[cogl-material] improvements for cogl_material_rectangle

The API has been changed to take an explicit length for the number of
texture coordinates passed, and it's now documented that if there are
more layers to the current material than the number of texture coords
passed, then default coordinates will be generated for the other
layers.

cogl_material_rectangle should now handle the case where a single
sliced texture is supplied as a material layer by falling back to
cogl_texture_rectangle. We are nearly at the point that
cogl_texture_rectangle could be deprecated. A few issues remain
though, such as not considering waste in cogl_material_rectangle.
This commit is contained in:
Robert Bragg 2008-12-23 23:50:02 +00:00
parent e77a784714
commit 377f114046
6 changed files with 108 additions and 77 deletions

View File

@ -229,6 +229,7 @@ clutter_clone_texture_paint (ClutterActor *self)
cogl_material_rectangle (0, 0,
COGL_FIXED_FROM_INT (x_2 - x_1),
COGL_FIXED_FROM_INT (y_2 - y_1),
0,
tex_coords);
#else
/* Parent paint translated us into position */

View File

@ -617,6 +617,7 @@ clutter_texture_paint (ClutterActor *self)
cogl_material_rectangle (0, 0,
COGL_FIXED_FROM_INT (x_2 - x_1),
COGL_FIXED_FROM_INT (y_2 - y_1),
4,
tex_coords);
#else
cogl_texture_rectangle (priv->texture, 0, 0,

View File

@ -386,65 +386,34 @@ void cogl_texture_polygon (CoglHandle handle,
gboolean use_color);
/**
* cogl_muti_texture_new:
*
* Creates a multi layered texture object. When first created it has
* zero layers. You must use cogl_multi_texture_layer_set_texture to
* define new layers.
*/
CoglHandle cogl_multi_texture_new (void);
/**
* cogl_multi_texture_layer_set_texture:
* @multi_texture_handle: a @CoglHandle
* @layer: The index of the layer you want a handle for.
*
* A layer is implicitly created once you set a texture for a certain
* layer_index. The texture layers are blended together starting with
* the lowest index so the order is significant. It doesn't matter what
* order you create the layers in and you may use sparsely generated index
* values, it is only the relative index order that matters.
*/
void cogl_multi_texture_layer_set_texture (CoglHandle multi_texture_handle,
guint layer_index,
CoglHandle texture_handle);
/**
* cogl_multi_texture_layer_remove:
* @multi_texture_handle: a @CoglHandle
* @index: The index of the layer you want to remove.
*
* Removes a single texture layer.
*/
void cogl_multi_texture_layer_remove (CoglHandle multi_texture_handle,
guint layer_index);
/**
* cogl_multi_texture_rectangle:
* @handle: a @CoglHandle
* cogl_material_rectangle:
* @x1: x coordinate upper left on screen.
* @y1: y coordinate upper left on screen.
* @x2: x coordinate lower right on screen.
* @y2: y coordinate lower right on screen.
* @texcoords: A multidimensional array containing sets of 4 texture
* coordinates - one set for each texture layer that has been created.
* @tex_coords_len: The length of the tex_coords array. (e.g. for one layer
* and one group of texture coordinates, this would be 4)
* @tex_coords: An array containing groups of 4 CoglFixed values:
* [tx1, ty1, tx2, ty2] that are interpreted as two texture coordinates; one
* for the upper left texel, and one for the lower right texel. Each value
* should be between 0.0 and 1.0, where the coordinate (0.0, 0.0) represents
* the top left of the texture, and (1.0, 1.0) the bottom right.
*
* Draw a rectangle combining multiple texture layers together
* where each layer can use different texture data and different texture
* This function draws a rectangle using the current source material to
* texture or fill with. Since a material may contain multiple texture
* layers the interface lets you supply corresponding sets of texture
* coordinates.
*
* The texture coordinates are supplied as a contiguous array of
* CoglFixed items containing groups of [tx1, ty1, tx2, ty2] values
* that are interpreted in the same way as the corresponding arguments
* to cogl_texture_rectangle. The first group of coordinates are for the
* first layer (with the smallest layer_index) you _must_ supply as many
* groups of texture coordinates as you have layers.
* The first pair of coordinates are for the first layer (with the smallest
* layer index) and if you supply less texture coordinates than there are
* layers in the current source material then default texture coordinates
* [0.0, 0.0, 1.0, 1.0] are generated.
*/
void cogl_multi_texture_rectangle (CoglHandle handle,
CoglFixed x1,
void cogl_material_rectangle (CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
gint tex_coords_len,
CoglFixed *tex_coords);
G_END_DECLS

View File

@ -41,7 +41,8 @@ struct _CoglMaterialLayer
typedef enum _CoglMaterialFlags
{
COGL_MATERIAL_FLAG_ENABLE_BLEND = 1L<<0,
COGL_MATERIAL_FLAG_SHOWN_SAMPLER_WARNING = 1L<<1
COGL_MATERIAL_FLAG_SHOWN_SAMPLER_WARNING = 1L<<1,
COGL_MATERIAL_FLAG_DIRTY = 1L<<2
} CoglMaterialFlags;
struct _CoglMaterial
@ -50,6 +51,9 @@ struct _CoglMaterial
gulong flags;
/* If no lighting is enabled; this is the basic material color */
GLfloat unlit[4];
/* Standard OpenGL lighting model attributes */
GLfloat ambient[4];
GLfloat diffuse[4];

