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synced 2024-11-13 01:36:10 -05:00
material: route fogging state through CoglMaterial
Previously cogl_set_fog would cause a flush of the Cogl journal and would directly bang the GL state machine to setup fogging. As part of the ongoing effort to track most state in CoglMaterial to support renderlists this now adds an indirection so that cogl_set_fog now just updates ctx->legacy_fog_state. The fogging state then gets enabled as a legacy override similar to how the old depth testing API is handled.
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279e68d8d9
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@ -84,7 +84,6 @@ cogl_create_context (void)
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_cogl_material_init_default_layers ();
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_context->enable_flags = 0;
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_context->fog_enabled = FALSE;
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_context->enable_backface_culling = FALSE;
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_context->flushed_front_winding = COGL_FRONT_WINDING_COUNTER_CLOCKWISE;
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@ -105,6 +104,8 @@ cogl_create_context (void)
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_context->active_texture_unit = 1;
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GE (glActiveTexture (GL_TEXTURE1));
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_context->legacy_fog_state.enabled = FALSE;
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_context->simple_material = cogl_material_new ();
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_context->source_material = NULL;
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_context->arbfp_source_buffer = g_string_new ("");
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@ -56,7 +56,6 @@ typedef struct
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/* Enable cache */
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unsigned long enable_flags;
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gboolean fog_enabled;
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gboolean enable_backface_culling;
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CoglFrontWinding flushed_front_winding;
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@ -73,6 +72,8 @@ typedef struct
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GArray *texture_units;
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int active_texture_unit;
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CoglMaterialFogState legacy_fog_state;
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/* Materials */
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CoglMaterial *simple_material;
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CoglMaterial *source_material;
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@ -250,7 +250,7 @@ _cogl_material_backend_arbfp_start (CoglMaterial *material,
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return FALSE;
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/* TODO: support fog */
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if (ctx->fog_enabled)
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if (ctx->legacy_fog_state.enabled)
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return FALSE;
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/* Note: we allocate ARBfp private state for both the given material
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@ -186,6 +186,54 @@ static gboolean
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_cogl_material_backend_fixed_end (CoglMaterial *material,
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unsigned long materials_difference)
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{
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if (materials_difference & COGL_MATERIAL_STATE_FOG)
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{
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CoglMaterial *authority =
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_cogl_material_get_authority (material, COGL_MATERIAL_STATE_FOG);
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CoglMaterialFogState *fog_state = &authority->big_state->fog_state;
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if (fog_state->enabled)
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{
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GLfloat fogColor[4];
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GLenum gl_mode = GL_LINEAR;
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fogColor[0] = cogl_color_get_red_float (&fog_state->color);
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fogColor[1] = cogl_color_get_green_float (&fog_state->color);
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fogColor[2] = cogl_color_get_blue_float (&fog_state->color);
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fogColor[3] = cogl_color_get_alpha_float (&fog_state->color);
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GE (glEnable (GL_FOG));
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GE (glFogfv (GL_FOG_COLOR, fogColor));
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#if HAVE_COGL_GLES
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switch (fog_state->mode)
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{
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case COGL_FOG_MODE_LINEAR:
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gl_mode = GL_LINEAR;
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break;
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case COGL_FOG_MODE_EXPONENTIAL:
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gl_mode = GL_EXP;
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break;
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case COGL_FOG_MODE_EXPONENTIAL_SQUARED:
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gl_mode = GL_EXP2;
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break;
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}
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#endif
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/* TODO: support other modes for GLES2 */
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/* NB: GLES doesn't have glFogi */
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GE (glFogf (GL_FOG_MODE, gl_mode));
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GE (glHint (GL_FOG_HINT, GL_NICEST));
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GE (glFogf (GL_FOG_DENSITY, fog_state->density));
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GE (glFogf (GL_FOG_START, fog_state->z_near));
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GE (glFogf (GL_FOG_END, fog_state->z_far));
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}
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else
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GE (glDisable (GL_FOG));
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}
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return TRUE;
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}
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@ -332,8 +332,9 @@ typedef enum _CoglMaterialState
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COGL_MATERIAL_STATE_BLEND = 1L<<5,
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COGL_MATERIAL_STATE_USER_SHADER = 1L<<6,
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COGL_MATERIAL_STATE_DEPTH = 1L<<7,
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COGL_MATERIAL_STATE_FOG = 1L<<8,
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COGL_MATERIAL_STATE_REAL_BLEND_ENABLE = 1L<<8,
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COGL_MATERIAL_STATE_REAL_BLEND_ENABLE = 1L<<9,
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COGL_MATERIAL_STATE_ALL_SPARSE =
