bf71cb2e3c
In cogl use cogl-config.h and in clutter use clutter-build-config.h. We can't use clutter-config.h in clutter because its already used and installed. https://bugzilla.gnome.org/show_bug.cgi?id=768976
1149 lines
39 KiB
C
1149 lines
39 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2007,2008,2009,2010 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include "cogl-config.h"
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#endif
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#include "cogl-debug.h"
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#include "cogl-context-private.h"
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#include "cogl-journal-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#include "cogl-vertex-buffer-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-attribute-private.h"
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#include "cogl-private.h"
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#include "cogl-meta-texture.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl1-context.h"
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#include "cogl-primitives-private.h"
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#include <string.h>
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#include <math.h>
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#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
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typedef struct _TextureSlicedQuadState
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{
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CoglFramebuffer *framebuffer;
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CoglPipeline *pipeline;
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CoglTexture *main_texture;
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float tex_virtual_origin_x;
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float tex_virtual_origin_y;
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float quad_origin_x;
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float quad_origin_y;
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float v_to_q_scale_x;
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float v_to_q_scale_y;
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float quad_len_x;
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float quad_len_y;
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CoglBool flipped_x;
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CoglBool flipped_y;
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} TextureSlicedQuadState;
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typedef struct _TextureSlicedPolygonState
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{
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const CoglTextureVertex *vertices;
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int n_vertices;
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int stride;
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CoglAttribute **attributes;
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} TextureSlicedPolygonState;
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static void
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log_quad_sub_textures_cb (CoglTexture *texture,
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const float *subtexture_coords,
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const float *virtual_coords,
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void *user_data)
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{
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TextureSlicedQuadState *state = user_data;
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CoglFramebuffer *framebuffer = state->framebuffer;
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CoglTexture *texture_override;
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float quad_coords[4];
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#define TEX_VIRTUAL_TO_QUAD(V, Q, AXIS) \
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do { \
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Q = V - state->tex_virtual_origin_##AXIS; \
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Q *= state->v_to_q_scale_##AXIS; \
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if (state->flipped_##AXIS) \
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Q = state->quad_len_##AXIS - Q; \
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Q += state->quad_origin_##AXIS; \
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} while (0);
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TEX_VIRTUAL_TO_QUAD (virtual_coords[0], quad_coords[0], x);
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TEX_VIRTUAL_TO_QUAD (virtual_coords[1], quad_coords[1], y);
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TEX_VIRTUAL_TO_QUAD (virtual_coords[2], quad_coords[2], x);
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TEX_VIRTUAL_TO_QUAD (virtual_coords[3], quad_coords[3], y);
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#undef TEX_VIRTUAL_TO_QUAD
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COGL_NOTE (DRAW,
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"~~~~~ slice\n"
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"qx1: %f\t"
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"qy1: %f\n"
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"qx2: %f\t"
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"qy2: %f\n"
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"tx1: %f\t"
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"ty1: %f\n"
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"tx2: %f\t"
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"ty2: %f\n",
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quad_coords[0], quad_coords[1],
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quad_coords[2], quad_coords[3],
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subtexture_coords[0], subtexture_coords[1],
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subtexture_coords[2], subtexture_coords[3]);
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/* We only need to override the texture if it's different from the
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main texture */
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if (texture == state->main_texture)
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texture_override = NULL;
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else
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texture_override = texture;
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_cogl_journal_log_quad (framebuffer->journal,
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quad_coords,
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state->pipeline,
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1, /* one layer */
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texture_override, /* replace the layer0 texture */
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subtexture_coords,
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4);
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}
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typedef struct _ValidateFirstLayerState
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{
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CoglPipeline *override_pipeline;
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} ValidateFirstLayerState;
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static CoglBool
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validate_first_layer_cb (CoglPipeline *pipeline,
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int layer_index,
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void *user_data)
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{
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ValidateFirstLayerState *state = user_data;
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CoglPipelineWrapMode clamp_to_edge =
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COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE;
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CoglPipelineWrapMode wrap_s;
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CoglPipelineWrapMode wrap_t;
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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. By
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* default WRAP_MODE_AUTOMATIC becomes CLAMP_TO_EDGE so we only need
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* to override if the wrap mode isn't already automatic or
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* clamp_to_edge.
