1f715ad153
Every now and then someone sees the cogl_enable API and gets confused, thinking its public API so this renames the symbol to be clear that it's is an internal only API.
1014 lines
34 KiB
C
1014 lines
34 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2007,2008,2009,2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-journal-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-material-private.h"
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#include "cogl-vertex-buffer-private.h"
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#include "cogl-framebuffer-private.h"
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#include <string.h>
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#include <math.h>
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#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
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#ifdef HAVE_COGL_GL
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#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
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#endif
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typedef struct _TextureSlicedQuadState
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{
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CoglHandle material;
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float tex_virtual_origin_x;
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float tex_virtual_origin_y;
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float quad_origin_x;
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float quad_origin_y;
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float v_to_q_scale_x;
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float v_to_q_scale_y;
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float quad_len_x;
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float quad_len_y;
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gboolean flipped_x;
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gboolean flipped_y;
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} TextureSlicedQuadState;
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typedef struct _TextureSlicedPolygonState
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{
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const CoglTextureVertex *vertices;
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int n_vertices;
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int stride;
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} TextureSlicedPolygonState;
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static void
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log_quad_sub_textures_cb (CoglHandle texture_handle,
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GLuint gl_handle,
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GLenum gl_target,
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const float *subtexture_coords,
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const float *virtual_coords,
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void *user_data)
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{
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TextureSlicedQuadState *state = user_data;
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float quad_coords[4];
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#define TEX_VIRTUAL_TO_QUAD(V, Q, AXIS) \
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do { \
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Q = V - state->tex_virtual_origin_##AXIS; \
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Q *= state->v_to_q_scale_##AXIS; \
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if (state->flipped_##AXIS) \
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Q = state->quad_len_##AXIS - Q; \
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Q += state->quad_origin_##AXIS; \
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} while (0);
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TEX_VIRTUAL_TO_QUAD (virtual_coords[0], quad_coords[0], x);
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TEX_VIRTUAL_TO_QUAD (virtual_coords[1], quad_coords[1], y);
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TEX_VIRTUAL_TO_QUAD (virtual_coords[2], quad_coords[2], x);
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TEX_VIRTUAL_TO_QUAD (virtual_coords[3], quad_coords[3], y);
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#undef TEX_VIRTUAL_TO_QUAD
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COGL_NOTE (DRAW,
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"~~~~~ slice\n"
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"qx1: %f\t"
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"qy1: %f\n"
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"qx2: %f\t"
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"qy2: %f\n"
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"tx1: %f\t"
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"ty1: %f\n"
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"tx2: %f\t"
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"ty2: %f\n",
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quad_coords[0], quad_coords[1],
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quad_coords[2], quad_coords[3],
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subtexture_coords[0], subtexture_coords[1],
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subtexture_coords[2], subtexture_coords[3]);
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/* FIXME: when the wrap mode becomes part of the material we need to
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* be able to override the wrap mode when logging a quad. */
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_cogl_journal_log_quad (quad_coords,
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state->material,
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1, /* one layer */
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0, /* don't need to use fallbacks */
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gl_handle, /* replace the layer0 texture */
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subtexture_coords,
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4);
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}
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/* This path doesn't currently support multitexturing but is used for
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* CoglTextures that don't support repeating using the GPU so we need to
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* manually emit extra geometry to fake the repeating. This includes:
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*
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* - CoglTexture2DSliced: when made of > 1 slice or if the users given
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* texture coordinates require repeating,
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* - CoglTexture2DAtlas: if the users given texture coordinates require
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* repeating,
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* - CoglTextureRectangle: if the users given texture coordinates require
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* repeating,
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* - CoglTexturePixmap: if the users given texture coordinates require
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* repeating
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*/
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/* TODO: support multitexturing */
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static void
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_cogl_texture_quad_multiple_primitives (CoglHandle tex_handle,
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CoglHandle material,
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const float *position,
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float tx_1,
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float ty_1,
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float tx_2,
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float ty_2)
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{
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TextureSlicedQuadState state;
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gboolean tex_virtual_flipped_x;
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gboolean tex_virtual_flipped_y;
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gboolean quad_flipped_x;
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gboolean quad_flipped_y;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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COGL_NOTE (DRAW, "Drawing Tex Quad (Multi-Prim Mode)");
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/* We can't use hardware repeat so we need to set clamp to edge
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otherwise it might pull in edge pixels from the other side */
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/* FIXME: wrap modes should be part of the material! */
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_cogl_texture_set_wrap_mode_parameter (tex_handle, GL_CLAMP_TO_EDGE);
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state.material = material;
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/* Get together the data we need to transform the virtual texture
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* coordinates of each slice into quad coordinates...
