mutter/cogl/cogl-primitives.c
Neil Roberts e007bc5358 cogl-material: Add support for setting the wrap mode for a layer
Previously, Cogl's texture coordinate system was effectively always
GL_REPEAT so that if an application specifies coordinates outside the
range 0→1 it would get repeated copies of the texture. It would
however change the mode to GL_CLAMP_TO_EDGE if all of the coordinates
are in the range 0→1 so that in the common case that the whole texture
is being drawn with linear filtering it will not blend in edge pixels
from the opposite sides.

This patch adds the option for applications to change the wrap mode
per layer. There are now three wrap modes: 'repeat', 'clamp-to-edge'
and 'automatic'. The automatic map mode is the default and it
implements the previous behaviour. The wrap mode can be changed for
the s and t coordinates independently. I've tried to make the
internals support setting the r coordinate but as we don't support 3D
textures yet I haven't exposed any public API for it.

The texture backends still have a set_wrap_mode virtual but this value
is intended to be transitory and it will be changed whenever the
material is flushed (although the backends are expected to cache it so
that it won't use too many GL calls). In my understanding this value
was always meant to be transitory and all primitives were meant to set
the value before drawing. However there were comments suggesting that
this is not the expected behaviour. In particular the vertex buffer
drawing code never set a wrap mode so it would end up with whatever
the texture was previously used for. These issues are now fixed
because the material will always set the wrap modes.

There is code to manually implement clamp-to-edge for textures that
can't be hardware repeated. However this doesn't fully work because it
relies on being able to draw the stretched parts using quads with the
same values for tx1 and tx2. The texture iteration code doesn't
support this so it breaks. This is a separate bug and it isn't
trivially solved.

When flushing a material there are now extra options to set wrap mode
overrides. The overrides are an array of values for each layer that
specifies an override for the s, t or r coordinates. The primitives
use this to implement the automatic wrap mode. cogl_polygon also uses
it to set GL_CLAMP_TO_BORDER mode for its trick to render sliced
textures. Although this code has been added it looks like the sliced
trick has been broken for a while and I haven't attempted to fix it
here.

I've added a constant to represent the maximum number of layers that a
material supports so that I can size the overrides array. I've set it
to 32 because as far as I can tell we have that limit imposed anyway
because the other flush options use a guint32 to store a flag about
each layer. The overrides array ends up adding 32 bytes to each flush
options struct which may be a concern.

http://bugzilla.openedhand.com/show_bug.cgi?id=2063
2010-04-12 15:44:23 +01:00

1140 lines
40 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009,2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-journal-private.h"
#include "cogl-texture-private.h"
#include "cogl-material-private.h"
#include "cogl-vertex-buffer-private.h"
#include "cogl-framebuffer-private.h"
#include <string.h>
#include <math.h>
#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
#ifdef HAVE_COGL_GL
#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
#endif
typedef struct _TextureSlicedQuadState
{
CoglHandle material;
float tex_virtual_origin_x;
float tex_virtual_origin_y;
float quad_origin_x;
float quad_origin_y;
float v_to_q_scale_x;
float v_to_q_scale_y;
float quad_len_x;
float quad_len_y;
gboolean flipped_x;
gboolean flipped_y;
CoglMaterialWrapModeOverrides wrap_mode_overrides;
} TextureSlicedQuadState;
typedef struct _TextureSlicedPolygonState
{
const CoglTextureVertex *vertices;
int n_vertices;
int stride;
} TextureSlicedPolygonState;
static void
log_quad_sub_textures_cb (CoglHandle texture_handle,
GLuint gl_handle,
GLenum gl_target,
const float *subtexture_coords,
const float *virtual_coords,
void *user_data)
{
TextureSlicedQuadState *state = user_data;
float quad_coords[4];
#define TEX_VIRTUAL_TO_QUAD(V, Q, AXIS) \
do { \
Q = V - state->tex_virtual_origin_##AXIS; \
Q *= state->v_to_q_scale_##AXIS; \
if (state->flipped_##AXIS) \
Q = state->quad_len_##AXIS - Q; \
Q += state->quad_origin_##AXIS; \
} while (0);
TEX_VIRTUAL_TO_QUAD (virtual_coords[0], quad_coords[0], x);
TEX_VIRTUAL_TO_QUAD (virtual_coords[1], quad_coords[1], y);
TEX_VIRTUAL_TO_QUAD (virtual_coords[2], quad_coords[2], x);
TEX_VIRTUAL_TO_QUAD (virtual_coords[3], quad_coords[3], y);
#undef TEX_VIRTUAL_TO_QUAD
