mutter/cogl/cogl-attribute.c

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/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 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/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-context-private.h"
#include "cogl-object-private.h"
#include "cogl-journal-private.h"
#include "cogl-attribute.h"
#include "cogl-attribute-private.h"
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
#include "cogl-pipeline.h"
#include "cogl-pipeline-private.h"
#include "cogl-pipeline-opengl-private.h"
#include "cogl-texture-private.h"
#include "cogl-framebuffer-private.h"
#include "cogl-indices-private.h"
#ifdef HAVE_COGL_GLES2
#include "cogl-pipeline-progend-glsl-private.h"
#endif
#include <string.h>
#include <stdio.h>
/* This isn't defined in the GLES headers */
#ifndef GL_UNSIGNED_INT
#define GL_UNSIGNED_INT 0x1405
#endif
static void _cogl_attribute_free (CoglAttribute *attribute);
COGL_OBJECT_DEFINE (Attribute, attribute);
#if 0
gboolean
validate_gl_attribute (const char *name,
int n_components,
CoglAttributeNameID *name_id,
gboolean *normalized,
unsigned int *texture_unit)
{
name = name + 3; /* skip past "gl_" */
*normalized = FALSE;
*texture_unit = 0;
if (strcmp (name, "Vertex") == 0)
{
if (G_UNLIKELY (n_components == 1))
{
g_critical ("glVertexPointer doesn't allow 1 component vertex "
"positions so we currently only support \"gl_Vertex\" "
"attributes where n_components == 2, 3 or 4");
return FALSE;
}
*name_id = COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
}
else if (strcmp (name, "Color") == 0)
{
if (G_UNLIKELY (n_components != 3 && n_components != 4))
{
g_critical ("glColorPointer expects 3 or 4 component colors so we "
"currently only support \"gl_Color\" attributes where "
"n_components == 3 or 4");
return FALSE;
}
*name_id = COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
*normalized = TRUE;
}
else if (strncmp (name, "MultiTexCoord", strlen ("MultiTexCoord")) == 0)
{
if (sscanf (gl_attribute, "MultiTexCoord%u", texture_unit) != 1)
{
g_warning ("gl_MultiTexCoord attributes should include a\n"
"texture unit number, E.g. gl_MultiTexCoord0\n");
unit = 0;
}
*name_id = COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
}
else if (strncmp (name, "Normal") == 0)
{
if (G_UNLIKELY (n_components != 3))
{
g_critical ("glNormalPointer expects 3 component normals so we "
"currently only support \"gl_Normal\" attributes where "
"n_components == 3");
return FALSE;
}
*name_id = COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
*normalized = TRUE;
}
else
{
g_warning ("Unknown gl_* attribute name gl_%s\n", name);
return FALSE;
}
return TRUE;
}
#endif
gboolean
validate_cogl_attribute (const char *name,
int n_components,
CoglAttributeNameID *name_id,
gboolean *normalized,
unsigned int *texture_unit)
{
name = name + 5; /* skip "cogl_" */
*normalized = FALSE;
*texture_unit = 0;
if (strcmp (name, "position_in") == 0)
{
if (G_UNLIKELY (n_components == 1))
{
g_critical ("glVertexPointer doesn't allow 1 component vertex "
"positions so we currently only support \"cogl_vertex\" "
"attributes where n_components == 2, 3 or 4");
return FALSE;
}
*name_id = COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY;
}
else if (strcmp (name, "color_in") == 0)
{
if (G_UNLIKELY (n_components != 3 && n_components != 4))
{
g_critical ("glColorPointer expects 3 or 4 component colors so we "
"currently only support \"cogl_color\" attributes where "
"n_components == 3 or 4");
return FALSE;
}
*name_id = COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY;
}
else if (strcmp (name, "tex_coord_in") == 0)
*name_id = COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
else if (strncmp (name, "tex_coord", strlen ("tex_coord")) == 0)
{
if (sscanf (name, "tex_coord%u_in", texture_unit) != 1)
{
g_warning ("Texture coordinate attributes should either be named "
"\"cogl_tex_coord\" or named with a texture unit index "
"like \"cogl_tex_coord2_in\"\n");
return FALSE;
}
*name_id = COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY;
}
else if (strcmp (name, "normal_in") == 0)
{
if (G_UNLIKELY (n_components != 3))
{
g_critical ("glNormalPointer expects 3 component normals so we "
"currently only support \"cogl_normal\" attributes "