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*
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* NB: We need to consider that the quad coordinates and the texture
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* coordinates may be inverted along the x or y axis, and must preserve the
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* inversions when we emit the final geometry.
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*/
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#define X0 0
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#define Y0 1
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#define X1 2
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#define Y1 3
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tex_virtual_flipped_x = (tx_1 > tx_2) ? TRUE : FALSE;
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tex_virtual_flipped_y = (ty_1 > ty_2) ? TRUE : FALSE;
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state.tex_virtual_origin_x = tex_virtual_flipped_x ? tx_2 : tx_1;
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state.tex_virtual_origin_y = tex_virtual_flipped_y ? ty_2 : ty_1;
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quad_flipped_x = (position[X0] > position[X1]) ? TRUE : FALSE;
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quad_flipped_y = (position[Y0] > position[Y1]) ? TRUE : FALSE;
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state.quad_origin_x = quad_flipped_x ? position[X1] : position[X0];
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state.quad_origin_y = quad_flipped_y ? position[Y1] : position[Y0];
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/* flatten the two forms of coordinate inversion into one... */
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state.flipped_x = tex_virtual_flipped_x ^ quad_flipped_x;
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state.flipped_y = tex_virtual_flipped_y ^ quad_flipped_y;
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/* We use the _len_AXIS naming here instead of _width and _height because
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* log_quad_slice_cb uses a macro with symbol concatenation to handle both
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* axis, so this is more convenient... */
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state.quad_len_x = fabs (position[X1] - position[X0]);
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state.quad_len_y = fabs (position[Y1] - position[Y0]);
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#undef X0
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#undef Y0
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#undef X1
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#undef Y1
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state.v_to_q_scale_x = fabs (state.quad_len_x / (tx_2 - tx_1));
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state.v_to_q_scale_y = fabs (state.quad_len_y / (ty_2 - ty_1));
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_cogl_texture_foreach_sub_texture_in_region (tex_handle,
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tx_1, ty_1, tx_2, ty_2,
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log_quad_sub_textures_cb,
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&state);
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}
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/* This path supports multitexturing but only when each of the layers is
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* handled with a single GL texture. Also if repeating is necessary then
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* _cogl_texture_can_hardware_repeat() must return TRUE.
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* This includes layers made from:
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*
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* - CoglTexture2DSliced: if only comprised of a single slice with optional
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* waste, assuming the users given texture coordinates don't require
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* repeating.
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* - CoglTexture{1D,2D,3D}: always.
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* - CoglTexture2DAtlas: assuming the users given texture coordinates don't
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* require repeating.
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* - CoglTextureRectangle: assuming the users given texture coordinates don't
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* require repeating.
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* - CoglTexturePixmap: assuming the users given texture coordinates don't
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* require repeating.
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*/
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static gboolean
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_cogl_multitexture_quad_single_primitive (const float *position,
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CoglHandle material,
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guint32 fallback_layers,
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const float *user_tex_coords,
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int user_tex_coords_len)
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{
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int n_layers = cogl_material_get_n_layers (material);
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float *final_tex_coords = alloca (sizeof (float) * 4 * n_layers);
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const GList *layers;
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GList *tmp;
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int i;
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_COGL_GET_CONTEXT (ctx, FALSE);
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/*
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* Validate the texture coordinates for this rectangle.
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*/
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layers = cogl_material_get_layers (material);
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for (tmp = (GList *)layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
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{
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CoglHandle layer = (CoglHandle)tmp->data;
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CoglHandle tex_handle;
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const float *in_tex_coords;
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float *out_tex_coords;
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float default_tex_coords[4] = {0.0, 0.0, 1.0, 1.0};
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CoglTransformResult transform_result;
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GLenum wrap_mode;
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tex_handle = cogl_material_layer_get_texture (layer);
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/* COGL_INVALID_HANDLE textures are handled by
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* _cogl_material_flush_gl_state */
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if (tex_handle == COGL_INVALID_HANDLE)
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continue;
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/* If the user didn't supply texture coordinates for this layer
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then use the default coords */
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if (i >= user_tex_coords_len / 4)
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in_tex_coords = default_tex_coords;
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else
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in_tex_coords = &user_tex_coords[i * 4];
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out_tex_coords = &final_tex_coords[i * 4];
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memcpy (out_tex_coords, in_tex_coords, sizeof (GLfloat) * 4);
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/* Convert the texture coordinates to GL.
