mutter/clutter/cogl/gl/cogl-texture.c

2169 lines
57 KiB
C
Raw Normal View History

/*
* Clutter COGL
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2007 OpenedHand
*
* 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-bitmap.h"
#include "cogl-texture.h"
#include "cogl-context.h"
Removed COGLhandle and changed shader and program functions to be wrapped in reference-counted CoglHandles instead. * clutter/cogl/gl/cogl-shader.c: * clutter/cogl/gl/cogl-shader.h: * clutter/cogl/gl/cogl-program.c: * clutter/cogl/gl/cogl-program.h: New files to hold the shader and program functions. * clutter/cogl/gl/cogl.c: Removed shader and program functions. * clutter/cogl/common/cogl-handle.h: New header to define COGL_HANDLE_DEFINE which helps build functions to create reference-counted handles. This reduces the amount of duplicated code. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gl/cogl-fbo.c: Converted to use COGL_HANDLE_DEFINE from cogl-handle.h to avoid duplicating some of the common code. * clutter/cogl/gles/cogl-defines.h.in: * clutter/cogl/gl/cogl-defines.h.in: Removed COGLhandle * clutter/cogl/gl/cogl-context.h: Added handle arrays for programs and shaders. * clutter/cogl/gl/cogl-context.c (cogl_create_context): Added initialisers for shader_handles and program_handles. (cogl_destroy_context): Added calls to g_array_free for all handle arrays. * clutter/cogl/gl/Makefile.am (libclutter_cogl_la_SOURCES): Added cogl-{program,shader}.{c,h} * clutter/cogl/common/Makefile.am (libclutter_cogl_common_la_SOURCES): Added cogl-handle.h * clutter/cogl/gles/cogl.c: * clutter/cogl/cogl.h.in: Programs and shaders are now wrapped in CoglHandles instead of COGLhandles. cogl_program_destroy and cogl_shader_destroy is now replaced with cogl_program_unref and cogl_shader_unref. cogl_program_ref and cogl_shader_ref are also added. * clutter/clutter-shader.c: Converted to use CoglHandles for the programs and shaders instead of COGLhandles. * cogl/cogl-sections.txt: Added cogl_shader_ref, cogl_shader_unref, cogl_is_shader, cogl_program_ref, cogl_program_unref, cogl_is_program and cogl_is_offscreen.
2008-04-29 16:10:37 +00:00
#include "cogl-handle.h"
#include <string.h>
#include <stdlib.h>
/*
#define COGL_DEBUG 1
#define GE(x) \
{ \
glGetError(); x; \
GLuint err = glGetError(); \
if (err != 0) \
printf("err: 0x%x\n", err); \
} */
Removed COGLhandle and changed shader and program functions to be wrapped in reference-counted CoglHandles instead. * clutter/cogl/gl/cogl-shader.c: * clutter/cogl/gl/cogl-shader.h: * clutter/cogl/gl/cogl-program.c: * clutter/cogl/gl/cogl-program.h: New files to hold the shader and program functions. * clutter/cogl/gl/cogl.c: Removed shader and program functions. * clutter/cogl/common/cogl-handle.h: New header to define COGL_HANDLE_DEFINE which helps build functions to create reference-counted handles. This reduces the amount of duplicated code. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gl/cogl-fbo.c: Converted to use COGL_HANDLE_DEFINE from cogl-handle.h to avoid duplicating some of the common code. * clutter/cogl/gles/cogl-defines.h.in: * clutter/cogl/gl/cogl-defines.h.in: Removed COGLhandle * clutter/cogl/gl/cogl-context.h: Added handle arrays for programs and shaders. * clutter/cogl/gl/cogl-context.c (cogl_create_context): Added initialisers for shader_handles and program_handles. (cogl_destroy_context): Added calls to g_array_free for all handle arrays. * clutter/cogl/gl/Makefile.am (libclutter_cogl_la_SOURCES): Added cogl-{program,shader}.{c,h} * clutter/cogl/common/Makefile.am (libclutter_cogl_common_la_SOURCES): Added cogl-handle.h * clutter/cogl/gles/cogl.c: * clutter/cogl/cogl.h.in: Programs and shaders are now wrapped in CoglHandles instead of COGLhandles. cogl_program_destroy and cogl_shader_destroy is now replaced with cogl_program_unref and cogl_shader_unref. cogl_program_ref and cogl_shader_ref are also added. * clutter/clutter-shader.c: Converted to use CoglHandles for the programs and shaders instead of COGLhandles. * cogl/cogl-sections.txt: Added cogl_shader_ref, cogl_shader_unref, cogl_is_shader, cogl_program_ref, cogl_program_unref, cogl_is_program and cogl_is_offscreen.
2008-04-29 16:10:37 +00:00
static void _cogl_texture_free (CoglTexture *tex);
COGL_HANDLE_DEFINE (Texture, texture, texture_handles);
struct _CoglSpanIter
{
gint index;
GArray *array;
CoglTexSliceSpan *span;
ClutterFixed pos;
ClutterFixed next_pos;
ClutterFixed origin;
ClutterFixed cover_start;
ClutterFixed cover_end;
ClutterFixed intersect_start;
ClutterFixed intersect_end;
ClutterFixed intersect_start_local;
ClutterFixed intersect_end_local;
gboolean intersects;
};
static void
_cogl_texture_bitmap_free (CoglTexture *tex)
{
if (tex->bitmap.data != NULL && tex->bitmap_owner)
g_free (tex->bitmap.data);
tex->bitmap.data = NULL;
tex->bitmap_owner = FALSE;
}
static void
_cogl_texture_bitmap_swap (CoglTexture *tex,
CoglBitmap *new_bitmap)
{
if (tex->bitmap.data != NULL && tex->bitmap_owner)
g_free (tex->bitmap.data);
tex->bitmap = *new_bitmap;
tex->bitmap_owner = TRUE;
}
static void
_cogl_span_iter_update (CoglSpanIter *iter)
{
/* Pick current span */
iter->span = &g_array_index (iter->array,
CoglTexSliceSpan,
iter->index);
/* Offset next position by span size */
iter->next_pos = iter->pos +
CLUTTER_INT_TO_FIXED (iter->span->size - iter->span->waste);
/* Check if span intersects the area to cover */
if (iter->next_pos <= iter->cover_start ||
iter->pos >= iter->cover_end)
{
/* Intersection undefined */
iter->intersects = FALSE;
return;
}
iter->intersects = TRUE;
/* Clip start position to coverage area */
if (iter->pos < iter->cover_start)
iter->intersect_start = iter->cover_start;
else
iter->intersect_start = iter->pos;
/* Clip end position to coverage area */
if (iter->next_pos > iter->cover_end)
iter->intersect_end = iter->cover_end;
else
iter->intersect_end = iter->next_pos;
}
static void
_cogl_span_iter_begin (CoglSpanIter *iter,
GArray *array,
ClutterFixed origin,
ClutterFixed cover_start,
ClutterFixed cover_end)
{
/* Copy info */
iter->index = 0;
iter->array = array;
iter->span = NULL;
iter->origin = origin;
iter->cover_start = cover_start;
iter->cover_end = cover_end;
iter->pos = iter->origin;
/* Update intersection */
_cogl_span_iter_update (iter);
}
void
_cogl_span_iter_next (CoglSpanIter *iter)
{
/* Move current position */
iter->pos = iter->next_pos;
/* Pick next slice (wrap when last reached) */
iter->index = (iter->index + 1) % iter->array->len;
/* Update intersection */
_cogl_span_iter_update (iter);
}
static gboolean
_cogl_span_iter_end (CoglSpanIter *iter)
{
/* End reached when whole area covered */
return iter->pos >= iter->cover_end;
}
static void
_cogl_subregion_gl_store_rules (gint bmp_rowstride,
gint bmp_width,
gint bmp_bpp,
gint src_x,
gint src_y,
gboolean pack)
{
const GLenum ALIGNMENT = pack ?
GL_PACK_ALIGNMENT : GL_UNPACK_ALIGNMENT;
const GLenum ROW_LENGTH = pack ?
GL_PACK_ROW_LENGTH : GL_UNPACK_ROW_LENGTH;
const GLenum SKIP_ROWS = pack ?
GL_PACK_SKIP_ROWS : GL_UNPACK_SKIP_ROWS;
const GLenum SKIP_PIXELS = pack ?
