e88de5f5fd
- In cogl-material.h it directly sets the values of the CoglMaterialLayerCombineFunc to some GL_* constants. However these aren't defined in GLES 2 beacuse it has no fixed function texture combining. Instead the CGL_* versions are now used. cogl-defines.h now sets these to either the GL_* version if it is available, otherwise it directly uses the number. - Under GLES 2 cogl-material.c needs to access the CoglTexture struct so it needs to include cogl-texture-private.h - There are now #define's in cogl-gles2-wrapper.h to remap the GL function names to the wrapper names. These are disabled in cogl-gles2-wrapper.c by defining COGL_GLES2_WRAPPER_NO_REMAP. - Added missing wrappers for glLoadMatrixf and glMaterialfv. - Renamed the TexEnvf wrapper to TexEnvi because the latter is used instead from the material API.
1155 lines
36 KiB
C
1155 lines
36 KiB
C
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-handle.h"
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#include "cogl-material-private.h"
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#include "cogl-texture-private.h"
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#include <glib.h>
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#include <string.h>
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/*
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* GL/GLES compatability defines for material thingies:
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*/
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#ifdef HAVE_COGL_GLES2
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#include "../gles/cogl-gles2-wrapper.h"
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#endif
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static void _cogl_material_free (CoglMaterial *tex);
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static void _cogl_material_layer_free (CoglMaterialLayer *layer);
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COGL_HANDLE_DEFINE (Material, material, material_handles);
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COGL_HANDLE_DEFINE (MaterialLayer,
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material_layer,
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material_layer_handles);
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CoglHandle
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cogl_material_new (void)
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{
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/* Create new - blank - material */
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CoglMaterial *material = g_new0 (CoglMaterial, 1);
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GLfloat *unlit = material->unlit;
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GLfloat *ambient = material->ambient;
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GLfloat *diffuse = material->diffuse;
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GLfloat *specular = material->specular;
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GLfloat *emission = material->emission;
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material->ref_count = 1;
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COGL_HANDLE_DEBUG_NEW (material, material);
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/* Use the same defaults as the GL spec... */
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unlit[0] = 1.0; unlit[1] = 1.0; unlit[2] = 1.0; unlit[3] = 1.0;
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material->flags |= COGL_MATERIAL_FLAG_DEFAULT_COLOR;
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/* Use the same defaults as the GL spec... */
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ambient[0] = 0.2; ambient[1] = 0.2; ambient[2] = 0.2; ambient[3] = 1.0;
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diffuse[0] = 0.8; diffuse[1] = 0.8; diffuse[2] = 0.8; diffuse[3] = 1.0;
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specular[0] = 0; specular[1] = 0; specular[2] = 0; specular[3] = 1.0;
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emission[0] = 0; emission[1] = 0; emission[2] = 0; emission[3] = 1.0;
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material->flags |= COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL;
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/* Use the same defaults as the GL spec... */
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material->alpha_func = COGL_MATERIAL_ALPHA_FUNC_ALWAYS;
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material->alpha_func_reference = 0.0;
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material->flags |= COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC;
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/* Not the same as the GL default, but seems saner... */
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material->blend_src_factor = COGL_MATERIAL_BLEND_FACTOR_SRC_ALPHA;
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material->blend_dst_factor = COGL_MATERIAL_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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material->flags |= COGL_MATERIAL_FLAG_DEFAULT_BLEND_FUNC;
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material->layers = NULL;
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return _cogl_material_handle_new (material);
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}
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static void
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_cogl_material_free (CoglMaterial *material)
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{
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/* Frees material resources but its handle is not
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released! Do that separately before this! */
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g_list_foreach (material->layers,
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(GFunc)cogl_material_layer_unref, NULL);
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g_free (material);
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}
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void
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cogl_material_get_color (CoglHandle handle,
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CoglColor *color)
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{
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CoglMaterial *material;
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g_return_if_fail (cogl_is_material (handle));
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material = _cogl_material_pointer_from_handle (handle);
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cogl_color_set_from_4f (color,
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material->unlit[0],
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material->unlit[1],
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material->unlit[2],
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material->unlit[3]);
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}
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void
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cogl_material_set_color (CoglHandle handle,
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const CoglColor *unlit_color)
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{
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CoglMaterial *material;
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GLfloat unlit[4];
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g_return_if_fail (cogl_is_material (handle));
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material = _cogl_material_pointer_from_handle (handle);
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unlit[0] = cogl_color_get_red_float (unlit_color);
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unlit[1] = cogl_color_get_green_float (unlit_color);
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unlit[2] = cogl_color_get_blue_float (unlit_color);
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unlit[3] = cogl_color_get_alpha_float (unlit_color);
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if (memcmp (unlit, material->unlit, sizeof (unlit)) == 0)
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return;
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memcpy (material->unlit, unlit, sizeof (unlit));
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if (unlit[0] == 1.0 &&
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unlit[1] == 1.0 &&
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unlit[2] == 1.0 &&
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unlit[3] == 1.0)
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material->flags |= COGL_MATERIAL_FLAG_DEFAULT_COLOR;
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if (unlit[3] != 1.0)
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material->flags |= COGL_MATERIAL_FLAG_ENABLE_BLEND;
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material->flags |= COGL_MATERIAL_FLAG_DIRTY;
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material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_COLOR;
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}
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void
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cogl_material_set_color4ub (CoglHandle handle,
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guint8 red,
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guint8 green,
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guint8 blue,
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guint8 alpha)
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{
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CoglColor color;
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cogl_color_set_from_4ub (&color, red, green, blue, alpha);
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cogl_material_set_color (handle, &color);
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}
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void
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cogl_material_get_ambient (CoglHandle handle,
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CoglColor *ambient)
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{
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CoglMaterial *material;
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g_return_if_fail (cogl_is_material (handle));
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material = _cogl_material_pointer_from_handle (handle);
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cogl_color_set_from_4f (ambient,
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material->ambient[0],
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material->ambient[1],
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material->ambient[2],
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material->ambient[3]);
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}
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void
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cogl_material_set_ambient (CoglHandle handle,
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const CoglColor *ambient_color)
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{
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CoglMaterial *material;
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GLfloat *ambient;
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g_return_if_fail (cogl_is_material (handle));
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material = _cogl_material_pointer_from_handle (handle);
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ambient = material->ambient;
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ambient[0] = cogl_color_get_red_float (ambient_color);
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ambient[1] = cogl_color_get_green_float (ambient_color);
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ambient[2] = cogl_color_get_blue_float (ambient_color);
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ambient[3] = cogl_color_get_alpha_float (ambient_color);
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material->flags |= COGL_MATERIAL_FLAG_DIRTY;
