/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see .
*
*
*
* Authors:
* Robert Bragg
*/
#ifndef __COGL_MATERIAL_PRIVATE_H
#define __COGL_MATERIAL_PRIVATE_H
#include "cogl-material.h"
#include "cogl-matrix.h"
#include "cogl-matrix-stack.h"
#include "cogl-handle.h"
#include
typedef struct _CoglMaterial CoglMaterial;
typedef struct _CoglMaterialLayer CoglMaterialLayer;
/*
* cogl-material.c owns the GPU's texture unit state so we have some
* private structures for describing the current state of a texture
* unit that we track in a per context array (ctx->texture_units) that
* grows according to the largest texture unit used so far...
*
* Roughly speaking the members in this structure are of two kinds:
* either they are a low level reflection of the state we send to
* OpenGL or they are for high level meta data assoicated with the
* texture unit when flushing CoglMaterialLayers that is typically
* used to optimize subsequent re-flushing of the same layer.
*
* The low level members are at the top, and the high level members
* start with the .layer member.
*/
typedef struct _CoglTextureUnit
{
/* The base 0 texture unit index which can be used with
* glActiveTexture () */
int index;
/* Whether or not the corresponding gl_target has been glEnabled */
gboolean enabled;
/* The GL target currently glEnabled or 0 if .enabled == FALSE */
GLenum enabled_gl_target;
/* The raw GL texture object name for which we called glBindTexture when
* we flushed the last layer. (NB: The CoglTexture associated
* with a layer may represent more than one GL texture) */
GLuint gl_texture;
/* Foreign textures are those not created or deleted by Cogl. If we ever
* call glBindTexture for a foreign texture then the next time we are
* asked to glBindTexture we can't try and optimize a redundant state
* change because we don't know if the original texture name was deleted
* and now we are being asked to bind a recycled name. */
gboolean is_foreign;
/* We have many components in Cogl that need to temporarily bind arbitrary
* textures e.g. to query texture object parameters and since we don't
* want that to result in too much redundant reflushing of layer state
* when all that's needed is to re-bind the layers gl_texture we use this
* to track when the .layer_gl_texture state is invalid.
*
* XXX: as a further optimization cogl-material.c uses a convention
* of always leaving texture unit 1 active when not dealing with the
* flushing of layer state, so we can assume this is only ever TRUE
* for unit 1.
*/
gboolean dirty_gl_texture;
/* A matrix stack giving us the means to associate a texture
* transform matrix with the texture unit. */
CoglMatrixStack *matrix_stack;
/*
* Higher level layer state associated with the unit...
*/
/* The CoglMaterialLayer whos state was flushed to update this
* texture unit last.
*
* This will be set to NULL if the layer is modified or freed which
* means when we come to flush a layer; if this pointer is still
* valid and == to the layer being flushed we don't need to update
* any texture unit state. */
CoglMaterialLayer *layer;
/* To help minimize the state changes required we track the
* difference flags associated with the layer whos state was last
* flushed to update this texture unit.
*
* Note: we track this explicitly because .layer may get invalidated
* if that layer is modified or deleted. Even if the layer is
* invalidated though these flags can be used to optimize the state
* flush of the next layer
*/
unsigned long layer_differences;
/* The options that may have affected how the layer state updated
* this texture unit. */
gboolean fallback;
gboolean layer0_overridden;
/* When flushing a layers state, fallback options may mean that a
* different CoglTexture is used than layer->texture.
*
* Once a layers state has been flushed we have to keep track of
* changes to that layer so if we are asked to re-flush the same
* layer later we will know what work is required. This also means
* we need to keep track of changes to the CoglTexture of that layer
* so we need to explicitly keep a reference to the final texture
* chosen.