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*/
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wrap_s = cogl_pipeline_get_layer_wrap_mode_s (pipeline, layer_index);
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if (wrap_s != COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE &&
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wrap_s != COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
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{
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if (!state->override_pipeline)
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state->override_pipeline = cogl_pipeline_copy (pipeline);
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cogl_pipeline_set_layer_wrap_mode_s (state->override_pipeline,
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layer_index, clamp_to_edge);
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}
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wrap_t = cogl_pipeline_get_layer_wrap_mode_t (pipeline, layer_index);
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if (wrap_t != COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE &&
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wrap_t != COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
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{
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if (!state->override_pipeline)
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state->override_pipeline = cogl_pipeline_copy (pipeline);
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cogl_pipeline_set_layer_wrap_mode_t (state->override_pipeline,
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layer_index, clamp_to_edge);
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}
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return FALSE;
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}
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/* This path doesn't currently support multitexturing but is used for
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* CoglTextures that don't support repeating using the GPU so we need to
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* manually emit extra geometry to fake the repeating. This includes:
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*
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* - CoglTexture2DSliced: when made of > 1 slice or if the users given
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* texture coordinates require repeating,
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* - CoglTexture2DAtlas: if the users given texture coordinates require
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* repeating,
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* - CoglTextureRectangle: if the users given texture coordinates require
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* repeating,
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* - CoglTexturePixmap: if the users given texture coordinates require
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* repeating
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*/
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/* TODO: support multitexturing */
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static void
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_cogl_texture_quad_multiple_primitives (CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline,
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CoglTexture *texture,
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int layer_index,
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const float *position,
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float tx_1,
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float ty_1,
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float tx_2,
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float ty_2)
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{
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TextureSlicedQuadState state;
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CoglBool tex_virtual_flipped_x;
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CoglBool tex_virtual_flipped_y;
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CoglBool quad_flipped_x;
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CoglBool quad_flipped_y;
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ValidateFirstLayerState validate_first_layer_state;
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CoglPipelineWrapMode wrap_s, wrap_t;
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wrap_s = cogl_pipeline_get_layer_wrap_mode_s (pipeline, layer_index);
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wrap_t = cogl_pipeline_get_layer_wrap_mode_t (pipeline, layer_index);
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validate_first_layer_state.override_pipeline = NULL;
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cogl_pipeline_foreach_layer (pipeline,
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validate_first_layer_cb,
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&validate_first_layer_state);
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state.framebuffer = framebuffer;
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state.main_texture = texture;
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if (validate_first_layer_state.override_pipeline)
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state.pipeline = validate_first_layer_state.override_pipeline;
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else
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state.pipeline = pipeline;
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/* Get together the data we need to transform the virtual texture
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* coordinates of each slice into quad coordinates...
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*
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* NB: We need to consider that the quad coordinates and the texture
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* coordinates may be inverted along the x or y axis, and must preserve the
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* inversions when we emit the final geometry.
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*/
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#define X0 0
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#define Y0 1
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#define X1 2
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#define Y1 3
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tex_virtual_flipped_x = (tx_1 > tx_2) ? TRUE : FALSE;
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tex_virtual_flipped_y = (ty_1 > ty_2) ? TRUE : FALSE;
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state.tex_virtual_origin_x = tex_virtual_flipped_x ? tx_2 : tx_1;
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state.tex_virtual_origin_y = tex_virtual_flipped_y ? ty_2 : ty_1;
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quad_flipped_x = (position[X0] > position[X1]) ? TRUE : FALSE;
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quad_flipped_y = (position[Y0] > position[Y1]) ? TRUE : FALSE;
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state.quad_origin_x = quad_flipped_x ? position[X1] : position[X0];
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state.quad_origin_y = quad_flipped_y ? position[Y1] : position[Y0];
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/* flatten the two forms of coordinate inversion into one... */
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state.flipped_x = tex_virtual_flipped_x ^ quad_flipped_x;
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state.flipped_y = tex_virtual_flipped_y ^ quad_flipped_y;
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/* We use the _len_AXIS naming here instead of _width and _height because
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* log_quad_slice_cb uses a macro with symbol concatenation to handle both
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* axis, so this is more convenient... */
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state.quad_len_x = fabs (position[X1] - position[X0]);
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state.quad_len_y = fabs (position[Y1] - position[Y0]);
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#undef X0
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#undef Y0
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#undef X1
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#undef Y1
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state.v_to_q_scale_x = fabs (state.quad_len_x / (tx_2 - tx_1));
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state.v_to_q_scale_y = fabs (state.quad_len_y / (ty_2 - ty_1));
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/* For backwards compatablity the default wrap mode for cogl_rectangle() is
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* _REPEAT... */
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if (wrap_s == COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
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wrap_s = COGL_PIPELINE_WRAP_MODE_REPEAT;
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if (wrap_t == COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
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wrap_t = COGL_PIPELINE_WRAP_MODE_REPEAT;
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cogl_meta_texture_foreach_in_region (COGL_META_TEXTURE (texture),
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tx_1, ty_1, tx_2, ty_2,
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wrap_s,
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wrap_t,
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log_quad_sub_textures_cb,
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&state);
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if (validate_first_layer_state.override_pipeline)
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cogl_object_unref (validate_first_layer_state.override_pipeline);
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}
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typedef struct _ValidateTexCoordsState
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{
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int i;
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int n_layers;
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const float *user_tex_coords;
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int user_tex_coords_len;
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float *final_tex_coords;
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CoglPipeline *override_pipeline;
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CoglBool needs_multiple_primitives;
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} ValidateTexCoordsState;
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/*
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* Validate the texture coordinates for this rectangle.