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material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL;
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}
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void
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cogl_material_get_diffuse (CoglHandle handle,
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CoglColor *diffuse)
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{
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CoglMaterial *material;
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g_return_if_fail (cogl_is_material (handle));
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material = _cogl_material_pointer_from_handle (handle);
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cogl_color_set_from_4f (diffuse,
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material->diffuse[0],
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material->diffuse[1],
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material->diffuse[2],
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material->diffuse[3]);
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}
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void
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cogl_material_set_diffuse (CoglHandle handle,
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const CoglColor *diffuse_color)
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{
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CoglMaterial *material;
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GLfloat *diffuse;
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g_return_if_fail (cogl_is_material (handle));
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material = _cogl_material_pointer_from_handle (handle);
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diffuse = material->diffuse;
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diffuse[0] = cogl_color_get_red_float (diffuse_color);
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diffuse[1] = cogl_color_get_green_float (diffuse_color);
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diffuse[2] = cogl_color_get_blue_float (diffuse_color);
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diffuse[3] = cogl_color_get_alpha_float (diffuse_color);
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material->flags |= COGL_MATERIAL_FLAG_DIRTY;
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material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL;
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}
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void
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cogl_material_set_ambient_and_diffuse (CoglHandle handle,
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const CoglColor *color)
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{
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cogl_material_set_ambient (handle, color);
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cogl_material_set_diffuse (handle, color);
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}
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void
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cogl_material_get_specular (CoglHandle handle,
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CoglColor *specular)
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{
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CoglMaterial *material;
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g_return_if_fail (cogl_is_material (handle));
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material = _cogl_material_pointer_from_handle (handle);
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cogl_color_set_from_4f (specular,
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material->specular[0],
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material->specular[1],
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material->specular[2],
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material->specular[3]);
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}
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void
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cogl_material_set_specular (CoglHandle handle,
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const CoglColor *specular_color)
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{
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CoglMaterial *material;
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GLfloat *specular;
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g_return_if_fail (cogl_is_material (handle));
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material = _cogl_material_pointer_from_handle (handle);
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specular = material->specular;
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specular[0] = cogl_color_get_red_float (specular_color);
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specular[1] = cogl_color_get_green_float (specular_color);
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specular[2] = cogl_color_get_blue_float (specular_color);
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specular[3] = cogl_color_get_alpha_float (specular_color);
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material->flags |= COGL_MATERIAL_FLAG_DIRTY;
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material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL;
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}
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float
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cogl_material_get_shininess (CoglHandle handle)
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{
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CoglMaterial *material;
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g_return_val_if_fail (cogl_is_material (handle), 0);
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material = _cogl_material_pointer_from_handle (handle);
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return material->shininess;
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}
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void
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cogl_material_set_shininess (CoglHandle handle,
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float shininess)
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{
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CoglMaterial *material;
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g_return_if_fail (cogl_is_material (handle));
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if (shininess < 0.0 || shininess > 1.0)
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g_warning ("Out of range shininess %f supplied for material\n",
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shininess);
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material = _cogl_material_pointer_from_handle (handle);
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material->shininess = (GLfloat)shininess * 128.0;
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material->flags |= COGL_MATERIAL_FLAG_DIRTY;
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material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL;
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}
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void
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cogl_material_get_emission (CoglHandle handle,
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CoglColor *emission)
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{
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CoglMaterial *material;
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g_return_if_fail (cogl_is_material (handle));
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material = _cogl_material_pointer_from_handle (handle);
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cogl_color_set_from_4f (emission,
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material->emission[0],
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material->emission[1],
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material->emission[2],
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material->emission[3]);
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}
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void
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cogl_material_set_emission (CoglHandle handle,
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const CoglColor *emission_color)
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{
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CoglMaterial *material;
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GLfloat *emission;
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g_return_if_fail (cogl_is_material (handle));
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material = _cogl_material_pointer_from_handle (handle);
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emission = material->emission;
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emission[0] = cogl_color_get_red_float (emission_color);
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emission[1] = cogl_color_get_green_float (emission_color);
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emission[2] = cogl_color_get_blue_float (emission_color);
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emission[3] = cogl_color_get_alpha_float (emission_color);
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material->flags |= COGL_MATERIAL_FLAG_DIRTY;
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material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL;
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}
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void
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cogl_material_set_alpha_test_function (CoglHandle handle,
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CoglMaterialAlphaFunc alpha_func,
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float alpha_reference)
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{
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CoglMaterial *material;
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g_return_if_fail (cogl_is_material (handle));
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material = _cogl_material_pointer_from_handle (handle);
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material->alpha_func = alpha_func;
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material->alpha_func_reference = (GLfloat)alpha_reference;
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material->flags |= COGL_MATERIAL_FLAG_DIRTY;
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material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC;
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}
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void
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cogl_material_set_blend_factors (CoglHandle handle,
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CoglMaterialBlendFactor src_factor,
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CoglMaterialBlendFactor dst_factor)
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{
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CoglMaterial *material;
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g_return_if_fail (cogl_is_material (handle));
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material = _cogl_material_pointer_from_handle (handle);
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material->blend_src_factor = src_factor;
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material->blend_dst_factor = dst_factor;
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material->flags |= COGL_MATERIAL_FLAG_DIRTY;
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material->flags &= ~COGL_MATERIAL_FLAG_DEFAULT_BLEND_FUNC;
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}
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/* Asserts that a layer corresponding to the given index exists. If no
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* match is found, then a new empty layer is added.
