56bc54d242
We were calculating our vertex stride and allocating our vertex array differently depending on whether the user passed TRUE for use_color or not. The problem was that we were always writting color data to the array regardless of use_color. There was also a bug with _cogl_texture_sliced_polygon in that it was writing byte color components but we were expecting float components. We now use byte components in _cogl_multitexture_unsliced_polygon too and pass GL_UNSIGNED_BYTE to glColorPointer.
1876 lines
55 KiB
C
1876 lines
55 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 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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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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-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 <string.h>
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#include <gmodule.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->pf_glClientActiveTexture
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#endif
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/* these are defined in the particular backend */
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void _cogl_path_add_node (gboolean new_sub_path,
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float x,
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float y);
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void _cogl_path_fill_nodes ();
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void _cogl_path_stroke_nodes ();
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static void
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_cogl_journal_flush_quad_batch (CoglJournalEntry *batch_start,
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gint batch_len,
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GLfloat *vertex_pointer)
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{
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gsize stride;
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int i;
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gulong enable_flags = 0;
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guint32 disable_mask;
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int prev_n_texcoord_arrays_enabled;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* XXX NB:
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* Our vertex data is arranged as follows:
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* 4 vertices per quad: 2 GLfloats per position,
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* 2 GLfloats per tex coord * n_layers
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*/
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stride = 2 + 2 * batch_start->n_layers;
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stride *= sizeof (GLfloat);
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disable_mask = (1 << batch_start->n_layers) - 1;
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disable_mask = ~disable_mask;
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_cogl_material_flush_gl_state (ctx->source_material,
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COGL_MATERIAL_FLUSH_FALLBACK_MASK,
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batch_start->fallback_mask,
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COGL_MATERIAL_FLUSH_DISABLE_MASK,
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disable_mask,
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/* Redundant when dealing with unsliced
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* textures but does no harm... */
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COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE,
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batch_start->layer0_override_texture,
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NULL);
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for (i = 0; i < batch_start->n_layers; i++)
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{
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GE (glClientActiveTexture (GL_TEXTURE0 + i));
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GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY));
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GE (glTexCoordPointer (2, GL_FLOAT, stride, vertex_pointer + 2 + 2 * i));
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}
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prev_n_texcoord_arrays_enabled =
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ctx->n_texcoord_arrays_enabled;
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ctx->n_texcoord_arrays_enabled = batch_start->n_layers;
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for (; i < prev_n_texcoord_arrays_enabled; i++)
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{
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GE (glClientActiveTexture (GL_TEXTURE0 + i));
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GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
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}
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/* FIXME: This api is a bit yukky, ideally it will be removed if we
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* re-work the cogl_enable mechanism */
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enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
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if (ctx->enable_backface_culling)
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enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
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enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
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cogl_enable (enable_flags);
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GE (glVertexPointer (2, GL_FLOAT, stride, vertex_pointer));
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_cogl_current_matrix_state_flush ();
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#ifdef HAVE_COGL_GL
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GE( glDrawArrays (GL_QUADS, 0, batch_len * 4) );
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#else /* HAVE_COGL_GL */
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/* GLES doesn't support GL_QUADS so we will use GL_TRIANGLES and
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indices */
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{
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int needed_indices = batch_len * 6;
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CoglHandle indices_handle
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= cogl_vertex_buffer_indices_get_for_quads (needed_indices);
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CoglVertexBufferIndices *indices
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= _cogl_vertex_buffer_indices_pointer_from_handle (indices_handle);
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GE (glBindBuffer (GL_ELEMENT_ARRAY_BUFFER,
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GPOINTER_TO_UINT (indices->vbo_name)));
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GE (glDrawElements (GL_TRIANGLES,
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6 * batch_len,
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indices->type,
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NULL));
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GE (glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0));
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}
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#endif /* HAVE_COGL_GL */
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/* DEBUGGING CODE XXX:
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* This path will cause all rectangles to be drawn with a red, green
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* or blue outline with no blending. This may e.g. help with debugging
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* texture slicing issues or blending issues, plus it looks quite cool.
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*/
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if (cogl_debug_flags & COGL_DEBUG_RECTANGLES)
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{
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static CoglHandle outline = COGL_INVALID_HANDLE;
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static int color = 0;
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if (outline == COGL_INVALID_HANDLE)
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outline = cogl_material_new ();
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cogl_enable (COGL_ENABLE_VERTEX_ARRAY);
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for (i = 0; i < batch_len; i++, color = (color + 1) % 3)
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{
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cogl_material_set_color4ub (outline,
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color == 0 ? 0xff : 0x00,
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color == 1 ? 0xff : 0x00,
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color == 2 ? 0xff : 0x00,
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0xff);
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_cogl_material_flush_gl_state (outline, NULL);
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_cogl_current_matrix_state_flush ();
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GE( glDrawArrays (GL_LINE_LOOP, 4 * i, 4) );
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}
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}
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}
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void
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_cogl_journal_flush (void)
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{
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GLfloat *current_vertex_pointer;
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GLfloat *batch_vertex_pointer;
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CoglJournalEntry *batch_start;
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guint batch_len;
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (ctx->journal->len == 0)
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return;
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/* Current non-variables / constraints:
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*
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* - We don't have to worry about much GL state changing between journal
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* entries since currently the journal never out lasts a single call to
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* _cogl_multitexture_multiple_rectangles. So the user doesn't get the
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* chance to fiddle with anything. (XXX: later this will be extended at
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* which point we can start logging certain state changes)
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*
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* - Implied from above: all entries will refer to the same material.
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*
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* - Although _cogl_multitexture_multiple_rectangles can cause the wrap mode
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* of textures to be modified, the journal is flushed if a wrap mode is
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* changed so we don't currently have to log wrap mode changes.
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*
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* - XXX - others?
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*/
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/* TODO: "compile" the journal to find ways of batching draw calls and vertex
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* data.
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*
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* Simple E.g. given current constraints...
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* pass 0 - load all data into a single CoglVertexBuffer
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* pass 1 - batch gl draw calls according to entries that use the same
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* textures.
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*
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* We will be able to do cooler stuff here when we extend the life of
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* journals beyond _cogl_multitexture_multiple_rectangles.