GL_PACK_SKIP_PIXELS : GL_UNPACK_SKIP_PIXELS;
/* Encode the part of the rowstride that is a multiple of bmp_bpp in
ROW_LENGTH and the remainder in ALIGNMENT */
GE( glPixelStorei (ROW_LENGTH, bmp_rowstride / bmp_bpp) );
if (bmp_rowstride == bmp_width * bmp_bpp)
{
GE( glPixelStorei (ALIGNMENT, 1) );
}
else
{
if ((bmp_rowstride % 4) == 0)
{
GE( glPixelStorei (ALIGNMENT, 4) );
}
else
{
if ((bmp_rowstride % 2) == 0)
GE( glPixelStorei (ALIGNMENT, 2) );
}
}
GE( glPixelStorei (SKIP_ROWS, src_y) );
GE( glPixelStorei (SKIP_PIXELS, src_x) );
}
static gboolean
_cogl_texture_upload_to_gl (CoglTexture *tex)
{
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
GLuint gl_handle;
gint bpp;
gint x,y;
bpp = _cogl_get_format_bpp (tex->bitmap.format);
/* Iterate vertical slices */
for (y = 0; y < tex->slice_y_spans->len; ++y)
{
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, y);
/* Iterate horizontal slices */
for (x = 0; x < tex->slice_x_spans->len; ++x)
{
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, x);
/* Pick the gl texture object handle */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint,
y * tex->slice_x_spans->len + x);
/* Setup gl alignment to match rowstride and top-left corner */
_cogl_subregion_gl_store_rules (tex->bitmap.rowstride,
tex->bitmap.width,
bpp,
x_span->start,
y_span->start,
FALSE);
/* Upload new image data */
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( glTexSubImage2D (tex->gl_target, 0, 0, 0,
x_span->size - x_span->waste,
y_span->size - y_span->waste,
tex->gl_format, tex->gl_type,
tex->bitmap.data) );
}
}
return TRUE;
}
static gboolean
_cogl_texture_download_from_gl (CoglTexture *tex,
CoglBitmap *target_bmp,
GLuint target_gl_format,
GLuint target_gl_type)
{
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
GLuint gl_handle;
gint bpp;
gint x,y;
CoglBitmap slice_bmp;
bpp = _cogl_get_format_bpp (target_bmp->format);
/* Iterate vertical slices */
for (y = 0; y < tex->slice_y_spans->len; ++y)
{
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, y);
/* Iterate horizontal slices */
for (x = 0; x < tex->slice_x_spans->len; ++x)
{
/*if (x != 0 || y != 1) continue;*/
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, x);
/* Pick the gl texture object handle */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint,
y * tex->slice_x_spans->len + x);
/* If there's any waste we need to copy manually
(no glGetTexSubImage) */
if (y_span->waste != 0 || x_span->waste != 0)
{
/* Setup temp bitmap for slice subregion */
slice_bmp.format = tex->bitmap.format;
slice_bmp.width = x_span->size;
slice_bmp.height = y_span->size;
slice_bmp.rowstride = bpp * slice_bmp.width;
slice_bmp.data = (guchar*) g_malloc (slice_bmp.rowstride *
slice_bmp.height);
/* Setup gl alignment to 0,0 top-left corner */
_cogl_subregion_gl_store_rules (slice_bmp.rowstride,
slice_bmp.width,
bpp, 0, 0, TRUE);
/* Download slice image data into temp bmp */
GE( glBindTexture (tex->gl_target, gl_handle) );
GE (glGetTexImage (tex->gl_target, 0,
target_gl_format,
target_gl_type,
slice_bmp.data) );
/* Copy portion of slice from temp to target bmp */
_cogl_bitmap_copy_subregion (&slice_bmp,
target_bmp,
0, 0,
x_span->start,
y_span->start,
x_span->size - x_span->waste,
y_span->size - y_span->waste);
/* Free temp bitmap */
g_free (slice_bmp.data);
}
else
{
/* Setup gl alignment to match rowstride and top-left corner */
/* FIXME: for some strange reason any value other than 0
* for GL_PACK_SKIP_PIXELS or GL_PACK_SKIP_ROWS corrupts the
* memory. As a workaround we offset data pointer manually
_cogl_subregion_gl_store_rules (target_bmp->rowstride,
target_bmp->width,
bpp,
x_span->start,
y_span->start,
TRUE);*/
_cogl_subregion_gl_store_rules (target_bmp->rowstride,
target_bmp->width,
bpp,
0, 0,
TRUE);
/* Download slice image data */
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( glGetTexImage (tex->gl_target, 0,
target_gl_format,
target_gl_type,
target_bmp->data +
x_span->start * bpp +
y_span->start * target_bmp->rowstride) );
}
}
}
return TRUE;
}
static gboolean
_cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
gint src_x,
gint src_y,
gint dst_x,
gint dst_y,
gint width,
gint height,
CoglBitmap *source_bmp,
GLuint source_gl_format,
GLuint source_gl_type)
{
gint bpp;
CoglSpanIter x_iter;
CoglSpanIter y_iter;
GLuint gl_handle;
gint source_x = 0, source_y = 0;
gint inter_w = 0, inter_h = 0;
gint local_x = 0, local_y = 0;
bpp = _cogl_get_format_bpp (source_bmp->format);
/* Iterate vertical spans */
for (source_y = src_y,
_cogl_span_iter_begin (&y_iter, tex->slice_y_spans,
0, CLUTTER_INT_TO_FIXED (dst_y),
CLUTTER_INT_TO_FIXED (dst_y + height));
!_cogl_span_iter_end (&y_iter);
_cogl_span_iter_next (&y_iter),
source_y += inter_h )
{
/* Iterate horizontal spans */
for (source_x = src_x,
_cogl_span_iter_begin (&x_iter, tex->slice_x_spans,
0, CLUTTER_INT_TO_FIXED (dst_x),
CLUTTER_INT_TO_FIXED (dst_x + width));
!_cogl_span_iter_end (&x_iter);
_cogl_span_iter_next (&x_iter),
source_x += inter_w )
{
/* Pick intersection width and height */
inter_w = CLUTTER_FIXED_TO_INT (x_iter.intersect_end -
x_iter.intersect_start);
inter_h = CLUTTER_FIXED_TO_INT (y_iter.intersect_end -
y_iter.intersect_start);
/* Localize intersection top-left corner to slice*/
local_x = CLUTTER_FIXED_TO_INT (x_iter.intersect_start -
x_iter.pos);
local_y = CLUTTER_FIXED_TO_INT (y_iter.intersect_start -
y_iter.pos);
/* Pick slice GL handle */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint,
y_iter.index * tex->slice_x_spans->len +
x_iter.index);
/* Setup gl alignment to match rowstride and top-left corner */
_cogl_subregion_gl_store_rules (source_bmp->rowstride,
source_bmp->width,
bpp,
source_x,
source_y,
FALSE);
/* Upload new image data */
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( glTexSubImage2D (tex->gl_target, 0,
local_x, local_y,
inter_w, inter_h,
source_gl_format,
source_gl_type,
source_bmp->data) );
}
}
return TRUE;
}
static gint
_cogl_rect_slices_for_size (gint size_to_fill,
gint max_span_size,
gint max_waste,
GArray *out_spans)
{
gint n_spans = 0;
CoglTexSliceSpan span;
/* Init first slice span */
span.start = 0;
span.size = max_span_size;
span.waste = 0;
/* Repeat until whole area covered */
while (size_to_fill >= span.size)
{
/* Add another slice span of same size */
if (out_spans) g_array_append_val (out_spans, span);
span.start += span.size;
size_to_fill -= span.size;
n_spans++;
}
/* Add one last smaller slice span */
if (size_to_fill > 0)
{
span.size = size_to_fill;
if (out_spans) g_array_append_val (out_spans, span);
n_spans++;
}
return n_spans;
}
static gint
_cogl_pot_slices_for_size (gint size_to_fill,
gint max_span_size,
gint max_waste,
GArray *out_spans)
{
gint n_spans = 0;
CoglTexSliceSpan span;
/* Init first slice span */
span.start = 0;
span.size = max_span_size;
span.waste = 0;
/* Fix invalid max_waste */
if (max_waste < 0) max_waste = 0;
while (TRUE)
{
/* Is the whole area covered? */
if (size_to_fill > span.size)
{
/* Not yet - add a span of this size */
