority, change);
|
|
|
|
|
|
|
|
return layer;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* XXX: This is duplicated logic; the same as for
|
|
|
|
* _cogl_material_prune_redundant_ancestry it would be nice to find a
|
|
|
|
* way to consolidate these functions! */
|
|
|
|
static void
|
|
|
|
_cogl_material_layer_prune_redundant_ancestry (CoglMaterialLayer *layer)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *new_parent = layer->parent;
|
|
|
|
|
|
|
|
/* walk up past ancestors that are now redundant and potentially
|
|
|
|
* reparent the layer. */
|
|
|
|
while (new_parent->parent &&
|
|
|
|
(new_parent->differences | layer->differences) ==
|
|
|
|
layer->differences)
|
|
|
|
new_parent = new_parent->parent;
|
|
|
|
|
|
|
|
if (new_parent != layer->parent)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *old_parent = layer->parent;
|
2010-06-22 13:02:17 +00:00
|
|
|
layer->parent = cogl_object_ref (new_parent);
|
2010-04-08 11:21:04 +00:00
|
|
|
/* Note: the old parent may indirectly be keeping
|
|
|
|
the new parent alive so we have to ref the new
|
|
|
|
parent before unrefing the old */
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_object_unref (old_parent);
|
2010-04-08 11:21:04 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* XXX: consider special casing layer->unit_index so it's not a sparse
|
|
|
|
* property so instead we can assume it's valid for all layer
|
|
|
|
* instances.
|
|
|
|
* - We would need to initialize ->unit_index in
|
|
|
|
* _cogl_material_layer_copy ().
|
|
|
|
*
|
|
|
|
* XXX: If you use this API you should consider that the given layer
|
|
|
|
* might not be writeable and so a new derived layer will be allocated
|
|
|
|
* and modified instead. The layer modified will be returned so you
|
|
|
|
* can identify when this happens.
|
|
|
|
*/
|
|
|
|
static CoglMaterialLayer *
|
|
|
|
_cogl_material_set_layer_unit (CoglMaterial *required_owner,
|
|
|
|
CoglMaterialLayer *layer,
|
|
|
|
int unit_index)
|
|
|
|
{
|
|
|
|
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_UNIT;
|
|
|
|
CoglMaterialLayer *authority =
|
|
|
|
_cogl_material_layer_get_authority (layer, change);
|
|
|
|
CoglMaterialLayer *new;
|
|
|
|
|
|
|
|
if (authority->unit_index == unit_index)
|
|
|
|
return layer;
|
|
|
|
|
|
|
|
new =
|
|
|
|
_cogl_material_layer_pre_change_notify (required_owner,
|
|
|
|
layer,
|
|
|
|
change);
|
|
|
|
if (new != layer)
|
|
|
|
layer = new;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* If the layer we found is currently the authority on the state
|
|
|
|
* we are changing see if we can revert to one of our ancestors
|
|
|
|
* being the authority. */
|
|
|
|
if (layer == authority && authority->parent != NULL)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *old_authority =
|
|
|
|
_cogl_material_layer_get_authority (authority->parent, change);
|
|
|
|
|
|
|
|
if (old_authority->unit_index == unit_index)
|
|
|
|
{
|
|
|
|
layer->differences &= ~change;
|
|
|
|
return layer;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
layer->unit_index = unit_index;
|
|
|
|
|
|
|
|
/* If we weren't previously the authority on this state then we need
|
|
|
|
* to extended our differences mask and so it's possible that some
|
|
|
|
* of our ancestry will now become redundant, so we aim to reparent
|
|
|
|
* ourselves if that's true... */
|
|
|
|
if (layer != authority)
|
|
|
|
{
|
|
|
|
layer->differences |= change;
|
|
|
|
_cogl_material_layer_prune_redundant_ancestry (layer);
|
|
|
|
}
|
|
|
|
|
|
|
|
return layer;
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef struct
|
|
|
|
{
|
|
|
|
/* The layer we are trying to find */
|
|
|
|
int layer_index;
|
|
|
|
|
|
|
|
/* The layer we find or untouched if not found */
|
|
|
|
CoglMaterialLayer *layer;
|
|
|
|
|
|
|
|
/* If the layer can't be found then a new layer should be
|
|
|
|
* inserted after this texture unit index... */
|
|
|
|
int insert_after;
|
|
|
|
|
|
|
|
/* When adding a layer we need the list of layers to shift up
|
|
|
|
* to a new texture unit. When removing we need the list of
|
|
|
|
* layers to shift down.
|
|
|
|
*
|
|
|
|
* Note: the list isn't sorted */
|
|
|
|
CoglMaterialLayer **layers_to_shift;
|
|
|
|
int n_layers_to_shift;
|
|
|
|
|
|
|
|
/* When adding a layer we don't need a complete list of
|
|
|
|
* layers_to_shift if we find a layer already corresponding to the
|
|
|
|
* layer_index. */
|
|
|
|
gboolean ignore_shift_layers_if_found;
|
|
|
|
|
|
|
|
} CoglMaterialLayerInfo;
|
|
|
|
|
|
|
|
/* Returns TRUE once we know there is nothing more to update */
|
|
|
|
static gboolean
|
|
|
|
update_layer_info (CoglMaterialLayer *layer,
|
|
|
|
CoglMaterialLayerInfo *layer_info)
|
|
|
|
{
|
|
|
|
if (layer->index == layer_info->layer_index)
|
|
|
|
{
|
|
|
|
layer_info->layer = layer;
|
|
|
|
if (layer_info->ignore_shift_layers_if_found)
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
else if (layer->index < layer_info->layer_index)
|
|
|
|
{
|
|
|
|
int unit_index = _cogl_material_layer_get_unit_index (layer);
|
|
|
|
layer_info->insert_after = unit_index;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
layer_info->layers_to_shift[layer_info->n_layers_to_shift++] =
|
|
|
|
layer;
|
|
|
|
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Returns FALSE to break out of a _foreach_layer () iteration */
|
|
|
|
static gboolean
|
|
|
|
update_layer_info_cb (CoglMaterialLayer *layer,
|
|
|
|
void *user_data)
|
|
|
|
{
|
|
|
|
CoglMaterialLayerInfo *layer_info = user_data;
|
|
|
|
|
|
|
|
if (update_layer_info (layer, layer_info))
|
|
|
|
return FALSE; /* break */
|
|
|
|
else
|
|
|
|
return TRUE; /* continue */
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
_cogl_material_get_layer_info (CoglMaterial *material,
|
|
|
|
CoglMaterialLayerInfo *layer_info)
|
|
|
|
{
|
|
|
|
/* Note: we are assuming this material is a _STATE_LAYERS authority */
|
|
|
|
int n_layers = material->n_layers;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
/* FIXME: _cogl_material_foreach_layer now calls
|
|
|
|
* _cogl_material_update_layers_cache anyway so this codepath is
|
|
|
|
* pointless! */
|
|
|
|
if (layer_info->ignore_shift_layers_if_found &&
|
|
|
|
material->layers_cache_dirty)
|
|
|
|
{
|
|
|
|
/* The expectation is that callers of
|
|
|
|
* _cogl_material_get_layer_info are likely to be modifying the
|
|
|
|
* list of layers associated with a material so in this case
|
|
|
|
* where we don't have a cache of the layers and we don't
|
|
|
|
* necessarily have to iterate all the layers of the material we
|
|
|
|
* use a foreach_layer callback instead of updating the cache
|
|
|
|
* and iterating that as below. */
|
|
|
|
_cogl_material_foreach_layer (material,
|
|
|
|
update_layer_info_cb,
|
|
|
|
layer_info);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
_cogl_material_update_layers_cache (material);
|
|
|
|
for (i = 0; i < n_layers; i++)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *layer = material->layers_cache[i];
|
|
|
|
|
|
|
|
if (update_layer_info (layer, layer_info))
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static CoglMaterialLayer *
|
|
|
|
_cogl_material_get_layer (CoglMaterial *material,
|
|
|
|
int layer_index)
|
|
|
|
{
|
|
|
|
CoglMaterial *authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LAYERS);
|
|
|
|
CoglMaterialLayerInfo layer_info;
|
|
|
|
CoglMaterialLayer *layer;
|
|
|
|
int unit_index;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
_COGL_GET_CONTEXT (ctx, NULL);
|
|
|
|
|
|
|
|
/* The layer index of the layer we want info about */
|
|
|
|
layer_info.layer_index = layer_index;
|
|
|
|
|
|
|
|
/* If a layer already exists with the given index this will be
|
|
|
|
* updated. */
|
|
|
|
layer_info.layer = NULL;
|
|
|
|
|
|
|
|
/* If a layer isn't found for the given index we'll need to know
|
|
|
|
* where to insert a new layer. */
|
|
|
|
layer_info.insert_after = -1;
|
|
|
|
|
|
|
|
/* If a layer can't be found then we'll need to insert a new layer
|
|
|
|
* and bump up the texture unit for all layers with an index
|
|
|
|
* > layer_index. */
|
|
|
|
layer_info.layers_to_shift =
|
|
|
|
g_alloca (sizeof (CoglMaterialLayer *) * authority->n_layers);
|
|
|
|
layer_info.n_layers_to_shift = 0;
|
|
|
|
|
|
|
|
/* If an exact match is found though we don't need a complete
|
|
|
|
* list of layers with indices > layer_index... */
|
|
|
|
layer_info.ignore_shift_layers_if_found = TRUE;
|
|
|
|
|
|
|
|
_cogl_material_get_layer_info (authority, &layer_info);
|
|
|
|
|
|
|
|
if (layer_info.layer)
|
|
|
|
return layer_info.layer;
|
|
|
|
|
|
|
|
unit_index = layer_info.insert_after + 1;
|
|
|
|
if (unit_index == 0)
|
|
|
|
layer = _cogl_material_layer_copy (ctx->default_layer_0);
|
|
|
|
else
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *new;
|
|
|
|
layer = _cogl_material_layer_copy (ctx->default_layer_n);
|
|
|
|
new = _cogl_material_set_layer_unit (NULL, layer, unit_index);
|
|
|
|
/* Since we passed a newly allocated layer we wouldn't expect
|
|
|
|
* _set_layer_unit() to have to allocate *another* layer. */
|
|
|
|
g_assert (new == layer);
|
|
|
|
layer->index = layer_index;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0; i < layer_info.n_layers_to_shift; i++)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *shift_layer = layer_info.layers_to_shift[i];
|
|
|
|
|
|
|
|
unit_index = _cogl_material_layer_get_unit_index (shift_layer);
|
|
|
|
_cogl_material_set_layer_unit (material, shift_layer, unit_index + 1);
|
|
|
|
/* NB: shift_layer may not be writeable so _set_layer_unit()
|
|
|
|
* will allocate a derived layer internally which will become
|
|
|
|
* owned by material. Check the return value if we need to do
|
|
|
|
* anything else with this layer. */
|
|
|
|
}
|
|
|
|
|
|
|
|
_cogl_material_add_layer_difference (material, layer, TRUE);
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_object_unref (layer);
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
return layer;
|
|
|
|
}
|
|
|
|
|
2010-06-15 15:44:52 +00:00
|
|
|
CoglHandle
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_layer_get_texture (CoglMaterialLayer *layer)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *authority =
|
|
|
|
_cogl_material_layer_get_authority (layer,
|
|
|
|
COGL_MATERIAL_LAYER_STATE_TEXTURE);
|
|
|
|
|
|
|
|
return authority->texture;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
_cogl_material_prune_empty_layer_difference (CoglMaterial *layers_authority,
|
|
|
|
CoglMaterialLayer *layer)
|
|
|
|
{
|
|
|
|
/* Find the GList link that references the empty layer */
|
|
|
|
GList *link = g_list_find (layers_authority->layer_differences, layer);
|
|
|
|
/* No material directly owns the root node layer so this is safe... */
|
|
|
|
CoglMaterialLayer *layer_parent = layer->parent;
|
|
|
|
CoglMaterialLayerInfo layer_info;
|
|
|
|
CoglMaterial *old_layers_authority;
|
|
|
|
|
|
|
|
g_return_if_fail (link != NULL);
|
|
|
|
|
|
|
|
/* If the layer's parent doesn't have an owner then we can simply
|
|
|
|
* take ownership ourselves and drop our reference on the empty
|
|
|
|
* layer.
|
|
|
|
*/
|
|
|
|
if (layer_parent->index == layer->index && layer_parent->owner == NULL)
|
|
|
|
{
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_object_ref (layer_parent);
|
2010-04-08 11:21:04 +00:00
|
|
|
link->data = layer->parent;
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_object_unref (layer);
|
2010-04-08 11:21:04 +00:00
|
|
|
recursively_free_layer_caches (layers_authority);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Now we want to find the layer that would become the authority for
|
|
|
|
* layer->index if we were to remove layer from
|
|
|
|
* layers_authority->layer_differences
|
|
|
|
*/
|
|
|
|
|
|
|
|
/* The layer index of the layer we want info about */
|
|
|
|
layer_info.layer_index = layer->index;
|
|
|
|
|
|
|
|
/* If a layer already exists with the given index this will be
|
|
|
|
* updated. */
|
|
|
|
layer_info.layer = NULL;
|
|
|
|
|
|
|
|
/* If a layer can't be found then we'll need to insert a new layer
|
|
|
|
* and bump up the texture unit for all layers with an index
|
|
|
|
* > layer_index. */
|
|
|
|
layer_info.layers_to_shift =
|
|
|
|
g_alloca (sizeof (CoglMaterialLayer *) * layers_authority->n_layers);
|
|
|
|
layer_info.n_layers_to_shift = 0;
|
|
|
|
|
|
|
|
/* If an exact match is found though we don't need a complete
|
|
|
|
* list of layers with indices > layer_index... */
|
|
|
|
layer_info.ignore_shift_layers_if_found = TRUE;
|
|
|
|
|
|
|
|
/* We know the default/root material isn't a LAYERS authority so
|
|
|
|
* it's safe to dereference layers_authority->parent. */
|
|
|
|
old_layers_authority =
|
|
|
|
_cogl_material_get_authority (layers_authority->parent,
|
|
|
|
COGL_MATERIAL_STATE_LAYERS);
|
|
|
|
|
|
|
|
_cogl_material_get_layer_info (old_layers_authority, &layer_info);
|
|
|
|
|
|
|
|
/* If layer is the defining layer for the corresponding ->index then
|
|
|
|
* we can't get rid of it. */
|
|
|
|
if (!layer_info.layer)
|
|
|
|
return;
|
|
|
|
|
|
|
|
/* If the layer that would become the authority for layer->index
|
|
|
|
* is layer->parent then we can simply remove the layer difference. */
|
|
|
|
if (layer_info.layer == layer->parent)
|
|
|
|
{
|
|
|
|
_cogl_material_remove_layer_difference (layers_authority, layer, FALSE);
|
|
|
|
_cogl_material_try_reverting_layers_authority (layers_authority,
|
|
|
|
old_layers_authority);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
_cogl_material_set_layer_texture (CoglMaterial *material,
|
|
|
|
int layer_index,
|
|
|
|
CoglHandle texture,
|
|
|
|
gboolean overriden,
|
|
|
|
GLuint slice_gl_texture,
|
|
|
|
GLenum slice_gl_target)
|
|
|
|
{
|
|
|
|
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_TEXTURE;
|
|
|
|
CoglMaterialLayer *layer;
|
|
|
|
CoglMaterialLayer *authority;
|
|
|
|
CoglMaterialLayer *new;
|
|
|
|
|
|
|
|
/* Note: this will ensure that the layer exists, creating one if it
|
|
|
|
* doesn't already.
|
|
|
|
*
|
|
|
|
* Note: If the layer already existed it's possibly owned by another
|
|
|
|
* material. If the layer is created then it will be owned by
|
|
|
|
* material. */
|
|
|
|
layer = _cogl_material_get_layer (material, layer_index);
|
|
|
|
|
|
|
|
/* Now find the ancestor of the layer that is the authority for the
|
|
|
|
* state we want to change */
|
|
|
|
authority = _cogl_material_layer_get_authority (layer, change);
|
|
|
|
|
|
|
|
if (authority->texture_overridden == overriden &&
|
|
|
|
authority->texture == texture &&
|
|
|
|
(authority->texture_overridden == FALSE ||
|
|
|
|
(authority->slice_gl_texture == slice_gl_texture &&
|
|
|
|
authority->slice_gl_target == slice_gl_target)))
|
|
|
|
return;
|
|
|
|
|
|
|
|
new = _cogl_material_layer_pre_change_notify (material, layer, change);
|
|
|
|
if (new != layer)
|
|
|
|
layer = new;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* If the original layer we found is currently the authority on
|
|
|
|
* the state we are changing see if we can revert to one of our
|
|
|
|
* ancestors being the authority. */
|
|
|
|
if (layer == authority && authority->parent != NULL)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *old_authority =
|
|
|
|
_cogl_material_layer_get_authority (authority->parent, change);
|
|
|
|
|
|
|
|
if (old_authority->texture_overridden == overriden &&
|
|
|
|
old_authority->texture == texture &&
|
|
|
|
(old_authority->texture_overridden == FALSE ||
|
|
|
|
(old_authority->slice_gl_texture == slice_gl_texture &&
|
|
|
|
old_authority->slice_gl_target == slice_gl_target)))
|
|
|
|
{
|
|
|
|
layer->differences &= ~change;
|
|
|
|
|
|
|
|
g_assert (layer->owner == material);
|
|
|
|
if (layer->differences == 0)
|
|
|
|
_cogl_material_prune_empty_layer_difference (material,
|
|
|
|
layer);
|
|
|
|
goto changed;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (texture != COGL_INVALID_HANDLE)
|
|
|
|
cogl_handle_ref (texture);
|
|
|
|
if (layer == authority &&
|
|
|
|
layer->texture != COGL_INVALID_HANDLE)
|
|
|
|
cogl_handle_unref (layer->texture);
|
|
|
|
layer->texture = texture;
|
|
|
|
layer->texture_overridden = FALSE;
|
|
|
|
layer->slice_gl_texture = slice_gl_texture;
|
|
|
|
layer->slice_gl_target = slice_gl_target;
|
|
|
|
|
|
|
|
/* If we weren't previously the authority on this state then we need
|
|
|
|
* to extended our differences mask and so it's possible that some
|
|
|
|
* of our ancestry will now become redundant, so we aim to reparent
|
|
|
|
* ourselves if that's true... */
|
|
|
|
if (layer != authority)
|
|
|
|
{
|
|
|
|
layer->differences |= change;
|
|
|
|
_cogl_material_layer_prune_redundant_ancestry (layer);
|
|
|
|
}
|
|
|
|
|
|
|
|
changed:
|
|
|
|
|
|
|
|
handle_automatic_blend_enable (material, COGL_MATERIAL_STATE_LAYERS);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
2010-06-22 13:02:17 +00:00
|
|
|
_cogl_material_set_layer_gl_texture_slice (CoglMaterial *material,
|
2010-04-08 11:21:04 +00:00
|
|
|
int layer_index,
|
|
|
|
CoglHandle texture,
|
|
|
|
GLuint slice_gl_texture,
|
|
|
|
GLenum slice_gl_target)
|
|
|
|
{
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2010-04-08 11:21:04 +00:00
|
|
|
/* GL texture overrides can only be set in association with a parent
|
|
|
|
* CoglTexture */
|
|
|
|
g_return_if_fail (cogl_is_texture (texture));
|
|
|
|
|
|
|
|
_cogl_material_set_layer_texture (material,
|
|
|
|
layer_index,
|
|
|
|
texture,
|
|
|
|
TRUE, /* slice override */
|
|
|
|
slice_gl_texture,
|
|
|
|
slice_gl_target);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* XXX: deprecate and replace with cogl_material_set_layer_texture?
|
|
|
|
*
|
|
|
|
* Originally I was planning on allowing users to set shaders somehow
|
|
|
|
* on layers (thus the ambiguous name), but now I wonder if we will do
|
|
|
|
* that with a more explicit "snippets" API and materials will have
|
|
|
|
* hooks defined to receive these snippets.
|
|
|
|
*/
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_layer (CoglMaterial *material,
|
2010-04-08 11:21:04 +00:00
|
|
|
int layer_index,
|
|
|
|
CoglHandle texture)
|
|
|
|
{
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2010-04-08 11:21:04 +00:00
|
|
|
g_return_if_fail (texture == COGL_INVALID_HANDLE ||
|
|
|
|
cogl_is_texture (texture));
|
|
|
|
|
|
|
|
_cogl_material_set_layer_texture (material,
|
|
|
|
layer_index,
|
|
|
|
texture,
|
|
|
|
FALSE, /* slice override */
|
|
|
|
0, /* slice_gl_texture */
|
|
|
|
0); /* slice_gl_target */
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef struct
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
CoglMaterial *material;
|
|
|
|
unsigned long fallback_layers;
|
|
|
|
} CoglMaterialFallbackState;
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
fallback_layer_cb (CoglMaterialLayer *layer, void *user_data)
|
|
|
|
{
|
|
|
|
CoglMaterialFallbackState *state = user_data;
|
|
|
|
CoglMaterial *material = state->material;
|
|
|
|
CoglHandle texture = _cogl_material_layer_get_texture (layer);
|
|
|
|
GLenum gl_target;
|
|
|
|
COGL_STATIC_COUNTER (layer_fallback_counter,
|
|
|
|
"layer fallback counter",
|
|
|
|
"Increments each time a layer's texture is "
|
|
|
|
"forced to a fallback texture",
|
|
|
|
0 /* no application private data */);
|
|
|
|
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
|
|
|
|
if (!(state->fallback_layers & 1<<state->i))
|
|
|
|
return TRUE;
|
|
|
|
|
|
|
|
COGL_COUNTER_INC (_cogl_uprof_context, layer_fallback_counter);
|
|
|
|
|
|
|
|
if (G_LIKELY (texture != COGL_INVALID_HANDLE))
|
|
|
|
cogl_texture_get_gl_texture (texture, NULL, &gl_target);
|
|
|
|
else
|
|
|
|
gl_target = GL_TEXTURE_2D;
|
|
|
|
|
|
|
|
if (gl_target == GL_TEXTURE_2D)
|
|
|
|
texture = ctx->default_gl_texture_2d_tex;
|
|
|
|
#ifdef HAVE_COGL_GL
|
|
|
|
else if (gl_target == GL_TEXTURE_RECTANGLE_ARB)
|
|
|
|
texture = ctx->default_gl_texture_rect_tex;
|
|
|
|
#endif
|
|
|
|
else
|
|
|
|
{
|
|
|
|
g_warning ("We don't have a fallback texture we can use to fill "
|
|
|
|
"in for an invalid material layer, since it was "
|
|
|
|
"using an unsupported texture target ");
|
|
|
|
/* might get away with this... */
|
|
|
|
texture = ctx->default_gl_texture_2d_tex;
|
|
|
|
}
|
|
|
|
|
|
|
|
cogl_material_set_layer (material, layer->index, texture);
|
|
|
|
|
|
|
|
state->i++;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
_cogl_material_set_layer_wrap_modes (CoglMaterial *material,
|
|
|
|
CoglMaterialLayer *layer,
|
|
|
|
CoglMaterialLayer *authority,
|
|
|
|
CoglMaterialWrapModeInternal wrap_mode_s,
|
|
|
|
CoglMaterialWrapModeInternal wrap_mode_t,
|
|
|
|
CoglMaterialWrapModeInternal wrap_mode_r)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *new;
|
|
|
|
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES;
|
|
|
|
|
|
|
|
if (authority->wrap_mode_s == wrap_mode_s &&
|
|
|
|
authority->wrap_mode_t == wrap_mode_t &&
|
|
|
|
authority->wrap_mode_r == wrap_mode_r)
|
|
|
|
return;
|
|
|
|
|
|
|
|
new = _cogl_material_layer_pre_change_notify (material, layer, change);
|
|
|
|
if (new != layer)
|
|
|
|
layer = new;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* If the original layer we found is currently the authority on
|
|
|
|
* the state we are changing see if we can revert to one of our
|
|
|
|
* ancestors being the authority. */
|
|
|
|
if (layer == authority && authority->parent != NULL)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *old_authority =
|
|
|
|
_cogl_material_layer_get_authority (authority->parent, change);
|
|
|
|
|
|
|
|
if (old_authority->wrap_mode_s == wrap_mode_s &&
|
|
|
|
old_authority->wrap_mode_t == wrap_mode_t &&
|
|
|
|
old_authority->wrap_mode_r == wrap_mode_r)
|
|
|
|
{
|
|
|
|
layer->differences &= ~change;
|
|
|
|
|
|
|
|
g_assert (layer->owner == material);
|
|
|
|
if (layer->differences == 0)
|
|
|
|
_cogl_material_prune_empty_layer_difference (material,
|
|
|
|
layer);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
layer->wrap_mode_s = wrap_mode_s;
|
|
|
|
layer->wrap_mode_t = wrap_mode_t;
|
|
|
|
layer->wrap_mode_r = wrap_mode_r;
|
|
|
|
|
|
|
|
/* If we weren't previously the authority on this state then we need
|
|
|
|
* to extended our differences mask and so it's possible that some
|
|
|
|
* of our ancestry will now become redundant, so we aim to reparent
|
|
|
|
* ourselves if that's true... */
|
|
|
|
if (layer != authority)
|
|
|
|
{
|
|
|
|
layer->differences |= change;
|
|
|
|
_cogl_material_layer_prune_redundant_ancestry (layer);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static CoglMaterialWrapModeInternal
|
|
|
|
public_to_internal_wrap_mode (CoglMaterialWrapMode mode)
|
|
|
|
{
|
|
|
|
return (CoglMaterialWrapModeInternal)mode;
|
|
|
|
}
|
|
|
|
|
|
|
|
static CoglMaterialWrapMode
|
|
|
|
internal_to_public_wrap_mode (CoglMaterialWrapModeInternal internal_mode)
|
|
|
|
{
|
|
|
|
g_return_val_if_fail (internal_mode !=
|
|
|
|
COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_BORDER,
|
|
|
|
COGL_MATERIAL_WRAP_MODE_AUTOMATIC);
|
|
|
|
return (CoglMaterialWrapMode)internal_mode;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_layer_wrap_mode_s (CoglMaterial *material,
|
2010-04-08 11:21:04 +00:00
|
|
|
int layer_index,
|
|
|
|
CoglMaterialWrapMode mode)
|
|
|
|
{
|
|
|
|
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES;
|
|
|
|
CoglMaterialLayer *layer;
|
|
|
|
CoglMaterialLayer *authority;
|
|
|
|
CoglMaterialWrapModeInternal internal_mode =
|
|
|
|
public_to_internal_wrap_mode (mode);
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
/* Note: this will ensure that the layer exists, creating one if it
|
|
|
|
* doesn't already.