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*/
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transform_result =
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_cogl_texture_transform_quad_coords_to_gl (tex_handle,
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out_tex_coords);
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/* If the texture has waste or we are using GL_TEXTURE_RECT we
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* can't handle texture repeating so we can't use the layer if
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* repeating is required.
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*
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* NB: We already know that no texture matrix is being used if the
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* texture doesn't support hardware repeat.
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*/
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if (transform_result == COGL_TRANSFORM_SOFTWARE_REPEAT)
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{
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if (i == 0)
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{
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if (n_layers > 1)
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{
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static gboolean warning_seen = FALSE;
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if (!warning_seen)
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g_warning ("Skipping layers 1..n of your material since "
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"the first layer doesn't support hardware "
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"repeat (e.g. because of waste or use of "
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"GL_TEXTURE_RECTANGLE_ARB) and you supplied "
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"texture coordinates outside the range [0,1]."
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"Falling back to software repeat assuming "
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"layer 0 is the most important one keep");
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warning_seen = TRUE;
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}
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return FALSE;
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}
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else
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{
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static gboolean warning_seen = FALSE;
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if (!warning_seen)
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g_warning ("Skipping layer %d of your material "
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"since you have supplied texture coords "
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"outside the range [0,1] but the texture "
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"doesn't support hardware repeat (e.g. "
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"because of waste or use of "
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"GL_TEXTURE_RECTANGLE_ARB). This isn't "
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"supported with multi-texturing.", i);
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warning_seen = TRUE;
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/* NB: marking for fallback will replace the layer with
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* a default transparent texture */
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fallback_layers |= (1 << i);
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}
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}
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/* If we're not repeating then we want to clamp the coords
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to the edge otherwise it can pull in edge pixels from the
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wrong side when scaled */
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if (transform_result == COGL_TRANSFORM_HARDWARE_REPEAT)
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wrap_mode = GL_REPEAT;
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else
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wrap_mode = GL_CLAMP_TO_EDGE;
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_cogl_texture_set_wrap_mode_parameter (tex_handle, wrap_mode);
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}
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_cogl_journal_log_quad (position,
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material,
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n_layers,
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fallback_layers,
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0, /* don't replace the layer0 texture */
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final_tex_coords,
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n_layers * 4);
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return TRUE;
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}
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struct _CoglMutiTexturedRect
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{
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const float *position; /* x0,y0,x1,y1 */
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const float *tex_coords; /* (tx0,ty0,tx1,ty1)(tx0,ty0,tx1,ty1)(... */
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int tex_coords_len; /* number of floats in tex_coords? */
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};
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static void
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_cogl_rectangles_with_multitexture_coords (
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struct _CoglMutiTexturedRect *rects,
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int n_rects)
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{
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CoglHandle material;
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const GList *layers;
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int n_layers;
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const GList *tmp;
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guint32 fallback_layers = 0;
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gboolean all_use_sliced_quad_fallback = FALSE;
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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material = ctx->source_material;
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layers = cogl_material_get_layers (material);
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n_layers = cogl_material_get_n_layers (material);
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/*
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* Validate all the layers of the current source material...
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*/
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for (tmp = layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
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{
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CoglHandle layer = tmp->data;
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CoglHandle tex_handle;
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unsigned long flags;
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if (cogl_material_layer_get_type (layer)
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!= COGL_MATERIAL_LAYER_TYPE_TEXTURE)
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continue;
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/* We need to ensure the mipmaps are ready before deciding
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anything else about the texture because it could become
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something completely different if it needs to be migrated out
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of the atlas */
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_cogl_material_layer_ensure_mipmaps (layer);
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tex_handle = cogl_material_layer_get_texture (layer);
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/* COGL_INVALID_HANDLE textures are handled by
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* _cogl_material_flush_gl_state */
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if (tex_handle == COGL_INVALID_HANDLE)
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continue;
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/* XXX:
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* For now, if the first layer is sliced then all other layers are
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* ignored since we currently don't support multi-texturing with
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* sliced textures. If the first layer is not sliced then any other
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* layers found to be sliced will be skipped. (with a warning)
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*
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* TODO: Add support for multi-texturing rectangles with sliced
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* textures if no texture matrices are in use.