COGL_NOTE (DRAW,
"~~~~~ slice\n"
"qx1: %f\t"
"qy1: %f\n"
"qx2: %f\t"
"qy2: %f\n"
"tx1: %f\t"
"ty1: %f\n"
"tx2: %f\t"
"ty2: %f\n",
quad_coords[0], quad_coords[1],
quad_coords[2], quad_coords[3],
subtexture_coords[0], subtexture_coords[1],
subtexture_coords[2], subtexture_coords[3]);
/* FIXME: when the wrap mode becomes part of the material we need to
* be able to override the wrap mode when logging a quad. */
_cogl_journal_log_quad (quad_coords,
state->material,
1, /* one layer */
0, /* don't need to use fallbacks */
gl_handle, /* replace the layer0 texture */
&state->wrap_mode_overrides, /* use CLAMP_TO_EDGE */
subtexture_coords,
4);
}
/* This path doesn't currently support multitexturing but is used for
* CoglTextures that don't support repeating using the GPU so we need to
* manually emit extra geometry to fake the repeating. This includes:
*
* - CoglTexture2DSliced: when made of > 1 slice or if the users given
* texture coordinates require repeating,
* - CoglTexture2DAtlas: if the users given texture coordinates require
* repeating,
* - CoglTextureRectangle: if the users given texture coordinates require
* repeating,
* - CoglTexturePixmap: if the users given texture coordinates require
* repeating
*/
/* TODO: support multitexturing */
static void
_cogl_texture_quad_multiple_primitives (CoglHandle tex_handle,
CoglHandle material,
gboolean clamp_s,
gboolean clamp_t,
const float *position,
float tx_1,
float ty_1,
float tx_2,
float ty_2)
{
TextureSlicedQuadState state;
gboolean tex_virtual_flipped_x;
gboolean tex_virtual_flipped_y;
gboolean quad_flipped_x;
gboolean quad_flipped_y;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* If the wrap mode is clamp to edge then we'll recursively draw the
stretched part and replace the coordinates */
if (clamp_s && tx_1 != tx_2)
{
float *replacement_position = g_newa (float, 4);
float old_tx_1 = tx_1, old_tx_2 = tx_2;
memcpy (replacement_position, position, sizeof (float) * 4);
tx_1 = CLAMP (tx_1, 0.0f, 1.0f);
tx_2 = CLAMP (tx_2, 0.0f, 1.0f);
if (old_tx_1 != tx_1)
{
/* Draw the left part of the quad as a stretched copy of tx_1 */
float tmp_position[] =
{ position[0], position[1],
(position[0] +
(position[2] - position[0]) *
(tx_1 - old_tx_1) / (old_tx_2 - old_tx_1)),
position[3] };
_cogl_texture_quad_multiple_primitives (tex_handle, material,
FALSE, clamp_t,
tmp_position,
tx_1, ty_1, tx_1, ty_2);
replacement_position[0] = tmp_position[2];
}
if (old_tx_2 != tx_2)
{
/* Draw the right part of the quad as a stretched copy of tx_2 */
float tmp_position[] =
{ (position[0] +
(position[2] - position[0]) *
(tx_2 - old_tx_1) / (old_tx_2 - old_tx_1)),
position[1], position[2], position[3] };
_cogl_texture_quad_multiple_primitives (tex_handle, material,
FALSE, clamp_t,
tmp_position,
tx_2, ty_1, tx_2, ty_2);
replacement_position[2] = tmp_position[0];
}
/* If there's no main part left then we don't need to continue */
if (tx_1 == tx_2)
return;
position = replacement_position;
}
if (clamp_t && ty_1 != ty_2)
{
float *replacement_position = g_newa (float, 4);
float old_ty_1 = ty_1, old_ty_2 = ty_2;
memcpy (replacement_position, position, sizeof (float) * 4);
ty_1 = CLAMP (ty_1, 0.0f, 1.0f);
ty_2 = CLAMP (ty_2, 0.0f, 1.0f);
if (old_ty_1 != ty_1)
{
/* Draw the top part of the quad as a stretched copy of ty_1 */
float tmp_position[] =
{ position[0], position[1], position[2],
(position[1] +
(position[3] - position[1]) *
(ty_1 - old_ty_1) / (old_ty_2 - old_ty_1)) };
_cogl_texture_quad_multiple_primitives (tex_handle, material,
clamp_s, FALSE,
tmp_position,
tx_1, ty_1, tx_2, ty_1);
replacement_position[1] = tmp_position[3];
}
if (old_ty_2 != ty_2)
{
/* Draw the bottom part of the quad as a stretched copy of ty_2 */
float tmp_position[] =
{ position[0],
(position[1] +
(position[3] - position[1]) *
(ty_2 - old_ty_1) / (old_ty_2 - old_ty_1)),
position[2], position[3] };
_cogl_texture_quad_multiple_primitives (tex_handle, material,
clamp_s, FALSE,
tmp_position,
tx_1, ty_2, tx_2, ty_2);
replacement_position[3] = tmp_position[1];
}
/* If there's no main part left then we don't need to continue */
if (ty_1 == ty_2)
return;
position = replacement_position;
}
memset (&state.wrap_mode_overrides, 0, sizeof (state.wrap_mode_overrides));
/* We can't use hardware repeat so we need to set clamp to edge
otherwise it might pull in edge pixels from the other side */
state.wrap_mode_overrides.values[0].s =
COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_EDGE;
state.wrap_mode_overrides.values[0].t =
COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_EDGE;
state.material = material;
/* Get together the data we need to transform the virtual texture
* coordinates of each slice into quad coordinates...
