mirror of
https://github.com/brl/mutter.git
synced 2024-11-29 19:40:43 -05:00
Merge branch 'master' into cogl-float
This commit is contained in:
commit
755f3935f3
@ -385,6 +385,29 @@ void cogl_texture_polygon (CoglHandle handle,
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CoglTextureVertex *vertices,
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CoglTextureVertex *vertices,
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||||||
gboolean use_color);
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gboolean use_color);
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||||||
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||||||
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/**
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* cogl_texture_multiple_rectangles:
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* @handle: a @CoglHandle.
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* @verts: an array of vertices
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* @n_rects: number of rectangles to draw
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*
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* Draws a series of rectangles in the same way that
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* cogl_texture_rectangle() does. In some situations it can give a
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* significant performance boost to use this function rather than
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* calling cogl_texture_rectangle() separately for each rectangle.
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*
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* @verts should point to an array of #CoglFixed<!-- -->s with
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* @n_rects * 8 elements. Each group of 8 values corresponds to the
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* parameters x1, y1, x2, y2, tx1, ty1, tx2 and ty2 and have the same
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* meaning as in cogl_texture_rectangle().
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*
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* Since: 1.0
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*/
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void cogl_texture_multiple_rectangles
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(CoglHandle handle,
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const CoglFixed *verts,
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guint n_rects);
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G_END_DECLS
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G_END_DECLS
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#endif /* __COGL_TEXTURE_H__ */
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#endif /* __COGL_TEXTURE_H__ */
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@ -120,6 +120,7 @@ cogl_texture_set_region
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cogl_texture_ref
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cogl_texture_ref
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cogl_texture_unref
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cogl_texture_unref
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cogl_texture_rectangle
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cogl_texture_rectangle
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cogl_texture_multiple_rectangles
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cogl_texture_polygon
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cogl_texture_polygon
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</SECTION>
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</SECTION>
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@ -56,8 +56,10 @@ cogl_create_context ()
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_context->last_path = 0;
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_context->last_path = 0;
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_context->texture_handles = NULL;
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_context->texture_handles = NULL;
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_context->texture_vertices_size = 0;
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_context->texture_vertices = g_array_new (FALSE, FALSE,
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_context->texture_vertices = NULL;
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sizeof (CoglTextureGLVertex));
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_context->texture_indices = g_array_new (FALSE, FALSE,
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sizeof (GLushort));
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_context->fbo_handles = NULL;
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_context->fbo_handles = NULL;
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_context->draw_buffer = COGL_WINDOW_BUFFER;
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_context->draw_buffer = COGL_WINDOW_BUFFER;
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@ -148,6 +150,11 @@ cogl_destroy_context ()
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if (_context->program_handles)
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if (_context->program_handles)
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g_array_free (_context->program_handles, TRUE);
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g_array_free (_context->program_handles, TRUE);
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if (_context->texture_vertices)
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g_array_free (_context->texture_vertices, TRUE);
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if (_context->texture_indices)
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g_array_free (_context->texture_indices, TRUE);
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g_free (_context);
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g_free (_context);
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}
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}
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@ -63,8 +63,14 @@ typedef struct
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|
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/* Textures */
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/* Textures */
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GArray *texture_handles;
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GArray *texture_handles;