"where n_components == 3");
return FALSE;
}
*name_id = COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY;
*normalized = TRUE;
}
else
{
g_warning ("Unknown cogl_* attribute name cogl_%s\n", name);
return FALSE;
}
return TRUE;
}
CoglAttribute *
cogl_attribute_new (CoglAttributeBuffer *attribute_buffer,
const char *name,
gsize stride,
gsize offset,
int n_components,
CoglAttributeType type)
{
CoglAttribute *attribute = g_slice_new (CoglAttribute);
gboolean status;
attribute->attribute_buffer = cogl_object_ref (attribute_buffer);
attribute->name = g_strdup (name);
attribute->stride = stride;
attribute->offset = offset;
attribute->n_components = n_components;
attribute->type = type;
attribute->immutable_ref = 0;
if (strncmp (name, "cogl_", 5) == 0)
status = validate_cogl_attribute (attribute->name,
n_components,
&attribute->name_id,
&attribute->normalized,
&attribute->texture_unit);
#if 0
else if (strncmp (name, "gl_", 3) == 0)
status = validate_gl_attribute (attribute->name,
n_components,
&attribute->name_id,
&attribute->normalized,
&attribute->texture_unit);
#endif
else
{
attribute->name_id = COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY;
attribute->normalized = FALSE;
attribute->texture_unit = 0;
status = TRUE;
}
if (!status)
{
_cogl_attribute_free (attribute);
return NULL;
}
return _cogl_attribute_object_new (attribute);
}
gboolean
cogl_attribute_get_normalized (CoglAttribute *attribute)
{
g_return_val_if_fail (cogl_is_attribute (attribute), FALSE);
return attribute->normalized;
}
static void
warn_about_midscene_changes (void)
{
static gboolean seen = FALSE;
if (!seen)
{
g_warning ("Mid-scene modification of attributes has "
"undefined results\n");
seen = TRUE;
}
}
void
cogl_attribute_set_normalized (CoglAttribute *attribute,
gboolean normalized)
{
g_return_if_fail (cogl_is_attribute (attribute));
if (G_UNLIKELY (attribute->immutable_ref))
warn_about_midscene_changes ();
attribute->normalized = normalized;
}
CoglAttributeBuffer *
cogl_attribute_get_buffer (CoglAttribute *attribute)
{
g_return_val_if_fail (cogl_is_attribute (attribute), NULL);
return attribute->attribute_buffer;
}
void
cogl_attribute_set_buffer (CoglAttribute *attribute,
CoglAttributeBuffer *attribute_buffer)
{
g_return_if_fail (cogl_is_attribute (attribute));
if (G_UNLIKELY (attribute->immutable_ref))
warn_about_midscene_changes ();
cogl_object_ref (attribute_buffer);
cogl_object_unref (attribute->attribute_buffer);
attribute->attribute_buffer = attribute_buffer;
}
CoglAttribute *
_cogl_attribute_immutable_ref (CoglAttribute *attribute)
{
g_return_val_if_fail (cogl_is_attribute (attribute), NULL);
attribute->immutable_ref++;
_cogl_buffer_immutable_ref (COGL_BUFFER (attribute->attribute_buffer));
return attribute;
}
void
_cogl_attribute_immutable_unref (CoglAttribute *attribute)
{
g_return_if_fail (cogl_is_attribute (attribute));
g_return_if_fail (attribute->immutable_ref > 0);
attribute->immutable_ref--;
_cogl_buffer_immutable_unref (COGL_BUFFER (attribute->attribute_buffer));
}
static void
_cogl_attribute_free (CoglAttribute *attribute)
{
g_free (attribute->name);
cogl_object_unref (attribute->attribute_buffer);
g_slice_free (CoglAttribute, attribute);
}
typedef struct
{
int unit;
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
CoglPipelineFlushOptions options;
guint32 fallback_layers;
} ValidateLayerState;
static gboolean
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
validate_layer_cb (CoglPipeline *pipeline,
int layer_index,
void *user_data)
{
CoglHandle texture =
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
_cogl_pipeline_get_layer_texture (pipeline, layer_index);
ValidateLayerState *state = user_data;
gboolean status = TRUE;
/* invalid textures will be handled correctly in
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
* _cogl_pipeline_flush_layers_gl_state */
if (texture == COGL_INVALID_HANDLE)
goto validated;
_cogl_texture_flush_journal_rendering (texture);
/* 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 (texture);
/* We need to ensure the mipmaps are ready before deciding
* anything else about the texture because the texture storate
* could completely change if it needs to be migrated out of the
* atlas and will affect how we validate the layer.
