mutter/common/cogl-material.c

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#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#include "cogl-material-private.h"
#include <glib.h>
#include <string.h>
static void _cogl_material_free (CoglMaterial *tex);
static void _cogl_material_layer_free (CoglMaterialLayer *layer);
COGL_HANDLE_DEFINE (Material, material, material_handles);
COGL_HANDLE_DEFINE (MaterialLayer,
material_layer,
material_layer_handles);
CoglHandle
cogl_material_new (void)
{
/* Create new - blank - material */
CoglMaterial *material = g_new0 (CoglMaterial, 1);
GLfloat *unlit = material->unlit;
GLfloat *ambient = material->ambient;
GLfloat *diffuse = material->diffuse;
GLfloat *specular = material->specular;
GLfloat *emission = material->emission;
material->ref_count = 1;
COGL_HANDLE_DEBUG_NEW (material, material);
/* Use the same defaults as the GL spec... */
unlit[0] = 1.0; unlit[1] = 1.0; unlit[2] = 1.0; unlit[3] = 1.0;
/* Use the same defaults as the GL spec... */
ambient[0] = 0.2; ambient[1] = 0.2; ambient[2] = 0.2; ambient[3] = 1.0;
diffuse[0] = 0.8; diffuse[1] = 0.8; diffuse[2] = 0.8; diffuse[3] = 1.0;
specular[0] = 0; specular[1] = 0; specular[2] = 0; specular[3] = 1.0;
emission[0] = 0; emission[1] = 0; emission[2] = 0; emission[3] = 1.0;
/* Use the same defaults as the GL spec... */
material->alpha_func = COGL_MATERIAL_ALPHA_FUNC_ALWAYS;
material->alpha_func_reference = 0.0;
/* Not the same as the GL default, but seems saner... */
material->blend_src_factor = COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA;
material->blend_dst_factor = COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
material->layers = NULL;
return _cogl_material_handle_new (material);
}
static void
_cogl_material_free (CoglMaterial *material)
{
/* Frees material resources but its handle is not
released! Do that separately before this! */
g_list_foreach (material->layers,
(GFunc)cogl_material_layer_unref, NULL);
g_free (material);
}
void
cogl_material_set_color (CoglHandle handle,
const CoglColor *unlit_color)
{
CoglMaterial *material;
GLfloat unlit[4];
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
unlit[0] = cogl_color_get_red_float (unlit_color);
unlit[1] = cogl_color_get_green_float (unlit_color);
unlit[2] = cogl_color_get_blue_float (unlit_color);
unlit[3] = cogl_color_get_alpha_float (unlit_color);
if (memcmp (unlit, material->unlit, sizeof (unlit)) == 0)
return;
memcpy (material->unlit, unlit, sizeof (unlit));
material->flags |= COGL_MATERIAL_FLAG_DIRTY;
}
void
cogl_material_set_ambient (CoglHandle handle,
const CoglColor *ambient_color)
{
CoglMaterial *material;
GLfloat *ambient;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
ambient = material->ambient;
ambient[0] = cogl_color_get_red_float (ambient_color);
ambient[1] = cogl_color_get_green_float (ambient_color);
ambient[2] = cogl_color_get_blue_float (ambient_color);
ambient[3] = cogl_color_get_alpha_float (ambient_color);
material->flags |= COGL_MATERIAL_FLAG_DIRTY;
}
void
cogl_material_set_diffuse (CoglHandle handle,
const CoglColor *diffuse_color)
{
CoglMaterial *material;
GLfloat *diffuse;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
diffuse = material->diffuse;
diffuse[0] = cogl_color_get_red_float (diffuse_color);
diffuse[1] = cogl_color_get_green_float (diffuse_color);
diffuse[2] = cogl_color_get_blue_float (diffuse_color);
diffuse[3] = cogl_color_get_alpha_float (diffuse_color);
material->flags |= COGL_MATERIAL_FLAG_DIRTY;
}
void
cogl_material_set_ambient_and_diffuse (CoglHandle handle,
const CoglColor *color)
{
cogl_material_set_ambient (handle, color);
cogl_material_set_diffuse (handle, color);
}
void
cogl_material_set_specular (CoglHandle handle,
const CoglColor *specular_color)
{
CoglMaterial *material;
GLfloat *specular;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
specular = material->specular;
specular[0] = cogl_color_get_red_float (specular_color);
specular[1] = cogl_color_get_green_float (specular_color);