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*/
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static CoglBool
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validate_tex_coords_cb (CoglPipeline *pipeline,
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int layer_index,
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void *user_data)
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{
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ValidateTexCoordsState *state = user_data;
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CoglTexture *texture;
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const float *in_tex_coords;
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float *out_tex_coords;
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float default_tex_coords[4] = {0.0, 0.0, 1.0, 1.0};
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CoglTransformResult transform_result;
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state->i++;
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/* FIXME: we should be able to avoid this copying when no
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* transform is required by the texture backend and the user
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* has supplied enough coordinates for all the layers.
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*/
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/* If the user didn't supply texture coordinates for this layer
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then use the default coords */
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if (state->i >= state->user_tex_coords_len / 4)
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in_tex_coords = default_tex_coords;
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else
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in_tex_coords = &state->user_tex_coords[state->i * 4];
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out_tex_coords = &state->final_tex_coords[state->i * 4];
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memcpy (out_tex_coords, in_tex_coords, sizeof (float) * 4);
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texture = cogl_pipeline_get_layer_texture (pipeline, layer_index);
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/* NB: NULL textures are handled by _cogl_pipeline_flush_gl_state */
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if (!texture)
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return TRUE;
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/* Convert the texture coordinates to GL.
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*/
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transform_result =
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_cogl_texture_transform_quad_coords_to_gl (texture,
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out_tex_coords);
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/* If the texture has waste or we are using GL_TEXTURE_RECT we
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* can't handle texture repeating so we can't use the layer if
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* repeating is required.
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*
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* NB: We already know that no texture matrix is being used if the
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* texture doesn't support hardware repeat.
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*/
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if (transform_result == COGL_TRANSFORM_SOFTWARE_REPEAT)
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{
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if (state->i == 0)
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{
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if (state->n_layers > 1)
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{
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static CoglBool warning_seen = FALSE;
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if (!warning_seen)
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g_warning ("Skipping layers 1..n of your material since "
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"the first layer doesn't support hardware "
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"repeat (e.g. because of waste or use of "
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"GL_TEXTURE_RECTANGLE_ARB) and you supplied "
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"texture coordinates outside the range [0,1]."
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"Falling back to software repeat assuming "
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"layer 0 is the most important one keep");
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warning_seen = TRUE;
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}
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if (state->override_pipeline)
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cogl_object_unref (state->override_pipeline);
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state->needs_multiple_primitives = TRUE;
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return FALSE;
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}
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else
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{
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static CoglBool warning_seen = FALSE;
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if (!warning_seen)
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g_warning ("Skipping layer %d of your material "
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"since you have supplied texture coords "
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"outside the range [0,1] but the texture "
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"doesn't support hardware repeat (e.g. "
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"because of waste or use of "
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"GL_TEXTURE_RECTANGLE_ARB). This isn't "
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"supported with multi-texturing.", state->i);
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warning_seen = TRUE;
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cogl_pipeline_set_layer_texture (pipeline, layer_index, NULL);
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}
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}
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/* By default WRAP_MODE_AUTOMATIC becomes to CLAMP_TO_EDGE. If
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the texture coordinates need repeating then we'll override
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this to GL_REPEAT. Otherwise we'll leave it at CLAMP_TO_EDGE
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so that it won't blend in pixels from the opposite side when
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the full texture is drawn with GL_LINEAR filter mode */
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if (transform_result == COGL_TRANSFORM_HARDWARE_REPEAT)
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{
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if (cogl_pipeline_get_layer_wrap_mode_s (pipeline, layer_index) ==
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COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
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{
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if (!state->override_pipeline)
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state->override_pipeline = cogl_pipeline_copy (pipeline);
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cogl_pipeline_set_layer_wrap_mode_s (state->override_pipeline,
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layer_index,
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COGL_PIPELINE_WRAP_MODE_REPEAT);
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}
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if (cogl_pipeline_get_layer_wrap_mode_t (pipeline, layer_index) ==
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COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
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{
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if (!state->override_pipeline)
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state->override_pipeline = cogl_pipeline_copy (pipeline);
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cogl_pipeline_set_layer_wrap_mode_t (state->override_pipeline,
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layer_index,
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COGL_PIPELINE_WRAP_MODE_REPEAT);
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}
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}
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return TRUE;
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}
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/* This path supports multitexturing but only when each of the layers is
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* handled with a single GL texture. Also if repeating is necessary then
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* _cogl_texture_can_hardware_repeat() must return TRUE.
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* This includes layers made from:
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*
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* - CoglTexture2DSliced: if only comprised of a single slice with optional
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* waste, assuming the users given texture coordinates don't require
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* repeating.
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* - CoglTexture{1D,2D,3D}: always.
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* - CoglTexture2DAtlas: assuming the users given texture coordinates don't
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* require repeating.
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* - CoglTextureRectangle: assuming the users given texture coordinates don't
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* require repeating.
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* - CoglTexturePixmap: assuming the users given texture coordinates don't
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* require repeating.