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*/
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static CoglMaterialLayer *
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_cogl_material_get_layer (CoglMaterial *material,
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gint index_,
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gboolean create_if_not_found)
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{
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CoglMaterialLayer *layer;
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GList *tmp;
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CoglHandle layer_handle;
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for (tmp = material->layers; tmp != NULL; tmp = tmp->next)
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{
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layer =
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_cogl_material_layer_pointer_from_handle ((CoglHandle)tmp->data);
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if (layer->index == index_)
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return layer;
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/* The layers are always sorted, so at this point we know this layer
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* doesn't exist */
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if (layer->index > index_)
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break;
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}
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/* NB: if we now insert a new layer before tmp, that will maintain order.
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*/
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if (!create_if_not_found)
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return NULL;
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layer = g_new0 (CoglMaterialLayer, 1);
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layer->ref_count = 1;
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layer->index = index_;
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layer->flags = COGL_MATERIAL_LAYER_FLAG_DEFAULT_COMBINE;
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layer->texture = COGL_INVALID_HANDLE;
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/* Choose the same default combine mode as OpenGL:
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* MODULATE(PREVIOUS[RGBA],TEXTURE[RGBA]) */
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layer->texture_combine_rgb_func = COGL_MATERIAL_LAYER_COMBINE_FUNC_MODULATE;
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layer->texture_combine_rgb_src[0] = COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS;
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layer->texture_combine_rgb_src[1] = COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE;
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layer->texture_combine_rgb_op[0] = COGL_MATERIAL_LAYER_COMBINE_OP_SRC_COLOR;
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layer->texture_combine_rgb_op[1] = COGL_MATERIAL_LAYER_COMBINE_OP_SRC_COLOR;
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layer->texture_combine_alpha_func =
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COGL_MATERIAL_LAYER_COMBINE_FUNC_MODULATE;
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layer->texture_combine_alpha_src[0] =
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COGL_MATERIAL_LAYER_COMBINE_SRC_PREVIOUS;
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layer->texture_combine_alpha_src[1] =
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COGL_MATERIAL_LAYER_COMBINE_SRC_TEXTURE;
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layer->texture_combine_alpha_op[0] =
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COGL_MATERIAL_LAYER_COMBINE_OP_SRC_ALPHA;
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layer->texture_combine_alpha_op[1] =
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COGL_MATERIAL_LAYER_COMBINE_OP_SRC_ALPHA;
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cogl_matrix_init_identity (&layer->matrix);
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layer_handle = _cogl_material_layer_handle_new (layer);
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/* Note: see comment after for() loop above */
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material->layers =
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g_list_insert_before (material->layers, tmp, layer_handle);
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return layer;
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}
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void
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cogl_material_set_layer (CoglHandle material_handle,
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gint layer_index,
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CoglHandle texture_handle)
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{
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CoglMaterial *material;
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CoglMaterialLayer *layer;
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int n_layers;