*/
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
_cogl_pipeline_pre_paint_for_layer (pipeline, layer_index);
if (!_cogl_texture_can_hardware_repeat (texture))
{
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", layer_index);
/* XXX: maybe we can add a mechanism for users to forcibly use
* textures with waste where it would be their responsability to use
* texture coords in the range [0,1] such that sampling outside isn't
* required. We can then use a texture matrix (or a modification of
* the users own matrix) to map 1 to the edge of the texture data.
*
* Potentially, given the same guarantee as above we could also
* support a single sliced layer too. We would have to redraw the
* vertices once for each layer, each time with a fiddled texture
* matrix.
*/
state->fallback_layers |= (1 << state->unit);
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
state->options.flags |= COGL_PIPELINE_FLUSH_FALLBACK_MASK;
}
validated:
state->unit++;
return status;
}
static void
toggle_enabled_cb (int bit_num, void *user_data)
{
const CoglBitmask *new_values = user_data;
gboolean enabled = _cogl_bitmask_get (new_values, bit_num);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
if (ctx->driver == COGL_DRIVER_GLES2)
{
if (enabled)
GE( ctx, glEnableVertexAttribArray (bit_num) );
else
GE( ctx, glDisableVertexAttribArray (bit_num) );
}
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
else
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
{
GE( ctx, glClientActiveTexture (GL_TEXTURE0 + bit_num) );
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
if (enabled)
GE( ctx, glEnableClientState (GL_TEXTURE_COORD_ARRAY) );
else
GE( ctx, glDisableClientState (GL_TEXTURE_COORD_ARRAY) );
}
#endif
}
static void
set_enabled_arrays (CoglBitmask *value_cache,
const CoglBitmask *new_values)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Get the list of bits that are different */
_cogl_bitmask_clear_all (&ctx->arrays_to_change);
_cogl_bitmask_set_bits (&ctx->arrays_to_change, value_cache);
_cogl_bitmask_xor_bits (&ctx->arrays_to_change, new_values);
/* Iterate over each bit to change */
_cogl_bitmask_foreach (&ctx->arrays_to_change,
toggle_enabled_cb,
(void *) new_values);
/* Store the new values */
_cogl_bitmask_clear_all (value_cache);
_cogl_bitmask_set_bits (value_cache, new_values);
}
static CoglHandle
enable_gl_state (CoglDrawFlags flags,
CoglAttribute **attributes,
int n_attributes,
ValidateLayerState *state)
{
CoglFramebuffer *framebuffer = cogl_get_draw_framebuffer ();
int i;
GLuint generic_index = 0;
unsigned long enable_flags = 0;
gboolean skip_gl_color = FALSE;
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
CoglPipeline *source;
CoglPipeline *copy = NULL;
int n_tex_coord_attribs = 0;
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
cogl: Implements a software only read-pixel fast-path This adds a transparent optimization to cogl_read_pixels for when a single pixel is being read back and it happens that all the geometry of the current frame is still available in the framebuffer's associated journal. The intention is to indirectly optimize Clutter's render based picking mechanism in such a way that the 99% of cases where scenes are comprised of trivial quad primitives that can easily be intersected we can avoid the latency of kicking a GPU render and blocking for the result when we know we can calculate the result manually on the CPU probably faster than we could even kick a render. A nice property of this solution is that it maintains all the flexibility of the render based picking provided by Clutter and it can gracefully fall back to GPU rendering if actors are drawn using anything more complex than a quad for their geometry. It seems worth noting that there is a limitation to the extensibility of this approach in that it can only optimize picking a against geometry that passes through Cogl's journal which isn't something Clutter directly controls. For now though this really doesn't matter since basically all apps should end up hitting this fast-path. The current idea to address this longer term would be a pick2 vfunc for ClutterActor that can support geometry and render based input regions of actors and move this optimization up into Clutter instead. Note: currently we don't have a primitive count threshold to consider that there could be scenes with enough geometry for us to compensate for the cost of kicking a render and determine a result more efficiently by utilizing the GPU. We don't currently expect this to be common though. Note: in the future it could still be interesting to revive something like the wip/async-pbo-picking branch to provide an asynchronous read-pixels based optimization for Clutter picking in cases where more complex input regions that necessitate rendering are in use or if we do add a threshold for rendering as mentioned above.