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*/
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static CoglBool
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_cogl_multitexture_quad_single_primitive (CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline,
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const float *position,
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const float *user_tex_coords,
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int user_tex_coords_len)
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{
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int n_layers = cogl_pipeline_get_n_layers (pipeline);
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ValidateTexCoordsState state;
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float *final_tex_coords = alloca (sizeof (float) * 4 * n_layers);
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state.i = -1;
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state.n_layers = n_layers;
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state.user_tex_coords = user_tex_coords;
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state.user_tex_coords_len = user_tex_coords_len;
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state.final_tex_coords = final_tex_coords;
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state.override_pipeline = NULL;
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state.needs_multiple_primitives = FALSE;
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cogl_pipeline_foreach_layer (pipeline,
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validate_tex_coords_cb,
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&state);
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if (state.needs_multiple_primitives)
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return FALSE;
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if (state.override_pipeline)
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pipeline = state.override_pipeline;
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|
|
_cogl_journal_log_quad (framebuffer->journal,
|
|
position,
|
|
pipeline,
|
|
n_layers,
|
|
NULL, /* no texture override */
|
|
final_tex_coords,
|
|
n_layers * 4);
|
|
|
|
if (state.override_pipeline)
|
|
cogl_object_unref (state.override_pipeline);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
typedef struct _ValidateLayerState
|
|
{
|
|
CoglContext *ctx;
|
|
int i;
|
|
int first_layer;
|
|
CoglPipeline *override_source;
|
|
CoglBool all_use_sliced_quad_fallback;
|
|
} ValidateLayerState;
|
|
|
|
static CoglBool
|
|
_cogl_rectangles_validate_layer_cb (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
void *user_data)
|
|
{
|
|
ValidateLayerState *state = user_data;
|
|
CoglTexture *texture;
|
|
|
|
state->i++;
|
|
|
|
/* We need to ensure the mipmaps are ready before deciding
|
|
* anything else about the texture because the texture storage
|
|
* could completely change if it needs to be migrated out of the
|
|
* atlas and will affect how we validate the layer.
|
|
*
|
|
* FIXME: this needs to be generalized. There could be any
|
|
* number of things that might require a shuffling of the
|
|
* underlying texture storage. We could add two mechanisms to
|
|
* generalize this a bit...
|
|
*
|
|
* 1) add a _cogl_pipeline_layer_update_storage() function that
|
|
* would for instance consider if mipmapping is necessary and
|
|
* potentially migrate the texture from an atlas.
|
|
*
|
|
* 2) allow setting of transient primitive-flags on a pipeline
|
|
* that may affect the outcome of _update_storage(). One flag
|
|
* could indicate that we expect to sample beyond the bounds of
|
|
* the texture border.
|
|
*
|
|
* flags = COGL_PIPELINE_PRIMITIVE_FLAG_VALID_BORDERS;
|
|
* _cogl_pipeline_layer_assert_primitive_flags (layer, flags)
|
|
* _cogl_pipeline_layer_update_storage (layer)
|
|
* enqueue primitive in journal
|
|
*
|
|
* when the primitive is dequeued and drawn we should:
|
|
* _cogl_pipeline_flush_gl_state (pipeline)
|
|
* draw primitive
|
|
* _cogl_pipeline_unassert_primitive_flags (layer, flags);
|
|
*
|
|
* _cogl_pipeline_layer_update_storage should take into
|
|
* consideration all the asserted primitive requirements. (E.g.
|
|
* there could be multiple primitives in the journal - or in a
|
|
* renderlist in the future - that need mipmaps or that need
|
|
* valid contents beyond their borders (for cogl_polygon)
|
|
* meaning they can't work with textures in an atas, so
|
|
* _cogl_pipeline_layer_update_storage would pass on these
|
|
* requirements to the texture atlas backend which would make
|
|
* sure the referenced texture is migrated out of the atlas and
|
|
* mipmaps are generated.)
|
|
*/
|
|
_cogl_pipeline_pre_paint_for_layer (pipeline, layer_index);
|
|
|
|
texture = cogl_pipeline_get_layer_texture (pipeline, layer_index);
|
|
|
|
/* NULL textures are handled by
|
|
* _cogl_pipeline_flush_gl_state */
|
|
if (texture == NULL)
|
|
return TRUE;
|
|
|
|
if (state->i == 0)
|
|
state->first_layer = layer_index;
|
|
|
|
/* 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 (texture))
|
|
{
|
|
if (state->i == 0)
|
|
{
|
|
if (cogl_pipeline_get_n_layers (pipeline) > 1)
|
|
{
|
|
static CoglBool warning_seen = FALSE;
|
|
|
|
if (!state->override_source)
|
|
state->override_source = cogl_pipeline_copy (pipeline);
|
|
_cogl_pipeline_prune_to_n_layers (state->override_source, 1);
|
|
|
|
if (!warning_seen)
|
|
g_warning ("Skipping layers 1..n of your pipeline 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;
|
|
}
|
|
|
|
state->all_use_sliced_quad_fallback = TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
else
|
|
{
|
|
static CoglBool warning_seen = FALSE;
|
|
CoglTexture2D *tex_2d;
|
|
|
|
if (!warning_seen)
|
|
g_warning ("Skipping layer %d of your pipeline consisting of "
|
|
"a sliced texture (unsuported for multi texturing)",
|
|
state->i);
|
|
warning_seen = TRUE;
|
|
|
|
/* Note: currently only 2D textures can be sliced. */
|
|
tex_2d = state->ctx->default_gl_texture_2d_tex;
|
|
cogl_pipeline_set_layer_texture (pipeline, layer_index,
|
|
COGL_TEXTURE (tex_2d));
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
#ifdef COGL_ENABLE_DEBUG
|
|
/* If the texture can't be repeated with the GPU (e.g. because it has
|
|
* waste or if using GL_TEXTURE_RECTANGLE_ARB) then if a texture matrix
|
|
* is also in use we don't know if the result will end up trying
|
|
* to texture from the waste area.