*
* NB: We need to consider that the quad coordinates and the texture
* coordinates may be inverted along the x or y axis, and must preserve the
* inversions when we emit the final geometry.
*/
#define X0 0
#define Y0 1
#define X1 2
#define Y1 3
tex_virtual_flipped_x = (tx_1 > tx_2) ? TRUE : FALSE;
tex_virtual_flipped_y = (ty_1 > ty_2) ? TRUE : FALSE;
state.tex_virtual_origin_x = tex_virtual_flipped_x ? tx_2 : tx_1;
state.tex_virtual_origin_y = tex_virtual_flipped_y ? ty_2 : ty_1;
quad_flipped_x = (position[X0] > position[X1]) ? TRUE : FALSE;
quad_flipped_y = (position[Y0] > position[Y1]) ? TRUE : FALSE;
state.quad_origin_x = quad_flipped_x ? position[X1] : position[X0];
state.quad_origin_y = quad_flipped_y ? position[Y1] : position[Y0];
/* flatten the two forms of coordinate inversion into one... */
state.flipped_x = tex_virtual_flipped_x ^ quad_flipped_x;
state.flipped_y = tex_virtual_flipped_y ^ quad_flipped_y;
/* We use the _len_AXIS naming here instead of _width and _height because
* log_quad_slice_cb uses a macro with symbol concatenation to handle both
* axis, so this is more convenient... */
state.quad_len_x = fabs (position[X1] - position[X0]);
state.quad_len_y = fabs (position[Y1] - position[Y0]);
#undef X0
#undef Y0
#undef X1
#undef Y1
state.v_to_q_scale_x = fabs (state.quad_len_x / (tx_2 - tx_1));
state.v_to_q_scale_y = fabs (state.quad_len_y / (ty_2 - ty_1));
_cogl_texture_foreach_sub_texture_in_region (tex_handle,
tx_1, ty_1, tx_2, ty_2,
log_quad_sub_textures_cb,
&state);
}
/* This path supports multitexturing but only when each of the layers is
* handled with a single GL texture. Also if repeating is necessary then
* _cogl_texture_can_hardware_repeat() must return TRUE.
* This includes layers made from:
*
* - CoglTexture2DSliced: if only comprised of a single slice with optional
* waste, assuming the users given texture coordinates don't require
* repeating.
* - CoglTexture{1D,2D,3D}: always.
* - CoglTexture2DAtlas: assuming the users given texture coordinates don't
* require repeating.
* - CoglTextureRectangle: assuming the users given texture coordinates don't
* require repeating.
* - CoglTexturePixmap: assuming the users given texture coordinates don't
* require repeating.
*/
static gboolean
_cogl_multitexture_quad_single_primitive (const float *position,
CoglHandle material,
guint32 fallback_layers,
const float *user_tex_coords,
int user_tex_coords_len)
{
int n_layers = cogl_material_get_n_layers (material);
float *final_tex_coords = alloca (sizeof (float) * 4 * n_layers);
const GList *layers;
GList *tmp;
int i;
CoglMaterialWrapModeOverrides wrap_mode_overrides;
_COGL_GET_CONTEXT (ctx, FALSE);
memset (&wrap_mode_overrides, 0, sizeof (wrap_mode_overrides));
/*
* Validate the texture coordinates for this rectangle.