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COGL_MATERIAL_STATE_COLOR |
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@ -343,7 +344,8 @@ typedef enum _CoglMaterialState
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COGL_MATERIAL_STATE_ALPHA_FUNC |
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COGL_MATERIAL_STATE_BLEND |
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COGL_MATERIAL_STATE_USER_SHADER |
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COGL_MATERIAL_STATE_DEPTH,
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COGL_MATERIAL_STATE_DEPTH |
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COGL_MATERIAL_STATE_FOG,
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COGL_MATERIAL_STATE_AFFECTS_BLENDING =
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COGL_MATERIAL_STATE_COLOR |
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@ -358,7 +360,8 @@ typedef enum _CoglMaterialState
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COGL_MATERIAL_STATE_ALPHA_FUNC |
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COGL_MATERIAL_STATE_BLEND |
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COGL_MATERIAL_STATE_USER_SHADER |
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COGL_MATERIAL_STATE_DEPTH
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COGL_MATERIAL_STATE_DEPTH |
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COGL_MATERIAL_STATE_FOG
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} CoglMaterialState;
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@ -420,6 +423,16 @@ typedef struct
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float depth_range_far;
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} CoglMaterialDepthState;
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typedef struct
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{
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gboolean enabled;
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CoglColor color;
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CoglFogMode mode;
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float density;
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float z_near;
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float z_far;
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} CoglMaterialFogState;
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typedef struct
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{
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CoglMaterialLightingState lighting_state;
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@ -427,6 +440,7 @@ typedef struct
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CoglMaterialBlendState blend_state;
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CoglHandle user_program;
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CoglMaterialDepthState depth_state;
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CoglMaterialFogState fog_state;
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} CoglMaterialBigState;
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typedef enum
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@ -2934,6 +2934,24 @@ _cogl_material_depth_state_equal (CoglMaterial *authority0,
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sizeof (CoglMaterialDepthState)) == 0;
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}
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static gboolean
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_cogl_material_fog_state_equal (CoglMaterial *authority0,
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CoglMaterial *authority1)
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{
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CoglMaterialFogState *fog_state0 = &authority0->big_state->fog_state;
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CoglMaterialFogState *fog_state1 = &authority1->big_state->fog_state;
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if (fog_state0->enabled == fog_state1->enabled &&
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cogl_color_equal (&fog_state0->color, &fog_state1->color) &&
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fog_state0->mode == fog_state1->mode &&
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fog_state0->density == fog_state1->density &&
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fog_state0->z_near == fog_state1->z_near &&
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fog_state0->z_far == fog_state1->z_far)
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return TRUE;
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else
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return FALSE;
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}
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static gboolean
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_cogl_material_layers_equal (CoglMaterial *authority0,
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CoglMaterial *authority1)
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@ -3151,6 +3169,12 @@ _cogl_material_equal (CoglMaterial *material0,
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_cogl_material_depth_state_equal))
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return FALSE;
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if (!simple_property_equal (material0, material1,
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materials_difference,
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COGL_MATERIAL_STATE_FOG,
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_cogl_material_fog_state_equal))
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return FALSE;
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if (!simple_property_equal (material0, material1,
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materials_difference,
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COGL_MATERIAL_STATE_LAYERS,
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@ -4097,6 +4121,41 @@ cogl_material_get_depth_range (CoglMaterial *material,
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*far_val = authority->big_state->depth_state.depth_range_far;
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}
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static void
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_cogl_material_set_fog_state (CoglMaterial *material,
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const CoglMaterialFogState *fog_state)
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{
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CoglMaterialState state = COGL_MATERIAL_STATE_FOG;
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CoglMaterial *authority;
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CoglMaterialFogState *current_fog_state;
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g_return_if_fail (cogl_is_material (material));
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authority = _cogl_material_get_authority (material, state);
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current_fog_state = &authority->big_state->fog_state;
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if (current_fog_state->enabled == fog_state->enabled &&
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cogl_color_equal (¤t_fog_state->color, &fog_state->color) &&
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current_fog_state->mode == fog_state->mode &&
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current_fog_state->density == fog_state->density &&
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current_fog_state->z_near == fog_state->z_near &&
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current_fog_state->z_far == fog_state->z_far)
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return;
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/* - Flush journal primitives referencing the current state.
