cogl-gles2-wrapper: Add support for the layer combine operations
The texture layer combine functions are now hard coded to GL_COMBINE instead of GL_MODULATE. The combine function can be customized with all the parameters of GL_COMBINE. A shader is generated to implement the given parameters. Currently it will try to generate code for the constant color but it will use a uniform which does not exist.
This commit is contained in:
parent
02b952394a
commit
eba07020c5
@ -172,15 +172,6 @@ validate_tex_combine_statements (CoglBlendStringStatement *statements,
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for (i = 0; i < n_statements; i++)
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{
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#ifdef HAVE_COGL_GLES2
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if (statements[i].function->type != COGL_BLEND_STRING_FUNCTION_MODULATE)
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{
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error_string = "Using anything but MODULATE() for texture combining"
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" under GLES 2 is currently unsupported";
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detail = COGL_BLEND_STRING_ERROR_GPU_UNSUPPORTED_ERROR;
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goto error;
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}
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#endif
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for (j = 0; j < statements[i].function->argc; j++)
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{
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CoglBlendStringArgument *arg = &statements[i].args[j];
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@ -130,6 +130,31 @@ initialize_texture_units (CoglGles2Wrapper *w)
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w->active_texture_unit = i;
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GE( cogl_wrap_glMatrixMode (GL_TEXTURE));
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GE( cogl_wrap_glLoadIdentity ());
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/* The real GL default is GL_MODULATE but the shader only
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supports GL_COMBINE so let's default to that instead */
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GE( cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,
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GL_COMBINE) );
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GE( cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB,
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GL_MODULATE) );
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GE( cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_RGB,
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GL_PREVIOUS) );
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GE( cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_RGB,
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GL_TEXTURE) );
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GE( cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB,
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GL_SRC_COLOR) );
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GE( cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB,
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GL_SRC_COLOR) );
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GE( cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
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GL_MODULATE) );
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GE( cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_ALPHA,
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GL_PREVIOUS) );
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GE( cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_ALPHA,
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GL_TEXTURE) );
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GE( cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
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GL_SRC_COLOR) );
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GE( cogl_wrap_glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
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GL_SRC_COLOR) );
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}
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GE( cogl_wrap_glMatrixMode ((GLenum) prev_mode));
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@ -172,12 +197,35 @@ cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper)
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initialize_texture_units (wrapper);
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}
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static int
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cogl_gles2_get_n_args_for_combine_func (GLenum func)
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{
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switch (func)
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{
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case GL_REPLACE:
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return 1;
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case GL_MODULATE:
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case GL_ADD:
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case GL_ADD_SIGNED:
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case GL_SUBTRACT:
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case GL_DOT3_RGB:
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case GL_DOT3_RGBA:
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return 2;
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case GL_INTERPOLATE:
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return 3;
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default:
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return 0;
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}
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}
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static gboolean
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cogl_gles2_settings_equal (const CoglGles2WrapperSettings *a,
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const CoglGles2WrapperSettings *b,
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gboolean vertex_tests,
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gboolean fragment_tests)
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{
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int i;
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if (a->texture_units != b->texture_units)
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return FALSE;
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@ -195,6 +243,34 @@ cogl_gles2_settings_equal (const CoglGles2WrapperSettings *a,
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if (vertex_tests && a->fog_enabled && a->fog_mode != b->fog_mode)
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return FALSE;
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/* Compare layer combine operation for each active unit */
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if (fragment_tests)
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for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
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if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (a->texture_units, i))
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{
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const CoglGles2WrapperTexEnv *tex_env_a = a->tex_env + i;
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const CoglGles2WrapperTexEnv *tex_env_b = b->tex_env + i;
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int arg, n_args;
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GLenum func;
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func = tex_env_a->texture_combine_rgb_func;
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if (func != tex_env_b->texture_combine_rgb_func)
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return FALSE;
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n_args = cogl_gles2_get_n_args_for_combine_func (func);
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for (arg = 0; arg < n_args; arg++)
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{
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if (tex_env_a->texture_combine_rgb_src[arg] !=
