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.
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@ -635,22 +635,13 @@ clutter_texture_paint (ClutterActor *self)
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/* Paint will have translated us */
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#if USE_COGL_MATERIAL
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cogl_set_source (priv->material);
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tex_coords[0] = 0;
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tex_coords[1] = 0;
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tex_coords[2] = t_w;
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tex_coords[3] = t_h;
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cogl_material_rectangle (0, 0,
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(float)(x_2 - x_1),
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(float)(y_2 - y_1),
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4,
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tex_coords);
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#else
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cogl_texture_rectangle (priv->texture, 0, 0,
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(float)(x_2 - x_1),
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(float)(y_2 - y_1),
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0, 0, t_w, t_h);
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cogl_set_source_texture (priv->texture);
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#endif
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cogl_rectangle_with_texture_coords (0, 0,
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(float) (x_2 - x_1),
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(float) (y_2 - y_1),
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0, 0, t_w, t_h);
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}
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/*
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@ -769,6 +760,7 @@ clutter_texture_set_property (GObject *object,
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(texture, (CoglHandle) g_value_get_boxed (value));
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break;
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#if USE_COGL_MATERIAL
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case PROP_COGL_MATERIAL:
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clutter_texture_set_cogl_material
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(texture, (CoglHandle) g_value_get_boxed (value));
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break;
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@ -2188,7 +2180,7 @@ on_fbo_source_size_change (GObject *object,
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if (priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH)
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flags |= COGL_TEXTURE_AUTO_MIPMAP;
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priv->fdo_texture =
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priv->fbo_texture =
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cogl_texture_new_with_size (MAX (priv->width, 1),
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MAX (priv->height, 1),
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-1,
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