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CoglTextureGLVertex *texture_vertices;
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GArray *texture_vertices;
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gulong texture_vertices_size;
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GArray *texture_indices;
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/* The gl texture number that the above vertices apply to. This to
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|
detect when a different slice is encountered so that the vertices
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can be flushed */
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GLuint texture_current;
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GLenum texture_target;
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GLenum texture_wrap_mode;
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|
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/* Framebuffer objects */
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/* Framebuffer objects */
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GArray *fbo_handles;
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GArray *fbo_handles;
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@ -1911,6 +1911,95 @@ cogl_texture_get_data (CoglHandle handle,
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return byte_size;
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return byte_size;
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}
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}
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static void
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_cogl_texture_flush_vertices (void)
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|
{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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|
if (ctx->texture_vertices->len > 0)
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|
{
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int needed_indices;
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CoglTextureGLVertex *p
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= (CoglTextureGLVertex *) ctx->texture_vertices->data;
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/* The indices are always the same sequence regardless of the
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|
vertices so we only need to change it if there are more
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|
vertices than ever before */
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|
needed_indices = ctx->texture_vertices->len / 4 * 6;
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|
if (needed_indices > ctx->texture_indices->len)
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|
{
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|
int old_len = ctx->texture_indices->len;
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||||||
|
int vert_num = old_len / 6 * 4;
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int i;
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|
GLushort *q;
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|
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|
/* Add two triangles for each quad to the list of
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|
indices. That makes six new indices but two of the
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|
vertices in the triangles are shared. */
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g_array_set_size (ctx->texture_indices, needed_indices);
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q = &g_array_index (ctx->texture_indices, GLushort, old_len);
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|
for (i = old_len;
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|
i < ctx->texture_indices->len;
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|
i += 6, vert_num += 4)
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|
{
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*(q++) = vert_num + 0;
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*(q++) = vert_num + 1;
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*(q++) = vert_num + 3;
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*(q++) = vert_num + 1;
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|
*(q++) = vert_num + 2;
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|
*(q++) = vert_num + 3;
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|
}
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|
}
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GE( glVertexPointer (2, GL_FLOAT,
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sizeof (CoglTextureGLVertex), p->v ) );
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GE( glTexCoordPointer (2, GL_FLOAT,
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sizeof (CoglTextureGLVertex), p->t ) );
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GE( glBindTexture (ctx->texture_target, ctx->texture_current) );
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GE( ctx->pf_glDrawRangeElements (GL_TRIANGLES,
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0, ctx->texture_vertices->len - 1,
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|
needed_indices,
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|
GL_UNSIGNED_SHORT,
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|
ctx->texture_indices->data) );
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|
g_array_set_size (ctx->texture_vertices, 0);
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|
}
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|
}
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static void
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_cogl_texture_add_quad_vertices (GLfloat x1, GLfloat y1,
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GLfloat x2, GLfloat y2,
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GLfloat tx1, GLfloat ty1,
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||||||
|
GLfloat tx2, GLfloat ty2)
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|
{
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|
CoglTextureGLVertex *p;
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|
GLushort first_vert;
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|
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|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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|
/* Add the four vertices of the quad to the list of queued