specular[2] = cogl_color_get_blue_float (specular_color);
specular[3] = cogl_color_get_alpha_float (specular_color);
material->flags |= COGL_MATERIAL_FLAG_DIRTY;
}
void
cogl_material_set_shininess (CoglHandle handle,
float shininess)
{
CoglMaterial *material;
g_return_if_fail (cogl_is_material (handle));
if (shininess < 0.0 || shininess > 1.0)
g_warning ("Out of range shininess %f supplied for material\n",
shininess);
material = _cogl_material_pointer_from_handle (handle);
material->shininess = (GLfloat)shininess * 128.0;
material->flags |= COGL_MATERIAL_FLAG_DIRTY;
}
void
cogl_material_set_emission (CoglHandle handle,
const CoglColor *emission_color)
{
CoglMaterial *material;
GLfloat *emission;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
emission = material->emission;
emission[0] = cogl_color_get_red_float (emission_color);
emission[1] = cogl_color_get_green_float (emission_color);
emission[2] = cogl_color_get_blue_float (emission_color);
emission[3] = cogl_color_get_alpha_float (emission_color);
material->flags |= COGL_MATERIAL_FLAG_DIRTY;
}
void
cogl_material_set_alpha_test_function (CoglHandle handle,
CoglMaterialAlphaFunc alpha_func,
float alpha_reference)
{
CoglMaterial *material;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
material->alpha_func = alpha_func;
material->alpha_func_reference = (GLfloat)alpha_reference;
material->flags |= COGL_MATERIAL_FLAG_DIRTY;
}
void
cogl_material_set_blend_factors (CoglHandle handle,
CoglMaterialBlendFactor src_factor,
CoglMaterialBlendFactor dst_factor)
{
CoglMaterial *material;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
material->blend_src_factor = src_factor;
material->blend_dst_factor = dst_factor;
material->flags |= COGL_MATERIAL_FLAG_DIRTY;
}
/* Asserts that a layer corresponding to the given index exists. If no
* match is found, then a new empty layer is added.
*/
static CoglMaterialLayer *
_cogl_material_get_layer (CoglMaterial *material,
gint index,
gboolean create_if_not_found)
{
CoglMaterialLayer *layer;
GList *tmp;
CoglHandle layer_handle;
for (tmp = material->layers; tmp != NULL; tmp = tmp->next)
{
layer =
_cogl_material_layer_pointer_from_handle ((CoglHandle)tmp->data);
if (layer->index == index)
return layer;
/* The layers are always sorted, so at this point we know this layer
* doesn't exist */
if (layer->index > index)
break;
}
/* NB: if we now insert a new layer before tmp, that will maintain order.
*/
if (!create_if_not_found)
return NULL;
layer = g_new0 (CoglMaterialLayer, 1);
layer->ref_count = 1;
layer->index = index;
layer->texture = COGL_INVALID_HANDLE;
/* Choose the same default combine mode as OpenGL:
* MODULATE(PREVIOUS[RGBA],TEXTURE[RGBA]) */
layer->texture_combine_rgb_func = COGL_MATERIAL_LAYER_COMBINE_FUNC_MODULATE;
layer->texture_combine_rgb_src[0] = COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS;
layer->texture_combine_rgb_src[1] = COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE;
layer->texture_combine_rgb_op[0] = COGL_MATERIAL_LAYER_COMBINE_OP_SRC_COLOR;
layer->texture_combine_rgb_op[1] = COGL_MATERIAL_LAYER_COMBINE_OP_SRC_COLOR;
layer->texture_combine_alpha_func =
COGL_MATERIAL_LAYER_COMBINE_FUNC_MODULATE;
layer->texture_combine_alpha_src[0] =
COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS;
layer->texture_combine_alpha_src[1] =
COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE;
layer->texture_combine_alpha_op[0] =
COGL_MATERIAL_LAYER_COMBINE_OP_SRC_ALPHA;
layer->texture_combine_alpha_op[1] =
COGL_MATERIAL_LAYER_COMBINE_OP_SRC_ALPHA;
layer_handle = _cogl_material_layer_handle_new (layer);
/* Note: see comment after for() loop above */
material->layers =
g_list_insert_before (material->layers, tmp, layer_handle);
return layer;
}
void
cogl_material_set_layer (CoglHandle material_handle,
gint layer_index,
CoglHandle texture_handle)
{
CoglMaterial *material;
CoglMaterialLayer *layer;
int n_layers;
g_return_if_fail (cogl_is_material (material_handle));