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g_return_if_fail (cogl_is_material (material_handle));
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g_return_if_fail (cogl_is_texture (texture_handle));
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material = _cogl_material_pointer_from_handle (material_handle);
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layer = _cogl_material_get_layer (material_handle, layer_index, TRUE);
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/* XXX: If we expose manual control over ENABLE_BLEND, we'll add
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* a flag to know when it's user configured, so we don't trash it */
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if (cogl_texture_get_format (texture_handle) & COGL_A_BIT)
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material->flags |= COGL_MATERIAL_FLAG_ENABLE_BLEND;
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n_layers = g_list_length (material->layers);
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if (n_layers >= CGL_MAX_COMBINED_TEXTURE_IMAGE_UNITS)
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{
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if (!(material->flags & COGL_MATERIAL_FLAG_SHOWN_SAMPLER_WARNING))
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{
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g_warning ("Your hardware does not have enough texture samplers"
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"to handle this many texture layers");
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material->flags |= COGL_MATERIAL_FLAG_SHOWN_SAMPLER_WARNING;
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}
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/* Note: We always make a best effort attempt to display as many
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* layers as possible, so this isn't an _error_ */
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/* Note: in the future we may support enabling/disabling layers
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* too, so it may become valid to add more than
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* MAX_COMBINED_TEXTURE_IMAGE_UNITS layers. */
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}
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cogl_texture_ref (texture_handle);
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if (layer->texture)
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cogl_texture_unref (layer->texture);
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layer->texture = texture_handle;
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layer->flags |= COGL_MATERIAL_LAYER_FLAG_DIRTY;
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material->flags |= COGL_MATERIAL_FLAG_LAYERS_DIRTY;
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}
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void
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cogl_material_set_layer_combine_function (
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CoglHandle handle,
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gint layer_index,
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|
CoglMaterialLayerCombineChannels channels,
|
|
CoglMaterialLayerCombineFunc func)
|
|
{
|
|
CoglMaterial *material;
|
|
CoglMaterialLayer *layer;
|
|
gboolean set_alpha_func = FALSE;
|
|
gboolean set_rgb_func = FALSE;
|
|
|
|
g_return_if_fail (cogl_is_material (handle));
|
|
|
|
material = _cogl_material_pointer_from_handle (handle);
|
|
layer = _cogl_material_get_layer (material, layer_index, TRUE);
|
|
|
|
if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA)
|
|
set_alpha_func = set_rgb_func = TRUE;
|
|
else if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGB)
|
|
set_rgb_func = TRUE;
|
|
else if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA)
|
|
set_alpha_func = TRUE;
|
|
|
|
if (set_rgb_func)
|
|
layer->texture_combine_rgb_func = func;
|
|
if (set_alpha_func)
|
|
layer->texture_combine_alpha_func = func;
|
|
|
|
material->flags |= COGL_MATERIAL_FLAG_LAYERS_DIRTY;
|
|
layer->flags |= COGL_MATERIAL_LAYER_FLAG_DIRTY;
|
|
layer->flags &= ~COGL_MATERIAL_LAYER_FLAG_DEFAULT_COMBINE;
|
|
}
|
|
|
|
void
|
|
cogl_material_set_layer_combine_arg_src (
|
|
CoglHandle handle,
|
|
gint layer_index,
|
|
gint argument,
|
|
CoglMaterialLayerCombineChannels channels,
|
|
CoglMaterialLayerCombineSrc src)
|
|
{
|
|
CoglMaterial *material;
|
|
CoglMaterialLayer *layer;
|
|
gboolean set_arg_alpha_src = FALSE;
|
|
gboolean set_arg_rgb_src = FALSE;
|
|
|
|
g_return_if_fail (cogl_is_material (handle));
|
|
g_return_if_fail (argument >=0 && argument <= 3);
|
|
|
|
material = _cogl_material_pointer_from_handle (handle);
|
|
layer = _cogl_material_get_layer (material, layer_index, TRUE);
|
|
|
|
if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA)
|
|
set_arg_alpha_src = set_arg_rgb_src = TRUE;
|
|
else if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGB)
|
|
set_arg_rgb_src = TRUE;
|
|
else if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA)
|
|
set_arg_alpha_src = TRUE;
|
|
|
|
if (set_arg_rgb_src)
|
|
layer->texture_combine_rgb_src[argument] = src;
|
|
if (set_arg_alpha_src)
|
|