*/
layers = cogl_material_get_layers (material);
for (tmp = (GList *)layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
{
CoglHandle layer = (CoglHandle)tmp->data;
CoglHandle tex_handle;
const float *in_tex_coords;
float *out_tex_coords;
float default_tex_coords[4] = {0.0, 0.0, 1.0, 1.0};
CoglTransformResult transform_result;
unsigned long auto_wrap_mode;
tex_handle = cogl_material_layer_get_texture (layer);
/* COGL_INVALID_HANDLE textures are handled by
* _cogl_material_flush_gl_state */
if (tex_handle == COGL_INVALID_HANDLE)
continue;
/* If the user didn't supply texture coordinates for this layer
then use the default coords */
if (i >= user_tex_coords_len / 4)
in_tex_coords = default_tex_coords;
else
in_tex_coords = &user_tex_coords[i * 4];
out_tex_coords = &final_tex_coords[i * 4];
memcpy (out_tex_coords, in_tex_coords, sizeof (GLfloat) * 4);
/* Convert the texture coordinates to GL.
*/
transform_result =
_cogl_texture_transform_quad_coords_to_gl (tex_handle,
out_tex_coords);
/* If the texture has waste or we are using GL_TEXTURE_RECT we
* can't handle texture repeating so we can't use the layer if
* repeating is required.
*
* NB: We already know that no texture matrix is being used if the
* texture doesn't support hardware repeat.
*/
if (transform_result == COGL_TRANSFORM_SOFTWARE_REPEAT)
{
if (i == 0)
{
if (n_layers > 1)
{
static gboolean warning_seen = FALSE;
if (!warning_seen)
g_warning ("Skipping layers 1..n of your material since "
"the first layer doesn't support hardware "
"repeat (e.g. because of waste or use of "
"GL_TEXTURE_RECTANGLE_ARB) and you supplied "
"texture coordinates outside the range [0,1]."
"Falling back to software repeat assuming "
"layer 0 is the most important one keep");
warning_seen = TRUE;
}
return FALSE;
}
else
{
static gboolean warning_seen = FALSE;
if (!warning_seen)
g_warning ("Skipping layer %d of your material "
"since you have supplied texture coords "
"outside the range [0,1] but the texture "
"doesn't support hardware repeat (e.g. "
"because of waste or use of "
"GL_TEXTURE_RECTANGLE_ARB). This isn't "
"supported with multi-texturing.", i);
warning_seen = TRUE;
/* NB: marking for fallback will replace the layer with
* a default transparent texture */
fallback_layers |= (1 << i);
}
}
/* If we're not repeating then we want to clamp the coords
to the edge otherwise it can pull in edge pixels from the
wrong side when scaled */
if (transform_result == COGL_TRANSFORM_HARDWARE_REPEAT)
auto_wrap_mode = COGL_MATERIAL_WRAP_MODE_OVERRIDE_REPEAT;
else
auto_wrap_mode = COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_EDGE;
if (cogl_material_layer_get_wrap_mode_s (layer) ==
COGL_MATERIAL_WRAP_MODE_AUTOMATIC)
wrap_mode_overrides.values[i].s = auto_wrap_mode;
if (cogl_material_layer_get_wrap_mode_t (layer) ==
COGL_MATERIAL_WRAP_MODE_AUTOMATIC)
wrap_mode_overrides.values[i].t = auto_wrap_mode;
}
_cogl_journal_log_quad (position,
material,
n_layers,
fallback_layers,
0, /* don't replace the layer0 texture */
&wrap_mode_overrides,
final_tex_coords,
n_layers * 4);
return TRUE;
}
struct _CoglMutiTexturedRect
{
const float *position; /* x0,y0,x1,y1 */
const float *tex_coords; /* (tx0,ty0,tx1,ty1)(tx0,ty0,tx1,ty1)(... */
int tex_coords_len; /* number of floats in tex_coords? */
};
static void
_cogl_rectangles_with_multitexture_coords (
struct _CoglMutiTexturedRect *rects,
int n_rects)
{
CoglHandle material;
const GList *layers;
int n_layers;
const GList *tmp;
guint32 fallback_layers = 0;
gboolean all_use_sliced_quad_fallback = FALSE;
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
material = ctx->source_material;
layers = cogl_material_get_layers (material);
n_layers = cogl_material_get_n_layers (material);
/*
* Validate all the layers of the current source material...
*/
for (tmp = layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
{
CoglHandle layer = tmp->data;
CoglHandle tex_handle;
unsigned long flags;
if (cogl_material_layer_get_type (layer)
!= COGL_MATERIAL_LAYER_TYPE_TEXTURE)
continue;
/* We need to ensure the mipmaps are ready before deciding
anything else about the texture because it could become
something completely different if it needs to be migrated out
of the atlas */
_cogl_material_layer_ensure_mipmaps (layer);
tex_handle = cogl_material_layer_get_texture (layer);
/* COGL_INVALID_HANDLE textures are handled by
* _cogl_material_flush_gl_state */
if (tex_handle == COGL_INVALID_HANDLE)
continue;
/* XXX:
* For now, if the first layer is sliced then all other layers are
* ignored since we currently don't support multi-texturing with
* sliced textures. If the first layer is not sliced then any other
* layers found to be sliced will be skipped. (with a warning)
*
* TODO: Add support for multi-texturing rectangles with sliced
* textures if no texture matrices are in use.