|
|
*
|
|
* Note: we check can_hardware_repeat() first since it's cheaper.
|
|
*
|
|
* Note: cases where the texture coordinates will require repeating
|
|
* will be caught by later validation.
|
|
*/
|
|
if (!_cogl_texture_can_hardware_repeat (texture) &&
|
|
_cogl_pipeline_layer_has_user_matrix (pipeline, layer_index))
|
|
{
|
|
static CoglBool warning_seen = FALSE;
|
|
if (!warning_seen)
|
|
g_warning ("layer %d of your pipeline uses a custom "
|
|
"texture matrix but because the texture doesn't "
|
|
"support hardware repeating you may see artefacts "
|
|
"due to sampling beyond the texture's bounds.",
|
|
state->i);
|
|
warning_seen = TRUE;
|
|
}
|
|
#endif
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
void
|
|
_cogl_framebuffer_draw_multitextured_rectangles (
|
|
CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
CoglMultiTexturedRect *rects,
|
|
int n_rects,
|
|
CoglBool disable_legacy_state)
|
|
{
|
|
CoglContext *ctx = framebuffer->context;
|
|
CoglPipeline *original_pipeline;
|
|
ValidateLayerState state;
|
|
int i;
|
|
|
|
original_pipeline = pipeline;
|
|
|
|
/*
|
|
* Validate all the layers of the current source pipeline...
|
|
*/
|
|
state.ctx = ctx;
|
|
state.i = -1;
|
|
state.first_layer = 0;
|
|
state.override_source = NULL;
|
|
state.all_use_sliced_quad_fallback = FALSE;
|
|
cogl_pipeline_foreach_layer (pipeline,
|
|
_cogl_rectangles_validate_layer_cb,
|
|
&state);
|
|
|
|
if (state.override_source)
|
|
pipeline = state.override_source;
|
|
|
|
if (!disable_legacy_state)
|
|
{
|
|
if (G_UNLIKELY (ctx->legacy_state_set) &&
|
|
_cogl_get_enable_legacy_state ())
|
|
{
|
|
/* If we haven't already made a pipeline copy */
|
|
if (pipeline == original_pipeline)
|
|
pipeline = cogl_pipeline_copy (pipeline);
|
|
_cogl_pipeline_apply_legacy_state (pipeline);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Emit geometry for each of the rectangles...
|
|
*/
|
|
|
|
for (i = 0; i < n_rects; i++)
|
|
{
|
|
CoglTexture *texture;
|
|
const float default_tex_coords[4] = {0.0, 0.0, 1.0, 1.0};
|
|
const float *tex_coords;
|
|
|
|
if (!state.all_use_sliced_quad_fallback)
|
|
{
|
|
CoglBool success =
|
|
_cogl_multitexture_quad_single_primitive (framebuffer,
|
|
pipeline,
|
|
rects[i].position,
|
|
rects[i].tex_coords,
|
|
rects[i].tex_coords_len);
|
|
|
|
/* NB: If _cogl_multitexture_quad_single_primitive fails then it
|
|
* means the user tried to use texture repeat with a texture that
|
|
* can't be repeated by the GPU (e.g. due to waste or use of
|
|
* GL_TEXTURE_RECTANGLE_ARB) */
|
|
if (success)
|
|
continue;
|
|
}
|
|
|
|
/* If multitexturing failed or we are drawing with a sliced texture
|
|
* then we only support a single layer so we pluck out the texture
|
|
* from the first pipeline layer... */
|
|
texture = cogl_pipeline_get_layer_texture (pipeline, state.first_layer);
|
|
|
|
if (rects[i].tex_coords)
|
|
tex_coords = rects[i].tex_coords;
|
|
else
|
|
tex_coords = default_tex_coords;
|
|
|
|
COGL_NOTE (DRAW, "Drawing Tex Quad (Multi-Prim Mode)");
|
|
|
|
_cogl_texture_quad_multiple_primitives (framebuffer,
|
|
pipeline,
|
|
texture,
|
|
state.first_layer,
|
|
rects[i].position,
|
|
tex_coords[0],
|
|
tex_coords[1],
|
|
tex_coords[2],
|
|
tex_coords[3]);
|
|
}
|
|
|
|
if (pipeline != original_pipeline)
|
|
cogl_object_unref (pipeline);
|
|
}
|
|
|
|
static void
|
|
_cogl_rectangles_with_multitexture_coords (
|
|
CoglMultiTexturedRect *rects,
|
|
int n_rects)
|
|
{
|
|
_cogl_framebuffer_draw_multitextured_rectangles (cogl_get_draw_framebuffer (),
|
|
cogl_get_source (),
|
|
rects,
|
|
n_rects,
|
|
FALSE);
|
|
}
|
|
|
|
void
|
|
cogl_rectangles (const float *verts,
|
|
unsigned int n_rects)
|
|
{
|
|
CoglMultiTexturedRect *rects;
|
|
int i;
|
|
|
|
/* XXX: All the cogl_rectangle* APIs normalize their input into an array of
|
|
* CoglMultiTexturedRect rectangles and pass these on to our work horse;
|
|
* _cogl_rectangles_with_multitexture_coords.