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tex_env_b->texture_combine_rgb_src[arg])
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return FALSE;
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if (tex_env_a->texture_combine_rgb_op[arg] !=
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tex_env_b->texture_combine_rgb_op[arg])
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return FALSE;
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}
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}
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return TRUE;
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}
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@ -307,6 +383,187 @@ cogl_gles2_get_vertex_shader (const CoglGles2WrapperSettings *settings)
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return shader;
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}
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static void
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cogl_gles2_add_arg (int unit,
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GLenum src,
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GLenum operand,
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const char *swizzle,
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GString *shader_source)
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{
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char alpha_swizzle[5] = "aaaa";
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g_string_append_c (shader_source, '(');
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if (operand == GL_ONE_MINUS_SRC_COLOR || operand == GL_ONE_MINUS_SRC_ALPHA)
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g_string_append_printf (shader_source,
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"vec4(1.0, 1.0, 1.0, 1.0).%s - ",
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swizzle);
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/* If the operand is reading from the alpha then replace the swizzle
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with the same number of copies of the alpha */
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if (operand == GL_SRC_ALPHA || operand == GL_ONE_MINUS_SRC_ALPHA)
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{
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alpha_swizzle[strlen (swizzle)] = '\0';
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swizzle = alpha_swizzle;
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}
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switch (src)
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{
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case GL_TEXTURE:
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g_string_append_printf (shader_source,
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"texture2D (texture_unit[%d], tex_coord[%d]).%s",
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unit, unit, swizzle);
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break;
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case GL_CONSTANT:
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g_string_append_printf (shader_source, "combine_constant[%d].%s",
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unit, swizzle);
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break;
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case GL_PREVIOUS:
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if (unit > 0)
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{
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g_string_append_printf (shader_source, "gl_FragColor.%s", swizzle);
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break;
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}
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/* flow through */
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case GL_PRIMARY_COLOR:
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g_string_append_printf (shader_source, "frag_color.%s", swizzle);
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break;
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default:
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if (src >= GL_TEXTURE0 &&
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src < GL_TEXTURE0 + COGL_GLES2_MAX_TEXTURE_UNITS)
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g_string_append_printf (shader_source,
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"texture2D (texture_unit[%d], "
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"tex_coord[%d]).%s",
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src - GL_TEXTURE0,
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src - GL_TEXTURE0,
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swizzle);
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break;
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}
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g_string_append_c (shader_source, ')');
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}
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static void
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cogl_gles2_add_operation (int unit,
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GLenum combine_func,
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const GLenum *sources,
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const GLenum *operands,
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const char *swizzle,
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GString *shader_source)
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{
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switch (combine_func)
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{
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case GL_REPLACE:
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cogl_gles2_add_arg (unit, sources[0], operands[0],
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swizzle, shader_source);
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break;
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case GL_MODULATE:
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cogl_gles2_add_arg (unit, sources[0], operands[0],
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swizzle, shader_source);
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g_string_append (shader_source, " * ");
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cogl_gles2_add_arg (unit, sources[1], operands[1],
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swizzle, shader_source);
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break;
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case GL_ADD:
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cogl_gles2_add_arg (unit, sources[0], operands[0],
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swizzle, shader_source);
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g_string_append (shader_source, " + ");
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cogl_gles2_add_arg (unit, sources[1], operands[1],
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swizzle, shader_source);
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break;
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case GL_ADD_SIGNED:
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cogl_gles2_add_arg (unit, sources[0], operands[0],
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swizzle, shader_source);
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g_string_append (shader_source, " + ");
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cogl_gles2_add_arg (unit, sources[1], operands[1],
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swizzle, shader_source);
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g_string_append_printf (shader_source,
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" - vec4(0.5, 0.5, 0.5, 0.5).%s",
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swizzle);
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break;
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case GL_SUBTRACT:
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cogl_gles2_add_arg (unit, sources[0], operands[0],
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swizzle, shader_source);
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g_string_append (shader_source, " - ");
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cogl_gles2_add_arg (unit, sources[1], operands[1],