|
|
|
|
*
|
|
|
|
* Note: If the layer already existed it's possibly owned by another
|
|
|
|
* material. If the layer is created then it will be owned by
|
|
|
|
* material. */
|
|
|
|
layer = _cogl_material_get_layer (material, layer_index);
|
|
|
|
|
|
|
|
/* Now find the ancestor of the layer that is the authority for the
|
|
|
|
* state we want to change */
|
|
|
|
authority = _cogl_material_layer_get_authority (layer, change);
|
|
|
|
|
|
|
|
_cogl_material_set_layer_wrap_modes (material, layer, authority,
|
|
|
|
internal_mode,
|
|
|
|
authority->wrap_mode_t,
|
|
|
|
authority->wrap_mode_r);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_layer_wrap_mode_t (CoglMaterial *material,
|
2010-04-08 11:21:04 +00:00
|
|
|
int layer_index,
|
|
|
|
CoglMaterialWrapMode mode)
|
|
|
|
{
|
|
|
|
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES;
|
|
|
|
CoglMaterialLayer *layer;
|
|
|
|
CoglMaterialLayer *authority;
|
|
|
|
CoglMaterialWrapModeInternal internal_mode =
|
|
|
|
public_to_internal_wrap_mode (mode);
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
/* Note: this will ensure that the layer exists, creating one if it
|
|
|
|
* doesn't already.
|
|
|
|
*
|
|
|
|
* Note: If the layer already existed it's possibly owned by another
|
|
|
|
* material. If the layer is created then it will be owned by
|
|
|
|
* material. */
|
|
|
|
layer = _cogl_material_get_layer (material, layer_index);
|
|
|
|
|
|
|
|
/* Now find the ancestor of the layer that is the authority for the
|
|
|
|
* state we want to change */
|
|
|
|
authority = _cogl_material_layer_get_authority (layer, change);
|
|
|
|
|
|
|
|
_cogl_material_set_layer_wrap_modes (material, layer, authority,
|
|
|
|
authority->wrap_mode_s,
|
|
|
|
internal_mode,
|
|
|
|
authority->wrap_mode_r);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* TODO: this should be made public once we add support for 3D
|
|
|
|
textures in Cogl */
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
_cogl_material_set_layer_wrap_mode_r (CoglMaterial *material,
|
2010-04-08 11:21:04 +00:00
|
|
|
int layer_index,
|
|
|
|
CoglMaterialWrapMode mode)
|
|
|
|
{
|
|
|
|
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES;
|
|
|
|
CoglMaterialLayer *layer;
|
|
|
|
CoglMaterialLayer *authority;
|
|
|
|
CoglMaterialWrapModeInternal internal_mode =
|
|
|
|
public_to_internal_wrap_mode (mode);
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
/* Note: this will ensure that the layer exists, creating one if it
|
|
|
|
* doesn't already.
|
|
|
|
*
|
|
|
|
* Note: If the layer already existed it's possibly owned by another
|
|
|
|
* material. If the layer is created then it will be owned by
|
|
|
|
* material. */
|
|
|
|
layer = _cogl_material_get_layer (material, layer_index);
|
|
|
|
|
|
|
|
/* Now find the ancestor of the layer that is the authority for the
|
|
|
|
* state we want to change */
|
|
|
|
authority = _cogl_material_layer_get_authority (layer, change);
|
|
|
|
|
|
|
|
_cogl_material_set_layer_wrap_modes (material, layer, authority,
|
|
|
|
authority->wrap_mode_s,
|
|
|
|
authority->wrap_mode_t,
|
|
|
|
internal_mode);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_layer_wrap_mode (CoglMaterial *material,
|
2010-04-08 11:21:04 +00:00
|
|
|
int layer_index,
|
|
|
|
CoglMaterialWrapMode mode)
|
|
|
|
{
|
|
|
|
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES;
|
|
|
|
CoglMaterialLayer *layer;
|
|
|
|
CoglMaterialLayer *authority;
|
|
|
|
CoglMaterialWrapModeInternal internal_mode =
|
|
|
|
public_to_internal_wrap_mode (mode);
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
/* Note: this will ensure that the layer exists, creating one if it
|
|
|
|
* doesn't already.
|
|
|
|
*
|
|
|
|
* Note: If the layer already existed it's possibly owned by another
|
|
|
|
* material. If the layer is created then it will be owned by
|
|
|
|
* material. */
|
|
|
|
layer = _cogl_material_get_layer (material, layer_index);
|
|
|
|
|
|
|
|
/* Now find the ancestor of the layer that is the authority for the
|
|
|
|
* state we want to change */
|
|
|
|
authority = _cogl_material_layer_get_authority (layer, change);
|
|
|
|
|
|
|
|
_cogl_material_set_layer_wrap_modes (material, layer, authority,
|
|
|
|
internal_mode,
|
|
|
|
internal_mode,
|
|
|
|
internal_mode);
|
|
|
|
/* XXX: I wonder if we should really be duplicating the mode into
|
|
|
|
* the 'r' wrap mode too? */
|
|
|
|
}
|
|
|
|
|
|
|
|
/* FIXME: deprecate this API */
|
|
|
|
CoglMaterialWrapMode
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_layer_get_wrap_mode_s (CoglMaterialLayer *layer)
|
2010-04-08 11:21:04 +00:00
|
|
|
{
|
|
|
|
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES;
|
|
|
|
CoglMaterialLayer *authority;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material_layer (layer), FALSE);
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
/* Now find the ancestor of the layer that is the authority for the
|
|
|
|
* state we want to change */
|
|
|
|
authority = _cogl_material_layer_get_authority (layer, change);
|
|
|
|
|
|
|
|
return internal_to_public_wrap_mode (authority->wrap_mode_s);
|
|
|
|
}
|
|
|
|
|
|
|
|
CoglMaterialWrapMode
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_get_layer_wrap_mode_s (CoglMaterial *material, int layer_index)
|
2010-04-08 11:21:04 +00:00
|
|
|
{
|
2010-06-22 13:02:17 +00:00
|
|
|
CoglMaterialLayer *layer;
|
2010-04-08 11:21:04 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material (material), FALSE);
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
/* Note: this will ensure that the layer exists, creating one if it
|
|
|
|
* doesn't already.
|
|
|
|
*
|
|
|
|
* Note: If the layer already existed it's possibly owned by another
|
|
|
|
* material. If the layer is created then it will be owned by
|
|
|
|
* material. */
|
|
|
|
layer = _cogl_material_get_layer (material, layer_index);
|
|
|
|
/* FIXME: we shouldn't ever construct a layer in a getter function */
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
return cogl_material_layer_get_wrap_mode_s (layer);
|
2010-04-08 11:21:04 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* FIXME: deprecate this API */
|
|
|
|
CoglMaterialWrapMode
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_layer_get_wrap_mode_t (CoglMaterialLayer *layer)
|
2010-04-08 11:21:04 +00:00
|
|
|
{
|
|
|
|
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES;
|
|
|
|
CoglMaterialLayer *authority;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material_layer (layer), FALSE);
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
/* Now find the ancestor of the layer that is the authority for the
|
|
|
|
* state we want to change */
|
|
|
|
authority = _cogl_material_layer_get_authority (layer, change);
|
|
|
|
|
|
|
|
return internal_to_public_wrap_mode (authority->wrap_mode_t);
|
|
|
|
}
|
|
|
|
|
|
|
|
CoglMaterialWrapMode
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_get_layer_wrap_mode_t (CoglMaterial *material, int layer_index)
|
2010-04-08 11:21:04 +00:00
|
|
|
{
|
2010-06-22 13:02:17 +00:00
|
|
|
CoglMaterialLayer *layer;
|
2010-04-08 11:21:04 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material (material), FALSE);
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
/* Note: this will ensure that the layer exists, creating one if it
|
|
|
|
* doesn't already.
|
|
|
|
*
|
|
|
|
* Note: If the layer already existed it's possibly owned by another
|
|
|
|
* material. If the layer is created then it will be owned by
|
|
|
|
* material. */
|
|
|
|
layer = _cogl_material_get_layer (material, layer_index);
|
|
|
|
/* FIXME: we shouldn't ever construct a layer in a getter function */
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
return cogl_material_layer_get_wrap_mode_t (layer);
|
2010-04-08 11:21:04 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
CoglMaterialWrapMode
|
2010-06-22 13:02:17 +00:00
|
|
|
_cogl_material_layer_get_wrap_mode_r (CoglMaterialLayer *layer)
|
2010-04-08 11:21:04 +00:00
|
|
|
{
|
|
|
|
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_WRAP_MODES;
|
|
|
|
CoglMaterialLayer *authority =
|
|
|
|
_cogl_material_layer_get_authority (layer, change);
|
|
|
|
|
|
|
|
return internal_to_public_wrap_mode (authority->wrap_mode_r);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* TODO: make this public when we expose 3D textures. */
|
|
|
|
CoglMaterialWrapMode
|
2010-06-22 13:02:17 +00:00
|
|
|
_cogl_material_get_layer_wrap_mode_r (CoglMaterial *material, int layer_index)
|
2010-04-08 11:21:04 +00:00
|
|
|
{
|
|
|
|
CoglMaterialLayer *layer;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material (material), FALSE);
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
/* Note: this will ensure that the layer exists, creating one if it
|
|
|
|
* doesn't already.
|
|
|
|
*
|
|
|
|
* Note: If the layer already existed it's possibly owned by another
|
|
|
|
* material. If the layer is created then it will be owned by
|
|
|
|
* material. */
|
|
|
|
layer = _cogl_material_get_layer (material, layer_index);
|
|
|
|
|
|
|
|
return _cogl_material_layer_get_wrap_mode_r (layer);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
_cogl_material_layer_get_wrap_modes (CoglMaterialLayer *layer,
|
|
|
|
CoglMaterialWrapModeInternal *wrap_mode_s,
|
|
|
|
CoglMaterialWrapModeInternal *wrap_mode_t,
|
|
|
|
CoglMaterialWrapModeInternal *wrap_mode_r)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *authority =
|
|
|
|
_cogl_material_layer_get_authority (layer,
|
|
|
|
COGL_MATERIAL_LAYER_STATE_WRAP_MODES);
|
|
|
|
|
|
|
|
*wrap_mode_s = authority->wrap_mode_s;
|
|
|
|
*wrap_mode_t = authority->wrap_mode_t;
|
|
|
|
*wrap_mode_r = authority->wrap_mode_r;
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef struct
|
|
|
|
{
|
|
|
|
CoglMaterial *material;
|
|
|
|
CoglMaterialWrapModeOverrides *wrap_mode_overrides;
|
|
|
|
int i;
|
|
|
|
} CoglMaterialWrapModeOverridesState;
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
apply_wrap_mode_overrides_cb (CoglMaterialLayer *layer,
|
|
|
|
void *user_data)
|
|
|
|
{
|
|
|
|
CoglMaterialWrapModeOverridesState *state = user_data;
|
|
|
|
CoglMaterialLayer *authority =
|
|
|
|
_cogl_material_layer_get_authority (layer,
|
|
|
|
COGL_MATERIAL_LAYER_STATE_WRAP_MODES);
|
|
|
|
CoglMaterialWrapModeInternal wrap_mode_s;
|
|
|
|
CoglMaterialWrapModeInternal wrap_mode_t;
|
|
|
|
CoglMaterialWrapModeInternal wrap_mode_r;
|
|
|
|
|
|
|
|
g_return_val_if_fail (state->i < 32, FALSE);
|
|
|
|
|
|
|
|
wrap_mode_s = state->wrap_mode_overrides->values[state->i].s;
|
|
|
|
if (wrap_mode_s == COGL_MATERIAL_WRAP_MODE_OVERRIDE_NONE)
|
|
|
|
wrap_mode_s = (CoglMaterialWrapModeInternal)authority->wrap_mode_s;
|
|
|
|
wrap_mode_t = state->wrap_mode_overrides->values[state->i].t;
|
|
|
|
if (wrap_mode_t == COGL_MATERIAL_WRAP_MODE_OVERRIDE_NONE)
|
|
|
|
wrap_mode_t = (CoglMaterialWrapModeInternal)authority->wrap_mode_t;
|
|
|
|
wrap_mode_r = state->wrap_mode_overrides->values[state->i].r;
|
|
|
|
if (wrap_mode_r == COGL_MATERIAL_WRAP_MODE_OVERRIDE_NONE)
|
|
|
|
wrap_mode_r = (CoglMaterialWrapModeInternal)authority->wrap_mode_r;
|
|
|
|
|
|
|
|
_cogl_material_set_layer_wrap_modes (state->material,
|
|
|
|
layer,
|
|
|
|
authority,
|
|
|
|
wrap_mode_s,
|
|
|
|
wrap_mode_t,
|
|
|
|
wrap_mode_r);
|
|
|
|
|
|
|
|
state->i++;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef struct
|
|
|
|
{
|
|
|
|
CoglMaterial *material;
|
|
|
|
GLuint gl_texture;
|
|
|
|
} CoglMaterialOverrideLayerState;
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
override_layer_texture_cb (CoglMaterialLayer *layer, void *user_data)
|
|
|
|
{
|
|
|
|
CoglMaterialOverrideLayerState *state = user_data;
|
|
|
|
CoglHandle texture;
|
|
|
|
GLenum gl_target;
|
|
|
|
|
|
|
|
texture = _cogl_material_layer_get_texture (layer);
|
|
|
|
|
|
|
|
if (texture != COGL_INVALID_HANDLE)
|
|
|
|
gl_target = cogl_texture_get_gl_texture (texture, NULL, &gl_target);
|
|
|
|
else
|
|
|
|
gl_target = GL_TEXTURE_2D;
|
|
|
|
|
|
|
|
_cogl_material_set_layer_gl_texture_slice (state->material,
|
|
|
|
layer->index,
|
|
|
|
texture,
|
|
|
|
state->gl_texture,
|
|
|
|
gl_target);
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
2010-05-18 21:42:49 +00:00
|
|
|
void
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_apply_overrides (CoglMaterial *material,
|
|
|
|
CoglMaterialFlushOptions *options)
|
|
|
|
{
|
|
|
|
COGL_STATIC_COUNTER (apply_overrides_counter,
|
|
|
|
"material overrides counter",
|
|
|
|
"Increments each time we have to apply "
|
|
|
|
"override options to a material",
|
|
|
|
0 /* no application private data */);
|
|
|
|
|
|
|
|
COGL_COUNTER_INC (_cogl_uprof_context, apply_overrides_counter);
|
|
|
|
|
|
|
|
if (options->flags & COGL_MATERIAL_FLUSH_DISABLE_MASK)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
/* NB: we can assume that once we see one bit to disable
|
|
|
|
* a layer, all subsequent layers are also disabled. */
|
|
|
|
for (i = 0; i < 32 && options->disable_layers & (1<<i); i++)
|
|
|
|
;
|
|
|
|
|
|
|
|
_cogl_material_prune_to_n_layers (material, i);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (options->flags & COGL_MATERIAL_FLUSH_FALLBACK_MASK)
|
|
|
|
{
|
|
|
|
CoglMaterialFallbackState state;
|
|
|
|
|
|
|
|
state.i = 0;
|
|
|
|
state.material = material;
|
|
|
|
state.fallback_layers = options->fallback_layers;
|
|
|
|
|
|
|
|
_cogl_material_foreach_layer (material,
|
|
|
|
fallback_layer_cb,
|
|
|
|
&state);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (options->flags & COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE)
|
|
|
|
{
|
|
|
|
CoglMaterialOverrideLayerState state;
|
|
|
|
|
|
|
|
_cogl_material_prune_to_n_layers (material, 1);
|
|
|
|
|
|
|
|
/* NB: we are overriding the first layer, but we don't know
|
|
|
|
* the user's given layer_index, which is why we use
|
|
|
|
* _cogl_material_foreach_layer() here even though we know
|
|
|
|
* there's only one layer. */
|
|
|
|
state.material = material;
|
|
|
|
state.gl_texture = options->layer0_override_texture;
|
|
|
|
_cogl_material_foreach_layer (material,
|
|
|
|
override_layer_texture_cb,
|
|
|
|
&state);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (options->flags & COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES)
|
|
|
|
{
|
|
|
|
CoglMaterialWrapModeOverridesState state;
|
|
|
|
|
|
|
|
state.material = material;
|
|
|
|
state.wrap_mode_overrides = &options->wrap_mode_overrides;
|
|
|
|
state.i = 0;
|
|
|
|
_cogl_material_foreach_layer (material,
|
|
|
|
apply_wrap_mode_overrides_cb,
|
|
|
|
&state);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
_cogl_material_layer_texture_equal (CoglMaterialLayer *authority0,
|
|
|
|
CoglMaterialLayer *authority1)
|
|
|
|
{
|
|
|
|
if (authority0->texture != authority1->texture)
|
|
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Determine the mask of differences between two layers.
|
|
|
|
*
|
|
|
|
* XXX: If layers and materials could both be cast to a common Tree
|
|
|
|
* type of some kind then we could have a unified
|
|
|
|
* compare_differences() function.
|
|
|
|
*/
|
2010-06-15 15:44:52 +00:00
|
|
|
unsigned long
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_layer_compare_differences (CoglMaterialLayer *layer0,
|
|
|
|
CoglMaterialLayer *layer1)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *node0;
|
|
|
|
CoglMaterialLayer *node1;
|
|
|
|
int len0;
|
|
|
|
int len1;
|
|
|
|
int len0_index;
|
|
|
|
int len1_index;
|
|
|
|
int count;
|
|
|
|
int i;
|
|
|
|
CoglMaterialLayer *common_ancestor = NULL;
|
|
|
|
unsigned long layers_difference = 0;
|
|
|
|
|
|
|
|
_COGL_GET_CONTEXT (ctx, 0);
|
|
|
|
|
|
|
|
/* Algorithm:
|
|
|
|
*
|
|
|
|
* 1) Walk the ancestors of each layer to the root node, adding a
|
|
|
|
* pointer to each ancester node to two GArrays:
|
|
|
|
* ctx->material0_nodes, and ctx->material1_nodes.
|
|
|
|
*
|
|
|
|
* 2) Compare the arrays to find the nodes where they stop to
|
|
|
|
* differ.
|
|
|
|
*
|
|
|
|
* 3) For each array now iterate from index 0 to the first node of
|
|
|
|
* difference ORing that nodes ->difference mask into the final
|
|
|
|
* material_differences mask.