if (out_spans) g_array_append_val (out_spans, span);
span.start += span.size;
size_to_fill -= span.size;
n_spans++;
}
else if (span.size - size_to_fill <= max_waste)
{
/* Yes and waste is small enough */
span.waste = span.size - size_to_fill;
if (out_spans) g_array_append_val (out_spans, span);
return ++n_spans;
}
else
{
/* Yes but waste is too large */
while (span.size - size_to_fill > max_waste)
{
span.size /= 2;
g_assert (span.size > 0);
}
}
}
/* Can't get here */
return 0;
}
static gboolean
_cogl_texture_size_supported (GLenum gl_target,
GLenum gl_format,
GLenum gl_type,
int width,
int height)
{
if (gl_target == GL_TEXTURE_RECTANGLE_ARB)
{
/* There is no proxy rectangle texture target so best we can
* do is to check against the safest value (although depending
* on our specific format and type the size could be supported
* when it seems it is not) */
GLint max_size = 0;
GE( glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB, &max_size) );
return (max_size && width <= max_size && height <= max_size);
}
else if (gl_target == GL_TEXTURE_2D)
{
/* Proxy texture allows for a quick check for supported size */
GLint new_width = 0;
GE( glTexImage2D (GL_PROXY_TEXTURE_2D, 0, GL_RGBA,
width, height, 0 /* border */,
gl_format, gl_type, NULL) );
GE( glGetTexLevelParameteriv (GL_PROXY_TEXTURE_2D, 0,
GL_TEXTURE_WIDTH, &new_width) );
return new_width != 0;
}
else
{
/* not used */
return 0;
}
}
static gboolean
_cogl_texture_slices_create (CoglTexture *tex)
{
gint bpp;
gint max_width;
gint max_height;
GLuint *gl_handles;
gint n_x_slices;
gint n_y_slices;
gint n_slices;
gint x, y;
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
const GLfloat transparent_color[4] = { 0x00, 0x00, 0x00, 0x00 };
gint (*slices_for_size) (gint, gint, gint, GArray*);
bpp = _cogl_get_format_bpp (tex->bitmap.format);
/* Initialize size of largest slice according to supported features*/
if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT))
{
max_width = tex->bitmap.width;
max_height = tex->bitmap.height;
tex->gl_target = GL_TEXTURE_2D;
slices_for_size = _cogl_rect_slices_for_size;
}
else if (cogl_features_available (COGL_FEATURE_TEXTURE_RECTANGLE))
{
max_width = tex->bitmap.width;
max_height = tex->bitmap.height;
tex->gl_target = GL_TEXTURE_RECTANGLE_ARB;
slices_for_size = _cogl_rect_slices_for_size;
}
else
{
max_width = cogl_util_next_p2 (tex->bitmap.width);
max_height = cogl_util_next_p2 (tex->bitmap.height);
tex->gl_target = GL_TEXTURE_2D;
slices_for_size = _cogl_pot_slices_for_size;
}
/* Negative number means no slicing forced by the user */
if (tex->max_waste <= -1)
{
CoglTexSliceSpan span;
/* Check if size supported else bail out */
if (!_cogl_texture_size_supported (tex->gl_target,
tex->gl_format,
tex->gl_type,
max_width,
max_height))
{
return FALSE;
}
n_x_slices = 1;
n_y_slices = 1;
/* Init span arrays */
tex->slice_x_spans = g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan),
1);
tex->slice_y_spans = g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan),
1);
/* Add a single span for width and height */
span.start = 0;
span.size = max_width;
span.waste = max_width - tex->bitmap.width;
g_array_append_val (tex->slice_x_spans, span);
span.size = max_height;
span.waste = max_height - tex->bitmap.height;
g_array_append_val (tex->slice_y_spans, span);
}
else
{
/* Decrease the size of largest slice until supported by GL */
while (!_cogl_texture_size_supported (tex->gl_target,
tex->gl_format,
tex->gl_type,
max_width,
max_height))
{
/* Alternate between width and height */
if (max_width > max_height)
max_width /= 2;
else
max_height /= 2;
if (max_width == 0 || max_height == 0)
return FALSE;
}
/* Determine the slices required to cover the bitmap area */
n_x_slices = slices_for_size (tex->bitmap.width,
max_width, tex->max_waste,
NULL);
n_y_slices = slices_for_size (tex->bitmap.height,
max_height, tex->max_waste,
NULL);
/* Init span arrays with reserved size */
tex->slice_x_spans = g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan),
n_x_slices);
tex->slice_y_spans = g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan),
n_y_slices);
/* Fill span arrays with info */
slices_for_size (tex->bitmap.width,
max_width, tex->max_waste,
tex->slice_x_spans);
slices_for_size (tex->bitmap.height,
max_height, tex->max_waste,
tex->slice_y_spans);
}
/* Init and resize GL handle array */
n_slices = n_x_slices * n_y_slices;
tex->slice_gl_handles = g_array_sized_new (FALSE, FALSE,
sizeof (GLuint),
n_slices);
g_array_set_size (tex->slice_gl_handles, n_slices);
/* Hardware repeated tiling if supported, else tile in software*/
if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
&& n_slices == 1)
tex->wrap_mode = GL_REPEAT;
else
tex->wrap_mode = GL_CLAMP_TO_EDGE;
/* Generate a "working set" of GL texture objects
* (some implementations might supported faster
* re-binding between textures inside a set) */
gl_handles = (GLuint*) tex->slice_gl_handles->data;
GE( glGenTextures (n_slices, gl_handles) );
/* Init each GL texture object */
for (y = 0; y < n_y_slices; ++y)
{
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, y);
for (x = 0; x < n_x_slices; ++x)
{
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, x);
#if COGL_DEBUG
printf ("CREATE SLICE (%d,%d)\n", x,y);
printf ("size: (%d x %d)\n",
x_span->size - x_span->waste,
y_span->size - y_span->waste);
#endif
/* Setup texture parameters */
GE( glBindTexture (tex->gl_target, gl_handles[y * n_x_slices + x]) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MAG_FILTER, tex->mag_filter) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MIN_FILTER, tex->min_filter) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_S,
tex->wrap_mode) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_T,
tex->wrap_mode) );
if (tex->auto_mipmap)
GE( glTexParameteri (tex->gl_target, GL_GENERATE_MIPMAP, GL_TRUE) );
/* Use a transparent border color so that we can leave the
color buffer alone when using texture co-ordinates
outside of the texture */
GE( glTexParameterfv (tex->gl_target, GL_TEXTURE_BORDER_COLOR,
transparent_color) );
/* Pass NULL data to init size and internal format */
GE( glTexImage2D (tex->gl_target, 0, tex->gl_intformat,
x_span->size, y_span->size, 0,
tex->gl_format, tex->gl_type, 0) );
}
}
return TRUE;
}
static void
_cogl_texture_slices_free (CoglTexture *tex)
{
if (tex->slice_x_spans != NULL)
g_array_free (tex->slice_x_spans, TRUE);
if (tex->slice_y_spans != NULL)
g_array_free (tex->slice_y_spans, TRUE);
if (tex->slice_gl_handles != NULL)
{
if (tex->is_foreign == FALSE)
{
GE( glDeleteTextures (tex->slice_gl_handles->len,
(GLuint*) tex->slice_gl_handles->data) );
}
g_array_free (tex->slice_gl_handles, TRUE);
}
}
static gboolean
_cogl_pixel_format_from_gl_internal (GLenum gl_int_format,
CoglPixelFormat *out_format)
{
/* It doesn't really matter we convert to exact same
format (some have no cogl match anyway) since format
is re-matched against cogl when getting or setting
texture image data.