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vertices */
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|
first_vert = ctx->texture_vertices->len;
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g_array_set_size (ctx->texture_vertices, first_vert + 4);
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p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex, first_vert);
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p->v[0] = x1; p->v[1] = y1;
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p->t[0] = tx1; p->t[1] = ty1;
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p++;
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p->v[0] = x1; p->v[1] = y2;
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p->t[0] = tx1; p->t[1] = ty2;
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p++;
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p->v[0] = x2; p->v[1] = y2;
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p->t[0] = tx2; p->t[1] = ty2;
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p++;
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p->v[0] = x2; p->v[1] = y1;
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p->t[0] = tx2; p->t[1] = ty1;
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|
p++;
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|
}
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static void
|
static void
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_cogl_texture_quad_sw (CoglTexture *tex,
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_cogl_texture_quad_sw (CoglTexture *tex,
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CoglFixed x1,
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CoglFixed x1,
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@ -1931,11 +2020,7 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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CoglFixed slice_tx2 , slice_ty2;
|
CoglFixed slice_tx2 , slice_ty2;
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CoglFixed slice_qx1 , slice_qy1;
|
CoglFixed slice_qx1 , slice_qy1;
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CoglFixed slice_qx2 , slice_qy2;
|
CoglFixed slice_qx2 , slice_qy2;
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GLfloat tex_coords[8];
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GLfloat quad_coords[8];
|
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GLuint gl_handle;
|
GLuint gl_handle;
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gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
|
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| COGL_ENABLE_TEXCOORD_ARRAY);
|
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|
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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@ -1943,26 +2028,13 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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printf("=== Drawing Tex Quad (Software Tiling Mode) ===\n");
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printf("=== Drawing Tex Quad (Software Tiling Mode) ===\n");
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#endif
|
#endif
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|
|
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/* Prepare GL state */
|
|
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if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
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enable_flags |= COGL_ENABLE_TEXTURE_RECT;
|
|
||||||
else
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|
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enable_flags |= COGL_ENABLE_TEXTURE_2D;
|
|
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|
|
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if (ctx->color_alpha < 255
|
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|| tex->bitmap.format & COGL_A_BIT)
|
|
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{
|
|
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enable_flags |= COGL_ENABLE_BLEND;
|
|
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}
|
|
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|
|
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if (ctx->enable_backface_culling)
|
|
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enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
|
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|
|
||||||
cogl_enable (enable_flags);
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|
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|
|
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/* We can't use hardware repeat so we need to set clamp to edge
|
/* We can't use hardware repeat so we need to set clamp to edge
|
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otherwise it might pull in edge pixels from the other side */
|
otherwise it might pull in edge pixels from the other side */
|
||||||
|
if (ctx->texture_vertices->len > 0
|
||||||
|
&& ctx->texture_wrap_mode != GL_CLAMP_TO_EDGE)
|
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|
_cogl_texture_flush_vertices ();
|
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_cogl_texture_set_wrap_mode_parameter (tex, GL_CLAMP_TO_EDGE);
|
_cogl_texture_set_wrap_mode_parameter (tex, GL_CLAMP_TO_EDGE);
|
||||||
|
ctx->texture_wrap_mode = GL_CLAMP_TO_EDGE;
|
||||||
|
|
||||||
/* If the texture coordinates are backwards then swap both the
|
/* If the texture coordinates are backwards then swap both the
|
||||||
geometry and texture coordinates so that the texture will be
|
geometry and texture coordinates so that the texture will be
|
||||||
@ -1987,9 +2059,6 @@ _cogl_texture_quad_sw (CoglTexture *tex,
|
|||||||
ty2 = temp;
|
ty2 = temp;
|
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}
|
}
|
||||||
|
|
||||||
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
|
|
||||||
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
|
|
||||||
|
|
||||||
/* Scale ratio from texture to quad widths */
|
/* Scale ratio from texture to quad widths */
|
||||||
tw = COGL_FIXED_FROM_INT (tex->bitmap.width);
|
tw = COGL_FIXED_FROM_INT (tex->bitmap.width);
|
||||||
th = COGL_FIXED_FROM_INT (tex->bitmap.height);
|
th = COGL_FIXED_FROM_INT (tex->bitmap.height);
|
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@ -2087,24 +2156,22 @@ _cogl_texture_quad_sw (CoglTexture *tex,
|
|||||||
iter_y.index * iter_x.array->len +
|
iter_y.index * iter_x.array->len +
|
||||||
iter_x.index);
|
iter_x.index);
|
||||||
|
|
||||||
GE( glBindTexture (tex->gl_target, gl_handle) );
|
