5442e429ba
In general cogl-material.c has become far to large to manage in one source file. As one of the ways to try and break it down this patch starts to move some of lower level texture unit state management out into cogl-material-opengl.c. The naming is such because the plan is to follow up and migrate the very GL specific state flushing code into the same file.
766 lines
25 KiB
C
766 lines
25 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) 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
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* <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_MATERIAL_PRIVATE_H
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#define __COGL_MATERIAL_PRIVATE_H
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#include "cogl.h"
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#include "cogl-material.h"
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#include "cogl-matrix.h"
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#include "cogl-handle.h"
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#include <glib.h>
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#if defined (HAVE_COGL_GL)
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/* NB: material->backend is currently a 3bit unsigned int bitfield */
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#define COGL_MATERIAL_BACKEND_GLSL 0
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#define COGL_MATERIAL_BACKEND_GLSL_MASK (1L<<0)
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#define COGL_MATERIAL_BACKEND_ARBFP 1
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#define COGL_MATERIAL_BACKEND_ARBFP_MASK (1L<<1)
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#define COGL_MATERIAL_BACKEND_FIXED 2
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#define COGL_MATERIAL_BACKEND_FIXED_MASK (1L<<2)
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#define COGL_MATERIAL_N_BACKENDS 3
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#elif defined (HAVE_COGL_GLES2)
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#define COGL_MATERIAL_BACKEND_GLSL 0
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#define COGL_MATERIAL_BACKEND_GLSL_MASK (1L<<0)
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#define COGL_MATERIAL_BACKEND_FIXED 1
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#define COGL_MATERIAL_BACKEND_FIXED_MASK (1L<<1)
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#define COGL_MATERIAL_N_BACKENDS 2
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#else /* HAVE_COGL_GLES */
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#define COGL_MATERIAL_BACKEND_FIXED 0
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#define COGL_MATERIAL_BACKEND_FIXED_MASK (1L<<0)
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#define COGL_MATERIAL_N_BACKENDS 1
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#endif
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#define COGL_MATERIAL_BACKEND_DEFAULT 0
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#define COGL_MATERIAL_BACKEND_UNDEFINED 3
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typedef enum
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{
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COGL_MATERIAL_LAYER_STATE_UNIT = 1L<<0,
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COGL_MATERIAL_LAYER_STATE_TEXTURE = 1L<<1,
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COGL_MATERIAL_LAYER_STATE_FILTERS = 1L<<2,
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COGL_MATERIAL_LAYER_STATE_WRAP_MODES = 1L<<3,
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COGL_MATERIAL_LAYER_STATE_COMBINE = 1L<<4,
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COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT = 1L<<5,
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COGL_MATERIAL_LAYER_STATE_USER_MATRIX = 1L<<6,
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COGL_MATERIAL_LAYER_STATE_POINT_SPRITE_COORDS = 1L<<7,
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/* COGL_MATERIAL_LAYER_STATE_TEXTURE_INTERN = 1L<<8, */
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COGL_MATERIAL_LAYER_STATE_ALL_SPARSE =
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COGL_MATERIAL_LAYER_STATE_UNIT |
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COGL_MATERIAL_LAYER_STATE_TEXTURE |
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COGL_MATERIAL_LAYER_STATE_FILTERS |
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COGL_MATERIAL_LAYER_STATE_WRAP_MODES |
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COGL_MATERIAL_LAYER_STATE_COMBINE |
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COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT |
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COGL_MATERIAL_LAYER_STATE_USER_MATRIX |
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COGL_MATERIAL_LAYER_STATE_POINT_SPRITE_COORDS,
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COGL_MATERIAL_LAYER_STATE_NEEDS_BIG_STATE =
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COGL_MATERIAL_LAYER_STATE_COMBINE |
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COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT |
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COGL_MATERIAL_LAYER_STATE_USER_MATRIX |
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COGL_MATERIAL_LAYER_STATE_POINT_SPRITE_COORDS,
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} CoglMaterialLayerState;
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typedef struct
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{
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/* The texture combine state determines how the color of individual
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* texture fragments are calculated. */
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GLint texture_combine_rgb_func;
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GLint texture_combine_rgb_src[3];
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GLint texture_combine_rgb_op[3];
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GLint texture_combine_alpha_func;
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GLint texture_combine_alpha_src[3];
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GLint texture_combine_alpha_op[3];
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float texture_combine_constant[4];
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/* The texture matrix dscribes how to transform texture coordinates */
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CoglMatrix matrix;
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gboolean point_sprite_coords;
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} CoglMaterialLayerBigState;
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/* Materials and layers represent their state in a tree structure where
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* some of the state relating to a given material or layer may actually