*/
if (cogl_texture_is_sliced (tex_handle))
{
if (i == 0)
{
fallback_layers = ~1; /* fallback all except the first layer */
all_use_sliced_quad_fallback = TRUE;
if (tmp->next)
{
static gboolean warning_seen = FALSE;
if (!warning_seen)
g_warning ("Skipping layers 1..n of your material since "
"the first layer is sliced. We don't currently "
"support any multi-texturing with sliced "
"textures but assume layer 0 is the most "
"important to keep");
warning_seen = TRUE;
}
break;
}
else
{
static gboolean warning_seen = FALSE;
if (!warning_seen)
g_warning ("Skipping layer %d of your material consisting of "
"a sliced texture (unsuported for multi texturing)",
i);
warning_seen = TRUE;
/* NB: marking for fallback will replace the layer with
* a default transparent texture */
fallback_layers |= (1 << i);
continue;
}
}
/* If the texture can't be repeated with the GPU (e.g. because it has
* waste or if using GL_TEXTURE_RECTANGLE_ARB) then we don't support
* multi texturing since we don't know if the result will end up trying
* to texture from the waste area. */
flags = _cogl_material_layer_get_flags (layer);
if (flags & COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX
&& !_cogl_texture_can_hardware_repeat (tex_handle))
{
static gboolean warning_seen = FALSE;
if (!warning_seen)
g_warning ("Skipping layer %d of your material since a custom "
"texture matrix was given for a texture that can't be "
"repeated using the GPU and the result may try to "
"sample beyond the bounds of the texture ",
i);
warning_seen = TRUE;
/* NB: marking for fallback will replace the layer with
* a default transparent texture */
fallback_layers |= (1 << i);
continue;
}
}
/*
* Emit geometry for each of the rectangles...
*/
for (i = 0; i < n_rects; i++)
{
CoglHandle first_layer, tex_handle;
const float default_tex_coords[4] = {0.0, 0.0, 1.0, 1.0};
const float *tex_coords;
gboolean clamp_s, clamp_t;
if (!all_use_sliced_quad_fallback)
{
gboolean success =
_cogl_multitexture_quad_single_primitive (rects[i].position,
material,
fallback_layers,
rects[i].tex_coords,
rects[i].tex_coords_len);
/* NB: If _cogl_multitexture_quad_single_primitive fails then it
* means the user tried to use texture repeat with a texture that
* can't be repeated by the GPU (e.g. due to waste or use of
* GL_TEXTURE_RECTANGLE_ARB) */
if (success)
continue;
}
/* If multitexturing failed or we are drawing with a sliced texture
* then we only support a single layer so we pluck out the texture
* from the first material layer... */
first_layer = layers->data;
tex_handle = cogl_material_layer_get_texture (first_layer);
if (rects[i].tex_coords)
tex_coords = rects[i].tex_coords;
else
tex_coords = default_tex_coords;
clamp_s = (cogl_material_layer_get_wrap_mode_s (first_layer) ==
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE);
clamp_t = (cogl_material_layer_get_wrap_mode_t (first_layer) ==
COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE);
COGL_NOTE (DRAW, "Drawing Tex Quad (Multi-Prim Mode)");
_cogl_texture_quad_multiple_primitives (tex_handle,
material,
clamp_s, clamp_t,
rects[i].position,
tex_coords[0],
tex_coords[1],
tex_coords[2],
tex_coords[3]);
}
#if 0
/* XXX: The current journal doesn't handle changes to the model view matrix
* so for now we force a flush at the end of every primitive. */
_cogl_journal_flush ();
#endif
}
void
cogl_rectangles (const float *verts,
unsigned int n_rects)
{
struct _CoglMutiTexturedRect *rects;
int i;
/* XXX: All the cogl_rectangle* APIs normalize their input into an array of
* _CoglMutiTexturedRect rectangles and pass these on to our work horse;
* _cogl_rectangles_with_multitexture_coords.
*/
rects = g_alloca (n_rects * sizeof (struct _CoglMutiTexturedRect));
for (i = 0; i < n_rects; i++)
{
rects[i].position = &verts[i * 4];
rects[i].tex_coords = NULL;
rects[i].tex_coords_len = 0;
}
_cogl_rectangles_with_multitexture_coords (rects, n_rects);
}
void
cogl_rectangles_with_texture_coords (const float *verts,
unsigned int n_rects)
{
struct _CoglMutiTexturedRect *rects;
int i;
/* XXX: All the cogl_rectangle* APIs normalize their input into an array of
* _CoglMutiTexturedRect rectangles and pass these on to our work horse;
* _cogl_rectangles_with_multitexture_coords.