layer->texture_combine_alpha_src[argument] = src;
|
|
|
|
material->flags |= COGL_MATERIAL_FLAG_LAYERS_DIRTY;
|
|
layer->flags |= COGL_MATERIAL_LAYER_FLAG_DIRTY;
|
|
layer->flags &= ~COGL_MATERIAL_LAYER_FLAG_DEFAULT_COMBINE;
|
|
}
|
|
|
|
void
|
|
cogl_material_set_layer_combine_arg_op (
|
|
CoglHandle material_handle,
|
|
gint layer_index,
|
|
gint argument,
|
|
CoglMaterialLayerCombineChannels channels,
|
|
CoglMaterialLayerCombineOp op)
|
|
{
|
|
CoglMaterial *material;
|
|
CoglMaterialLayer *layer;
|
|
gboolean set_arg_alpha_op = FALSE;
|
|
gboolean set_arg_rgb_op = FALSE;
|
|
|
|
g_return_if_fail (cogl_is_material (material_handle));
|
|
g_return_if_fail (argument >=0 && argument <= 3);
|
|
|
|
material = _cogl_material_pointer_from_handle (material_handle);
|
|
layer = _cogl_material_get_layer (material, layer_index, TRUE);
|
|
|
|
if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGBA)
|
|
set_arg_alpha_op = set_arg_rgb_op = TRUE;
|
|
else if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_RGB)
|
|
set_arg_rgb_op = TRUE;
|
|
else if (channels == COGL_MATERIAL_LAYER_COMBINE_CHANNELS_ALPHA)
|
|
set_arg_alpha_op = TRUE;
|
|
|
|
if (set_arg_rgb_op)
|
|
layer->texture_combine_rgb_op[argument] = op;
|
|
if (set_arg_alpha_op)
|
|
layer->texture_combine_alpha_op[argument] = op;
|
|
|
|
material->flags |= COGL_MATERIAL_FLAG_LAYERS_DIRTY;
|
|
layer->flags |= COGL_MATERIAL_LAYER_FLAG_DIRTY;
|
|
layer->flags &= ~COGL_MATERIAL_LAYER_FLAG_DEFAULT_COMBINE;
|
|
}
|
|
|
|
void
|
|
cogl_material_set_layer_matrix (CoglHandle material_handle,
|
|
gint layer_index,
|
|
CoglMatrix *matrix)
|
|
{
|
|
CoglMaterial *material;
|
|
CoglMaterialLayer *layer;
|
|
|
|
g_return_if_fail (cogl_is_material (material_handle));
|
|
|
|
material = _cogl_material_pointer_from_handle (material_handle);
|
|
layer = _cogl_material_get_layer (material, layer_index, TRUE);
|
|
|
|
layer->matrix = *matrix;
|
|
|
|
material->flags |= COGL_MATERIAL_FLAG_LAYERS_DIRTY;
|
|
layer->flags |= COGL_MATERIAL_LAYER_FLAG_DIRTY;
|
|
layer->flags |= COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX;
|
|
layer->flags &= ~COGL_MATERIAL_LAYER_FLAG_DEFAULT_COMBINE;
|
|
}
|
|
|
|
static void
|
|
_cogl_material_layer_free (CoglMaterialLayer *layer)
|
|
{
|
|
cogl_texture_unref (layer->texture);
|
|
g_free (layer);
|
|
}
|
|
|
|
void
|
|
cogl_material_remove_layer (CoglHandle material_handle,
|
|
gint layer_index)
|
|
{
|
|
CoglMaterial *material;
|
|
CoglMaterialLayer *layer;
|
|
GList *tmp;
|
|
|
|
g_return_if_fail (cogl_is_material (material_handle));
|
|
|
|
material = _cogl_material_pointer_from_handle (material_handle);
|
|
material->flags &= ~COGL_MATERIAL_FLAG_ENABLE_BLEND;
|
|
for (tmp = material->layers; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
layer = tmp->data;
|
|
if (layer->index == layer_index)
|
|
{
|
|
CoglHandle handle = (CoglHandle) layer;
|
|
cogl_material_layer_unref (handle);
|
|
material->layers = g_list_remove (material->layers, layer);
|
|
continue;
|
|
}
|
|
|
|
/* XXX: If we expose manual control over ENABLE_BLEND, we'll add
|
|
* a flag to know when it's user configured, so we don't trash it */
|
|
if (cogl_texture_get_format (layer->texture) & COGL_A_BIT)
|
|
material->flags |= COGL_MATERIAL_FLAG_ENABLE_BLEND;
|
|
}
|
|
|
|
if (material->unlit[3] != 1.0)
|
|
material->flags |= COGL_MATERIAL_FLAG_ENABLE_BLEND;
|
|
material->flags |= COGL_MATERIAL_FLAG_LAYERS_DIRTY;
|
|
}
|
|
|
|
/* XXX: This API is hopfully just a stop-gap solution. Ideally cogl_enable
|
|
* will be replaced. */
|
|
gulong
|
|
cogl_material_get_cogl_enable_flags (CoglHandle material_handle)
|
|
{
|
|
CoglMaterial *material;
|
|
gulong enable_flags = 0;
|
|
|
|
_COGL_GET_CONTEXT (ctx, 0);
|
|
|
|
g_return_val_if_fail (cogl_is_material (material_handle), 0);
|
|
|
|
material = _cogl_material_pointer_from_handle (material_handle);
|
|
|
|
/* Enable blending if the geometry has an associated alpha color,
|
|
* or the material wants blending enabled. */
|
|
if (material->flags & COGL_MATERIAL_FLAG_ENABLE_BLEND
|
|
|| ctx->color_alpha < 255)
|
|
enable_flags |= COGL_ENABLE_BLEND;
|
|
|
|
return enable_flags;
|
|
}
|
|
|
|
/* It's a bit out of the ordinary to return a const GList *, but it's
|
|
* probably sensible to try and avoid list manipulation for every
|
|
* primitive emitted in a scene, every frame.
|
|
*
|
|
* Alternativly; we could either add a _foreach function, or maybe
|
|
* a function that gets a passed a buffer (that may be stack allocated)
|
|
* by the caller.
|
|
*/
|
|
const GList *
|
|
cogl_material_get_layers (CoglHandle material_handle)
|
|
{
|
|
CoglMaterial *material;
|
|
|
|
g_return_val_if_fail (cogl_is_material (material_handle), NULL);
|
|
|
|
material = _cogl_material_pointer_from_handle (material_handle);
|
|
|
|
return material->layers;
|
|
}
|
|
|
|
CoglMaterialLayerType
|
|
cogl_material_layer_get_type (CoglHandle layer_handle)
|
|
{
|
|
return COGL_MATERIAL_LAYER_TYPE_TEXTURE;
|
|
}
|
|
|
|
CoglHandle
|
|
cogl_material_layer_get_texture (CoglHandle layer_handle)
|
|
{
|
|
CoglMaterialLayer *layer;
|
|
|
|
g_return_val_if_fail (cogl_is_material_layer (layer_handle),
|
|
COGL_INVALID_HANDLE);
|
|
|
|
layer = _cogl_material_layer_pointer_from_handle (layer_handle);
|
|
return layer->texture;
|
|
}
|
|
|
|
gulong
|
|