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* be owned by one if is ancestors in the tree. We have a common data
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* type to track the tree heirachy so we can share code... */
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typedef struct _CoglMaterialNode CoglMaterialNode;
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struct _CoglMaterialNode
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{
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/* the parent in terms of class hierarchy, so anything inheriting
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* from CoglMaterialNode also inherits from CoglObject. */
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CoglObject _parent;
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/* The parent material/layer */
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CoglMaterialNode *parent;
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/* As an optimization for creating leaf node materials/layers (the
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* most common) we don't require any list node allocations to link
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* to a single descendant. */
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CoglMaterialNode *first_child;
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/* Determines if node->first_child and node->children are
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* initialized pointers. */
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gboolean has_children;
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/* Materials and layers are sparse structures defined as a diff
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* against their parent and may have multiple children which depend
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* on them to define the values of properties which they don't
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* change. */
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GList *children;
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};
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#define COGL_MATERIAL_NODE(X) ((CoglMaterialNode *)(X))
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typedef void (*CoglMaterialNodeUnparentVFunc) (CoglMaterialNode *node);
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typedef gboolean (*CoglMaterialNodeChildCallback) (CoglMaterialNode *child,
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void *user_data);
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void
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_cogl_material_node_foreach_child (CoglMaterialNode *node,
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CoglMaterialNodeChildCallback callback,
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void *user_data);
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struct _CoglMaterialLayer
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{
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/* XXX: Please think twice about adding members that *have* be
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* initialized during a _cogl_material_layer_copy. We are aiming
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* to have copies be as cheap as possible and copies may be
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* done by the primitives APIs which means they may happen
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* in performance critical code paths.
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*
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* XXX: If you are extending the state we track please consider if
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* the state is expected to vary frequently across many materials or
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* if the state can be shared among many derived materials instead.
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* This will determine if the state should be added directly to this
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* structure which will increase the memory overhead for *all*
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* layers or if instead it can go under ->big_state.
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*/
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/* Layers represent their state in a tree structure where some of
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* the state relating to a given material or layer may actually be
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* owned by one if is ancestors in the tree. We have a common data
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* type to track the tree heirachy so we can share code... */
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CoglMaterialNode _parent;
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/* Some layers have a material owner, which is to say that the layer
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* is referenced in that materials->layer_differences list. A layer
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* doesn't always have an owner and may simply be an ancestor for
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* other layers that keeps track of some shared state. */
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CoglMaterial *owner;
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/* The lowest index is blended first then others on top */
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int index;
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/* Different material backends (GLSL/ARBfp/Fixed Function) may
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* want to associate private data with a layer...
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*
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* NB: we have per backend pointers because a layer may be
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* associated with multiple materials with different backends.
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*/
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void *backend_priv[COGL_MATERIAL_N_BACKENDS];
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/* A mask of which state groups are different in this layer
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* in comparison to its parent. */
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unsigned long differences;
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/* Common differences
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*
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* As a basic way to reduce memory usage we divide the layer
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* state into two groups; the minimal state modified in 90% of
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* all layers and the rest, so that the second group can
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* be allocated dynamically when required.