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*/
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if (cogl_texture_is_sliced (tex_handle))
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{
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if (i == 0)
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{
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fallback_layers = ~1; /* fallback all except the first layer */
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all_use_sliced_quad_fallback = TRUE;
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if (tmp->next)
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{
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static gboolean warning_seen = FALSE;
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if (!warning_seen)
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g_warning ("Skipping layers 1..n of your material since "
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"the first layer is sliced. We don't currently "
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"support any multi-texturing with sliced "
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"textures but assume layer 0 is the most "
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"important to keep");
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warning_seen = TRUE;
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}
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break;
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}
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else
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{
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static gboolean warning_seen = FALSE;
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if (!warning_seen)
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g_warning ("Skipping layer %d of your material consisting of "
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"a sliced texture (unsuported for multi texturing)",
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i);
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warning_seen = TRUE;
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/* NB: marking for fallback will replace the layer with
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* a default transparent texture */
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fallback_layers |= (1 << i);
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continue;
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}
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}
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/* If the texture can't be repeated with the GPU (e.g. because it has
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* waste or if using GL_TEXTURE_RECTANGLE_ARB) then we don't support
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* multi texturing since we don't know if the result will end up trying
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* to texture from the waste area. */
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flags = _cogl_material_layer_get_flags (layer);
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if (flags & COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX
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&& !_cogl_texture_can_hardware_repeat (tex_handle))
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{
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static gboolean warning_seen = FALSE;
|
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if (!warning_seen)
|
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g_warning ("Skipping layer %d of your material since a custom "
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"texture matrix was given for a texture that can't be "
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"repeated using the GPU and the result may try to "
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"sample beyond the bounds of the texture ",
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i);
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warning_seen = TRUE;
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/* NB: marking for fallback will replace the layer with
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* a default transparent texture */
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fallback_layers |= (1 << i);
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continue;
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}
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}
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/*
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* Emit geometry for each of the rectangles...
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*/
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for (i = 0; i < n_rects; i++)
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{
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CoglHandle first_layer, tex_handle;
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const float default_tex_coords[4] = {0.0, 0.0, 1.0, 1.0};
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const float *tex_coords;
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if (!all_use_sliced_quad_fallback)
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{
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gboolean success =
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_cogl_multitexture_quad_single_primitive (rects[i].position,
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material,
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fallback_layers,
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rects[i].tex_coords,
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rects[i].tex_coords_len);
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/* NB: If _cogl_multitexture_quad_single_primitive fails then it
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* means the user tried to use texture repeat with a texture that
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* can't be repeated by the GPU (e.g. due to waste or use of
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* GL_TEXTURE_RECTANGLE_ARB) */
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if (success)
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continue;
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}
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|
|
/* If multitexturing failed or we are drawing with a sliced texture
|
|
* then we only support a single layer so we pluck out the texture
|
|
* from the first material layer... */
|
|
first_layer = layers->data;
|
|
tex_handle = cogl_material_layer_get_texture (first_layer);
|
|
|
|
if (rects[i].tex_coords)
|
|
tex_coords = rects[i].tex_coords;
|
|
else
|
|
tex_coords = default_tex_coords;
|
|
|
|
_cogl_texture_quad_multiple_primitives (tex_handle,
|
|
material,
|
|
rects[i].position,
|
|
tex_coords[0],
|
|
tex_coords[1],
|
|
tex_coords[2],
|
|
tex_coords[3]);
|
|
}
|
|
|
|
#if 0
|
|
/* XXX: The current journal doesn't handle changes to the model view matrix
|
|
* so for now we force a flush at the end of every primitive. */
|
|
_cogl_journal_flush ();
|
|
#endif
|
|
}
|
|
|
|
void
|
|
cogl_rectangles (const float *verts,
|
|
unsigned int n_rects)
|
|
{
|
|
struct _CoglMutiTexturedRect *rects;
|
|
int i;
|
|
|
|
/* XXX: All the cogl_rectangle* APIs normalize their input into an array of
|
|
* _CoglMutiTexturedRect rectangles and pass these on to our work horse;
|
|
* _cogl_rectangles_with_multitexture_coords.
|
|
*/
|
|
|
|
rects = g_alloca (n_rects * sizeof (struct _CoglMutiTexturedRect));
|
|
|
|
for (i = 0; i < n_rects; i++)
|
|
{
|
|
rects[i].position = &verts[i * 4];
|
|
rects[i].tex_coords = NULL;
|
|
rects[i].tex_coords_len = 0;
|
|
}
|
|
|
|
_cogl_rectangles_with_multitexture_coords (rects, n_rects);
|
|
}
|
|
|
|
void
|
|
cogl_rectangles_with_texture_coords (const float *verts,
|
|
unsigned int n_rects)
|
|
{
|
|
struct _CoglMutiTexturedRect *rects;
|
|
int i;
|
|
|
|
/* XXX: All the cogl_rectangle* APIs normalize their input into an array of
|
|
* _CoglMutiTexturedRect rectangles and pass these on to our work horse;
|
|
* _cogl_rectangles_with_multitexture_coords.