|
|
*/
|
|
|
|
rects = g_alloca (n_rects * sizeof (CoglMultiTexturedRect));
|
|
|
|
for (i = 0; i < n_rects; i++)
|
|
{
|
|
rects[i].position = &verts[i * 4];
|
|
rects[i].tex_coords = NULL;
|
|
rects[i].tex_coords_len = 0;
|
|
}
|
|
|
|
_cogl_rectangles_with_multitexture_coords (rects, n_rects);
|
|
}
|
|
|
|
void
|
|
cogl_rectangles_with_texture_coords (const float *verts,
|
|
unsigned int n_rects)
|
|
{
|
|
CoglMultiTexturedRect *rects;
|
|
int i;
|
|
|
|
/* XXX: All the cogl_rectangle* APIs normalize their input into an array of
|
|
* CoglMultiTexturedRect rectangles and pass these on to our work horse;
|
|
* _cogl_rectangles_with_multitexture_coords.
|
|
*/
|
|
|
|
rects = g_alloca (n_rects * sizeof (CoglMultiTexturedRect));
|
|
|
|
for (i = 0; i < n_rects; i++)
|
|
{
|
|
rects[i].position = &verts[i * 8];
|
|
rects[i].tex_coords = &verts[i * 8 + 4];
|
|
rects[i].tex_coords_len = 4;
|
|
}
|
|
|
|
_cogl_rectangles_with_multitexture_coords (rects, n_rects);
|
|
}
|
|
|
|
void
|
|
cogl_rectangle_with_texture_coords (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
float tx_1,
|
|
float ty_1,
|
|
float tx_2,
|
|
float ty_2)
|
|
{
|
|
const float position[4] = {x_1, y_1, x_2, y_2};
|
|
const float tex_coords[4] = {tx_1, ty_1, tx_2, ty_2};
|
|
CoglMultiTexturedRect rect;
|
|
|
|
/* XXX: All the cogl_rectangle* APIs normalize their input into an array of
|
|
* CoglMultiTexturedRect rectangles and pass these on to our work horse;
|
|
* _cogl_rectangles_with_multitexture_coords.
|
|
*/
|
|
|
|
rect.position = position;
|
|
rect.tex_coords = tex_coords;
|
|
rect.tex_coords_len = 4;
|
|
|
|
_cogl_rectangles_with_multitexture_coords (&rect, 1);
|
|
}
|
|
|
|
void
|
|
cogl_rectangle_with_multitexture_coords (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
const float *user_tex_coords,
|
|
int user_tex_coords_len)
|
|
{
|
|
const float position[4] = {x_1, y_1, x_2, y_2};
|
|
CoglMultiTexturedRect rect;
|
|
|
|
/* XXX: All the cogl_rectangle* APIs normalize their input into an array of
|
|
* CoglMultiTexturedRect rectangles and pass these on to our work horse;
|
|
* _cogl_rectangles_with_multitexture_coords.
|
|
*/
|
|
|
|
rect.position = position;
|
|
rect.tex_coords = user_tex_coords;
|
|
rect.tex_coords_len = user_tex_coords_len;
|
|
|
|
_cogl_rectangles_with_multitexture_coords (&rect, 1);
|
|
}
|
|
|
|
void
|
|
cogl_rectangle (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
const float position[4] = {x_1, y_1, x_2, y_2};
|
|
CoglMultiTexturedRect rect;
|
|
|
|
/* XXX: All the cogl_rectangle* APIs normalize their input into an array of
|
|
* CoglMultiTexturedRect rectangles and pass these on to our work horse;
|
|
* _cogl_rectangles_with_multitexture_coords.
