Updates previous GLES multi-texturing code to use CoglMaterial
test-cogl-material now runs on GLES 1 using the PVR GLES1 SDK (though since only 2 texture units are supported the third rotating light map doesn't show) Note: It currently doesn't build for GLES 2.0
This commit is contained in:
parent
61b8cc1874
commit
1a8a9c4bc8
@ -47,12 +47,14 @@ typedef enum _CoglMaterialBlendFactor
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COGL_MATERIAL_BLEND_FACTOR_DST_ALPHA = GL_DST_ALPHA,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_DST_ALPHA = GL_ONE_MINUS_DST_ALPHA,
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COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA_SATURATE = GL_SRC_ALPHA_SATURATE,
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#if 0
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COGL_MATERIAL_BLEND_FACTOR_CONSTANT_COLOR = GL_CONSTANT_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR =
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GL_ONE_MINUS_CONSTANT_COLOR,
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COGL_MATERIAL_BLEND_FACTOR_CONSTANT_ALPHA = GL_CONSTANT_ALPHA,
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COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA =
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GL_ONE_MINUS_CONSTANT_ALPHA
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#endif
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} CoglMaterialBlendFactor;
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typedef enum _CoglMaterialLayerType
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@ -61,8 +61,9 @@ cogl_create_context ()
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_context->texture_handles = NULL;
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_context->texture_vertices_size = 0;
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_context->texture_vertices = NULL;
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_context->multi_texture_handles = NULL;
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_context->multi_texture_layer_handles = NULL;
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_context->material_handles = NULL;
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_context->material_layer_handles = NULL;
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_context->source_material = COGL_INVALID_HANDLE;
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_context->fbo_handles = NULL;
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_context->program_handles = NULL;
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@ -68,11 +68,10 @@ typedef struct
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CoglTextureGLVertex *texture_vertices;
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gulong texture_vertices_size;
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/* Multi Textures */
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GArray *multi_texture_handles;
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/* Multi Texture Layers */
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GArray *multi_texture_layer_handles;
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/* Materials */
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GArray *material_handles;
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GArray *material_layer_handles;
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CoglHandle source_material;
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/* Framebuffer objects */
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GArray *fbo_handles;
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@ -32,6 +32,7 @@
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#include "cogl-util.h"
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#include "cogl-bitmap.h"
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#include "cogl-texture-private.h"
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#include "cogl-material.h"
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#include "cogl-context.h"
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#include "cogl-handle.h"
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@ -52,7 +53,6 @@
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#define glEnableClientState cogl_wrap_glEnableClientState
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#define glDisable cogl_wrap_glDisable
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#define glDisableClientState cogl_wrap_glDisableClientState
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#define glTexEnvx cogl_wrap_glTexEnvx
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#endif
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/*
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@ -84,14 +84,8 @@ struct _CoglSpanIter
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};
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static void _cogl_texture_free (CoglTexture *tex);
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static void _cogl_multi_texture_free (CoglMultiTexture *multi_texture);
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static void _cogl_multi_texture_layer_free (CoglMultiTextureLayer *layer);
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COGL_HANDLE_DEFINE (Texture, texture, texture_handles);
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COGL_HANDLE_DEFINE (MultiTexture, multi_texture, multi_texture_handles);
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COGL_HANDLE_DEFINE (MultiTextureLayer,
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multi_texture_layer,
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multi_texture_layer_handles);
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static void
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_cogl_texture_bitmap_free (CoglTexture *tex)
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@ -2503,210 +2497,81 @@ cogl_texture_polygon (CoglHandle handle,
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cogl_set_source_color (&vertices[n_vertices - 1].color);
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}
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CoglHandle
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cogl_multi_texture_new (void)
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{
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CoglMultiTexture *multi_tex = g_new0 (CoglMultiTexture, 1);
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return _cogl_multi_texture_handle_new (multi_tex);
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}
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static void
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_cogl_multi_texture_free (CoglMultiTexture *multi_tex)
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{
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g_list_foreach (multi_tex->layers,
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(GFunc)cogl_multi_texture_layer_unref, NULL);
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g_free (multi_tex);
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}
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static CoglMultiTextureLayer *
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_cogl_multi_texture_get_layer (CoglMultiTexture *multi_tex, guint index)
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{
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CoglMultiTextureLayer *layer;
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GList *tmp;
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for (tmp = multi_tex->layers; tmp != NULL; tmp = tmp->next)
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{
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layer = tmp->data;
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if (layer->index == index)
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return layer;
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/* The layers are always sorted, so we know this layer doesn't exists */
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if (layer->index > index)
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break;
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}
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/* NB: if we now insert a new layer before tmp, that will maintain order.