*/
rects = g_alloca (n_rects * sizeof (struct _CoglMutiTexturedRect));
for (i = 0; i < n_rects; i++)
{
rects[i].position = &verts[i * 8];
rects[i].tex_coords = &verts[i * 8 + 4];
rects[i].tex_coords_len = 4;
}
_cogl_rectangles_with_multitexture_coords (rects, n_rects);
}
void
cogl_rectangle_with_texture_coords (float x_1,
float y_1,
float x_2,
float y_2,
float tx_1,
float ty_1,
float tx_2,
float ty_2)
{
const float position[4] = {x_1, y_1, x_2, y_2};
const float tex_coords[4] = {tx_1, ty_1, tx_2, ty_2};
struct _CoglMutiTexturedRect rect;
/* XXX: All the cogl_rectangle* APIs normalize their input into an array of
* _CoglMutiTexturedRect rectangles and pass these on to our work horse;
* _cogl_rectangles_with_multitexture_coords.
*/
rect.position = position;
rect.tex_coords = tex_coords;
rect.tex_coords_len = 4;
_cogl_rectangles_with_multitexture_coords (&rect, 1);
}
void
cogl_rectangle_with_multitexture_coords (float x_1,
float y_1,
float x_2,
float y_2,
const float *user_tex_coords,
int user_tex_coords_len)
{
const float position[4] = {x_1, y_1, x_2, y_2};
struct _CoglMutiTexturedRect rect;
/* XXX: All the cogl_rectangle* APIs normalize their input into an array of
* _CoglMutiTexturedRect rectangles and pass these on to our work horse;
* _cogl_rectangles_with_multitexture_coords.
*/
rect.position = position;
rect.tex_coords = user_tex_coords;
rect.tex_coords_len = user_tex_coords_len;
_cogl_rectangles_with_multitexture_coords (&rect, 1);
}
void
cogl_rectangle (float x_1,
float y_1,
float x_2,
float y_2)
{
const float position[4] = {x_1, y_1, x_2, y_2};
struct _CoglMutiTexturedRect rect;
/* XXX: All the cogl_rectangle* APIs normalize their input into an array of
* _CoglMutiTexturedRect rectangles and pass these on to our work horse;
* _cogl_rectangles_with_multitexture_coords.
*/
rect.position = position;
rect.tex_coords = NULL;
rect.tex_coords_len = 0;
_cogl_rectangles_with_multitexture_coords (&rect, 1);
}
void
draw_polygon_sub_texture_cb (CoglHandle tex_handle,
GLuint gl_handle,
GLenum gl_target,
const float *subtexture_coords,
const float *virtual_coords,
void *user_data)
{
TextureSlicedPolygonState *state = user_data;
GLfloat *v;
int i;
CoglMaterialFlushOptions options;
float slice_origin_x;
float slice_origin_y;
float virtual_origin_x;
float virtual_origin_y;
float v_to_s_scale_x;
float v_to_s_scale_y;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
slice_origin_x = subtexture_coords[0];
slice_origin_y = subtexture_coords[1];
virtual_origin_x = virtual_coords[0];
virtual_origin_y = virtual_coords[1];
v_to_s_scale_x = ((virtual_coords[2] - virtual_coords[0]) /
(subtexture_coords[2] - subtexture_coords[0]));
v_to_s_scale_y = ((virtual_coords[3] - virtual_coords[1]) /
(subtexture_coords[3] - subtexture_coords[1]));
/* Convert the vertices into an array of GLfloats ready to pass to
* OpenGL */
v = (GLfloat *)ctx->logged_vertices->data;
for (i = 0; i < state->n_vertices; i++)
{
/* NB: layout = [X,Y,Z,TX,TY,R,G,B,A,...] */
GLfloat *t = v + 3;
t[0] = ((state->vertices[i].tx - virtual_origin_x) * v_to_s_scale_x
+ slice_origin_x);
t[1] = ((state->vertices[i].ty - virtual_origin_y) * v_to_s_scale_y
+ slice_origin_y);
v += state->stride;
}
options.flags =
COGL_MATERIAL_FLUSH_DISABLE_MASK |
COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE |
COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES;
/* disable all except the first layer */
options.disable_layers = (guint32)~1;
options.layer0_override_texture = gl_handle;
/* Override the wrapping mode on all of the slices to use a
transparent border so that we can draw the full polygon for
each slice. Coordinates outside the texture will be transparent
so only the part of the polygon that intersects the slice will
be visible. This is a fairly hacky fallback and it relies on
the blending function working correctly */
memset (&options.wrap_mode_overrides, 0,
sizeof (options.wrap_mode_overrides));
options.wrap_mode_overrides.values[0].s =
COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_BORDER;
options.wrap_mode_overrides.values[0].t =
COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_BORDER;
_cogl_material_flush_gl_state (ctx->source_material, &options);
GE (glDrawArrays (GL_TRIANGLE_FAN, 0, state->n_vertices));
}
/* handles 2d-sliced textures with > 1 slice */
static void
_cogl_texture_polygon_multiple_primitives (const CoglTextureVertex *vertices,
unsigned int n_vertices,
unsigned int stride,
gboolean use_color)
{
const GList *layers;
CoglHandle layer0;
CoglHandle tex_handle;
GLfloat *v;
int i;
TextureSlicedPolygonState state;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* We can assume in this case that we have at least one layer in the
* material that corresponds to a sliced cogl texture */
layers = cogl_material_get_layers (ctx->source_material);
layer0 = (CoglHandle)layers->data;
tex_handle = cogl_material_layer_get_texture (layer0);
v = (GLfloat *)ctx->logged_vertices->data;
for (i = 0; i < n_vertices; i++)
{
guint8 *c;
v[0] = vertices[i].x;
v[1] = vertices[i].y;
v[2] = vertices[i].z;
if (use_color)
{
/* NB: [X,Y,Z,TX,TY,R,G,B,A,...] */
c = (guint8 *) (v + 5);
c[0] = cogl_color_get_red_byte (&vertices[i].color);
c[1] = cogl_color_get_green_byte (&vertices[i].color);
c[2] = cogl_color_get_blue_byte (&vertices[i].color);
c[3] = cogl_color_get_alpha_byte (&vertices[i].color);
}
v += stride;
}
state.stride = stride;
state.vertices = vertices;
state.n_vertices = n_vertices;
_cogl_texture_foreach_sub_texture_in_region (tex_handle,
0, 0, 1, 1,
draw_polygon_sub_texture_cb,
&state);
}
static void
_cogl_multitexture_polygon_single_primitive (const CoglTextureVertex *vertices,
unsigned int n_vertices,
unsigned int n_layers,
unsigned int stride,
gboolean use_color,
guint32 fallback_layers)
{
CoglHandle material;
const GList *layers;
int i;
GList *tmp;
GLfloat *v;
CoglMaterialFlushOptions options;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
material = ctx->source_material;
layers = cogl_material_get_layers (material);
/* Convert the vertices into an array of GLfloats ready to pass to
OpenGL */
for (v = (GLfloat *)ctx->logged_vertices->data, i = 0;
i < n_vertices;
v += stride, i++)
{
guint8 *c;
int j;
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
v[0] = vertices[i].x;
v[1] = vertices[i].y;
v[2] = vertices[i].z;
for (tmp = (GList *)layers, j = 0; tmp != NULL; tmp = tmp->next, j++)
{
CoglHandle layer = (CoglHandle)tmp->data;
CoglHandle tex_handle;
GLfloat *t;
float tx, ty;
tex_handle = cogl_material_layer_get_texture (layer);
/* COGL_INVALID_HANDLE textures will be handled in
* _cogl_material_flush_layers_gl_state but there is no need to worry
* about scaling texture coordinates in this case */
if (tex_handle == COGL_INVALID_HANDLE)
continue;
tx = vertices[i].tx;
ty = vertices[i].ty;
_cogl_texture_transform_coords_to_gl (tex_handle, &tx, &ty);
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
t = v + 3 + 2 * j;
t[0] = tx;
t[1] = ty;
}
if (use_color)
{
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
c = (guint8 *) (v + 3 + 2 * n_layers);
c[0] = cogl_color_get_red_byte (&vertices[i].color);
c[1] = cogl_color_get_green_byte (&vertices[i].color);
c[2] = cogl_color_get_blue_byte (&vertices[i].color);
c[3] = cogl_color_get_alpha_byte (&vertices[i].color);
}
}
options.flags = COGL_MATERIAL_FLUSH_FALLBACK_MASK;
if (use_color)
options.flags |= COGL_MATERIAL_FLUSH_SKIP_GL_COLOR;
options.fallback_layers = fallback_layers;
_cogl_material_flush_gl_state (ctx->source_material, &options);
GE (glDrawArrays (GL_TRIANGLE_FAN, 0, n_vertices));
}
void
cogl_polygon (const CoglTextureVertex *vertices,
unsigned int n_vertices,
gboolean use_color)
{
CoglHandle material;
const GList *layers, *tmp;
int n_layers;
gboolean use_sliced_polygon_fallback = FALSE;
guint32 fallback_layers = 0;
int i;
unsigned long enable_flags;
unsigned int stride;
gsize stride_bytes;
GLfloat *v;
int prev_n_texcoord_arrays_enabled;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_journal_flush ();
