fb7f1a7fd6
GL supports setting different wrap modes for the s, t and r coordinates so we should design the backend interface to support that also. The r coordinate is not currently used by any of the backends but we might as well have it to make life easier if we ever add support for 3D textures. http://bugzilla.openedhand.com/show_bug.cgi?id=2063
219 lines
8.2 KiB
C
219 lines
8.2 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2007,2008,2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#ifndef __COGL_TEXTURE_PRIVATE_H
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#define __COGL_TEXTURE_PRIVATE_H
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#include "cogl-bitmap-private.h"
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#include "cogl-handle.h"
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#include "cogl-material-private.h"
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#define COGL_TEXTURE(tex) ((CoglTexture *)(tex))
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typedef struct _CoglTexture CoglTexture;
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typedef struct _CoglTextureVtable CoglTextureVtable;
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typedef void (*CoglTextureSliceCallback) (CoglHandle handle,
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GLuint gl_handle,
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GLenum gl_target,
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const float *slice_coords,
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const float *virtual_coords,
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void *user_data);
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typedef void (* CoglTextureManualRepeatCallback) (const float *coords,
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void *user_data);
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/* Encodes three possibiloities result of transforming a quad */
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typedef enum {
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/* quad doesn't cross the boundaries of a texture */
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COGL_TRANSFORM_NO_REPEAT,
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/* quad crosses boundaries, hardware wrap mode can handle */
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COGL_TRANSFORM_HARDWARE_REPEAT,
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/* quad crosses boundaries, needs software fallback;
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* for a sliced texture, this might not actually involve
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* repeating, just a quad crossing multiple slices */
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COGL_TRANSFORM_SOFTWARE_REPEAT,
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} CoglTransformResult;
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struct _CoglTextureVtable
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{
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/* Virtual functions that must be implemented for a texture
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backend */
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gboolean (* set_region) (CoglTexture *tex,
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int src_x,
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int src_y,
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int dst_x,
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int dst_y,
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unsigned int dst_width,
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unsigned int dst_height,
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int width,
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int height,
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CoglPixelFormat format,
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unsigned int rowstride,
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const guint8 *data);
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int (* get_data) (CoglTexture *tex,
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CoglPixelFormat format,
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unsigned int rowstride,
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guint8 *data);
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void (* foreach_sub_texture_in_region) (CoglTexture *tex,
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float virtual_tx_1,
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float virtual_ty_1,
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float virtual_tx_2,
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float virtual_ty_2,
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CoglTextureSliceCallback callback,
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void *user_data);
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int (* get_max_waste) (CoglTexture *tex);
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gboolean (* is_sliced) (CoglTexture *tex);
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gboolean (* can_hardware_repeat) (CoglTexture *tex);
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void (* transform_coords_to_gl) (CoglTexture *tex,
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float *s,
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float *t);
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CoglTransformResult (* transform_quad_coords_to_gl) (CoglTexture *tex,
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float *coords);
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gboolean (* get_gl_texture) (CoglTexture *tex,
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GLuint *out_gl_handle,
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GLenum *out_gl_target);
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void (* set_filters) (CoglTexture *tex,
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GLenum min_filter,
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GLenum mag_filter);
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void (* ensure_mipmaps) (CoglTexture *tex);
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void (* ensure_non_quad_rendering) (CoglTexture *tex);
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void (* set_wrap_mode_parameters) (CoglTexture *tex,
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GLenum wrap_mode_s,
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GLenum wrap_mode_t,
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GLenum wrap_mode_r);
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CoglPixelFormat (* get_format) (CoglTexture *tex);
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GLenum (* get_gl_format) (CoglTexture *tex);
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int (* get_width) (CoglTexture *tex);
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int (* get_height) (CoglTexture *tex);
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};
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struct _CoglTexture
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{
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CoglHandleObject _parent;
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const CoglTextureVtable *vtable;
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};
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void
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_cogl_texture_foreach_sub_texture_in_region (CoglHandle handle,
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float virtual_tx_1,
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float virtual_ty_1,
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float virtual_tx_2,
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float virtual_ty_2,
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CoglTextureSliceCallback callback,
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void *user_data);
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gboolean
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_cogl_texture_can_hardware_repeat (CoglHandle handle);
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void
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_cogl_texture_transform_coords_to_gl (CoglHandle handle,
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float *s,
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float *t);
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CoglTransformResult
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_cogl_texture_transform_quad_coords_to_gl (CoglHandle handle,
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float *coords);
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GLenum
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_cogl_texture_get_gl_format (CoglHandle handle);
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void
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_cogl_texture_set_wrap_mode_parameters (CoglHandle handle,
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GLenum wrap_mode_s,
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GLenum wrap_mode_t,
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GLenum wrap_mode_r);
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void
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_cogl_texture_set_filters (CoglHandle handle,
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GLenum min_filter,
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GLenum mag_filter);
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void
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_cogl_texture_ensure_mipmaps (CoglHandle handle);
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void
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_cogl_texture_ensure_non_quad_rendering (CoglHandle handle);
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/* Utility function to determine which pixel format to use when
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dst_format is COGL_PIXEL_FORMAT_ANY. If dst_format is not ANY then
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it will just be returned directly */
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CoglPixelFormat
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_cogl_texture_determine_internal_format (CoglPixelFormat src_format,
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CoglPixelFormat dst_format);
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/* Utility function to help uploading a bitmap. If the bitmap needs
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premult conversion then it will be copied and *copied_bitmap will
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be set to TRUE. Otherwise dst_bmp will be set to a shallow copy of
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src_bmp. The GLenums needed for uploading are returned */
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gboolean
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_cogl_texture_prepare_for_upload (CoglBitmap *src_bmp,
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CoglPixelFormat dst_format,
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CoglPixelFormat *dst_format_out,
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CoglBitmap *dst_bmp,
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gboolean *copied_bitmap,
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GLenum *out_glintformat,
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GLenum *out_glformat,
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GLenum *out_gltype);
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void
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_cogl_texture_prep_gl_alignment_for_pixels_upload (int pixels_rowstride);
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void
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_cogl_texture_prep_gl_alignment_for_pixels_download (int pixels_rowstride);
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/* Utility function for implementing manual repeating. Even texture
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backends that always support hardware repeating need this because
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when foreach_sub_texture_in_region is invoked Cogl will set the
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wrap mode to GL_CLAMP_TO_EDGE so hardware repeating can't be
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done */
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void
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_cogl_texture_iterate_manual_repeats (CoglTextureManualRepeatCallback callback,
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float tx_1, float ty_1,
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float tx_2, float ty_2,
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void *user_data);
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/* Utility function to use as a fallback for getting the data of any
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texture via the framebuffer */
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gboolean
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_cogl_texture_draw_and_read (CoglHandle handle,
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CoglBitmap *target_bmp,
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GLuint target_gl_format,
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GLuint target_gl_type);
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#endif /* __COGL_TEXTURE_PRIVATE_H */
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