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*/
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layer = g_new (CoglMultiTextureLayer, 1);
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layer->ref_count = 1;
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layer->index = index;
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/* Note: comment after for() loop above */
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multi_tex->layers = g_list_insert_before (multi_tex->layers, tmp, layer);
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return layer;
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}
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void
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cogl_multi_texture_layer_set_texture (CoglHandle multi_texture_handle,
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guint layer_index,
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CoglHandle tex_handle)
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cogl_material_rectangle (CoglFixed x1,
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CoglFixed y1,
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CoglFixed x2,
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CoglFixed y2,
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CoglFixed *user_tex_coords)
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{
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CoglMultiTexture *multi_tex;
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CoglMultiTextureLayer *layer;
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CoglTexture *tex;
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CoglHandle material;
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const GList *layers;
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int n_layers;
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const GList *tmp;
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CoglHandle *valid_layers = NULL;
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int n_valid_layers = 0;
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gboolean handle_slicing = FALSE;
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int i;
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GLfloat *tex_coords_buff;
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GLfloat quad_coords[8];
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gulong enable_flags = 0;
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GLfloat values[4];
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if (!cogl_is_multi_texture (multi_texture_handle)
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|| !cogl_is_texture (tex_handle))
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return;
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multi_tex = _cogl_multi_texture_pointer_from_handle (multi_texture_handle);
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layer = _cogl_multi_texture_get_layer (multi_tex, layer_index);
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tex = _cogl_texture_pointer_from_handle (tex_handle);
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cogl_texture_ref (tex_handle);
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layer->tex = tex;
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}
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static void
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_cogl_multi_texture_layer_free (CoglMultiTextureLayer *layer)
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{
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cogl_texture_unref (layer->tex);
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g_free (layer);
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}
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void
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cogl_multi_texture_layer_remove (CoglHandle multi_texture_handle,
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guint layer_index)
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{
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CoglMultiTexture *multi_tex;
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CoglMultiTextureLayer *layer;
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GList *tmp;
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/* Check if valid multi texture */
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if (!cogl_is_multi_texture (multi_texture_handle))
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return;
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multi_tex = _cogl_multi_texture_pointer_from_handle (multi_texture_handle);
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for (tmp = multi_tex->layers; tmp != NULL; tmp = tmp->next)
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{
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layer = tmp->data;
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if (layer->index == layer_index)
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{
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CoglHandle handle =
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_cogl_multi_texture_layer_handle_from_pointer (layer);
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cogl_multi_texture_layer_unref (handle);
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multi_tex->layers = g_list_remove (multi_tex->layers, layer);
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return;
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}
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}
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}
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void
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cogl_multi_texture_rectangle (CoglHandle multi_texture_handle,
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CoglFixed x1,
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CoglFixed y1,
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CoglFixed x2,
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CoglFixed y2,
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CoglFixed *user_tex_coords)
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{
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CoglMultiTexture *multi_tex;
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GLfixed quad_coords[8];
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GList *tmp;
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GList *valid_layers = NULL;
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int count;
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GLfloat *tex_coords_buff;
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gulong enable_flags = 0;
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/* FIXME - currently cogl deals with enabling texturing
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* via enable flags, but that can't scale to n texture
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* units. Currently we have to be carefull how we leave the
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* environment so we don't break things. See the cleanup
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/* FIXME - currently cogl deals with enabling texturing via enable flags,
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* but that can't scale to n texture units. Currently we have to be carefull
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* how we leave the environment so we don't break things. See the cleanup
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* notes at the end of this function */
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Check if valid multi texture */
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if (!cogl_is_multi_texture (multi_texture_handle))
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return;
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material = ctx->source_material;
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multi_tex = _cogl_multi_texture_pointer_from_handle (multi_texture_handle);
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layers = cogl_material_get_layers (material);
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n_layers = g_list_length ((GList *)layers);