g_return_if_fail (cogl_is_texture (texture_handle));
material = _cogl_material_pointer_from_handle (material_handle);
layer = _cogl_material_get_layer (material_handle, layer_index, TRUE);
/* XXX: If we expose manual control over ENABLE_BLEND, we'll add
* a flag to know when it's user configured, so we don't trash it */
if (cogl_texture_get_format (texture_handle) & COGL_A_BIT)
material->flags |= COGL_MATERIAL_FLAG_ENABLE_BLEND;
n_layers = g_list_length (material->layers);
if (n_layers >= CGL_MAX_COMBINED_TEXTURE_IMAGE_UNITS)
{
if (!(material->flags & COGL_MATERIAL_FLAG_SHOWN_SAMPLER_WARNING))
{
g_warning ("Your hardware doesnot have enough texture samplers"
"to handle this many texture layers");
material->flags |= COGL_MATERIAL_FLAG_SHOWN_SAMPLER_WARNING;
}
/* Note: We always make a best effort attempt to display as many
* layers as possible, so this isn't an _error_ */
/* Note: in the future we may support enabling/disabling layers
* too, so it may become valid to add more than
* MAX_COMBINED_TEXTURE_IMAGE_UNITS layers. */
}
if (layer->texture)
cogl_texture_unref (layer->texture);
cogl_texture_ref (texture_handle);
layer->texture = texture_handle;
}
void
cogl_material_set_layer_combine_function (
CoglHandle handle,
gint layer_index,
CoglMaterialLayerCombineChannels channels,
CoglMaterialLayerCombineFunc func)
{
CoglMaterial *material;
CoglMaterialLayer *layer;
gboolean set_alpha_func = FALSE;
gboolean set_rgb_func = FALSE;
g_return_if_fail (cogl_is_material (handle));
material = _cogl_material_pointer_from_handle (handle);
layer = _cogl_material_get_layer (material, layer_index, FALSE);
if (!layer)
return;
if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA)
set_alpha_func = set_rgb_func = TRUE;
else if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGB)
set_rgb_func = TRUE;
else if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA)
set_alpha_func = TRUE;
if (set_rgb_func)
layer->texture_combine_rgb_func = func;
if (set_alpha_func)
layer->texture_combine_alpha_func = func;
}
void
cogl_material_set_layer_combine_arg_src (
CoglHandle handle,
gint layer_index,
gint argument,
CoglMaterialLayerCombineChannels channels,
CoglMaterialLayerCombineSrc src)
{
CoglMaterial *material;
CoglMaterialLayer *layer;
gboolean set_arg_alpha_src = FALSE;
gboolean set_arg_rgb_src = FALSE;
g_return_if_fail (cogl_is_material (handle));
g_return_if_fail (argument >=0 && argument <= 3);
material = _cogl_material_pointer_from_handle (handle);
layer = _cogl_material_get_layer (material, layer_index, FALSE);
if (!layer)
return;
if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA)
set_arg_alpha_src = set_arg_rgb_src = TRUE;
else if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGB)
set_arg_rgb_src = TRUE;
else if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA)
set_arg_alpha_src = TRUE;
if (set_arg_rgb_src)
layer->texture_combine_rgb_src[argument] = src;
if (set_arg_alpha_src)
layer->texture_combine_alpha_src[argument] = src;
}
void
cogl_material_set_layer_combine_arg_op (
CoglHandle material_handle,
gint layer_index,
gint argument,
CoglMaterialLayerCombineChannels channels,
CoglMaterialLayerCombineOp op)
{
CoglMaterial *material;
CoglMaterialLayer *layer;
gboolean set_arg_alpha_op = FALSE;
gboolean set_arg_rgb_op = FALSE;
g_return_if_fail (cogl_is_material (material_handle));
g_return_if_fail (argument >=0 && argument <= 3);
material = _cogl_material_pointer_from_handle (material_handle);
layer = _cogl_material_get_layer (material, layer_index, FALSE);
if (!layer)
return;
if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA)
set_arg_alpha_op = set_arg_rgb_op = TRUE;
else if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGB)
set_arg_rgb_op = TRUE;
else if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA)
set_arg_alpha_op = TRUE;
if (set_arg_rgb_op)
layer->texture_combine_rgb_op[argument] = op;
if (set_arg_alpha_op)
layer->texture_combine_alpha_op[argument] = op;
}
void
