dc1f1949d0
The GLES2 wrapper is no longer needed because the shader generation is done within the GLSL fragend and vertend and any functions that are different for GLES2 are now guarded by #ifdefs.
1300 lines
41 KiB
C
1300 lines
41 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl-context.h"
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#include "cogl-object-private.h"
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#include "cogl-journal-private.h"
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#include "cogl-vertex-attribute.h"
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#include "cogl-vertex-attribute-private.h"
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#include "cogl-pipeline.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-texture-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-indices-private.h"
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#ifdef HAVE_COGL_GLES2
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#include "cogl-pipeline-progend-glsl-private.h"
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#endif
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#include <string.h>
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#include <stdio.h>
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#if defined (HAVE_COGL_GL)
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#define glGenBuffers ctx->drv.pf_glGenBuffers
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#define glBindBuffer ctx->drv.pf_glBindBuffer
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#define glBufferData ctx->drv.pf_glBufferData
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#define glBufferSubData ctx->drv.pf_glBufferSubData
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#define glGetBufferSubData ctx->drv.pf_glGetBufferSubData
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#define glDeleteBuffers ctx->drv.pf_glDeleteBuffers
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#define glMapBuffer ctx->drv.pf_glMapBuffer
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#define glUnmapBuffer ctx->drv.pf_glUnmapBuffer
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#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
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#ifndef GL_ARRAY_BUFFER
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#define GL_ARRAY_BUFFER GL_ARRAY_BUFFER_ARB
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#endif
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#define glVertexAttribPointer ctx->drv.pf_glVertexAttribPointer
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#define glEnableVertexAttribArray ctx->drv.pf_glEnableVertexAttribArray
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#define glDisableVertexAttribArray ctx->drv.pf_glDisableVertexAttribArray
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#define MAY_HAVE_PROGRAMABLE_GL
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#define glDrawRangeElements(mode, start, end, count, type, indices) \
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ctx->drv.pf_glDrawRangeElements (mode, start, end, count, type, indices)
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#else /* GLES 1/2 */
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/* GLES doesn't have glDrawRangeElements, so we simply pretend it does
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* but that it makes no use of the start, end constraints: */
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#define glDrawRangeElements(mode, start, end, count, type, indices) \
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glDrawElements (mode, count, type, indices)
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/* This isn't defined in the GLES headers */
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#ifndef GL_UNSIGNED_INT
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#define GL_UNSIGNED_INT 0x1405
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#endif
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#ifdef HAVE_COGL_GLES2
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#define MAY_HAVE_PROGRAMABLE_GL
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#endif /* HAVE_COGL_GLES2 */
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#endif
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static void _cogl_vertex_attribute_free (CoglVertexAttribute *attribute);
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COGL_OBJECT_DEFINE (VertexAttribute, vertex_attribute);
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#if 0
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gboolean
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validate_gl_attribute (const char *name,
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int n_components,
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CoglVertexAttributeNameID *name_id,
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gboolean *normalized,
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unsigned int *texture_unit)
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{
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name = name + 3; /* skip past "gl_" */
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*normalized = FALSE;
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*texture_unit = 0;
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if (strcmp (name, "Vertex") == 0)
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{
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if (G_UNLIKELY (n_components == 1))
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{
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g_critical ("glVertexPointer doesn't allow 1 component vertex "
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"positions so we currently only support \"gl_Vertex\" "
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"attributes where n_components == 2, 3 or 4");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
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}
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else if (strcmp (name, "Color") == 0)
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{
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if (G_UNLIKELY (n_components != 3 && n_components != 4))
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{
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g_critical ("glColorPointer expects 3 or 4 component colors so we "
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"currently only support \"gl_Color\" attributes where "
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"n_components == 3 or 4");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
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*normalized = TRUE;
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}
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else if (strncmp (name, "MultiTexCoord", strlen ("MultiTexCoord")) == 0)
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{
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if (sscanf (gl_attribute, "MultiTexCoord%u", texture_unit) != 1)
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{
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g_warning ("gl_MultiTexCoord attributes should include a\n"
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"texture unit number, E.g. gl_MultiTexCoord0\n");
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unit = 0;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
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}
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else if (strncmp (name, "Normal") == 0)
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{
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if (G_UNLIKELY (n_components != 3))
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{
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g_critical ("glNormalPointer expects 3 component normals so we "
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"currently only support \"gl_Normal\" attributes where "
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"n_components == 3");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
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*normalized = TRUE;
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}
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else
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{
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g_warning ("Unknown gl_* attribute name gl_%s\n", name);
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return FALSE;
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}
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return TRUE;
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}
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#endif
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gboolean
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validate_cogl_attribute (const char *name,
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int n_components,
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CoglVertexAttributeNameID *name_id,
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gboolean *normalized,
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unsigned int *texture_unit)
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{
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name = name + 5; /* skip "cogl_" */
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*normalized = FALSE;
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*texture_unit = 0;
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if (strcmp (name, "position_in") == 0)
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{
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if (G_UNLIKELY (n_components == 1))
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{
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g_critical ("glVertexPointer doesn't allow 1 component vertex "
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"positions so we currently only support \"cogl_vertex\" "
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"attributes where n_components == 2, 3 or 4");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
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}
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else if (strcmp (name, "color_in") == 0)
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{
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if (G_UNLIKELY (n_components != 3 && n_components != 4))
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{
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g_critical ("glColorPointer expects 3 or 4 component colors so we "
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"currently only support \"cogl_color\" attributes where "
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"n_components == 3 or 4");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
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}
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else if (strcmp (name, "tex_coord_in") == 0)
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
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else if (strncmp (name, "tex_coord", strlen ("tex_coord")) == 0)
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{
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if (sscanf (name, "tex_coord%u_in", texture_unit) != 1)
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{
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g_warning ("Texture coordinate attributes should either be named "
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"\"cogl_tex_coord\" or named with a texture unit index "
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"like \"cogl_tex_coord2_in\"\n");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
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}
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else if (strcmp (name, "normal") == 0)
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{
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if (G_UNLIKELY (n_components != 3))