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*/
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batch_vertex_pointer = (GLfloat *)ctx->logged_vertices->data;
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batch_start = (CoglJournalEntry *)ctx->journal->data;
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batch_len = 1;
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current_vertex_pointer = batch_vertex_pointer;
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for (i = 1; i < ctx->journal->len; i++)
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{
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CoglJournalEntry *prev_entry =
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&g_array_index (ctx->journal, CoglJournalEntry, i - 1);
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CoglJournalEntry *current_entry = prev_entry + 1;
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gsize stride;
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/* Progress the vertex pointer to the next quad */
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stride = 2 + current_entry->n_layers * 2;
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current_vertex_pointer += stride * 4;
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/* batch rectangles using the same textures */
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if (current_entry->material == prev_entry->material &&
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current_entry->n_layers == prev_entry->n_layers &&
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current_entry->fallback_mask == prev_entry->fallback_mask &&
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current_entry->layer0_override_texture
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== prev_entry->layer0_override_texture)
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{
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batch_len++;
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continue;
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}
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_cogl_journal_flush_quad_batch (batch_start,
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batch_len,
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batch_vertex_pointer);
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batch_start = current_entry;
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batch_len = 1;
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batch_vertex_pointer = current_vertex_pointer;
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}
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/* The last batch... */
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_cogl_journal_flush_quad_batch (batch_start,
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batch_len,
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batch_vertex_pointer);
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g_array_set_size (ctx->journal, 0);
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g_array_set_size (ctx->logged_vertices, 0);
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}
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static void
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_cogl_journal_log_quad (float x_1,
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float y_1,
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float x_2,
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float y_2,
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CoglHandle material,
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gint n_layers,
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guint32 fallback_mask,
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GLuint layer0_override_texture,
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float *tex_coords,
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guint tex_coords_len)
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{
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int stride;
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int next_vert;
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GLfloat *v;
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int i;
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int next_entry;
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CoglJournalEntry *entry;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* The vertex data is logged into a seperate array in a layout that can be
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* directly passed to OpenGL
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*/
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/* We pack the vertex data as 2 (x,y) GLfloats folowed by 2 (tx,ty) GLfloats
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* for each texture being used, E.g.:
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* [X, Y, TX0, TY0, TX1, TY1, X, Y, TX0, TY0, X, Y, ...]
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*/
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stride = 2 + n_layers * 2;
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next_vert = ctx->logged_vertices->len;
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g_array_set_size (ctx->logged_vertices, next_vert + 4 * stride);
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v = &g_array_index (ctx->logged_vertices, GLfloat, next_vert);
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/* XXX: All the jumping around to fill in this strided buffer doesn't
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* seem ideal. */
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/* XXX: we could defer expanding the vertex data for GL until we come
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* to flushing the journal. */
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v[0] = x_1; v[1] = y_1;
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v += stride;
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v[0] = x_1; v[1] = y_2;
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v += stride;
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v[0] = x_2; v[1] = y_2;
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v += stride;
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v[0] = x_2; v[1] = y_1;
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for (i = 0; i < n_layers; i++)
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{
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GLfloat *t =
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&g_array_index (ctx->logged_vertices, GLfloat, next_vert + 2 + 2 * i);
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t[0] = tex_coords[0]; t[1] = tex_coords[1];
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t += stride;
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t[0] = tex_coords[0]; t[1] = tex_coords[3];
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t += stride;
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t[0] = tex_coords[2]; t[1] = tex_coords[3];
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t += stride;
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t[0] = tex_coords[2]; t[1] = tex_coords[1];
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}
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next_entry = ctx->journal->len;
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g_array_set_size (ctx->journal, next_entry + 1);
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entry = &g_array_index (ctx->journal, CoglJournalEntry, next_entry);
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entry->material = material;
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entry->n_layers = n_layers;
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entry->fallback_mask = fallback_mask;
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entry->layer0_override_texture = layer0_override_texture;
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}
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static void
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_cogl_texture_sliced_quad (CoglTexture *tex,
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CoglHandle material,
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float x_1,
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float y_1,
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float x_2,
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float y_2,
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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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CoglSpanIter iter_x , iter_y;
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float tw , th;
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float tqx , tqy;
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float first_tx , first_ty;
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float first_qx , first_qy;
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float slice_tx1 , slice_ty1;
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float slice_tx2 , slice_ty2;
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float slice_qx1 , slice_qy1;
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float slice_qx2 , slice_qy2;
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GLuint gl_handle;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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COGL_NOTE (DRAW, "Drawing Tex Quad (Sliced 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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_cogl_texture_set_wrap_mode_parameter (tex, GL_CLAMP_TO_EDGE);
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/* If the texture coordinates are backwards then swap both the
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geometry and texture coordinates so that the texture will be
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flipped but we can still use the same algorithm to iterate the
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slices */
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if (tx_2 < tx_1)
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{
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float temp = x_1;
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x_1 = x_2;
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x_2 = temp;
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temp = tx_1;
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tx_1 = tx_2;
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tx_2 = temp;
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}