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valid_layers = alloca (sizeof (CoglHandle) * n_layers);
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#define CFX_F COGL_FIXED_TO_FLOAT
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quad_coords[0] = CFX_F (x1);
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quad_coords[1] = CFX_F (y1);
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quad_coords[2] = CFX_F (x2);
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quad_coords[3] = CFX_F (y1);
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quad_coords[4] = CFX_F (x1);
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quad_coords[5] = CFX_F (y2);
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quad_coords[6] = CFX_F (x2);
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quad_coords[7] = CFX_F (y2);
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#undef CFX_F
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enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
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GE( glVertexPointer (2, GL_FIXED, 0, quad_coords) );
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for (count = 0, tmp = multi_tex->layers;
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tmp != NULL;
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count++, tmp = tmp->next)
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for (tmp = layers; tmp != NULL; tmp = tmp->next)
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{
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CoglMultiTextureLayer *layer = tmp->data;
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/* Skip empty layers */
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if (!layer->tex)
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{
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count--;
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continue;
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}
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/* FIXME - currently we don't support sliced textures */
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if (layer->tex->slice_gl_handles == NULL
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|| layer->tex->slice_gl_handles->len < 1)
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CoglHandle layer = tmp->data;
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CoglHandle texture = cogl_material_layer_get_texture (layer);
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if (cogl_material_layer_get_type (layer)
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!= COGL_MATERIAL_LAYER_TYPE_TEXTURE)
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continue;
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if (count >= CGL_MAX_COMBINED_TEXTURE_IMAGE_UNITS)
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/* FIXME: support sliced textures. For now if the first layer is
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* sliced then all other layers are ignored, or if the first layer
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* is not sliced, we ignore sliced textures in other layers. */
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if (cogl_texture_is_sliced (texture))
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{
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static gboolean shown_warning = FALSE;
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if (!shown_warning)
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if (n_valid_layers == 0)
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{
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g_warning ("Your driver does not support enough texture layers"
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"to correctly handle this multi texturing");
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shown_warning = TRUE;
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valid_layers[n_valid_layers++] = layer;
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handle_slicing = TRUE;
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break;
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}
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/* NB: We make a best effort attempt to display as many layers as
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* possible. */
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break;
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continue;
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}
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valid_layers[n_valid_layers++] = tmp->data;
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if (layer->tex->bitmap.format & COGL_A_BIT)
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enable_flags |= COGL_ENABLE_BLEND;
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valid_layers = g_list_prepend (valid_layers, layer);
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if (n_valid_layers >= CGL_MAX_COMBINED_TEXTURE_IMAGE_UNITS)
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break;
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}
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valid_layers = g_list_reverse (valid_layers);
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/* Enable blending if the geometry has an associated alpha color,
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* or - see above - we also check each layer texture and if any has
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* an alpha channel also enable blending. */
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if (ctx->color_alpha < 255)
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enable_flags |= COGL_ENABLE_BLEND;
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cogl_enable (enable_flags);
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/* NB: It could be that no valid texture layers were found, but
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* we will still submit a non-textured rectangle in that case. */
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if (count)
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tex_coords_buff = alloca (sizeof(GLfloat) * 8 * count);
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if (n_valid_layers)
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tex_coords_buff = alloca (sizeof(GLfloat) * 8 * n_valid_layers);
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/* NB: valid_layers is in order, sorted by index */
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for (count = 0, tmp = valid_layers;
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tmp != NULL;
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count++, tmp = tmp->next)
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for (i = 0; i < n_valid_layers; i++)
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{
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CoglMultiTextureLayer *layer = tmp->data;
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CoglFixed *in_tex_coords = &user_tex_coords[count * 4];
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GLfloat *out_tex_coords = &tex_coords_buff[count * 8];
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GLenum gl_tex_handle;
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CoglHandle layer = valid_layers[i];
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CoglHandle texture_handle = cogl_material_layer_get_texture (layer);
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CoglTexture *texture = _cogl_texture_pointer_from_handle (texture_handle);
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CoglFixed *in_tex_coords = &user_tex_coords[i * 4];
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GLfloat *out_tex_coords = &tex_coords_buff[i * 8];
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GLuint gl_tex_handle;
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GLenum gl_target;
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#define CFX_F COGL_FIXED_TO_FLOAT
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/* IN LAYOUT: [ tx1:0, ty1:1, tx2:2, ty2:3 ] */
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@ -2721,24 +2586,23 @@ cogl_multi_texture_rectangle (CoglHandle multi_texture_handle,