*/
switch (gl_int_format)
{
case GL_ALPHA: case GL_ALPHA4: case GL_ALPHA8:
case GL_ALPHA12: case GL_ALPHA16:
*out_format = COGL_PIXEL_FORMAT_A_8;
return TRUE;
case GL_LUMINANCE: case GL_LUMINANCE4: case GL_LUMINANCE8:
case GL_LUMINANCE12: case GL_LUMINANCE16:
*out_format = COGL_PIXEL_FORMAT_G_8;
return TRUE;
case GL_RGB: case GL_RGB4: case GL_RGB5: case GL_RGB8:
case GL_RGB10: case GL_RGB12: case GL_RGB16: case GL_R3_G3_B2:
*out_format = COGL_PIXEL_FORMAT_RGB_888;
return TRUE;
case GL_RGBA: case GL_RGBA2: case GL_RGBA4: case GL_RGB5_A1:
case GL_RGBA8: case GL_RGB10_A2: case GL_RGBA12: case GL_RGBA16:
*out_format = COGL_PIXEL_FORMAT_RGBA_8888;
return TRUE;
}
return FALSE;
}
static CoglPixelFormat
_cogl_pixel_format_to_gl (CoglPixelFormat format,
GLenum *out_glintformat,
GLenum *out_glformat,
GLenum *out_gltype)
{
CoglPixelFormat required_format;
GLenum glintformat = 0;
GLenum glformat = 0;
GLenum gltype = 0;
/* No premultiplied formats accepted by GL
* (FIXME: latest hardware?) */
if (format & COGL_PREMULT_BIT)
format = (format & COGL_UNPREMULT_MASK);
/* Everything else accepted
* (FIXME: check YUV support) */
required_format = format;
/* Find GL equivalents */
switch (format)
{
case COGL_PIXEL_FORMAT_A_8:
glintformat = GL_ALPHA;
glformat = GL_ALPHA;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_G_8:
glintformat = GL_LUMINANCE;
glformat = GL_LUMINANCE;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_RGB_888:
glintformat = GL_RGB;
glformat = GL_RGB;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_BGR_888:
glintformat = GL_RGB;
glformat = GL_BGR;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_RGBA_8888:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_BGRA_8888:
glintformat = GL_RGBA;
glformat = GL_BGRA;
gltype = GL_UNSIGNED_BYTE;
break;
/* The following two types of channel ordering
* have no GL equivalent unless defined using
* system word byte ordering */
case COGL_PIXEL_FORMAT_ARGB_8888:
glintformat = GL_RGBA;
glformat = GL_BGRA;
#if G_BYTE_ORDER == G_LITTLE_ENDIAN
gltype = GL_UNSIGNED_INT_8_8_8_8;
#else
gltype = GL_UNSIGNED_INT_8_8_8_8_REV;
#endif
break;
case COGL_PIXEL_FORMAT_ABGR_8888:
glintformat = GL_RGBA;
glformat = GL_RGBA;
#if G_BYTE_ORDER == G_LITTLE_ENDIAN
gltype = GL_UNSIGNED_INT_8_8_8_8;
#else
gltype = GL_UNSIGNED_INT_8_8_8_8_REV;
#endif
break;
/* The following three types of channel ordering
* are always defined using system word byte
* ordering (even according to GLES spec) */
case COGL_PIXEL_FORMAT_RGB_565:
glintformat = GL_RGB;
glformat = GL_RGB;
gltype = GL_UNSIGNED_SHORT_5_6_5;
break;
case COGL_PIXEL_FORMAT_RGBA_4444:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case COGL_PIXEL_FORMAT_RGBA_5551:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_SHORT_5_5_5_1;
break;
/* FIXME: check extensions for YUV support */
default:
break;
}
if (out_glintformat != NULL)
*out_glintformat = glintformat;
if (out_glformat != NULL)
*out_glformat = glformat;
if (out_gltype != NULL)
*out_gltype = gltype;
return required_format;
}
static gboolean
_cogl_texture_bitmap_prepare (CoglTexture *tex,
CoglPixelFormat internal_format)
{
CoglBitmap new_bitmap;
CoglPixelFormat new_data_format;
gboolean success;
/* Was there any internal conversion requested? */
if (internal_format == COGL_PIXEL_FORMAT_ANY)
internal_format = tex->bitmap.format;
/* Find closest format accepted by GL */
new_data_format = _cogl_pixel_format_to_gl (internal_format,
&tex->gl_intformat,
&tex->gl_format,
&tex->gl_type);
/* Convert to internal format */
if (new_data_format != tex->bitmap.format)
{
success = _cogl_bitmap_convert_and_premult (&tex->bitmap,
&new_bitmap,
new_data_format);
if (!success)
return FALSE;
/* Update texture with new data */
_cogl_texture_bitmap_swap (tex, &new_bitmap);
}
return TRUE;
}
static void
_cogl_texture_free (CoglTexture *tex)
{
/* Frees texture resources but its handle is not
released! Do that separately before this! */
_cogl_texture_bitmap_free (tex);
_cogl_texture_slices_free (tex);
g_free (tex);
}
CoglHandle
cogl_texture_new_with_size (guint width,
guint height,
gint max_waste,
gboolean auto_mipmap,
CoglPixelFormat internal_format)
{
CoglTexture *tex;
gint bpp;
gint rowstride;
/* Since no data, we need some internal format */
if (internal_format == COGL_PIXEL_FORMAT_ANY)
return COGL_INVALID_HANDLE;
/* Rowstride from width */
bpp = _cogl_get_format_bpp (internal_format);
rowstride = width * bpp;
/* Init texture with empty bitmap */
tex = (CoglTexture*) g_malloc (sizeof (CoglTexture));
tex->ref_count = 1;
Removed COGLhandle and changed shader and program functions to be wrapped in reference-counted CoglHandles instead. * clutter/cogl/gl/cogl-shader.c: * clutter/cogl/gl/cogl-shader.h: * clutter/cogl/gl/cogl-program.c: * clutter/cogl/gl/cogl-program.h: New files to hold the shader and program functions. * clutter/cogl/gl/cogl.c: Removed shader and program functions. * clutter/cogl/common/cogl-handle.h: New header to define COGL_HANDLE_DEFINE which helps build functions to create reference-counted handles. This reduces the amount of duplicated code. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gl/cogl-fbo.c: Converted to use COGL_HANDLE_DEFINE from cogl-handle.h to avoid duplicating some of the common code. * clutter/cogl/gles/cogl-defines.h.in: * clutter/cogl/gl/cogl-defines.h.in: Removed COGLhandle * clutter/cogl/gl/cogl-context.h: Added handle arrays for programs and shaders. * clutter/cogl/gl/cogl-context.c (cogl_create_context): Added initialisers for shader_handles and program_handles. (cogl_destroy_context): Added calls to g_array_free for all handle arrays. * clutter/cogl/gl/Makefile.am (libclutter_cogl_la_SOURCES): Added cogl-{program,shader}.{c,h} * clutter/cogl/common/Makefile.am (libclutter_cogl_common_la_SOURCES): Added cogl-handle.h * clutter/cogl/gles/cogl.c: * clutter/cogl/cogl.h.in: Programs and shaders are now wrapped in CoglHandles instead of COGLhandles. cogl_program_destroy and cogl_shader_destroy is now replaced with cogl_program_unref and cogl_shader_unref. cogl_program_ref and cogl_shader_ref are also added. * clutter/clutter-shader.c: Converted to use CoglHandles for the programs and shaders instead of COGLhandles. * cogl/cogl-sections.txt: Added cogl_shader_ref, cogl_shader_unref, cogl_is_shader, cogl_program_ref, cogl_program_unref, cogl_is_program and cogl_is_offscreen.
2008-04-29 16:10:37 +00:00
COGL_HANDLE_DEBUG_NEW (texture, tex);
tex->is_foreign = FALSE;
tex->auto_mipmap = auto_mipmap;
tex->bitmap.width = width;
tex->bitmap.height = height;
tex->bitmap.format = internal_format;
tex->bitmap.rowstride = rowstride;
tex->bitmap.data = NULL;
tex->bitmap_owner = FALSE;
tex->slice_x_spans = NULL;
tex->slice_y_spans = NULL;
tex->slice_gl_handles = NULL;
tex->max_waste = max_waste;
tex->min_filter = CGL_NEAREST;
tex->mag_filter = CGL_NEAREST;
/* Find closest GL format match */
tex->bitmap.format =
_cogl_pixel_format_to_gl (internal_format,
&tex->gl_intformat,
&tex->gl_format,
&tex->gl_type);
/* Create slices for the given format and size */
if (!_cogl_texture_slices_create (tex))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
return _cogl_texture_handle_new (tex);
}
CoglHandle
cogl_texture_new_from_data (guint width,
guint height,
gint max_waste,
gboolean auto_mipmap,
CoglPixelFormat format,
CoglPixelFormat internal_format,
guint rowstride,
const guchar *data)
{
CoglTexture *tex;
gint bpp;
if (format == COGL_PIXEL_FORMAT_ANY)
return COGL_INVALID_HANDLE;
if (data == NULL)
return COGL_INVALID_HANDLE;
/* Rowstride from width if not given */
bpp = _cogl_get_format_bpp (format);
if (rowstride == 0) rowstride = width * bpp;
/* Create new texture and fill with given data */
tex = (CoglTexture*) g_malloc (sizeof (CoglTexture));
tex->ref_count = 1;
Removed COGLhandle and changed shader and program functions to be wrapped in reference-counted CoglHandles instead. * clutter/cogl/gl/cogl-shader.c: * clutter/cogl/gl/cogl-shader.h: * clutter/cogl/gl/cogl-program.c: * clutter/cogl/gl/cogl-program.h: New files to hold the shader and program functions. * clutter/cogl/gl/cogl.c: Removed shader and program functions. * clutter/cogl/common/cogl-handle.h: New header to define COGL_HANDLE_DEFINE which helps build functions to create reference-counted handles. This reduces the amount of duplicated code. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gl/cogl-fbo.c: Converted to use COGL_HANDLE_DEFINE from cogl-handle.h to avoid duplicating some of the common code. * clutter/cogl/gles/cogl-defines.h.in: * clutter/cogl/gl/cogl-defines.h.in: Removed COGLhandle * clutter/cogl/gl/cogl-context.h: Added handle arrays for programs and shaders. * clutter/cogl/gl/cogl-context.c (cogl_create_context): Added initialisers for shader_handles and program_handles. (cogl_destroy_context): Added calls to g_array_free for all handle arrays. * clutter/cogl/gl/Makefile.am (libclutter_cogl_la_SOURCES): Added cogl-{program,shader}.{c,h} * clutter/cogl/common/Makefile.am (libclutter_cogl_common_la_SOURCES): Added cogl-handle.h * clutter/cogl/gles/cogl.c: * clutter/cogl/cogl.h.in: Programs and shaders are now wrapped in CoglHandles instead of COGLhandles. cogl_program_destroy and cogl_shader_destroy is now replaced with cogl_program_unref and cogl_shader_unref. cogl_program_ref and cogl_shader_ref are also added. * clutter/clutter-shader.c: Converted to use CoglHandles for the programs and shaders instead of COGLhandles. * cogl/cogl-sections.txt: Added cogl_shader_ref, cogl_shader_unref, cogl_is_shader, cogl_program_ref, cogl_program_unref, cogl_is_program and cogl_is_offscreen.