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*/
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/* Each layer is directly associated with a single texture unit */
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int unit_index;
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/* The texture for this layer, or COGL_INVALID_HANDLE for an empty
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* layer */
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CoglHandle texture;
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gboolean texture_overridden;
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/* If ->texture_overridden == TRUE then the texture is instead
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* defined by these... */
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GLuint slice_gl_texture;
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GLenum slice_gl_target;
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CoglMaterialFilter mag_filter;
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CoglMaterialFilter min_filter;
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CoglMaterialWrapMode wrap_mode_s;
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CoglMaterialWrapMode wrap_mode_t;
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CoglMaterialWrapMode wrap_mode_p;
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/* Infrequent differences aren't currently tracked in
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* a separate, dynamically allocated structure as they are
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* for materials... */
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CoglMaterialLayerBigState *big_state;
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/* bitfields */
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/* Determines if layer->big_state is valid */
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unsigned int has_big_state:1;
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};
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/* Used in material->differences masks and for notifying material
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* state changes... */
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typedef enum _CoglMaterialState
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{
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COGL_MATERIAL_STATE_COLOR = 1L<<0,
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COGL_MATERIAL_STATE_BLEND_ENABLE = 1L<<1,
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COGL_MATERIAL_STATE_LAYERS = 1L<<2,
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COGL_MATERIAL_STATE_LIGHTING = 1L<<3,
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COGL_MATERIAL_STATE_ALPHA_FUNC = 1L<<4,
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COGL_MATERIAL_STATE_BLEND = 1L<<5,
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COGL_MATERIAL_STATE_USER_SHADER = 1L<<6,
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COGL_MATERIAL_STATE_DEPTH = 1L<<7,
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COGL_MATERIAL_STATE_FOG = 1L<<8,
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COGL_MATERIAL_STATE_POINT_SIZE = 1L<<9,
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COGL_MATERIAL_STATE_REAL_BLEND_ENABLE = 1L<<10,
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COGL_MATERIAL_STATE_ALL_SPARSE =
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COGL_MATERIAL_STATE_COLOR |
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COGL_MATERIAL_STATE_BLEND_ENABLE |
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COGL_MATERIAL_STATE_LAYERS |
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COGL_MATERIAL_STATE_LIGHTING |
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COGL_MATERIAL_STATE_ALPHA_FUNC |
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COGL_MATERIAL_STATE_BLEND |
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COGL_MATERIAL_STATE_USER_SHADER |
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COGL_MATERIAL_STATE_DEPTH |
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COGL_MATERIAL_STATE_FOG |
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COGL_MATERIAL_STATE_POINT_SIZE,
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COGL_MATERIAL_STATE_AFFECTS_BLENDING =
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COGL_MATERIAL_STATE_COLOR |
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COGL_MATERIAL_STATE_BLEND_ENABLE |
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COGL_MATERIAL_STATE_LAYERS |
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COGL_MATERIAL_STATE_LIGHTING |
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COGL_MATERIAL_STATE_BLEND |
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COGL_MATERIAL_STATE_USER_SHADER,
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COGL_MATERIAL_STATE_NEEDS_BIG_STATE =
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COGL_MATERIAL_STATE_LIGHTING |
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COGL_MATERIAL_STATE_ALPHA_FUNC |
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COGL_MATERIAL_STATE_BLEND |
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COGL_MATERIAL_STATE_USER_SHADER |
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COGL_MATERIAL_STATE_DEPTH |
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COGL_MATERIAL_STATE_FOG |
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COGL_MATERIAL_STATE_POINT_SIZE
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} CoglMaterialState;
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typedef enum
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{
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COGL_MATERIAL_LIGHTING_STATE_PROPERTY_AMBIENT = 1,
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COGL_MATERIAL_LIGHTING_STATE_PROPERTY_DIFFUSE,
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COGL_MATERIAL_LIGHTING_STATE_PROPERTY_SPECULAR,
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COGL_MATERIAL_LIGHTING_STATE_PROPERTY_EMISSION,
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COGL_MATERIAL_LIGHTING_STATE_PROPERTY_SHININESS
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} CoglMaterialLightingStateProperty;
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typedef struct
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{
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/* Standard OpenGL lighting model attributes */
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float ambient[4];
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float diffuse[4];
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float specular[4];
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float emission[4];
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float shininess;
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} CoglMaterialLightingState;
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typedef struct
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{
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/* Determines what fragments are discarded based on their alpha */
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CoglMaterialAlphaFunc alpha_func;
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GLfloat alpha_func_reference;
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} CoglMaterialAlphaFuncState;
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typedef enum _CoglMaterialBlendEnable
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{
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/* XXX: we want to detect users mistakenly using TRUE or FALSE
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* so start the enum at 2. */
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COGL_MATERIAL_BLEND_ENABLE_ENABLED = 2,
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COGL_MATERIAL_BLEND_ENABLE_DISABLED,
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COGL_MATERIAL_BLEND_ENABLE_AUTOMATIC
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} CoglMaterialBlendEnable;
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typedef struct
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{
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/* Determines how this material is blended with other primitives */
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#ifndef HAVE_COGL_GLES
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GLenum blend_equation_rgb;
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GLenum blend_equation_alpha;
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GLint blend_src_factor_alpha;
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GLint blend_dst_factor_alpha;
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CoglColor blend_constant;
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#endif
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GLint blend_src_factor_rgb;
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GLint blend_dst_factor_rgb;
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} CoglMaterialBlendState;
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typedef struct
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{
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gboolean depth_test_enabled;
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CoglDepthTestFunction depth_test_function;
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gboolean depth_writing_enabled;
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float depth_range_near;