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if (ty_2 < ty_1)
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{
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float temp = y_1;
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y_1 = y_2;
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y_2 = temp;
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temp = ty_1;
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ty_1 = ty_2;
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ty_2 = temp;
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}
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/* Scale ratio from texture to quad widths */
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tw = (float)(tex->bitmap.width);
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th = (float)(tex->bitmap.height);
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tqx = (x_2 - x_1) / (tw * (tx_2 - tx_1));
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tqy = (y_2 - y_1) / (th * (ty_2 - ty_1));
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/* Integral texture coordinate for first tile */
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first_tx = (float)(floorf (tx_1));
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first_ty = (float)(floorf (ty_1));
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/* Denormalize texture coordinates */
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first_tx = (first_tx * tw);
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first_ty = (first_ty * th);
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tx_1 = (tx_1 * tw);
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ty_1 = (ty_1 * th);
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tx_2 = (tx_2 * tw);
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ty_2 = (ty_2 * th);
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/* Quad coordinate of the first tile */
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first_qx = x_1 - (tx_1 - first_tx) * tqx;
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first_qy = y_1 - (ty_1 - first_ty) * tqy;
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/* Iterate until whole quad height covered */
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for (_cogl_span_iter_begin (&iter_y, tex->slice_y_spans,
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first_ty, ty_1, ty_2) ;
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!_cogl_span_iter_end (&iter_y) ;
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_cogl_span_iter_next (&iter_y) )
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{
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float tex_coords[4];
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/* Discard slices out of quad early */
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if (!iter_y.intersects) continue;
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/* Span-quad intersection in quad coordinates */
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slice_qy1 = first_qy + (iter_y.intersect_start - first_ty) * tqy;
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slice_qy2 = first_qy + (iter_y.intersect_end - first_ty) * tqy;
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/* Localize slice texture coordinates */
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slice_ty1 = iter_y.intersect_start - iter_y.pos;
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slice_ty2 = iter_y.intersect_end - iter_y.pos;
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/* Normalize texture coordinates to current slice
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|
(rectangle texture targets take denormalized) */
|
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#if HAVE_COGL_GL
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if (tex->gl_target != CGL_TEXTURE_RECTANGLE_ARB)
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#endif
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{
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slice_ty1 /= iter_y.span->size;
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slice_ty2 /= iter_y.span->size;
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}
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/* Iterate until whole quad width covered */
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for (_cogl_span_iter_begin (&iter_x, tex->slice_x_spans,
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first_tx, tx_1, tx_2) ;
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!_cogl_span_iter_end (&iter_x) ;
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_cogl_span_iter_next (&iter_x) )
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{
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/* Discard slices out of quad early */
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if (!iter_x.intersects) continue;
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/* Span-quad intersection in quad coordinates */
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slice_qx1 = first_qx + (iter_x.intersect_start - first_tx) * tqx;
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slice_qx2 = first_qx + (iter_x.intersect_end - first_tx) * tqx;
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/* Localize slice texture coordinates */
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|
slice_tx1 = iter_x.intersect_start - iter_x.pos;
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|
slice_tx2 = iter_x.intersect_end - iter_x.pos;
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/* Normalize texture coordinates to current slice
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|
(rectangle texture targets take denormalized) */
|
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#if HAVE_COGL_GL
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if (tex->gl_target != CGL_TEXTURE_RECTANGLE_ARB)
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#endif
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{
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slice_tx1 /= iter_x.span->size;
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slice_tx2 /= iter_x.span->size;
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}
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COGL_NOTE (DRAW,
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"~~~~~ slice (%d, %d)\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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iter_x.index, iter_y.index,
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slice_qx1, slice_qy1,
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slice_qx2, slice_qy2,
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slice_tx1, slice_ty1,
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slice_tx2, slice_ty2);
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/* Pick and bind opengl texture object */
|
|
gl_handle = g_array_index (tex->slice_gl_handles, GLuint,
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iter_y.index * iter_x.array->len +
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iter_x.index);
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|
tex_coords[0] = slice_tx1;
|
|
tex_coords[1] = slice_ty1;
|
|
tex_coords[2] = slice_tx2;
|
|
tex_coords[3] = slice_ty2;
|
|
_cogl_journal_log_quad (slice_qx1,
|
|
slice_qy1,
|
|
slice_qx2,
|
|
slice_qy2,
|
|
material,
|
|
1, /* one layer */
|
|
0, /* don't need to use fallbacks */
|
|
gl_handle, /* replace the layer0 texture */
|
|
tex_coords,
|
|
4);
|
|
}
|
|
}
|
|
}
|
|
|
|
static gboolean
|
|
_cogl_multitexture_unsliced_quad (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
CoglHandle material,
|
|
gint n_layers,
|
|
guint32 fallback_mask,
|
|
const float *user_tex_coords,
|
|
gint user_tex_coords_len)
|
|
{
|
|
float *final_tex_coords = alloca (sizeof (float) * 4 * n_layers);
|
|
const GList *layers;
|
|
GList *tmp;
|
|
int i;
|
|
|
|
_COGL_GET_CONTEXT (ctx, FALSE);
|
|
|
|
/*
|
|
* Validate the texture coordinates for this rectangle.
|
|
*/
|
|
layers = cogl_material_get_layers (material);
|
|
for (tmp = (GList *)layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
|
|
{
|
|
CoglHandle layer = (CoglHandle)tmp->data;
|
|
/* CoglLayerInfo *layer_info; */
|
|
CoglHandle tex_handle;
|
|
CoglTexture *tex;
|
|
const float *in_tex_coords;
|
|
float *out_tex_coords;
|
|
CoglTexSliceSpan *x_span;
|
|
CoglTexSliceSpan *y_span;
|
|
|
|
/* layer_info = &layers[i]; */
|
|
|
|
/* FIXME - we shouldn't be checking this stuff if layer_info->gl_texture
|
|
* already == 0 */
|
|
|
|
tex_handle = cogl_material_layer_get_texture (layer);
|
|
tex = _cogl_texture_pointer_from_handle (tex_handle);
|
|
|
|
in_tex_coords = &user_tex_coords[i * 4];
|
|
out_tex_coords = &final_tex_coords[i * 4];
|
|
|
|
|
|
/* If the texture has waste or we are using GL_TEXTURE_RECT we
|
|
* can't handle texture repeating so we check that the texture
|
|
* coords lie in the range [0,1].
|
|
*
|
|
* NB: We already know that no texture matrix is being used
|
|
* if the texture has waste since we validated that early on.
|
|
* TODO: check for a texture matrix in the GL_TEXTURE_RECT
|
|
* case.
|
|
*/
|
|
if ((
|
|
#if HAVE_COGL_GL
|
|
tex->gl_target == GL_TEXTURE_RECTANGLE_ARB ||
|
|
#endif
|
|
_cogl_texture_span_has_waste (tex, 0, 0))
|
|
&& i < user_tex_coords_len / 4
|
|
&& (in_tex_coords[0] < 0 || in_tex_coords[0] > 1.0
|
|
|| in_tex_coords[1] < 0 || in_tex_coords[1] > 1.0
|
|
|| in_tex_coords[2] < 0 || in_tex_coords[2] > 1.0
|
|
|| in_tex_coords[3] < 0 || in_tex_coords[3] > 1.0))
|
|
{
|
|
if (i == 0)
|
|
{
|
|
if (n_layers > 1)
|
|
{
|
|
static gboolean warning_seen = FALSE;
|
|
if (!warning_seen)
|
|
g_warning ("Skipping layers 1..n of your material since "
|
|
"the first layer has waste and you supplied "
|
|
"texture coordinates outside the range [0,1]. "
|
|
"We don't currently support any "
|
|
"multi-texturing using textures with waste "
|
|
"when repeating is necissary so we are "
|
|
"falling back to sliced textures assuming "
|
|
"layer 0 is the most important one keep");
|
|
warning_seen = TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
else
|
|
{
|
|
static gboolean warning_seen = FALSE;
|
|
if (!warning_seen)
|
|
g_warning ("Skipping layer %d of your material "
|
|
"consisting of a texture with waste since "
|
|
"you have supplied texture coords outside "
|
|
"the range [0,1] (unsupported when "
|
|
"multi-texturing)", i);
|
|
warning_seen = TRUE;
|
|
|
|
/* NB: marking for fallback will replace the layer with
|
|
* a default transparent texture */
|
|
fallback_mask |= (1 << i);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* Setup the texture unit...