|
|
*/
|
|
|
|
rects = g_alloca (n_rects * sizeof (struct _CoglMutiTexturedRect));
|
|
|
|
for (i = 0; i < n_rects; i++)
|
|
{
|
|
rects[i].position = &verts[i * 8];
|
|
rects[i].tex_coords = &verts[i * 8 + 4];
|
|
rects[i].tex_coords_len = 4;
|
|
}
|
|
|
|
_cogl_rectangles_with_multitexture_coords (rects, n_rects);
|
|
}
|
|
|
|
void
|
|
cogl_rectangle_with_texture_coords (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
float tx_1,
|
|
float ty_1,
|
|
float tx_2,
|
|
float ty_2)
|
|
{
|
|
const float position[4] = {x_1, y_1, x_2, y_2};
|
|
const float tex_coords[4] = {tx_1, ty_1, tx_2, ty_2};
|
|
struct _CoglMutiTexturedRect rect;
|
|
|
|
/* XXX: All the cogl_rectangle* APIs normalize their input into an array of
|
|
* _CoglMutiTexturedRect rectangles and pass these on to our work horse;
|
|
* _cogl_rectangles_with_multitexture_coords.
|
|
*/
|
|
|
|
rect.position = position;
|
|
rect.tex_coords = tex_coords;
|
|
rect.tex_coords_len = 4;
|
|
|
|
_cogl_rectangles_with_multitexture_coords (&rect, 1);
|
|
}
|
|
|
|
void
|
|
cogl_rectangle_with_multitexture_coords (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
const float *user_tex_coords,
|
|
int user_tex_coords_len)
|
|
{
|
|
const float position[4] = {x_1, y_1, x_2, y_2};
|
|
struct _CoglMutiTexturedRect rect;
|
|
|
|
/* XXX: All the cogl_rectangle* APIs normalize their input into an array of
|
|
* _CoglMutiTexturedRect rectangles and pass these on to our work horse;
|
|
* _cogl_rectangles_with_multitexture_coords.
|
|
*/
|
|
|
|
rect.position = position;
|
|
rect.tex_coords = user_tex_coords;
|
|
rect.tex_coords_len = user_tex_coords_len;
|
|
|
|
_cogl_rectangles_with_multitexture_coords (&rect, 1);
|
|
}
|
|
|
|
void
|
|
cogl_rectangle (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
const float position[4] = {x_1, y_1, x_2, y_2};
|
|
struct _CoglMutiTexturedRect rect;
|
|
|
|
/* XXX: All the cogl_rectangle* APIs normalize their input into an array of
|
|
* _CoglMutiTexturedRect rectangles and pass these on to our work horse;
|
|
* _cogl_rectangles_with_multitexture_coords.
|
|
*/
|
|
|
|
rect.position = position;
|
|
rect.tex_coords = NULL;
|
|
rect.tex_coords_len = 0;
|
|
|
|
_cogl_rectangles_with_multitexture_coords (&rect, 1);
|
|
}
|
|
|
|
void
|
|
draw_polygon_sub_texture_cb (CoglHandle tex_handle,
|
|
GLuint gl_handle,
|
|
GLenum gl_target,
|
|
const float *subtexture_coords,
|
|
const float *virtual_coords,
|
|
void *user_data)
|
|
{
|
|
TextureSlicedPolygonState *state = user_data;
|
|
GLfloat *v;
|
|
int i;
|
|
CoglMaterialFlushOptions options;
|
|
float slice_origin_x;
|
|
float slice_origin_y;
|
|
float virtual_origin_x;
|
|
float virtual_origin_y;
|
|
float v_to_s_scale_x;
|
|
float v_to_s_scale_y;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
slice_origin_x = subtexture_coords[0];
|
|
slice_origin_y = subtexture_coords[1];
|
|
virtual_origin_x = virtual_coords[0];
|
|
virtual_origin_y = virtual_coords[1];
|
|
v_to_s_scale_x = ((virtual_coords[2] - virtual_coords[0]) /
|
|
(subtexture_coords[2] - subtexture_coords[0]));
|
|
v_to_s_scale_y = ((virtual_coords[3] - virtual_coords[1]) /
|
|
(subtexture_coords[3] - subtexture_coords[1]));
|
|
|
|
/* Convert the vertices into an array of GLfloats ready to pass to
|
|
* OpenGL */
|
|
v = (GLfloat *)ctx->logged_vertices->data;
|
|
for (i = 0; i < state->n_vertices; i++)