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{
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g_critical ("glNormalPointer expects 3 component normals so we "
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"currently only support \"cogl_normal\" attributes "
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"where n_components == 3");
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return FALSE;
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}
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*name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
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*normalized = TRUE;
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}
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else
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{
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g_warning ("Unknown cogl_* attribute name cogl_%s\n", name);
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return FALSE;
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}
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return TRUE;
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}
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CoglVertexAttribute *
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cogl_vertex_attribute_new (CoglVertexArray *array,
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const char *name,
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gsize stride,
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gsize offset,
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int n_components,
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CoglVertexAttributeType type)
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{
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CoglVertexAttribute *attribute = g_slice_new (CoglVertexAttribute);
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gboolean status;
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attribute->array = cogl_object_ref (array);
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attribute->name = g_strdup (name);
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attribute->stride = stride;
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attribute->offset = offset;
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attribute->n_components = n_components;
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attribute->type = type;
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attribute->immutable_ref = 0;
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if (strncmp (name, "cogl_", 5) == 0)
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status = validate_cogl_attribute (attribute->name,
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n_components,
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&attribute->name_id,
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&attribute->normalized,
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&attribute->texture_unit);
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#if 0
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else if (strncmp (name, "gl_", 3) == 0)
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status = validate_gl_attribute (attribute->name,
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n_components,
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&attribute->name_id,
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&attribute->normalized,
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&attribute->texture_unit);
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#endif
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else
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{
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attribute->name_id = COGL_VERTEX_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY;
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attribute->normalized = FALSE;
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attribute->texture_unit = 0;
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status = TRUE;
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}
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if (!status)
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{
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_cogl_vertex_attribute_free (attribute);
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return NULL;
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}
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return _cogl_vertex_attribute_object_new (attribute);
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}
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gboolean
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cogl_vertex_attribute_get_normalized (CoglVertexAttribute *attribute)
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{
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g_return_val_if_fail (cogl_is_vertex_attribute (attribute), FALSE);
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return attribute->normalized;
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}
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static void
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warn_about_midscene_changes (void)
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{
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static gboolean seen = FALSE;
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if (!seen)
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{
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g_warning ("Mid-scene modification of attributes has "
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"undefined results\n");
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seen = TRUE;
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}
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}
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void
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cogl_vertex_attribute_set_normalized (CoglVertexAttribute *attribute,
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gboolean normalized)
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{
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g_return_if_fail (cogl_is_vertex_attribute (attribute));
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if (G_UNLIKELY (attribute->immutable_ref))
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warn_about_midscene_changes ();
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attribute->normalized = normalized;
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}
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CoglVertexArray *
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cogl_vertex_attribute_get_array (CoglVertexAttribute *attribute)
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{
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g_return_val_if_fail (cogl_is_vertex_attribute (attribute), NULL);
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return attribute->array;
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}
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void
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cogl_vertex_attribute_set_array (CoglVertexAttribute *attribute,
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CoglVertexArray *array)
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{
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g_return_if_fail (cogl_is_vertex_attribute (attribute));
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if (G_UNLIKELY (attribute->immutable_ref))
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warn_about_midscene_changes ();
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cogl_object_ref (array);
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cogl_object_unref (attribute->array);
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attribute->array = array;
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}
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CoglVertexAttribute *
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_cogl_vertex_attribute_immutable_ref (CoglVertexAttribute *vertex_attribute)
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{
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g_return_val_if_fail (cogl_is_vertex_attribute (vertex_attribute), NULL);
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vertex_attribute->immutable_ref++;
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_cogl_buffer_immutable_ref (COGL_BUFFER (vertex_attribute->array));
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return vertex_attribute;
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}
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void
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_cogl_vertex_attribute_immutable_unref (CoglVertexAttribute *vertex_attribute)
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{
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g_return_if_fail (cogl_is_vertex_attribute (vertex_attribute));
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g_return_if_fail (vertex_attribute->immutable_ref > 0);
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vertex_attribute->immutable_ref--;
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_cogl_buffer_immutable_unref (COGL_BUFFER (vertex_attribute->array));
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}
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static void
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_cogl_vertex_attribute_free (CoglVertexAttribute *attribute)
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{
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g_free (attribute->name);
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cogl_object_unref (attribute->array);
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g_slice_free (CoglVertexAttribute, attribute);
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}
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typedef struct
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{
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int unit;
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CoglPipelineFlushOptions options;
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guint32 fallback_layers;
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} ValidateLayerState;
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static gboolean
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validate_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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CoglHandle texture =
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_cogl_pipeline_get_layer_texture (pipeline, layer_index);
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ValidateLayerState *state = user_data;
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gboolean status = TRUE;
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/* invalid textures will be handled correctly in
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* _cogl_pipeline_flush_layers_gl_state */
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if (texture == COGL_INVALID_HANDLE)
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goto validated;
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/* Give the texture a chance to know that we're rendering
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non-quad shaped primitives. If the texture is in an atlas it
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will be migrated */
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_cogl_texture_ensure_non_quad_rendering (texture);
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/* We need to ensure the mipmaps are ready before deciding
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* anything else about the texture because the texture storate
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* could completely change if it needs to be migrated out of the
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* atlas and will affect how we validate the layer.