|
|
|
|
*/
|
|
|
|
|
|
|
|
g_array_set_size (ctx->material0_nodes, 0);
|
|
|
|
g_array_set_size (ctx->material1_nodes, 0);
|
|
|
|
for (node0 = layer0; node0; node0 = node0->parent)
|
|
|
|
g_array_append_vals (ctx->material0_nodes, &node0, 1);
|
|
|
|
for (node1 = layer1; node1; node1 = node1->parent)
|
|
|
|
g_array_append_vals (ctx->material1_nodes, &node1, 1);
|
|
|
|
|
|
|
|
len0 = ctx->material0_nodes->len;
|
|
|
|
len1 = ctx->material1_nodes->len;
|
|
|
|
/* There's no point looking at the last entries since we know both
|
|
|
|
* layers must have the same default layer as their root node. */
|
|
|
|
len0_index = len0 - 2;
|
|
|
|
len1_index = len1 - 2;
|
|
|
|
count = MIN (len0, len1) - 1;
|
|
|
|
for (i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
node0 = g_array_index (ctx->material0_nodes,
|
|
|
|
CoglMaterialLayer *, len0_index--);
|
|
|
|
node1 = g_array_index (ctx->material1_nodes,
|
|
|
|
CoglMaterialLayer *, len1_index--);
|
|
|
|
if (node0 != node1)
|
|
|
|
{
|
|
|
|
common_ancestor = node0->parent;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* If we didn't already find the first the common_ancestor ancestor
|
|
|
|
* that's because one material is a direct descendant of the other
|
|
|
|
* and in this case the first common ancestor is the last node we
|
|
|
|
* looked at. */
|
|
|
|
if (!common_ancestor)
|
|
|
|
common_ancestor = node0;
|
|
|
|
|
|
|
|
count = len0 - 1;
|
|
|
|
for (i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
node0 = g_array_index (ctx->material0_nodes, CoglMaterialLayer *, i);
|
|
|
|
if (node0 == common_ancestor)
|
|
|
|
break;
|
|
|
|
layers_difference |= node0->differences;
|
|
|
|
}
|
|
|
|
|
|
|
|
count = len1 - 1;
|
|
|
|
for (i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
node1 = g_array_index (ctx->material1_nodes, CoglMaterialLayer *, i);
|
|
|
|
if (node1 == common_ancestor)
|
|
|
|
break;
|
|
|
|
layers_difference |= node1->differences;
|
|
|
|
}
|
|
|
|
|
|
|
|
return layers_difference;
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
_cogl_material_layer_combine_state_equal (CoglMaterialLayer *authority0,
|
|
|
|
CoglMaterialLayer *authority1)
|
|
|
|
{
|
|
|
|
CoglMaterialLayerBigState *big_state0 = authority0->big_state;
|
|
|
|
CoglMaterialLayerBigState *big_state1 = authority1->big_state;
|
|
|
|
int n_args;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (big_state0->texture_combine_rgb_func !=
|
|
|
|
big_state1->texture_combine_rgb_func)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
if (big_state0->texture_combine_alpha_func !=
|
|
|
|
big_state1->texture_combine_alpha_func)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
n_args =
|
2010-06-15 15:44:52 +00:00
|
|
|
_cogl_get_n_args_for_combine_func (big_state0->texture_combine_rgb_func);
|
2010-04-08 11:21:04 +00:00
|
|
|
for (i = 0; i < n_args; i++)
|
|
|
|
{
|
|
|
|
if ((big_state0->texture_combine_rgb_src[i] !=
|
|
|
|
big_state1->texture_combine_rgb_src[i]) ||
|
|
|
|
(big_state0->texture_combine_rgb_op[i] !=
|
|
|
|
big_state1->texture_combine_rgb_op[i]))
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
n_args =
|
2010-06-15 15:44:52 +00:00
|
|
|
_cogl_get_n_args_for_combine_func (big_state0->texture_combine_alpha_func);
|
2010-04-08 11:21:04 +00:00
|
|
|
for (i = 0; i < n_args; i++)
|
|
|
|
{
|
|
|
|
if ((big_state0->texture_combine_alpha_src[i] !=
|
|
|
|
big_state1->texture_combine_alpha_src[i]) ||
|
|
|
|
(big_state0->texture_combine_alpha_op[i] !=
|
|
|
|
big_state1->texture_combine_alpha_op[i]))
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
_cogl_material_layer_combine_constant_equal (CoglMaterialLayer *authority0,
|
|
|
|
CoglMaterialLayer *authority1)
|
|
|
|
{
|
|
|
|
return memcmp (authority0->big_state->texture_combine_constant,
|
|
|
|
authority1->big_state->texture_combine_constant,
|
|
|
|
sizeof (float) * 4) == 0 ? TRUE : FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
_cogl_material_layer_filters_equal (CoglMaterialLayer *authority0,
|
|
|
|
CoglMaterialLayer *authority1)
|
|
|
|
{
|
|
|
|
if (authority0->mag_filter != authority1->mag_filter)
|
|
|
|
return FALSE;
|
|
|
|
if (authority0->min_filter != authority1->min_filter)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
_cogl_material_layer_wrap_modes_equal (CoglMaterialLayer *authority0,
|
|
|
|
CoglMaterialLayer *authority1)
|
|
|
|
{
|
|
|
|
if (authority0->wrap_mode_s != authority1->wrap_mode_s ||
|
|
|
|
authority0->wrap_mode_t != authority1->wrap_mode_t ||
|
|
|
|
authority0->wrap_mode_r != authority1->wrap_mode_r)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
_cogl_material_layer_user_matrix_equal (CoglMaterialLayer *authority0,
|
|
|
|
CoglMaterialLayer *authority1)
|
|
|
|
{
|
|
|
|
CoglMaterialLayerBigState *big_state0 = authority0->big_state;
|
|
|
|
CoglMaterialLayerBigState *big_state1 = authority1->big_state;
|
|
|
|
|
|
|
|
if (!cogl_matrix_equal (&big_state0->matrix, &big_state1->matrix))
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef gboolean
|
|
|
|
(*CoglMaterialLayerStateComparitor) (CoglMaterialLayer *authority0,
|
|
|
|
CoglMaterialLayer *authority1);
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
layer_state_equal (CoglMaterialLayerState state,
|
|
|
|
CoglMaterialLayer *layer0,
|
|
|
|
CoglMaterialLayer *layer1,
|
|
|
|
CoglMaterialLayerStateComparitor comparitor)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *authority0 =
|
|
|
|
_cogl_material_layer_get_authority (layer0, state);
|
|
|
|
CoglMaterialLayer *authority1 =
|
|
|
|
_cogl_material_layer_get_authority (layer1, state);
|
|
|
|
|
|
|
|
return comparitor (authority0, authority1);
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
_cogl_material_layer_equal (CoglMaterialLayer *layer0,
|
|
|
|
CoglMaterialLayer *layer1)
|
|
|
|
{
|
|
|
|
unsigned long layers_difference;
|
|
|
|
|
|
|
|
if (layer0 == layer1)
|
|
|
|
return TRUE;
|
|
|
|
|
|
|
|
layers_difference =
|
|
|
|
_cogl_material_layer_compare_differences (layer0, layer1);
|
|
|
|
|
|
|
|
if (layers_difference & COGL_MATERIAL_LAYER_STATE_TEXTURE &&
|
|
|
|
!layer_state_equal (COGL_MATERIAL_LAYER_STATE_TEXTURE,
|
|
|
|
layer0, layer1,
|
|
|
|
_cogl_material_layer_texture_equal))
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
if (layers_difference & COGL_MATERIAL_LAYER_STATE_COMBINE &&
|
|
|
|
!layer_state_equal (COGL_MATERIAL_LAYER_STATE_COMBINE,
|
|
|
|
layer0, layer1,
|
|
|
|
_cogl_material_layer_combine_state_equal))
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
if (layers_difference & COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT &&
|
|
|
|
!layer_state_equal (COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT,
|
|
|
|
layer0, layer1,
|
|
|
|
_cogl_material_layer_combine_constant_equal))
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
if (layers_difference & COGL_MATERIAL_LAYER_STATE_FILTERS &&
|
|
|
|
!layer_state_equal (COGL_MATERIAL_LAYER_STATE_FILTERS,
|
|
|
|
layer0, layer1,
|
|
|
|
_cogl_material_layer_filters_equal))
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
if (layers_difference & COGL_MATERIAL_LAYER_STATE_WRAP_MODES &&
|
|
|
|
!layer_state_equal (COGL_MATERIAL_LAYER_STATE_WRAP_MODES,
|
|
|
|
layer0, layer1,
|
|
|
|
_cogl_material_layer_wrap_modes_equal))
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
if (layers_difference & COGL_MATERIAL_LAYER_STATE_USER_MATRIX &&
|
|
|
|
!layer_state_equal (COGL_MATERIAL_LAYER_STATE_USER_MATRIX,
|
|
|
|
layer0, layer1,
|
|
|
|
_cogl_material_layer_user_matrix_equal))
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
_cogl_material_color_equal (CoglMaterial *authority0,
|
|
|
|
CoglMaterial *authority1)
|
|
|
|
{
|
|
|
|
return cogl_color_equal (&authority0->color, &authority1->color);
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
_cogl_material_lighting_state_equal (CoglMaterial *authority0,
|
|
|
|
CoglMaterial *authority1)
|
|
|
|
{
|
|
|
|
CoglMaterialLightingState *state0 = &authority0->big_state->lighting_state;
|
|
|
|
CoglMaterialLightingState *state1 = &authority1->big_state->lighting_state;
|
|
|
|
|
|
|
|
if (memcmp (state0->ambient, state1->ambient, sizeof (float) * 4) != 0)
|
|
|
|
return FALSE;
|
|
|
|
if (memcmp (state0->diffuse, state1->diffuse, sizeof (float) * 4) != 0)
|
|
|
|
return FALSE;
|
|
|
|
if (memcmp (state0->specular, state1->specular, sizeof (float) * 4) != 0)
|
|
|
|
return FALSE;
|
|
|
|
if (memcmp (state0->emission, state1->emission, sizeof (float) * 4) != 0)
|
|
|
|
return FALSE;
|
|
|
|
if (state0->shininess != state1->shininess)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
_cogl_material_alpha_state_equal (CoglMaterial *authority0,
|
|
|
|
CoglMaterial *authority1)
|
|
|
|
{
|
|
|
|
CoglMaterialAlphaFuncState *alpha_state0 =
|
|
|
|
&authority0->big_state->alpha_state;
|
|
|
|
CoglMaterialAlphaFuncState *alpha_state1 =
|
|
|
|
&authority1->big_state->alpha_state;
|
|
|
|
|
|
|
|
if (alpha_state0->alpha_func != alpha_state1->alpha_func ||
|
|
|
|
alpha_state0->alpha_func_reference != alpha_state1->alpha_func_reference)
|
|
|
|
return FALSE;
|
|
|
|
else
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
_cogl_material_blend_state_equal (CoglMaterial *authority0,
|
|
|
|
CoglMaterial *authority1)
|
|
|
|
{
|
|
|
|
CoglMaterialBlendState *blend_state0 = &authority0->big_state->blend_state;
|
|
|
|
CoglMaterialBlendState *blend_state1 = &authority1->big_state->blend_state;
|
|
|
|
|
|
|
|
#ifndef HAVE_COGL_GLES
|
|
|
|
if (blend_state0->blend_equation_rgb != blend_state1->blend_equation_rgb)
|
|
|
|
return FALSE;
|
|
|
|
if (blend_state0->blend_equation_alpha !=
|
|
|
|
blend_state1->blend_equation_alpha)
|
|
|
|
return FALSE;
|
|
|
|
if (blend_state0->blend_src_factor_alpha !=
|
|
|
|
blend_state1->blend_src_factor_alpha)
|
|
|
|
return FALSE;
|
|
|
|
if (blend_state0->blend_dst_factor_alpha !=
|
|
|
|
blend_state1->blend_dst_factor_alpha)
|
|
|
|
return FALSE;
|
|
|
|
#endif
|
|
|
|
if (blend_state0->blend_src_factor_rgb !=
|
|
|
|
blend_state1->blend_src_factor_rgb)
|
|
|
|
return FALSE;
|
|
|
|
if (blend_state0->blend_dst_factor_rgb !=
|
|
|
|
blend_state1->blend_dst_factor_rgb)
|
|
|
|
return FALSE;
|
|
|
|
#ifndef HAVE_COGL_GLES
|
|
|
|
if (!cogl_color_equal (&blend_state0->blend_constant,
|
|
|
|
&blend_state1->blend_constant))
|
|
|
|
return FALSE;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
2010-05-26 10:33:32 +00:00
|
|
|
static gboolean
|
|
|
|
_cogl_material_depth_state_equal (CoglMaterial *authority0,
|
|
|
|
CoglMaterial *authority1)
|
|
|
|
{
|
2010-05-26 13:13:37 +00:00
|
|
|
if (authority0->big_state->depth_state.depth_test_enabled == FALSE &&
|
|
|
|
authority1->big_state->depth_state.depth_test_enabled == FALSE)
|
|
|
|
return TRUE;
|
|
|
|
else
|
|
|
|
return memcmp (&authority0->big_state->depth_state,
|
|
|
|
&authority1->big_state->depth_state,
|
|
|
|
sizeof (CoglMaterialDepthState)) == 0;
|
2010-05-26 10:33:32 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
static gboolean
|
|
|
|
_cogl_material_layers_equal (CoglMaterial *authority0,
|
|
|
|
CoglMaterial *authority1)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (authority0->n_layers != authority1->n_layers)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
_cogl_material_update_layers_cache (authority0);
|
|
|
|
_cogl_material_update_layers_cache (authority1);
|
|
|
|
|
|
|
|
for (i = 0; i < authority0->n_layers; i++)
|
|
|
|
{
|
|
|
|
if (!_cogl_material_layer_equal (authority0->layers_cache[i],
|
|
|
|
authority1->layers_cache[i]))
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Determine the mask of differences between two materials */
|
|
|
|
static unsigned long
|
|
|
|
_cogl_material_compare_differences (CoglMaterial *material0,
|
|
|
|
CoglMaterial *material1)
|
|
|
|
{
|
|
|
|
CoglMaterial *node0;
|
|
|
|
CoglMaterial *node1;
|
|
|
|
int len0;
|
|
|
|
int len1;
|
|
|
|
int len0_index;
|
|
|
|
int len1_index;
|
|
|
|
int count;
|
|
|
|
int i;
|
|
|
|
CoglMaterial *common_ancestor = NULL;
|
|
|
|
unsigned long materials_difference = 0;
|
|
|
|
|
|
|
|
_COGL_GET_CONTEXT (ctx, 0);
|
|
|
|
|
|
|
|
/* Algorithm:
|
|
|
|
*
|
|
|
|
* 1) Walk the ancestors of each layer to the root node, adding a
|
|
|
|
* pointer to each ancester node to two GArrays:
|
|
|
|
* ctx->material0_nodes, and ctx->material1_nodes.
|
|
|
|
*
|
|
|
|
* 2) Compare the arrays to find the nodes where they stop to
|
|
|
|
* differ.
|
|
|
|
*
|
|
|
|
* 3) For each array now iterate from index 0 to the first node of
|
|
|
|
* difference ORing that nodes ->difference mask into the final
|
|
|
|
* material_differences mask.
|
|
|
|
*/
|
|
|
|
|
|
|
|
g_array_set_size (ctx->material0_nodes, 0);
|
|
|
|
g_array_set_size (ctx->material1_nodes, 0);
|
|
|
|
for (node0 = material0; node0; node0 = node0->parent)
|
|
|
|
g_array_append_vals (ctx->material0_nodes, &node0, 1);
|
|
|
|
for (node1 = material1; node1; node1 = node1->parent)
|
|
|
|
g_array_append_vals (ctx->material1_nodes, &node1, 1);
|
|
|
|
|
|
|
|
len0 = ctx->material0_nodes->len;
|
|
|
|
len1 = ctx->material1_nodes->len;
|
|
|
|
/* There's no point looking at the last entries since we know both
|
|
|
|
* layers must have the same default layer as their root node. */
|
|
|
|
len0_index = len0 - 2;
|
|
|
|
len1_index = len1 - 2;
|
|
|
|
count = MIN (len0, len1) - 1;
|
|
|
|
for (i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
node0 = g_array_index (ctx->material0_nodes,
|
|
|
|
CoglMaterial *, len0_index--);
|
|
|
|
node1 = g_array_index (ctx->material1_nodes,
|
|
|
|
CoglMaterial *, len1_index--);
|
|
|
|
if (node0 != node1)
|
|
|
|
{
|
|
|
|
common_ancestor = node0->parent;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* If we didn't already find the first the common_ancestor ancestor
|
|
|
|
* that's because one material is a direct descendant of the other
|
|
|
|
* and in this case the first common ancestor is the last node we
|
|
|
|
* looked at. */
|
|
|
|
if (!common_ancestor)
|
|
|
|
common_ancestor = node0;
|
|
|
|
|
|
|
|
count = len0 - 1;
|
|
|
|
for (i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
node0 = g_array_index (ctx->material0_nodes, CoglMaterial *, i);
|
|
|
|
if (node0 == common_ancestor)
|
|
|
|
break;
|
|
|
|
materials_difference |= node0->differences;
|
|
|
|
}
|
|
|
|
|
|
|
|
count = len1 - 1;
|
|
|
|
for (i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
node1 = g_array_index (ctx->material1_nodes, CoglMaterial *, i);
|
|
|
|
if (node1 == common_ancestor)
|
|
|
|
break;
|
|
|
|
materials_difference |= node1->differences;
|
|
|
|
}
|
|
|
|
|
|
|
|
return materials_difference;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2010-05-26 13:13:37 +00:00
|
|
|
static gboolean
|
|
|
|
simple_property_equal (CoglMaterial *material0,
|
|
|
|
CoglMaterial *material1,
|
|
|
|
unsigned long materials_difference,
|
|
|
|
CoglMaterialState state,
|
|
|
|
CoglMaterialStateComparitor comparitor)
|
|
|
|
{
|
|
|
|
if (materials_difference & state)
|
|
|
|
{
|
|
|
|
if (!comparitor (_cogl_material_get_authority (material0, state),
|
|
|
|
_cogl_material_get_authority (material1, state)))
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* Comparison of two arbitrary materials is done by:
|
|
|
|
* 1) walking up the parents of each material until a common
|
|
|
|
* ancestor is found, and at each step ORing together the
|
|
|
|
* difference masks.
|
|
|
|
*
|
|
|
|
* 2) using the final difference mask to determine which state
|
|
|
|
* groups to compare.
|
|
|
|
*
|
|
|
|
* This is used by the Cogl journal to compare materials so that it
|
|
|
|
* can split up geometry that needs different OpenGL state.
|
|
|
|
*
|
|
|
|
* It is acceptable to have false negatives - although they will result
|
|
|
|
* in redundant OpenGL calls that try and update the state.
|
|
|
|
*
|
|
|
|
* False positives aren't allowed.
|
|
|
|
*/
|
|
|
|
gboolean
|
2010-06-22 13:02:17 +00:00
|
|
|
_cogl_material_equal (CoglMaterial *material0,
|
|
|
|
CoglMaterial *material1,
|
2010-04-08 11:21:04 +00:00
|
|
|
gboolean skip_gl_color)
|
|
|
|
{
|
|
|
|
unsigned long materials_difference;
|
|
|
|
|
|
|
|
if (material0 == material1)
|
2010-05-18 22:38:33 +00:00
|
|
|
return TRUE;
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
/* First check non-sparse properties */
|
|
|
|
|
|
|
|
if (material0->real_blend_enable != material1->real_blend_enable)
|
2010-05-18 22:38:33 +00:00
|
|
|
return FALSE;
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
/* Then check sparse properties */
|
|
|
|
|
|
|
|
materials_difference =
|
|
|
|
_cogl_material_compare_differences (material0, material1);
|
|
|
|
|
|
|
|
if (materials_difference & COGL_MATERIAL_STATE_COLOR &&
|
|
|
|
!skip_gl_color)
|
|
|
|
{
|
2010-05-26 13:13:37 +00:00
|
|
|
CoglMaterialState state = COGL_MATERIAL_STATE_COLOR;
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority0 =
|
2010-05-26 13:13:37 +00:00
|
|
|
_cogl_material_get_authority (material0, state);
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority1 =
|
2010-05-26 13:13:37 +00:00
|
|
|
_cogl_material_get_authority (material1, state);
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
if (!cogl_color_equal (&authority0->color, &authority1->color))
|
2010-05-18 22:38:33 +00:00
|
|
|
return FALSE;
|
2010-04-08 11:21:04 +00:00
|
|
|
}
|
|
|
|
|
2010-05-26 13:13:37 +00:00
|
|
|
if (!simple_property_equal (material0, material1,
|
|
|
|
materials_difference,
|
|
|
|
COGL_MATERIAL_STATE_LIGHTING,
|
|
|
|
_cogl_material_lighting_state_equal))
|
|
|
|
return FALSE;
|
2010-04-08 11:21:04 +00:00
|
|
|
|
2010-05-26 13:13:37 +00:00
|
|
|
if (!simple_property_equal (material0, material1,
|
|
|
|
materials_difference,
|
|
|
|
COGL_MATERIAL_STATE_ALPHA_FUNC,
|
|
|
|
_cogl_material_alpha_state_equal))
|
|
|
|
return FALSE;
|
2010-04-08 11:21:04 +00:00
|
|
|
|
2010-05-26 13:13:37 +00:00
|
|
|
/* We don't need to compare the detailed blending state if we know
|
|
|
|
* blending is disabled for both materials. */
|
|
|
|
if (material0->real_blend_enable &&
|
|
|
|
materials_difference & COGL_MATERIAL_STATE_BLEND)
|
2010-04-08 11:21:04 +00:00
|
|
|
{
|
2010-05-26 13:13:37 +00:00
|
|
|
CoglMaterialState state = COGL_MATERIAL_STATE_BLEND;
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority0 =
|
2010-05-26 13:13:37 +00:00
|
|
|
_cogl_material_get_authority (material0, state);
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority1 =
|
2010-05-26 13:13:37 +00:00
|
|
|
_cogl_material_get_authority (material1, state);
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
if (!_cogl_material_blend_state_equal (authority0, authority1))
|
2010-05-18 22:38:33 +00:00
|
|
|
return FALSE;
|
2010-04-08 11:21:04 +00:00
|
|
|
}
|
|
|
|
|
2010-05-26 13:13:37 +00:00
|
|
|
/* XXX: we don't need to compare the BLEND_ENABLE state because it's
|
|
|
|
* already reflected in ->real_blend_enable */
|
|
|
|
#if 0
|
|
|
|
if (!simple_property_equal (material0, material1,
|
|
|
|
materials_difference,
|
|
|
|
COGL_MATERIAL_STATE_BLEND,
|
|
|
|
_cogl_material_blend_enable_equal))
|
|
|
|
return FALSE;
|
|
|
|
#endif
|
2010-05-26 10:33:32 +00:00
|
|
|
|
2010-05-26 13:13:37 +00:00
|
|
|
if (!simple_property_equal (material0, material1,
|
|
|
|
materials_difference,
|
|
|
|
COGL_MATERIAL_STATE_DEPTH,
|
|
|
|
_cogl_material_depth_state_equal))
|
|
|
|
return FALSE;
|
2010-04-08 11:21:04 +00:00
|
|
|
|
2010-05-26 13:13:37 +00:00
|
|
|
if (!simple_property_equal (material0, material1,
|
|
|
|
materials_difference,
|
|
|
|
COGL_MATERIAL_STATE_LAYERS,
|
|
|
|
_cogl_material_layers_equal))
|
|
|
|
return FALSE;
|
2010-04-08 11:21:04 +00:00
|
|
|
|
2010-05-18 22:38:33 +00:00
|
|
|
return TRUE;
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
}
|
|
|
|
|
2008-12-23 23:35:49 +00:00
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_get_color (CoglMaterial *material,
|
|
|
|
CoglColor *color)
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority;
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_COLOR);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
*color = authority->color;
|
2009-06-04 13:23:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* This is used heavily by the cogl journal when logging quads */
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
_cogl_material_get_colorubv (CoglMaterial *material,
|
|
|
|
guint8 *color)
|
2009-06-04 13:23:16 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_COLOR);
|
|
|
|
|
|
|
|
_cogl_color_get_rgba_4ubv (&authority->color, color);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
_cogl_material_prune_redundant_ancestry (CoglMaterial *material)
|
|
|
|
{
|
|
|
|
CoglMaterial *new_parent = material->parent;
|
|
|
|
|
|
|
|
/* walk up past ancestors that are now redundant and potentially
|
|
|
|
* reparent the material. */
|
|
|
|
while (new_parent->parent &&
|
|
|
|
(new_parent->differences | material->differences) ==
|
|
|
|
material->differences)
|
|
|
|
new_parent = new_parent->parent;
|
|
|
|
|
|
|
|
if (new_parent != material->parent)
|
|
|
|
{
|
|
|
|
CoglMaterial *old_parent = material->parent;
|
2010-06-22 13:02:17 +00:00
|
|
|
material->parent = cogl_object_ref (new_parent);
|
2010-04-08 11:21:04 +00:00
|
|
|
/* Note: the old parent may indirectly be keeping
|
|
|
|
the new parent alive so we have to ref the new
|
|
|
|
parent before unrefing the old */
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_object_unref (old_parent);
|
2010-04-08 11:21:04 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
_cogl_material_update_authority (CoglMaterial *material,
|
|
|
|
CoglMaterial *authority,
|
|
|
|
CoglMaterialState state,
|
|
|
|
CoglMaterialStateComparitor comparitor)
|
|
|
|
{
|
|
|
|
/* If we are the current authority see if we can revert to one of
|
|
|
|
* our ancestors being the authority */
|
|
|
|
if (material == authority && authority->parent != NULL)
|
|
|
|
{
|
|
|
|
CoglMaterial *old_authority =
|
|
|
|
_cogl_material_get_authority (authority->parent, state);
|
|
|
|
|
|
|
|
if (comparitor (authority, old_authority))
|
|
|
|
material->differences &= ~state;
|
|
|
|
}
|
|
|
|
else if (material != authority)
|
|
|
|
{
|
|
|
|
/* If we weren't previously the authority on this state then we
|
|
|
|
* need to extended our differences mask and so it's possible
|
|
|
|
* that some of our ancestry will now become redundant, so we
|
|
|
|
* aim to reparent ourselves if that's true... */
|
|
|
|
material->differences |= state;
|
|
|
|
_cogl_material_prune_redundant_ancestry (material);
|
|
|
|
}
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_color (CoglMaterial *material,
|
2010-04-08 11:21:04 +00:00
|
|
|
const CoglColor *color)
|
2008-12-23 23:35:49 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialState state = COGL_MATERIAL_STATE_COLOR;
|
|
|
|
CoglMaterial *authority;
|
2008-12-23 23:35:49 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2008-12-23 23:35:49 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority = _cogl_material_get_authority (material, state);
|
2008-12-23 23:35:49 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (cogl_color_equal (color, &authority->color))
|
2008-12-23 23:35:49 +00:00
|
|
|
return;
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be modified.