2011-01-12 22:12:41 +00:00
/* In cogl_read_pixels we have a fast-path when reading a single
* pixel and the scene is just comprised of simple rectangles still
* in the journal. For this optimization to work we need to track
* when the framebuffer really does get drawn to. */
_cogl_framebuffer_dirty (framebuffer);
source = cogl_get_source ();
/* Iterate the attributes to work out whether blending needs to be
enabled and how many texture coords there are. We need to do this
before flushing the pipeline. */
for (i = 0; i < n_attributes; i++)
switch (attributes[i]->name_id)
{
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
if ((flags & COGL_DRAW_COLOR_ATTRIBUTE_IS_OPAQUE) == 0 &&
!_cogl_pipeline_get_real_blend_enabled (source))
{
CoglPipelineBlendEnable blend_enable =
COGL_PIPELINE_BLEND_ENABLE_ENABLED;
copy = cogl_pipeline_copy (source);
_cogl_pipeline_set_blend_enabled (copy, blend_enable);
source = copy;
}
skip_gl_color = TRUE;
break;
case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
n_tex_coord_attribs++;
break;
default:
break;
}
if (G_UNLIKELY (state->options.flags))
{
/* If we haven't already created a derived pipeline... */
if (!copy)
{
copy = cogl_pipeline_copy (source);
source = copy;
}
_cogl_pipeline_apply_overrides (source, &state->options);
/* TODO:
* overrides = cogl_pipeline_get_data (pipeline,
* last_overrides_key);
* if (overrides)
* {
* age = cogl_pipeline_get_age (pipeline);
* XXX: actually we also need to check for legacy_state
* and blending overrides for use of glColorPointer...
* if (overrides->ags != age ||
* memcmp (&overrides->options, &options,
* sizeof (options) != 0)
* {
* cogl_object_unref (overrides->weak_pipeline);
* g_slice_free (Overrides, overrides);
* overrides = NULL;
* }
* }
* if (!overrides)
* {
* overrides = g_slice_new (Overrides);
* overrides->weak_pipeline =
* cogl_pipeline_weak_copy (cogl_get_source ());
* _cogl_pipeline_apply_overrides (overrides->weak_pipeline,
* &options);
*
* cogl_pipeline_set_data (pipeline, last_overrides_key,
* weak_overrides,
* free_overrides_cb,
* NULL);
* }
* source = overrides->weak_pipeline;
*/
}
if (G_UNLIKELY (ctx->legacy_state_set) &&
(flags & COGL_DRAW_SKIP_LEGACY_STATE) == 0)
{
/* If we haven't already created a derived pipeline... */
if (!copy)
{
copy = cogl_pipeline_copy (source);
source = copy;
}
_cogl_pipeline_apply_legacy_state (source);
}
_cogl_pipeline_flush_gl_state (source, skip_gl_color, n_tex_coord_attribs);
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
_cogl_bitmask_clear_all (&ctx->temp_bitmask);
/* Bind the attribute pointers. We need to do this after the
pipeline is flushed because on GLES2 that is the only point when
we can determine the attribute locations */
for (i = 0; i < n_attributes; i++)
{
CoglAttribute *attribute = attributes[i];
CoglAttributeBuffer *attribute_buffer;
CoglBuffer *buffer;
guint8 *base;
#ifdef HAVE_COGL_GLES2
int attrib_location;
#endif
attribute_buffer = cogl_attribute_get_buffer (attribute);
buffer = COGL_BUFFER (attribute_buffer);
base = _cogl_buffer_bind (buffer, COGL_BUFFER_BIND_TARGET_ATTRIBUTE_BUFFER);
switch (attribute->name_id)
{
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
#ifdef HAVE_COGL_GLES2
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
if (ctx->driver == COGL_DRIVER_GLES2)
{
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
attrib_location =
_cogl_pipeline_progend_glsl_get_color_attribute (source);
if (attrib_location != -1)
{
GE( ctx,
glVertexAttribPointer (attrib_location,
attribute->n_components,
attribute->type,
TRUE, /* normalize */
attribute->stride,
base + attribute->offset) );
_cogl_bitmask_set (&ctx->temp_bitmask, attrib_location, TRUE);
}
}
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
else
#endif
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
{
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
/* GE (ctx, glEnableClientState (GL_COLOR_ARRAY)); */
GE (ctx, glColorPointer (attribute->n_components,
attribute->type,
attribute->stride,
base + attribute->offset));
}
break;
case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
#ifdef HAVE_COGL_GLES2
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
if (ctx->driver == COGL_DRIVER_GLES2)
{
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
attrib_location =
_cogl_pipeline_progend_glsl_get_normal_attribute (source);