*/
CoglHandle texture;
} CoglTextureUnit;
CoglTextureUnit *
_cogl_get_texture_unit (int index_);
void
_cogl_destroy_texture_units (void);
void
_cogl_bind_gl_texture_transient (GLenum gl_target,
GLuint gl_texture,
gboolean is_foreign);
typedef enum _CoglMaterialEqualFlags
{
/* Return FALSE if any component of either material isn't set to its
* default value. (Note: if the materials have corresponding flush
* options indicating that e.g. the material color won't be flushed then
* this will not assert a default color value.) */
COGL_MATERIAL_EQUAL_FLAGS_ASSERT_ALL_DEFAULTS = 1L<<0,
} CoglMaterialEqualFlags;
typedef enum _CoglMaterialLayerDifferenceFlags
{
COGL_MATERIAL_LAYER_DIFFERENCE_TEXTURE = 1L<<0,
COGL_MATERIAL_LAYER_DIFFERENCE_COMBINE = 1L<<1,
COGL_MATERIAL_LAYER_DIFFERENCE_COMBINE_CONSTANT = 1L<<2,
COGL_MATERIAL_LAYER_DIFFERENCE_USER_MATRIX = 1L<<3,
COGL_MATERIAL_LAYER_DIFFERENCE_FILTERS = 1L<<4
} CoglMaterialLayerDifferenceFlags;
typedef enum _CoglMaterialLayerChangeFlags
{
COGL_MATERIAL_LAYER_CHANGE_TEXTURE = 1L<<0,
COGL_MATERIAL_LAYER_CHANGE_COMBINE = 1L<<1,
COGL_MATERIAL_LAYER_CHANGE_COMBINE_CONSTANT = 1L<<2,
COGL_MATERIAL_LAYER_CHANGE_USER_MATRIX = 1L<<3,
COGL_MATERIAL_LAYER_CHANGE_FILTERS = 1L<<4,
COGL_MATERIAL_LAYER_CHANGE_TEXTURE_INTERN = 1L<<5,
COGL_MATERIAL_LAYER_CHANGE_UNIT = 1L<<6
} CoglMaterialLayerChangeFlags;
struct _CoglMaterialLayer
{
CoglHandleObject _parent;
/* Parent material */
CoglMaterial *material;
unsigned int index; /*!< lowest index is blended first then others on
top */
int unit_index;
unsigned long differences;
CoglHandle texture; /*!< The texture for this layer, or
COGL_INVALID_HANDLE for an empty layer */
CoglMaterialFilter mag_filter;
CoglMaterialFilter min_filter;
CoglMaterialWrapMode wrap_mode_s;
CoglMaterialWrapMode wrap_mode_t;
CoglMaterialWrapMode wrap_mode_r;
/* Determines how the color of individual texture fragments
* are calculated. */
GLint texture_combine_rgb_func;
GLint texture_combine_rgb_src[3];
GLint texture_combine_rgb_op[3];
GLint texture_combine_alpha_func;
GLint texture_combine_alpha_src[3];
GLint texture_combine_alpha_op[3];
GLfloat texture_combine_constant[4];
/* TODO: Support purely GLSL based material layers */
CoglMatrix matrix;
/* Different material backends (GLSL/ARBfp/Fixed Function) may
* want to associate private data with a layer... */
void *backend_priv;
};
typedef enum _CoglMaterialFlags
{
COGL_MATERIAL_FLAG_DEFAULT_COLOR = 1L<<1,
COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL = 1L<<2,
COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC = 1L<<3,
COGL_MATERIAL_FLAG_ENABLE_BLEND = 1L<<4,
COGL_MATERIAL_FLAG_DEFAULT_BLEND = 1L<<5,
COGL_MATERIAL_FLAG_DEFAULT_USER_SHADER = 1L<<6,
COGL_MATERIAL_FLAG_DEFAULT_LAYERS = 1L<<7
} CoglMaterialFlags;
/* This defines the initialization state for
* ctx->current_material_flags which should result in the first
* material flush explicitly initializing everything
*/
#define COGL_MATERIAL_FLAGS_INIT \
COGL_MATERIAL_FLAG_DEFAULT_USER_SHADER
typedef enum _CoglMaterialChangeFlag