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float depth_range_far;
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} CoglMaterialDepthState;
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typedef struct
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{
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gboolean enabled;
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CoglColor color;
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CoglFogMode mode;
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float density;
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float z_near;
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float z_far;
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} CoglMaterialFogState;
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typedef struct
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{
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CoglMaterialLightingState lighting_state;
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CoglMaterialAlphaFuncState alpha_state;
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CoglMaterialBlendState blend_state;
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CoglHandle user_program;
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CoglMaterialDepthState depth_state;
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CoglMaterialFogState fog_state;
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float point_size;
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} CoglMaterialBigState;
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typedef enum
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{
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COGL_MATERIAL_FLAG_DIRTY_LAYERS_CACHE = 1L<<0,
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COGL_MATERIAL_FLAG_DIRTY_GET_LAYERS_LIST = 1L<<1
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} CoglMaterialFlag;
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typedef struct
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{
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CoglMaterial *owner;
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CoglMaterialLayer *layer;
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} CoglMaterialLayerCacheEntry;
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struct _CoglMaterial
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{
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/* XXX: Please think twice about adding members that *have* be
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* initialized during a cogl_material_copy. We are aiming to have
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* copies be as cheap as possible and copies may be done by the
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* primitives APIs which means they may happen in performance
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|
* critical code paths.
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|
*
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|
* XXX: If you are extending the state we track please consider if
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|
* the state is expected to vary frequently across many materials or
|
|
* if the state can be shared among many derived materials instead.
|
|
* This will determine if the state should be added directly to this
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* structure which will increase the memory overhead for *all*
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* materials or if instead it can go under ->big_state.
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*/
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/* Layers represent their state in a tree structure where some of
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|
* the state relating to a given material or layer may actually be
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|
* owned by one if is ancestors in the tree. We have a common data
|
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* type to track the tree heirachy so we can share code... */
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CoglMaterialNode _parent;
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/* We need to track if a material is referenced in the journal
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* because we can't allow modification to these materials without
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* flushing the journal first */
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unsigned long journal_ref_count;
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/* A mask of which sparse state groups are different in this
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* material in comparison to its parent. */
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unsigned long differences;
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/* The fragment processing backends can associate private data with a
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* material. */
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void *backend_privs[COGL_MATERIAL_N_BACKENDS];
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/* Whenever a material is modified we increment the age. There's no
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* guarantee that it won't wrap but it can nevertheless be a
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* convenient mechanism to determine when a material has been
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* changed to you can invalidate some some associated cache that
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* depends on the old state. */
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unsigned long age;
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/* This is the primary color of the material.
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*
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* This is a sparse property, ref COGL_MATERIAL_STATE_COLOR */
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CoglColor color;
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/* A material may be made up with multiple layers used to combine
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* textures together.
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*
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* This is sparse state, ref COGL_MATERIAL_STATE_LAYERS */
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GList *layer_differences;
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unsigned int n_layers;
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/* As a basic way to reduce memory usage we divide the material
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* state into two groups; the minimal state modified in 90% of
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* all materials and the rest, so that the second group can
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* be allocated dynamically when required... */
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CoglMaterialBigState *big_state;
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/* For debugging purposes it's possible to associate a static const
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* string with a material which can be an aid when trying to trace
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* where the material originates from */
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const char *static_breadcrumb;
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/* Cached state... */
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/* A cached, complete list of the layers this material depends
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* on sorted by layer->unit_index. */
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CoglMaterialLayer **layers_cache;
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/* To avoid a separate ->layers_cache allocation for common
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* materials with only a few layers... */
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CoglMaterialLayer *short_layers_cache[3];
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/* The deprecated cogl_material_get_layers() API returns a
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* const GList of layers, which we track here... */
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GList *deprecated_get_layers_list;
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/* XXX: consider adding an authorities cache to speed up sparse
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* property value lookups:
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* CoglMaterial *authorities_cache[COGL_MATERIAL_N_SPARSE_PROPERTIES];
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* and corresponding authorities_cache_dirty:1 bitfield
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*/
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/* bitfields */
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/* A material can have private data associated with it for multiple
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* fragment processing backends. Although only one backend is
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* associated with a material the backends may want to cache private
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* state with the ancestors of other materials and those ancestors
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* could currently be associated with different backends.