2008-04-29 16:10:37 +00:00
COGL_HANDLE_DEBUG_NEW (texture, tex);
tex->is_foreign = FALSE;
tex->auto_mipmap = auto_mipmap;
tex->bitmap.width = width;
tex->bitmap.height = height;
tex->bitmap.data = (guchar*)data;
tex->bitmap.format = format;
tex->bitmap.rowstride = rowstride;
tex->bitmap_owner = FALSE;
tex->slice_x_spans = NULL;
tex->slice_y_spans = NULL;
tex->slice_gl_handles = NULL;
tex->max_waste = max_waste;
tex->min_filter = CGL_NEAREST;
tex->mag_filter = CGL_NEAREST;
/* FIXME: If upload fails we should set some kind of
* error flag but still return texture handle (this
* is to keep the behavior equal to _new_from_file;
* see below) */
if (!_cogl_texture_bitmap_prepare (tex, internal_format))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
if (!_cogl_texture_slices_create (tex))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
if (!_cogl_texture_upload_to_gl (tex))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
_cogl_texture_bitmap_free (tex);
return _cogl_texture_handle_new (tex);
}
CoglHandle
cogl_texture_new_from_file (const gchar *filename,
gint max_waste,
gboolean auto_mipmap,
CoglPixelFormat internal_format,
GError **error)
{
CoglBitmap bmp;
CoglTexture *tex;
g_return_val_if_fail (error == NULL || *error == NULL, COGL_INVALID_HANDLE);
/* Try loading with imaging backend */
if (!_cogl_bitmap_from_file (&bmp, filename, error))
{
/* Try fallback */
if (!_cogl_bitmap_fallback_from_file (&bmp, filename))
return COGL_INVALID_HANDLE;
else if (error && *error)
{
g_error_free (*error);
*error = NULL;
}
}
/* Create new texture and fill with loaded data */
tex = (CoglTexture*) g_malloc ( sizeof (CoglTexture));
tex->ref_count = 1;
Removed COGLhandle and changed shader and program functions to be wrapped in reference-counted CoglHandles instead. * clutter/cogl/gl/cogl-shader.c: * clutter/cogl/gl/cogl-shader.h: * clutter/cogl/gl/cogl-program.c: * clutter/cogl/gl/cogl-program.h: New files to hold the shader and program functions. * clutter/cogl/gl/cogl.c: Removed shader and program functions. * clutter/cogl/common/cogl-handle.h: New header to define COGL_HANDLE_DEFINE which helps build functions to create reference-counted handles. This reduces the amount of duplicated code. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gl/cogl-fbo.c: Converted to use COGL_HANDLE_DEFINE from cogl-handle.h to avoid duplicating some of the common code. * clutter/cogl/gles/cogl-defines.h.in: * clutter/cogl/gl/cogl-defines.h.in: Removed COGLhandle * clutter/cogl/gl/cogl-context.h: Added handle arrays for programs and shaders. * clutter/cogl/gl/cogl-context.c (cogl_create_context): Added initialisers for shader_handles and program_handles. (cogl_destroy_context): Added calls to g_array_free for all handle arrays. * clutter/cogl/gl/Makefile.am (libclutter_cogl_la_SOURCES): Added cogl-{program,shader}.{c,h} * clutter/cogl/common/Makefile.am (libclutter_cogl_common_la_SOURCES): Added cogl-handle.h * clutter/cogl/gles/cogl.c: * clutter/cogl/cogl.h.in: Programs and shaders are now wrapped in CoglHandles instead of COGLhandles. cogl_program_destroy and cogl_shader_destroy is now replaced with cogl_program_unref and cogl_shader_unref. cogl_program_ref and cogl_shader_ref are also added. * clutter/clutter-shader.c: Converted to use CoglHandles for the programs and shaders instead of COGLhandles. * cogl/cogl-sections.txt: Added cogl_shader_ref, cogl_shader_unref, cogl_is_shader, cogl_program_ref, cogl_program_unref, cogl_is_program and cogl_is_offscreen.
2008-04-29 16:10:37 +00:00
COGL_HANDLE_DEBUG_NEW (texture, tex);
tex->is_foreign = FALSE;
tex->auto_mipmap = auto_mipmap;
tex->bitmap = bmp;
tex->bitmap_owner = TRUE;
tex->slice_x_spans = NULL;
tex->slice_y_spans = NULL;
tex->slice_gl_handles = NULL;
tex->max_waste = max_waste;
tex->min_filter = CGL_NEAREST;
tex->mag_filter = CGL_NEAREST;
/* FIXME: If upload fails we should set some kind of
* error flag but still return texture handle if the
* user decides to destroy another texture and upload
* this one instead (reloading from file is not needed
* in that case). As a rule then, everytime a valid
* CoglHandle is returned, it should also be destroyed
* with cogl_texture_unref at some point! */
if (!_cogl_texture_bitmap_prepare (tex, internal_format))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
if (!_cogl_texture_slices_create (tex))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
if (!_cogl_texture_upload_to_gl (tex))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
_cogl_texture_bitmap_free (tex);
return _cogl_texture_handle_new (tex);
}
CoglHandle
cogl_texture_new_from_foreign (GLuint gl_handle,
GLenum gl_target,
GLuint width,
GLuint height,
GLuint x_pot_waste,
GLuint y_pot_waste,
CoglPixelFormat format)
{
/* NOTE: width, height and internal format are not queriable
in GLES, hence such a function prototype. However, here
they are still queried from the texture for improved
robustness and for completeness in case GLES 1.0 gets
unsupported in favor of a new version and cleaner api
*/
GLenum gl_error = 0;
GLboolean gl_istexture;
GLint gl_compressed = GL_FALSE;
GLint gl_int_format = 0;
GLint gl_width = 0;
GLint gl_height = 0;
GLint gl_min_filter;
GLint gl_mag_filter;
GLint gl_gen_mipmap;
guint bpp;
CoglTexture *tex;
CoglTexSliceSpan x_span;
CoglTexSliceSpan y_span;
/* Allow 2-dimensional textures only */
if (gl_target != GL_TEXTURE_2D &&
gl_target != GL_TEXTURE_RECTANGLE_ARB)
return COGL_INVALID_HANDLE;
/* Make sure it is a valid GL texture object */
gl_istexture = GE( glIsTexture (gl_handle) );
if (gl_istexture == GL_FALSE)
return COGL_INVALID_HANDLE;
/* Make sure binding succeeds */
gl_error = glGetError ();
glBindTexture (gl_target, gl_handle);
if (glGetError () != GL_NO_ERROR)
return COGL_INVALID_HANDLE;
/* Obtain texture parameters
(only level 0 we are interested in) */
GE( glGetTexLevelParameteriv (gl_target, 0,
GL_TEXTURE_COMPRESSED,
&gl_compressed) );
GE( glGetTexLevelParameteriv (gl_target, 0,
GL_TEXTURE_INTERNAL_FORMAT,
&gl_int_format) );
GE( glGetTexLevelParameteriv (gl_target, 0,
GL_TEXTURE_WIDTH,
&gl_width) );
GE( glGetTexLevelParameteriv (gl_target, 0,
GL_TEXTURE_HEIGHT,
&gl_height) );
GE( glGetTexParameteriv (gl_target,
GL_TEXTURE_MIN_FILTER,
&gl_min_filter) );
GE( glGetTexParameteriv (gl_target,
GL_TEXTURE_MAG_FILTER,
&gl_mag_filter) );
GE( glGetTexParameteriv (gl_target,
GL_GENERATE_MIPMAP,
&gl_gen_mipmap) );
/* Validate width and height */
if (gl_width <= 0 || gl_height <= 0)
return COGL_INVALID_HANDLE;
/* Validate pot waste */
if (x_pot_waste < 0 || x_pot_waste >= gl_width ||
y_pot_waste < 0 || y_pot_waste >= gl_height)
return COGL_INVALID_HANDLE;
/* Compressed texture images not supported */
if (gl_compressed == GL_TRUE)
return COGL_INVALID_HANDLE;
/* Try and match to a cogl format */
if (!_cogl_pixel_format_from_gl_internal (gl_int_format,
&format))
{