|
|
{
|
|
/* NB: layout = [X,Y,Z,TX,TY,R,G,B,A,...] */
|
|
GLfloat *t = v + 3;
|
|
|
|
t[0] = ((state->vertices[i].tx - virtual_origin_x) * v_to_s_scale_x
|
|
+ slice_origin_x);
|
|
t[1] = ((state->vertices[i].ty - virtual_origin_y) * v_to_s_scale_y
|
|
+ slice_origin_y);
|
|
|
|
v += state->stride;
|
|
}
|
|
|
|
options.flags =
|
|
COGL_MATERIAL_FLUSH_DISABLE_MASK |
|
|
COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE;
|
|
/* disable all except the first layer */
|
|
options.disable_layers = (guint32)~1;
|
|
options.layer0_override_texture = gl_handle;
|
|
|
|
_cogl_material_flush_gl_state (ctx->source_material, &options);
|
|
|
|
GE (glDrawArrays (GL_TRIANGLE_FAN, 0, state->n_vertices));
|
|
}
|
|
|
|
/* handles 2d-sliced textures with > 1 slice */
|
|
static void
|
|
_cogl_texture_polygon_multiple_primitives (const CoglTextureVertex *vertices,
|
|
unsigned int n_vertices,
|
|
unsigned int stride,
|
|
gboolean use_color)
|
|
{
|
|
const GList *layers;
|
|
CoglHandle layer0;
|
|
CoglHandle tex_handle;
|
|
GLfloat *v;
|
|
int i;
|
|
TextureSlicedPolygonState state;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
/* We can assume in this case that we have at least one layer in the
|
|
* material that corresponds to a sliced cogl texture */
|
|
layers = cogl_material_get_layers (ctx->source_material);
|
|
layer0 = (CoglHandle)layers->data;
|
|
tex_handle = cogl_material_layer_get_texture (layer0);
|
|
|
|
v = (GLfloat *)ctx->logged_vertices->data;
|
|
for (i = 0; i < n_vertices; i++)
|
|
{
|
|
guint8 *c;
|
|
|
|
v[0] = vertices[i].x;
|
|
v[1] = vertices[i].y;
|
|
v[2] = vertices[i].z;
|
|
|
|
if (use_color)
|
|
{
|
|
/* NB: [X,Y,Z,TX,TY,R,G,B,A,...] */
|
|
c = (guint8 *) (v + 5);
|
|
c[0] = cogl_color_get_red_byte (&vertices[i].color);
|
|
c[1] = cogl_color_get_green_byte (&vertices[i].color);
|
|
c[2] = cogl_color_get_blue_byte (&vertices[i].color);
|
|
c[3] = cogl_color_get_alpha_byte (&vertices[i].color);
|
|
}
|
|
|
|
v += stride;
|
|
}
|
|
|
|
state.stride = stride;
|
|
state.vertices = vertices;
|
|
state.n_vertices = n_vertices;
|
|
|
|
_cogl_texture_foreach_sub_texture_in_region (tex_handle,
|
|
0, 0, 1, 1,
|
|
draw_polygon_sub_texture_cb,
|
|
&state);
|
|
}
|
|
|
|
static void
|
|
_cogl_multitexture_polygon_single_primitive (const CoglTextureVertex *vertices,
|
|
unsigned int n_vertices,
|
|
unsigned int n_layers,
|
|
unsigned int stride,
|
|
gboolean use_color,
|
|
guint32 fallback_layers)
|
|
{
|
|
CoglHandle material;
|
|
const GList *layers;
|
|
int i;
|
|
GList *tmp;
|
|
GLfloat *v;
|
|
CoglMaterialFlushOptions options;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
material = ctx->source_material;
|
|
layers = cogl_material_get_layers (material);
|
|
|
|
/* Convert the vertices into an array of GLfloats ready to pass to
|
|
OpenGL */
|
|
for (v = (GLfloat *)ctx->logged_vertices->data, i = 0;
|
|
i < n_vertices;
|
|
v += stride, i++)
|
|
{
|
|
guint8 *c;
|
|
int j;
|
|
|
|
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
|
|
v[0] = vertices[i].x;
|
|
v[1] = vertices[i].y;
|
|
v[2] = vertices[i].z;
|
|
|
|
for (tmp = (GList *)layers, j = 0; tmp != NULL; tmp = tmp->next, j++)
|
|
{
|
|
CoglHandle layer = (CoglHandle)tmp->data;
|
|
CoglHandle tex_handle;
|
|
GLfloat *t;
|
|
float tx, ty;
|
|
|
|
tex_handle = cogl_material_layer_get_texture (layer);
|
|
|