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*/
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_cogl_pipeline_pre_paint_for_layer (pipeline, layer_index);
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if (!_cogl_texture_can_hardware_repeat (texture))
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{
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g_warning ("Disabling layer %d of the current source material, "
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"because texturing with the vertex buffer API is not "
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"currently supported using sliced textures, or textures "
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"with waste\n", layer_index);
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/* XXX: maybe we can add a mechanism for users to forcibly use
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* textures with waste where it would be their responsability to use
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* texture coords in the range [0,1] such that sampling outside isn't
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* required. We can then use a texture matrix (or a modification of
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* the users own matrix) to map 1 to the edge of the texture data.
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*
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* Potentially, given the same guarantee as above we could also
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* support a single sliced layer too. We would have to redraw the
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* vertices once for each layer, each time with a fiddled texture
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* matrix.
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*/
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state->fallback_layers |= (1 << state->unit);
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state->options.flags |= COGL_PIPELINE_FLUSH_FALLBACK_MASK;
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}
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validated:
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state->unit++;
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return status;
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}
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static void
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toggle_enabled_cb (int bit_num, void *user_data)
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{
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const CoglBitmask *new_values = user_data;
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gboolean enabled = _cogl_bitmask_get (new_values, bit_num);
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#ifdef HAVE_COGL_GLES2
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if (enabled)
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GE( glEnableVertexAttribArray (bit_num) );
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else
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GE( glDisableVertexAttribArray (bit_num) );
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#else /* HAVE_COGL_GLES2 */
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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GE( glClientActiveTexture (GL_TEXTURE0 + bit_num) );
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if (enabled)
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GE( glEnableClientState (GL_TEXTURE_COORD_ARRAY) );
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else
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GE( glDisableClientState (GL_TEXTURE_COORD_ARRAY) );
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|
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#endif /* HAVE_COGL_GLES2 */
|
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}
|
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|
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static void
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set_enabled_arrays (CoglBitmask *value_cache,
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const CoglBitmask *new_values)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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|
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/* Get the list of bits that are different */
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_cogl_bitmask_clear_all (&ctx->arrays_to_change);
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_cogl_bitmask_set_bits (&ctx->arrays_to_change, value_cache);
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_cogl_bitmask_xor_bits (&ctx->arrays_to_change, new_values);
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/* Iterate over each bit to change */
|
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_cogl_bitmask_foreach (&ctx->arrays_to_change,
|
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toggle_enabled_cb,
|
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(void *) new_values);
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/* Store the new values */
|
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_cogl_bitmask_clear_all (value_cache);
|
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_cogl_bitmask_set_bits (value_cache, new_values);
|
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}
|
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|
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static CoglHandle
|
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enable_gl_state (CoglVertexAttribute **attributes,
|
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ValidateLayerState *state)
|
|
{
|
|
int i;
|
|
#ifdef MAY_HAVE_PROGRAMABLE_GL
|
|
GLuint generic_index = 0;
|
|
#endif
|
|
unsigned long enable_flags = 0;
|
|
gboolean skip_gl_color = FALSE;
|
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CoglPipeline *source;
|
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CoglPipeline *copy = NULL;
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int n_tex_coord_attribs = 0;
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_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
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source = cogl_get_source ();
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|
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/* Iterate the attributes to work out whether blending needs to be
|
|
enabled and how many texture coords there are. We need to do this
|
|
before flushing the pipeline. */
|
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for (i = 0; attributes[i]; i++)
|
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switch (attributes[i]->name_id)
|
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{
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case COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
|
|
if (!_cogl_pipeline_get_real_blend_enabled (source))
|
|
{
|
|
CoglPipelineBlendEnable blend_enable =
|
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COGL_PIPELINE_BLEND_ENABLE_ENABLED;
|
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copy = cogl_pipeline_copy (source);
|
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_cogl_pipeline_set_blend_enabled (copy, blend_enable);
|
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source = copy;
|
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}
|
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skip_gl_color = TRUE;
|
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break;
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|
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case COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
|
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n_tex_coord_attribs++;
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break;
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|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (G_UNLIKELY (state->options.flags))
|
|
{
|
|
/* If we haven't already created a derived pipeline... */
|
|
if (!copy)
|
|
{
|
|
copy = cogl_pipeline_copy (source);
|
|
source = copy;
|
|
}
|
|
_cogl_pipeline_apply_overrides (source, &state->options);
|
|
|
|
/* TODO:
|
|
* overrides = cogl_pipeline_get_data (pipeline,
|
|
* last_overrides_key);
|
|
* if (overrides)
|
|
* {
|
|
* age = cogl_pipeline_get_age (pipeline);
|
|
* XXX: actually we also need to check for legacy_state
|
|
* and blending overrides for use of glColorPointer...
