/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2008,2009,2010 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 */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl-material-private.h" #include "cogl-material-opengl-private.h" #ifdef COGL_MATERIAL_BACKEND_FIXED #include "cogl.h" #include "cogl-internal.h" #include "cogl-context.h" #include "cogl-handle.h" #include "cogl-texture-private.h" #include "cogl-blend-string.h" #include "cogl-profile.h" #include #include #include #ifdef HAVE_COGL_GLES2 #include "../gles/cogl-gles2-wrapper.h" #endif const CoglMaterialBackend _cogl_material_fixed_backend; static int _cogl_material_backend_fixed_get_max_texture_units (void) { _COGL_GET_CONTEXT (ctx, 0); /* This function is called quite often so we cache the value to avoid too many GL calls */ if (ctx->max_texture_units == -1) { ctx->max_texture_units = 1; GE (glGetIntegerv (GL_MAX_TEXTURE_UNITS, &ctx->max_texture_units)); } return ctx->max_texture_units; } static gboolean _cogl_material_backend_fixed_start (CoglMaterial *material, int n_layers, unsigned long materials_difference) { _cogl_use_program (0, COGL_MATERIAL_PROGRAM_TYPE_FIXED); return TRUE; } static gboolean _cogl_material_backend_fixed_add_layer (CoglMaterial *material, CoglMaterialLayer *layer, unsigned long layers_difference) { CoglTextureUnit *unit = _cogl_get_texture_unit (_cogl_material_layer_get_unit_index (layer)); int unit_index = unit->index; int n_rgb_func_args; int n_alpha_func_args; _COGL_GET_CONTEXT (ctx, FALSE); /* XXX: Beware that since we are changing the active texture unit we * must make sure we don't call into other Cogl components that may * temporarily bind texture objects to query/modify parameters since * they will end up binding texture unit 1. See * _cogl_bind_gl_texture_transient for more details. */ _cogl_set_active_texture_unit (unit_index); if (layers_difference & COGL_MATERIAL_LAYER_STATE_COMBINE) { CoglMaterialLayer *authority = _cogl_material_layer_get_authority (layer, COGL_MATERIAL_LAYER_STATE_COMBINE); CoglMaterialLayerBigState *big_state = authority->big_state; GE (glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE)); /* Set the combiner functions... */ GE (glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, big_state->texture_combine_rgb_func)); GE (glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, big_state->texture_combine_alpha_func)); /* * Setup the function arguments... */ /* For the RGB components... */ n_rgb_func_args = _cogl_get_n_args_for_combine_func (big_state->texture_combine_rgb_func); GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_RGB, big_state->texture_combine_rgb_src[0])); GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB, big_state->texture_combine_rgb_op[0])); if (n_rgb_func_args > 1) { GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_RGB, big_state->texture_combine_rgb_src[1])); GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB, big_state->texture_combine_rgb_op[1])); } if (n_rgb_func_args > 2) { GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_RGB, big_state->texture_combine_rgb_src[2])); GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_RGB, big_state->texture_combine_rgb_op[2])); } /* For the Alpha component */ n_alpha_func_args = _cogl_get_n_args_for_combine_func (big_state->texture_combine_alpha_func); GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_ALPHA, big_state->texture_combine_alpha_src[0])); GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, big_state->texture_combine_alpha_op[0])); if (n_alpha_func_args > 1) { GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_ALPHA, big_state->texture_combine_alpha_src[1])); GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, big_state->texture_combine_alpha_op[1])); } if (n_alpha_func_args > 2) { GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_ALPHA, big_state->texture_combine_alpha_src[2])); GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, big_state->texture_combine_alpha_op[2])); } } if (layers_difference & COGL_MATERIAL_LAYER_STATE_COMBINE) { CoglMaterialLayer *authority = _cogl_material_layer_get_authority (layer, COGL_MATERIAL_LAYER_STATE_COMBINE); CoglMaterialLayerBigState *big_state = authority->big_state; GE (glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, big_state->texture_combine_constant)); } return TRUE; } static gboolean _cogl_material_backend_fixed_end (CoglMaterial *material, unsigned long materials_difference) { if (materials_difference & COGL_MATERIAL_STATE_FOG) { CoglMaterial *authority = _cogl_material_get_authority (material, COGL_MATERIAL_STATE_FOG); CoglMaterialFogState *fog_state = &authority->big_state->fog_state; if (fog_state->enabled) { GLfloat fogColor[4]; GLenum gl_mode = GL_LINEAR; fogColor[0] = cogl_color_get_red_float (&fog_state->color); fogColor[1] = cogl_color_get_green_float (&fog_state->color); fogColor[2] = cogl_color_get_blue_float (&fog_state->color); fogColor[3] = cogl_color_get_alpha_float (&fog_state->color); GE (glEnable (GL_FOG)); GE (glFogfv (GL_FOG_COLOR, fogColor)); #if HAVE_COGL_GLES switch (fog_state->mode) { case COGL_FOG_MODE_LINEAR: gl_mode = GL_LINEAR; break; case COGL_FOG_MODE_EXPONENTIAL: gl_mode = GL_EXP; break; case COGL_FOG_MODE_EXPONENTIAL_SQUARED: gl_mode = GL_EXP2; break; } #endif /* TODO: support other modes for GLES2 */ /* NB: GLES doesn't have glFogi */ GE (glFogf (GL_FOG_MODE, gl_mode)); GE (glHint (GL_FOG_HINT, GL_NICEST)); GE (glFogf (GL_FOG_DENSITY, fog_state->density)); GE (glFogf (GL_FOG_START, fog_state->z_near)); GE (glFogf (GL_FOG_END, fog_state->z_far)); } else GE (glDisable (GL_FOG)); } #ifdef HAVE_COGL_GLES2 /* Let the GLES2 backend know that we're not using a user shader anymore. This is a massive hack but it will go away once the GLSL backend replaces the GLES2 wrapper */ _cogl_gles2_use_program (0); #endif return TRUE; } const CoglMaterialBackend _cogl_material_fixed_backend = { _cogl_material_backend_fixed_get_max_texture_units, _cogl_material_backend_fixed_start, _cogl_material_backend_fixed_add_layer, NULL, /* passthrough */ _cogl_material_backend_fixed_end, NULL, /* material_change_notify */ NULL, /* material_set_parent_notify */ NULL, /* layer_change_notify */ NULL /* free_priv */ }; #endif /* COGL_MATERIAL_BACKEND_FIXED */