|
/* COGL_INVALID_HANDLE textures will be handled in
|
|
* _cogl_material_flush_layers_gl_state but there is no need to worry
|
|
* about scaling texture coordinates in this case */
|
|
if (tex_handle == COGL_INVALID_HANDLE)
|
|
continue;
|
|
|
|
tx = vertices[i].tx;
|
|
ty = vertices[i].ty;
|
|
_cogl_texture_transform_coords_to_gl (tex_handle, &tx, &ty);
|
|
|
|
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
|
|
t = v + 3 + 2 * j;
|
|
t[0] = tx;
|
|
t[1] = ty;
|
|
}
|
|
|
|
if (use_color)
|
|
{
|
|
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
|
|
c = (guint8 *) (v + 3 + 2 * n_layers);
|
|
c[0] = cogl_color_get_red_byte (&vertices[i].color);
|
|
c[1] = cogl_color_get_green_byte (&vertices[i].color);
|
|
c[2] = cogl_color_get_blue_byte (&vertices[i].color);
|
|
c[3] = cogl_color_get_alpha_byte (&vertices[i].color);
|
|
}
|
|
}
|
|
|
|
options.flags = COGL_MATERIAL_FLUSH_FALLBACK_MASK;
|
|
if (use_color)
|
|
options.flags |= COGL_MATERIAL_FLUSH_SKIP_GL_COLOR;
|
|
options.fallback_layers = fallback_layers;
|
|
_cogl_material_flush_gl_state (ctx->source_material, &options);
|
|
|
|
GE (glDrawArrays (GL_TRIANGLE_FAN, 0, n_vertices));
|
|
}
|
|
|
|
void
|
|
cogl_polygon (const CoglTextureVertex *vertices,
|
|
unsigned int n_vertices,
|
|
gboolean use_color)
|
|
{
|
|
CoglHandle material;
|
|
const GList *layers, *tmp;
|
|
int n_layers;
|
|
gboolean use_sliced_polygon_fallback = FALSE;
|
|
guint32 fallback_layers = 0;
|
|
int i;
|
|
unsigned long enable_flags;
|
|
unsigned int stride;
|
|
gsize stride_bytes;
|
|
GLfloat *v;
|
|
int prev_n_texcoord_arrays_enabled;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
_cogl_journal_flush ();
|
|
|
|
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
|
|
* as the material state) when flushing the clip stack, so should
|
|
* always be done first when preparing to draw. */
|
|
_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
|
|
|
|
material = ctx->source_material;
|
|
layers = cogl_material_get_layers (ctx->source_material);
|
|
n_layers = g_list_length ((GList *)layers);
|
|
|
|
for (tmp = layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
|
|
{
|
|
CoglHandle layer = tmp->data;
|
|
CoglHandle tex_handle = cogl_material_layer_get_texture (layer);
|
|
|
|
/* COGL_INVALID_HANDLE textures will be handled in
|
|
* _cogl_material_flush_layers_gl_state */
|
|
if (tex_handle == COGL_INVALID_HANDLE)
|
|
continue;
|
|
|
|
/* Give the texture a chance to know that we're rendering
|
|
non-quad shaped primitives. If the texture is in an atlas it
|
|
will be migrated */
|
|
_cogl_texture_ensure_non_quad_rendering (tex_handle);
|
|
|
|
if (i == 0 && cogl_texture_is_sliced (tex_handle))
|
|
{
|
|
#if defined (HAVE_COGL_GLES) || defined (HAVE_COGL_GLES2)
|
|
{
|
|
static gboolean warning_seen = FALSE;
|
|
if (!warning_seen)
|
|
g_warning ("cogl_polygon does not work for sliced textures "
|
|
"on GL ES");
|
|
warning_seen = TRUE;
|
|
return;
|
|
}
|
|
#endif
|
|
if (n_layers > 1)
|
|
{
|
|
static gboolean warning_seen = FALSE;
|
|
if (!warning_seen)
|
|
{
|
|
g_warning ("Disabling layers 1..n since multi-texturing with "
|
|
"cogl_polygon isn't supported when using sliced "
|
|
"textures\n");
|
|
warning_seen = TRUE;
|
|
}
|
|
}
|
|
|
|
use_sliced_polygon_fallback = TRUE;
|
|
n_layers = 1;
|
|
|
|
if (cogl_material_layer_get_min_filter (layer) != GL_NEAREST
