[cogl-vertex-buffer] Some fixes for texturing and color arrays

Fixes some blending issues when using color arrays since we were
conflicting with the cogl_enable state + fixes a texture layer
validation bug.

Adds a basic textured triangle to test-vertex-buffer-contiguous.
This commit is contained in:
Robert Bragg 2009-02-06 16:10:28 +00:00
parent 4a110afe08
commit d01e3cd802
2 changed files with 47 additions and 14 deletions

View File

@ -30,7 +30,7 @@
/*
* TODO: We need to do a better job of minimizing when we call glVertexPointer
* and pals in enable_state_for_drawing_attributes_buffer
* and pals in enable_state_for_drawing_buffer
*
* We should have an internal 2-tuple cache of (VBO, offset) for each of them
* so we can avoid some GL calls. We could have cogl wrappers for the
@ -394,7 +394,7 @@ get_gl_type_size (CoglVertexBufferAttribFlags flags)
return sizeof (GLdouble);
#endif
default:
g_warning ("Mesh API: Unrecognised OpenGL type enum 0x%08x\n", gl_type);
g_warning ("Vertex Buffer API: Unrecognised OpenGL type enum 0x%08x\n", gl_type);
return 0;
}
}
@ -1408,7 +1408,7 @@ get_gl_type_from_attribute_flags (CoglVertexBufferAttribFlags flags)
}
static void
enable_state_for_drawing_attributes_buffer (CoglVertexBuffer *buffer)
enable_state_for_drawing_buffer (CoglVertexBuffer *buffer)
{
GList *tmp;
GLenum gl_type;
@ -1442,8 +1442,8 @@ enable_state_for_drawing_attributes_buffer (CoglVertexBuffer *buffer)
switch (type)
{
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_COLOR_ARRAY:
/* FIXME: go through cogl cache to enable color array */
GE (glEnableClientState (GL_COLOR_ARRAY));
enable_flags |= COGL_ENABLE_COLOR_ARRAY | COGL_ENABLE_BLEND;
/* GE (glEnableClientState (GL_COLOR_ARRAY)); */
GE (glColorPointer (attribute->n_components,
gl_type,
attribute->stride,
@ -1532,8 +1532,6 @@ enable_state_for_drawing_attributes_buffer (CoglVertexBuffer *buffer)
*/
fallback_mask |= (1 << i);
}
else if (!(disable_mask & (1 << i)))
fallback_mask |= (1 << i);
}
cogl_material_flush_gl_state (ctx->source_material,
@ -1581,8 +1579,7 @@ disable_state_for_drawing_buffer (CoglVertexBuffer *buffer)
switch (type)
{
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_COLOR_ARRAY:
/* FIXME: go through cogl cache to enable color array */
GE (glDisableClientState (GL_COLOR_ARRAY));
/* GE (glDisableClientState (GL_COLOR_ARRAY)); */
break;
case COGL_VERTEX_BUFFER_ATTRIB_FLAG_NORMAL_ARRAY:
/* FIXME: go through cogl cache to enable normal array */
@ -1622,7 +1619,7 @@ cogl_vertex_buffer_draw (CoglHandle handle,
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
enable_state_for_drawing_attributes_buffer (buffer);
enable_state_for_drawing_buffer (buffer);
/* FIXME: flush cogl cache */
GE (glDrawArrays (mode, first, count));
@ -1648,7 +1645,7 @@ cogl_vertex_buffer_draw_elements (CoglHandle handle,
buffer = _cogl_vertex_buffer_pointer_from_handle (handle);
enable_state_for_drawing_attributes_buffer (buffer);
enable_state_for_drawing_buffer (buffer);
/* FIXME: flush cogl cache */
GE (glDrawRangeElements (mode, min_index, max_index,

View File

@ -18,6 +18,8 @@
typedef struct _TestState
{
CoglHandle buffer;
CoglHandle texture;
CoglHandle material;
ClutterGeometry stage_geom;
guint frame;
} TestState;
@ -100,6 +102,15 @@ on_paint (ClutterActor *actor, TestState *state)
0, /* first */
3); /* count */
/* Draw a textured triangle */
cogl_translate (100, 0, 0);
cogl_vertex_buffer_disable (state->buffer, "gl_Color::blue");
cogl_set_source (state->material);
cogl_vertex_buffer_draw (state->buffer,
GL_TRIANGLE_STRIP, /* mode */
0, /* first */
3); /* count */
/* XXX: Experiments have shown that for some buggy drivers, when using
* glReadPixels there is some kind of race, so we delay our test for a
* few frames and a few seconds:
@ -150,6 +161,15 @@ test_vertex_buffer_contiguous (TestConformSimpleFixture *fixture,
g_signal_connect (group, "paint", G_CALLBACK (on_paint), &state);
state.texture = cogl_texture_new_from_file ("redhand.png", 64,
COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_ANY,
NULL);
state.material = cogl_material_new ();
cogl_material_set_color4ub (state.material, 0x00, 0xff, 0x00, 0xff);
cogl_material_set_layer (state.material, 0, state.texture);
{
GLfloat triangle_verts[3][2] =
{
@ -163,6 +183,12 @@ test_vertex_buffer_contiguous (TestConformSimpleFixture *fixture,
{0x00, 0x00, 0xff, 0x00}, /* transparent blue */
{0x00, 0x00, 0xff, 0x00} /* transparent blue */
};
GLfloat triangle_tex_coords[3][2] =
{
{0.0, 0.0},
{1.0, 1.0},
{0.0, 1.0}
};
state.buffer = cogl_vertex_buffer_new (3 /* n vertices */);
cogl_vertex_buffer_add (state.buffer,
"gl_Vertex",
@ -178,6 +204,14 @@ test_vertex_buffer_contiguous (TestConformSimpleFixture *fixture,
FALSE, /* normalized */
0, /* stride */
triangle_colors);
cogl_vertex_buffer_add (state.buffer,
"gl_MultiTexCoord0",
2, /* n components */
GL_FLOAT,
FALSE, /* normalized */
0, /* stride */
triangle_tex_coords);
cogl_vertex_buffer_submit (state.buffer);
}
@ -186,6 +220,8 @@ test_vertex_buffer_contiguous (TestConformSimpleFixture *fixture,
clutter_main ();
cogl_vertex_buffer_unref (state.buffer);
cogl_material_unref (state.material);
cogl_texture_unref (state.texture);
g_source_remove (idle_source);