View File

@ -2411,6 +2411,7 @@ cogl_material_rectangle (CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
gint user_tex_coords_len,
CoglFixed *user_tex_coords)
{
CoglHandle material;
@ -2424,7 +2425,6 @@ cogl_material_rectangle (CoglFixed x1,
GLfloat *tex_coords_buff;
GLfloat quad_coords[8];
gulong enable_flags = 0;
GLfloat values[4];
/* FIXME - currently cogl deals with enabling texturing via enable flags,
* but that can't scale to n texture units. Currently we have to be carefull
@ -2467,6 +2467,17 @@ cogl_material_rectangle (CoglFixed x1,
break;
}
/* We at least support slicing as much as cogl_texture_rectangle... */
if (n_valid_layers == 1 && handle_slicing)
{
CoglHandle texture = cogl_material_layer_get_texture (valid_layers[0]);
cogl_texture_rectangle (texture,
x1, y1, x2, y2,
user_tex_coords[0], user_tex_coords[1],
user_tex_coords[2], user_tex_coords[3]);
return;
}
/* NB: It could be that no valid texture layers were found, but
* we will still submit a non-textured rectangle in that case. */
if (n_valid_layers)
@ -2476,12 +2487,16 @@ cogl_material_rectangle (CoglFixed x1,
{
CoglHandle layer = valid_layers[i];
CoglHandle texture = cogl_material_layer_get_texture (layer);
CoglFixed *in_tex_coords = &user_tex_coords[i * 4];
CoglFixed *in_tex_coords;
GLfloat *out_tex_coords = &tex_coords_buff[i * 8];
GLuint gl_tex_handle;
#define CFX_F COGL_FIXED_TO_FLOAT
/* IN LAYOUT: [ tx1:0, ty1:1, tx2:2, ty2:3 ] */
if (i < (user_tex_coords_len / 4))
{
in_tex_coords = &user_tex_coords[i * 4];
/* FIXME: don't include waste in the texture coordinates */
out_tex_coords[0] = CFX_F (in_tex_coords[0]); /* tx1 */
out_tex_coords[1] = CFX_F (in_tex_coords[1]); /* ty1 */
out_tex_coords[2] = CFX_F (in_tex_coords[2]); /* tx2 */
@ -2490,20 +2505,43 @@ cogl_material_rectangle (CoglFixed x1,
out_tex_coords[5] = CFX_F (in_tex_coords[3]); /* ty2 */
out_tex_coords[6] = CFX_F (in_tex_coords[2]); /* tx2 */
out_tex_coords[7] = CFX_F (in_tex_coords[3]); /* ty2 */
}
else
{
out_tex_coords[0] = 0.0; /* tx1 */
out_tex_coords[1] = 0.0; /* ty1 */
out_tex_coords[2] = 1.0; /* tx2 */
out_tex_coords[3] = 0.0; /* ty1 */
out_tex_coords[4] = 0.0; /* tx1 */
out_tex_coords[5] = 1.0; /* ty2 */
out_tex_coords[6] = 1.0; /* tx2 */
out_tex_coords[7] = 1.0; /* ty2 */
}
#undef CFX_F
/* TODO - support sliced textures */
cogl_texture_get_gl_texture (texture, &gl_tex_handle, NULL);
//gl_tex_handle = g_array_index (layer->tex->slice_gl_handles, GLuint, 0);
GE (glActiveTexture (GL_TEXTURE0 + i));
cogl_material_layer_flush_gl_sampler_state (layer);
{
/* FIXME - we should avoid redundant calls to glBindTexture.
* Profiling test-actors, I've seen ~ 10% of the time spent in
* _mesa_UpdateTexEnvProgram, which the following simple test can
* show is as a result of these redundant glBindTexture calls.
*/
#if 0
static int debug = 0;
if (!debug)
GE (glBindTexture (GL_TEXTURE_2D, gl_tex_handle));
/* GE (glEnable (GL_TEXTURE_2D)); */
debug = 1;
#else
GE (glBindTexture (GL_TEXTURE_2D, gl_tex_handle));
#endif
}
GE (glClientActiveTexture (GL_TEXTURE0 + i));
GE (glTexCoordPointer (2, GL_FLOAT, 0, out_tex_coords));
/* GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY)); */
/* FIXME - cogl only knows about one texture unit a.t.m
* (Also see cleanup note below) */
@ -2538,12 +2576,28 @@ cogl_material_rectangle (CoglFixed x1,
enable_flags |= cogl_material_get_cogl_enable_flags (material);
/* FIXME - cogl only knows about one texture unit so assumes that unit 0
* is always active...*/
* is always active... */
if (n_valid_layers > 1)
{
GE (glActiveTexture (GL_TEXTURE0));
GE (glClientActiveTexture (GL_TEXTURE0));
}
cogl_enable (enable_flags);
glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
/* FIXME - cogl doesn't currently have a way of caching the
* enable states for more than one texture unit so for now,
* we just disable anything relating to additional units once
* we are done with them. */
for (i = 1; i < n_valid_layers; i++)
{
GE (glActiveTexture (GL_TEXTURE0 + i));
GE (glDisable (GL_TEXTURE_2D));
}
/* XXX: a bit over precautious. For one we don't support lighting yet
* so there's no real need to reset the material properties. */
#if 0
/* FIXME - cogl doesn't currently have a way of caching the
* enable states for more than one texture unit so for now,
* we just disable anything relating to additional units once
@ -2572,5 +2626,6 @@ cogl_material_rectangle (CoglFixed x1,
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_EMISSION, values));
values[0] = 0;
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SHININESS, values));
#endif
}

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@ -49,6 +49,7 @@ material_rectangle_paint (ClutterActor *actor, gpointer data)
CLUTTER_INT_TO_FIXED(0),
CLUTTER_INT_TO_FIXED(TIMELINE_FRAME_COUNT),
CLUTTER_INT_TO_FIXED(TIMELINE_FRAME_COUNT),
12,
state->tex_coords);
}