|
|
|
|
* - If the material isn't currently an authority for the state being
|
|
|
|
* changed, then initialize that state from the current authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material, state, color);
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
material->color = *color;
|
2008-12-23 23:35:49 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_update_authority (material, authority, state,
|
|
|
|
_cogl_material_color_equal);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
handle_automatic_blend_enable (material, state);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_color4ub (CoglMaterial *material,
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
guint8 red,
|
|
|
|
guint8 green,
|
|
|
|
guint8 blue,
|
|
|
|
guint8 alpha)
|
|
|
|
{
|
|
|
|
CoglColor color;
|
|
|
|
cogl_color_set_from_4ub (&color, red, green, blue, alpha);
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_color (material, &color);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
}
|
|
|
|
|
2009-05-01 08:53:20 +00:00
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_color4f (CoglMaterial *material,
|
2009-05-01 08:53:20 +00:00
|
|
|
float red,
|
|
|
|
float green,
|
|
|
|
float blue,
|
|
|
|
float alpha)
|
|
|
|
{
|
|
|
|
CoglColor color;
|
|
|
|
cogl_color_set_from_4f (&color, red, green, blue, alpha);
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_color (material, &color);
|
2009-05-01 08:53:20 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialBlendEnable
|
2010-06-22 13:02:17 +00:00
|
|
|
_cogl_material_get_blend_enabled (CoglMaterial *material)
|
2010-04-08 11:21:04 +00:00
|
|
|
{
|
|
|
|
CoglMaterial *authority;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material (material), FALSE);
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_BLEND_ENABLE);
|
|
|
|
return authority->blend_enable;
|
|
|
|
}
|
|
|
|
|
|
|
|
static gboolean
|
|
|
|
_cogl_material_blend_enable_equal (CoglMaterial *authority0,
|
|
|
|
CoglMaterial *authority1)
|
|
|
|
{
|
|
|
|
return authority0->blend_enable == authority1->blend_enable ? TRUE : FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
_cogl_material_set_blend_enabled (CoglMaterial *material,
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialBlendEnable enable)
|
|
|
|
{
|
|
|
|
CoglMaterialState state = COGL_MATERIAL_STATE_BLEND_ENABLE;
|
|
|
|
CoglMaterial *authority;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2010-04-08 11:21:04 +00:00
|
|
|
g_return_if_fail (enable > 1 &&
|
|
|
|
"don't pass TRUE or FALSE to _set_blend_enabled!");
|
|
|
|
|
|
|
|
authority = _cogl_material_get_authority (material, state);
|
|
|
|
|
|
|
|
if (authority->blend_enable == enable)
|
|
|
|
return;
|
|
|
|
|
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be modified.
|
|
|
|
* - If the material isn't currently an authority for the state being
|
|
|
|
* changed, then initialize that state from the current authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material, state, NULL);
|
|
|
|
|
|
|
|
material->blend_enable = enable;
|
|
|
|
|
|
|
|
_cogl_material_update_authority (material, authority, state,
|
|
|
|
_cogl_material_blend_enable_equal);
|
|
|
|
|
|
|
|
handle_automatic_blend_enable (material, state);
|
|
|
|
}
|
|
|
|
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_get_ambient (CoglMaterial *material,
|
|
|
|
CoglColor *ambient)
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority;
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LIGHTING);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
cogl_color_init_from_4fv (ambient,
|
|
|
|
authority->big_state->lighting_state.ambient);
|
2008-12-23 23:35:49 +00:00
|
|
|
}
|
|
|
|
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_ambient (CoglMaterial *material,
|
2010-04-08 11:21:04 +00:00
|
|
|
const CoglColor *ambient)
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialState state = COGL_MATERIAL_STATE_LIGHTING;
|
|
|
|
CoglMaterial *authority;
|
|
|
|
CoglMaterialLightingState *lighting_state;
|
2008-12-22 16:19:49 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2008-12-22 16:19:49 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority = _cogl_material_get_authority (material, state);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
lighting_state = &authority->big_state->lighting_state;
|
|
|
|
if (cogl_color_equal (ambient, &lighting_state->ambient))
|
|
|
|
return;
|
|
|
|
|
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be modified.
|
|
|
|
* - If the material isn't currently an authority for the state being
|
|
|
|
* changed, then initialize that state from the current authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material, state, NULL);
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
lighting_state = &material->big_state->lighting_state;
|
|
|
|
lighting_state->ambient[0] = cogl_color_get_red_float (ambient);
|
|
|
|
lighting_state->ambient[1] = cogl_color_get_green_float (ambient);
|
|
|
|
lighting_state->ambient[2] = cogl_color_get_blue_float (ambient);
|
|
|
|
lighting_state->ambient[3] = cogl_color_get_alpha_float (ambient);
|
2008-12-23 23:22:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_update_authority (material, authority, state,
|
|
|
|
_cogl_material_lighting_state_equal);
|
2009-11-29 20:06:36 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
handle_automatic_blend_enable (material, state);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_get_diffuse (CoglMaterial *material,
|
|
|
|
CoglColor *diffuse)
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority;
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LIGHTING);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
cogl_color_init_from_4fv (diffuse,
|
|
|
|
authority->big_state->lighting_state.diffuse);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_diffuse (CoglMaterial *material,
|
2010-04-08 11:21:04 +00:00
|
|
|
const CoglColor *diffuse)
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialState state = COGL_MATERIAL_STATE_LIGHTING;
|
|
|
|
CoglMaterial *authority;
|
|
|
|
CoglMaterialLightingState *lighting_state;
|
2008-12-22 16:19:49 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2008-12-22 16:19:49 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority = _cogl_material_get_authority (material, state);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
lighting_state = &authority->big_state->lighting_state;
|
|
|
|
if (cogl_color_equal (diffuse, &lighting_state->diffuse))
|
|
|
|
return;
|
|
|
|
|
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be modified.
|
|
|
|
* - If the material isn't currently an authority for the state being
|
|
|
|
* changed, then initialize that state from the current authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material, state, NULL);
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
lighting_state = &material->big_state->lighting_state;
|
|
|
|
lighting_state->diffuse[0] = cogl_color_get_red_float (diffuse);
|
|
|
|
lighting_state->diffuse[1] = cogl_color_get_green_float (diffuse);
|
|
|
|
lighting_state->diffuse[2] = cogl_color_get_blue_float (diffuse);
|
|
|
|
lighting_state->diffuse[3] = cogl_color_get_alpha_float (diffuse);
|
2008-12-23 23:22:40 +00:00
|
|
|
|
2009-11-29 20:06:36 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_update_authority (material, authority, state,
|
|
|
|
_cogl_material_lighting_state_equal);
|
|
|
|
|
|
|
|
handle_automatic_blend_enable (material, state);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_ambient_and_diffuse (CoglMaterial *material,
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
const CoglColor *color)
|
|
|
|
{
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_ambient (material, color);
|
|
|
|
cogl_material_set_diffuse (material, color);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
}
|
|
|
|
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_get_specular (CoglMaterial *material,
|
|
|
|
CoglColor *specular)
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
{
|
2010-06-22 13:02:17 +00:00
|
|
|
CoglMaterial *authority = material;
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
while (!(authority->differences & COGL_MATERIAL_STATE_LIGHTING))
|
|
|
|
authority = authority->parent;
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
cogl_color_init_from_4fv (specular,
|
|
|
|
authority->big_state->lighting_state.specular);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
}
|
|
|
|
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_specular (CoglMaterial *material, const CoglColor *specular)
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority;
|
|
|
|
CoglMaterialState state = COGL_MATERIAL_STATE_LIGHTING;
|
|
|
|
CoglMaterialLightingState *lighting_state;
|
2008-12-22 16:19:49 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2008-12-22 16:19:49 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority = _cogl_material_get_authority (material, state);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
lighting_state = &authority->big_state->lighting_state;
|
|
|
|
if (cogl_color_equal (specular, &lighting_state->specular))
|
|
|
|
return;
|
|
|
|
|
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be modified.
|
|
|
|
* - If the material isn't currently an authority for the state being
|
|
|
|
* changed, then initialize that state from the current authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material, state, NULL);
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
lighting_state = &material->big_state->lighting_state;
|
|
|
|
lighting_state->specular[0] = cogl_color_get_red_float (specular);
|
|
|
|
lighting_state->specular[1] = cogl_color_get_green_float (specular);
|
|
|
|
lighting_state->specular[2] = cogl_color_get_blue_float (specular);
|
|
|
|
lighting_state->specular[3] = cogl_color_get_alpha_float (specular);
|
2008-12-23 23:22:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_update_authority (material, authority, state,
|
|
|
|
_cogl_material_lighting_state_equal);
|
2009-11-29 20:06:36 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
handle_automatic_blend_enable (material, state);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
float
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_get_shininess (CoglMaterial *material)
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority;
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material (material), 0);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LIGHTING);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
return authority->big_state->lighting_state.shininess;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_shininess (CoglMaterial *material,
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
float shininess)
|
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority;
|
|
|
|
CoglMaterialState state = COGL_MATERIAL_STATE_LIGHTING;
|
|
|
|
CoglMaterialLightingState *lighting_state;
|
2008-12-22 16:19:49 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
|
|
|
if (shininess < 0.0 || shininess > 1.0)
|
2010-04-08 11:21:04 +00:00
|
|
|
{
|
|
|
|
g_warning ("Out of range shininess %f supplied for material\n",
|
|
|
|
shininess);
|
|
|
|
return;
|
|
|
|
}
|
2008-12-22 16:19:49 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority = _cogl_material_get_authority (material, state);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
lighting_state = &authority->big_state->lighting_state;
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (lighting_state->shininess == shininess)
|
|
|
|
return;
|
|
|
|
|
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be modified.
|
|
|
|
* - If the material isn't currently an authority for the state being
|
|
|
|
* changed, then initialize that state from the current authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material, state, NULL);
|
|
|
|
|
|
|
|
lighting_state = &material->big_state->lighting_state;
|
|
|
|
lighting_state->shininess = shininess;
|
2008-12-23 23:22:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_update_authority (material, authority, state,
|
|
|
|
_cogl_material_lighting_state_equal);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_get_emission (CoglMaterial *material,
|
|
|
|
CoglColor *emission)
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority;
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LIGHTING);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
cogl_color_init_from_4fv (emission,
|
|
|
|
authority->big_state->lighting_state.emission);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_emission (CoglMaterial *material, const CoglColor *emission)
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority;
|
|
|
|
CoglMaterialState state = COGL_MATERIAL_STATE_LIGHTING;
|
|
|
|
CoglMaterialLightingState *lighting_state;
|
2008-12-22 16:19:49 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2008-12-22 16:19:49 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority = _cogl_material_get_authority (material, state);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
lighting_state = &authority->big_state->lighting_state;
|
|
|
|
if (cogl_color_equal (emission, &lighting_state->emission))
|
|
|
|
return;
|
|
|
|
|
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be modified.
|
|
|
|
* - If the material isn't currently an authority for the state being
|
|
|
|
* changed, then initialize that state from the current authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material, state, NULL);
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
lighting_state = &material->big_state->lighting_state;
|
|
|
|
lighting_state->emission[0] = cogl_color_get_red_float (emission);
|
|
|
|
lighting_state->emission[1] = cogl_color_get_green_float (emission);
|
|
|
|
lighting_state->emission[2] = cogl_color_get_blue_float (emission);
|
|
|
|
lighting_state->emission[3] = cogl_color_get_alpha_float (emission);
|
2008-12-22 16:19:49 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_update_authority (material, authority, state,
|
|
|
|
_cogl_material_lighting_state_equal);
|
2009-11-29 20:06:36 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
handle_automatic_blend_enable (material, state);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_alpha_test_function (CoglMaterial *material,
|
2008-12-22 16:19:49 +00:00
|
|
|
CoglMaterialAlphaFunc alpha_func,
|
|
|
|
float alpha_reference)
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialState state = COGL_MATERIAL_STATE_ALPHA_FUNC;
|
|
|
|
CoglMaterial *authority;
|
|
|
|
CoglMaterialAlphaFuncState *alpha_state;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2008-12-22 16:19:49 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority = _cogl_material_get_authority (material, state);
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
alpha_state = &authority->big_state->alpha_state;
|
|
|
|
if (alpha_state->alpha_func == alpha_func &&
|
|
|
|
alpha_state->alpha_func_reference == alpha_reference)
|
|
|
|
return;
|
|
|
|
|
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be modified.
|
|
|
|
* - If the material isn't currently an authority for the state being
|
|
|
|
* changed, then initialize that state from the current authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material, state, NULL);
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
alpha_state = &material->big_state->alpha_state;
|
|
|
|
alpha_state->alpha_func = alpha_func;
|
|
|
|
alpha_state->alpha_func_reference = alpha_reference;
|
2008-12-23 23:22:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_update_authority (material, authority, state,
|
|
|
|
_cogl_material_alpha_state_equal);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
}
|
|
|
|
|
2009-05-10 23:40:41 +00:00
|
|
|
GLenum
|
|
|
|
arg_to_gl_blend_factor (CoglBlendStringArgument *arg)
|
|
|
|
{
|
|
|
|
if (arg->source.is_zero)
|
|
|
|
return GL_ZERO;
|
|
|
|
if (arg->factor.is_one)
|
|
|
|
return GL_ONE;
|
|
|
|
else if (arg->factor.is_src_alpha_saturate)
|
|
|
|
return GL_SRC_ALPHA_SATURATE;
|
|
|
|
else if (arg->factor.source.info->type ==
|
|
|
|
COGL_BLEND_STRING_COLOR_SOURCE_SRC_COLOR)
|
|
|
|
{
|
2010-05-12 16:56:25 +00:00
|
|
|
if (arg->factor.source.mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
|
2009-05-10 23:40:41 +00:00
|
|
|
{
|
|
|
|
if (arg->factor.source.one_minus)
|
|
|
|
return GL_ONE_MINUS_SRC_COLOR;
|
|
|
|
else
|
|
|
|
return GL_SRC_COLOR;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (arg->factor.source.one_minus)
|
|
|
|
return GL_ONE_MINUS_SRC_ALPHA;
|
|
|
|
else
|
|
|
|
return GL_SRC_ALPHA;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (arg->factor.source.info->type ==
|
|
|
|
COGL_BLEND_STRING_COLOR_SOURCE_DST_COLOR)
|
|
|
|
{
|
2010-05-12 16:56:25 +00:00
|
|
|
if (arg->factor.source.mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
|
2009-05-10 23:40:41 +00:00
|
|
|
{
|
|
|
|
if (arg->factor.source.one_minus)
|
|
|
|
return GL_ONE_MINUS_DST_COLOR;
|
|
|
|
else
|
|
|
|
return GL_DST_COLOR;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (arg->factor.source.one_minus)
|
|
|
|
return GL_ONE_MINUS_DST_ALPHA;
|
|
|
|
else
|
|
|
|
return GL_DST_ALPHA;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#ifndef HAVE_COGL_GLES
|
|
|
|
else if (arg->factor.source.info->type ==
|
|
|
|
COGL_BLEND_STRING_COLOR_SOURCE_CONSTANT)
|
|
|
|
{
|
2010-05-12 16:56:25 +00:00
|
|
|
if (arg->factor.source.mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
|
2009-05-10 23:40:41 +00:00
|
|
|
{
|
|
|
|
if (arg->factor.source.one_minus)
|
|
|
|
return GL_ONE_MINUS_CONSTANT_COLOR;
|
|
|
|
else
|
|
|
|
return GL_CONSTANT_COLOR;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (arg->factor.source.one_minus)
|
|
|
|
return GL_ONE_MINUS_CONSTANT_ALPHA;
|
|
|
|
else
|
|
|
|
return GL_CONSTANT_ALPHA;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
g_warning ("Unable to determine valid blend factor from blend string\n");
|
|
|
|
return GL_ONE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
setup_blend_state (CoglBlendStringStatement *statement,
|
|
|
|
GLenum *blend_equation,
|
2009-05-23 15:23:00 +00:00
|
|
|
GLint *blend_src_factor,
|
|
|
|
GLint *blend_dst_factor)
|
2009-05-10 23:40:41 +00:00
|
|
|
{
|
|
|
|
#ifndef HAVE_COGL_GLES
|
|
|
|
switch (statement->function->type)
|
|
|
|
{
|
|
|
|
case COGL_BLEND_STRING_FUNCTION_ADD:
|
|
|
|
*blend_equation = GL_FUNC_ADD;
|
|
|
|
break;
|
|
|
|
/* TODO - add more */
|
|
|
|
default:
|
|
|
|
g_warning ("Unsupported blend function given");
|
|
|
|
*blend_equation = GL_FUNC_ADD;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
*blend_src_factor = arg_to_gl_blend_factor (&statement->args[0]);
|
|
|
|
*blend_dst_factor = arg_to_gl_blend_factor (&statement->args[1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
gboolean
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_blend (CoglMaterial *material,
|
2009-05-10 23:40:41 +00:00
|
|
|
const char *blend_description,
|
|
|
|
GError **error)
|
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialState state = COGL_MATERIAL_STATE_BLEND;
|
|
|
|
CoglMaterial *authority;
|
2009-05-10 23:40:41 +00:00
|
|
|
CoglBlendStringStatement statements[2];
|
|
|
|
CoglBlendStringStatement *rgb;
|
|
|
|
CoglBlendStringStatement *a;
|
2009-06-08 13:26:57 +00:00
|
|
|
GError *internal_error = NULL;
|
2009-05-10 23:40:41 +00:00
|
|
|
int count;
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialBlendState *blend_state;
|
2009-05-10 23:40:41 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material (material), FALSE);
|
2009-05-10 23:40:41 +00:00
|
|
|
|
|
|
|
count =
|
|
|
|
_cogl_blend_string_compile (blend_description,
|
|
|
|
COGL_BLEND_STRING_CONTEXT_BLENDING,
|
|
|
|
statements,
|
2009-06-08 13:26:57 +00:00
|
|
|
&internal_error);
|
2009-05-10 23:40:41 +00:00
|
|
|
if (!count)
|
2009-06-08 13:26:57 +00:00
|
|
|
{
|
|
|
|
if (error)
|
|
|
|
g_propagate_error (error, internal_error);
|
|
|
|
else
|
|
|
|
{
|
|
|
|
g_warning ("Cannot compile blend description: %s\n",
|
|
|
|
internal_error->message);
|
|
|
|
g_error_free (internal_error);
|
|
|
|
}
|
|
|
|
return FALSE;
|
|
|
|
}
|
2009-05-10 23:40:41 +00:00
|
|
|
|
2010-05-12 16:56:25 +00:00
|
|
|
if (count == 1)
|
|
|
|
rgb = a = statements;
|
2009-05-10 23:40:41 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
rgb = &statements[0];
|
|
|
|
a = &statements[1];
|
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority =
|
|
|
|
_cogl_material_get_authority (material, state);
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be modified.
|
|
|
|
* - If the material isn't currently an authority for the state being
|
|
|
|
* changed, then initialize that state from the current authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material, state, NULL);
|
|
|
|
|
|
|
|
blend_state = &material->big_state->blend_state;
|
2009-05-10 23:40:41 +00:00
|
|
|
#ifndef HAVE_COGL_GLES
|
|
|
|
setup_blend_state (rgb,
|
2010-04-08 11:21:04 +00:00
|
|
|
&blend_state->blend_equation_rgb,
|
|
|
|
&blend_state->blend_src_factor_rgb,
|
|
|
|
&blend_state->blend_dst_factor_rgb);
|
2009-05-10 23:40:41 +00:00
|
|
|
setup_blend_state (a,
|
2010-04-08 11:21:04 +00:00
|
|
|
&blend_state->blend_equation_alpha,
|
|
|
|
&blend_state->blend_src_factor_alpha,
|
|
|
|
&blend_state->blend_dst_factor_alpha);
|
2009-05-10 23:40:41 +00:00
|
|
|
#else
|
|
|
|
setup_blend_state (rgb,
|
|
|
|
NULL,
|
2010-04-08 11:21:04 +00:00
|
|
|
&blend_state->blend_src_factor_rgb,
|
|
|
|
&blend_state->blend_dst_factor_rgb);
|
2009-05-10 23:40:41 +00:00
|
|
|
#endif
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* If we are the current authority see if we can revert to one of our
|
|
|
|
* ancestors being the authority */
|
|
|
|
if (material == authority && authority->parent != NULL)
|
|
|
|
{
|
|
|
|
CoglMaterial *old_authority =
|
|
|
|
_cogl_material_get_authority (authority->parent, state);
|
|
|
|
|
|
|
|
if (_cogl_material_blend_state_equal (authority, old_authority))
|
|
|
|
material->differences &= ~state;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* If we weren't previously the authority on this state then we need
|
|
|
|
* to extended our differences mask and so it's possible that some
|
|
|
|
* of our ancestry will now become redundant, so we aim to reparent
|
|
|
|
* ourselves if that's true... */
|
|
|
|
if (material != authority)
|
|
|
|
{
|
|
|
|
material->differences |= state;
|
|
|
|
_cogl_material_prune_redundant_ancestry (material);
|
|
|
|
}
|
|
|
|
|
|
|
|
handle_automatic_blend_enable (material, state);
|
2009-05-10 23:40:41 +00:00
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_blend_constant (CoglMaterial *material,
|
2010-06-28 14:25:19 +00:00
|
|
|
const CoglColor *constant_color)
|
2009-05-10 23:40:41 +00:00
|
|
|
{
|
|
|
|
#ifndef HAVE_COGL_GLES
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialState state = COGL_MATERIAL_STATE_BLEND;
|
|
|
|
CoglMaterial *authority;
|
|
|
|
CoglMaterialBlendState *blend_state;
|
2009-05-10 23:40:41 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2009-05-10 23:40:41 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority = _cogl_material_get_authority (material, state);
|
2009-05-10 23:40:41 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
blend_state = &authority->big_state->blend_state;
|
|
|
|
if (cogl_color_equal (constant_color, &blend_state->blend_constant))
|
|
|
|
return;
|
|
|
|
|
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be modified.
|
|
|
|
* - If the material isn't currently an authority for the state being
|
|
|
|
* changed, then initialize that state from the current authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material, state, NULL);
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
blend_state = &material->big_state->blend_state;
|
|
|
|
blend_state->blend_constant = *constant_color;
|
2009-05-10 23:40:41 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_update_authority (material, authority, state,
|
|
|
|
_cogl_material_blend_state_equal);
|
|
|
|
|
|
|
|
handle_automatic_blend_enable (material, state);
|
2009-05-10 23:40:41 +00:00
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
/* XXX: for now we don't mind if the program has vertex shaders
|
|
|
|
* attached but if we ever make a similar API public we should only
|
|
|
|
* allow attaching of programs containing fragment shaders. Eventually
|
|
|
|
* we will have a CoglPipeline abstraction to also cover vertex
|
|
|
|
* processing.
|
|
|
|
*/
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
_cogl_material_set_user_program (CoglMaterial *material,
|
2010-04-26 09:01:43 +00:00
|
|
|
CoglHandle program)
|
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialState state = COGL_MATERIAL_STATE_USER_SHADER;
|
|
|
|
CoglMaterial *authority;
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority = _cogl_material_get_authority (material, state);
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (authority->big_state->user_program == program)
|
2010-04-26 09:01:43 +00:00
|
|
|
return;
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be modified.
|
|
|
|
* - If the material isn't currently an authority for the state being
|
|
|
|
* changed, then initialize that state from the current authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material, state, NULL);
|
2010-04-26 09:01:43 +00:00
|
|
|
|
|
|
|
if (program != COGL_INVALID_HANDLE)
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_set_backend (material, COGL_MATERIAL_BACKEND_DEFAULT);
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* If we are the current authority see if we can revert to one of our
|
|
|
|
* ancestors being the authority */
|
|
|
|
if (material == authority && authority->parent != NULL)
|
2010-04-26 09:01:43 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *old_authority =
|
|
|
|
_cogl_material_get_authority (authority->parent, state);
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (old_authority->big_state->user_program == program)
|
|
|
|
material->differences &= ~state;
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
2010-04-08 11:21:04 +00:00
|
|
|
else if (material != authority)
|
2010-04-26 09:01:43 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
/* If we weren't previously the authority on this state then we
|
|
|
|
* need to extended our differences mask and so it's possible
|
|
|
|
* that some of our ancestry will now become redundant, so we
|
|
|
|
* aim to reparent ourselves if that's true... */
|
|
|
|
material->differences |= state;
|
|
|
|
_cogl_material_prune_redundant_ancestry (material);
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (program != COGL_INVALID_HANDLE)
|
|
|
|
cogl_handle_ref (program);
|
|
|
|
if (authority == material &&
|
|
|
|
material->big_state->user_program != COGL_INVALID_HANDLE)
|
|
|
|
cogl_handle_unref (material->big_state->user_program);
|
|
|
|
material->big_state->user_program = program;
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
handle_automatic_blend_enable (material, state);
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
|
|
|
|
2010-05-26 10:33:32 +00:00
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_depth_test_enabled (CoglMaterial *material,
|
2010-05-26 10:33:32 +00:00
|
|
|
gboolean enable)
|
|
|
|
{
|
|
|
|
CoglMaterialState state = COGL_MATERIAL_STATE_DEPTH;
|
|
|
|
CoglMaterial *authority;
|
|
|
|
CoglMaterialDepthState *depth_state;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2010-05-26 10:33:32 +00:00
|
|
|
|
|
|
|
authority = _cogl_material_get_authority (material, state);
|
|
|
|
|
|
|
|
depth_state = &authority->big_state->depth_state;
|
|
|
|
if (depth_state->depth_test_enabled == enable)
|
|
|
|
return;
|
|
|
|
|
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be modified.