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*
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* Each set bit indicates if the correspondong ->backend_privs[]
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* entry is valid.
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*/
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unsigned int backend_priv_set_mask:COGL_MATERIAL_N_BACKENDS;
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/* Weak materials don't count as dependants on their parents which
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* means that the parent material can be modified without
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* considering how the modifications may affect the weak material.
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*/
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unsigned int is_weak:1;
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/* Determines if material->big_state is valid */
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unsigned int has_big_state:1;
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/* By default blending is enabled automatically depending on the
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* unlit color, the lighting colors or the texture format. The user
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* can override this to explicitly enable or disable blending.
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*
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* This is a sparse property */
|
|
unsigned int blend_enable:3;
|
|
|
|
/* There are many factors that can determine if we need to enable
|
|
* blending, this holds our final decision */
|
|
unsigned int real_blend_enable:1;
|
|
|
|
unsigned int layers_cache_dirty:1;
|
|
unsigned int deprecated_get_layers_list_dirty:1;
|
|
|
|
/* For debugging purposes it's possible to associate a static const
|
|
* string with a material which can be an aid when trying to trace
|
|
* where the material originates from */
|
|
unsigned int has_static_breadcrumb:1;
|
|
|
|
/* There are multiple fragment processing backends for CoglMaterial,
|
|
* glsl, arbfp and fixed. This identifies the backend being used for
|
|
* the material and any private state the backend has associated
|
|
* with the material. */
|
|
unsigned int backend:3;
|
|
};
|
|
|
|
typedef struct _CoglMaterialBackend
|
|
{
|
|
int (*get_max_texture_units) (void);
|
|
|
|
gboolean (*start) (CoglMaterial *material,
|
|
int n_layers,
|
|
unsigned long materials_difference);
|
|
gboolean (*add_layer) (CoglMaterial *material,
|
|
CoglMaterialLayer *layer,
|
|
unsigned long layers_difference);
|
|
gboolean (*passthrough) (CoglMaterial *material);
|
|
gboolean (*end) (CoglMaterial *material,
|
|
unsigned long materials_difference);
|
|
|
|
void (*material_pre_change_notify) (CoglMaterial *material,
|
|
CoglMaterialState change,
|
|
const CoglColor *new_color);
|
|
void (*material_set_parent_notify) (CoglMaterial *material);
|
|
void (*layer_pre_change_notify) (CoglMaterialLayer *layer,
|
|
CoglMaterialLayerState change);
|
|
|
|
void (*free_priv) (CoglMaterial *material);
|
|
void (*free_layer_priv) (CoglMaterialLayer *layer);
|
|
} CoglMaterialBackend;
|
|
|
|
typedef enum
|
|
{
|
|
COGL_MATERIAL_PROGRAM_TYPE_GLSL = 1,
|
|
COGL_MATERIAL_PROGRAM_TYPE_ARBFP,
|
|
COGL_MATERIAL_PROGRAM_TYPE_FIXED
|
|
} CoglMaterialProgramType;
|
|
|
|
void
|
|
_cogl_material_init_default_material (void);
|
|
|
|
void
|
|
_cogl_material_init_default_layers (void);
|
|
|
|
/*
|
|
* SECTION:cogl-material-internals
|
|
* @short_description: Functions for creating custom primitives that make use
|
|
* of Cogl materials for filling.
|
|
*
|
|
* Normally you shouldn't need to use this API directly, but if you need to
|
|
* developing a custom/specialised primitive - probably using raw OpenGL - then
|
|
* this API aims to expose enough of the material internals to support being
|
|
* able to fill your geometry according to a given Cogl material.