/* If we're using a different texture from the one already queued
|
||||||
|
then flush the vertices */
|
||||||
|
if (ctx->texture_vertices->len > 0
|
||||||
|
&& gl_handle != ctx->texture_current)
|
||||||
|
_cogl_texture_flush_vertices ();
|
||||||
|
ctx->texture_target = tex->gl_target;
|
||||||
|
ctx->texture_current = gl_handle;
|
||||||
|
|
||||||
#define CFX_F COGL_FIXED_TO_FLOAT
|
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (slice_qx1),
|
||||||
|
COGL_FIXED_TO_FLOAT (slice_qy1),
|
||||||
/* Draw textured quad */
|
COGL_FIXED_TO_FLOAT (slice_qx2),
|
||||||
tex_coords[0] = CFX_F(slice_tx1); tex_coords[1] = CFX_F(slice_ty2);
|
COGL_FIXED_TO_FLOAT (slice_qy2),
|
||||||
tex_coords[2] = CFX_F(slice_tx2); tex_coords[3] = CFX_F(slice_ty2);
|
COGL_FIXED_TO_FLOAT (slice_tx1),
|
||||||
tex_coords[4] = CFX_F(slice_tx1); tex_coords[5] = CFX_F(slice_ty1);
|
COGL_FIXED_TO_FLOAT (slice_ty1),
|
||||||
tex_coords[6] = CFX_F(slice_tx2); tex_coords[7] = CFX_F(slice_ty1);
|
COGL_FIXED_TO_FLOAT (slice_tx2),
|
||||||
|
COGL_FIXED_TO_FLOAT (slice_ty2));
|
||||||
quad_coords[0] = CFX_F(slice_qx1); quad_coords[1] = CFX_F(slice_qy2);
|
|
||||||
quad_coords[2] = CFX_F(slice_qx2); quad_coords[3] = CFX_F(slice_qy2);
|
|
||||||
quad_coords[4] = CFX_F(slice_qx1); quad_coords[5] = CFX_F(slice_qy1);
|
|
||||||
quad_coords[6] = CFX_F(slice_qx2); quad_coords[7] = CFX_F(slice_qy1);
|
|
||||||
|
|
||||||
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
|
|
||||||
|
|
||||||
#undef CFX_F
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -2120,13 +2187,10 @@ _cogl_texture_quad_hw (CoglTexture *tex,
|
|||||||
CoglFixed tx2,
|
CoglFixed tx2,
|
||||||
CoglFixed ty2)
|
CoglFixed ty2)
|
||||||
{
|
{
|
||||||
GLfloat tex_coords[8];
|
|
||||||
GLfloat quad_coords[8];
|
|
||||||
GLuint gl_handle;
|
GLuint gl_handle;
|
||||||
CoglTexSliceSpan *x_span;
|
CoglTexSliceSpan *x_span;
|
||||||
CoglTexSliceSpan *y_span;
|
CoglTexSliceSpan *y_span;
|
||||||
gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
|
GLenum wrap_mode;
|
||||||
| COGL_ENABLE_TEXCOORD_ARRAY);
|
|
||||||
|
|
||||||
#if COGL_DEBUG
|
#if COGL_DEBUG
|
||||||
printf("=== Drawing Tex Quad (Hardware Tiling Mode) ===\n");
|
printf("=== Drawing Tex Quad (Hardware Tiling Mode) ===\n");
|
||||||
@ -2134,24 +2198,6 @@ _cogl_texture_quad_hw (CoglTexture *tex,
|
|||||||
|
|
||||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||||
|
|
||||||
/* Prepare GL state */
|
|
||||||
if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
|
|
||||||
enable_flags |= COGL_ENABLE_TEXTURE_RECT;
|
|
||||||
else
|
|
||||||
enable_flags |= COGL_ENABLE_TEXTURE_2D;
|
|
||||||
|
|
||||||
if (ctx->color_alpha < 255
|
|
||||||
|| tex->bitmap.format & COGL_A_BIT)
|
|
||||||
{
|
|
||||||
enable_flags |= COGL_ENABLE_BLEND;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (ctx->enable_backface_culling)
|
|
||||||
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
|
|
||||||
|
|
||||||
cogl_enable (enable_flags);
|
|
||||||
|
|
||||||
|
|
||||||
/* If the texture coords are all in the range [0,1] then we want to
|
/* If the texture coords are all in the range [0,1] then we want to
|
||||||
clamp the coords to the edge otherwise it can pull in edge pixels
|
clamp the coords to the edge otherwise it can pull in edge pixels
|
||||||
from the wrong side when scaled */
|
from the wrong side when scaled */
|
||||||
@ -2159,16 +2205,24 @@ _cogl_texture_quad_hw (CoglTexture *tex,
|
|||||||
&& tx2 >= 0 && tx2 <= COGL_FIXED_1
|
&& tx2 >= 0 && tx2 <= COGL_FIXED_1
|
||||||
&& ty1 >= 0 && ty1 <= COGL_FIXED_1
|
&& ty1 >= 0 && ty1 <= COGL_FIXED_1
|
||||||
&& ty2 >= 0 && ty2 <= COGL_FIXED_1)
|
&& ty2 >= 0 && ty2 <= COGL_FIXED_1)
|
||||||
_cogl_texture_set_wrap_mode_parameter (tex, GL_CLAMP_TO_EDGE);
|
wrap_mode = GL_CLAMP_TO_EDGE;
|
||||||
else
|
else
|
||||||
_cogl_texture_set_wrap_mode_parameter (tex, GL_REPEAT);
|
wrap_mode = GL_REPEAT;
|
||||||
|
|
||||||
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
|
|
||||||
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
|
|
||||||
|
|
||||||
/* Pick and bind opengl texture object */
|
/* Pick and bind opengl texture object */
|
||||||
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
|
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
|
||||||
GE( glBindTexture (tex->gl_target, gl_handle) );
|
|
||||||
|
/* If we're using a different texture from the one already queued
|
||||||
|
then flush the vertices */
|
||||||
|
if (ctx->texture_vertices->len > 0
|
||||||
|
&& (gl_handle != ctx->texture_current
|
||||||
|
|| ctx->texture_wrap_mode != wrap_mode))
|
||||||
|
_cogl_texture_flush_vertices ();
|
||||||
|
ctx->texture_target = tex->gl_target;
|
||||||
|
ctx->texture_current = gl_handle;
|
||||||
|
ctx->texture_wrap_mode = wrap_mode;
|
||||||
|
|
||||||
|
_cogl_texture_set_wrap_mode_parameter (tex, wrap_mode);
|
||||||
|
|
||||||
/* Don't include the waste in the texture coordinates */
|
/* Don't include the waste in the texture coordinates */
|
||||||
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
|
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
|
||||||
@ -2189,36 +2243,26 @@ _cogl_texture_quad_hw (CoglTexture *tex,
|
|||||||
ty2 *= y_span->size;
|
ty2 *= y_span->size;
|
||||||
}
|
}
|
||||||
|
|
||||||
#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
|
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (x1),
|
||||||
|
COGL_FIXED_TO_FLOAT (y1),
|
||||||
/* Draw textured quad */
|
COGL_FIXED_TO_FLOAT (x2),
|
||||||
tex_coords[0] = CFX_F(tx1); tex_coords[1] = CFX_F(ty2);
|
COGL_FIXED_TO_FLOAT (y2),
|
||||||
tex_coords[2] = CFX_F(tx2); tex_coords[3] = CFX_F(ty2);
|
COGL_FIXED_TO_FLOAT (tx1),
|
||||||
tex_coords[4] = CFX_F(tx1); tex_coords[5] = CFX_F(ty1);
|
COGL_FIXED_TO_FLOAT (ty1),
|
||||||
tex_coords[6] = CFX_F(tx2); tex_coords[7] = CFX_F(ty1);
|
COGL_FIXED_TO_FLOAT (tx2),
|
||||||
|
COGL_FIXED_TO_FLOAT (ty2));
|
||||||
quad_coords[0] = CFX_F(x1); quad_coords[1] = CFX_F(y2);
|
|
||||||
quad_coords[2] = CFX_F(x2); quad_coords[3] = CFX_F(y2);
|
|
||||||
quad_coords[4] = CFX_F(x1); quad_coords[5] = CFX_F(y1);
|
|
||||||
quad_coords[6] = CFX_F(x2); quad_coords[7] = CFX_F(y1);
|
|
||||||
|
|
||||||
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
|
|
||||||
|
|
||||||
#undef CFX_F
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
cogl_texture_rectangle (CoglHandle handle,
|
cogl_texture_multiple_rectangles (CoglHandle handle,
|
||||||
CoglFixed x1,
|
const CoglFixed *verts,
|
||||||
CoglFixed y1,
|
guint n_rects)
|
||||||
CoglFixed x2,
|
|
||||||
CoglFixed y2,
|
|
||||||
CoglFixed tx1,
|
|
||||||
CoglFixed ty1,
|
|
||||||
CoglFixed tx2,