|
|
* if (overrides->ags != age ||
|
|
* memcmp (&overrides->options, &options,
|
|
* sizeof (options) != 0)
|
|
* {
|
|
* cogl_object_unref (overrides->weak_pipeline);
|
|
* g_slice_free (Overrides, overrides);
|
|
* overrides = NULL;
|
|
* }
|
|
* }
|
|
* if (!overrides)
|
|
* {
|
|
* overrides = g_slice_new (Overrides);
|
|
* overrides->weak_pipeline =
|
|
* cogl_pipeline_weak_copy (cogl_get_source ());
|
|
* _cogl_pipeline_apply_overrides (overrides->weak_pipeline,
|
|
* &options);
|
|
*
|
|
* cogl_pipeline_set_data (pipeline, last_overrides_key,
|
|
* weak_overrides,
|
|
* free_overrides_cb,
|
|
* NULL);
|
|
* }
|
|
* source = overrides->weak_pipeline;
|
|
*/
|
|
}
|
|
|
|
if (G_UNLIKELY (ctx->legacy_state_set))
|
|
{
|
|
/* If we haven't already created a derived pipeline... */
|
|
if (!copy)
|
|
{
|
|
copy = cogl_pipeline_copy (source);
|
|
source = copy;
|
|
}
|
|
_cogl_pipeline_apply_legacy_state (source);
|
|
}
|
|
|
|
_cogl_pipeline_flush_gl_state (source, skip_gl_color, n_tex_coord_attribs);
|
|
|
|
if (ctx->enable_backface_culling)
|
|
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
|
|
|
|
_cogl_bitmask_clear_all (&ctx->temp_bitmask);
|
|
|
|
/* Bind the attribute pointers. We need to do this after the
|
|
pipeline is flushed because on GLES2 that is the only point when
|
|
we can determine the attribute locations */
|
|
|
|
for (i = 0; attributes[i]; i++)
|
|
{
|
|
CoglVertexAttribute *attribute = attributes[i];
|
|
CoglVertexArray *vertex_array;
|
|
CoglBuffer *buffer;
|
|
void *base;
|
|
#ifdef HAVE_COGL_GLES2
|
|
int attrib_location;
|
|
#endif
|
|
|
|
vertex_array = cogl_vertex_attribute_get_array (attribute);
|
|
buffer = COGL_BUFFER (vertex_array);
|
|
base = _cogl_buffer_bind (buffer, COGL_BUFFER_BIND_TARGET_VERTEX_ARRAY);
|
|
|
|
switch (attribute->name_id)
|
|
{
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
|
|
#ifdef HAVE_COGL_GLES2
|
|
|
|
attrib_location =
|
|
_cogl_pipeline_progend_glsl_get_color_attribute (source);
|
|
if (attrib_location != -1)
|
|
{
|
|
GE( glVertexAttribPointer (attrib_location,
|
|
attribute->n_components,
|
|
attribute->type,
|
|
TRUE, /* normalize */
|
|
attribute->stride,
|
|
base + attribute->offset) );
|
|
|
|
_cogl_bitmask_set (&ctx->temp_bitmask, attrib_location, TRUE);
|
|
}
|
|
|
|
#else
|
|
|
|
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
|
|
/* GE (glEnableClientState (GL_COLOR_ARRAY)); */
|
|
GE (glColorPointer (attribute->n_components,
|
|
attribute->type,
|
|
attribute->stride,
|
|
base + attribute->offset));
|
|
|
|
#endif
|
|
|
|
break;
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
|
|
#ifdef HAVE_COGL_GLES2
|
|
|
|
attrib_location =
|
|
_cogl_pipeline_progend_glsl_get_normal_attribute (source);
|
|
if (attrib_location != -1)
|
|
{
|
|
GE( glVertexAttribPointer (attrib_location,
|
|
attribute->n_components,
|
|
attribute->type,
|
|
TRUE, /* normalize */
|
|
attribute->stride,
|
|
base + attribute->offset) );
|
|
_cogl_bitmask_set (&ctx->temp_bitmask, attrib_location, TRUE);
|
|
}
|
|
|
|
#else
|
|
|
|
/* FIXME: go through cogl cache to enable normal array */
|
|
GE (glEnableClientState (GL_NORMAL_ARRAY));
|
|
GE (glNormalPointer (attribute->type,
|
|
attribute->stride,
|
|
base + attribute->offset));
|
|
|
|
#endif
|
|
|
|
break;
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
|
|
#ifdef HAVE_COGL_GLES2
|
|
|
|
attrib_location = _cogl_pipeline_progend_glsl_get_tex_coord_attribute
|
|
(source, attribute->texture_unit);
|
|
if (attrib_location != -1)
|
|
{
|
|
GE( glVertexAttribPointer (attrib_location,
|
|
attribute->n_components,
|
|
attribute->type,
|
|
FALSE, /* normalize */
|
|
attribute->stride,
|
|
base + attribute->offset) );
|
|
_cogl_bitmask_set (&ctx->temp_bitmask, attrib_location, TRUE);
|
|
}
|
|
#else
|
|
|
|
GE (glClientActiveTexture (GL_TEXTURE0 +
|
|
attribute->texture_unit));
|
|
GE (glTexCoordPointer (attribute->n_components,
|
|
attribute->type,
|
|
attribute->stride,
|
|
base + attribute->offset));
|
|
_cogl_bitmask_set (&ctx->temp_bitmask,
|
|
attribute->texture_unit, TRUE);
|
|
|
|
#endif
|
|
break;
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
|
|
#ifdef HAVE_COGL_GLES2
|
|
|
|
attrib_location =
|
|
_cogl_pipeline_progend_glsl_get_position_attribute (source);
|
|
if (attrib_location != -1)
|
|
{
|
|
GE( glVertexAttribPointer (attrib_location,
|
|
attribute->n_components,
|
|
attribute->type,
|
|
FALSE, /* normalize */
|
|
attribute->stride,
|
|
base + attribute->offset) );
|
|
_cogl_bitmask_set (&ctx->temp_bitmask, attrib_location, TRUE);
|
|
}
|
|
|
|
#else
|
|
|
|
enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
|
|
/* GE (glEnableClientState (GL_VERTEX_ARRAY)); */
|
|
GE (glVertexPointer (attribute->n_components,
|
|
attribute->type,
|
|
attribute->stride,
|
|
base + attribute->offset));
|
|
|
|
#endif
|
|
break;