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#undef CFX_F
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/* TODO - support sliced textures */
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gl_tex_handle = g_array_index (layer->tex->slice_gl_handles, GLuint, 0);
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cogl_texture_get_gl_texture (texture, &gl_tex_handle, &gl_target);
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GE (glActiveTexture (GL_TEXTURE0 + count));
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GE (glTexEnvx (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE));
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GE( cogl_gles2_wrapper_bind_texture (layer->tex->gl_target,
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GE (glActiveTexture (GL_TEXTURE0 + i));
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cogl_material_layer_flush_gl_sampler_state (layer);
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GE( cogl_gles2_wrapper_bind_texture (gl_target,
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gl_tex_handle,
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layer->tex->gl_intformat));
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texure->gl_intformat));
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/* GE (glEnable (GL_TEXTURE_2D)); */
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GE (glClientActiveTexture (GL_TEXTURE0 + count));
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GE (glClientActiveTexture (GL_TEXTURE0 + i));
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GE (glTexCoordPointer (2, GL_FLOAT, 0, out_tex_coords));
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/* GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY)); */
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/* FIXME - cogl only knows about one texture unit a.t.m
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* (Also see cleanup note below) */
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if (count == 0)
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{
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enable_flags |= COGL_ENABLE_TEXTURE_2D | COGL_ENABLE_TEXCOORD_ARRAY;
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cogl_enable (enable_flags);
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}
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if (i == 0)
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enable_flags |= COGL_ENABLE_TEXTURE_2D | COGL_ENABLE_TEXCOORD_ARRAY;
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else
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{
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GE (glEnable (GL_TEXTURE_2D));
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@ -2746,19 +2610,61 @@ cogl_multi_texture_rectangle (CoglHandle multi_texture_handle,
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}
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}
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GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
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#define CFX_F COGL_FIXED_TO_FLOAT
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quad_coords[0] = CFX_F (x1);
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quad_coords[1] = CFX_F (y1);
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quad_coords[2] = CFX_F (x2);
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quad_coords[3] = CFX_F (y1);
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quad_coords[4] = CFX_F (x1);
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quad_coords[5] = CFX_F (y2);
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quad_coords[6] = CFX_F (x2);
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quad_coords[7] = CFX_F (y2);
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#undef CFX_F
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enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
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GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords));
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/* Setup the remaining GL state according to this material... */
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cogl_material_flush_gl_material_state (material);
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cogl_material_flush_gl_alpha_func (material);
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cogl_material_flush_gl_blend_func (material);
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/* FIXME: This api is a bit yukky, ideally it will be removed if we
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* re-work the cogl_enable mechanism */
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enable_flags |= cogl_material_get_cogl_enable_flags (material);
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/* FIXME - cogl only knows about one texture unit so assumes that unit 0
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* is always active...*/
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GE (glActiveTexture (GL_TEXTURE0));
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GE (glClientActiveTexture (GL_TEXTURE0));
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cogl_enable (enable_flags);
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glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
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/* FIXME - cogl doesn't currently have a way of caching the
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* enable states for more than one texture unit so for now,
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* we just disable anything relating to additional units once
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* we are done with them. */
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while (--count > 0)
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for (i = 1; i < n_valid_layers; i++)
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{
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GE (glActiveTexture (GL_TEXTURE0 + count));
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GE (glClientActiveTexture (GL_TEXTURE0 + count));
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GE (glActiveTexture (GL_TEXTURE0 + i));
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GE (glClientActiveTexture (GL_TEXTURE0 + i));
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GE (cogl_wrap_glDisable (GL_TEXTURE_2D));
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GE (glDisable (GL_TEXTURE_2D));
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GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
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}
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/* FIXME - CoglMaterials aren't yet used pervasively throughout
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* the cogl API, so we currently need to cleanup material state
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* that will confuse other parts of the API.
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* Other places to tweak, include the primitives API and lite
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* GL wrappers like cogl_rectangle */
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values[0] = 0.2; values[1] = 0.2; values[2] = 0.2; values[3] = 1.0;
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GE (glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, values));
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values[0] = 0.8; values[1] = 0.8; values[2] = 0.8; values[3] = 1.0;
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GE (glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, values));
|
||||
values[0] = 0; values[1] = 0; values[2] = 0; values[3] = 1.0;
|
||||
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, values));
|
||||
values[0] = 0; values[1] = 0; values[2] = 0; values[3] = 1.0;
|
||||
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_EMISSION, values));
|
||||
values[0] = 0;
|
||||
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SHININESS, values));
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user