{
COGL_MATERIAL_CHANGE_COLOR = 1L<<1,
COGL_MATERIAL_CHANGE_GL_MATERIAL = 1L<<2,
COGL_MATERIAL_CHANGE_ALPHA_FUNC = 1L<<3,
COGL_MATERIAL_CHANGE_ENABLE_BLEND = 1L<<4,
COGL_MATERIAL_CHANGE_BLEND = 1L<<5,
COGL_MATERIAL_CHANGE_USER_SHADER = 1L<<6,
COGL_MATERIAL_CHANGE_LAYERS = 1L<<7
} CoglMaterialChangeFlag;
struct _CoglMaterial
{
CoglHandleObject _parent;
unsigned long journal_ref_count;
int backend;
unsigned long flags;
/* If no lighting is enabled; this is the basic material color */
GLubyte unlit[4];
/* Standard OpenGL lighting model attributes */
GLfloat ambient[4];
GLfloat diffuse[4];
GLfloat specular[4];
GLfloat emission[4];
GLfloat shininess;
/* Determines what fragments are discarded based on their alpha */
CoglMaterialAlphaFunc alpha_func;
GLfloat alpha_func_reference;
/* Determines how this material is blended with other primitives */
#ifndef HAVE_COGL_GLES
GLenum blend_equation_rgb;
GLenum blend_equation_alpha;
GLint blend_src_factor_alpha;
GLint blend_dst_factor_alpha;
GLfloat blend_constant[4];
#endif
GLint blend_src_factor_rgb;
GLint blend_dst_factor_rgb;
CoglHandle user_program;
GList *layers;
unsigned int n_layers;
void *backend_priv;
};
typedef struct _CoglMaterialBackend
{
int (*get_max_texture_units) (void);
gboolean (*start) (CoglMaterial *material);
gboolean (*add_layer) (CoglMaterialLayer *layer);
gboolean (*passthrough) (CoglMaterial *material);
gboolean (*end) (CoglMaterial *material);
void (*material_change_notify) (CoglMaterial *material,
unsigned long changes,
GLubyte *new_color);
void (*layer_change_notify) (CoglMaterialLayer *layer,
unsigned long changes);
void (*free_priv) (CoglMaterial *material);
} CoglMaterialBackend;
typedef enum
{
COGL_MATERIAL_PROGRAM_TYPE_GLSL = 1,
COGL_MATERIAL_PROGRAM_TYPE_ARBFP,
COGL_MATERIAL_PROGRAM_TYPE_FIXED
} CoglMaterialProgramType;
/*
* SECTION:cogl-material-internals
* @short_description: Functions for creating custom primitives that make use
* of Cogl materials for filling.
*
* Normally you shouldn't need to use this API directly, but if you need to
* developing a custom/specialised primitive - probably using raw OpenGL - then
* this API aims to expose enough of the material internals to support being
* able to fill your geometry according to a given Cogl material.
*/
/*
* _cogl_material_init_default_material:
*
* This initializes the first material owned by the Cogl context. All
* subsequently instantiated materials created via the cogl_material_new()
* API will initially be a copy of this material.
*/
void
_cogl_material_init_default_material (void);
/*
* cogl_material_get_cogl_enable_flags:
* @material: A CoglMaterial object
*
* This determines what flags need to be passed to cogl_enable before this
* material can be used. Normally you shouldn't need to use this function
* directly since Cogl will do this internally, but if you are developing
* custom primitives directly with OpenGL you may want to use this.
*
* Note: This API is hopfully just a stop-gap solution. Ideally cogl_enable
* will be replaced.