|
|
*/
|
|
|
|
rect.position = position;
|
|
rect.tex_coords = NULL;
|
|
rect.tex_coords_len = 0;
|
|
|
|
_cogl_rectangles_with_multitexture_coords (&rect, 1);
|
|
}
|
|
|
|
void
|
|
_cogl_rectangle_immediate (CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
/* Draw a rectangle using the vertex array API to avoid going
|
|
through the journal. This should only be used in cases where the
|
|
code might be called while the journal is already being flushed
|
|
such as when flushing the clip state */
|
|
CoglContext *ctx = framebuffer->context;
|
|
float vertices[8] =
|
|
{
|
|
x_1, y_1,
|
|
x_1, y_2,
|
|
x_2, y_1,
|
|
x_2, y_2
|
|
};
|
|
CoglAttributeBuffer *attribute_buffer;
|
|
CoglAttribute *attributes[1];
|
|
|
|
attribute_buffer =
|
|
cogl_attribute_buffer_new (ctx, sizeof (vertices), vertices);
|
|
attributes[0] = cogl_attribute_new (attribute_buffer,
|
|
"cogl_position_in",
|
|
sizeof (float) * 2, /* stride */
|
|
0, /* offset */
|
|
2, /* n_components */
|
|
COGL_ATTRIBUTE_TYPE_FLOAT);
|
|
|
|
_cogl_framebuffer_draw_attributes (framebuffer,
|
|
pipeline,
|
|
COGL_VERTICES_MODE_TRIANGLE_STRIP,
|
|
0, /* first_index */
|
|
4, /* n_vertices */
|
|
attributes,
|
|
1,
|
|
COGL_DRAW_SKIP_JOURNAL_FLUSH |
|
|
COGL_DRAW_SKIP_PIPELINE_VALIDATION |
|
|
COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH |
|
|
COGL_DRAW_SKIP_LEGACY_STATE);
|
|
|
|
|
|
cogl_object_unref (attributes[0]);
|
|
cogl_object_unref (attribute_buffer);
|
|
}
|
|
|
|
typedef struct _AppendTexCoordsState
|
|
{
|
|
const CoglTextureVertex *vertices_in;
|
|
int vertex;
|
|
int layer;
|
|
float *vertices_out;
|
|
} AppendTexCoordsState;
|
|
|
|
static CoglBool
|
|
append_tex_coord_attributes_cb (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
void *user_data)
|
|
{
|
|
AppendTexCoordsState *state = user_data;
|
|
CoglTexture *texture;
|
|
float tx, ty;
|
|
float *t;
|
|
|
|
tx = state->vertices_in[state->vertex].tx;
|
|
ty = state->vertices_in[state->vertex].ty;
|
|
|
|
/* NULL textures will be handled in
|
|
* _cogl_pipeline_flush_layers_gl_state but there is no need to worry
|
|
* about scaling texture coordinates in this case */
|
|
texture = cogl_pipeline_get_layer_texture (pipeline, layer_index);
|
|
if (texture != NULL)
|
|
_cogl_texture_transform_coords_to_gl (texture, &tx, &ty);
|
|
|
|
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
|
|
t = state->vertices_out + 3 + 2 * state->layer;
|
|
t[0] = tx;
|
|
t[1] = ty;
|
|
|
|
state->layer++;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
typedef struct _ValidateState
|
|
{
|
|
CoglPipeline *original_pipeline;
|
|
CoglPipeline *pipeline;
|
|
} ValidateState;
|
|
|
|
static CoglBool
|
|
_cogl_polygon_validate_layer_cb (CoglPipeline *pipeline,
|
|
int layer_index,
|
|
void *user_data)
|
|
{
|
|
ValidateState *state = user_data;
|
|
|
|
/* By default COGL_PIPELINE_WRAP_MODE_AUTOMATIC becomes
|
|
* GL_CLAMP_TO_EDGE but we want the polygon API to use GL_REPEAT to
|
|
* maintain compatibility with previous releases
|
|
*/
|
|
|
|
if (cogl_pipeline_get_layer_wrap_mode_s (pipeline, layer_index) ==
|
|
COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
|
|
{
|
|
if (state->original_pipeline == state->pipeline)
|
|
state->pipeline = cogl_pipeline_copy (pipeline);
|
|
|
|
cogl_pipeline_set_layer_wrap_mode_s (state->pipeline, layer_index,
|
|
COGL_PIPELINE_WRAP_MODE_REPEAT);
|
|
}
|
|
|
|
if (cogl_pipeline_get_layer_wrap_mode_t (pipeline, layer_index) ==
|
|
COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
|
|
{
|
|
if (state->original_pipeline == state->pipeline)
|
|
state->pipeline = cogl_pipeline_copy (pipeline);
|
|
|
|
cogl_pipeline_set_layer_wrap_mode_t (state->pipeline, layer_index,
|
|
COGL_PIPELINE_WRAP_MODE_REPEAT);
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
void
|
|
cogl_polygon (const CoglTextureVertex *vertices,
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unsigned int n_vertices,
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CoglBool use_color)
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{
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CoglPipeline *pipeline;
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ValidateState validate_state;
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int n_layers;
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int n_attributes;
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CoglAttribute **attributes;
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int i;
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unsigned int stride;
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size_t stride_bytes;
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CoglAttributeBuffer *attribute_buffer;
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float *v;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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pipeline = cogl_get_source ();
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validate_state.original_pipeline = pipeline;
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validate_state.pipeline = pipeline;
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cogl_pipeline_foreach_layer (pipeline,
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_cogl_polygon_validate_layer_cb,
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&validate_state);
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pipeline = validate_state.pipeline;
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n_layers = cogl_pipeline_get_n_layers (pipeline);
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n_attributes = 1 + n_layers + (use_color ? 1 : 0);
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attributes = g_alloca (sizeof (CoglAttribute *) * n_attributes);
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/* Our data is arranged like:
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* [X, Y, Z, TX0, TY0, TX1, TY1..., R, G, B, A,...] */
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stride = 3 + (2 * n_layers) + (use_color ? 1 : 0);
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stride_bytes = stride * sizeof (float);
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/* Make sure there is enough space in the global vertex array. This
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* is used so we can render the polygon with a single call to OpenGL
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* but still support any number of vertices */
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g_array_set_size (ctx->polygon_vertices, n_vertices * stride);
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attribute_buffer =
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cogl_attribute_buffer_new (ctx, n_vertices * stride_bytes, NULL);
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attributes[0] = cogl_attribute_new (attribute_buffer,
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"cogl_position_in",
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stride_bytes,
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0,
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3,
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COGL_ATTRIBUTE_TYPE_FLOAT);
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for (i = 0; i < n_layers; i++)
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{