|
|
*/
|
|
|
|
/* NB: The user might not have supplied texture coordinates for all
|
|
* layers... */
|
|
if (i < (user_tex_coords_len / 4))
|
|
{
|
|
GLenum wrap_mode;
|
|
|
|
/* If the texture coords are all in the range [0,1] then we want to
|
|
clamp the coords to the edge otherwise it can pull in edge pixels
|
|
from the wrong side when scaled */
|
|
if (in_tex_coords[0] >= 0 && in_tex_coords[0] <= 1.0
|
|
&& in_tex_coords[1] >= 0 && in_tex_coords[1] <= 1.0
|
|
&& in_tex_coords[2] >= 0 && in_tex_coords[2] <= 1.0
|
|
&& in_tex_coords[3] >= 0 && in_tex_coords[3] <= 1.0)
|
|
wrap_mode = GL_CLAMP_TO_EDGE;
|
|
else
|
|
wrap_mode = GL_REPEAT;
|
|
|
|
memcpy (out_tex_coords, in_tex_coords, sizeof (GLfloat) * 4);
|
|
|
|
_cogl_texture_set_wrap_mode_parameter (tex, wrap_mode);
|
|
}
|
|
else
|
|
{
|
|
out_tex_coords[0] = 0; /* tx_1 */
|
|
out_tex_coords[1] = 0; /* ty_1 */
|
|
out_tex_coords[2] = 1.0; /* tx_2 */
|
|
out_tex_coords[3] = 1.0; /* ty_2 */
|
|
|
|
_cogl_texture_set_wrap_mode_parameter (tex, GL_CLAMP_TO_EDGE);
|
|
}
|
|
|
|
/* Don't include the waste in the texture coordinates */
|
|
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
|
|
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, 0);
|
|
|
|
out_tex_coords[0] =
|
|
out_tex_coords[0] * (x_span->size - x_span->waste) / x_span->size;
|
|
out_tex_coords[1] =
|
|
out_tex_coords[1] * (y_span->size - y_span->waste) / y_span->size;
|
|
out_tex_coords[2] =
|
|
out_tex_coords[2] * (x_span->size - x_span->waste) / x_span->size;
|
|
out_tex_coords[3] =
|
|
out_tex_coords[3] * (y_span->size - y_span->waste) / y_span->size;
|
|
|
|
#if HAVE_COGL_GL
|
|
/* Denormalize texture coordinates for rectangle textures */
|
|
if (tex->gl_target == GL_TEXTURE_RECTANGLE_ARB)
|
|
{
|
|
out_tex_coords[0] *= x_span->size;
|
|
out_tex_coords[1] *= y_span->size;
|
|
out_tex_coords[2] *= x_span->size;
|
|
out_tex_coords[3] *= y_span->size;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
_cogl_journal_log_quad (x_1,
|
|
y_1,
|
|
x_2,
|
|
y_2,
|
|
material,
|
|
n_layers,
|
|
fallback_mask,
|
|
0, /* don't replace the layer0 texture */
|
|
final_tex_coords,
|
|
n_layers * 4);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
struct _CoglMutiTexturedRect
|
|
{
|
|
float x_1;
|
|
float y_1;
|
|
float x_2;
|
|
float y_2;
|
|
const float *tex_coords;
|
|
gint tex_coords_len;
|
|
};
|
|
|
|
static void
|
|
_cogl_rectangles_with_multitexture_coords (
|
|
struct _CoglMutiTexturedRect *rects,
|
|
gint n_rects)
|
|
{
|
|
CoglHandle material;
|
|
const GList *layers;
|
|
int n_layers;
|
|
const GList *tmp;
|
|
guint32 fallback_mask = 0;
|
|
gboolean all_use_sliced_quad_fallback = FALSE;
|
|
int i;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_clip_ensure ();
|
|
|
|
material = ctx->source_material;
|
|
|
|
layers = cogl_material_get_layers (material);
|
|
n_layers = g_list_length ((GList *)layers);
|
|
|
|
/*
|
|
* Validate all the layers of the current source material...
|
|
*/
|
|
|
|
for (tmp = layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
|
|
{
|
|
CoglHandle layer = tmp->data;
|
|
CoglHandle tex_handle = cogl_material_layer_get_texture (layer);
|
|
CoglTexture *texture = _cogl_texture_pointer_from_handle (tex_handle);
|
|
gulong flags;
|
|
|
|
if (cogl_material_layer_get_type (layer)
|
|
!= COGL_MATERIAL_LAYER_TYPE_TEXTURE)
|
|
continue;
|
|
|
|
/* XXX:
|
|
* For now, if the first layer is sliced then all other layers are
|
|
* ignored since we currently don't support multi-texturing with
|
|
* sliced textures. If the first layer is not sliced then any other
|
|
* layers found to be sliced will be skipped. (with a warning)
|
|
*
|
|
* TODO: Add support for multi-texturing rectangles with sliced
|
|
* textures if no texture matrices are in use.
|
|
*/
|
|
if (cogl_texture_is_sliced (tex_handle))
|
|
{
|
|
if (i == 0)
|
|
{
|
|
fallback_mask = ~1; /* fallback all except the first layer */
|
|
all_use_sliced_quad_fallback = TRUE;
|
|
if (tmp->next)
|
|
{
|
|
static gboolean warning_seen = FALSE;
|
|
if (!warning_seen)
|
|
g_warning ("Skipping layers 1..n of your material since "
|
|
"the first layer is sliced. We don't currently "
|
|
"support any multi-texturing with sliced "
|
|
"textures but assume layer 0 is the most "
|
|
"important to keep");
|
|
warning_seen = TRUE;
|
|
}
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
static gboolean warning_seen = FALSE;
|
|
if (!warning_seen)
|
|
g_warning ("Skipping layer %d of your material consisting of "
|
|
"a sliced texture (unsuported for multi texturing)",
|
|
i);
|
|
warning_seen = TRUE;
|
|
|
|
/* NB: marking for fallback will replace the layer with
|
|
* a default transparent texture */
|
|
fallback_mask |= (1 << i);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/* We don't support multi texturing using textures with any waste if the
|
|
* user has supplied a custom texture matrix, since we don't know if
|
|
* the result will end up trying to texture from the waste area. */
|
|
flags = _cogl_material_layer_get_flags (layer);
|
|
if (flags & COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX
|
|
&& _cogl_texture_span_has_waste (texture, 0, 0))
|
|
{
|
|
static gboolean warning_seen = FALSE;
|
|
if (!warning_seen)
|
|
g_warning ("Skipping layer %d of your material consisting of a "
|
|
"texture with waste since you have supplied a custom "
|
|
"texture matrix and the result may try to sample from "
|
|
"the waste area of your texture.", i);
|
|
warning_seen = TRUE;
|
|
|
|
/* NB: marking for fallback will replace the layer with
|
|
* a default transparent texture */
|
|
fallback_mask |= (1 << i);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Emit geometry for each of the rectangles...