cogl_material_set_layer_matrix (CoglHandle material_handle,
gint layer_index,
CoglMatrix *matrix)
{
CoglMaterial *material;
CoglMaterialLayer *layer;
g_return_if_fail (cogl_is_material (material_handle));
material = _cogl_material_pointer_from_handle (material_handle);
layer = _cogl_material_get_layer (material, layer_index, FALSE);
if (!layer)
return;
layer->matrix = *matrix;
layer->flags |= COGL_MATERIAL_LAYER_FLAG_USER_MATRIX;
}
static void
_cogl_material_layer_free (CoglMaterialLayer *layer)
{
cogl_texture_unref (layer->texture);
g_free (layer);
}
void
cogl_material_remove_layer (CoglHandle material_handle,
gint layer_index)
{
CoglMaterial *material;
CoglMaterialLayer *layer;
GList *tmp;
g_return_if_fail (cogl_is_material (material_handle));
material = _cogl_material_pointer_from_handle (material_handle);
material->flags &= ~COGL_MATERIAL_FLAG_ENABLE_BLEND;
for (tmp = material->layers; tmp != NULL; tmp = tmp->next)
{
layer = tmp->data;
if (layer->index == layer_index)
{
CoglHandle handle =
_cogl_material_layer_handle_from_pointer (layer);
cogl_material_layer_unref (handle);
material->layers = g_list_remove (material->layers, layer);
continue;
}
/* XXX: If we expose manual control over ENABLE_BLEND, we'll add
* a flag to know when it's user configured, so we don't trash it */
if (cogl_texture_get_format (layer->texture) & COGL_A_BIT)
material->flags |= COGL_MATERIAL_FLAG_ENABLE_BLEND;
}
}
/* XXX: This API is hopfully just a stop-gap solution. Ideally cogl_enable
* will be replaced. */
gulong
cogl_material_get_cogl_enable_flags (CoglHandle material_handle)
{
CoglMaterial *material;
gulong enable_flags = 0;
_COGL_GET_CONTEXT (ctx, 0);
g_return_val_if_fail (cogl_is_material (material_handle), 0);
material = _cogl_material_pointer_from_handle (material_handle);
/* Enable blending if the geometry has an associated alpha color,
* or the material wants blending enabled. */
if (material->flags & COGL_MATERIAL_FLAG_ENABLE_BLEND
|| ctx->color_alpha < 255)
enable_flags |= COGL_ENABLE_BLEND;
return enable_flags;
}
/* It's a bit out of the ordinary to return a const GList *, but it's
* probably sensible to try and avoid list manipulation for every
* primitive emitted in a scene, every frame.
*
* Alternativly; we could either add a _foreach function, or maybe
* a function that gets a passed a buffer (that may be stack allocated)
* by the caller.
*/
const GList *
cogl_material_get_layers (CoglHandle material_handle)
{
CoglMaterial *material;
g_return_val_if_fail (cogl_is_material (material_handle), NULL);
material = _cogl_material_pointer_from_handle (material_handle);
return material->layers;
}
CoglMaterialLayerType
cogl_material_layer_get_type (CoglHandle layer_handle)
{
return COGL_MATERIAL_LAYER_TYPE_TEXTURE;
}
CoglHandle
cogl_material_layer_get_texture (CoglHandle layer_handle)
{
CoglMaterialLayer *layer;
g_return_val_if_fail (cogl_is_material_layer (layer_handle),
COGL_INVALID_HANDLE);
layer = _cogl_material_layer_pointer_from_handle (layer_handle);
return layer->texture;
}
static guint
get_n_args_for_combine_func (CoglMaterialLayerCombineFunc func)
{
switch (func)
{
case COGL_MATERIAL_LAYER_COMBINE_FUNC_REPLACE:
return 1;
case COGL_MATERIAL_LAYER_COMBINE_FUNC_MODULATE:
case COGL_MATERIAL_LAYER_COMBINE_FUNC_ADD:
case COGL_MATERIAL_LAYER_COMBINE_FUNC_ADD_SIGNED:
case COGL_MATERIAL_LAYER_COMBINE_FUNC_SUBTRACT:
case COGL_MATERIAL_LAYER_COMBINE_FUNC_DOT3_RGB:
case COGL_MATERIAL_LAYER_COMBINE_FUNC_DOT3_RGBA:
return 2;
case COGL_MATERIAL_LAYER_COMBINE_FUNC_INTERPOLATE:
return 3;
}
return 0;
}
void
cogl_material_layer_flush_gl_sampler_state (CoglHandle layer_handle)
{
CoglMaterialLayer *layer;
int n_rgb_func_args;
int n_alpha_func_args;
g_return_if_fail (cogl_is_material_layer (layer_handle));
layer = _cogl_material_layer_pointer_from_handle (layer_handle);
/* XXX: We really want some kind of cache/dirty flag mechanism
* somewhere here so we can avoid as much mucking about with
* the texture units per primitive as possible!