|
|
||||||
CoglFixed ty2)
|
|
||||||
{
|
{
|
||||||
CoglTexture *tex;
|
CoglTexture *tex;
|
||||||
|
gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
|
||||||
|
| COGL_ENABLE_TEXCOORD_ARRAY);
|
||||||
|
|
||||||
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||||
|
|
||||||
/* Check if valid texture */
|
/* Check if valid texture */
|
||||||
if (!cogl_is_texture (handle))
|
if (!cogl_is_texture (handle))
|
||||||
@ -2235,22 +2279,73 @@ cogl_texture_rectangle (CoglHandle handle,
|
|||||||
if (tex->slice_gl_handles->len == 0)
|
if (tex->slice_gl_handles->len == 0)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (tx1 == tx2 || ty1 == ty2)
|
/* Prepare GL state */
|
||||||
return;
|
if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
|
||||||
|
enable_flags |= COGL_ENABLE_TEXTURE_RECT;
|
||||||
|
else
|
||||||
|
enable_flags |= COGL_ENABLE_TEXTURE_2D;
|
||||||
|
|
||||||
/* If there is only one GL texture and either the texture is NPOT
|
if (ctx->color_alpha < 255
|
||||||
(no waste) or all of the coordinates are in the range [0,1] then
|
|| tex->bitmap.format & COGL_A_BIT)
|
||||||
we can use hardware tiling */
|
enable_flags |= COGL_ENABLE_BLEND;
|
||||||
|
|
||||||
|
if (ctx->enable_backface_culling)
|
||||||
|
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
|
||||||
|
|
||||||
|
cogl_enable (enable_flags);
|
||||||
|
|
||||||
|
g_array_set_size (ctx->texture_vertices, 0);
|
||||||
|
|
||||||
|
while (n_rects-- > 0)
|
||||||
|
{
|
||||||
|
if (verts[4] != verts[6] && verts[5] != verts[7])
|
||||||
|
{
|
||||||
|
/* If there is only one GL texture and either the texture is
|
||||||
|
NPOT (no waste) or all of the coordinates are in the
|
||||||
|
range [0,1] then we can use hardware tiling */
|
||||||
if (tex->slice_gl_handles->len == 1
|
if (tex->slice_gl_handles->len == 1
|
||||||
&& ((cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
|
&& ((cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
|
||||||
&& tex->gl_target == GL_TEXTURE_2D)
|
&& tex->gl_target == GL_TEXTURE_2D)
|
||||||
|| (tx1 >= 0 && tx1 <= COGL_FIXED_1
|
|| (verts[4] >= 0 && verts[4] <= COGL_FIXED_1
|
||||||
&& tx2 >= 0 && tx2 <= COGL_FIXED_1
|
&& verts[6] >= 0 && verts[6] <= COGL_FIXED_1
|
||||||
&& ty1 >= 0 && ty1 <= COGL_FIXED_1
|
&& verts[5] >= 0 && verts[5] <= COGL_FIXED_1
|
||||||
&& ty2 >= 0 && ty2 <= COGL_FIXED_1)))
|
&& verts[7] >= 0 && verts[7] <= COGL_FIXED_1)))
|
||||||
_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
|
_cogl_texture_quad_hw (tex, verts[0],verts[1], verts[2],verts[3],
|
||||||
|
verts[4],verts[5], verts[6],verts[7]);
|
||||||
else
|
else
|
||||||
_cogl_texture_quad_sw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
|
_cogl_texture_quad_sw (tex, verts[0],verts[1], verts[2],verts[3],
|
||||||
|
verts[4],verts[5], verts[6],verts[7]);
|
||||||
|
}
|
||||||
|
|
||||||
|
verts += 8;
|
||||||
|
}
|
||||||
|
|
||||||
|
_cogl_texture_flush_vertices ();
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
cogl_texture_rectangle (CoglHandle handle,
|
||||||
|
CoglFixed x1,
|
||||||
|
CoglFixed y1,
|
||||||
|
CoglFixed x2,
|
||||||
|
CoglFixed y2,
|
||||||
|
CoglFixed tx1,
|
||||||
|
CoglFixed ty1,
|
||||||
|
CoglFixed tx2,
|
||||||
|
CoglFixed ty2)
|
||||||
|
{
|
||||||
|
CoglFixed verts[8];
|
||||||
|
|
||||||
|
verts[0] = x1;
|
||||||
|
verts[1] = y1;
|
||||||
|
verts[2] = x2;
|
||||||
|
verts[3] = y2;
|
||||||
|
verts[4] = tx1;
|
||||||
|
verts[5] = ty1;
|
||||||
|
verts[6] = tx2;
|
||||||
|
verts[7] = ty2;
|
||||||
|
|
||||||
|
cogl_texture_multiple_rectangles (handle, verts, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
@ -2299,22 +2394,8 @@ cogl_texture_polygon (CoglHandle handle,
|
|||||||
/* Make sure there is enough space in the global texture vertex
|
/* Make sure there is enough space in the global texture vertex
|
||||||
array. This is used so we can render the polygon with a single
|
array. This is used so we can render the polygon with a single
|
||||||
call to OpenGL but still support any number of vertices */
|
call to OpenGL but still support any number of vertices */
|
||||||
if (ctx->texture_vertices_size < n_vertices)
|
g_array_set_size (ctx->texture_vertices, n_vertices);
|
||||||
{
|
p = (CoglTextureGLVertex *) ctx->texture_vertices->data;
|
||||||
guint nsize = ctx->texture_vertices_size;
|
|
||||||
|
|
||||||
if (nsize == 0)
|
|
||||||
nsize = 1;
|
|
||||||
do
|
|
||||||
nsize *= 2;
|
|
||||||
while (nsize < n_vertices);
|
|
||||||
|
|
||||||
ctx->texture_vertices_size = nsize;
|
|
||||||
|
|
||||||
ctx->texture_vertices = g_realloc (ctx->texture_vertices,
|
|
||||||
nsize
|
|
||||||
* sizeof (CoglTextureGLVertex));
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Prepare GL state */
|
/* Prepare GL state */
|
||||||
enable_flags = (COGL_ENABLE_VERTEX_ARRAY
|
enable_flags = (COGL_ENABLE_VERTEX_ARRAY
|
||||||
@ -2332,14 +2413,12 @@ cogl_texture_polygon (CoglHandle handle,
|
|||||||
if (use_color)
|
if (use_color)
|
||||||
{
|
{
|
||||||
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
|
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
|
||||||
GE( glColorPointer (4, GL_UNSIGNED_BYTE, sizeof (CoglTextureGLVertex),
|
GE( glColorPointer (4, GL_UNSIGNED_BYTE,
|
||||||
ctx->texture_vertices[0].c) );
|
sizeof (CoglTextureGLVertex), p->c) );
|
||||||
}
|
}
|
||||||
|
|
||||||
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex),
|
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex), p->v ) );
|
||||||
ctx->texture_vertices[0].v) );
|
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex), p->t ) );
|
||||||
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex),
|
|
||||||
ctx->texture_vertices[0].t) );
|
|
||||||
|
|
||||||
cogl_enable (enable_flags);
|
cogl_enable (enable_flags);
|
||||||
|
|
||||||
@ -2362,9 +2441,11 @@ cogl_texture_polygon (CoglHandle handle,
|
|||||||
|
|
||||||
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, tex_num++);
|
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, tex_num++);
|
||||||
|
|
||||||
|
p = (CoglTextureGLVertex *) ctx->texture_vertices->data;
|
||||||
|
|
||||||
/* Convert the vertices into an array of GLfloats ready to pass to
|
/* Convert the vertices into an array of GLfloats ready to pass to
|
||||||
OpenGL */
|
OpenGL */
|
||||||
for (i = 0, p = ctx->texture_vertices; i < n_vertices; i++, p++)
|
for (i = 0; i < n_vertices; i++, p++)
|
||||||
{
|
{
|
||||||
CoglFixed tx, ty;
|
CoglFixed tx, ty;
|
||||||
|
|
||||||
|
@ -59,8 +59,10 @@ cogl_create_context ()
|
|||||||
_context->last_path = 0;
|
_context->last_path = 0;
|
||||||
|
|
||||||
_context->texture_handles = NULL;
|