|
|
*/
|
|
|
|
for (i = 0; i < n_rects; i++)
|
|
{
|
|
if (all_use_sliced_quad_fallback
|
|
|| !_cogl_multitexture_unsliced_quad (rects[i].x_1, rects[i].y_1,
|
|
rects[i].x_2, rects[i].y_2,
|
|
material,
|
|
n_layers,
|
|
fallback_mask,
|
|
rects[i].tex_coords,
|
|
rects[i].tex_coords_len))
|
|
{
|
|
CoglHandle first_layer, tex_handle;
|
|
CoglTexture *texture;
|
|
|
|
first_layer = layers->data;
|
|
tex_handle = cogl_material_layer_get_texture (first_layer);
|
|
texture = _cogl_texture_pointer_from_handle (tex_handle);
|
|
if (rects[i].tex_coords)
|
|
_cogl_texture_sliced_quad (texture,
|
|
material,
|
|
rects[i].x_1, rects[i].y_1,
|
|
rects[i].x_2, rects[i].y_2,
|
|
rects[i].tex_coords[0],
|
|
rects[i].tex_coords[1],
|
|
rects[i].tex_coords[2],
|
|
rects[i].tex_coords[3]);
|
|
else
|
|
_cogl_texture_sliced_quad (texture,
|
|
material,
|
|
rects[i].x_1, rects[i].y_1,
|
|
rects[i].x_2, rects[i].y_2,
|
|
0.0f, 0.0f, 1.0f, 1.0f);
|
|
}
|
|
}
|
|
|
|
_cogl_journal_flush ();
|
|
}
|
|
|
|
void
|
|
cogl_rectangles (const float *verts,
|
|
guint n_rects)
|
|
{
|
|
struct _CoglMutiTexturedRect rects[n_rects];
|
|
int i;
|
|
|
|
for (i = 0; i < n_rects; i++)
|
|
{
|
|
rects[i].x_1 = verts[i * 4];
|
|
rects[i].y_1 = verts[i * 4 + 1];
|
|
rects[i].x_2 = verts[i * 4 + 2];
|
|
rects[i].y_2 = verts[i * 4 + 3];
|
|
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,
|
|
guint n_rects)
|
|
{
|
|
struct _CoglMutiTexturedRect rects[n_rects];
|
|
int i;
|
|
|
|
for (i = 0; i < n_rects; i++)
|
|
{
|
|
rects[i].x_1 = verts[i * 8];
|
|
rects[i].y_1 = verts[i * 8 + 1];
|
|
rects[i].x_2 = verts[i * 8 + 2];
|
|
rects[i].y_2 = verts[i * 8 + 3];
|
|
/* FIXME: rect should be defined to have a const float *geom;
|
|
* instead, to avoid this copy
|
|
* rect[i].geom = &verts[n_rects * 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)
|
|
{
|
|
float verts[8];
|
|
|
|
verts[0] = x_1;
|
|
verts[1] = y_1;
|
|
verts[2] = x_2;
|
|
verts[3] = y_2;
|
|
verts[4] = tx_1;
|
|
verts[5] = ty_1;
|
|
verts[6] = tx_2;
|
|
verts[7] = ty_2;
|
|
|
|
cogl_rectangles_with_texture_coords (verts, 1);
|
|
}
|
|
|
|
void
|
|
cogl_rectangle_with_multitexture_coords (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
const float *user_tex_coords,
|
|
gint user_tex_coords_len)
|
|
{
|
|
struct _CoglMutiTexturedRect rect;
|
|
|
|
rect.x_1 = x_1;
|
|
rect.y_1 = y_1;
|
|
rect.x_2 = x_2;
|
|
rect.y_2 = y_2;
|
|
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)
|
|
{
|
|
cogl_rectangle_with_multitexture_coords (x_1, y_1,
|
|
x_2, y_2,
|
|
NULL, 0);
|
|
}
|
|
|
|
static void
|
|
_cogl_texture_sliced_polygon (CoglTextureVertex *vertices,
|
|
guint n_vertices,
|
|
guint stride,
|
|
gboolean use_color)
|
|
{
|
|
const GList *layers;
|
|
CoglHandle layer0;
|
|
CoglHandle tex_handle;
|
|
CoglTexture *tex;
|
|
CoglTexSliceSpan *y_span, *x_span;
|
|
int x, y, tex_num, i;
|
|
GLuint gl_handle;
|
|
GLfloat *v;
|
|
|
|
_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);
|
|
tex = _cogl_texture_pointer_from_handle (tex_handle);
|
|
|
|
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;
|
|
}
|
|
|
|
/* Render all of the slices with the full geometry but use a
|
|
transparent border color so that any part of the texture not
|
|
covered by the slice will be ignored */
|
|
tex_num = 0;
|
|
for (y = 0; y < tex->slice_y_spans->len; y++)
|
|
{
|
|
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, y);
|
|
|
|
for (x = 0; x < tex->slice_x_spans->len; x++)
|
|
{
|
|
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, x);
|
|
|
|
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, tex_num++);
|
|
|
|
/* Convert the vertices into an array of GLfloats ready to pass to
|
|
OpenGL */
|
|
v = (GLfloat *)ctx->logged_vertices->data;
|
|
for (i = 0; i < n_vertices; i++)
|
|
{
|
|
GLfloat *t;
|
|
float tx, ty;
|
|
|
|
tx = ((vertices[i].tx
|
|
- ((float)(x_span->start)
|
|
/ tex->bitmap.width))
|
|
* tex->bitmap.width / x_span->size);
|
|
ty = ((vertices[i].ty
|
|
- ((float)(y_span->start)
|
|
/ tex->bitmap.height))
|
|
* tex->bitmap.height / y_span->size);
|
|
|
|
#if HAVE_COGL_GL
|
|
/* Scale the coordinates up for rectangle textures */
|
|
if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
|
|
{
|
|
tx *= x_span->size;
|
|
ty *= y_span->size;
|
|
}
|
|
#endif
|
|
|
|
/* NB: [X,Y,Z,TX,TY,R,G,B,A,...] */
|
|
t = v + 3;
|
|
t[0] = tx;
|
|
t[1] = ty;
|
|
|
|
v += stride;
|
|
}
|
|
|
|
_cogl_material_flush_gl_state (ctx->source_material,
|
|
COGL_MATERIAL_FLUSH_DISABLE_MASK,
|
|
(guint32)~1, /* disable all except the
|
|
first layer */
|
|
COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE,
|
|
gl_handle,
|
|
NULL);
|
|
_cogl_current_matrix_state_flush ();
|
|
|
|
GE( glDrawArrays (GL_TRIANGLE_FAN, 0, n_vertices) );
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
_cogl_multitexture_unsliced_polygon (CoglTextureVertex *vertices,
|
|
guint n_vertices,
|
|
guint n_layers,
|
|
guint stride,
|
|
gboolean use_color,
|
|
guint32 fallback_mask)
|
|
{
|
|
CoglHandle material;
|
|
const GList *layers;
|
|
int i;
|
|
GList *tmp;
|
|
CoglTexSliceSpan *y_span, *x_span;
|
|
GLfloat *v;
|
|
|
|
_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;
|
|
CoglTexture *tex;
|
|
GLfloat *t;
|
|
float tx, ty;
|
|
|
|
tex_handle = cogl_material_layer_get_texture (layer);
|
|
tex = _cogl_texture_pointer_from_handle (tex_handle);
|
|
|
|
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, 0);
|
|
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
|
|
|
|
tx = ((vertices[i].tx
|
|
- ((float)(x_span->start)
|
|
/ tex->bitmap.width))
|
|
* tex->bitmap.width / x_span->size);
|
|
ty = ((vertices[i].ty
|
|
- ((float)(y_span->start)
|
|
/ tex->bitmap.height))
|
|
* tex->bitmap.height / y_span->size);
|
|
|
|
#if HAVE_COGL_GL
|
|
/* Scale the coordinates up for rectangle textures */
|
|
if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
|
|
{
|
|
tx *= x_span->size;
|
|
ty *= y_span->size;
|
|
}
|
|
#endif
|
|
|
|
/* 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);
|
|
}
|
|
}
|
|
|
|
_cogl_material_flush_gl_state (ctx->source_material,
|
|
COGL_MATERIAL_FLUSH_FALLBACK_MASK,
|
|
fallback_mask,
|
|
NULL);
|
|
_cogl_current_matrix_state_flush ();
|
|
|
|
GE (glDrawArrays (GL_TRIANGLE_FAN, 0, n_vertices));
|
|
}
|
|
|
|
void
|
|
cogl_polygon (CoglTextureVertex *vertices,
|
|
guint n_vertices,
|
|
gboolean use_color)
|
|
{
|
|
CoglHandle material;
|
|
const GList *layers;
|
|
int n_layers;
|
|
GList *tmp;
|
|
gboolean use_sliced_polygon_fallback = FALSE;
|
|
guint32 fallback_mask = 0;
|
|
int i;
|
|
gulong enable_flags;
|
|
guint stride;
|
|
gsize stride_bytes;
|
|
GLfloat *v;
|
|
int prev_n_texcoord_arrays_enabled;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_clip_ensure ();
|
|
|
|
material = ctx->source_material;
|
|
layers = cogl_material_get_layers (ctx->source_material);
|
|
n_layers = g_list_length ((GList *)layers);
|
|
|
|
for (tmp = (GList *)layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
|
|
{
|
|
CoglHandle layer = (CoglHandle)tmp->data;
|
|
CoglHandle tex_handle = cogl_material_layer_get_texture (layer);
|
|
|
|
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 "
|
|
"CGL_NEAREST");
|
|
warning_seen = TRUE;
|
|
}
|
|
return;
|
|
}
|
|
|
|
#ifdef HAVE_COGL_GL
|
|
{
|
|