cogl_material_layer_get_flags (CoglHandle layer_handle)
|
|
{
|
|
CoglMaterialLayer *layer;
|
|
|
|
g_return_val_if_fail (cogl_is_material_layer (layer_handle), 0);
|
|
|
|
layer = _cogl_material_layer_pointer_from_handle (layer_handle);
|
|
|
|
return layer->flags & COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX;
|
|
}
|
|
|
|
static guint
|
|
get_n_args_for_combine_func (CoglMaterialLayerCombineFunc func)
|
|
{
|
|
switch (func)
|
|
{
|
|
case COGL_MATERIAL_LAYER_COMBINE_FUNC_REPLACE:
|
|
return 1;
|
|
case COGL_MATERIAL_LAYER_COMBINE_FUNC_MODULATE:
|
|
case COGL_MATERIAL_LAYER_COMBINE_FUNC_ADD:
|
|
case COGL_MATERIAL_LAYER_COMBINE_FUNC_ADD_SIGNED:
|
|
case COGL_MATERIAL_LAYER_COMBINE_FUNC_SUBTRACT:
|
|
case COGL_MATERIAL_LAYER_COMBINE_FUNC_DOT3_RGB:
|
|
case COGL_MATERIAL_LAYER_COMBINE_FUNC_DOT3_RGBA:
|
|
return 2;
|
|
case COGL_MATERIAL_LAYER_COMBINE_FUNC_INTERPOLATE:
|
|
return 3;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
_cogl_material_layer_flush_gl_sampler_state (CoglMaterialLayer *layer,
|
|
CoglLayerInfo *gl_layer_info)
|
|
{
|
|
int n_rgb_func_args;
|
|
int n_alpha_func_args;
|
|
|
|
if (!(gl_layer_info &&
|
|
gl_layer_info->flags & COGL_MATERIAL_LAYER_FLAG_DEFAULT_COMBINE &&
|
|
layer->flags & COGL_MATERIAL_LAYER_FLAG_DEFAULT_COMBINE))
|
|
{
|
|
GE (glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE));
|
|
|
|
/* Set the combiner functions... */
|
|
GE (glTexEnvi (GL_TEXTURE_ENV,
|
|
GL_COMBINE_RGB,
|
|
layer->texture_combine_rgb_func));
|
|
GE (glTexEnvi (GL_TEXTURE_ENV,
|
|
GL_COMBINE_ALPHA,
|
|
layer->texture_combine_alpha_func));
|
|
|
|
/*
|
|
* Setup the function arguments...
|
|
*/
|
|
|
|
/* For the RGB components... */
|
|
n_rgb_func_args =
|
|
get_n_args_for_combine_func (layer->texture_combine_rgb_func);
|
|
|
|
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_RGB,
|
|
layer->texture_combine_rgb_src[0]));
|
|
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB,
|
|
layer->texture_combine_rgb_op[0]));
|
|
if (n_rgb_func_args > 1)
|
|
{
|
|
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_RGB,
|
|
layer->texture_combine_rgb_src[1]));
|
|
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB,
|
|
layer->texture_combine_rgb_op[1]));
|
|
}
|
|
if (n_rgb_func_args > 2)
|
|
{
|
|
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_RGB,
|
|
layer->texture_combine_rgb_src[2]));
|
|
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_RGB,
|
|
layer->texture_combine_rgb_op[2]));
|
|
}
|
|
|
|
/* For the Alpha component */
|
|
n_alpha_func_args =
|
|
get_n_args_for_combine_func (layer->texture_combine_alpha_func);
|
|
|
|
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_ALPHA,
|
|
layer->texture_combine_alpha_src[0]));
|
|
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
|
|
layer->texture_combine_alpha_op[0]));
|
|
if (n_alpha_func_args > 1)
|
|
{
|
|
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_ALPHA,
|
|
layer->texture_combine_alpha_src[1]));
|
|
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
|
|
layer->texture_combine_alpha_op[1]));
|
|
}
|
|
if (n_alpha_func_args > 2)
|
|
{
|
|
GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_ALPHA,
|
|
layer->texture_combine_alpha_src[2]));
|
|
GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
|
|
layer->texture_combine_alpha_op[2]));
|
|
}
|
|
}
|
|
|
|
if (gl_layer_info &&
|
|
(gl_layer_info->flags & COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX ||
|
|
layer->flags & COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX))
|
|
{
|
|
GE (glMatrixMode (GL_TEXTURE));
|
|
GE (glLoadMatrixf ((GLfloat *)&layer->matrix));
|
|
GE (glMatrixMode (GL_MODELVIEW));
|
|
}
|
|
}
|
|
|
|
/*
|
|
* _cogl_material_flush_layers_gl_state:
|
|
* @fallback_mask: is a bitmask of the material layers that need to be
|
|
* replaced with the default, fallback textures. The fallback textures are
|
|
* fully transparent textures so they hopefully wont contribute to the
|
|
* texture combining.
|
|
*
|
|
* The intention of fallbacks is to try and preserve
|
|
* the number of layers the user is expecting so that texture coordinates
|
|
* they gave will mostly still correspond to the textures they intended, and
|
|
* have a fighting chance of looking close to their originally intended
|
|
* result.
|
|
*
|
|
* @disable_mask: is a bitmask of the material layers that will simply have
|
|
* texturing disabled. It's only really intended for disabling all layers
|
|
* > X; i.e. we'd expect to see a contiguous run of 0 starting from the LSB
|
|
* and at some point the remaining bits flip to 1. It might work to disable
|
|
* arbitrary layers; though I'm not sure a.t.m how OpenGL would take to
|
|
* that.
|
|
*
|
|
* The intention of the disable_mask is for emitting geometry when the user
|
|
* hasn't supplied enough texture coordinates for all the layers and it's
|
|
* not possible to auto generate default texture coordinates for those
|
|
* layers.
|
|
*
|
|
* @layer0_override_texture: forcibly tells us to bind this GL texture name for
|
|
* layer 0 instead of plucking the gl_texture from the CoglTexture of layer
|
|
* 0.
|
|
*
|
|
* The intention of this is for any geometry that supports sliced textures.
|
|
* The code will can iterate each of the slices and re-flush the material
|
|
* forcing the GL texture of each slice in turn.