if (attrib_location != -1)
{
GE( ctx,
glVertexAttribPointer (attrib_location,
attribute->n_components,
attribute->type,
TRUE, /* normalize */
attribute->stride,
base + attribute->offset) );
_cogl_bitmask_set (&ctx->temp_bitmask, attrib_location, TRUE);
}
}
#endif
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
if (ctx->driver != COGL_DRIVER_GLES2)
{
/* FIXME: go through cogl cache to enable normal array */
GE (ctx, glEnableClientState (GL_NORMAL_ARRAY));
GE (ctx, glNormalPointer (attribute->type,
attribute->stride,
base + attribute->offset));
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
}
#endif
break;
case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
#ifdef HAVE_COGL_GLES2
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
if (ctx->driver == COGL_DRIVER_GLES2)
{
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
attrib_location =
_cogl_pipeline_progend_glsl_get_tex_coord_attribute
(source, attribute->texture_unit);
if (attrib_location != -1)
{
GE( ctx,
glVertexAttribPointer (attrib_location,
attribute->n_components,
attribute->type,
FALSE, /* normalize */
attribute->stride,
base + attribute->offset) );
_cogl_bitmask_set (&ctx->temp_bitmask, attrib_location, TRUE);
}
}
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
else
#endif
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
{
GE (ctx, glClientActiveTexture (GL_TEXTURE0 +
attribute->texture_unit));
GE (ctx, glTexCoordPointer (attribute->n_components,
attribute->type,
attribute->stride,
base + attribute->offset));
_cogl_bitmask_set (&ctx->temp_bitmask,
attribute->texture_unit, TRUE);
}
break;
case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
#ifdef HAVE_COGL_GLES2
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
if (ctx->driver == COGL_DRIVER_GLES2)
{
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
attrib_location =
_cogl_pipeline_progend_glsl_get_position_attribute (source);
if (attrib_location != -1)
{
GE( ctx,
glVertexAttribPointer (attrib_location,
attribute->n_components,
attribute->type,
FALSE, /* normalize */
attribute->stride,
base + attribute->offset) );
_cogl_bitmask_set (&ctx->temp_bitmask, attrib_location, TRUE);
}
}
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
else
#endif
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
{
enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
/* GE (ctx, glEnableClientState (GL_VERTEX_ARRAY)); */
GE (ctx, glVertexPointer (attribute->n_components,
attribute->type,
attribute->stride,
base + attribute->offset));
}
break;
case COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
if (ctx->driver != COGL_DRIVER_GLES1)
{
/* FIXME: go through cogl cache to enable generic array. */
/* FIXME: this is going to end up just using the builtins
on GLES 2 */
GE (ctx, glEnableVertexAttribArray (generic_index++));
GE (ctx, glVertexAttribPointer (generic_index,
attribute->n_components,
attribute->type,
attribute->normalized,
attribute->stride,
base + attribute->offset));
}
break;
default:
g_warning ("Unrecognised attribute type 0x%08x", attribute->type);
}
_cogl_buffer_unbind (buffer);
}
/* Flush the state of the attribute arrays */
set_enabled_arrays (&ctx->arrays_enabled, &ctx->temp_bitmask);
_cogl_enable (enable_flags);
_cogl_flush_face_winding ();
return source;
}
void
_cogl_attribute_disable_cached_arrays (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_bitmask_clear_all (&ctx->temp_bitmask);
set_enabled_arrays (&ctx->arrays_enabled, &ctx->temp_bitmask);
}
/* FIXME: we shouldn't be disabling state after drawing we should
* just disable the things not needed after enabling state. */
static void
disable_gl_state (CoglAttribute **attributes,
int n_attributes,
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
CoglPipeline *source)
{
GLuint generic_index = 0;
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (G_UNLIKELY (source != cogl_get_source ()))
cogl_object_unref (source);
for (i = 0; i < n_attributes; i++)
{
CoglAttribute *attribute = attributes[i];
switch (attribute->name_id)
{
case COGL_ATTRIBUTE_NAME_ID_COLOR_ARRAY:
/* GE (ctx, glDisableClientState (GL_COLOR_ARRAY)); */
break;
case COGL_ATTRIBUTE_NAME_ID_NORMAL_ARRAY:
/* FIXME: go through cogl cache to enable normal array */
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