CoglTexture *tex = _cogl_texture_pointer_from_handle (tex_handle);
|
|
/* 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, 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_mask |= (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;
|
|
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);
|
|
|
|
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_sliced_polygon (vertices,
|
|
n_vertices,
|
|
stride,
|
|
use_color);
|
|
else
|
|
_cogl_multitexture_unsliced_polygon (vertices,
|
|
n_vertices,
|
|
n_layers,
|
|
stride,
|
|
use_color,
|
|
fallback_mask);
|
|
|
|
/* 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);
|
|
}
|
|
|
|
void
|
|
cogl_path_fill (void)
|
|
{
|
|
cogl_path_fill_preserve ();
|
|
|
|
cogl_path_new ();
|
|
}
|
|
|
|
void
|
|
cogl_path_fill_preserve (void)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_clip_ensure ();
|
|
|
|
if (ctx->path_nodes->len == 0)
|
|
return;
|
|
|
|
_cogl_path_fill_nodes ();
|
|
}
|
|
|
|
void
|
|
cogl_path_stroke (void)
|
|
{
|
|
cogl_path_stroke_preserve ();
|
|
|
|
cogl_path_new ();
|
|
}
|
|
|
|
void
|
|
cogl_path_stroke_preserve (void)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_clip_ensure ();
|
|
|
|
if (ctx->path_nodes->len == 0)
|
|
return;
|
|
|
|
_cogl_path_stroke_nodes();
|
|
}
|
|
|
|
void
|
|
cogl_path_move_to (float x,
|
|
float y)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
/* FIXME: handle multiple contours maybe? */
|
|
|
|
_cogl_path_add_node (TRUE, x, y);
|
|
|
|
ctx->path_start.x = x;
|
|
ctx->path_start.y = y;
|
|
|
|
ctx->path_pen = ctx->path_start;
|
|
}
|
|
|
|
void
|
|
cogl_path_rel_move_to (float x,
|
|
float y)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_path_move_to (ctx->path_pen.x + x,
|
|
ctx->path_pen.y + y);
|
|
}
|
|
|
|
void
|
|
cogl_path_line_to (float x,
|
|
float y)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
_cogl_path_add_node (FALSE, x, y);
|
|
|
|
ctx->path_pen.x = x;
|
|
ctx->path_pen.y = y;
|
|
}
|
|
|
|
void
|
|
cogl_path_rel_line_to (float x,
|
|
float y)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_path_line_to (ctx->path_pen.x + x,
|
|
ctx->path_pen.y + y);
|
|
}
|
|
|
|
void
|
|
cogl_path_close (void)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
_cogl_path_add_node (FALSE, ctx->path_start.x, ctx->path_start.y);
|
|
ctx->path_pen = ctx->path_start;
|
|
}
|
|
|
|
void
|
|
cogl_path_new (void)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
g_array_set_size (ctx->path_nodes, 0);
|
|
}
|
|
|
|
void
|
|
cogl_path_line (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
cogl_path_move_to (x_1, y_1);
|
|
cogl_path_line_to (x_2, y_2);
|
|
}
|
|
|
|
void
|
|
cogl_path_polyline (float *coords,
|
|
gint num_points)
|
|
{
|
|
gint c = 0;
|
|
|
|
cogl_path_move_to (coords[0], coords[1]);
|
|
|
|
for (c = 1; c < num_points; ++c)
|
|
cogl_path_line_to (coords[2*c], coords[2*c+1]);
|
|
}
|
|
|
|
void
|
|
cogl_path_polygon (float *coords,
|
|
gint num_points)
|
|
{
|
|
cogl_path_polyline (coords, num_points);
|
|
cogl_path_close ();
|
|
}
|
|
|
|
void
|
|
cogl_path_rectangle (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
cogl_path_move_to (x_1, y_1);
|
|
cogl_path_line_to (x_2, y_1);
|
|
cogl_path_line_to (x_2, y_2);
|
|
cogl_path_line_to (x_1, y_2);
|
|
cogl_path_close ();
|
|
}
|
|
|
|
static void
|
|
_cogl_path_arc (float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y,
|
|
float angle_1,
|
|
float angle_2,
|
|
float angle_step,
|
|
guint move_first)
|
|
{
|
|
float a = 0x0;
|
|
float cosa = 0x0;
|
|
float sina = 0x0;
|
|
float px = 0x0;
|
|
float py = 0x0;
|
|
|
|
/* Fix invalid angles */
|
|
|
|
if (angle_1 == angle_2 || angle_step == 0x0)
|
|
return;
|
|
|
|
if (angle_step < 0x0)
|
|
angle_step = -angle_step;
|
|
|
|
/* Walk the arc by given step */
|
|
|
|
a = angle_1;
|
|
while (a != angle_2)
|
|
{
|
|
cosa = cosf (a * (G_PI/180.0));
|
|
sina = sinf (a * (G_PI/180.0));
|
|
|
|
px = center_x + (cosa * radius_x);
|
|
py = center_y + (sina * radius_y);
|
|
|
|
if (a == angle_1 && move_first)
|
|
cogl_path_move_to (px, py);
|
|
else
|
|
cogl_path_line_to (px, py);
|
|
|
|
if (G_LIKELY (angle_2 > angle_1))
|
|
{
|
|
a += angle_step;
|
|
if (a > angle_2)
|
|
a = angle_2;
|
|
}
|
|
else
|
|
{
|
|
a -= angle_step;
|
|
if (a < angle_2)
|
|
a = angle_2;
|
|
}
|
|
}
|
|
|
|
/* Make sure the final point is drawn */
|
|
|
|
cosa = cosf (angle_2 * (G_PI/180.0));
|
|
sina = sinf (angle_2 * (G_PI/180.0));
|
|
|
|
px = center_x + (cosa * radius_x);
|
|
py = center_y + (sina * radius_y);
|
|
|
|
cogl_path_line_to (px, py);
|
|
}
|
|
|
|
void
|
|
cogl_path_arc (float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y,
|
|
float angle_1,
|
|
float angle_2)
|
|
{
|
|
float angle_step = 10;
|
|
/* it is documented that a move to is needed to create a freestanding
|
|
* arc
|
|
*/
|
|
_cogl_path_arc (center_x, center_y,
|
|
radius_x, radius_y,
|
|
angle_1, angle_2,
|
|
angle_step, 0 /* no move */);
|
|
}
|
|
|
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void
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cogl_path_arc_rel (float center_x,
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float center_y,
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float radius_x,
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float radius_y,
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float angle_1,
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float angle_2,
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float angle_step)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_path_arc (ctx->path_pen.x + center_x,
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ctx->path_pen.y + center_y,
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radius_x, radius_y,
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angle_1, angle_2,
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angle_step, 0 /* no move */);
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}
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void
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cogl_path_ellipse (float center_x,
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float center_y,
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float radius_x,
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float radius_y)
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{
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float angle_step = 10;
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/* FIXME: if shows to be slow might be optimized
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* by mirroring just a quarter of it */
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_cogl_path_arc (center_x, center_y,
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radius_x, radius_y,
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0, 360,
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angle_step, 1 /* move first */);
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cogl_path_close();
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}
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void
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cogl_path_round_rectangle (float x_1,
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float y_1,