*
* E.g. some recent profiling of clutter-actor suggested that
* validating/updating the texture environment may currently
* be a significant bottleneck. Given that all the actors should
* have the same texture environment, that implies we could do a
* much better job of avoiding redundant glTexEnv calls.
*/
GE (glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE));
/* Set the combiner functions... */
GE (glTexEnvi (GL_TEXTURE_ENV,
GL_COMBINE_RGB,
layer->texture_combine_rgb_func));
GE (glTexEnvi (GL_TEXTURE_ENV,
GL_COMBINE_ALPHA,
layer->texture_combine_alpha_func));
/*
* Setup the function arguments...
*/
/* For the RGB components... */
n_rgb_func_args =
get_n_args_for_combine_func (layer->texture_combine_rgb_func);
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_RGB,
layer->texture_combine_rgb_src[0]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB,
layer->texture_combine_rgb_op[0]));
if (n_rgb_func_args > 1)
{
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_RGB,
layer->texture_combine_rgb_src[1]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB,
layer->texture_combine_rgb_op[1]));
}
if (n_rgb_func_args > 2)
{
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_RGB,
layer->texture_combine_rgb_src[2]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_RGB,
layer->texture_combine_rgb_op[2]));
}
/* For the Alpha component */
n_alpha_func_args =
get_n_args_for_combine_func (layer->texture_combine_alpha_func);
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_ALPHA,
layer->texture_combine_alpha_src[0]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
layer->texture_combine_alpha_op[0]));
if (n_alpha_func_args > 1)
{
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_ALPHA,
layer->texture_combine_alpha_src[1]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
layer->texture_combine_alpha_op[1]));
}
if (n_alpha_func_args > 2)
{
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_ALPHA,
layer->texture_combine_alpha_src[2]));
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
layer->texture_combine_alpha_op[2]));
}
if (layer->flags & COGL_MATERIAL_LAYER_FLAG_USER_MATRIX)
{
GE (glMatrixMode (GL_TEXTURE));
GE (glLoadMatrixf ((GLfloat *)&layer->matrix));
GE (glMatrixMode (GL_MODELVIEW));
}
}
/* TODO: Should go in cogl.c, but that implies duplication which is also
* not ideal. */
void
cogl_set_source (CoglHandle material_handle)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
g_return_if_fail (cogl_is_material (material_handle));
if (ctx->source_material == material_handle)
return;
if (ctx->source_material)
cogl_material_unref (ctx->source_material);
cogl_material_ref (material_handle);
ctx->source_material = material_handle;
}
/* TODO: add cogl_set_front_source (), and cogl_set_back_source () */
void
cogl_flush_material_gl_state (void)
{
CoglMaterial *material;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
material = _cogl_material_pointer_from_handle (ctx->source_material);
if (ctx->source_material == ctx->current_material
&& !(material->flags & COGL_MATERIAL_FLAG_DIRTY))
return;
GE (glColor4fv (material->unlit));
/* FIXME - we only need to set these if lighting is enabled... */
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, material->ambient));
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, material->diffuse));
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, material->specular));
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_EMISSION, material->emission));
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SHININESS, &material->shininess));
/* NB: Currently the Cogl defines are compatible with the GL ones: */
GE (glAlphaFunc (material->alpha_func, material->alpha_func_reference));
GE (glBlendFunc (material->blend_src_factor, material->blend_dst_factor));
ctx->current_material = ctx->source_material;
}