#if defined(HAVE_COGL_GLES) || defined(HAVE_COGL_GL)
if (ctx->driver != COGL_DRIVER_GLES2)
GE (ctx, glDisableClientState (GL_NORMAL_ARRAY));
#endif
break;
case COGL_ATTRIBUTE_NAME_ID_TEXTURE_COORD_ARRAY:
/* The enabled state of the texture coord arrays is
cached in ctx->enabled_texcoord_arrays so we don't
need to do anything here. The array will be disabled
by the next drawing primitive if it is not
required */
break;
case COGL_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
/* GE (ctx, glDisableClientState (GL_VERTEX_ARRAY)); */
break;
case COGL_ATTRIBUTE_NAME_ID_CUSTOM_ARRAY:
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
if (ctx->driver != COGL_DRIVER_GLES1)
/* FIXME: go through cogl cache to enable generic array */
GE (ctx, glDisableVertexAttribArray (generic_index++));
break;
default:
g_warning ("Unrecognised attribute type 0x%08x", attribute->type);
}
}
}
#ifdef COGL_ENABLE_DEBUG
static int
get_index (void *indices,
CoglIndicesType type,
int _index)
{
if (!indices)
return _index;
switch (type)
{
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
return ((guint8 *)indices)[_index];
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
return ((guint16 *)indices)[_index];
case COGL_INDICES_TYPE_UNSIGNED_INT:
return ((guint32 *)indices)[_index];
}
g_return_val_if_reached (0);
}
static void
add_line (void *vertices,
void *indices,
CoglIndicesType indices_type,
CoglAttribute *attribute,
int start,
int end,
CoglVertexP3 *lines,
int *n_line_vertices)
{
int start_index = get_index (indices, indices_type, start);
int end_index = get_index (indices, indices_type, end);
float *v0 = (float *)((guint8 *)vertices + start_index * attribute->stride);
float *v1 = (float *)((guint8 *)vertices + end_index * attribute->stride);
float *o = (float *)(&lines[*n_line_vertices]);
int i;
for (i = 0; i < attribute->n_components; i++)
*(o++) = *(v0++);
for (;i < 3; i++)
*(o++) = 0;
for (i = 0; i < attribute->n_components; i++)
*(o++) = *(v1++);
for (;i < 3; i++)
*(o++) = 0;
*n_line_vertices += 2;
}
static CoglVertexP3 *
get_wire_lines (CoglAttribute *attribute,
CoglVerticesMode mode,
int n_vertices_in,
int *n_vertices_out,
CoglIndices *_indices)
{
CoglAttributeBuffer *attribute_buffer = cogl_attribute_get_buffer (attribute);
void *vertices;
CoglIndexBuffer *index_buffer;
void *indices;
CoglIndicesType indices_type;
int i;
int n_lines;
CoglVertexP3 *out = NULL;
vertices = cogl_buffer_map (COGL_BUFFER (attribute_buffer),
COGL_BUFFER_ACCESS_READ, 0);
if (_indices)
{
index_buffer = cogl_indices_get_buffer (_indices);
indices = cogl_buffer_map (COGL_BUFFER (index_buffer),
COGL_BUFFER_ACCESS_READ, 0);
indices_type = cogl_indices_get_type (_indices);
}
else
{
index_buffer = NULL;
indices = NULL;
indices_type = COGL_INDICES_TYPE_UNSIGNED_BYTE;
}
*n_vertices_out = 0;
if (mode == COGL_VERTICES_MODE_TRIANGLES &&
(n_vertices_in % 3) == 0)
{
n_lines = n_vertices_in;
out = g_new (CoglVertexP3, n_lines * 2);
for (i = 0; i < n_vertices_in; i += 3)
{
add_line (vertices, indices, indices_type, attribute,
i, i+1, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i+1, i+2, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i+2, i, out, n_vertices_out);
}
}
else if (mode == COGL_VERTICES_MODE_TRIANGLE_FAN &&
n_vertices_in >= 3)
{
n_lines = 2 * n_vertices_in - 3;
out = g_new (CoglVertexP3, n_lines * 2);
add_line (vertices, indices, indices_type, attribute,
0, 1, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
1, 2, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
0, 2, out, n_vertices_out);
for (i = 3; i < n_vertices_in; i++)
{
add_line (vertices, indices, indices_type, attribute,
i - 1, i, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
0, i, out, n_vertices_out);
}
}
else if (mode == COGL_VERTICES_MODE_TRIANGLE_STRIP &&
n_vertices_in >= 3)
{
n_lines = 2 * n_vertices_in - 3;
out = g_new (CoglVertexP3, n_lines * 2);
add_line (vertices, indices, indices_type, attribute,
0, 1, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
1, 2, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
0, 2, out, n_vertices_out);
for (i = 3; i < n_vertices_in; i++)
{
add_line (vertices, indices, indices_type, attribute,
i - 1, i, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i - 2, i, out, n_vertices_out);
}
}
/* In the journal we are a bit sneaky and actually use GL_QUADS