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float x_2,
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float y_2,
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float radius,
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float arc_step)
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{
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float inner_width = x_2 - x_1 - radius * 2;
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float inner_height = y_2 - y_1 - radius * 2;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_path_move_to (x_1, y_1 + radius);
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cogl_path_arc_rel (radius, 0,
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radius, radius,
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180,
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270,
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arc_step);
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cogl_path_line_to (ctx->path_pen.x + inner_width,
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ctx->path_pen.y);
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cogl_path_arc_rel (0, radius,
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radius, radius,
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-90,
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0,
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arc_step);
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cogl_path_line_to (ctx->path_pen.x,
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ctx->path_pen.y + inner_height);
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cogl_path_arc_rel (-radius, 0,
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radius, radius,
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0,
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90,
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arc_step);
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cogl_path_line_to (ctx->path_pen.x - inner_width,
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ctx->path_pen.y);
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cogl_path_arc_rel (0, -radius,
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radius, radius,
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90,
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180,
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arc_step);
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cogl_path_close ();
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}
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static void
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_cogl_path_bezier3_sub (CoglBezCubic *cubic)
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{
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CoglBezCubic cubics[_COGL_MAX_BEZ_RECURSE_DEPTH];
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CoglBezCubic *cleft;
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CoglBezCubic *cright;
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CoglBezCubic *c;
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floatVec2 dif1;
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floatVec2 dif2;
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floatVec2 mm;
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floatVec2 c1;
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floatVec2 c2;
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floatVec2 c3;
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floatVec2 c4;
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floatVec2 c5;
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gint cindex;
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/* Put first curve on stack */
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cubics[0] = *cubic;
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cindex = 0;
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while (cindex >= 0)
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{
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c = &cubics[cindex];
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|
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/* Calculate distance of control points from their
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* counterparts on the line between end points */
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dif1.x = (c->p2.x * 3) - (c->p1.x * 2) - c->p4.x;
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dif1.y = (c->p2.y * 3) - (c->p1.y * 2) - c->p4.y;
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dif2.x = (c->p3.x * 3) - (c->p4.x * 2) - c->p1.x;
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dif2.y = (c->p3.y * 3) - (c->p4.y * 2) - c->p1.y;
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if (dif1.x < 0)
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dif1.x = -dif1.x;
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if (dif1.y < 0)
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dif1.y = -dif1.y;
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if (dif2.x < 0)
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dif2.x = -dif2.x;
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if (dif2.y < 0)
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dif2.y = -dif2.y;
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/* Pick the greatest of two distances */
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if (dif1.x < dif2.x) dif1.x = dif2.x;
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if (dif1.y < dif2.y) dif1.y = dif2.y;
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/* Cancel if the curve is flat enough */
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if (dif1.x + dif1.y <= 1.0 ||
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cindex == _COGL_MAX_BEZ_RECURSE_DEPTH-1)
|
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{
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/* Add subdivision point (skip last) */
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if (cindex == 0)
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return;
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_cogl_path_add_node (FALSE, c->p4.x, c->p4.y);
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--cindex;
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continue;
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}
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/* Left recursion goes on top of stack! */
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cright = c; cleft = &cubics[++cindex];
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|
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/* Subdivide into 2 sub-curves */
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c1.x = ((c->p1.x + c->p2.x) / 2);
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c1.y = ((c->p1.y + c->p2.y) / 2);
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mm.x = ((c->p2.x + c->p3.x) / 2);
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mm.y = ((c->p2.y + c->p3.y) / 2);
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c5.x = ((c->p3.x + c->p4.x) / 2);
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c5.y = ((c->p3.y + c->p4.y) / 2);