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swizzle, shader_source);
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break;
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case GL_INTERPOLATE:
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cogl_gles2_add_arg (unit, sources[0], operands[0],
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swizzle, shader_source);
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g_string_append (shader_source, " * ");
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cogl_gles2_add_arg (unit, sources[2], operands[2],
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swizzle, shader_source);
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g_string_append (shader_source, " + ");
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cogl_gles2_add_arg (unit, sources[1], operands[1],
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swizzle, shader_source);
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g_string_append_printf (shader_source,
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" * (vec4(1.0, 1.0, 1.0, 1.0).%s - ",
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swizzle);
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cogl_gles2_add_arg (unit, sources[2], operands[2],
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swizzle, shader_source);
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g_string_append_c (shader_source, ')');
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break;
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case GL_DOT3_RGB:
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case GL_DOT3_RGBA:
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g_string_append (shader_source, "vec4(4 * ((");
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cogl_gles2_add_arg (unit, sources[0], operands[0],
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"r", shader_source);
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g_string_append (shader_source, " - 0.5) * (");
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cogl_gles2_add_arg (unit, sources[1], operands[1],
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"r", shader_source);
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g_string_append (shader_source, " - 0.5) + (");
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cogl_gles2_add_arg (unit, sources[0], operands[0],
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"g", shader_source);
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g_string_append (shader_source, " - 0.5) * (");
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cogl_gles2_add_arg (unit, sources[1], operands[1],
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"g", shader_source);
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g_string_append (shader_source, " - 0.5) + (");
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cogl_gles2_add_arg (unit, sources[0], operands[0],
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"b", shader_source);
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g_string_append (shader_source, " - 0.5) * (");
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cogl_gles2_add_arg (unit, sources[1], operands[1],
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"b", shader_source);
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g_string_append_printf (shader_source, " - 0.5))).%s", swizzle);
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break;
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}
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}
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static gboolean
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cogl_gles2_rgb_and_alpha_equal (const CoglGles2WrapperTexEnv *tex_env)
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{
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int arg, n_args;
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if (tex_env->texture_combine_rgb_func != tex_env->texture_combine_alpha_func)
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return FALSE;
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n_args =
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cogl_gles2_get_n_args_for_combine_func (tex_env->texture_combine_rgb_func);
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for (arg = 0; arg < n_args; arg++)
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{
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if (tex_env->texture_combine_rgb_src[arg] !=
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tex_env->texture_combine_alpha_src[arg])
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return FALSE;
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if (tex_env->texture_combine_rgb_op[arg] != GL_SRC_COLOR ||
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tex_env->texture_combine_alpha_op[arg] != GL_SRC_ALPHA)
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return FALSE;
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}
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return TRUE;
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}
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static CoglGles2WrapperShader *
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cogl_gles2_get_fragment_shader (const CoglGles2WrapperSettings *settings)
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{
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@ -359,29 +616,55 @@ cogl_gles2_get_fragment_shader (const CoglGles2WrapperSettings *settings)
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apparent bug in the PowerVR drivers. Without it the alpha
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blending seems to stop working */
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g_string_append (shader_source,
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"vec4 frag_color_copy = frag_color;\n");
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g_string_append (shader_source, "gl_FragColor = frag_color;\n");
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"vec4 frag_color_copy = frag_color;\n");
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for (i = 0; i < n_texture_units; i++)
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if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
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{
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if (COGL_GLES2_TEXTURE_UNIT_IS_ALPHA_ONLY (settings->texture_units, i))
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/* If the texture only has an alpha channel (eg, with the textures
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from the pango renderer) then the RGB components will be
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black. We want to use the RGB from the current color in that
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case */
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g_string_append_printf (shader_source,
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"gl_FragColor.a *= "
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"texture2D (texture_unit[%d], "
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"tex_coord[%d]).a;\n",
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i, i);
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else
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g_string_append_printf (shader_source,
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"gl_FragColor *= "
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"texture2D (texture_unit[%d], "
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"tex_coord[%d]);\n",
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i, i);
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}
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/* If there are no textures units enabled then we can just directly
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use the color from the vertex shader */
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if (n_texture_units == 0)
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g_string_append (shader_source, "gl_FragColor = frag_color;\n");
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else
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/* Otherwise we need to calculate the value based on the layer
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combine settings */
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for (i = 0; i < n_texture_units; i++)