return COGL_INVALID_HANDLE;
}
bpp = _cogl_get_format_bpp (format);
/* Create new texture */
tex = (CoglTexture*) g_malloc ( sizeof (CoglTexture));
tex->ref_count = 1;
Removed COGLhandle and changed shader and program functions to be wrapped in reference-counted CoglHandles instead. * clutter/cogl/gl/cogl-shader.c: * clutter/cogl/gl/cogl-shader.h: * clutter/cogl/gl/cogl-program.c: * clutter/cogl/gl/cogl-program.h: New files to hold the shader and program functions. * clutter/cogl/gl/cogl.c: Removed shader and program functions. * clutter/cogl/common/cogl-handle.h: New header to define COGL_HANDLE_DEFINE which helps build functions to create reference-counted handles. This reduces the amount of duplicated code. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gl/cogl-fbo.c: Converted to use COGL_HANDLE_DEFINE from cogl-handle.h to avoid duplicating some of the common code. * clutter/cogl/gles/cogl-defines.h.in: * clutter/cogl/gl/cogl-defines.h.in: Removed COGLhandle * clutter/cogl/gl/cogl-context.h: Added handle arrays for programs and shaders. * clutter/cogl/gl/cogl-context.c (cogl_create_context): Added initialisers for shader_handles and program_handles. (cogl_destroy_context): Added calls to g_array_free for all handle arrays. * clutter/cogl/gl/Makefile.am (libclutter_cogl_la_SOURCES): Added cogl-{program,shader}.{c,h} * clutter/cogl/common/Makefile.am (libclutter_cogl_common_la_SOURCES): Added cogl-handle.h * clutter/cogl/gles/cogl.c: * clutter/cogl/cogl.h.in: Programs and shaders are now wrapped in CoglHandles instead of COGLhandles. cogl_program_destroy and cogl_shader_destroy is now replaced with cogl_program_unref and cogl_shader_unref. cogl_program_ref and cogl_shader_ref are also added. * clutter/clutter-shader.c: Converted to use CoglHandles for the programs and shaders instead of COGLhandles. * cogl/cogl-sections.txt: Added cogl_shader_ref, cogl_shader_unref, cogl_is_shader, cogl_program_ref, cogl_program_unref, cogl_is_program and cogl_is_offscreen.
2008-04-29 16:10:37 +00:00
COGL_HANDLE_DEBUG_NEW (texture, tex);
/* Setup bitmap info */
tex->is_foreign = TRUE;
tex->auto_mipmap = (gl_gen_mipmap == GL_TRUE) ? TRUE : FALSE;
tex->bitmap.format = format;
tex->bitmap.width = gl_width - x_pot_waste;
tex->bitmap.height = gl_height - y_pot_waste;
tex->bitmap.rowstride = tex->bitmap.width * bpp;
tex->bitmap_owner = FALSE;
tex->gl_target = gl_target;
tex->gl_intformat = gl_int_format;
tex->gl_format = gl_int_format;
tex->gl_type = GL_UNSIGNED_BYTE;
tex->min_filter = gl_min_filter;
tex->mag_filter = gl_mag_filter;
tex->max_waste = 0;
/* Create slice arrays */
tex->slice_x_spans =
g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan), 1);
tex->slice_y_spans =
g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan), 1);
tex->slice_gl_handles =
g_array_sized_new (FALSE, FALSE,
sizeof (GLuint), 1);
/* Store info for a single slice */
x_span.start = 0;
x_span.size = gl_width;
x_span.waste = x_pot_waste;
g_array_append_val (tex->slice_x_spans, x_span);
y_span.start = 0;
y_span.size = gl_height;
y_span.waste = y_pot_waste;
g_array_append_val (tex->slice_y_spans, y_span);
g_array_append_val (tex->slice_gl_handles, gl_handle);
/* Force appropriate wrap parameter */
if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT) &&
gl_target == GL_TEXTURE_2D)
{
/* Hardware repeated tiling */
tex->wrap_mode = GL_REPEAT;
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_S, GL_REPEAT) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_T, GL_REPEAT) );
}
else
{
/* Any tiling will be done in software */
tex->wrap_mode = GL_CLAMP_TO_EDGE;
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) );
}
return _cogl_texture_handle_new (tex);
}
guint
cogl_texture_get_width (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->bitmap.width;
}
guint
cogl_texture_get_height (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->bitmap.height;
}
CoglPixelFormat
cogl_texture_get_format (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return COGL_PIXEL_FORMAT_ANY;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->bitmap.format;
}
guint
cogl_texture_get_rowstride (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->bitmap.rowstride;
}
gint
cogl_texture_get_max_waste (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->max_waste;
}
gboolean
cogl_texture_is_sliced (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return FALSE;
tex = _cogl_texture_pointer_from_handle (handle);
if (tex->slice_gl_handles == NULL)
return FALSE;
if (tex->slice_gl_handles->len <= 1)
return FALSE;
return TRUE;
}
gboolean
cogl_texture_get_gl_texture (CoglHandle handle,
GLuint *out_gl_handle,
GLenum *out_gl_target)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return FALSE;
tex = _cogl_texture_pointer_from_handle (handle);
if (tex->slice_gl_handles == NULL)
return FALSE;
if (tex->slice_gl_handles->len < 1)
return FALSE;
if (out_gl_handle != NULL)
*out_gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
if (out_gl_target != NULL)
*out_gl_target = tex->gl_target;
return TRUE;
}
COGLenum
cogl_texture_get_min_filter (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->min_filter;
}
COGLenum
cogl_texture_get_mag_filter (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->mag_filter;
}
void
cogl_texture_set_filters (CoglHandle handle,
COGLenum min_filter,
COGLenum mag_filter)
{
CoglTexture *tex;
GLuint gl_handle;
int i;
if (!cogl_is_texture (handle))
return;
tex = _cogl_texture_pointer_from_handle (handle);
/* Store new values */
tex->min_filter = min_filter;
tex->mag_filter = mag_filter;
/* Make sure slices were created */
if (tex->slice_gl_handles == NULL)
return;
/* Apply new filters to every slice */
for (i=0; i<tex->slice_gl_handles->len; ++i)
{
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, i);
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MAG_FILTER, tex->mag_filter) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MIN_FILTER, tex->min_filter) );
}
}
gboolean
cogl_texture_set_region (CoglHandle handle,
gint src_x,
gint src_y,
gint dst_x,
gint dst_y,
guint dst_width,
guint dst_height,
gint width,
gint height,
CoglPixelFormat format,
guint rowstride,
const guchar *data)
{
CoglTexture *tex;
gint bpp;
CoglBitmap source_bmp;
CoglBitmap temp_bmp;
gboolean source_bmp_owner = FALSE;
CoglPixelFormat closest_format;
GLenum closest_gl_format;
GLenum closest_gl_type;
gboolean success;
/* Check if valid texture handle */
if (!cogl_is_texture (handle))
return FALSE;
tex = _cogl_texture_pointer_from_handle (handle);
/* Check for valid format */
if (format == COGL_PIXEL_FORMAT_ANY)
return FALSE;
/* Init source bitmap */
source_bmp.width = width;
source_bmp.height = height;
source_bmp.format = format;
source_bmp.data = (guchar*)data;
/* Rowstride from width if none specified */
bpp = _cogl_get_format_bpp (format);