|
|
|
|
* - If the material isn't currently an authority for the state being
|
|
|
|
* changed, then initialize that state from the current authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material, state, NULL);
|
|
|
|
|
|
|
|
material->big_state->depth_state.depth_test_enabled = enable;
|
|
|
|
|
|
|
|
_cogl_material_update_authority (material, authority, state,
|
|
|
|
_cogl_material_depth_state_equal);
|
|
|
|
}
|
|
|
|
|
|
|
|
gboolean
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_get_depth_test_enabled (CoglMaterial *material)
|
2010-05-26 10:33:32 +00:00
|
|
|
{
|
|
|
|
CoglMaterial *authority;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material (material), FALSE);
|
2010-05-26 10:33:32 +00:00
|
|
|
|
|
|
|
authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_DEPTH);
|
|
|
|
|
|
|
|
return authority->big_state->depth_state.depth_test_enabled;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_depth_writing_enabled (CoglMaterial *material,
|
2010-05-26 10:33:32 +00:00
|
|
|
gboolean enable)
|
|
|
|
{
|
|
|
|
CoglMaterialState state = COGL_MATERIAL_STATE_DEPTH;
|
|
|
|
CoglMaterial *authority;
|
|
|
|
CoglMaterialDepthState *depth_state;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2010-05-26 10:33:32 +00:00
|
|
|
|
|
|
|
authority = _cogl_material_get_authority (material, state);
|
|
|
|
|
|
|
|
depth_state = &authority->big_state->depth_state;
|
|
|
|
if (depth_state->depth_writing_enabled == enable)
|
|
|
|
return;
|
|
|
|
|
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be modified.
|
|
|
|
* - If the material isn't currently an authority for the state being
|
|
|
|
* changed, then initialize that state from the current authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material, state, NULL);
|
|
|
|
|
|
|
|
material->big_state->depth_state.depth_writing_enabled = enable;
|
|
|
|
|
|
|
|
_cogl_material_update_authority (material, authority, state,
|
|
|
|
_cogl_material_depth_state_equal);
|
|
|
|
}
|
|
|
|
|
|
|
|
gboolean
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_get_depth_writing_enabled (CoglMaterial *material)
|
2010-05-26 10:33:32 +00:00
|
|
|
{
|
|
|
|
CoglMaterial *authority;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material (material), TRUE);
|
2010-05-26 10:33:32 +00:00
|
|
|
|
|
|
|
authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_DEPTH);
|
|
|
|
|
|
|
|
return authority->big_state->depth_state.depth_writing_enabled;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_depth_test_function (CoglMaterial *material,
|
2010-05-26 10:33:32 +00:00
|
|
|
CoglDepthTestFunction function)
|
|
|
|
{
|
|
|
|
CoglMaterialState state = COGL_MATERIAL_STATE_DEPTH;
|
|
|
|
CoglMaterial *authority;
|
|
|
|
CoglMaterialDepthState *depth_state;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2010-05-26 10:33:32 +00:00
|
|
|
|
|
|
|
authority = _cogl_material_get_authority (material, state);
|
|
|
|
|
|
|
|
depth_state = &authority->big_state->depth_state;
|
|
|
|
if (depth_state->depth_test_function == function)
|
|
|
|
return;
|
|
|
|
|
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be modified.
|
|
|
|
* - If the material isn't currently an authority for the state being
|
|
|
|
* changed, then initialize that state from the current authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material, state, NULL);
|
|
|
|
|
|
|
|
material->big_state->depth_state.depth_test_function = function;
|
|
|
|
|
|
|
|
_cogl_material_update_authority (material, authority, state,
|
|
|
|
_cogl_material_depth_state_equal);
|
|
|
|
}
|
|
|
|
|
|
|
|
CoglDepthTestFunction
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_get_depth_test_function (CoglMaterial *material)
|
2010-05-26 10:33:32 +00:00
|
|
|
{
|
|
|
|
CoglMaterial *authority;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material (material),
|
2010-05-26 10:33:32 +00:00
|
|
|
COGL_DEPTH_TEST_FUNCTION_LESS);
|
|
|
|
|
|
|
|
authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_DEPTH);
|
|
|
|
|
|
|
|
return authority->big_state->depth_state.depth_test_function;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
gboolean
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_depth_range (CoglMaterial *material,
|
2010-06-18 14:33:03 +00:00
|
|
|
float near_val,
|
|
|
|
float far_val,
|
2010-05-26 10:33:32 +00:00
|
|
|
GError **error)
|
|
|
|
{
|
|
|
|
#ifndef COGL_HAS_GLES
|
|
|
|
CoglMaterialState state = COGL_MATERIAL_STATE_DEPTH;
|
|
|
|
CoglMaterial *authority;
|
|
|
|
CoglMaterialDepthState *depth_state;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material (material), FALSE);
|
2010-05-26 10:33:32 +00:00
|
|
|
|
|
|
|
authority = _cogl_material_get_authority (material, state);
|
|
|
|
|
|
|
|
depth_state = &authority->big_state->depth_state;
|
2010-06-18 14:33:03 +00:00
|
|
|
if (depth_state->depth_range_near == near_val &&
|
|
|
|
depth_state->depth_range_far == far_val)
|
2010-05-26 10:33:32 +00:00
|
|
|
return TRUE;
|
|
|
|
|
|
|
|
/* - Flush journal primitives referencing the current state.
|
|
|
|
* - Make sure the material has no dependants so it may be modified.
|
|
|
|
* - If the material isn't currently an authority for the state being
|
|
|
|
* changed, then initialize that state from the current authority.
|
|
|
|
*/
|
|
|
|
_cogl_material_pre_change_notify (material, state, NULL);
|
|
|
|
|
2010-06-18 14:33:03 +00:00
|
|
|
material->big_state->depth_state.depth_range_near = near_val;
|
|
|
|
material->big_state->depth_state.depth_range_far = far_val;
|
2010-05-26 10:33:32 +00:00
|
|
|
|
|
|
|
_cogl_material_update_authority (material, authority, state,
|
|
|
|
_cogl_material_depth_state_equal);
|
|
|
|
return TRUE;
|
|
|
|
#else
|
|
|
|
g_set_error (error,
|
|
|
|
COGL_ERROR,
|
|
|
|
COGL_ERROR_MISSING_FEATURE,
|
|
|
|
"glDepthRange not available on GLES 1");
|
|
|
|
return FALSE;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_get_depth_range (CoglMaterial *material,
|
2010-06-18 14:33:03 +00:00
|
|
|
float *near_val,
|
|
|
|
float *far_val)
|
2010-05-26 10:33:32 +00:00
|
|
|
{
|
|
|
|
CoglMaterial *authority;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2010-05-26 10:33:32 +00:00
|
|
|
|
|
|
|
authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_DEPTH);
|
|
|
|
|
2010-06-18 14:33:03 +00:00
|
|
|
*near_val = authority->big_state->depth_state.depth_range_near;
|
|
|
|
*far_val = authority->big_state->depth_state.depth_range_far;
|
2010-05-26 10:33:32 +00:00
|
|
|
}
|
|
|
|
|
2010-05-27 14:19:15 +00:00
|
|
|
unsigned long
|
2010-06-22 13:02:17 +00:00
|
|
|
_cogl_material_get_age (CoglMaterial *material)
|
2010-05-27 14:19:15 +00:00
|
|
|
{
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material (material), 0);
|
2010-05-27 14:19:15 +00:00
|
|
|
|
|
|
|
return material->age;
|
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
static CoglMaterialLayer *
|
|
|
|
_cogl_material_layer_copy (CoglMaterialLayer *src)
|
2010-04-26 09:01:43 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialLayer *layer = g_slice_new (CoglMaterialLayer);
|
2010-04-26 09:01:43 +00:00
|
|
|
int i;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_object_ref (src);
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
layer->_parent = src->_parent;
|
|
|
|
layer->owner = NULL;
|
|
|
|
layer->parent = src;
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (src->has_children)
|
|
|
|
src->children = g_list_prepend (src->children, layer);
|
|
|
|
else
|
|
|
|
{
|
|
|
|
src->has_children = TRUE;
|
|
|
|
src->first_child = layer;
|
|
|
|
src->children = NULL;
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
layer->has_children = FALSE;
|
|
|
|
layer->index = src->index;
|
|
|
|
layer->differences = 0;
|
|
|
|
layer->has_big_state = FALSE;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
for (i = 0; i < COGL_MATERIAL_N_BACKENDS; i++)
|
|
|
|
layer->backend_priv[i] = NULL;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
return _cogl_material_layer_object_new (layer);
|
2010-04-08 11:21:04 +00:00
|
|
|
}
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
static void
|
|
|
|
_cogl_material_layer_unparent (CoglMaterialLayer *layer)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *parent = layer->parent;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (parent == NULL)
|
|
|
|
return;
|
2009-06-17 22:31:11 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
g_return_if_fail (parent->has_children);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (parent->first_child == layer)
|
|
|
|
{
|
|
|
|
if (parent->children)
|
|
|
|
{
|
|
|
|
parent->first_child = parent->children->data;
|
|
|
|
parent->children =
|
|
|
|
g_list_delete_link (parent->children, parent->children);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
parent->has_children = FALSE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
parent->children = g_list_remove (parent->children, layer);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_object_unref (parent);
|
2010-04-08 11:21:04 +00:00
|
|
|
}
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
static void
|
|
|
|
_cogl_material_layer_free (CoglMaterialLayer *layer)
|
|
|
|
{
|
|
|
|
int i;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_layer_unparent (layer);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* NB: layers may be used by multiple materials which may be using
|
|
|
|
* different backends, therefore we determine which backends to
|
|
|
|
* notify based on the private state pointers for each backend...
|
|
|
|
*/
|
|
|
|
for (i = 0; i < COGL_MATERIAL_N_BACKENDS; i++)
|
|
|
|
{
|
|
|
|
if (layer->backend_priv[i] && backends[i]->free_layer_priv)
|
|
|
|
backends[i]->free_layer_priv (layer);
|
|
|
|
}
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (layer->differences & COGL_MATERIAL_LAYER_STATE_TEXTURE)
|
|
|
|
cogl_handle_unref (layer->texture);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (layer->differences & COGL_MATERIAL_LAYER_STATE_NEEDS_BIG_STATE)
|
|
|
|
g_slice_free (CoglMaterialLayerBigState, layer->big_state);
|
2010-05-19 23:40:24 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
g_slice_free (CoglMaterialLayer, layer);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* If a layer has descendants we can't modify it freely
|
|
|
|
*
|
|
|
|
* If the layer is owned and the owner has descendants we can't
|
|
|
|
* modify it freely.
|
|
|
|
*
|
|
|
|
* In both cases when we can't freely modify a layer we can either:
|
|
|
|
* - create a new layer; splice it in to replace the layer so it can
|
|
|
|
* be directly modified.
|
|
|
|
* XXX: disadvantage is that we have to invalidate the layers_cache
|
|
|
|
* for the owner and its descendants.
|
|
|
|
* - create a new derived layer and modify that.
|
|
|
|
*/
|
|
|
|
|
|
|
|
/* XXX: how is the caller expected to deal with ref-counting?
|
|
|
|
*
|
|
|
|
* If the layer can't be freely modified and we return a new layer
|
|
|
|
* then that will effectively make the caller own a new reference
|
|
|
|
* which doesn't happen if we simply modify the given layer.
|
|
|
|
*
|
|
|
|
* We could make it consistent by taking a reference on the layer if
|
|
|
|
* we don't create a new one. At least this way the caller could
|
|
|
|
* deal with it consistently, though the semantics are a bit
|
|
|
|
* strange.
|
|
|
|
*
|
|
|
|
* Alternatively we could leave it to the caller to check
|
|
|
|
* ...?
|
|
|
|
*/
|
|
|
|
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
void
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_init_default_layers (void)
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialLayer *layer = g_slice_new0 (CoglMaterialLayer);
|
|
|
|
CoglMaterialLayerBigState *big_state =
|
|
|
|
g_slice_new0 (CoglMaterialLayerBigState);
|
|
|
|
CoglMaterialLayer *new;
|
|
|
|
int i;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
layer->has_children = FALSE;
|
|
|
|
layer->index = 0;
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
for (i = 0; i < COGL_MATERIAL_N_BACKENDS; i++)
|
|
|
|
layer->backend_priv[i] = NULL;
|
2008-12-22 16:19:49 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
layer->differences = COGL_MATERIAL_LAYER_STATE_ALL_SPARSE;
|
2009-04-04 18:21:22 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
layer->unit_index = 0;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
layer->texture = COGL_INVALID_HANDLE;
|
|
|
|
layer->texture_overridden = FALSE;
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
layer->mag_filter = COGL_MATERIAL_FILTER_LINEAR;
|
|
|
|
layer->min_filter = COGL_MATERIAL_FILTER_LINEAR;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
layer->wrap_mode_s = COGL_MATERIAL_WRAP_MODE_AUTOMATIC;
|
|
|
|
layer->wrap_mode_t = COGL_MATERIAL_WRAP_MODE_AUTOMATIC;
|
|
|
|
layer->wrap_mode_r = COGL_MATERIAL_WRAP_MODE_AUTOMATIC;
|
2009-02-19 09:01:18 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
layer->big_state = big_state;
|
|
|
|
layer->has_big_state = TRUE;
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* Choose the same default combine mode as OpenGL:
|
|
|
|
* RGBA = MODULATE(PREVIOUS[RGBA],TEXTURE[RGBA]) */
|
|
|
|
big_state->texture_combine_rgb_func = GL_MODULATE;
|
|
|
|
big_state->texture_combine_rgb_src[0] = GL_PREVIOUS;
|
|
|
|
big_state->texture_combine_rgb_src[1] = GL_TEXTURE;
|
|
|
|
big_state->texture_combine_rgb_op[0] = GL_SRC_COLOR;
|
|
|
|
big_state->texture_combine_rgb_op[1] = GL_SRC_COLOR;
|
|
|
|
big_state->texture_combine_alpha_func = GL_MODULATE;
|
|
|
|
big_state->texture_combine_alpha_src[0] = GL_PREVIOUS;
|
|
|
|
big_state->texture_combine_alpha_src[1] = GL_TEXTURE;
|
|
|
|
big_state->texture_combine_alpha_op[0] = GL_SRC_ALPHA;
|
|
|
|
big_state->texture_combine_alpha_op[1] = GL_SRC_ALPHA;
|
|
|
|
|
|
|
|
cogl_matrix_init_identity (&big_state->matrix);
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
ctx->default_layer_0 = _cogl_material_layer_object_new (layer);
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
/* TODO: we should make default_layer_n comprise of two
|
|
|
|
* descendants of default_layer_0:
|
|
|
|
* - the first descendant should change the texture combine
|
|
|
|
* to what we expect is most commonly used for multitexturing
|
|
|
|
* - the second should revert the above change.
|
|
|
|
*
|
|
|
|
* why? the documentation for how a new layer is initialized
|
|
|
|
* doesn't say that layers > 0 have different defaults so unless
|
|
|
|
* we change the documentation we can't use different defaults,
|
|
|
|
* but if the user does what we expect and changes the
|
|
|
|
* texture combine then we can revert the authority to the
|
|
|
|
* first descendant which means we can maximize the number
|
|
|
|
* of layers with a common ancestor.
|
|
|
|
*
|
|
|
|
* The main problem will be that we'll need to disable the
|
|
|
|
* optimizations for flattening the ancestry when we make
|
|
|
|
* the second descendant which reverts the state.
|
|
|
|
*/
|
|
|
|
ctx->default_layer_n = _cogl_material_layer_copy (layer);
|
|
|
|
new = _cogl_material_set_layer_unit (NULL, ctx->default_layer_n, 1);
|
|
|
|
g_assert (new == ctx->default_layer_n);
|
|
|
|
/* Since we passed a newly allocated layer we don't expect that
|
|
|
|
* _set_layer_unit() will have to allocate *another* layer. */
|
|
|
|
|
|
|
|
/* Finally we create a dummy dependant for ->default_layer_n which
|
|
|
|
* effectively ensures that ->default_layer_n and ->default_layer_0
|
|
|
|
* remain immutable.
|
|
|
|
*/
|
|
|
|
ctx->dummy_layer_dependant =
|
|
|
|
_cogl_material_layer_copy (ctx->default_layer_n);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
}
|
|
|
|
|
2009-05-10 23:40:41 +00:00
|
|
|
static void
|
|
|
|
setup_texture_combine_state (CoglBlendStringStatement *statement,
|
2009-05-23 15:23:00 +00:00
|
|
|
GLint *texture_combine_func,
|
|
|
|
GLint *texture_combine_src,
|
|
|
|
GLint *texture_combine_op)
|
2009-05-10 23:40:41 +00:00
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
switch (statement->function->type)
|
|
|
|
{
|
|
|
|
case COGL_BLEND_STRING_FUNCTION_REPLACE:
|
|
|
|
*texture_combine_func = GL_REPLACE;
|
|
|
|
break;
|
|
|
|
case COGL_BLEND_STRING_FUNCTION_MODULATE:
|
|
|
|
*texture_combine_func = GL_MODULATE;
|
|
|
|
break;
|
|
|
|
case COGL_BLEND_STRING_FUNCTION_ADD:
|
|
|
|
*texture_combine_func = GL_ADD;
|
|
|
|
break;
|
|
|
|
case COGL_BLEND_STRING_FUNCTION_ADD_SIGNED:
|
|
|
|
*texture_combine_func = GL_ADD_SIGNED;
|
|
|
|
break;
|
|
|
|
case COGL_BLEND_STRING_FUNCTION_INTERPOLATE:
|
|
|
|
*texture_combine_func = GL_INTERPOLATE;
|
|
|
|
break;
|
|
|
|
case COGL_BLEND_STRING_FUNCTION_SUBTRACT:
|
|
|
|
*texture_combine_func = GL_SUBTRACT;
|
|
|
|
break;
|
|
|
|
case COGL_BLEND_STRING_FUNCTION_DOT3_RGB:
|
|
|
|
*texture_combine_func = GL_DOT3_RGB;
|
|
|
|
break;
|
|
|
|
case COGL_BLEND_STRING_FUNCTION_DOT3_RGBA:
|
|
|
|
*texture_combine_func = GL_DOT3_RGBA;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0; i < statement->function->argc; i++)
|
|
|
|
{
|
|
|
|
CoglBlendStringArgument *arg = &statement->args[i];
|
|
|
|
|
|
|
|
switch (arg->source.info->type)
|
|
|
|
{
|
|
|
|
case COGL_BLEND_STRING_COLOR_SOURCE_CONSTANT:
|
|
|
|
texture_combine_src[i] = GL_CONSTANT;
|
|
|
|
break;
|
|
|
|
case COGL_BLEND_STRING_COLOR_SOURCE_TEXTURE:
|
|
|
|
texture_combine_src[i] = GL_TEXTURE;
|
|
|
|
break;
|
|
|
|
case COGL_BLEND_STRING_COLOR_SOURCE_TEXTURE_N:
|
|
|
|
texture_combine_src[i] =
|
|
|
|
GL_TEXTURE0 + arg->source.texture;
|
|
|
|
break;
|
|
|
|
case COGL_BLEND_STRING_COLOR_SOURCE_PRIMARY:
|
|
|
|
texture_combine_src[i] = GL_PRIMARY_COLOR;
|
|
|
|
break;
|
|
|
|
case COGL_BLEND_STRING_COLOR_SOURCE_PREVIOUS:
|
|
|
|
texture_combine_src[i] = GL_PREVIOUS;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
g_warning ("Unexpected texture combine source");
|
|
|
|
texture_combine_src[i] = GL_TEXTURE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (arg->source.mask == COGL_BLEND_STRING_CHANNEL_MASK_RGB)
|
|
|
|
{
|
|
|
|
if (statement->args[i].source.one_minus)
|
|
|
|
texture_combine_op[i] = GL_ONE_MINUS_SRC_COLOR;
|
|
|
|
else
|
|
|
|
texture_combine_op[i] = GL_SRC_COLOR;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (statement->args[i].source.one_minus)
|
|
|
|
texture_combine_op[i] = GL_ONE_MINUS_SRC_ALPHA;
|
|
|
|
else
|
|
|
|
texture_combine_op[i] = GL_SRC_ALPHA;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
gboolean
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_layer_combine (CoglMaterial *material,
|
cogl: improves header and coding style consistency
We've had complaints that our Cogl code/headers are a bit "special" so
this is a first pass at tidying things up by giving them some
consistency. These changes are all consistent with how new code in Cogl
is being written, but the style isn't consistently applied across all
code yet.
There are two parts to this patch; but since each one required a large
amount of effort to maintain tidy indenting it made sense to combine the
changes to reduce the time spent re indenting the same lines.
The first change is to use a consistent style for declaring function
prototypes in headers. Cogl headers now consistently use this style for
prototypes:
return_type
cogl_function_name (CoglType arg0,
CoglType arg1);
Not everyone likes this style, but it seems that most of the currently
active Cogl developers agree on it.
The second change is to constrain the use of redundant glib data types
in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all
been replaced with int, unsigned int, float, long, unsigned long and char
respectively. When talking about pixel data; use of guchar has been
replaced with guint8, otherwise unsigned char can be used.
The glib types that we continue to use for portability are gboolean,
gint{8,16,32,64}, guint{8,16,32,64} and gsize.
The general intention is that Cogl should look palatable to the widest
range of C programmers including those outside the Gnome community so
- especially for the public API - we want to minimize the number of
foreign looking typedefs.