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
|
|
{
|
|
#ifdef MAY_HAVE_PROGRAMABLE_GL
|
|
/* FIXME: go through cogl cache to enable generic array. */
|
|
/* FIXME: this is going to end up just using the builtins
|
|
on GLES 2 */
|
|
GE (glEnableVertexAttribArray (generic_index++));
|
|
GE (glVertexAttribPointer (generic_index,
|
|
attribute->n_components,
|
|
attribute->type,
|
|
attribute->normalized,
|
|
attribute->stride,
|
|
base + attribute->offset));
|
|
#endif
|
|
}
|
|
break;
|
|
default:
|
|
g_warning ("Unrecognised attribute type 0x%08x", attribute->type);
|
|
}
|
|
|
|
_cogl_buffer_unbind (buffer);
|
|
}
|
|
|
|
/* Flush the state of the attribute arrays */
|
|
set_enabled_arrays (&ctx->arrays_enabled, &ctx->temp_bitmask);
|
|
|
|
_cogl_enable (enable_flags);
|
|
_cogl_flush_face_winding ();
|
|
|
|
return source;
|
|
}
|
|
|
|
void
|
|
_cogl_vertex_attribute_disable_cached_arrays (void)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
_cogl_bitmask_clear_all (&ctx->temp_bitmask);
|
|
set_enabled_arrays (&ctx->arrays_enabled, &ctx->temp_bitmask);
|
|
}
|
|
|
|
/* FIXME: we shouldn't be disabling state after drawing we should
|
|
* just disable the things not needed after enabling state. */
|
|
static void
|
|
disable_gl_state (CoglVertexAttribute **attributes,
|
|
CoglPipeline *source)
|
|
{
|
|
#ifdef MAY_HAVE_PROGRAMABLE_GL
|
|
GLuint generic_index = 0;
|
|
#endif
|
|
int i;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (G_UNLIKELY (source != cogl_get_source ()))
|
|
cogl_object_unref (source);
|
|
|
|
for (i = 0; attributes[i]; i++)
|
|
{
|
|
CoglVertexAttribute *attribute = attributes[i];
|
|
|
|
switch (attribute->name_id)
|
|
{
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
|
|
/* GE (glDisableClientState (GL_COLOR_ARRAY)); */
|
|
break;
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
|
|
/* FIXME: go through cogl cache to enable normal array */
|
|
#ifndef HAVE_COGL_GLES2
|
|
GE (glDisableClientState (GL_NORMAL_ARRAY));
|
|
#endif
|
|
break;
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
|
|
/* The enabled state of the texture coord arrays is
|
|
cached in ctx->enabled_texcoord_arrays so we don't
|
|
need to do anything here. The array will be disabled
|
|
by the next drawing primitive if it is not
|
|
required */
|
|
break;
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
|
|
/* GE (glDisableClientState (GL_VERTEX_ARRAY)); */
|
|
break;
|
|
case COGL_VERTEX_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
|
|
#ifdef MAY_HAVE_PROGRAMABLE_GL
|
|
/* FIXME: go through cogl cache to enable generic array */
|
|
GE (glDisableVertexAttribArray (generic_index++));
|
|
#endif
|
|
break;
|
|
default:
|
|
g_warning ("Unrecognised attribute type 0x%08x", attribute->type);
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef COGL_ENABLE_DEBUG
|
|
static int
|
|
get_index (void *indices,
|
|
CoglIndicesType type,
|
|
int _index)
|
|
{
|
|
if (!indices)
|
|
return _index;
|
|
|
|
switch (type)
|
|
{
|
|
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
|
|
return ((guint8 *)indices)[_index];
|
|
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
|
|
return ((guint16 *)indices)[_index];
|
|
case COGL_INDICES_TYPE_UNSIGNED_INT:
|
|
return ((guint32 *)indices)[_index];
|
|
}
|
|
|
|
g_return_val_if_reached (0);
|
|
}
|
|
|
|
static void
|
|
add_line (void *vertices,
|
|
void *indices,
|
|
CoglIndicesType indices_type,
|
|
CoglVertexAttribute *attribute,
|
|
int start,
|
|
int end,
|
|
CoglP3Vertex *lines,
|
|
int *n_line_vertices)
|
|
{
|
|
int start_index = get_index (indices, indices_type, start);
|
|
int end_index = get_index (indices, indices_type, end);
|
|
float *v0 = (float *)((guint8 *)vertices + start_index * attribute->stride);
|
|
float *v1 = (float *)((guint8 *)vertices + end_index * attribute->stride);
|
|
float *o = (float *)(&lines[*n_line_vertices]);
|
|
int i;
|
|
|
|
for (i = 0; i < attribute->n_components; i++)
|
|
*(o++) = *(v0++);
|
|
for (;i < 3; i++)
|
|
*(o++) = 0;
|
|
|
|
for (i = 0; i < attribute->n_components; i++)
|
|
*(o++) = *(v1++);
|
|
for (;i < 3; i++)
|
|
*(o++) = 0;
|
|
|
|
*n_line_vertices += 2;
|
|
}
|
|
|
|
static CoglP3Vertex *
|
|
get_wire_lines (CoglVertexAttribute *attribute,
|
|
CoglVerticesMode mode,
|
|
int n_vertices_in,
|
|
int *n_vertices_out,
|
|
CoglIndices *_indices)
|
|
{
|
|
CoglVertexArray *vertex_array = cogl_vertex_attribute_get_array (attribute);
|
|
void *vertices;
|
|
CoglIndexArray *index_array;
|
|
void *indices;
|
|
CoglIndicesType indices_type;
|
|
int i;
|
|
int n_lines;
|
|
CoglP3Vertex *out;
|
|
|
|
vertices = cogl_buffer_map (COGL_BUFFER (vertex_array),
|
|
COGL_BUFFER_ACCESS_READ, 0);
|
|
if (_indices)
|
|
{
|
|
index_array = cogl_indices_get_array (_indices);
|
|
indices = cogl_buffer_map (COGL_BUFFER (index_array),
|
|
COGL_BUFFER_ACCESS_READ, 0);