|
|
*/
|
|
|
|
gboolean
|
|
_cogl_material_get_real_blend_enabled (CoglMaterial *material);
|
|
|
|
gboolean
|
|
_cogl_material_layer_has_user_matrix (CoglMaterialLayer *layer);
|
|
|
|
/*
|
|
* Calls the pre_paint method on the layer texture if there is
|
|
* one. This will determine whether mipmaps are needed based on the
|
|
* filter settings.
|
|
*/
|
|
void
|
|
_cogl_material_layer_pre_paint (CoglMaterialLayer *layerr);
|
|
|
|
/*
|
|
* CoglMaterialFlushFlag:
|
|
* @COGL_MATERIAL_FLUSH_FALLBACK_MASK: The fallback_layers member is set to
|
|
* a guint32 mask of the layers that can't be supported with the user
|
|
* supplied texture and need to be replaced with fallback textures. (1 =
|
|
* fallback, and the least significant bit = layer 0)
|
|
* @COGL_MATERIAL_FLUSH_DISABLE_MASK: The disable_layers member is set to
|
|
* a guint32 mask of the layers that you want to completly disable
|
|
* texturing for (1 = fallback, and the least significant bit = layer 0)
|
|
* @COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE: The layer0_override_texture member is
|
|
* set to a GLuint OpenGL texture name to override the texture used for
|
|
* layer 0 of the material. This is intended for dealing with sliced
|
|
* textures where you will need to point to each of the texture slices in
|
|
* turn when drawing your geometry. Passing a value of 0 is the same as
|
|
* not passing the option at all.
|
|
* @COGL_MATERIAL_FLUSH_SKIP_GL_COLOR: When flushing the GL state for the
|
|
* material don't call glColor.
|
|
* @COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES: Specifies that a bitmask
|
|
* of overrides for the wrap modes for some or all layers is
|
|
* given.
|
|
*/
|
|
typedef enum _CoglMaterialFlushFlag
|
|
{
|
|
COGL_MATERIAL_FLUSH_FALLBACK_MASK = 1L<<0,
|
|
COGL_MATERIAL_FLUSH_DISABLE_MASK = 1L<<1,
|
|
COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE = 1L<<2,
|
|
COGL_MATERIAL_FLUSH_SKIP_GL_COLOR = 1L<<3,
|
|
COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES = 1L<<4
|
|
} CoglMaterialFlushFlag;
|
|
|
|
/* This isn't defined in the GLES headers */
|
|
#ifndef GL_CLAMP_TO_BORDER
|
|
#define GL_CLAMP_TO_BORDER 0x812d
|
|
#endif
|
|
|
|
/* GL_ALWAYS is just used here as a value that is known not to clash
|
|
* with any valid GL wrap modes.
|
|
*
|
|
* XXX: keep the values in sync with the CoglMaterialWrapMode enum
|
|
* so no conversion is actually needed.
|
|
*/
|
|
typedef enum _CoglMaterialWrapModeInternal
|
|
{
|
|
COGL_MATERIAL_WRAP_MODE_INTERNAL_REPEAT = GL_REPEAT,
|
|
COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE,
|
|
COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER,
|
|
COGL_MATERIAL_WRAP_MODE_INTERNAL_AUTOMATIC = GL_ALWAYS
|
|
} CoglMaterialWrapModeInternal;
|
|
|
|
typedef enum _CoglMaterialWrapModeOverride
|
|
{
|
|
COGL_MATERIAL_WRAP_MODE_OVERRIDE_NONE = 0,
|
|
COGL_MATERIAL_WRAP_MODE_OVERRIDE_REPEAT =
|
|
COGL_MATERIAL_WRAP_MODE_INTERNAL_REPEAT,
|
|
COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_EDGE =
|
|
COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_EDGE,
|
|
COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_BORDER =
|
|
COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_BORDER,