_context->texture_handles = NULL;
|
||||||
_context->texture_vertices_size = 0;
|
_context->texture_vertices = g_array_new (FALSE, FALSE,
|
||||||
_context->texture_vertices = NULL;
|
sizeof (CoglTextureGLVertex));
|
||||||
|
_context->texture_indices = g_array_new (FALSE, FALSE,
|
||||||
|
sizeof (GLushort));
|
||||||
|
|
||||||
_context->fbo_handles = NULL;
|
_context->fbo_handles = NULL;
|
||||||
_context->program_handles = NULL;
|
_context->program_handles = NULL;
|
||||||
@ -104,7 +106,9 @@ cogl_destroy_context ()
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
if (_context->texture_vertices)
|
if (_context->texture_vertices)
|
||||||
g_free (_context->texture_vertices);
|
g_array_free (_context->texture_vertices, TRUE);
|
||||||
|
if (_context->texture_indices)
|
||||||
|
g_array_free (_context->texture_indices, TRUE);
|
||||||
|
|
||||||
if (_context->texture_handles)
|
if (_context->texture_handles)
|
||||||
g_array_free (_context->texture_handles, TRUE);
|
g_array_free (_context->texture_handles, TRUE);
|
||||||
|
@ -65,8 +65,13 @@ typedef struct
|
|||||||
|
|
||||||
/* Textures */
|
/* Textures */
|
||||||
GArray *texture_handles;
|
GArray *texture_handles;
|
||||||
CoglTextureGLVertex *texture_vertices;
|
GArray *texture_vertices;
|
||||||
gulong texture_vertices_size;
|
GArray *texture_indices;
|
||||||
|
/* The gl texture number that the above vertices apply to. This to
|
||||||
|
detect when a different slice is encountered so that the vertices
|
||||||
|
can be flushed */
|
||||||
|
GLuint texture_current;
|
||||||
|
GLenum texture_target;
|
||||||
|
|
||||||
/* Framebuffer objects */
|
/* Framebuffer objects */
|
||||||
GArray *fbo_handles;
|
GArray *fbo_handles;
|
||||||
|
@ -2047,6 +2047,94 @@ cogl_texture_get_data (CoglHandle handle,
|
|||||||
return byte_size;
|
return byte_size;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static void
|
||||||
|
_cogl_texture_flush_vertices (void)
|
||||||
|
{
|
||||||
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||||
|
|
||||||
|
if (ctx->texture_vertices->len > 0)
|
||||||
|
{
|
||||||
|
int needed_indices;
|
||||||
|
CoglTextureGLVertex *p
|
||||||
|
= (CoglTextureGLVertex *) ctx->texture_vertices->data;
|
||||||
|
|
||||||
|
/* The indices are always the same sequence regardless of the
|
||||||
|
vertices so we only need to change it if there are more
|
||||||
|
vertices than ever before */
|
||||||
|
needed_indices = ctx->texture_vertices->len / 4 * 6;
|
||||||
|
if (needed_indices > ctx->texture_indices->len)
|
||||||
|
{
|
||||||
|
int old_len = ctx->texture_indices->len;
|
||||||
|
int vert_num = old_len / 6 * 4;
|
||||||
|
int i;
|
||||||
|
GLushort *q;
|
||||||
|
|
||||||
|
/* Add two triangles for each quad to the list of
|
||||||
|
indices. That makes six new indices but two of the
|
||||||
|
vertices in the triangles are shared. */
|
||||||
|
g_array_set_size (ctx->texture_indices, needed_indices);
|
||||||
|
q = &g_array_index (ctx->texture_indices, GLushort, old_len);
|
||||||
|
|
||||||
|
for (i = old_len;
|
||||||
|
i < ctx->texture_indices->len;
|
||||||
|
i += 6, vert_num += 4)
|
||||||
|
{
|
||||||
|
*(q++) = vert_num + 0;
|
||||||
|
*(q++) = vert_num + 1;
|
||||||
|
*(q++) = vert_num + 3;
|
||||||
|
|
||||||
|
*(q++) = vert_num + 1;
|
||||||
|
*(q++) = vert_num + 2;
|
||||||
|
*(q++) = vert_num + 3;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
GE( glVertexPointer (2, GL_FLOAT,
|
||||||
|
sizeof (CoglTextureGLVertex), p->v ) );
|
||||||
|
GE( glTexCoordPointer (2, GL_FLOAT,
|
||||||
|
sizeof (CoglTextureGLVertex), p->t ) );
|
||||||
|
|
||||||
|
GE( glBindTexture (ctx->texture_target, ctx->texture_current) );
|
||||||
|
GE( glDrawElements (GL_TRIANGLES,
|
||||||
|
needed_indices,
|
||||||
|
GL_UNSIGNED_SHORT,
|
||||||
|
ctx->texture_indices->data) );
|
||||||
|
|
||||||
|
g_array_set_size (ctx->texture_vertices, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static void
|
||||||
|
_cogl_texture_add_quad_vertices (GLfloat x1, GLfloat y1,
|
||||||
|
GLfloat x2, GLfloat y2,
|
||||||
|
GLfloat tx1, GLfloat ty1,
|
||||||
|
GLfloat tx2, GLfloat ty2)
|
||||||
|
{
|
||||||
|
CoglTextureGLVertex *p;
|
||||||
|
GLushort first_vert;
|
||||||
|
|
||||||
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||||
|
|
||||||
|
/* Add the four vertices of the quad to the list of queued
|
||||||
|
vertices */
|
||||||
|
first_vert = ctx->texture_vertices->len;
|
||||||
|
g_array_set_size (ctx->texture_vertices, first_vert + 4);
|
||||||
|
p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex, first_vert);
|
||||||
|
|
||||||
|
p->v[0] = x1; p->v[1] = y1;
|
||||||
|
p->t[0] = tx1; p->t[1] = ty1;
|
||||||
|
p++;
|
||||||
|
p->v[0] = x1; p->v[1] = y2;
|
||||||
|
p->t[0] = tx1; p->t[1] = ty2;
|
||||||
|
p++;
|
||||||
|
p->v[0] = x2; p->v[1] = y2;
|
||||||
|
p->t[0] = tx2; p->t[1] = ty2;
|
||||||
|
p++;
|
||||||
|
p->v[0] = x2; p->v[1] = y1;
|
||||||
|
p->t[0] = tx2; p->t[1] = ty1;
|
||||||
|
p++;
|
||||||
|
}
|
||||||
|
|
||||||
static void
|
static void
|
||||||
_cogl_texture_quad_sw (CoglTexture *tex,
|
_cogl_texture_quad_sw (CoglTexture *tex,
|
||||||
CoglFixed x1,
|
CoglFixed x1,
|
||||||
@ -2067,12 +2155,7 @@ _cogl_texture_quad_sw (CoglTexture *tex,
|
|||||||
CoglFixed slice_tx2 , slice_ty2;
|
CoglFixed slice_tx2 , slice_ty2;
|
||||||
CoglFixed slice_qx1 , slice_qy1;
|
CoglFixed slice_qx1 , slice_qy1;
|
||||||
CoglFixed slice_qx2 , slice_qy2;
|
CoglFixed slice_qx2 , slice_qy2;
|
||||||
GLfloat tex_coords[8];
|
|
||||||
GLfloat quad_coords[8];
|
|
||||||
GLuint gl_handle;
|
GLuint gl_handle;
|
||||||
gulong enable_flags = (COGL_ENABLE_TEXTURE_2D
|
|
||||||
| COGL_ENABLE_VERTEX_ARRAY
|
|
||||||
| COGL_ENABLE_TEXCOORD_ARRAY);
|
|
||||||
|
|
||||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||||
|
|
||||||
@ -2080,19 +2163,6 @@ _cogl_texture_quad_sw (CoglTexture *tex,
|
|||||||
printf("=== Drawing Tex Quad (Software Tiling Mode) ===\n");
|
printf("=== Drawing Tex Quad (Software Tiling Mode) ===\n");
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
||||||
/* Prepare GL state */
|
|
||||||
if (ctx->color_alpha < 255
|
|
||||||
|| tex->bitmap.format & COGL_A_BIT)
|
|
||||||
{
|
|
||||||
enable_flags |= COGL_ENABLE_BLEND;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (ctx->enable_backface_culling)
|
|
||||||
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
|
|
||||||
|
|
||||||
cogl_enable (enable_flags);
|
|
||||||
|
|
||||||
/* If the texture coordinates are backwards then swap both the
|
/* If the texture coordinates are backwards then swap both the
|
||||||
geometry and texture coordinates so that the texture will be