* which isn't actually a valid CoglVerticesMode! */
#ifdef HAVE_COGL_GL
else if (mode == GL_QUADS && (n_vertices_in % 4) == 0)
{
n_lines = n_vertices_in;
out = g_new (CoglVertexP3, n_lines * 2);
for (i = 0; i < n_vertices_in; i += 4)
{
add_line (vertices, indices, indices_type, attribute,
i, i + 1, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i + 1, i + 2, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i + 2, i + 3, out, n_vertices_out);
add_line (vertices, indices, indices_type, attribute,
i + 3, i, out, n_vertices_out);
}
}
#endif
if (vertices != NULL)
cogl_buffer_unmap (COGL_BUFFER (attribute_buffer));
if (indices != NULL)
cogl_buffer_unmap (COGL_BUFFER (index_buffer));
return out;
}
static void
draw_wireframe (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglAttribute **attributes,
int n_attributes,
CoglIndices *indices)
{
CoglAttribute *position = NULL;
int i;
int n_line_vertices;
static CoglPipeline *wire_pipeline;
CoglAttribute *wire_attribute[1];
CoglVertexP3 *lines;
CoglAttributeBuffer *attribute_buffer;
for (i = 0; i < n_attributes; i++)
{
if (strcmp (attributes[i]->name, "cogl_position_in") == 0)
{
position = attributes[i];
break;
}
}
if (!position)
return;
lines = get_wire_lines (position,
mode,
n_vertices,
&n_line_vertices,
indices);
attribute_buffer =
cogl_attribute_buffer_new (sizeof (CoglVertexP3) * n_line_vertices,
lines);
wire_attribute[0] =
cogl_attribute_new (attribute_buffer, "cogl_position_in",
sizeof (CoglVertexP3),
0,
3,
COGL_ATTRIBUTE_TYPE_FLOAT);
cogl_object_unref (attribute_buffer);
if (!wire_pipeline)
{
wire_pipeline = cogl_pipeline_new ();
cogl_pipeline_set_color4ub (wire_pipeline,
0x00, 0xff, 0x00, 0xff);
}
cogl_push_source (wire_pipeline);
/* temporarily disable the wireframe to avoid recursion! */
COGL_DEBUG_CLEAR_FLAG (COGL_DEBUG_WIREFRAME);
_cogl_draw_attributes (COGL_VERTICES_MODE_LINES,
0,
n_line_vertices,
wire_attribute,
1,
COGL_DRAW_SKIP_JOURNAL_FLUSH |
COGL_DRAW_SKIP_PIPELINE_VALIDATION |
COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH |
COGL_DRAW_SKIP_LEGACY_STATE);
COGL_DEBUG_SET_FLAG (COGL_DEBUG_WIREFRAME);
cogl_pop_source ();
cogl_object_unref (wire_attribute[0]);
}
#endif
static void
flush_state (CoglDrawFlags flags,
ValidateLayerState *state)
{
if (!(flags & COGL_DRAW_SKIP_JOURNAL_FLUSH))
{
CoglFramebuffer *framebuffer = cogl_get_draw_framebuffer ();
_cogl_journal_flush (framebuffer->journal, framebuffer);
}
state->unit = 0;
state->options.flags = 0;
state->fallback_layers = 0;
if (!(flags & COGL_DRAW_SKIP_PIPELINE_VALIDATION))
cogl_pipeline_foreach_layer (cogl_get_source (),
validate_layer_cb,
state);
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
* as the pipeline state) when flushing the clip stack, so should
* always be done first when preparing to draw. We need to do this
* before setting up the array pointers because setting up the clip
* stack can cause some drawing which would change the array
* pointers. */
if (!(flags & COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH))
_cogl_framebuffer_flush_state (cogl_get_draw_framebuffer (),
_cogl_get_read_framebuffer (),
0);
}
/* This can be called directly by the CoglJournal to draw attributes
* skipping the implicit journal flush, the framebuffer flush and
* pipeline validation. */
void
_cogl_draw_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglAttribute **attributes,
int n_attributes,
CoglDrawFlags flags)
{
ValidateLayerState state;
CoglPipeline *source;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
flush_state (flags, &state);
source = enable_gl_state (flags, attributes, n_attributes, &state);
GE (ctx, glDrawArrays ((GLenum)mode, first_vertex, n_vertices));
/* FIXME: we shouldn't be disabling state after drawing we should
* just disable the things not needed after enabling state. */
disable_gl_state (attributes, n_attributes, source);
#ifdef COGL_ENABLE_DEBUG
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_WIREFRAME)))
draw_wireframe (mode, first_vertex, n_vertices,
attributes, n_attributes, NULL);
#endif
}
void
cogl_draw_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglAttribute **attributes,
int n_attributes)
{
_cogl_draw_attributes (mode, first_vertex,
n_vertices,
attributes, n_attributes,
0 /* no flags */);
}
void
cogl_vdraw_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
...)