|
|
indices_type = cogl_indices_get_type (_indices);
|
|
}
|
|
else
|
|
indices = NULL;
|
|
|
|
*n_vertices_out = 0;
|
|
|
|
if (mode == COGL_VERTICES_MODE_TRIANGLES &&
|
|
(n_vertices_in % 3) == 0)
|
|
{
|
|
n_lines = n_vertices_in;
|
|
out = g_new (CoglP3Vertex, n_lines * 2);
|
|
for (i = 0; i < n_vertices_in; i += 3)
|
|
{
|
|
add_line (vertices, indices, indices_type, attribute,
|
|
i, i+1, out, n_vertices_out);
|
|
add_line (vertices, indices, indices_type, attribute,
|
|
i+1, i+2, out, n_vertices_out);
|
|
add_line (vertices, indices, indices_type, attribute,
|
|
i+2, i, out, n_vertices_out);
|
|
}
|
|
}
|
|
else if (mode == COGL_VERTICES_MODE_TRIANGLE_FAN &&
|
|
n_vertices_in >= 3)
|
|
{
|
|
n_lines = 2 * n_vertices_in - 3;
|
|
out = g_new (CoglP3Vertex, n_lines * 2);
|
|
|
|
add_line (vertices, indices, indices_type, attribute,
|
|
0, 1, out, n_vertices_out);
|
|
add_line (vertices, indices, indices_type, attribute,
|
|
1, 2, out, n_vertices_out);
|
|
add_line (vertices, indices, indices_type, attribute,
|
|
0, 2, out, n_vertices_out);
|
|
|
|
for (i = 3; i < n_vertices_in; i++)
|
|
{
|
|
add_line (vertices, indices, indices_type, attribute,
|
|
i - 1, i, out, n_vertices_out);
|
|
add_line (vertices, indices, indices_type, attribute,
|
|
0, i, out, n_vertices_out);
|
|
}
|
|
}
|
|
else if (mode == COGL_VERTICES_MODE_TRIANGLE_STRIP &&
|
|
n_vertices_in >= 3)
|
|
{
|
|
n_lines = 2 * n_vertices_in - 3;
|
|
out = g_new (CoglP3Vertex, n_lines * 2);
|
|
|
|
add_line (vertices, indices, indices_type, attribute,
|
|
0, 1, out, n_vertices_out);
|
|
add_line (vertices, indices, indices_type, attribute,
|
|
1, 2, out, n_vertices_out);
|
|
add_line (vertices, indices, indices_type, attribute,
|
|
0, 2, out, n_vertices_out);
|
|
|
|
for (i = 3; i < n_vertices_in; i++)
|
|
{
|
|
add_line (vertices, indices, indices_type, attribute,
|
|
i - 1, i, out, n_vertices_out);
|
|
add_line (vertices, indices, indices_type, attribute,
|
|
i - 2, i, out, n_vertices_out);
|
|
}
|
|
}
|
|
/* In the journal we are a bit sneaky and actually use GL_QUADS
|
|
* which isn't actually a valid CoglVerticesMode! */
|
|
#ifdef HAVE_COGL_GL
|
|
else if (mode == GL_QUADS && (n_vertices_in % 4) == 0)
|
|
{
|
|
n_lines = n_vertices_in;
|
|
out = g_new (CoglP3Vertex, n_lines * 2);
|
|
|
|
for (i = 0; i < n_vertices_in; i += 4)
|
|
{
|
|
add_line (vertices, indices, indices_type, attribute,
|
|
i, i + 1, out, n_vertices_out);
|
|
add_line (vertices, indices, indices_type, attribute,
|
|
i + 1, i + 2, out, n_vertices_out);
|
|
add_line (vertices, indices, indices_type, attribute,
|
|
i + 2, i + 3, out, n_vertices_out);
|
|
add_line (vertices, indices, indices_type, attribute,
|
|
i + 3, i, out, n_vertices_out);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (vertices)
|
|
cogl_buffer_unmap (COGL_BUFFER (vertex_array));
|
|
if (indices)
|
|
cogl_buffer_unmap (COGL_BUFFER (index_array));
|
|
return out;
|
|
}
|
|
|
|
static void
|
|
draw_wireframe (CoglVerticesMode mode,
|
|
int first_vertex,
|
|
int n_vertices,
|
|
CoglVertexAttribute **attributes,
|
|
CoglIndices *indices)
|
|
{
|
|
CoglVertexAttribute *position = NULL;
|
|
int i;
|
|
int n_line_vertices;
|
|
static CoglPipeline *wire_pipeline;
|
|
CoglVertexAttribute *wire_attribute[2];
|
|
CoglP3Vertex *lines;
|
|
CoglVertexArray *array;
|
|
|
|
for (i = 0; attributes[i]; i++)
|
|
{
|
|
if (strcmp (attributes[i]->name, "cogl_position_in") == 0)
|
|
{
|
|
position = attributes[i];
|
|
break;
|
|
}
|
|
}
|
|
if (!position)
|
|
return;
|
|
|
|
lines = get_wire_lines (position,
|
|
mode,
|
|
n_vertices,
|
|
&n_line_vertices,
|
|
indices);
|
|
array = cogl_vertex_array_new (sizeof (CoglP3Vertex) * n_line_vertices,
|
|
lines);
|
|
wire_attribute[0] =
|
|
cogl_vertex_attribute_new (array, "cogl_position_in",
|
|
sizeof (CoglP3Vertex),
|
|
0,
|
|
3,
|
|
COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT);
|
|
wire_attribute[1] = NULL;
|
|
cogl_object_unref (array);
|
|
|
|
if (!wire_pipeline)
|
|
{
|
|
wire_pipeline = cogl_pipeline_new ();
|
|
cogl_pipeline_set_color4ub (wire_pipeline,
|
|
0x00, 0xff, 0x00, 0xff);
|
|
}
|
|
|
|
cogl_push_source (wire_pipeline);
|
|
|
|
/* temporarily disable the wireframe to avoid recursion! */
|
|
cogl_debug_flags &= ~COGL_DEBUG_WIREFRAME;
|
|
_cogl_draw_vertex_attributes_array (COGL_VERTICES_MODE_LINES,
|
|
0,
|
|
n_line_vertices,
|
|
wire_attribute);
|
|
cogl_debug_flags |= COGL_DEBUG_WIREFRAME;
|
|
|
|
cogl_pop_source ();
|
|
|
|
cogl_object_unref (wire_attribute[0]);
|
|
}
|
|
#endif
|
|
|
|
static void
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_cogl_draw_vertex_attributes_array_real (CoglVerticesMode mode,
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int first_vertex,
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int n_vertices,
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CoglVertexAttribute **attributes,