|
|
*
|
|
* XXX: It might also help if we could specify a texture matrix for code
|
|
* dealing with slicing that would be multiplied with the users own matrix.
|
|
*
|
|
* Normaly texture coords in the range [0, 1] refer to the extents of the
|
|
* texture, but when your GL texture represents a slice of the real texture
|
|
* (from the users POV) then a texture matrix would be a neat way of
|
|
* transforming the mapping for each slice.
|
|
*
|
|
* Currently for textured rectangles we manually calculate the texture
|
|
* coords for each slice based on the users given coords, but this solution
|
|
* isn't ideal, and can't be used with CoglVertexBuffers.
|
|
*/
|
|
static void
|
|
_cogl_material_flush_layers_gl_state (CoglMaterial *material,
|
|
guint32 fallback_mask,
|
|
guint32 disable_mask,
|
|
GLuint layer0_override_texture)
|
|
{
|
|
GList *tmp;
|
|
int i;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
for (tmp = material->layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
|
|
{
|
|
CoglHandle layer_handle = (CoglHandle)tmp->data;
|
|
CoglMaterialLayer *layer =
|
|
_cogl_material_layer_pointer_from_handle (layer_handle);
|
|
CoglLayerInfo *gl_layer_info = NULL;
|
|
CoglLayerInfo new_gl_layer_info;
|
|
CoglHandle tex_handle;
|
|
GLuint gl_texture;
|
|
GLenum gl_target;
|
|
#ifdef HAVE_COGL_GLES2
|
|
GLenum gl_internal_format;
|
|
#endif
|
|
|
|
new_gl_layer_info.layer0_overridden =
|
|
layer0_override_texture ? TRUE : FALSE;
|
|
new_gl_layer_info.fallback =
|
|
(fallback_mask & (1<<i)) ? TRUE : FALSE;
|
|
new_gl_layer_info.disabled =
|
|
(disable_mask & (1<<i)) ? TRUE : FALSE;
|
|
|
|
if (i < ctx->current_layers->len)
|
|
{
|
|
gl_layer_info =
|
|
&g_array_index (ctx->current_layers, CoglLayerInfo, i);
|
|
|
|
if (gl_layer_info->handle == layer_handle &&
|
|
!(layer->flags & COGL_MATERIAL_LAYER_FLAG_DIRTY) &&
|
|
(gl_layer_info->layer0_overridden
|
|
== new_gl_layer_info.layer0_overridden) &&
|
|
(gl_layer_info->fallback
|
|
== new_gl_layer_info.fallback) &&
|
|
(gl_layer_info->disabled
|
|
== new_gl_layer_info.disabled))
|
|
continue;
|
|
}
|
|
|
|
tex_handle = layer->texture;
|
|
cogl_texture_get_gl_texture (tex_handle, &gl_texture, &gl_target);
|
|
|
|
if (new_gl_layer_info.layer0_overridden)
|
|
gl_texture = layer0_override_texture;
|
|
else if (new_gl_layer_info.fallback)
|
|
{
|
|
if (gl_target == GL_TEXTURE_2D)
|
|
tex_handle = ctx->default_gl_texture_2d_tex;
|
|
#ifdef HAVE_COGL_GL
|
|
else if (gl_target == GL_TEXTURE_RECTANGLE_ARB)
|
|
tex_handle = ctx->default_gl_texture_rect_tex;
|
|
#endif
|
|
else
|
|
{
|
|
g_warning ("We don't have a default texture we can use to fill "
|
|
"in for an invalid material layer, since it was "
|
|
"using an unsupported texture target ");
|
|
/* might get away with this... */
|
|
tex_handle = ctx->default_gl_texture_2d_tex;
|
|
}
|
|
cogl_texture_get_gl_texture (tex_handle, &gl_texture, NULL);
|
|
}
|
|
|
|
#ifdef HAVE_COGL_GLES2
|
|
{
|
|
CoglTexture *tex =
|
|
_cogl_texture_pointer_from_handle (tex_handle);
|
|
gl_internal_format = tex->gl_intformat;
|
|
}
|
|
#endif
|
|
|
|
GE (glActiveTexture (GL_TEXTURE0 + i));
|
|
|
|
/* FIXME: We could be more clever here and only bind the texture
|
|
if it is different from gl_layer_info->gl_texture to avoid
|
|
redundant GL calls. However a few other places in Cogl and
|
|
Clutter call glBindTexture such as ClutterGLXTexturePixmap so
|
|
we'd need to ensure they affect the cache. Also deleting a
|
|
texture should clear it from the cache in case a new texture
|
|
is generated with the same number */
|
|
#ifdef HAVE_COGL_GLES2
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cogl_gles2_wrapper_bind_texture (gl_target,
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gl_texture,
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gl_internal_format);
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#else
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GE (glBindTexture (gl_target, gl_texture));
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#endif
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/* Disable the previous target if it was different */
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if (gl_layer_info &&
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gl_layer_info->gl_target != gl_target &&
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!gl_layer_info->disabled)
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GE (glDisable (gl_layer_info->gl_target));
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/* Enable/Disable the new target */
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if (!new_gl_layer_info.disabled)
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{
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if (!(gl_layer_info &&
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gl_layer_info->gl_target == gl_target &&
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!gl_layer_info->disabled))
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GE (glEnable (gl_target));
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}
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else
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{
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if (!(gl_layer_info &&
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gl_layer_info->gl_target == gl_target &&
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gl_layer_info->disabled))
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GE (glDisable (gl_target));
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}
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_cogl_material_layer_flush_gl_sampler_state (layer, gl_layer_info);
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new_gl_layer_info.handle = layer_handle;
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new_gl_layer_info.flags = layer->flags;
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new_gl_layer_info.gl_target = gl_target;
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new_gl_layer_info.gl_texture = gl_texture;
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if (i < ctx->current_layers->len)
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*gl_layer_info = new_gl_layer_info;
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else
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g_array_append_val (ctx->current_layers, new_gl_layer_info);
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layer->flags &= ~COGL_MATERIAL_LAYER_FLAG_DIRTY;
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if ((i+1) >= CGL_MAX_COMBINED_TEXTURE_IMAGE_UNITS)
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break;
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}
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/* Disable additional texture units that may have previously been in use.. */
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for (; i < ctx->current_layers->len; i++)
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{
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CoglLayerInfo *gl_layer_info =
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&g_array_index (ctx->current_layers, CoglLayerInfo, i);
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if (!gl_layer_info->disabled)
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{
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GE (glActiveTexture (GL_TEXTURE0 + i));
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GE (glDisable (gl_layer_info->gl_target));
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gl_layer_info->disabled = TRUE;
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}
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}
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material->flags &= ~COGL_MATERIAL_FLAG_DIRTY;
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}
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static void
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_cogl_material_flush_base_gl_state (CoglMaterial *material)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (!(ctx->current_material_flags & COGL_MATERIAL_FLAG_DEFAULT_COLOR
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&& material->flags & COGL_MATERIAL_FLAG_DEFAULT_COLOR))
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{
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/* GLES doesn't have glColor4fv... */
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GE (glColor4f (material->unlit[0],