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if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
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{
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const CoglGles2WrapperTexEnv *tex_env = settings->tex_env + i;
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/* If the rgb and alpha combine functions are the same then
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we can do both with a single statement, otherwise we need
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to do them separately */
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if (cogl_gles2_rgb_and_alpha_equal (tex_env))
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{
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g_string_append (shader_source, "gl_FragColor.rgba = ");
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cogl_gles2_add_operation (i,
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tex_env->texture_combine_rgb_func,
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tex_env->texture_combine_rgb_src,
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tex_env->texture_combine_rgb_op,
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"rgba",
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shader_source);
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g_string_append (shader_source, ";\n");
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}
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else
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{
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g_string_append (shader_source, "gl_FragColor.rgb = ");
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cogl_gles2_add_operation (i,
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tex_env->texture_combine_rgb_func,
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tex_env->texture_combine_rgb_src,
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tex_env->texture_combine_rgb_op,
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"rgb",
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shader_source);
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g_string_append (shader_source,
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";\n"
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"gl_FragColor.a = ");
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cogl_gles2_add_operation (i,
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tex_env->texture_combine_alpha_func,
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tex_env->texture_combine_alpha_src,
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tex_env->texture_combine_alpha_op,
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"a",
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shader_source);
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g_string_append (shader_source, ";\n");
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}
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}
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if (settings->fog_enabled)
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g_string_append (shader_source, cogl_fixed_fragment_shader_fog);
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@ -1079,16 +1362,61 @@ cogl_gles2_wrapper_bind_texture (GLenum target, GLuint texture,
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void
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cogl_wrap_glTexEnvi (GLenum target, GLenum pname, GLint param)
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{
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/* This function is only used to set the texture mode once to
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GL_MODULATE. The shader is hard-coded to modulate the texture so
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nothing needs to be done here. */
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if (target == GL_TEXTURE_ENV)
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{
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CoglGles2WrapperTexEnv *tex_env;
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_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
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tex_env = w->settings.tex_env + w->active_texture_unit;
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switch (pname)
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{
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case GL_COMBINE_RGB:
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tex_env->texture_combine_rgb_func = param;
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break;
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case GL_COMBINE_ALPHA:
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tex_env->texture_combine_alpha_func = param;
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break;
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case GL_SRC0_RGB:
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case GL_SRC1_RGB:
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case GL_SRC2_RGB:
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tex_env->texture_combine_rgb_src[pname - GL_SRC0_RGB] = param;
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break;
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case GL_SRC0_ALPHA:
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case GL_SRC1_ALPHA:
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case GL_SRC2_ALPHA:
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tex_env->texture_combine_alpha_src[pname - GL_SRC0_ALPHA] = param;
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break;
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case GL_OPERAND0_RGB:
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case GL_OPERAND1_RGB:
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case GL_OPERAND2_RGB:
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tex_env->texture_combine_rgb_op[pname - GL_OPERAND0_RGB] = param;
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break;
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case GL_OPERAND0_ALPHA:
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case GL_OPERAND1_ALPHA:
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case GL_OPERAND2_ALPHA:
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tex_env->texture_combine_alpha_op[pname - GL_OPERAND0_ALPHA] = param;
|
||||
break;
|
||||
}
|
||||
|
||||
w->settings_dirty = TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
cogl_wrap_glTexEnvfv (GLenum target, GLenum pname, const GLfloat *params)
|
||||
{
|
||||
/* FIXME: Currently needed to support texture combining using
|
||||
* COGL_BLEND_STRING_COLOR_SOURCE_CONSTANT */
|
||||
if (target == GL_TEXTURE_ENV && pname == GL_TEXTURE_ENV_COLOR)
|
||||
{
|
||||
CoglGles2WrapperTexEnv *tex_env;
|
||||
|
||||
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
|
||||
|
||||
tex_env = w->settings.tex_env + w->active_texture_unit;
|
||||
|
||||
memcpy (tex_env->texture_combine_constant, params, sizeof (GLfloat) * 4);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -37,6 +37,7 @@ typedef struct _CoglGles2WrapperTextureUnit
|
||||
|
||||
typedef struct _CoglGles2WrapperAttributes CoglGles2WrapperAttributes;
|
||||
typedef struct _CoglGles2WrapperUniforms CoglGles2WrapperUniforms;
|
||||
typedef struct _CoglGles2WrapperTexEnv CoglGles2WrapperTexEnv;
|
||||
typedef struct _CoglGles2WrapperTextureUnitSettings
|
||||
CoglGles2WrapperTextureUnitSettings;
|
||||
typedef struct _CoglGles2WrapperSettings CoglGles2WrapperSettings;
|
||||
@ -115,6 +116,19 @@ struct _CoglGles2WrapperUniforms
|
||||
GLint texture_unit_uniform;
|
||||
};
|
||||
|
||||
struct _CoglGles2WrapperTexEnv
|
||||
{
|
||||
GLenum texture_combine_rgb_func;
|
||||
GLenum texture_combine_rgb_src[3];
|
||||
GLenum texture_combine_rgb_op[3];
|
||||
|
||||
GLenum texture_combine_alpha_func;
|
||||
GLenum texture_combine_alpha_src[3];
|
||||
GLenum texture_combine_alpha_op[3];
|
||||
|
||||
GLfloat texture_combine_constant[4];
|
||||
};
|
||||
|
||||
/* NB: We get a copy of this for each fragment/vertex
|
||||
* program varient we generate so we try to keep it
|
||||
* fairly lean */
|
||||
@ -130,6 +144,8 @@ struct _CoglGles2WrapperSettings
|
||||
|
||||
unsigned int alpha_test_enabled:1;
|
||||
unsigned int fog_enabled:1;
|
||||
|
||||
CoglGles2WrapperTexEnv tex_env[COGL_GLES2_MAX_TEXTURE_UNITS];
|
||||
};
|
||||
|
||||
struct _CoglGles2WrapperTextureUnit
|
||||
|
Loading…
Reference in New Issue
Block a user