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ValidateLayerState *state)
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{
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CoglPipeline *source = enable_gl_state (attributes, state);
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GE (glDrawArrays ((GLenum)mode, first_vertex, n_vertices));
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/* FIXME: we shouldn't be disabling state after drawing we should
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* just disable the things not needed after enabling state. */
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disable_gl_state (attributes, source);
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#ifdef COGL_ENABLE_DEBUG
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_WIREFRAME))
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draw_wireframe (mode, first_vertex, n_vertices, attributes, NULL);
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#endif
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}
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/* This can be used by the CoglJournal to draw attributes skipping the
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* implicit journal flush, the framebuffer flush and pipeline
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* validation. */
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void
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_cogl_draw_vertex_attributes_array (CoglVerticesMode mode,
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int first_vertex,
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int n_vertices,
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CoglVertexAttribute **attributes)
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{
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ValidateLayerState state;
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state.unit = 0;
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state.options.flags = 0;
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state.fallback_layers = 0;
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_cogl_draw_vertex_attributes_array_real (mode, first_vertex, n_vertices,
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attributes, &state);
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}
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void
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cogl_draw_vertex_attributes_array (CoglVerticesMode mode,
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int first_vertex,
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int n_vertices,
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CoglVertexAttribute **attributes)
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{
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ValidateLayerState state;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_journal_flush ();
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state.unit = 0;
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state.options.flags = 0;
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state.fallback_layers = 0;
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cogl_pipeline_foreach_layer (cogl_get_source (),
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validate_layer_cb,
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&state);
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/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
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* as the pipeline state) when flushing the clip stack, so should
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* always be done first when preparing to draw. We need to do this
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* before setting up the array pointers because setting up the clip
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* stack can cause some drawing which would change the array
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* pointers. */
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_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
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_cogl_draw_vertex_attributes_array_real (mode, first_vertex, n_vertices,
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attributes, &state);
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}
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void
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cogl_draw_vertex_attributes (CoglVerticesMode mode,
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int first_vertex,
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int n_vertices,
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...)