2010-02-10 01:57:32 +00:00
|
|
|
int layer_index,
|
2009-05-10 23:40:41 +00:00
|
|
|
const char *combine_description,
|
|
|
|
GError **error)
|
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialLayerState state = COGL_MATERIAL_LAYER_STATE_COMBINE;
|
|
|
|
CoglMaterialLayer *authority;
|
2009-05-10 23:40:41 +00:00
|
|
|
CoglMaterialLayer *layer;
|
|
|
|
CoglBlendStringStatement statements[2];
|
|
|
|
CoglBlendStringStatement split[2];
|
|
|
|
CoglBlendStringStatement *rgb;
|
|
|
|
CoglBlendStringStatement *a;
|
2009-06-08 13:26:57 +00:00
|
|
|
GError *internal_error = NULL;
|
2009-05-10 23:40:41 +00:00
|
|
|
int count;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material (material), FALSE);
|
2009-05-10 23:40:41 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* Note: this will ensure that the layer exists, creating one if it
|
|
|
|
* doesn't already.
|
|
|
|
*
|
|
|
|
* Note: If the layer already existed it's possibly owned by another
|
|
|
|
* material. If the layer is created then it will be owned by
|
|
|
|
* material. */
|
|
|
|
layer = _cogl_material_get_layer (material, layer_index);
|
|
|
|
|
|
|
|
/* Now find the ancestor of the layer that is the authority for the
|
|
|
|
* state we want to change */
|
|
|
|
authority = _cogl_material_layer_get_authority (layer, state);
|
2009-05-10 23:40:41 +00:00
|
|
|
|
|
|
|
count =
|
|
|
|
_cogl_blend_string_compile (combine_description,
|
|
|
|
COGL_BLEND_STRING_CONTEXT_TEXTURE_COMBINE,
|
|
|
|
statements,
|
2009-06-08 13:26:57 +00:00
|
|
|
&internal_error);
|
2009-05-10 23:40:41 +00:00
|
|
|
if (!count)
|
2009-06-08 13:26:57 +00:00
|
|
|
{
|
|
|
|
if (error)
|
|
|
|
g_propagate_error (error, internal_error);
|
|
|
|
else
|
|
|
|
{
|
|
|
|
g_warning ("Cannot compile combine description: %s\n",
|
|
|
|
internal_error->message);
|
|
|
|
g_error_free (internal_error);
|
|
|
|
}
|
|
|
|
return FALSE;
|
|
|
|
}
|
2009-05-10 23:40:41 +00:00
|
|
|
|
|
|
|
if (statements[0].mask == COGL_BLEND_STRING_CHANNEL_MASK_RGBA)
|
|
|
|
{
|
|
|
|
_cogl_blend_string_split_rgba_statement (statements,
|
|
|
|
&split[0], &split[1]);
|
|
|
|
rgb = &split[0];
|
|
|
|
a = &split[1];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
rgb = &statements[0];
|
|
|
|
a = &statements[1];
|
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* FIXME: compare the new state with the current state! */
|
|
|
|
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
/* possibly flush primitives referencing the current state... */
|
2010-04-08 11:21:04 +00:00
|
|
|
layer = _cogl_material_layer_pre_change_notify (material, layer, state);
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2009-05-10 23:40:41 +00:00
|
|
|
setup_texture_combine_state (rgb,
|
2010-04-08 11:21:04 +00:00
|
|
|
&layer->big_state->texture_combine_rgb_func,
|
|
|
|
layer->big_state->texture_combine_rgb_src,
|
|
|
|
layer->big_state->texture_combine_rgb_op);
|
2009-05-10 23:40:41 +00:00
|
|
|
|
|
|
|
setup_texture_combine_state (a,
|
2010-04-08 11:21:04 +00:00
|
|
|
&layer->big_state->texture_combine_alpha_func,
|
|
|
|
layer->big_state->texture_combine_alpha_src,
|
|
|
|
layer->big_state->texture_combine_alpha_op);
|
|
|
|
|
|
|
|
/* If the original layer we found is currently the authority on
|
|
|
|
* the state we are changing see if we can revert to one of our
|
|
|
|
* ancestors being the authority. */
|
|
|
|
if (layer == authority && authority->parent != NULL)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *old_authority =
|
|
|
|
_cogl_material_layer_get_authority (authority->parent, state);
|
|
|
|
|
|
|
|
if (_cogl_material_layer_combine_state_equal (authority,
|
|
|
|
old_authority))
|
|
|
|
{
|
|
|
|
layer->differences &= ~state;
|
|
|
|
|
|
|
|
g_assert (layer->owner == material);
|
|
|
|
if (layer->differences == 0)
|
|
|
|
_cogl_material_prune_empty_layer_difference (material,
|
|
|
|
layer);
|
|
|
|
goto changed;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* If we weren't previously the authority on this state then we need
|
|
|
|
* to extended our differences mask and so it's possible that some
|
|
|
|
* of our ancestry will now become redundant, so we aim to reparent
|
|
|
|
* ourselves if that's true... */
|
|
|
|
if (layer != authority)
|
|
|
|
{
|
|
|
|
layer->differences |= state;
|
|
|
|
_cogl_material_layer_prune_redundant_ancestry (layer);
|
|
|
|
}
|
2009-05-10 23:40:41 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
changed:
|
2009-05-10 23:40:41 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
handle_automatic_blend_enable (material, COGL_MATERIAL_STATE_LAYERS);
|
2009-05-10 23:40:41 +00:00
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_layer_combine_constant (CoglMaterial *material,
|
cogl: improves header and coding style consistency
We've had complaints that our Cogl code/headers are a bit "special" so
this is a first pass at tidying things up by giving them some
consistency. These changes are all consistent with how new code in Cogl
is being written, but the style isn't consistently applied across all
code yet.
There are two parts to this patch; but since each one required a large
amount of effort to maintain tidy indenting it made sense to combine the
changes to reduce the time spent re indenting the same lines.
The first change is to use a consistent style for declaring function
prototypes in headers. Cogl headers now consistently use this style for
prototypes:
return_type
cogl_function_name (CoglType arg0,
CoglType arg1);
Not everyone likes this style, but it seems that most of the currently
active Cogl developers agree on it.
The second change is to constrain the use of redundant glib data types
in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all
been replaced with int, unsigned int, float, long, unsigned long and char
respectively. When talking about pixel data; use of guchar has been
replaced with guint8, otherwise unsigned char can be used.
The glib types that we continue to use for portability are gboolean,
gint{8,16,32,64}, guint{8,16,32,64} and gsize.
The general intention is that Cogl should look palatable to the widest
range of C programmers including those outside the Gnome community so
- especially for the public API - we want to minimize the number of
foreign looking typedefs.
2010-02-10 01:57:32 +00:00
|
|
|
int layer_index,
|
2010-06-28 14:25:19 +00:00
|
|
|
const CoglColor *constant_color)
|
2009-05-10 23:40:41 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialLayerState state = COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT;
|
|
|
|
CoglMaterialLayer *layer;
|
|
|
|
CoglMaterialLayer *authority;
|
|
|
|
CoglMaterialLayer *new;
|
2009-05-10 23:40:41 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2009-05-10 23:40:41 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* Note: this will ensure that the layer exists, creating one if it
|
|
|
|
* doesn't already.
|
|
|
|
*
|
|
|
|
* Note: If the layer already existed it's possibly owned by another
|
|
|
|
* material. If the layer is created then it will be owned by
|
|
|
|
* material. */
|
|
|
|
layer = _cogl_material_get_layer (material, layer_index);
|
2009-05-10 23:40:41 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* Now find the ancestor of the layer that is the authority for the
|
|
|
|
* state we want to change */
|
|
|
|
authority = _cogl_material_layer_get_authority (layer, state);
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (memcmp (authority->big_state->texture_combine_constant,
|
|
|
|
constant_color, sizeof (float) * 4) == 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
new = _cogl_material_layer_pre_change_notify (material, layer, state);
|
|
|
|
if (new != layer)
|
|
|
|
layer = new;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* If the original layer we found is currently the authority on
|
|
|
|
* the state we are changing see if we can revert to one of our
|
|
|
|
* ancestors being the authority. */
|
|
|
|
if (layer == authority && authority->parent != NULL)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *old_authority =
|
|
|
|
_cogl_material_layer_get_authority (authority->parent, state);
|
|
|
|
CoglMaterialLayerBigState *old_big_state = old_authority->big_state;
|
|
|
|
|
|
|
|
if (memcmp (old_big_state->texture_combine_constant,
|
|
|
|
constant_color, sizeof (float) * 4) == 0)
|
|
|
|
{
|
|
|
|
layer->differences &= ~state;
|
|
|
|
|
|
|
|
g_assert (layer->owner == material);
|
|
|
|
if (layer->differences == 0)
|
|
|
|
_cogl_material_prune_empty_layer_difference (material,
|
|
|
|
layer);
|
|
|
|
goto changed;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
layer->big_state->texture_combine_constant[0] =
|
|
|
|
cogl_color_get_red_float (constant_color);
|
|
|
|
layer->big_state->texture_combine_constant[1] =
|
|
|
|
cogl_color_get_green_float (constant_color);
|
|
|
|
layer->big_state->texture_combine_constant[2] =
|
|
|
|
cogl_color_get_blue_float (constant_color);
|
|
|
|
layer->big_state->texture_combine_constant[3] =
|
|
|
|
cogl_color_get_alpha_float (constant_color);
|
|
|
|
|
|
|
|
/* If we weren't previously the authority on this state then we need
|
|
|
|
* to extended our differences mask and so it's possible that some
|
|
|
|
* of our ancestry will now become redundant, so we aim to reparent
|
|
|
|
* ourselves if that's true... */
|
|
|
|
if (layer != authority)
|
|
|
|
{
|
|
|
|
layer->differences |= state;
|
|
|
|
_cogl_material_layer_prune_redundant_ancestry (layer);
|
|
|
|
}
|
2009-05-10 23:40:41 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
changed:
|
|
|
|
|
|
|
|
handle_automatic_blend_enable (material, COGL_MATERIAL_STATE_LAYERS);
|
2009-05-10 23:40:41 +00:00
|
|
|
}
|
|
|
|
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_layer_matrix (CoglMaterial *material,
|
cogl: improves header and coding style consistency
We've had complaints that our Cogl code/headers are a bit "special" so
this is a first pass at tidying things up by giving them some
consistency. These changes are all consistent with how new code in Cogl
is being written, but the style isn't consistently applied across all
code yet.
There are two parts to this patch; but since each one required a large
amount of effort to maintain tidy indenting it made sense to combine the
changes to reduce the time spent re indenting the same lines.
The first change is to use a consistent style for declaring function
prototypes in headers. Cogl headers now consistently use this style for
prototypes:
return_type
cogl_function_name (CoglType arg0,
CoglType arg1);
Not everyone likes this style, but it seems that most of the currently
active Cogl developers agree on it.
The second change is to constrain the use of redundant glib data types
in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all
been replaced with int, unsigned int, float, long, unsigned long and char
respectively. When talking about pixel data; use of guchar has been
replaced with guint8, otherwise unsigned char can be used.
The glib types that we continue to use for portability are gboolean,
gint{8,16,32,64}, guint{8,16,32,64} and gsize.
The general intention is that Cogl should look palatable to the widest
range of C programmers including those outside the Gnome community so
- especially for the public API - we want to minimize the number of
foreign looking typedefs.
2010-02-10 01:57:32 +00:00
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int layer_index,
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2010-06-28 14:25:19 +00:00
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const CoglMatrix *matrix)
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Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
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{
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2010-04-08 11:21:04 +00:00
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CoglMaterialLayerState state = COGL_MATERIAL_LAYER_STATE_USER_MATRIX;
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CoglMaterialLayer *layer;
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CoglMaterialLayer *authority;
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CoglMaterialLayer *new;
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2008-12-22 16:19:49 +00:00
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2010-06-22 13:02:17 +00:00
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g_return_if_fail (cogl_is_material (material));
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2010-04-26 09:01:43 +00:00
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2010-04-08 11:21:04 +00:00
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/* Note: this will ensure that the layer exists, creating one if it
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* doesn't already.
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*
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* Note: If the layer already existed it's possibly owned by another
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* material. If the layer is created then it will be owned by
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* material. */
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layer = _cogl_material_get_layer (material, layer_index);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
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2010-04-08 11:21:04 +00:00
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/* Now find the ancestor of the layer that is the authority for the
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* state we want to change */
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authority = _cogl_material_layer_get_authority (layer, state);
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Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
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2010-04-08 11:21:04 +00:00
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if (cogl_matrix_equal (matrix, &authority->big_state->matrix))
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2010-04-26 09:01:43 +00:00
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return;
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[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
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2010-04-08 11:21:04 +00:00
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new = _cogl_material_layer_pre_change_notify (material, layer, state);
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if (new != layer)
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layer = new;
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2010-04-26 09:01:43 +00:00
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else
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2010-04-08 11:21:04 +00:00
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{
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/* If the original layer we found is currently the authority on
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* the state we are changing see if we can revert to one of our
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* ancestors being the authority. */
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if (layer == authority && authority->parent != NULL)
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{
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CoglMaterialLayer *old_authority =
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_cogl_material_layer_get_authority (authority->parent, state);
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Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
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2010-04-08 11:21:04 +00:00
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if (cogl_matrix_equal (matrix, &old_authority->big_state->matrix))
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{
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layer->differences &= ~state;
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2010-04-26 09:01:43 +00:00
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2010-04-08 11:21:04 +00:00
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g_assert (layer->owner == material);
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if (layer->differences == 0)
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_cogl_material_prune_empty_layer_difference (material,
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layer);
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return;
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}
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}
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}
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2010-04-26 09:01:43 +00:00
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2010-04-08 11:21:04 +00:00
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layer->big_state->matrix = *matrix;
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/* If we weren't previously the authority on this state then we need
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* to extended our differences mask and so it's possible that some
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* of our ancestry will now become redundant, so we aim to reparent
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* ourselves if that's true... */
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if (layer != authority)
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{
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layer->differences |= state;
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_cogl_material_layer_prune_redundant_ancestry (layer);
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}
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Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
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}
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void
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2010-06-22 13:02:17 +00:00
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cogl_material_remove_layer (CoglMaterial *material, int layer_index)
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Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
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{
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2010-04-08 11:21:04 +00:00
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CoglMaterial *authority;
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CoglMaterialLayerInfo layer_info;
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int i;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
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|
2010-06-22 13:02:17 +00:00
|
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g_return_if_fail (cogl_is_material (material));
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
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authority =
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_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LAYERS);
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
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|
|
2010-04-08 11:21:04 +00:00
|
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/* The layer index of the layer we want info about */
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layer_info.layer_index = layer_index;
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2010-04-26 09:01:43 +00:00
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2010-04-08 11:21:04 +00:00
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/* This will be updated with a reference to the layer being removed
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* if it can be found. */
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layer_info.layer = NULL;
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2009-06-24 17:34:06 +00:00
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2010-04-08 11:21:04 +00:00
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/* This will be filled in with a list of layers that need to be
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* dropped down to a lower texture unit to fill the gap of the
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* removed layer. */
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layer_info.layers_to_shift =
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g_alloca (sizeof (CoglMaterialLayer *) * authority->n_layers);
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layer_info.n_layers_to_shift = 0;
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2010-04-26 09:01:43 +00:00
|
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2010-04-08 11:21:04 +00:00
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/* Unlike when we query layer info when adding a layer we must
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* always have a complete layers_to_shift list... */
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layer_info.ignore_shift_layers_if_found = FALSE;
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2009-06-24 17:34:06 +00:00
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2010-04-08 11:21:04 +00:00
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_cogl_material_get_layer_info (authority, &layer_info);
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2010-04-26 09:01:43 +00:00
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2010-04-08 11:21:04 +00:00
|
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if (layer_info.layer == NULL)
|
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return;
|
2010-04-26 09:01:43 +00:00
|
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2010-04-08 11:21:04 +00:00
|
|
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for (i = 0; i < layer_info.n_layers_to_shift; i++)
|
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{
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CoglMaterialLayer *shift_layer = layer_info.layers_to_shift[i];
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int unit_index = _cogl_material_layer_get_unit_index (shift_layer);
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_cogl_material_set_layer_unit (material, shift_layer, unit_index - 1);
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/* NB: shift_layer may not be writeable so _set_layer_unit()
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* will allocate a derived layer internally which will become
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* owned by material. Check the return value if we need to do
|
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* anything else with this layer. */
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
}
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_remove_layer_difference (material, layer_info.layer, TRUE);
|
|
|
|
_cogl_material_try_reverting_layers_authority (material, NULL);
|
|
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|
|
|
|
handle_automatic_blend_enable (material, COGL_MATERIAL_STATE_LAYERS);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
static gboolean
|
|
|
|
prepend_layer_to_list_cb (CoglMaterialLayer *layer,
|
|
|
|
void *user_data)
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
GList **layers = user_data;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
*layers = g_list_prepend (*layers, layer);
|
|
|
|
return TRUE;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* TODO: deprecate this API and replace it with
|
|
|
|
* cogl_material_foreach_layer
|
|
|
|
* TODO: update the docs to note that if the user modifies any layers
|
|
|
|
* then the list may become invalid.
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
*/
|
|
|
|
const GList *
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_get_layers (CoglMaterial *material)
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
{
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material (material), NULL);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (!material->deprecated_get_layers_list_dirty)
|
|
|
|
g_list_free (material->deprecated_get_layers_list);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
material->deprecated_get_layers_list = NULL;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_foreach_layer (material,
|
|
|
|
prepend_layer_to_list_cb,
|
|
|
|
&material->deprecated_get_layers_list);
|
|
|
|
material->deprecated_get_layers_list =
|
|
|
|
g_list_reverse (material->deprecated_get_layers_list);
|
|
|
|
|
|
|
|
material->deprecated_get_layers_list_dirty = 0;
|
|
|
|
|
|
|
|
return material->deprecated_get_layers_list;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
}
|
|
|
|
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
int
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_get_n_layers (CoglMaterial *material)
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority;
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material (material), 0);
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LAYERS);
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
return authority->n_layers;
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* FIXME: deprecate and replace with
|
|
|
|
* cogl_material_get_layer_type() instead. */
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
CoglMaterialLayerType
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_layer_get_type (CoglMaterialLayer *layer)
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
{
|
|
|
|
return COGL_MATERIAL_LAYER_TYPE_TEXTURE;
|
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* FIXME: deprecate and replace with
|
|
|
|
* cogl_material_get_layer_texture() instead. */
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
CoglHandle
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_layer_get_texture (CoglMaterialLayer *layer)
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
{
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material_layer (layer),
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
COGL_INVALID_HANDLE);
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
return _cogl_material_layer_get_texture (layer);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
}
|
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
gboolean
|
2010-06-22 13:02:17 +00:00
|
|
|
_cogl_material_layer_has_user_matrix (CoglMaterialLayer *layer)
|
2009-11-11 12:50:48 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialLayer *authority;
|
2009-11-11 12:50:48 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material_layer (layer), FALSE);
|
2009-11-11 12:50:48 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority =
|
|
|
|
_cogl_material_layer_get_authority (layer,
|
|
|
|
COGL_MATERIAL_LAYER_STATE_USER_MATRIX);
|
2009-11-11 12:50:48 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* If the authority is the default material then no, otherwise yes */
|
|
|
|
return authority->parent ? TRUE : FALSE;
|
2009-11-11 12:50:48 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
static void
|
|
|
|
_cogl_material_layer_get_filters (CoglMaterialLayer *layer,
|
|
|
|
CoglMaterialFilter *min_filter,
|
|
|
|
CoglMaterialFilter *mag_filter)
|
2010-04-26 09:01:43 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialLayer *authority =
|
|
|
|
_cogl_material_layer_get_authority (layer,
|
|
|
|
COGL_MATERIAL_LAYER_STATE_FILTERS);
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
*min_filter = authority->min_filter;
|
|
|
|
*mag_filter = authority->mag_filter;
|
|
|
|
}
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
_cogl_material_layer_pre_paint (CoglMaterialLayer *layer)
|
2010-04-08 11:21:04 +00:00
|
|
|
{
|
|
|
|
CoglMaterialLayer *texture_authority;
|
|
|
|
|
|
|
|
texture_authority =
|
|
|
|
_cogl_material_layer_get_authority (layer,
|
|
|
|
COGL_MATERIAL_LAYER_STATE_TEXTURE);
|
|
|
|
|
2010-06-09 16:39:59 +00:00
|
|
|
if (texture_authority->texture != COGL_INVALID_HANDLE)
|
|
|
|
{
|
|
|
|
CoglTexturePrePaintFlags flags = 0;
|
|
|
|
CoglMaterialFilter min_filter;
|
|
|
|
CoglMaterialFilter mag_filter;
|
|
|
|
|
|
|
|
_cogl_material_layer_get_filters (layer, &min_filter, &mag_filter);
|
2010-04-08 11:21:04 +00:00
|
|
|
|
2010-06-09 16:39:59 +00:00
|
|
|
if (min_filter == COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST
|
|
|
|
|| min_filter == COGL_MATERIAL_FILTER_LINEAR_MIPMAP_NEAREST
|
|
|
|
|| min_filter == COGL_MATERIAL_FILTER_NEAREST_MIPMAP_LINEAR
|
|
|
|
|| min_filter == COGL_MATERIAL_FILTER_LINEAR_MIPMAP_LINEAR)
|
|
|
|
flags |= COGL_TEXTURE_NEEDS_MIPMAP;
|
|
|
|
|
|
|
|
_cogl_texture_pre_paint (layer->texture, flags);
|
|
|
|
}
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialFilter
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_layer_get_min_filter (CoglMaterialLayer *layer)
|
2010-04-26 09:01:43 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialLayer *authority;
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material_layer (layer), 0);
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
authority =
|
|
|
|
_cogl_material_layer_get_authority (layer,
|
|
|
|
COGL_MATERIAL_LAYER_STATE_FILTERS);
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
return authority->min_filter;
|
|
|
|
}
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialFilter
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_layer_get_mag_filter (CoglMaterialLayer *layer)
|
2010-04-08 11:21:04 +00:00
|
|
|
{
|
|
|
|
CoglMaterialLayer *authority;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_val_if_fail (cogl_is_material_layer (layer), 0);
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
authority =
|
|
|
|
_cogl_material_layer_get_authority (layer,
|
|
|
|
COGL_MATERIAL_LAYER_STATE_FILTERS);
|
|
|
|
|
|
|
|
return authority->mag_filter;
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_material_set_layer_filters (CoglMaterial *material,
|
2010-04-08 11:21:04 +00:00
|
|
|
int layer_index,
|
|
|
|
CoglMaterialFilter min_filter,
|
|
|
|
CoglMaterialFilter mag_filter)
|
2010-04-26 09:01:43 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialLayerState change = COGL_MATERIAL_LAYER_STATE_FILTERS;
|
|
|
|
CoglMaterialLayer *layer;
|
|
|
|
CoglMaterialLayer *authority;
|
|
|
|
CoglMaterialLayer *new;
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
g_return_if_fail (cogl_is_material (material));
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* Note: this will ensure that the layer exists, creating one if it
|
|
|
|
* doesn't already.