*/
/* TODO: find a nicer solution! */
unsigned long
_cogl_material_get_cogl_enable_flags (CoglHandle handle);
gboolean
_cogl_material_layer_has_user_matrix (CoglHandle layer_handle);
/*
* Ensures the mipmaps are available for the texture in the layer if
* the filter settings would require it
*/
void
_cogl_material_layer_ensure_mipmaps (CoglHandle layer_handler);
/*
* CoglMaterialFlushFlag:
* @COGL_MATERIAL_FLUSH_FALLBACK_MASK: The fallback_layers member is set to
* a guint32 mask of the layers that can't be supported with the user
* supplied texture and need to be replaced with fallback textures. (1 =
* fallback, and the least significant bit = layer 0)
* @COGL_MATERIAL_FLUSH_DISABLE_MASK: The disable_layers member is set to
* a guint32 mask of the layers that you want to completly disable
* texturing for (1 = fallback, and the least significant bit = layer 0)
* @COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE: The layer0_override_texture member is
* set to a GLuint OpenGL texture name to override the texture used for
* layer 0 of the material. This is intended for dealing with sliced
* textures where you will need to point to each of the texture slices in
* turn when drawing your geometry. Passing a value of 0 is the same as
* not passing the option at all.
* @COGL_MATERIAL_FLUSH_SKIP_GL_COLOR: When flushing the GL state for the
* material don't call glColor.
* @COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES: Specifies that a bitmask
* of overrides for the wrap modes for some or all layers is
* given.
*/
typedef enum _CoglMaterialFlushFlag
{
COGL_MATERIAL_FLUSH_FALLBACK_MASK = 1L<<0,
COGL_MATERIAL_FLUSH_DISABLE_MASK = 1L<<1,
COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE = 1L<<2,
COGL_MATERIAL_FLUSH_SKIP_GL_COLOR = 1L<<3,
COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES = 1L<<4
} CoglMaterialFlushFlag;
/* These constants are used to fill in wrap_mode_overrides */
#define COGL_MATERIAL_WRAP_MODE_OVERRIDE_NONE 0 /* no override */
#define COGL_MATERIAL_WRAP_MODE_OVERRIDE_REPEAT 1
#define COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_EDGE 2
#define COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_BORDER 3
/* There can't be more than 32 layers because we need to fit a bitmask
of the layers into a guint32 */
#define COGL_MATERIAL_MAX_LAYERS 32
typedef struct _CoglMaterialWrapModeOverrides
{
struct
{
unsigned long s : 2;
unsigned long t : 2;
unsigned long r : 2;
} values[COGL_MATERIAL_MAX_LAYERS];
} CoglMaterialWrapModeOverrides;
/*
* CoglMaterialFlushOptions:
*
*/
typedef struct _CoglMaterialFlushOptions
{
CoglMaterialFlushFlag flags;
guint32 fallback_layers;
guint32 disable_layers;
GLuint layer0_override_texture;
CoglMaterialWrapModeOverrides wrap_mode_overrides;
} CoglMaterialFlushOptions;
void
_cogl_material_get_colorubv (CoglHandle handle,
guint8 *color);
void
_cogl_material_flush_gl_state (CoglHandle material,
CoglMaterialFlushOptions *options);
gboolean
_cogl_material_equal (CoglHandle material0_handle,
CoglMaterialFlushOptions *material0_flush_options,
CoglHandle material1_handle,
CoglMaterialFlushOptions *material1_flush_options);
CoglHandle
_cogl_material_journal_ref (CoglHandle material_handle);
void
_cogl_material_journal_unref (CoglHandle material_handle);
/* TODO: These should be made public once we add support for 3D
textures in Cogl */
void
_cogl_material_set_layer_wrap_mode_r (CoglHandle material,
int layer_index,
CoglMaterialWrapMode mode);
CoglMaterialWrapMode
_cogl_material_layer_get_wrap_mode_r (CoglHandle layer);
void
_cogl_material_set_user_program (CoglHandle handle,
CoglHandle program);
void
_cogl_delete_gl_texture (GLuint gl_texture);
void
_cogl_material_apply_legacy_state (CoglHandle handle);
void
_cogl_gl_use_program_wrapper (GLuint program);
#endif /* __COGL_MATERIAL_PRIVATE_H */