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{
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va_list ap;
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int n_attributes;
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CoglVertexAttribute *attribute;
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CoglVertexAttribute **attributes;
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int i;
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va_start (ap, n_vertices);
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for (n_attributes = 0; va_arg (ap, CoglVertexAttribute *); n_attributes++)
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;
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va_end (ap);
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attributes = g_alloca (sizeof (CoglVertexAttribute *) * (n_attributes + 1));
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attributes[n_attributes] = NULL;
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va_start (ap, n_vertices);
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for (i = 0; (attribute = va_arg (ap, CoglVertexAttribute *)); i++)
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attributes[i] = attribute;
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va_end (ap);
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cogl_draw_vertex_attributes_array (mode, first_vertex, n_vertices,
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attributes);
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}
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static size_t
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sizeof_index_type (CoglIndicesType type)
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{
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switch (type)
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{
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case COGL_INDICES_TYPE_UNSIGNED_BYTE:
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return 1;
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case COGL_INDICES_TYPE_UNSIGNED_SHORT:
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return 2;
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case COGL_INDICES_TYPE_UNSIGNED_INT:
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return 4;
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}
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g_return_val_if_reached (0);
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}
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static void
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_cogl_draw_indexed_vertex_attributes_array_real (CoglVerticesMode mode,
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int first_vertex,
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int n_vertices,
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CoglIndices *indices,
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CoglVertexAttribute **attributes,
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ValidateLayerState *state)
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{
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CoglPipeline *source = enable_gl_state (attributes, state);
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CoglBuffer *buffer;
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void *base;
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size_t array_offset;
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size_t index_size;
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GLenum indices_gl_type = 0;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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buffer = COGL_BUFFER (cogl_indices_get_array (indices));
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base = _cogl_buffer_bind (buffer, COGL_BUFFER_BIND_TARGET_INDEX_ARRAY);
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array_offset = cogl_indices_get_offset (indices);
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index_size = sizeof_index_type (cogl_indices_get_type (indices));
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switch (cogl_indices_get_type (indices))
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{
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case COGL_INDICES_TYPE_UNSIGNED_BYTE:
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indices_gl_type = GL_UNSIGNED_BYTE;
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break;
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case COGL_INDICES_TYPE_UNSIGNED_SHORT:
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indices_gl_type = GL_UNSIGNED_SHORT;
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break;
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case COGL_INDICES_TYPE_UNSIGNED_INT:
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indices_gl_type = GL_UNSIGNED_INT;
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break;
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}
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GE (glDrawElements ((GLenum)mode,
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n_vertices,
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indices_gl_type,
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base + array_offset + index_size * first_vertex));
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_cogl_buffer_unbind (buffer);
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/* FIXME: we shouldn't be disabling state after drawing we should
|
|
* just disable the things not needed after enabling state. */
|
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disable_gl_state (attributes, source);
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|
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#ifdef COGL_ENABLE_DEBUG
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if (G_UNLIKELY (cogl_debug_flags & COGL_DEBUG_WIREFRAME))
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draw_wireframe (mode, first_vertex, n_vertices, attributes, indices);
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#endif
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}
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|
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void
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_cogl_draw_indexed_vertex_attributes_array (CoglVerticesMode mode,
|
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int first_vertex,
|
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int n_vertices,
|
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CoglIndices *indices,
|
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CoglVertexAttribute **attributes)
|
|
{
|
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ValidateLayerState state;
|
|
|
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state.unit = 0;
|
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state.options.flags = 0;
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state.fallback_layers = 0;
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_cogl_draw_indexed_vertex_attributes_array_real (mode,
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first_vertex,
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n_vertices,
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indices,
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attributes,
|
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&state);
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}
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|
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void
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cogl_draw_indexed_vertex_attributes_array (CoglVerticesMode mode,
|
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int first_vertex,
|
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int n_vertices,
|
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CoglIndices *indices,
|
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CoglVertexAttribute **attributes)
|
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{
|
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ValidateLayerState state;
|
|
|
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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|
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_cogl_journal_flush ();
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state.unit = 0;
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state.options.flags = 0;
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state.fallback_layers = 0;
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|
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cogl_pipeline_foreach_layer (cogl_get_source (),
|
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validate_layer_cb,
|
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&state);
|
|
|
|
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
|
|
* as the pipeline state) when flushing the clip stack, so should
|
|
* always be done first when preparing to draw. We need to do this
|
|
* before setting up the array pointers because setting up the clip
|
|
* stack can cause some drawing which would change the array
|
|
* pointers. */
|
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_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
|
|
|
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_cogl_draw_indexed_vertex_attributes_array_real (mode,
|
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first_vertex,
|
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n_vertices,
|
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indices,
|
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attributes,
|
|
&state);
|
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}
|
|
|
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void
|
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cogl_draw_indexed_vertex_attributes (CoglVerticesMode mode,
|
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int first_vertex,
|
|
int n_vertices,
|
|
CoglIndices *indices,
|
|
...)
|
|
{
|
|
va_list ap;
|
|
int n_attributes;
|
|
CoglVertexAttribute **attributes;
|
|
int i;
|
|
CoglVertexAttribute *attribute;
|
|
|
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va_start (ap, indices);
|
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for (n_attributes = 0; va_arg (ap, CoglVertexAttribute *); n_attributes++)
|
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;
|
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va_end (ap);
|
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|
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attributes = g_alloca (sizeof (CoglVertexAttribute *) * (n_attributes + 1));
|
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attributes[n_attributes] = NULL;
|
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|
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va_start (ap, indices);
|
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for (i = 0; (attribute = va_arg (ap, CoglVertexAttribute *)); i++)
|
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attributes[i] = attribute;
|
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va_end (ap);
|
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|
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cogl_draw_indexed_vertex_attributes_array (mode,
|
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first_vertex,
|
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n_vertices,
|
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indices,
|
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attributes);
|
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}
|
|
|
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