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material->unlit[1],
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material->unlit[2],
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material->unlit[3]));
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}
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if (!(ctx->current_material_flags & COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL
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&& material->flags & COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL))
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{
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/* FIXME - we only need to set these if lighting is enabled... */
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GE (glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, material->ambient));
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GE (glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, material->diffuse));
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GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, material->specular));
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GE (glMaterialfv (GL_FRONT_AND_BACK, GL_EMISSION, material->emission));
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GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SHININESS, &material->shininess));
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}
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if (!(ctx->current_material_flags & COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC
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&& material->flags & COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC))
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{
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/* NB: Currently the Cogl defines are compatible with the GL ones: */
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GE (glAlphaFunc (material->alpha_func, material->alpha_func_reference));
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}
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if (!(ctx->current_material_flags & COGL_MATERIAL_FLAG_DEFAULT_BLEND_FUNC
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&& material->flags & COGL_MATERIAL_FLAG_DEFAULT_BLEND_FUNC))
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{
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GE (glBlendFunc (material->blend_src_factor, material->blend_dst_factor));
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}
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}
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void
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cogl_material_flush_gl_state (CoglHandle handle, ...)
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{
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CoglMaterial *material;
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va_list ap;
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CoglMaterialFlushOption option;
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guint32 fallback_layers = 0;
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guint32 disable_layers = 0;
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GLuint layer0_override_texture = 0;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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material = _cogl_material_pointer_from_handle (handle);
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if (ctx->current_material == material &&
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!(material->flags & COGL_MATERIAL_FLAG_DIRTY) &&
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!(material->flags & COGL_MATERIAL_FLAG_LAYERS_DIRTY))
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return;
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if (ctx->current_material != material ||
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material->flags & COGL_MATERIAL_FLAG_DIRTY)
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_cogl_material_flush_base_gl_state (material);
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if (ctx->current_material != material ||
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material->flags & COGL_MATERIAL_FLAG_LAYERS_DIRTY)
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{
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va_start (ap, handle);
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while ((option = va_arg (ap, CoglMaterialFlushOption)))
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{
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if (option == COGL_MATERIAL_FLUSH_FALLBACK_MASK)
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fallback_layers = va_arg (ap, guint32);
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else if (option == COGL_MATERIAL_FLUSH_DISABLE_MASK)
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disable_layers = va_arg (ap, guint32);
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else if (option == COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE)
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layer0_override_texture = va_arg (ap, GLuint);
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}
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va_end (ap);
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_cogl_material_flush_layers_gl_state (material,
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fallback_layers,
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disable_layers,
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layer0_override_texture);
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}
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/* NB: we have to take a reference so that next time
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* cogl_material_flush_gl_state is called, we can compare the incomming
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* material pointer with ctx->current_material
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*/
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cogl_material_ref (handle);
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cogl_material_unref (ctx->current_material);
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ctx->current_material = handle;
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ctx->current_material_flags = material->flags;
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}
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/* TODO: Should go in cogl.c, but that implies duplication which is also
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* not ideal. */
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void
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cogl_set_source (CoglHandle material_handle)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_return_if_fail (cogl_is_material (material_handle));
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if (ctx->source_material == material_handle)
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return;
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cogl_material_ref (material_handle);
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if (ctx->source_material)
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cogl_material_unref (ctx->source_material);
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ctx->source_material = material_handle;
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}
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/* TODO: add cogl_set_front_source (), and cogl_set_back_source () */
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void
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cogl_set_source_texture (CoglHandle texture_handle)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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CoglColor white;
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cogl_material_set_layer (ctx->default_material, 0, texture_handle);
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cogl_color_set_from_4ub (&white, 0xff, 0xff, 0xff, 0xff);
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cogl_material_set_color (ctx->default_material, &white);
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cogl_set_source (ctx->default_material);
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}
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