|
|
|
|
*
|
|
|
|
* Note: If the layer already existed it's possibly owned by another
|
|
|
|
* material. If the layer is created then it will be owned by
|
|
|
|
* material. */
|
|
|
|
layer = _cogl_material_get_layer (material, layer_index);
|
|
|
|
|
|
|
|
/* Now find the ancestor of the layer that is the authority for the
|
|
|
|
* state we want to change */
|
|
|
|
authority = _cogl_material_layer_get_authority (layer, change);
|
|
|
|
|
|
|
|
if (authority->min_filter == min_filter &&
|
|
|
|
authority->mag_filter == mag_filter)
|
|
|
|
return;
|
|
|
|
|
|
|
|
new = _cogl_material_layer_pre_change_notify (material, layer, change);
|
|
|
|
if (new != layer)
|
|
|
|
layer = new;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* If the original layer we found is currently the authority on
|
|
|
|
* the state we are changing see if we can revert to one of our
|
|
|
|
* ancestors being the authority. */
|
|
|
|
if (layer == authority && authority->parent != NULL)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *old_authority =
|
|
|
|
_cogl_material_layer_get_authority (authority->parent, change);
|
|
|
|
|
|
|
|
if (old_authority->min_filter == min_filter &&
|
|
|
|
old_authority->mag_filter == mag_filter)
|
|
|
|
{
|
|
|
|
layer->differences &= ~change;
|
|
|
|
|
|
|
|
g_assert (layer->owner == material);
|
|
|
|
if (layer->differences == 0)
|
|
|
|
_cogl_material_prune_empty_layer_difference (material,
|
|
|
|
layer);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
layer->min_filter = min_filter;
|
|
|
|
layer->mag_filter = mag_filter;
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* If we weren't previously the authority on this state then we need
|
|
|
|
* to extended our differences mask and so it's possible that some
|
|
|
|
* of our ancestry will now become redundant, so we aim to reparent
|
|
|
|
* ourselves if that's true... */
|
|
|
|
if (layer != authority)
|
|
|
|
{
|
|
|
|
layer->differences |= change;
|
|
|
|
_cogl_material_layer_prune_redundant_ancestry (layer);
|
|
|
|
}
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
static void
|
|
|
|
disable_texture_unit (int unit_index)
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglTextureUnit *unit;
|
|
|
|
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
|
|
|
|
unit = &g_array_index (ctx->texture_units, CoglTextureUnit, unit_index);
|
|
|
|
|
|
|
|
if (unit->enabled)
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
{
|
2010-06-15 15:44:52 +00:00
|
|
|
_cogl_set_active_texture_unit (unit_index);
|
2010-04-08 11:21:04 +00:00
|
|
|
GE (glDisable (unit->current_gl_target));
|
|
|
|
unit->enabled = FALSE;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
void
|
|
|
|
_cogl_gl_use_program_wrapper (GLuint program)
|
2009-06-04 15:04:57 +00:00
|
|
|
{
|
2010-04-26 09:01:43 +00:00
|
|
|
#ifdef COGL_MATERIAL_BACKEND_GLSL
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
|
|
|
|
if (ctx->current_gl_program == program)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (program)
|
|
|
|
{
|
|
|
|
GLenum gl_error;
|
|
|
|
|
|
|
|
while ((gl_error = glGetError ()) != GL_NO_ERROR)
|
|
|
|
;
|
|
|
|
glUseProgram (program);
|
|
|
|
if (glGetError () != GL_NO_ERROR)
|
|
|
|
{
|
|
|
|
GE (glUseProgram (0));
|
|
|
|
ctx->current_gl_program = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
GE (glUseProgram (0));
|
|
|
|
|
|
|
|
ctx->current_gl_program = program;
|
|
|
|
#endif
|
2009-06-04 15:04:57 +00:00
|
|
|
}
|
|
|
|
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
static void
|
2010-04-26 09:01:43 +00:00
|
|
|
disable_glsl (void)
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
{
|
2010-04-26 09:01:43 +00:00
|
|
|
#ifdef COGL_MATERIAL_BACKEND_GLSL
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
|
|
|
|
if (ctx->current_use_program_type == COGL_MATERIAL_PROGRAM_TYPE_GLSL)
|
|
|
|
_cogl_gl_use_program_wrapper (0);
|
|
|
|
#endif
|
|
|
|
}
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
static void
|
|
|
|
disable_arbfp (void)
|
|
|
|
{
|
|
|
|
#ifdef COGL_MATERIAL_BACKEND_ARBFP
|
2009-10-13 22:09:42 +00:00
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
if (ctx->current_use_program_type == COGL_MATERIAL_PROGRAM_TYPE_ARBFP)
|
|
|
|
GE (glDisable (GL_FRAGMENT_PROGRAM_ARB));
|
2009-02-06 16:05:08 +00:00
|
|
|
#endif
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
|
|
|
|
2010-06-15 15:44:52 +00:00
|
|
|
void
|
|
|
|
_cogl_use_program (CoglHandle program_handle, CoglMaterialProgramType type)
|
2010-04-26 09:01:43 +00:00
|
|
|
{
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
|
|
|
|
switch (type)
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
{
|
2010-04-26 09:01:43 +00:00
|
|
|
#ifdef COGL_MATERIAL_BACKEND_GLSL
|
|
|
|
case COGL_MATERIAL_PROGRAM_TYPE_GLSL:
|
|
|
|
{
|
|
|
|
/* The GLES2 backend currently manages its own codegen for
|
|
|
|
* fixed function API fallbacks and manages its own shader
|
|
|
|
* state. */
|
|
|
|
#ifndef HAVE_COGL_GLES2
|
|
|
|
CoglProgram *program =
|
|
|
|
_cogl_program_pointer_from_handle (program_handle);
|
|
|
|
|
|
|
|
_cogl_gl_use_program_wrapper (program->gl_handle);
|
|
|
|
disable_arbfp ();
|
|
|
|
#endif
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
ctx->current_use_program_type = type;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
case COGL_MATERIAL_PROGRAM_TYPE_GLSL:
|
|
|
|
g_warning ("Unexpected use of GLSL backend!");
|
|
|
|
break;
|
|
|
|
#endif
|
|
|
|
#ifdef COGL_MATERIAL_BACKEND_ARBFP
|
|
|
|
case COGL_MATERIAL_PROGRAM_TYPE_ARBFP:
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
/* _cogl_gl_use_program_wrapper can be called by cogl-program.c
|
|
|
|
* so we can't bailout without making sure we glUseProgram (0)
|
|
|
|
* first. */
|
|
|
|
disable_glsl ();
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
if (ctx->current_use_program_type == COGL_MATERIAL_PROGRAM_TYPE_ARBFP)
|
|
|
|
break;
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
GE (glEnable (GL_FRAGMENT_PROGRAM_ARB));
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
ctx->current_use_program_type = type;
|
|
|
|
break;
|
|
|
|
#else
|
|
|
|
case COGL_MATERIAL_PROGRAM_TYPE_ARBFP:
|
|
|
|
g_warning ("Unexpected use of GLSL backend!");
|
|
|
|
break;
|
|
|
|
#endif
|
|
|
|
#ifdef COGL_MATERIAL_BACKEND_FIXED
|
|
|
|
case COGL_MATERIAL_PROGRAM_TYPE_FIXED:
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
/* _cogl_gl_use_program_wrapper can be called by cogl-program.c
|
|
|
|
* so we can't bailout without making sure we glUseProgram (0)
|
|
|
|
* first. */
|
|
|
|
disable_glsl ();
|
2009-05-10 23:40:41 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
if (ctx->current_use_program_type == COGL_MATERIAL_PROGRAM_TYPE_FIXED)
|
|
|
|
break;
|
|
|
|
|
|
|
|
disable_arbfp ();
|
|
|
|
|
|
|
|
ctx->current_use_program_type = type;
|
|
|
|
#endif
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
}
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
#if defined (COGL_MATERIAL_BACKEND_GLSL) || \
|
|
|
|
defined (COGL_MATERIAL_BACKEND_ARBFP)
|
2010-06-15 15:44:52 +00:00
|
|
|
int
|
|
|
|
_cogl_get_max_texture_image_units (void)
|
2010-04-08 11:21:04 +00:00
|
|
|
{
|
|
|
|
_COGL_GET_CONTEXT (ctx, 0);
|
|
|
|
|
|
|
|
/* This function is called quite often so we cache the value to
|
|
|
|
avoid too many GL calls */
|
|
|
|
if (G_UNLIKELY (ctx->max_texture_image_units == -1))
|
|
|
|
{
|
|
|
|
ctx->max_texture_image_units = 1;
|
|
|
|
GE (glGetIntegerv (GL_MAX_TEXTURE_IMAGE_UNITS,
|
|
|
|
&ctx->max_texture_image_units));
|
|
|
|
}
|
|
|
|
|
|
|
|
return ctx->max_texture_image_units;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
static void
|
|
|
|
_cogl_material_layer_get_texture_info (CoglMaterialLayer *layer,
|
|
|
|
CoglHandle *texture,
|
|
|
|
GLuint *gl_texture,
|
|
|
|
GLuint *gl_target)
|
|
|
|
{
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
2009-11-18 00:26:09 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
*texture = layer->texture;
|
2010-04-08 11:21:04 +00:00
|
|
|
if (G_UNLIKELY (*texture == COGL_INVALID_HANDLE))
|
|
|
|
*texture = ctx->default_gl_texture_2d_tex;
|
|
|
|
cogl_texture_get_gl_texture (*texture, gl_texture, gl_target);
|
|
|
|
return;
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
2009-11-18 00:26:09 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
#ifndef HAVE_COGL_GLES
|
2009-11-18 00:26:09 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
static gboolean
|
|
|
|
blend_factor_uses_constant (GLenum blend_factor)
|
|
|
|
{
|
|
|
|
return (blend_factor == GL_CONSTANT_COLOR ||
|
|
|
|
blend_factor == GL_ONE_MINUS_CONSTANT_COLOR ||
|
|
|
|
blend_factor == GL_CONSTANT_ALPHA ||
|
|
|
|
blend_factor == GL_ONE_MINUS_CONSTANT_ALPHA);
|
2009-11-18 00:26:09 +00:00
|
|
|
}
|
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
#endif
|
|
|
|
|
2009-11-18 00:26:09 +00:00
|
|
|
static void
|
2010-05-26 10:33:32 +00:00
|
|
|
flush_depth_state (CoglMaterialDepthState *depth_state)
|
|
|
|
{
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
|
|
|
|
if (ctx->depth_test_function_cache != depth_state->depth_test_function)
|
|
|
|
{
|
|
|
|
GE (glDepthFunc (depth_state->depth_test_function));
|
|
|
|
ctx->depth_test_function_cache = depth_state->depth_test_function;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ctx->depth_writing_enabled_cache != depth_state->depth_writing_enabled)
|
|
|
|
{
|
|
|
|
GE (glDepthMask (depth_state->depth_writing_enabled ?
|
|
|
|
GL_TRUE : GL_FALSE));
|
|
|
|
ctx->depth_writing_enabled_cache = depth_state->depth_writing_enabled;
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifndef COGL_HAS_GLES
|
|
|
|
if (ctx->depth_range_near_cache != depth_state->depth_range_near ||
|
|
|
|
ctx->depth_range_far_cache != depth_state->depth_range_far)
|
|
|
|
{
|
|
|
|
#ifdef COGL_HAS_GLES2
|
|
|
|
GE (glDepthRangef (depth_state->depth_range_near,
|
|
|
|
depth_state->depth_range_far));
|
|
|
|
#else
|
|
|
|
GE (glDepthRange (depth_state->depth_range_near,
|
|
|
|
depth_state->depth_range_far));
|
|
|
|
#endif
|
|
|
|
ctx->depth_range_near_cache = depth_state->depth_range_near;
|
|
|
|
ctx->depth_range_far_cache = depth_state->depth_range_far;
|
|
|
|
}
|
|
|
|
#endif /* COGL_HAS_GLES */
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
_cogl_material_flush_color_blend_alpha_depth_state (
|
|
|
|
CoglMaterial *material,
|
|
|
|
unsigned long materials_difference,
|
|
|
|
gboolean skip_gl_color)
|
2009-11-18 00:26:09 +00:00
|
|
|
{
|
2010-04-26 09:01:43 +00:00
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
2009-11-18 00:26:09 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
if (!skip_gl_color)
|
2009-11-18 00:26:09 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
if ((materials_difference & COGL_MATERIAL_STATE_COLOR) ||
|
2010-04-26 09:01:43 +00:00
|
|
|
/* Assume if we were previously told to skip the color, then
|
|
|
|
* the current color needs updating... */
|
|
|
|
ctx->current_material_skip_gl_color)
|
2009-11-18 00:26:09 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_COLOR);
|
|
|
|
GE (glColor4ub (cogl_color_get_red_byte (&authority->color),
|
|
|
|
cogl_color_get_green_byte (&authority->color),
|
|
|
|
cogl_color_get_blue_byte (&authority->color),
|
|
|
|
cogl_color_get_alpha_byte (&authority->color)));
|
2009-11-18 00:26:09 +00:00
|
|
|
}
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
2009-11-18 00:26:09 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (materials_difference & COGL_MATERIAL_STATE_LIGHTING)
|
2010-04-26 09:01:43 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_LIGHTING);
|
|
|
|
CoglMaterialLightingState *lighting_state =
|
|
|
|
&authority->big_state->lighting_state;
|
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
/* FIXME - we only need to set these if lighting is enabled... */
|
2010-04-08 11:21:04 +00:00
|
|
|
GLfloat shininess = lighting_state->shininess * 128.0f;
|
|
|
|
|
|
|
|
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, lighting_state->ambient));
|
|
|
|
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, lighting_state->diffuse));
|
|
|
|
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, lighting_state->specular));
|
|
|
|
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_EMISSION, lighting_state->emission));
|
|
|
|
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SHININESS, &shininess));
|
2009-11-18 00:26:09 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (materials_difference & COGL_MATERIAL_STATE_BLEND)
|
2009-11-18 00:26:09 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_BLEND);
|
|
|
|
CoglMaterialBlendState *blend_state =
|
|
|
|
&authority->big_state->blend_state;
|
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
#if defined (HAVE_COGL_GLES2)
|
|
|
|
gboolean have_blend_equation_seperate = TRUE;
|
|
|
|
gboolean have_blend_func_separate = TRUE;
|
|
|
|
#elif defined (HAVE_COGL_GL)
|
|
|
|
gboolean have_blend_equation_seperate = FALSE;
|
|
|
|
gboolean have_blend_func_separate = FALSE;
|
|
|
|
if (ctx->drv.pf_glBlendEquationSeparate) /* Only GL 2.0 + */
|
|
|
|
have_blend_equation_seperate = TRUE;
|
|
|
|
if (ctx->drv.pf_glBlendFuncSeparate) /* Only GL 1.4 + */
|
|
|
|
have_blend_func_separate = TRUE;
|
|
|
|
#endif
|
2009-11-18 00:26:09 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
#ifndef HAVE_COGL_GLES /* GLES 1 only has glBlendFunc */
|
2010-04-08 11:21:04 +00:00
|
|
|
if (blend_factor_uses_constant (blend_state->blend_src_factor_rgb) ||
|
|
|
|
blend_factor_uses_constant (blend_state->blend_src_factor_alpha) ||
|
|
|
|
blend_factor_uses_constant (blend_state->blend_dst_factor_rgb) ||
|
|
|
|
blend_factor_uses_constant (blend_state->blend_dst_factor_alpha))
|
|
|
|
{
|
|
|
|
float red =
|
|
|
|
cogl_color_get_red_float (&blend_state->blend_constant);
|
|
|
|
float green =
|
|
|
|
cogl_color_get_green_float (&blend_state->blend_constant);
|
|
|
|
float blue =
|
|
|
|
cogl_color_get_blue_float (&blend_state->blend_constant);
|
|
|
|
float alpha =
|
|
|
|
cogl_color_get_alpha_float (&blend_state->blend_constant);
|
|
|
|
|
|
|
|
|
|
|
|
GE (glBlendColor (red, green, blue, alpha));
|
|
|
|
}
|
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
if (have_blend_equation_seperate &&
|
2010-04-08 11:21:04 +00:00
|
|
|
blend_state->blend_equation_rgb != blend_state->blend_equation_alpha)
|
|
|
|
GE (glBlendEquationSeparate (blend_state->blend_equation_rgb,
|
|
|
|
blend_state->blend_equation_alpha));
|
2010-04-26 09:01:43 +00:00
|
|
|
else
|
2010-04-08 11:21:04 +00:00
|
|
|
GE (glBlendEquation (blend_state->blend_equation_rgb));
|
2009-11-18 00:26:09 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
if (have_blend_func_separate &&
|
2010-04-08 11:21:04 +00:00
|
|
|
(blend_state->blend_src_factor_rgb != blend_state->blend_src_factor_alpha ||
|
|
|
|
(blend_state->blend_src_factor_rgb !=
|
|
|
|
blend_state->blend_src_factor_alpha)))
|
|
|
|
GE (glBlendFuncSeparate (blend_state->blend_src_factor_rgb,
|
|
|
|
blend_state->blend_dst_factor_rgb,
|
|
|
|
blend_state->blend_src_factor_alpha,
|
|
|
|
blend_state->blend_dst_factor_alpha));
|
2010-04-26 09:01:43 +00:00
|
|
|
else
|
|
|
|
#endif
|
2010-04-08 11:21:04 +00:00
|
|
|
GE (glBlendFunc (blend_state->blend_src_factor_rgb,
|
|
|
|
blend_state->blend_dst_factor_rgb));
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
2009-11-18 00:26:09 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (materials_difference & COGL_MATERIAL_STATE_ALPHA_FUNC)
|
2010-04-26 09:01:43 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterial *authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_ALPHA_FUNC);
|
|
|
|
CoglMaterialAlphaFuncState *alpha_state =
|
|
|
|
&authority->big_state->alpha_state;
|
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
/* NB: Currently the Cogl defines are compatible with the GL ones: */
|
2010-04-08 11:21:04 +00:00
|
|
|
GE (glAlphaFunc (alpha_state->alpha_func,
|
|
|
|
alpha_state->alpha_func_reference));
|
|
|
|
}
|
|
|
|
|
2010-05-26 10:33:32 +00:00
|
|
|
if (materials_difference & COGL_MATERIAL_STATE_DEPTH)
|
|
|
|
{
|
|
|
|
CoglMaterial *authority =
|
|
|
|
_cogl_material_get_authority (material, COGL_MATERIAL_STATE_DEPTH);
|
|
|
|
CoglMaterialDepthState *depth_state = &authority->big_state->depth_state;
|
|
|
|
|
|
|
|
if (depth_state->depth_test_enabled)
|
|
|
|
{
|
|
|
|
if (ctx->depth_test_enabled_cache != TRUE)
|
|
|
|
{
|
|
|
|
GE (glEnable (GL_DEPTH_TEST));
|
|
|
|
ctx->depth_test_enabled_cache = depth_state->depth_test_enabled;
|
|
|
|
}
|
|
|
|
flush_depth_state (depth_state);
|
|
|
|
}
|
|
|
|
else if (ctx->depth_test_enabled_cache != FALSE)
|
|
|
|
{
|
|
|
|
GE (glDisable (GL_DEPTH_TEST));
|
|
|
|
ctx->depth_test_enabled_cache = depth_state->depth_test_enabled;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (material->real_blend_enable != ctx->gl_blend_enable_cache)
|
|
|
|
{
|
|
|
|
if (material->real_blend_enable)
|
|
|
|
GE (glEnable (GL_BLEND));
|
|
|
|
else
|
|
|
|
GE (glDisable (GL_BLEND));
|
2010-05-26 10:33:32 +00:00
|
|
|
/* XXX: we shouldn't update any other blend state if blending
|
|
|
|
* is disabled! */
|
2010-04-08 11:21:04 +00:00
|
|
|
ctx->gl_blend_enable_cache = material->real_blend_enable;
|
2009-11-18 00:26:09 +00:00
|
|
|
}
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static int
|
|
|
|
get_max_activateable_texture_units (void)
|
|
|
|
{
|
|
|
|
_COGL_GET_CONTEXT (ctx, 0);
|
|
|
|
|
|
|
|
if (G_UNLIKELY (ctx->max_activateable_texture_units == -1))
|
2009-11-18 00:26:09 +00:00
|
|
|
{
|
2010-04-26 09:01:43 +00:00
|
|
|
#ifdef HAVE_COGL_GL
|
|
|
|
GLint max_tex_coords;
|
|
|
|
GLint max_combined_tex_units;
|
|
|
|
GE (glGetIntegerv (GL_MAX_TEXTURE_COORDS, &max_tex_coords));
|
|
|
|
GE (glGetIntegerv (GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,
|
|
|
|
&max_combined_tex_units));
|
|
|
|
ctx->max_activateable_texture_units =
|
|
|
|
MAX (max_tex_coords - 1, max_combined_tex_units);
|
|
|
|
#else
|
|
|
|
GE (glGetIntegerv (GL_MAX_TEXTURE_UNITS,
|
|
|
|
&ctx->max_activateable_texture_units));
|
|
|
|
#endif
|
2009-11-18 00:26:09 +00:00
|
|
|
}
|
2010-04-26 09:01:43 +00:00
|
|
|
|
|
|
|
return ctx->max_activateable_texture_units;
|
2009-11-18 00:26:09 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
typedef struct
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
int i;
|
|
|
|
unsigned long *layer_differences;
|
|
|
|
} CoglMaterialFlushLayerState;
|
2010-04-01 10:31:33 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
static gboolean
|
|
|
|
flush_layers_common_gl_state_cb (CoglMaterialLayer *layer, void *user_data)
|
|
|
|
{
|
|
|
|
CoglMaterialFlushLayerState *flush_state = user_data;
|
|
|
|
int unit_index = flush_state->i;
|
|
|
|
CoglTextureUnit *unit = _cogl_get_texture_unit (unit_index);
|
|
|
|
unsigned long layers_difference =
|
|
|
|
flush_state->layer_differences[unit_index];
|
|
|
|
|
|
|
|
/* There may not be enough texture units so we can bail out if
|
|
|
|
* that's the case...
|
|
|
|
*/
|
|
|
|
if (G_UNLIKELY (unit_index >= get_max_activateable_texture_units ()))
|
2010-04-26 09:01:43 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
static gboolean shown_warning = FALSE;
|
2009-12-05 14:20:00 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (!shown_warning)
|
2009-06-19 11:15:12 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
g_warning ("Your hardware does not have enough texture units"
|
|
|
|
"to handle this many texture layers");
|
|
|
|
shown_warning = TRUE;
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
}
|
2010-04-08 11:21:04 +00:00
|
|
|
return FALSE;
|
|
|
|
}
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (layers_difference & COGL_MATERIAL_LAYER_STATE_TEXTURE)
|
|
|
|
{
|
|
|
|
CoglMaterialLayer *authority =
|
|
|
|
_cogl_material_layer_get_authority (layer,
|
|
|
|
COGL_MATERIAL_LAYER_STATE_TEXTURE);
|
2010-06-22 12:48:53 +00:00
|
|
|
CoglHandle texture = NULL;
|
2010-04-08 11:21:04 +00:00
|
|
|
GLuint gl_texture;
|
|
|
|
GLenum gl_target;
|
|
|
|
|
|
|
|
_cogl_material_layer_get_texture_info (authority,
|
2010-04-26 09:01:43 +00:00
|
|
|
&texture,
|
|
|
|
&gl_texture,
|
|
|
|
&gl_target);
|
|
|
|
|
2010-06-15 15:44:52 +00:00
|
|
|
_cogl_set_active_texture_unit (unit_index);
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
/* NB: There are several Cogl components and some code in
|
|
|
|
* Clutter that will temporarily bind arbitrary GL textures to
|
|
|
|
* query and modify texture object parameters. If you look at
|
2010-04-08 11:21:04 +00:00
|
|
|
* _cogl_bind_gl_texture_transient() you can see we make sure
|
|
|
|
* that such code always binds to texture unit 1 which means we
|
|
|
|
* can't rely on the unit->gl_texture state if unit->index == 1.
|
|
|
|
*
|
2010-04-26 09:01:43 +00:00
|
|
|
* Because texture unit 1 is a bit special we actually defer any
|
|
|
|
* necessary glBindTexture for it until the end of
|
|
|
|
* _cogl_material_flush_gl_state().
|
|
|
|
*
|
|
|
|
* NB: we get notified whenever glDeleteTextures is used (see
|
|
|
|
* _cogl_delete_gl_texture()) where we invalidate
|
|
|
|
* unit->gl_texture references to deleted textures so it's safe
|
|
|
|
* to compare unit->gl_texture with gl_texture. (Without the
|
|
|
|
* hook it would be possible to delete a GL texture and create a
|
|
|
|
* new one with the same name and comparing unit->gl_texture and
|
|
|
|
* gl_texture wouldn't detect that.)
|
|
|
|
*
|
|
|
|
* NB: for foreign textures we don't know how the deletion of
|
|
|
|
* the GL texture objects correspond to the deletion of the
|
|
|
|
* CoglTextures so if there was previously a foreign texture
|
|
|
|
* associated with the texture unit then we can't assume that we
|
|
|
|
* aren't seeing a recycled texture name so we have to bind.
|
|
|
|
*/
|
|
|
|
if (unit->gl_texture != gl_texture || unit->is_foreign)
|
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
if (unit_index != 1)
|
2010-04-26 09:01:43 +00:00
|
|
|
GE (glBindTexture (gl_target, gl_texture));
|
|
|
|
unit->gl_texture = gl_texture;
|
|
|
|
}
|
2010-06-22 12:48:53 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
unit->is_foreign = _cogl_texture_is_foreign (texture);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
/* Disable the previous target if it was different and it's
|
|
|
|
* still enabled */
|
2010-04-08 11:21:04 +00:00
|
|
|
if (unit->enabled && unit->current_gl_target != gl_target)
|
|
|
|
GE (glDisable (unit->current_gl_target));
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (!G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_TEXTURING) &&
|
|
|
|
(!unit->enabled || unit->current_gl_target != gl_target))
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
{
|
2010-04-26 09:01:43 +00:00
|
|
|
GE (glEnable (gl_target));
|
|
|
|
unit->enabled = TRUE;
|
2010-04-08 11:21:04 +00:00
|
|
|
unit->current_gl_target = gl_target;
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* The texture_storage_changed boolean indicates if the
|
|
|
|
* CoglTexture's underlying GL texture storage has changed since
|
|
|
|
* it was flushed to the texture unit. We've just flushed the
|
|
|
|
* latest state so we can reset this. */
|
|
|
|
unit->texture_storage_changed = FALSE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* Even though there may be no difference between the last flushed
|
|
|
|
* texture state and the current layers texture state it may be that the
|
|
|
|
* texture unit has been disabled for some time so we need to assert that
|
|
|
|
* it's enabled now.