|
geometry and texture coordinates so that the texture will be
|
||||||
flipped but we can still use the same algorithm to iterate the
|
flipped but we can still use the same algorithm to iterate the
|
||||||
@ -2116,9 +2186,6 @@ _cogl_texture_quad_sw (CoglTexture *tex,
|
|||||||
ty2 = temp;
|
ty2 = temp;
|
||||||
}
|
}
|
||||||
|
|
||||||
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
|
|
||||||
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
|
|
||||||
|
|
||||||
/* Scale ratio from texture to quad widths */
|
/* Scale ratio from texture to quad widths */
|
||||||
tw = COGL_FIXED_FROM_INT (tex->bitmap.width);
|
tw = COGL_FIXED_FROM_INT (tex->bitmap.width);
|
||||||
th = COGL_FIXED_FROM_INT (tex->bitmap.height);
|
th = COGL_FIXED_FROM_INT (tex->bitmap.height);
|
||||||
@ -2168,7 +2235,6 @@ _cogl_texture_quad_sw (CoglTexture *tex,
|
|||||||
slice_ty1 /= iter_y.span->size;
|
slice_ty1 /= iter_y.span->size;
|
||||||
slice_ty2 /= iter_y.span->size;
|
slice_ty2 /= iter_y.span->size;
|
||||||
|
|
||||||
|
|
||||||
/* Iterate until whole quad width covered */
|
/* Iterate until whole quad width covered */
|
||||||
for (_cogl_span_iter_begin (&iter_x, tex->slice_x_spans,
|
for (_cogl_span_iter_begin (&iter_x, tex->slice_x_spans,
|
||||||
first_tx, tx1, tx2) ;
|
first_tx, tx1, tx2) ;
|
||||||
@ -2211,25 +2277,22 @@ _cogl_texture_quad_sw (CoglTexture *tex,
|
|||||||
iter_y.index * iter_x.array->len +
|
iter_y.index * iter_x.array->len +
|
||||||
iter_x.index);
|
iter_x.index);
|
||||||
|
|
||||||
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
|
/* If we're using a different texture from the one already queued
|
||||||
tex->gl_intformat) );
|
then flush the vertices */
|
||||||
|
if (ctx->texture_vertices->len > 0
|
||||||
|
&& gl_handle != ctx->texture_current)
|
||||||
|
_cogl_texture_flush_vertices ();
|
||||||
|
ctx->texture_target = tex->gl_target;
|
||||||
|
ctx->texture_current = gl_handle;
|
||||||
|
|
||||||
#define CFX_F COGL_FIXED_TO_FLOAT
|
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (slice_qx1),
|
||||||
|
COGL_FIXED_TO_FLOAT (slice_qy1),
|
||||||
/* Draw textured quad */
|
COGL_FIXED_TO_FLOAT (slice_qx2),
|
||||||
tex_coords[0] = CFX_F(slice_tx1); tex_coords[1] = CFX_F(slice_ty2);
|
COGL_FIXED_TO_FLOAT (slice_qy2),
|
||||||
tex_coords[2] = CFX_F(slice_tx2); tex_coords[3] = CFX_F(slice_ty2);
|
COGL_FIXED_TO_FLOAT (slice_tx1),
|
||||||
tex_coords[4] = CFX_F(slice_tx1); tex_coords[5] = CFX_F(slice_ty1);
|
COGL_FIXED_TO_FLOAT (slice_ty1),
|
||||||
tex_coords[6] = CFX_F(slice_tx2); tex_coords[7] = CFX_F(slice_ty1);
|
COGL_FIXED_TO_FLOAT (slice_tx2),
|
||||||
|
COGL_FIXED_TO_FLOAT (slice_ty2));
|
||||||
quad_coords[0] = CFX_F(slice_qx1); quad_coords[1] = CFX_F(slice_qy2);
|
|
||||||
quad_coords[2] = CFX_F(slice_qx2); quad_coords[3] = CFX_F(slice_qy2);
|
|
||||||
quad_coords[4] = CFX_F(slice_qx1); quad_coords[5] = CFX_F(slice_qy1);
|
|
||||||
quad_coords[6] = CFX_F(slice_qx2); quad_coords[7] = CFX_F(slice_qy1);
|
|
||||||
|
|
||||||
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
|
|
||||||
|
|
||||||
#undef CFX_F
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -2245,14 +2308,9 @@ _cogl_texture_quad_hw (CoglTexture *tex,
|
|||||||
CoglFixed tx2,
|
CoglFixed tx2,
|
||||||
CoglFixed ty2)
|
CoglFixed ty2)
|
||||||
{
|
{
|
||||||
GLfloat tex_coords[8];
|
|
||||||
GLfloat quad_coords[8];
|
|
||||||
GLuint gl_handle;
|
GLuint gl_handle;
|
||||||
CoglTexSliceSpan *x_span;
|
CoglTexSliceSpan *x_span;
|
||||||
CoglTexSliceSpan *y_span;
|
CoglTexSliceSpan *y_span;
|
||||||
gulong enable_flags = (COGL_ENABLE_TEXTURE_2D
|
|
||||||
| COGL_ENABLE_VERTEX_ARRAY
|
|
||||||
| COGL_ENABLE_TEXCOORD_ARRAY);
|
|
||||||
|
|
||||||
#if COGL_DEBUG
|
#if COGL_DEBUG
|
||||||
printf("=== Drawing Tex Quad (Hardware Tiling Mode) ===\n");
|
printf("=== Drawing Tex Quad (Hardware Tiling Mode) ===\n");
|
||||||
@ -2260,25 +2318,16 @@ _cogl_texture_quad_hw (CoglTexture *tex,
|
|||||||
|
|
||||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||||
|
|
||||||
/* Prepare GL state */
|
|
||||||
if (ctx->color_alpha < 255
|
|
||||||
|| tex->bitmap.format & COGL_A_BIT)
|
|
||||||
{
|
|
||||||
enable_flags |= COGL_ENABLE_BLEND;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (ctx->enable_backface_culling)
|
|
||||||
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
|
|
||||||
|
|
||||||
cogl_enable (enable_flags);
|
|
||||||
|
|
||||||
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
|
|
||||||
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
|
|
||||||
|
|
||||||
/* Pick and bind opengl texture object */
|
/* Pick and bind opengl texture object */
|
||||||
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
|
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
|
||||||
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
|
|
||||||
tex->gl_intformat) );
|
/* If we're using a different texture from the one already queued
|
||||||
|
then flush the vertices */
|
||||||
|
if (ctx->texture_vertices->len > 0
|
||||||
|
&& gl_handle != ctx->texture_current)
|
||||||
|
_cogl_texture_flush_vertices ();
|
||||||
|
ctx->texture_target = tex->gl_target;
|
||||||
|
ctx->texture_current = gl_handle;
|
||||||
|
|
||||||
/* Don't include the waste in the texture coordinates */
|
/* Don't include the waste in the texture coordinates */
|
||||||
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
|
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
|
||||||
@ -2290,36 +2339,27 @@ _cogl_texture_quad_hw (CoglTexture *tex,
|
|||||||
ty1 = ty1 * (y_span->size - y_span->waste) / y_span->size;
|
ty1 = ty1 * (y_span->size - y_span->waste) / y_span->size;
|
||||||
ty2 = ty2 * (y_span->size - y_span->waste) / y_span->size;
|
ty2 = ty2 * (y_span->size - y_span->waste) / y_span->size;
|
||||||
|
|
||||||
#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
|
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (x1),
|
||||||
|
COGL_FIXED_TO_FLOAT (y1),
|
||||||
/* Draw textured quad */
|
COGL_FIXED_TO_FLOAT (x2),
|
||||||
tex_coords[0] = CFX_F(tx1); tex_coords[1] = CFX_F(ty2);
|
COGL_FIXED_TO_FLOAT (y2),
|
||||||
tex_coords[2] = CFX_F(tx2); tex_coords[3] = CFX_F(ty2);
|
COGL_FIXED_TO_FLOAT (tx1),
|
||||||
tex_coords[4] = CFX_F(tx1); tex_coords[5] = CFX_F(ty1);
|
COGL_FIXED_TO_FLOAT (ty1),
|
||||||
tex_coords[6] = CFX_F(tx2); tex_coords[7] = CFX_F(ty1);
|
COGL_FIXED_TO_FLOAT (tx2),
|
||||||
|
COGL_FIXED_TO_FLOAT (ty2));
|
||||||
quad_coords[0] = CFX_F(x1); quad_coords[1] = CFX_F(y2);
|
|
||||||
quad_coords[2] = CFX_F(x2); quad_coords[3] = CFX_F(y2);
|
|
||||||
quad_coords[4] = CFX_F(x1); quad_coords[5] = CFX_F(y1);