{
va_list ap;
int n_attributes;
CoglAttribute *attribute;
CoglAttribute **attributes;
int i;
va_start (ap, n_vertices);
for (n_attributes = 0; va_arg (ap, CoglAttribute *); n_attributes++)
;
va_end (ap);
attributes = g_alloca (sizeof (CoglAttribute *) * n_attributes);
va_start (ap, n_vertices);
for (i = 0; (attribute = va_arg (ap, CoglAttribute *)); i++)
attributes[i] = attribute;
va_end (ap);
cogl_draw_attributes (mode, first_vertex, n_vertices,
attributes, n_attributes);
}
static size_t
sizeof_index_type (CoglIndicesType type)
{
switch (type)
{
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
return 1;
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
return 2;
case COGL_INDICES_TYPE_UNSIGNED_INT:
return 4;
}
g_return_val_if_reached (0);
}
void
_cogl_draw_indexed_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
CoglAttribute **attributes,
int n_attributes,
CoglDrawFlags flags)
{
ValidateLayerState state;
CoglPipeline *source;
CoglBuffer *buffer;
guint8 *base;
size_t buffer_offset;
size_t index_size;
2010-11-06 18:12:41 +00:00
GLenum indices_gl_type = 0;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
flush_state (flags, &state);
source = enable_gl_state (flags, attributes, n_attributes, &state);
buffer = COGL_BUFFER (cogl_indices_get_buffer (indices));
base = _cogl_buffer_bind (buffer, COGL_BUFFER_BIND_TARGET_INDEX_BUFFER);
buffer_offset = cogl_indices_get_offset (indices);
index_size = sizeof_index_type (cogl_indices_get_type (indices));
switch (cogl_indices_get_type (indices))
{
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
indices_gl_type = GL_UNSIGNED_BYTE;
break;
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
indices_gl_type = GL_UNSIGNED_SHORT;
break;
case COGL_INDICES_TYPE_UNSIGNED_INT:
indices_gl_type = GL_UNSIGNED_INT;
break;
}
2010-11-06 18:12:41 +00:00
GE (ctx, glDrawElements ((GLenum)mode,
n_vertices,
indices_gl_type,
base + buffer_offset + index_size * first_vertex));
_cogl_buffer_unbind (buffer);
/* FIXME: we shouldn't be disabling state after drawing we should
* just disable the things not needed after enabling state. */
disable_gl_state (attributes, n_attributes, source);
#ifdef COGL_ENABLE_DEBUG
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_WIREFRAME)))
draw_wireframe (mode, first_vertex, n_vertices,
attributes, n_attributes, indices);
#endif
}
void
cogl_draw_indexed_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
CoglAttribute **attributes,
int n_attributes)
{
_cogl_draw_indexed_attributes (mode, first_vertex,
n_vertices, indices,
attributes, n_attributes,
0 /* no flags */);
}
void
cogl_vdraw_indexed_attributes (CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
...)
{
va_list ap;
int n_attributes;
CoglAttribute **attributes;
int i;
CoglAttribute *attribute;
va_start (ap, indices);
for (n_attributes = 0; va_arg (ap, CoglAttribute *); n_attributes++)
;
va_end (ap);
attributes = g_alloca (sizeof (CoglAttribute *) * n_attributes);
va_start (ap, indices);
for (i = 0; (attribute = va_arg (ap, CoglAttribute *)); i++)
attributes[i] = attribute;
va_end (ap);
cogl_draw_indexed_attributes (mode,
first_vertex,
n_vertices,
indices,
attributes,
n_attributes);
}