|
|
|
|
*/
|
|
|
|
if (!G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_DISABLE_TEXTURING) &&
|
|
|
|
!unit->enabled)
|
2009-11-18 00:26:09 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
GE (glEnable (unit->current_gl_target));
|
|
|
|
unit->enabled = TRUE;
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
}
|
2008-12-22 16:19:49 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (layers_difference & COGL_MATERIAL_LAYER_STATE_USER_MATRIX)
|
|
|
|
{
|
|
|
|
CoglMaterialLayerState state = COGL_MATERIAL_LAYER_STATE_USER_MATRIX;
|
|
|
|
CoglMaterialLayer *authority =
|
|
|
|
_cogl_material_layer_get_authority (layer, state);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_matrix_stack_set (unit->matrix_stack,
|
|
|
|
&authority->big_state->matrix);
|
|
|
|
|
|
|
|
_cogl_matrix_stack_flush_to_gl (unit->matrix_stack, COGL_MATRIX_TEXTURE);
|
|
|
|
}
|
|
|
|
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_object_ref (layer);
|
|
|
|
if (unit->layer != NULL)
|
|
|
|
cogl_object_unref (unit->layer);
|
2010-04-08 11:21:04 +00:00
|
|
|
unit->layer = layer;
|
|
|
|
unit->layer_changes_since_flush = 0;
|
|
|
|
|
|
|
|
flush_state->i++;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
_cogl_material_flush_common_gl_state (CoglMaterial *material,
|
|
|
|
unsigned long materials_difference,
|
|
|
|
unsigned long *layer_differences,
|
|
|
|
gboolean skip_gl_color)
|
|
|
|
{
|
|
|
|
CoglMaterialFlushLayerState state;
|
|
|
|
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
|
2010-05-26 10:33:32 +00:00
|
|
|
_cogl_material_flush_color_blend_alpha_depth_state (material,
|
|
|
|
materials_difference,
|
|
|
|
skip_gl_color);
|
2010-04-08 11:21:04 +00:00
|
|
|
|
|
|
|
state.i = 0;
|
|
|
|
state.layer_differences = layer_differences;
|
|
|
|
_cogl_material_foreach_layer (material,
|
|
|
|
flush_layers_common_gl_state_cb,
|
|
|
|
&state);
|
|
|
|
|
|
|
|
/* Disable additional texture units that may have previously been in use.. */
|
|
|
|
for (; state.i < ctx->texture_units->len; state.i++)
|
|
|
|
disable_texture_unit (state.i);
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* Re-assert the layer's wrap modes on the given CoglTexture.
|
|
|
|
*
|
|
|
|
* Note: we don't simply forward the wrap modes to layer->texture
|
|
|
|
* since the actual texture being used may have been overridden.
|
|
|
|
*/
|
|
|
|
static void
|
2010-04-08 11:21:04 +00:00
|
|
|
_cogl_material_layer_forward_wrap_modes (CoglMaterialLayer *layer,
|
|
|
|
CoglHandle texture)
|
2010-04-26 09:01:43 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialWrapModeInternal wrap_mode_s, wrap_mode_t, wrap_mode_r;
|
|
|
|
GLenum gl_wrap_mode_s, gl_wrap_mode_t, gl_wrap_mode_r;
|
|
|
|
|
|
|
|
if (texture == COGL_INVALID_HANDLE)
|
|
|
|
return;
|
|
|
|
|
|
|
|
_cogl_material_layer_get_wrap_modes (layer,
|
|
|
|
&wrap_mode_s,
|
|
|
|
&wrap_mode_t,
|
|
|
|
&wrap_mode_r);
|
2009-11-18 00:26:09 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
/* Update the wrap mode on the texture object. The texture backend
|
|
|
|
should cache the value so that it will be a no-op if the object
|
|
|
|
already has the same wrap mode set. The backend is best placed to
|
|
|
|
do this because it knows how many of the coordinates will
|
|
|
|
actually be used (ie, a 1D texture only cares about the 's'
|
|
|
|
coordinate but a 3D texture would use all three). GL uses the
|
|
|
|
wrap mode as part of the texture object state but we are
|
|
|
|
pretending it's part of the per-layer environment state. This
|
|
|
|
will break if the application tries to use different modes in
|
|
|
|
different layers using the same texture. */
|
2009-11-18 00:26:09 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (wrap_mode_s == COGL_MATERIAL_WRAP_MODE_INTERNAL_AUTOMATIC)
|
|
|
|
gl_wrap_mode_s = GL_CLAMP_TO_EDGE;
|
2010-04-26 09:01:43 +00:00
|
|
|
else
|
2010-04-08 11:21:04 +00:00
|
|
|
gl_wrap_mode_s = wrap_mode_s;
|
|
|
|
|
|
|
|
if (wrap_mode_t == COGL_MATERIAL_WRAP_MODE_INTERNAL_AUTOMATIC)
|
|
|
|
gl_wrap_mode_t = GL_CLAMP_TO_EDGE;
|
2010-04-26 09:01:43 +00:00
|
|
|
else
|
2010-04-08 11:21:04 +00:00
|
|
|
gl_wrap_mode_t = wrap_mode_t;
|
|
|
|
|
|
|
|
if (wrap_mode_r == COGL_MATERIAL_WRAP_MODE_INTERNAL_AUTOMATIC)
|
|
|
|
gl_wrap_mode_r = GL_CLAMP_TO_EDGE;
|
2010-04-26 09:01:43 +00:00
|
|
|
else
|
2010-04-08 11:21:04 +00:00
|
|
|
gl_wrap_mode_r = wrap_mode_r;
|
2010-05-12 14:19:09 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
_cogl_texture_set_wrap_mode_parameters (texture,
|
2010-04-08 11:21:04 +00:00
|
|
|
gl_wrap_mode_s,
|
|
|
|
gl_wrap_mode_t,
|
|
|
|
gl_wrap_mode_r);
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
2010-05-12 14:19:09 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
/* OpenGL associates the min/mag filters and repeat modes with the
|
|
|
|
* texture object not the texture unit so we always have to re-assert
|
|
|
|
* the filter and repeat modes whenever we use a texture since it may
|
|
|
|
* be referenced by multiple materials with different modes.
|
|
|
|
*
|
|
|
|
* XXX: GL_ARB_sampler_objects fixes this in OpenGL so we should
|
|
|
|
* eventually look at using this extension when available.
|
|
|
|
*/
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
static void
|
2010-04-08 11:21:04 +00:00
|
|
|
foreach_texture_unit_update_filter_and_wrap_modes (void)
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
{
|
2010-04-26 09:01:43 +00:00
|
|
|
int i;
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
for (i = 0; i < ctx->texture_units->len; i++)
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
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|
|
{
|
2010-04-26 09:01:43 +00:00
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|
|
CoglTextureUnit *unit =
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|
|
|
&g_array_index (ctx->texture_units, CoglTextureUnit, i);
|
|
|
|
|
2010-04-08 11:21:04 +00:00
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|
if (!unit->enabled)
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|
|
break;
|
|
|
|
|
|
|
|
if (unit->layer)
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglHandle texture = _cogl_material_layer_get_texture (unit->layer);
|
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|
CoglMaterialFilter min;
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CoglMaterialFilter mag;
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_cogl_material_layer_get_filters (unit->layer, &min, &mag);
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_cogl_texture_set_filters (texture, min, mag);
|
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_cogl_material_layer_forward_wrap_modes (unit->layer, texture);
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
|
|
|
}
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
|
|
|
}
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
typedef struct
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|
|
|
{
|
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|
|
int i;
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|
|
unsigned long *layer_differences;
|
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} CoglMaterialCompareLayersState;
|
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static gboolean
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compare_layer_differences_cb (CoglMaterialLayer *layer, void *user_data)
|
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|
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{
|
|
|
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CoglMaterialCompareLayersState *state = user_data;
|
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CoglTextureUnit *unit = _cogl_get_texture_unit (state->i);
|
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|
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|
|
|
|
if (unit->layer == layer)
|
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state->layer_differences[state->i] = unit->layer_changes_since_flush;
|
|
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|
else if (unit->layer)
|
|
|
|
{
|
|
|
|
state->layer_differences[state->i] = unit->layer_changes_since_flush;
|
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|
|
state->layer_differences[state->i] |=
|
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|
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_cogl_material_layer_compare_differences (layer, unit->layer);
|
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}
|
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else
|
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state->layer_differences[state->i] = COGL_MATERIAL_LAYER_STATE_ALL_SPARSE;
|
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|
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|
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/* XXX: There is always a possibility that a CoglTexture's
|
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|
|
* underlying GL texture storage has been changed since it was last
|
|
|
|
* bound to a texture unit which is why we have a callback into
|
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* _cogl_material_texture_storage_change_notify whenever a textures
|
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|
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* underlying GL texture storage changes which will set the
|
|
|
|
* unit->texture_intern_changed flag. If we see that's been set here
|
|
|
|
* then we force an update of the texture state...
|
|
|
|
*/
|
|
|
|
if (unit->texture_storage_changed)
|
|
|
|
state->layer_differences[state->i] |= COGL_MATERIAL_LAYER_STATE_TEXTURE;
|
|
|
|
|
|
|
|
state->i++;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef struct
|
|
|
|
{
|
|
|
|
const CoglMaterialBackend *backend;
|
|
|
|
CoglMaterial *material;
|
|
|
|
unsigned long *layer_differences;
|
|
|
|
gboolean error_adding_layer;
|
|
|
|
gboolean added_layer;
|
|
|
|
} CoglMaterialBackendAddLayerState;
|
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|
|
|
|
|
|
|
|
|
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static gboolean
|
|
|
|
backend_add_layer_cb (CoglMaterialLayer *layer,
|
|
|
|
void *user_data)
|
|
|
|
{
|
|
|
|
CoglMaterialBackendAddLayerState *state = user_data;
|
|
|
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const CoglMaterialBackend *backend = state->backend;
|
|
|
|
CoglMaterial *material = state->material;
|
|
|
|
int unit_index = _cogl_material_layer_get_unit_index (layer);
|
|
|
|
CoglTextureUnit *unit = _cogl_get_texture_unit (unit_index);
|
|
|
|
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
|
|
|
|
/* NB: We don't support the random disabling of texture
|
|
|
|
* units, so as soon as we hit a disabled unit we know all
|
|
|
|
* subsequent units are also disabled */
|
|
|
|
if (!unit->enabled)
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
if (G_UNLIKELY (unit_index >= backend->get_max_texture_units ()))
|
|
|
|
{
|
|
|
|
int j;
|
|
|
|
for (j = unit_index; j < ctx->texture_units->len; j++)
|
|
|
|
disable_texture_unit (j);
|
|
|
|
/* TODO: although this isn't considered an error that
|
|
|
|
* warrants falling back to a different backend we
|
|
|
|
* should print a warning here. */
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Either generate per layer code snippets or setup the
|
|
|
|
* fixed function glTexEnv for each layer... */
|
|
|
|
if (G_LIKELY (backend->add_layer (material,
|
|
|
|
layer,
|
|
|
|
state->layer_differences[unit_index])))
|
|
|
|
state->added_layer = TRUE;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
state->error_adding_layer = TRUE;
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* _cogl_material_flush_gl_state:
|
|
|
|
*
|
|
|
|
* Details of override options:
|
|
|
|
* ->fallback_mask: is a bitmask of the material layers that need to be
|
|
|
|
* replaced with the default, fallback textures. The fallback textures are
|
|
|
|
* fully transparent textures so they hopefully wont contribute to the
|
|
|
|
* texture combining.
|
|
|
|
*
|
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|
|
* The intention of fallbacks is to try and preserve
|
|
|
|
* the number of layers the user is expecting so that texture coordinates
|
|
|
|
* they gave will mostly still correspond to the textures they intended, and
|
|
|
|
* have a fighting chance of looking close to their originally intended
|
|
|
|
* result.
|
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|
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*
|
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|
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* ->disable_mask: is a bitmask of the material layers that will simply have
|
|
|
|
* texturing disabled. It's only really intended for disabling all layers
|
|
|
|
* > X; i.e. we'd expect to see a contiguous run of 0 starting from the LSB
|
|
|
|
* and at some point the remaining bits flip to 1. It might work to disable
|
|
|
|
* arbitrary layers; though I'm not sure a.t.m how OpenGL would take to
|
|
|
|
* that.
|
|
|
|
*
|
|
|
|
* The intention of the disable_mask is for emitting geometry when the user
|
|
|
|
* hasn't supplied enough texture coordinates for all the layers and it's
|
|
|
|
* not possible to auto generate default texture coordinates for those
|
|
|
|
* layers.
|
|
|
|
*
|
|
|
|
* ->layer0_override_texture: forcibly tells us to bind this GL texture name for
|
|
|
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* layer 0 instead of plucking the gl_texture from the CoglTexture of layer
|
|
|
|
* 0.
|
|
|
|
*
|
|
|
|
* The intention of this is for any primitives that supports sliced textures.
|
|
|
|
* The code will can iterate each of the slices and re-flush the material
|
|
|
|
* forcing the GL texture of each slice in turn.
|
|
|
|
*
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|
|
|
* ->wrap_mode_overrides: overrides the wrap modes set on each
|
|
|
|
* layer. This is used to implement the automatic wrap mode.
|
|
|
|
*
|
|
|
|
* XXX: It might also help if we could specify a texture matrix for code
|
|
|
|
* dealing with slicing that would be multiplied with the users own matrix.
|
|
|
|
*
|
|
|
|
* Normaly texture coords in the range [0, 1] refer to the extents of the
|
|
|
|
* texture, but when your GL texture represents a slice of the real texture
|
|
|
|
* (from the users POV) then a texture matrix would be a neat way of
|
|
|
|
* transforming the mapping for each slice.
|
|
|
|
*
|
|
|
|
* Currently for textured rectangles we manually calculate the texture
|
|
|
|
* coords for each slice based on the users given coords, but this solution
|
|
|
|
* isn't ideal, and can't be used with CoglVertexBuffers.
|
|
|
|
*/
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
void
|
2010-06-22 13:02:17 +00:00
|
|
|
_cogl_material_flush_gl_state (CoglMaterial *material,
|
2010-05-18 21:42:49 +00:00
|
|
|
gboolean skip_gl_color)
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
{
|
2010-04-08 11:21:04 +00:00
|
|
|
unsigned long materials_difference;
|
|
|
|
int n_layers;
|
2010-06-22 12:48:53 +00:00
|
|
|
unsigned long *layer_differences = NULL;
|
2010-04-08 11:21:04 +00:00
|
|
|
int i;
|
|
|
|
CoglTextureUnit *unit1;
|
|
|
|
|
|
|
|
COGL_STATIC_TIMER (material_flush_timer,
|
|
|
|
"Mainloop", /* parent */
|
|
|
|
"Material Flush",
|
|
|
|
"The time spent flushing material state",
|
|
|
|
0 /* no application private data */);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
COGL_TIMER_START (_cogl_uprof_context, material_flush_timer);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (ctx->current_material == material)
|
|
|
|
materials_difference = ctx->current_material_changes_since_flush;
|
|
|
|
else if (ctx->current_material)
|
|
|
|
{
|
|
|
|
materials_difference = ctx->current_material_changes_since_flush;
|
|
|
|
materials_difference |=
|
|
|
|
_cogl_material_compare_differences (ctx->current_material,
|
|
|
|
material);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
materials_difference = COGL_MATERIAL_STATE_ALL_SPARSE;
|
|
|
|
|
|
|
|
/* Get a layer_differences mask for each layer to be flushed */
|
|
|
|
n_layers = cogl_material_get_n_layers (material);
|
|
|
|
if (n_layers)
|
|
|
|
{
|
|
|
|
CoglMaterialCompareLayersState state;
|
|
|
|
layer_differences = g_alloca (sizeof (unsigned long *) * n_layers);
|
|
|
|
memset (layer_differences, 0, sizeof (layer_differences));
|
|
|
|
state.i = 0;
|
|
|
|
state.layer_differences = layer_differences;
|
|
|
|
_cogl_material_foreach_layer (material,
|
|
|
|
compare_layer_differences_cb,
|
|
|
|
&state);
|
|
|
|
}
|
2010-04-26 09:01:43 +00:00
|
|
|
|
|
|
|
/* First flush everything that's the same regardless of which
|
|
|
|
* material backend is being used...
|
|
|
|
*
|
|
|
|
* 1) top level state:
|
|
|
|
* glColor (or skip if a vertex attribute is being used for color)
|
|
|
|
* blend state
|
|
|
|
* alpha test state (except for GLES 2.0)
|
|
|
|
*
|
|
|
|
* 2) then foreach layer:
|
|
|
|
* determine gl_target/gl_texture
|
|
|
|
* bind texture
|
|
|
|
* enable/disable target
|
|
|
|
* flush user matrix
|
|
|
|
*
|
|
|
|
* Note: After _cogl_material_flush_common_gl_state you can expect
|
|
|
|
* all state of the layers corresponding texture unit to be
|
|
|
|
* updated.
|
|
|
|
*/
|
|
|
|
_cogl_material_flush_common_gl_state (material,
|
2010-04-08 11:21:04 +00:00
|
|
|
materials_difference,
|
|
|
|
layer_differences,
|
|
|
|
skip_gl_color);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
/* Now flush the fragment processing state according to the current
|
|
|
|
* fragment processing backend.
|
|
|
|
*
|
|
|
|
* Note: Some of the backends may not support the current material
|
|
|
|
* configuration and in that case it will report an error and we
|
|
|
|
* will fallback to a different backend.
|
|
|
|
*
|
|
|
|
* NB: if material->backend != COGL_MATERIAL_BACKEND_UNDEFINED then
|
|
|
|
* we have previously managed to successfully flush this material
|
|
|
|
* with the given backend so we will simply use that to avoid
|
|
|
|
* fallback code paths.
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
*/
|
|
|
|
|
2010-04-26 09:01:43 +00:00
|
|
|
if (material->backend == COGL_MATERIAL_BACKEND_UNDEFINED)
|
|
|
|
_cogl_material_set_backend (material, COGL_MATERIAL_BACKEND_DEFAULT);
|
|
|
|
|
|
|
|
for (i = material->backend;
|
|
|
|
i < G_N_ELEMENTS (backends);
|
|
|
|
i++, _cogl_material_set_backend (material, i))
|
|
|
|
{
|
|
|
|
const CoglMaterialBackend *backend = backends[i];
|
2010-04-08 11:21:04 +00:00
|
|
|
CoglMaterialBackendAddLayerState state;
|
2010-04-26 09:01:43 +00:00
|
|
|
|
|
|
|
/* E.g. For backends generating code they can setup their
|
|
|
|
* scratch buffers here... */
|
2010-04-08 11:21:04 +00:00
|
|
|
if (G_UNLIKELY (!backend->start (material,
|
|
|
|
n_layers,
|
|
|
|
materials_difference)))
|
2010-04-26 09:01:43 +00:00
|
|
|
continue;
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
state.backend = backend;
|
|
|
|
state.material = material;
|
|
|
|
state.layer_differences = layer_differences;
|
|
|
|
state.error_adding_layer = FALSE;
|
|
|
|
state.added_layer = FALSE;
|
|
|
|
_cogl_material_foreach_layer (material,
|
|
|
|
backend_add_layer_cb,
|
|
|
|
&state);
|
2010-04-26 09:01:43 +00:00
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (G_UNLIKELY (state.error_adding_layer))
|
2010-04-26 09:01:43 +00:00
|
|
|
continue;
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
if (!state.added_layer &&
|
2010-04-26 09:01:43 +00:00
|
|
|
backend->passthrough &&
|
|
|
|
G_UNLIKELY (!backend->passthrough (material)))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
/* For backends generating code they may compile and link their
|
|
|
|
* programs here, update any uniforms and tell OpenGL to use
|
|
|
|
* that program.
|
|
|
|
*/
|
2010-04-08 11:21:04 +00:00
|
|
|
if (G_UNLIKELY (!backend->end (material, materials_difference)))
|
2010-04-26 09:01:43 +00:00
|
|
|
continue;
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
/* FIXME: This reference is actually resulting in lots of
|
|
|
|
* copy-on-write reparenting because one-shot materials end up
|
|
|
|
* living for longer than necessary and so any later modification of
|
|
|
|
* the parent will cause a copy-on-write.
|
|
|
|
*
|
|
|
|
* XXX: The issue should largely go away when we switch to using
|
|
|
|
* weak materials for overrides.
|
2010-04-26 09:01:43 +00:00
|
|
|
*/
|
2010-06-22 13:02:17 +00:00
|
|
|
cogl_object_ref (material);
|
|
|
|
if (ctx->current_material != NULL)
|
|
|
|
cogl_object_unref (ctx->current_material);
|
|
|
|
ctx->current_material = material;
|
2010-04-08 11:21:04 +00:00
|
|
|
ctx->current_material_changes_since_flush = 0;
|
2010-04-26 09:01:43 +00:00
|
|
|
ctx->current_material_skip_gl_color = skip_gl_color;
|
|
|
|
|
|
|
|
/* Handle the fact that OpenGL associates texture filter and wrap
|
|
|
|
* modes with the texture objects not the texture units... */
|
2010-04-08 11:21:04 +00:00
|
|
|
foreach_texture_unit_update_filter_and_wrap_modes ();
|
2010-04-26 09:01:43 +00:00
|
|
|
|
|
|
|
/* If this material has more than one layer then we always need
|
|
|
|
* to make sure we rebind the texture for unit 1.
|
|
|
|
*
|
|
|
|
* NB: various components of Cogl may temporarily bind arbitrary
|
2010-04-08 11:21:04 +00:00
|
|
|
* textures to texture unit 1 so they can query and modify texture
|
|
|
|
* object parameters. cogl-material.c (See
|
|
|
|
* _cogl_bind_gl_texture_transient)
|
2010-04-26 09:01:43 +00:00
|
|
|
*/
|
|
|
|
unit1 = _cogl_get_texture_unit (1);
|
2010-04-26 09:01:43 +00:00
|
|
|
if (unit1->enabled && unit1->dirty_gl_texture)
|
2010-04-26 09:01:43 +00:00
|
|
|
{
|
2010-06-15 15:44:52 +00:00
|
|
|
_cogl_set_active_texture_unit (1);
|
2010-04-08 11:21:04 +00:00
|
|
|
GE (glBindTexture (unit1->current_gl_target, unit1->gl_texture));
|
2010-04-26 09:01:43 +00:00
|
|
|
unit1->dirty_gl_texture = FALSE;
|
2010-04-26 09:01:43 +00:00
|
|
|
}
|
|
|
|
|
2010-04-08 11:21:04 +00:00
|
|
|
COGL_TIMER_STOP (_cogl_uprof_context, material_flush_timer);
|
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
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}
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/* While a material is referenced by the Cogl journal we can not allow
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* modifications, so this gives us a mechanism to track journal
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* references separately */
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2010-06-22 13:02:17 +00:00
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CoglMaterial *
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_cogl_material_journal_ref (CoglMaterial *material)
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[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
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{
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material->journal_ref_count++;
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2010-06-22 13:02:17 +00:00
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return cogl_object_ref (material);
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[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
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}
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void
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2010-06-22 13:02:17 +00:00
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_cogl_material_journal_unref (CoglMaterial *material)
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[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-17 17:46:42 +00:00
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{
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material->journal_ref_count--;
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2010-06-22 13:02:17 +00:00
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cogl_object_unref (material);
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Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 20:11:30 +00:00
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}
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2010-04-26 09:01:43 +00:00
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void
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2010-06-22 13:02:17 +00:00
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_cogl_material_apply_legacy_state (CoglMaterial *material)
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2010-04-26 09:01:43 +00:00
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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2010-05-26 10:33:32 +00:00
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/* It was a mistake that we ever copied the OpenGL style API for
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* associating these things directly with the context when we
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* originally wrote Cogl. Until the corresponding deprecated APIs
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* can be removed though we now shoehorn the state changes through
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* the cogl_material API instead.
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*/
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2010-04-26 09:01:43 +00:00
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if (ctx->current_program)
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2010-06-22 13:02:17 +00:00
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_cogl_material_set_user_program (material, ctx->current_program);
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2010-05-26 10:33:32 +00:00
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if (ctx->legacy_depth_test_enabled)
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2010-06-22 13:02:17 +00:00
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cogl_material_set_depth_test_enabled (material, TRUE);
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2010-04-26 09:01:43 +00:00
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}
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2010-05-18 23:36:31 +00:00
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void
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2010-06-22 13:02:17 +00:00
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_cogl_material_set_static_breadcrumb (CoglMaterial *material,
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2010-05-18 23:36:31 +00:00
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const char *breadcrumb)
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{
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material->has_static_breadcrumb = TRUE;
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material->static_breadcrumb = breadcrumb;
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}
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