Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 15:11:30 -05:00
|
|
|
#include <stdio.h>
|
|
|
|
#include <stdlib.h>
|
|
|
|
#include <string.h>
|
|
|
|
|
|
|
|
#include <glib.h>
|
|
|
|
#include <glib-object.h>
|
|
|
|
#include <gmodule.h>
|
|
|
|
|
|
|
|
#include <clutter/clutter.h>
|
|
|
|
#include <cogl/cogl.h>
|
|
|
|
|
|
|
|
#define TIMELINE_FRAME_COUNT 200
|
|
|
|
|
|
|
|
typedef struct _TestMultiLayerMaterialState
|
|
|
|
{
|
|
|
|
ClutterActor *group;
|
|
|
|
CoglHandle material;
|
|
|
|
CoglHandle alpha_tex;
|
|
|
|
CoglHandle redhand_tex;
|
|
|
|
CoglHandle light_tex0;
|
|
|
|
ClutterFixed *tex_coords;
|
|
|
|
|
|
|
|
CoglMatrix tex_matrix;
|
|
|
|
CoglMatrix rot_matrix;
|
|
|
|
|
|
|
|
} TestMultiLayerMaterialState;
|
|
|
|
|
|
|
|
|
|
|
|
static void
|
|
|
|
frame_cb (ClutterTimeline *timeline,
|
|
|
|
gint frame_no,
|
|
|
|
gpointer data)
|
|
|
|
{
|
|
|
|
TestMultiLayerMaterialState *state = data;
|
|
|
|
|
|
|
|
cogl_matrix_multiply (&state->tex_matrix,
|
|
|
|
&state->tex_matrix,
|
|
|
|
&state->rot_matrix);
|
|
|
|
cogl_material_set_layer_matrix (state->material, 2, &state->tex_matrix);
|
|
|
|
}
|
|
|
|
|
2009-01-06 11:01:23 -05:00
|
|
|
static void
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 15:11:30 -05:00
|
|
|
material_rectangle_paint (ClutterActor *actor, gpointer data)
|
|
|
|
{
|
|
|
|
TestMultiLayerMaterialState *state = data;
|
|
|
|
|
|
|
|
cogl_set_source (state->material);
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 11:15:40 -05:00
|
|
|
cogl_rectangle_with_multitexture_coords (
|
|
|
|
CLUTTER_INT_TO_FIXED(0),
|
|
|
|
CLUTTER_INT_TO_FIXED(0),
|
|
|
|
CLUTTER_INT_TO_FIXED(TIMELINE_FRAME_COUNT),
|
|
|
|
CLUTTER_INT_TO_FIXED(TIMELINE_FRAME_COUNT),
|
|
|
|
state->tex_coords,
|
|
|
|
12);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 15:11:30 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
G_MODULE_EXPORT int
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 11:15:40 -05:00
|
|
|
test_cogl_multitexture_main (int argc, char *argv[])
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 15:11:30 -05:00
|
|
|
{
|
|
|
|
ClutterTimeline *timeline;
|
|
|
|
ClutterBehaviour *r_behave;
|
|
|
|
ClutterActor *stage;
|
|
|
|
ClutterColor stage_color = { 0x61, 0x56, 0x56, 0xff };
|
|
|
|
TestMultiLayerMaterialState *state = g_new0 (TestMultiLayerMaterialState, 1);
|
|
|
|
ClutterGeometry geom;
|
|
|
|
ClutterFixed tex_coords[] =
|
|
|
|
{
|
|
|
|
/* tx1 ty1 tx2 ty2 */
|
|
|
|
0, 0, CLUTTER_INT_TO_FIXED (1), CLUTTER_INT_TO_FIXED (1),
|
|
|
|
0, 0, CLUTTER_INT_TO_FIXED (1), CLUTTER_INT_TO_FIXED (1),
|
|
|
|
0, 0, CLUTTER_INT_TO_FIXED (1), CLUTTER_INT_TO_FIXED (1)
|
|
|
|
};
|
|
|
|
|
|
|
|
clutter_init (&argc, &argv);
|
|
|
|
|
|
|
|
stage = clutter_stage_get_default ();
|
|
|
|
clutter_actor_get_geometry (stage, &geom);
|
|
|
|
|
|
|
|
clutter_stage_set_color (CLUTTER_STAGE (stage),
|
|
|
|
&stage_color);
|
|
|
|
|
|
|
|
/* We create a non-descript actor that we know doesn't have a
|