source_bmp.rowstride = (rowstride == 0) ? width * bpp : rowstride;
/* Find closest format to internal that's supported by GL */
closest_format = _cogl_pixel_format_to_gl (tex->bitmap.format,
NULL, /* don't need */
&closest_gl_format,
&closest_gl_type);
/* If no direct match, convert */
if (closest_format != format)
{
/* Convert to required format */
success = _cogl_bitmap_convert_and_premult (&source_bmp,
&temp_bmp,
closest_format);
/* Swap bitmaps if succeeded */
if (!success) return FALSE;
source_bmp = temp_bmp;
source_bmp_owner = TRUE;
}
/* Send data to GL */
_cogl_texture_upload_subregion_to_gl (tex,
src_x, src_y,
dst_x, dst_y,
dst_width, dst_height,
&source_bmp,
closest_gl_format,
closest_gl_type);
/* Free data if owner */
if (source_bmp_owner)
g_free (source_bmp.data);
return TRUE;
}
gint
cogl_texture_get_data (CoglHandle handle,
CoglPixelFormat format,
guint rowstride,
guchar *data)
{
CoglTexture *tex;
gint bpp;
gint byte_size;
CoglPixelFormat closest_format;
gint closest_bpp;
GLenum closest_gl_format;
GLenum closest_gl_type;
CoglBitmap target_bmp;
CoglBitmap new_bmp;
gboolean success;
guchar *src;
guchar *dst;
gint y;
/* Check if valid texture handle */
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
/* Default to internal format if none specified */
if (format == COGL_PIXEL_FORMAT_ANY)
format = tex->bitmap.format;
/* Rowstride from texture width if none specified */
bpp = _cogl_get_format_bpp (format);
if (rowstride == 0) rowstride = tex->bitmap.width * bpp;
/* Return byte size if only that requested */
byte_size = tex->bitmap.height * rowstride;
if (data == NULL) return byte_size;
/* Find closest format that's supported by GL */
closest_format = _cogl_pixel_format_to_gl (format,
NULL, /* don't need */
&closest_gl_format,
&closest_gl_type);
closest_bpp = _cogl_get_format_bpp (closest_format);
/* Is the requested format supported? */
if (closest_format == format)
{
/* Target user data directly */
target_bmp = tex->bitmap;
target_bmp.format = format;
target_bmp.rowstride = rowstride;
target_bmp.data = data;
}
else
{
/* Target intermediate buffer */
target_bmp = tex->bitmap;
target_bmp.format = closest_format;
target_bmp.rowstride = target_bmp.width * closest_bpp;
target_bmp.data = (guchar*) g_malloc (target_bmp.height
* target_bmp.rowstride);
}
/* Retrieve data from slices */
_cogl_texture_download_from_gl (tex, &target_bmp,
closest_gl_format,
closest_gl_type);
/* Was intermediate used? */
if (closest_format != format)
{
/* Convert to requested format */
success = _cogl_bitmap_convert_and_premult (&target_bmp,
&new_bmp,
format);
/* Free intermediate data and return if failed */
g_free (target_bmp.data);
if (!success) return 0;
/* Copy to user buffer */
for (y = 0; y < new_bmp.height; ++y)
{
src = new_bmp.data + y * new_bmp.rowstride;
dst = data + y * rowstride;
memcpy (dst, src, new_bmp.width);
}
/* Free converted data */
g_free (new_bmp.data);
}
return byte_size;
}
static void
_cogl_texture_quad_sw (CoglTexture *tex,
ClutterFixed x1,
ClutterFixed y1,
ClutterFixed x2,
ClutterFixed y2,
ClutterFixed tx1,
ClutterFixed ty1,
ClutterFixed tx2,
ClutterFixed ty2)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
CoglSpanIter iter_x , iter_y;
ClutterFixed tw , th;
ClutterFixed tqx , tqy;
ClutterFixed first_tx , first_ty;
ClutterFixed first_qx , first_qy;
ClutterFixed slice_tx1 , slice_ty1;
ClutterFixed slice_tx2 , slice_ty2;
ClutterFixed slice_qx1 , slice_qy1;
ClutterFixed slice_qx2 , slice_qy2;
GLuint gl_handle;
#if COGL_DEBUG
printf("=== Drawing Tex Quad (Software Tiling Mode) ===\n");
#endif
/* Prepare GL state */
gulong enable_flags = 0;
if (tex->gl_target == GL_TEXTURE_RECTANGLE_ARB)
enable_flags |= COGL_ENABLE_TEXTURE_RECT;
else
enable_flags |= COGL_ENABLE_TEXTURE_2D;
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
cogl_enable (enable_flags);
/* Scale ratio from texture to quad widths */
tw = CLUTTER_INT_TO_FIXED (tex->bitmap.width);
th = CLUTTER_INT_TO_FIXED (tex->bitmap.height);
tqx = CFX_QDIV (x2-x1, CFX_QMUL (tw, (tx2 - tx1)));
tqy = CFX_QDIV (y2-y1, CFX_QMUL (th, (ty2 - ty1)));
/* Integral texture coordinate for first tile */
first_tx = CLUTTER_INT_TO_FIXED (CLUTTER_FIXED_FLOOR (tx1));
first_ty = CLUTTER_INT_TO_FIXED (CLUTTER_FIXED_FLOOR (ty1));
/* Denormalize texture coordinates */
first_tx = CFX_QMUL (first_tx, tw);
first_ty = CFX_QMUL (first_ty, th);
tx1 = CFX_QMUL (tx1, tw);
ty1 = CFX_QMUL (ty1, th);
tx2 = CFX_QMUL (tx2, tw);
ty2 = CFX_QMUL (ty2, th);
/* Quad coordinate of the first tile */
first_qx = x1 - CFX_QMUL (tx1 - first_tx, tqx);
first_qy = y1 - CFX_QMUL (ty1 - first_ty, tqy);
/* Iterate until whole quad height covered */
for (_cogl_span_iter_begin (&iter_y, tex->slice_y_spans,
first_ty, ty1, ty2) ;
!_cogl_span_iter_end (&iter_y) ;
_cogl_span_iter_next (&iter_y) )
{
/* Discard slices out of quad early */
if (!iter_y.intersects) continue;
/* Span-quad intersection in quad coordinates */
slice_qy1 = first_qy +
CFX_QMUL (iter_y.intersect_start - first_ty, tqy);
slice_qy2 = first_qy +
CFX_QMUL (iter_y.intersect_end - first_ty, tqy);
/* Localize slice texture coordinates */
slice_ty1 = iter_y.intersect_start - iter_y.pos;
slice_ty2 = iter_y.intersect_end - iter_y.pos;
/* Normalize texture coordinates to current slice
(rectangle texture targets take denormalized) */
if (tex->gl_target != GL_TEXTURE_RECTANGLE_ARB)
{
slice_ty1 /= iter_y.span->size;
slice_ty2 /= iter_y.span->size;
}
/* Iterate until whole quad width covered */
for (_cogl_span_iter_begin (&iter_x, tex->slice_x_spans,
first_tx, tx1, tx2) ;
!_cogl_span_iter_end (&iter_x) ;
_cogl_span_iter_next (&iter_x) )
{
/* Discard slices out of quad early */
if (!iter_x.intersects) continue;
/* Span-quad intersection in quad coordinates */
slice_qx1 = first_qx +
CFX_QMUL (iter_x.intersect_start - first_tx, tqx);
slice_qx2 = first_qx +
CFX_QMUL (iter_x.intersect_end - first_tx, tqx);
/* Localize slice texture coordinates */
slice_tx1 = iter_x.intersect_start - iter_x.pos;
slice_tx2 = iter_x.intersect_end - iter_x.pos;
/* Normalize texture coordinates to current slice
(rectangle texture targets take denormalized) */
if (tex->gl_target != GL_TEXTURE_RECTANGLE_ARB)
{
slice_tx1 /= iter_x.span->size;
slice_tx2 /= iter_x.span->size;
}
#if COGL_DEBUG
printf("~~~~~ slice (%d,%d)\n", iter_x.index, iter_y.index);
printf("qx1: %f\n", CLUTTER_FIXED_TO_FLOAT (slice_qx1));
printf("qy1: %f\n", CLUTTER_FIXED_TO_FLOAT (slice_qy1));
printf("qx2: %f\n", CLUTTER_FIXED_TO_FLOAT (slice_qx2));
printf("qy2: %f\n", CLUTTER_FIXED_TO_FLOAT (slice_qy2));
printf("tx1: %f\n", CLUTTER_FIXED_TO_FLOAT (slice_tx1));
printf("ty1: %f\n", CLUTTER_FIXED_TO_FLOAT (slice_ty1));
printf("tx2: %f\n", CLUTTER_FIXED_TO_FLOAT (slice_tx2));
printf("ty2: %f\n", CLUTTER_FIXED_TO_FLOAT (slice_ty2));
#endif
/* Pick and bind opengl texture object */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint,
iter_y.index * iter_x.array->len +