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* - Make sure the material has no dependants so it may be modified.
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* - If the material isn't currently an authority for the state being
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* changed, then initialize that state from the current authority.
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*/
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_cogl_material_pre_change_notify (material, state, NULL);
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material->big_state->fog_state = *fog_state;
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_cogl_material_update_authority (material, authority, state,
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_cogl_material_fog_state_equal);
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}
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unsigned long
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_cogl_material_get_age (CoglMaterial *material)
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{
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@ -5895,6 +5954,9 @@ _cogl_material_apply_legacy_state (CoglMaterial *material)
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if (ctx->legacy_depth_test_enabled)
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cogl_material_set_depth_test_enabled (material, TRUE);
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if (ctx->legacy_fog_state.enabled)
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_cogl_material_set_fog_state (material, &ctx->legacy_fog_state);
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}
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void
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@ -576,48 +576,17 @@ cogl_set_fog (const CoglColor *fog_color,
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float z_near,
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float z_far)
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{
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GLfloat fogColor[4];
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GLenum gl_mode = GL_LINEAR;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* The cogl journal doesn't currently track fog state changes */
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_cogl_journal_flush ();
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if (ctx->legacy_fog_state.enabled == FALSE)
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ctx->legacy_state_set++;
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fogColor[0] = cogl_color_get_red_float (fog_color);
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fogColor[1] = cogl_color_get_green_float (fog_color);
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fogColor[2] = cogl_color_get_blue_float (fog_color);
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fogColor[3] = cogl_color_get_alpha_float (fog_color);
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glEnable (GL_FOG);
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glFogfv (GL_FOG_COLOR, fogColor);
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#if HAVE_COGL_GLES
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switch (mode)
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{
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case COGL_FOG_MODE_LINEAR:
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gl_mode = GL_LINEAR;
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break;
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case COGL_FOG_MODE_EXPONENTIAL:
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gl_mode = GL_EXP;
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break;
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case COGL_FOG_MODE_EXPONENTIAL_SQUARED:
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gl_mode = GL_EXP2;
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break;
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}
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#endif
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/* TODO: support other modes for GLES2 */
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/* NB: GLES doesn't have glFogi */
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glFogf (GL_FOG_MODE, gl_mode);
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glHint (GL_FOG_HINT, GL_NICEST);
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glFogf (GL_FOG_DENSITY, (GLfloat) density);
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glFogf (GL_FOG_START, (GLfloat) z_near);
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glFogf (GL_FOG_END, (GLfloat) z_far);
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ctx->fog_enabled = TRUE;
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ctx->legacy_fog_state.enabled = TRUE;
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ctx->legacy_fog_state.color = *fog_color;
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ctx->legacy_fog_state.mode = mode;
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ctx->legacy_fog_state.density = density;
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ctx->legacy_fog_state.z_near = z_near;
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ctx->legacy_fog_state.z_far = z_far;
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}
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void
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@ -625,11 +594,10 @@ cogl_disable_fog (void)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Currently the journal can't track changes to fog state... */
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_cogl_journal_flush ();
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if (ctx->legacy_fog_state.enabled == TRUE)
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ctx->legacy_state_set--;
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glDisable (GL_FOG);
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ctx->fog_enabled = FALSE;
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ctx->legacy_fog_state.enabled = FALSE;
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}
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void
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