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
* as the material state) when flushing the clip stack, so should
* always be done first when preparing to draw. */
_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
material = ctx->source_material;
layers = cogl_material_get_layers (ctx->source_material);
n_layers = g_list_length ((GList *)layers);
for (tmp = layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
{
CoglHandle layer = tmp->data;
CoglHandle tex_handle = cogl_material_layer_get_texture (layer);
/* COGL_INVALID_HANDLE textures will be handled in
* _cogl_material_flush_layers_gl_state */
if (tex_handle == COGL_INVALID_HANDLE)
continue;
/* Give the texture a chance to know that we're rendering
non-quad shaped primitives. If the texture is in an atlas it
will be migrated */
_cogl_texture_ensure_non_quad_rendering (tex_handle);
if (i == 0 && cogl_texture_is_sliced (tex_handle))
{
#if defined (HAVE_COGL_GLES) || defined (HAVE_COGL_GLES2)
{
static gboolean warning_seen = FALSE;
if (!warning_seen)
g_warning ("cogl_polygon does not work for sliced textures "
"on GL ES");
warning_seen = TRUE;
return;
}
#endif
if (n_layers > 1)
{
static gboolean warning_seen = FALSE;
if (!warning_seen)
{
g_warning ("Disabling layers 1..n since multi-texturing with "
"cogl_polygon isn't supported when using sliced "
"textures\n");
warning_seen = TRUE;
}
}
use_sliced_polygon_fallback = TRUE;
n_layers = 1;
if (cogl_material_layer_get_min_filter (layer) != GL_NEAREST
|| cogl_material_layer_get_mag_filter (layer) != GL_NEAREST)
{
static gboolean warning_seen = FALSE;
if (!warning_seen)
{
g_warning ("cogl_texture_polygon does not work for sliced textures "
"when the minification and magnification filters are not "
"COGL_MATERIAL_FILTER_NEAREST");
warning_seen = TRUE;
}
return;
}
break;
}
if (cogl_texture_is_sliced (tex_handle))
{
static gboolean warning_seen = FALSE;
if (!warning_seen)
g_warning ("Disabling layer %d of the current source material, "
"because texturing with the vertex buffer API is not "
"currently supported using sliced textures, or "
"textures with waste\n", i);
warning_seen = TRUE;
fallback_layers |= (1 << i);
continue;
}
}
/* Our data is arranged like:
* [X, Y, Z, TX0, TY0, TX1, TY1..., R, G, B, A,...] */
stride = 3 + (2 * n_layers) + (use_color ? 1 : 0);
stride_bytes = stride * sizeof (GLfloat);
/* Make sure there is enough space in the global vertex
array. This is used so we can render the polygon with a single
call to OpenGL but still support any number of vertices */
g_array_set_size (ctx->logged_vertices, n_vertices * stride);
v = (GLfloat *)ctx->logged_vertices->data;
/* Prepare GL state */
enable_flags = COGL_ENABLE_VERTEX_ARRAY;
enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
if (use_color)
{
enable_flags |= COGL_ENABLE_COLOR_ARRAY | COGL_ENABLE_BLEND;
GE( glColorPointer (4, GL_UNSIGNED_BYTE,
stride_bytes,
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
v + 3 + 2 * n_layers) );
}
_cogl_enable (enable_flags);
_cogl_flush_face_winding ();
GE (glVertexPointer (3, GL_FLOAT, stride_bytes, v));
for (i = 0; i < n_layers; i++)
{
GE (glClientActiveTexture (GL_TEXTURE0 + i));
GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY));
GE (glTexCoordPointer (2, GL_FLOAT,
stride_bytes,
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
v + 3 + 2 * i));
}
prev_n_texcoord_arrays_enabled = ctx->n_texcoord_arrays_enabled;
ctx->n_texcoord_arrays_enabled = n_layers;
for (; i < prev_n_texcoord_arrays_enabled; i++)
{
GE (glClientActiveTexture (GL_TEXTURE0 + i));
GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
}
if (use_sliced_polygon_fallback)
_cogl_texture_polygon_multiple_primitives (vertices,
n_vertices,
stride,
use_color);
else
_cogl_multitexture_polygon_single_primitive (vertices,
n_vertices,
n_layers,
stride,
use_color,
fallback_layers);
/* Reset the size of the logged vertex array because rendering
rectangles expects it to start at 0 */
g_array_set_size (ctx->logged_vertices, 0);
}