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static const char *names[] = {
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"cogl_tex_coord0_in",
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"cogl_tex_coord1_in",
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"cogl_tex_coord2_in",
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"cogl_tex_coord3_in",
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"cogl_tex_coord4_in",
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"cogl_tex_coord5_in",
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"cogl_tex_coord6_in",
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"cogl_tex_coord7_in"
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};
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char *allocated_name = NULL;
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const char *name;
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if (i < 8)
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name = names[i];
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else
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name = allocated_name = g_strdup_printf ("cogl_tex_coord%d_in", i);
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attributes[i + 1] = cogl_attribute_new (attribute_buffer,
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name,
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stride_bytes,
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/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
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12 + 8 * i,
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2,
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COGL_ATTRIBUTE_TYPE_FLOAT);
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g_free (allocated_name);
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}
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if (use_color)
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{
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attributes[n_attributes - 1] =
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cogl_attribute_new (attribute_buffer,
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"cogl_color_in",
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stride_bytes,
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/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
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12 + 8 * n_layers,
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4,
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COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE);
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}
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/* Convert the vertices into an array of float vertex attributes */
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v = (float *)ctx->polygon_vertices->data;
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for (i = 0; i < n_vertices; i++)
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{
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AppendTexCoordsState append_tex_coords_state;
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uint8_t *c;
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/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
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v[0] = vertices[i].x;
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v[1] = vertices[i].y;
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v[2] = vertices[i].z;
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append_tex_coords_state.vertices_in = vertices;
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append_tex_coords_state.vertex = i;
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append_tex_coords_state.layer = 0;
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append_tex_coords_state.vertices_out = v;
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cogl_pipeline_foreach_layer (pipeline,
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append_tex_coord_attributes_cb,
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&append_tex_coords_state);
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if (use_color)
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{
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/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
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c = (uint8_t *) (v + 3 + 2 * n_layers);
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c[0] = cogl_color_get_red_byte (&vertices[i].color);
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c[1] = cogl_color_get_green_byte (&vertices[i].color);
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c[2] = cogl_color_get_blue_byte (&vertices[i].color);
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c[3] = cogl_color_get_alpha_byte (&vertices[i].color);
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}
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v += stride;
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}
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|
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v = (float *)ctx->polygon_vertices->data;
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cogl_buffer_set_data (COGL_BUFFER (attribute_buffer),
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0,
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v,
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ctx->polygon_vertices->len * sizeof (float));
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/* XXX: although this may seem redundant, we need to do this since
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* cogl_polygon() can be used with legacy state and its the source stack
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* which track whether legacy state is enabled.
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*
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* (We only have a CoglDrawFlag to disable legacy state not one
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* to enable it) */
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cogl_push_source (pipeline);
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_cogl_framebuffer_draw_attributes (cogl_get_draw_framebuffer (),
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pipeline,
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COGL_VERTICES_MODE_TRIANGLE_FAN,
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0, n_vertices,
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|
attributes,
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|
n_attributes,
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0 /* no draw flags */);
|
|
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|
cogl_pop_source ();
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if (pipeline != validate_state.original_pipeline)
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cogl_object_unref (pipeline);
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cogl_object_unref (attribute_buffer);
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for (i = 0; i < n_attributes; i++)
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cogl_object_unref (attributes[i]);
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}
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