iter_x.index);
GE( glBindTexture (tex->gl_target, gl_handle) );
#define CFX_F CLUTTER_FIXED_TO_FLOAT
/* Draw textured quad */
GE( glBegin (GL_QUADS) );
GE( glTexCoord2f (CFX_F(slice_tx1), CFX_F(slice_ty1)) );
GE( glVertex2f (CFX_F(slice_qx1), CFX_F(slice_qy1)) );
GE( glTexCoord2f (CFX_F(slice_tx2), CFX_F(slice_ty1)) );
GE( glVertex2f (CFX_F(slice_qx2), CFX_F(slice_qy1)) );
GE( glTexCoord2f (CFX_F(slice_tx2), CFX_F(slice_ty2)) );
GE( glVertex2f (CFX_F(slice_qx2), CFX_F(slice_qy2)) );
GE( glTexCoord2f (CFX_F(slice_tx1), CFX_F(slice_ty2)) );
GE( glVertex2f (CFX_F(slice_qx1), CFX_F(slice_qy2)) );
glEnd ();
#undef CFX_F
}
}
}
static void
_cogl_texture_quad_hw (CoglTexture *tex,
ClutterFixed x1,
ClutterFixed y1,
ClutterFixed x2,
ClutterFixed y2,
ClutterFixed tx1,
ClutterFixed ty1,
ClutterFixed tx2,
ClutterFixed ty2)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
GLuint gl_handle;
#if COGL_DEBUG
printf("=== Drawing Tex Quad (Hardware Tiling Mode) ===\n");
#endif
/* Prepare GL state */
gulong enable_flags = 0;
if (tex->gl_target == GL_TEXTURE_RECTANGLE_ARB)
enable_flags |= COGL_ENABLE_TEXTURE_RECT;
else
enable_flags |= COGL_ENABLE_TEXTURE_2D;
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
cogl_enable (enable_flags);
/* Pick and bind opengl texture object */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
GE( glBindTexture (tex->gl_target, gl_handle) );
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, 0);
/* Don't include the waste in the texture coordinates */
tx1 = tx1 * (x_span->size - x_span->waste) / x_span->size;
tx2 = tx2 * (x_span->size - x_span->waste) / x_span->size;
ty1 = ty1 * (y_span->size - y_span->waste) / y_span->size;
ty2 = ty2 * (y_span->size - y_span->waste) / y_span->size;
/* Denormalize texture coordinates for rectangle textures */
if (tex->gl_target == GL_TEXTURE_RECTANGLE_ARB)
{
tx1 *= x_span->size;
tx2 *= x_span->size;
ty1 *= y_span->size;
ty2 *= y_span->size;
}
#define CFX_F(x) CLUTTER_FIXED_TO_FLOAT(x)
/* Draw textured quad */
GE( glBegin (GL_QUADS) );
GE( glTexCoord2f (CFX_F(tx1), CFX_F(ty1)) );
GE( glVertex2f (CFX_F(x1), CFX_F(y1)) );
GE( glTexCoord2f (CFX_F(tx2), CFX_F(ty1)) );
GE( glVertex2f (CFX_F(x2), CFX_F(y1)) );
GE( glTexCoord2f (CFX_F(tx2), CFX_F(ty2)) );
GE( glVertex2f (CFX_F(x2), CFX_F(y2)) );
GE( glTexCoord2f (CFX_F(tx1), CFX_F(ty2)) );
GE( glVertex2f (CFX_F(x1), CFX_F(y2)) );
glEnd ();
#undef CFX_F
}
void
cogl_texture_rectangle (CoglHandle handle,
ClutterFixed x1,
ClutterFixed y1,
ClutterFixed x2,
ClutterFixed y2,
ClutterFixed tx1,
ClutterFixed ty1,
ClutterFixed tx2,
ClutterFixed ty2)
{
CoglTexture *tex;
ClutterFixed tempx;
/* Check if valid texture */
if (!cogl_is_texture (handle))
return;
tex = _cogl_texture_pointer_from_handle (handle);
/* Make sure we got stuff to draw */
if (tex->slice_gl_handles == NULL)
return;
if (tex->slice_gl_handles->len == 0)
return;
if (tx1 == tx2 || ty1 == ty2)
return;
/* Fix quad coord ordering
(atm this is required for sw tiling to iterate
over slices properly) */
if (x1 > x2)
{
tempx = x1;
x1 = x2;
x2 = tempx;
}
if (y1 > y2)
{
tempx = y1;
y1 = y2;
y2 = tempx;
}
/* Fix texture coord ordering */
if (tx1 > tx2)
{
tempx = tx1;
tx1 = tx2;
tx2 = tempx;
}
if (ty1 > ty2)
{
tempx = ty1;
ty1 = ty2;
ty2 = tempx;
}
/* Pick tiling mode according to hw support */
if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
&& tex->slice_gl_handles->len == 1)
{
_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
}
else
{
if (tex->slice_gl_handles->len == 1
&& tx1 >= -CFX_ONE && tx2 <= CFX_ONE
&& ty1 >= -CFX_ONE && ty2 <= CFX_ONE)
{
_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
}
else
{
_cogl_texture_quad_sw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
}
}
}
void
cogl_texture_polygon (CoglHandle handle,
guint n_vertices,
CoglTextureVertex *vertices,
gboolean use_color)
{
CoglTexture *tex;
int i, x, y, vnum;
GLuint gl_handle;
CoglTexSliceSpan *y_span, *x_span;
/* Check if valid texture */
if (!cogl_is_texture (handle))
return;
tex = _cogl_texture_pointer_from_handle (handle);
/* The polygon will have artifacts where the slices join if the wrap
mode is GL_LINEAR because the filtering will pull in pixels from
the transparent border. To make it clear that the function
shouldn't be used in these circumstances we just bail out and
draw nothing */
if (tex->slice_gl_handles->len != 1
&& (tex->min_filter != GL_NEAREST || tex->mag_filter != GL_NEAREST))
{
static gboolean shown_warning = FALSE;
if (!shown_warning)
{
g_warning ("cogl_texture_polygon does not work for sliced textures "
"when the minification and magnification filters are not "
"CGL_NEAREST");
shown_warning = TRUE;
}
return;
}
tex = _cogl_texture_pointer_from_handle (handle);
/* Prepare GL state */
if (tex->gl_target == GL_TEXTURE_RECTANGLE_ARB)
cogl_enable (COGL_ENABLE_TEXTURE_RECT | COGL_ENABLE_BLEND);
else
cogl_enable (COGL_ENABLE_TEXTURE_2D | COGL_ENABLE_BLEND);
/* Temporarily change the wrapping mode on all of the slices to use
a transparent border */
for (i = 0; i < tex->slice_gl_handles->len; i++)
{
GE( glBindTexture (tex->gl_target,
g_array_index (tex->slice_gl_handles, GLuint, i)) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_BORDER) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_BORDER) );
}
i = 0;
/* Render all of the slices with the full geometry but use a
transparent border color so that any part of the texture not
covered by the slice will be ignored */
for (y = 0; y < tex->slice_y_spans->len; y++)
{
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, y);
for (x = 0; x < tex->slice_x_spans->len; x++)
{
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, x);
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, i++);
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( glBegin (GL_TRIANGLE_FAN) );
for (vnum = 0; vnum < n_vertices; vnum++)
{
GLfloat tx, ty;
if (use_color)
cogl_color (&vertices[vnum].color);
/* Transform the texture co-ordinates so they are
relative to the slice */
tx = (CLUTTER_FIXED_TO_FLOAT (vertices[vnum].tx)
- x_span->start / (GLfloat) tex->bitmap.width)
* tex->bitmap.width / x_span->size;
ty = (CLUTTER_FIXED_TO_FLOAT (vertices[vnum].ty)
- y_span->start / (GLfloat) tex->bitmap.height)
* tex->bitmap.height / y_span->size;
if (tex->gl_target == GL_TEXTURE_RECTANGLE_ARB)
{
tx *= x_span->size;
ty *= y_span->size;
}
GE( glTexCoord2f (tx, ty) );
GE( glVertex3f (CLUTTER_FIXED_TO_FLOAT (vertices[vnum].x),
CLUTTER_FIXED_TO_FLOAT (vertices[vnum].y),
CLUTTER_FIXED_TO_FLOAT (vertices[vnum].z)) );
}
GE( glEnd () );
}
}
/* Restore the wrapping mode */
for (i = 0; i < tex->slice_gl_handles->len; i++)
{
GE( glBindTexture (tex->gl_target,
g_array_index (tex->slice_gl_handles, GLuint, i)) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_S, tex->wrap_mode) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_T, tex->wrap_mode) );
}
}