|
|
|| cogl_material_layer_get_mag_filter (layer) != GL_NEAREST)
|
|
{
|
|
static gboolean warning_seen = FALSE;
|
|
if (!warning_seen)
|
|
{
|
|
g_warning ("cogl_texture_polygon does not work for sliced textures "
|
|
"when the minification and magnification filters are not "
|
|
"COGL_MATERIAL_FILTER_NEAREST");
|
|
warning_seen = TRUE;
|
|
}
|
|
return;
|
|
}
|
|
|
|
#ifdef HAVE_COGL_GL
|
|
{
|
|
/* Temporarily change the wrapping mode on all of the slices to use
|
|
* a transparent border
|
|
* XXX: it's doesn't look like we save/restore this, like
|
|
* the comment implies? */
|
|
_cogl_texture_set_wrap_mode_parameter (tex_handle,
|
|
GL_CLAMP_TO_BORDER);
|
|
}
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
if (cogl_texture_is_sliced (tex_handle))
|
|
{
|
|
static gboolean warning_seen = FALSE;
|
|
if (!warning_seen)
|
|
g_warning ("Disabling layer %d of the current source material, "
|
|
"because texturing with the vertex buffer API is not "
|
|
"currently supported using sliced textures, or "
|
|
"textures with waste\n", i);
|
|
warning_seen = TRUE;
|
|
|
|
fallback_layers |= (1 << i);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/* Our data is arranged like:
|
|
* [X, Y, Z, TX0, TY0, TX1, TY1..., R, G, B, A,...] */
|
|
stride = 3 + (2 * n_layers) + (use_color ? 1 : 0);
|
|
stride_bytes = stride * sizeof (GLfloat);
|
|
|
|
/* Make sure there is enough space in the global vertex
|
|
array. This is used so we can render the polygon with a single
|
|
call to OpenGL but still support any number of vertices */
|
|
g_array_set_size (ctx->logged_vertices, n_vertices * stride);
|
|
v = (GLfloat *)ctx->logged_vertices->data;
|
|
|
|
/* Prepare GL state */
|
|
enable_flags = COGL_ENABLE_VERTEX_ARRAY;
|
|
enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
|
|
|
|
if (ctx->enable_backface_culling)
|
|
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
|
|
|
|
if (use_color)
|
|
{
|
|
enable_flags |= COGL_ENABLE_COLOR_ARRAY | COGL_ENABLE_BLEND;
|
|
GE( glColorPointer (4, GL_UNSIGNED_BYTE,
|
|
stride_bytes,
|
|
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
|
|
v + 3 + 2 * n_layers) );
|
|
}
|
|
|
|
_cogl_enable (enable_flags);
|
|
_cogl_flush_face_winding ();
|
|
|
|
GE (glVertexPointer (3, GL_FLOAT, stride_bytes, v));
|
|
|
|
for (i = 0; i < n_layers; i++)
|
|
{
|
|
GE (glClientActiveTexture (GL_TEXTURE0 + i));
|
|
GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY));
|
|
GE (glTexCoordPointer (2, GL_FLOAT,
|
|
stride_bytes,
|
|
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
|
|
v + 3 + 2 * i));
|
|
}
|
|
|
|
prev_n_texcoord_arrays_enabled = ctx->n_texcoord_arrays_enabled;
|
|
ctx->n_texcoord_arrays_enabled = n_layers;
|
|
|
|
for (; i < prev_n_texcoord_arrays_enabled; i++)
|
|
{
|
|
GE (glClientActiveTexture (GL_TEXTURE0 + i));
|
|
GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
|
|
}
|
|
|
|
if (use_sliced_polygon_fallback)
|
|
_cogl_texture_polygon_multiple_primitives (vertices,
|
|
n_vertices,
|
|
stride,
|
|
use_color);
|
|
else
|
|
_cogl_multitexture_polygon_single_primitive (vertices,
|
|
n_vertices,
|
|
n_layers,
|
|
stride,
|
|
use_color,
|
|
fallback_layers);
|
|
|
|
/* Reset the size of the logged vertex array because rendering
|
|
rectangles expects it to start at 0 */
|
|
g_array_set_size (ctx->logged_vertices, 0);
|
|
}
|
|
|