|
|
|
* default paint handler, so that we can easily control
|
|
|
|
* painting in a paint signal handler, without having to
|
|
|
|
* sub-class anything etc. */
|
|
|
|
state->group = clutter_group_new ();
|
|
|
|
clutter_actor_set_position (state->group, geom.width/2, geom.height/2);
|
|
|
|
g_signal_connect (state->group, "paint",
|
|
|
|
G_CALLBACK(material_rectangle_paint), state);
|
|
|
|
|
|
|
|
state->alpha_tex =
|
|
|
|
cogl_texture_new_from_file ("./redhand_alpha.png",
|
|
|
|
-1, /* disable slicing */
|
|
|
|
TRUE,
|
|
|
|
COGL_PIXEL_FORMAT_ANY,
|
|
|
|
NULL);
|
|
|
|
state->redhand_tex =
|
|
|
|
cogl_texture_new_from_file ("./redhand.png",
|
|
|
|
-1, /* disable slicing */
|
|
|
|
TRUE,
|
|
|
|
COGL_PIXEL_FORMAT_ANY,
|
|
|
|
NULL);
|
|
|
|
state->light_tex0 =
|
|
|
|
cogl_texture_new_from_file ("./light0.png",
|
|
|
|
-1, /* disable slicing */
|
|
|
|
TRUE,
|
|
|
|
COGL_PIXEL_FORMAT_ANY,
|
|
|
|
NULL);
|
|
|
|
|
|
|
|
state->material = cogl_material_new ();
|
|
|
|
cogl_material_set_layer (state->material, 0, state->alpha_tex);
|
|
|
|
cogl_material_set_layer (state->material, 1, state->redhand_tex);
|
|
|
|
cogl_material_set_layer (state->material, 2, state->light_tex0);
|
|
|
|
|
|
|
|
state->tex_coords = tex_coords;
|
|
|
|
|
|
|
|
cogl_matrix_init_identity (&state->tex_matrix);
|
|
|
|
cogl_matrix_init_identity (&state->rot_matrix);
|
|
|
|
|
|
|
|
cogl_matrix_translate (&state->rot_matrix, 0.5, 0.5, 0);
|
|
|
|
cogl_matrix_rotate (&state->rot_matrix, 10.0, 0, 0, 1.0);
|
|
|
|
cogl_matrix_translate (&state->rot_matrix, -0.5, -0.5, 0);
|
|
|
|
|
|
|
|
clutter_actor_set_anchor_point (state->group, 86, 125);
|
|
|
|
clutter_container_add_actor (CLUTTER_CONTAINER(stage),
|
|
|
|
state->group);
|
|
|
|
|
|
|
|
timeline = clutter_timeline_new (TIMELINE_FRAME_COUNT, 26 /* fps */);
|
|
|
|
g_object_set (timeline, "loop", TRUE, NULL);
|
|
|
|
|
|
|
|
g_signal_connect (timeline, "new-frame", G_CALLBACK (frame_cb), state);
|
|
|
|
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 11:15:40 -05:00
|
|
|
r_behave =
|
|
|
|
clutter_behaviour_rotate_new (clutter_alpha_new_full (timeline,
|
|
|
|
CLUTTER_LINEAR),
|
|
|
|
CLUTTER_Y_AXIS,
|
|
|
|
CLUTTER_ROTATE_CW,
|
|
|
|
0.0, 360.0);
|
Adds a CoglMaterial abstraction, which includes support for multi-texturing
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
2008-12-11 15:11:30 -05:00
|
|
|
|
|
|
|
/* Apply it to our actor */
|
|
|
|
clutter_behaviour_apply (r_behave, state->group);
|
|
|
|
|
|
|
|
/* start the timeline and thus the animations */
|
|
|
|
clutter_timeline_start (timeline);
|
|
|
|
|
|
|
|
clutter_actor_show_all (stage);
|
|
|
|
|
|
|
|
clutter_main();
|
|
|
|
|
|
|
|
cogl_material_unref (state->material);
|
|
|
|
cogl_texture_unref (state->alpha_tex);
|
|
|
|
cogl_texture_unref (state->redhand_tex);
|
|
|
|
cogl_texture_unref (state->light_tex0);
|
|
|
|
g_free (state);
|
|
|
|
|
|
|
|
g_object_unref (r_behave);
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|