|
|
||||||
quad_coords[6] = CFX_F(x2); quad_coords[7] = CFX_F(y1);
|
|
||||||
|
|
||||||
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
|
|
||||||
|
|
||||||
#undef CFX_F
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
cogl_texture_rectangle (CoglHandle handle,
|
cogl_texture_multiple_rectangles (CoglHandle handle,
|
||||||
CoglFixed x1,
|
const CoglFixed *verts,
|
||||||
CoglFixed y1,
|
guint n_rects)
|
||||||
CoglFixed x2,
|
|
||||||
CoglFixed y2,
|
|
||||||
CoglFixed tx1,
|
|
||||||
CoglFixed ty1,
|
|
||||||
CoglFixed tx2,
|
|
||||||
CoglFixed ty2)
|
|
||||||
{
|
{
|
||||||
CoglTexture *tex;
|
CoglTexture *tex;
|
||||||
|
gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
|
||||||
|
| COGL_ENABLE_TEXCOORD_ARRAY
|
||||||
|
| COGL_ENABLE_TEXTURE_2D);
|
||||||
|
|
||||||
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||||
|
|
||||||
/* Check if valid texture */
|
/* Check if valid texture */
|
||||||
if (!cogl_is_texture (handle))
|
if (!cogl_is_texture (handle))
|
||||||
@ -2336,30 +2376,68 @@ cogl_texture_rectangle (CoglHandle handle,
|
|||||||
if (tex->slice_gl_handles->len == 0)
|
if (tex->slice_gl_handles->len == 0)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (tx1 == tx2 || ty1 == ty2)
|
/* Prepare GL state */
|
||||||
return;
|
if (ctx->color_alpha < 255
|
||||||
|
|| tex->bitmap.format & COGL_A_BIT)
|
||||||
|
enable_flags |= COGL_ENABLE_BLEND;
|
||||||
|
|
||||||
/* Pick tiling mode according to hw support */
|
if (ctx->enable_backface_culling)
|
||||||
if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
|
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
|
||||||
&& tex->slice_gl_handles->len == 1)
|
|
||||||
|
cogl_enable (enable_flags);
|
||||||
|
|
||||||
|
g_array_set_size (ctx->texture_vertices, 0);
|
||||||
|
|
||||||
|
while (n_rects-- > 0)
|
||||||
{
|
{
|
||||||
_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
|
if (verts[4] != verts[6] && verts[5] != verts[7])
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
|
/* If there is only one GL texture and either the texture is
|
||||||
|
NPOT (no waste) or all of the coordinates are in the
|
||||||
|
range [0,1] then we can use hardware tiling */
|
||||||
if (tex->slice_gl_handles->len == 1
|
if (tex->slice_gl_handles->len == 1
|
||||||
&& tx1 >= -COGL_FIXED_1
|
&& ((cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
|
||||||
&& tx2 <= COGL_FIXED_1
|
&& tex->gl_target == GL_TEXTURE_2D)
|
||||||
&& ty1 >= -COGL_FIXED_1
|
|| (verts[4] >= 0 && verts[4] <= COGL_FIXED_1
|
||||||
&& ty2 <= COGL_FIXED_1)
|
&& verts[6] >= 0 && verts[6] <= COGL_FIXED_1
|
||||||
{
|
&& verts[5] >= 0 && verts[5] <= COGL_FIXED_1
|
||||||
_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
|
&& verts[7] >= 0 && verts[7] <= COGL_FIXED_1)))
|
||||||
}
|
_cogl_texture_quad_hw (tex, verts[0],verts[1], verts[2],verts[3],
|
||||||
|
verts[4],verts[5], verts[6],verts[7]);
|
||||||
else
|
else
|
||||||
{
|
_cogl_texture_quad_sw (tex, verts[0],verts[1], verts[2],verts[3],
|
||||||
_cogl_texture_quad_sw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
|
verts[4],verts[5], verts[6],verts[7]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
verts += 8;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
_cogl_texture_flush_vertices ();
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
cogl_texture_rectangle (CoglHandle handle,
|
||||||
|
CoglFixed x1,
|
||||||
|
CoglFixed y1,
|
||||||
|
CoglFixed x2,
|
||||||
|
CoglFixed y2,
|
||||||
|
CoglFixed tx1,
|
||||||
|
CoglFixed ty1,
|
||||||
|
CoglFixed tx2,
|
||||||
|
CoglFixed ty2)
|
||||||
|
{
|
||||||
|
CoglFixed verts[8];
|
||||||
|
|
||||||
|
verts[0] = x1;
|
||||||
|
verts[1] = y1;
|
||||||
|
verts[2] = x2;
|
||||||
|
verts[3] = y2;
|
||||||
|
verts[4] = tx1;
|
||||||
|
verts[5] = ty1;
|
||||||
|
verts[6] = tx2;
|
||||||
|
verts[7] = ty2;
|
||||||
|
|
||||||
|
cogl_texture_multiple_rectangles (handle, verts, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
@ -2405,22 +2483,8 @@ cogl_texture_polygon (CoglHandle handle,
|
|||||||
/* Make sure there is enough space in the global texture vertex
|
/* Make sure there is enough space in the global texture vertex
|
||||||
array. This is used so we can render the polygon with a single
|
array. This is used so we can render the polygon with a single
|
||||||
call to OpenGL but still support any number of vertices */
|
call to OpenGL but still support any number of vertices */
|
||||||
if (ctx->texture_vertices_size < n_vertices)
|
g_array_set_size (ctx->texture_vertices, n_vertices);
|
||||||
{
|
p = (CoglTextureGLVertex *) ctx->texture_vertices->data;
|
||||||
guint nsize = ctx->texture_vertices_size;
|
|
||||||
|
|
||||||
if (nsize == 0)
|
|
||||||
nsize = 1;
|
|
||||||
do
|
|
||||||
nsize *= 2;
|
|
||||||
while (nsize < n_vertices);
|
|
||||||
|
|
||||||
ctx->texture_vertices_size = nsize;
|
|
||||||
|
|
||||||
ctx->texture_vertices = g_realloc (ctx->texture_vertices,
|
|
||||||
nsize
|
|
||||||
* sizeof (CoglTextureGLVertex));
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Prepare GL state */
|
/* Prepare GL state */
|
||||||
enable_flags = (COGL_ENABLE_TEXTURE_2D
|
enable_flags = (COGL_ENABLE_TEXTURE_2D
|
||||||
@ -2447,14 +2511,12 @@ cogl_texture_polygon (CoglHandle handle,
|
|||||||
if (use_color)
|
if (use_color)
|
||||||
{
|
{
|
||||||
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
|
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
|
||||||
GE( glColorPointer (4, GL_UNSIGNED_BYTE, sizeof (CoglTextureGLVertex),
|
GE( glColorPointer (4, GL_UNSIGNED_BYTE,
|
||||||
ctx->texture_vertices[0].c) );
|
sizeof (CoglTextureGLVertex), p->c) );
|
||||||
}
|
}
|
||||||
|
|
||||||
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex),
|
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex), p->v ) );
|
||||||
ctx->texture_vertices[0].v) );
|
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex), p->t ) );
|
||||||
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex),
|
|
||||||
ctx->texture_vertices[0].t) );
|
|
||||||
|
|
||||||
cogl_enable (enable_flags);
|
cogl_enable (enable_flags);
|
||||||
|
|
||||||
@ -2464,7 +2526,7 @@ cogl_texture_polygon (CoglHandle handle,
|
|||||||
|
|
||||||
/* Convert the vertices into an array of GLfloats ready to pass to
|
/* Convert the vertices into an array of GLfloats ready to pass to
|
||||||
OpenGL */
|
OpenGL */
|
||||||
for (i = 0, p = ctx->texture_vertices; i < n_vertices; i++, p++)
|
for (i = 0; i < n_vertices; i++, p++)
|
||||||
{
|
{
|
||||||
#define CFX_F COGL_FIXED_TO_FLOAT
|
#define CFX_F COGL_FIXED_TO_FLOAT
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user