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c2.x = ((c1.x + mm.x) / 2);
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c2.y = ((c1.y + mm.y) / 2);
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c4.x = ((mm.x + c5.x) / 2);
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c4.y = ((mm.y + c5.y) / 2);
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c3.x = ((c2.x + c4.x) / 2);
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c3.y = ((c2.y + c4.y) / 2);
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|
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/* Add left recursion to stack */
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cleft->p1 = c->p1;
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cleft->p2 = c1;
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cleft->p3 = c2;
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cleft->p4 = c3;
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/* Add right recursion to stack */
|
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cright->p1 = c3;
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cright->p2 = c4;
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cright->p3 = c5;
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cright->p4 = c->p4;
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}
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}
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|
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void
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cogl_path_curve_to (float x_1,
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float y_1,
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float x_2,
|
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float y_2,
|
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float x_3,
|
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float y_3)
|
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{
|
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CoglBezCubic cubic;
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|
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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|
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/* Prepare cubic curve */
|
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cubic.p1 = ctx->path_pen;
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cubic.p2.x = x_1;
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cubic.p2.y = y_1;
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cubic.p3.x = x_2;
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cubic.p3.y = y_2;
|
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cubic.p4.x = x_3;
|
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cubic.p4.y = y_3;
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|
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/* Run subdivision */
|
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_cogl_path_bezier3_sub (&cubic);
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|
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/* Add last point */
|
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_cogl_path_add_node (FALSE, cubic.p4.x, cubic.p4.y);
|
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ctx->path_pen = cubic.p4;
|
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}
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|
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void
|
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cogl_path_rel_curve_to (float x_1,
|
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float y_1,
|
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float x_2,
|
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float y_2,
|
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float x_3,
|
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float y_3)
|
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{
|
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
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|
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cogl_path_curve_to (ctx->path_pen.x + x_1,
|
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ctx->path_pen.y + y_1,
|
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ctx->path_pen.x + x_2,
|
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ctx->path_pen.y + y_2,
|
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ctx->path_pen.x + x_3,
|
|
ctx->path_pen.y + y_3);
|
|
}
|
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|
|
|
|
/* If second order beziers were needed the following code could
|
|
* be re-enabled:
|
|
*/
|
|
#if 0
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|
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static void
|
|
_cogl_path_bezier2_sub (CoglBezQuad *quad)
|
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{
|
|
CoglBezQuad quads[_COGL_MAX_BEZ_RECURSE_DEPTH];
|
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CoglBezQuad *qleft;
|
|
CoglBezQuad *qright;
|
|
CoglBezQuad *q;
|
|
floatVec2 mid;
|
|
floatVec2 dif;
|
|
floatVec2 c1;
|
|
floatVec2 c2;
|
|
floatVec2 c3;
|
|
gint qindex;
|
|
|
|
/* Put first curve on stack */
|
|
quads[0] = *quad;
|
|
qindex = 0;
|
|
|
|
/* While stack is not empty */
|
|
while (qindex >= 0)
|
|
{
|
|
|
|
q = &quads[qindex];
|
|
|
|
/* Calculate distance of control point from its
|
|
* counterpart on the line between end points */
|
|
mid.x = ((q->p1.x + q->p3.x) / 2);
|
|
mid.y = ((q->p1.y + q->p3.y) / 2);
|
|
dif.x = (q->p2.x - mid.x);
|
|
dif.y = (q->p2.y - mid.y);
|
|
if (dif.x < 0) dif.x = -dif.x;
|
|
if (dif.y < 0) dif.y = -dif.y;
|
|
|
|
/* Cancel if the curve is flat enough */
|
|
if (dif.x + dif.y <= 1.0 ||
|
|
qindex == _COGL_MAX_BEZ_RECURSE_DEPTH - 1)
|
|
{
|
|
/* Add subdivision point (skip last) */
|
|
if (qindex == 0) return;
|
|
_cogl_path_add_node (FALSE, q->p3.x, q->p3.y);
|
|
--qindex; continue;
|
|
}
|
|
|
|
/* Left recursion goes on top of stack! */
|
|
qright = q; qleft = &quads[++qindex];
|
|
|
|
/* Subdivide into 2 sub-curves */
|
|
c1.x = ((q->p1.x + q->p2.x) / 2);
|
|
c1.y = ((q->p1.y + q->p2.y) / 2);
|
|
c3.x = ((q->p2.x + q->p3.x) / 2);
|
|
c3.y = ((q->p2.y + q->p3.y) / 2);
|
|
c2.x = ((c1.x + c3.x) / 2);
|
|
c2.y = ((c1.y + c3.y) / 2);
|
|
|
|
/* Add left recursion onto stack */
|
|
qleft->p1 = q->p1;
|
|
qleft->p2 = c1;
|
|
qleft->p3 = c2;
|
|
|
|
/* Add right recursion onto stack */
|
|
qright->p1 = c2;
|
|
qright->p2 = c3;
|
|
qright->p3 = q->p3;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_path_curve2_to (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
CoglBezQuad quad;
|
|
|
|
/* Prepare quadratic curve */
|
|
quad.p1 = ctx->path_pen;
|
|
quad.p2.x = x_1;
|
|
quad.p2.y = y_1;
|
|
quad.p3.x = x_2;
|
|
quad.p3.y = y_2;
|
|
|
|
/* Run subdivision */
|
|
_cogl_path_bezier2_sub (&quad);
|
|
|
|
/* Add last point */
|
|
_cogl_path_add_node (FALSE, quad.p3.x, quad.p3.y);
|
|
ctx->path_pen = quad.p3;
|
|
}
|
|
|
|
void
|
|
cogl_rel_curve2_to (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_path_curve2_to (ctx->path_pen.x + x_1,
|
|
ctx->path_pen.y + y_1,
|
|
ctx->path_pen.x + x_2,
|
|
ctx->path_pen.y + y_2);
|
|
}
|
|
#endif
|