|
|
} CoglMaterialWrapModeOverride;
|
|
|
|
/* There can't be more than 32 layers because we need to fit a bitmask
|
|
of the layers into a guint32 */
|
|
#define COGL_MATERIAL_MAX_LAYERS 32
|
|
|
|
typedef struct _CoglMaterialWrapModeOverrides
|
|
{
|
|
struct
|
|
{
|
|
CoglMaterialWrapModeOverride s;
|
|
CoglMaterialWrapModeOverride t;
|
|
CoglMaterialWrapModeOverride p;
|
|
} values[COGL_MATERIAL_MAX_LAYERS];
|
|
} CoglMaterialWrapModeOverrides;
|
|
|
|
/*
|
|
* CoglMaterialFlushOptions:
|
|
*
|
|
*/
|
|
typedef struct _CoglMaterialFlushOptions
|
|
{
|
|
CoglMaterialFlushFlag flags;
|
|
|
|
guint32 fallback_layers;
|
|
guint32 disable_layers;
|
|
GLuint layer0_override_texture;
|
|
CoglMaterialWrapModeOverrides wrap_mode_overrides;
|
|
} CoglMaterialFlushOptions;
|
|
|
|
|
|
int
|
|
_cogl_get_max_texture_image_units (void);
|
|
|
|
|
|
void
|
|
_cogl_use_program (CoglHandle program_handle, CoglMaterialProgramType type);
|
|
|
|
unsigned int
|
|
_cogl_get_n_args_for_combine_func (GLint func);
|
|
|
|
|
|
CoglMaterial *
|
|
_cogl_material_get_parent (CoglMaterial *material);
|
|
|
|
void
|
|
_cogl_material_get_colorubv (CoglMaterial *material,
|
|
guint8 *color);
|
|
|
|
void
|
|
_cogl_material_flush_gl_state (CoglMaterial *material,
|
|
gboolean skip_gl_state);
|
|
|
|
gboolean
|
|
_cogl_material_equal (CoglMaterial *material0,
|
|
CoglMaterial *material1,
|
|
gboolean skip_gl_color);
|
|
|
|
CoglMaterial *
|
|
_cogl_material_journal_ref (CoglMaterial *material);
|
|
|
|
void
|
|
_cogl_material_journal_unref (CoglMaterial *material);
|
|
|
|
void
|
|
_cogl_material_set_user_program (CoglMaterial *material,
|
|
CoglHandle program);
|
|
|
|
void
|
|
_cogl_material_texture_storage_change_notify (CoglHandle texture);
|
|
|
|
void
|
|
_cogl_material_apply_legacy_state (CoglMaterial *material);
|
|
|
|
void
|
|
_cogl_gl_use_program_wrapper (GLuint program);
|
|
|
|
void
|
|
_cogl_material_apply_overrides (CoglMaterial *material,
|
|
CoglMaterialFlushOptions *options);
|
|
|
|
CoglMaterialBlendEnable
|
|
_cogl_material_get_blend_enabled (CoglMaterial *material);
|
|
|
|
void
|
|
_cogl_material_set_blend_enabled (CoglMaterial *material,
|
|
CoglMaterialBlendEnable enable);
|
|
|
|
void
|
|
_cogl_material_set_static_breadcrumb (CoglMaterial *material,
|
|
const char *breadcrumb);
|
|
|
|
unsigned long
|
|
_cogl_material_get_age (CoglMaterial *material);
|
|
|
|
CoglMaterial *
|
|
_cogl_material_get_authority (CoglMaterial *material,
|
|
unsigned long difference);
|
|
|
|
unsigned long
|
|
_cogl_material_layer_compare_differences (CoglMaterialLayer *layer0,
|
|
CoglMaterialLayer *layer1);
|
|
|
|
CoglMaterialLayer *
|
|
_cogl_material_layer_get_authority (CoglMaterialLayer *layer,
|
|
unsigned long difference);
|
|
|
|
CoglHandle
|
|
_cogl_material_layer_get_texture (CoglMaterialLayer *layer);
|
|
|
|
typedef gboolean (*CoglMaterialLayerCallback) (CoglMaterialLayer *layer,
|
|
void *user_data);
|
|
|
|
void
|
|
_cogl_material_foreach_layer (CoglMaterial *material,
|
|
CoglMaterialLayerCallback callback,
|
|
void *user_data);
|
|
|
|
int
|
|
_cogl_material_layer_get_unit_index (CoglMaterialLayer *layer);
|
|
|
|
#endif /* __COGL_MATERIAL_PRIVATE_H */
|
|
|