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b64c1c9781
This is a counter part for _cogl_material_layer_pre_paint which takes a layer index instead of a direct CoglMaterialLayer pointer. The aim is to phase out code that directly iterates the internal layer pointers of a material since the layer pointers can change if any property of any layer is changed making direct layer pointers very fragile.
936 lines
32 KiB
C
936 lines
32 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2008,2009,2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_MATERIAL_PRIVATE_H
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#define __COGL_MATERIAL_PRIVATE_H
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#include "cogl.h"
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#include "cogl-material.h"
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#include "cogl-matrix.h"
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#include "cogl-handle.h"
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#include "cogl-profile.h"
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#include <glib.h>
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#if defined (HAVE_COGL_GL)
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/* NB: material->backend is currently a 3bit unsigned int bitfield */
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#define COGL_MATERIAL_BACKEND_GLSL 0
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#define COGL_MATERIAL_BACKEND_GLSL_MASK (1L<<0)
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#define COGL_MATERIAL_BACKEND_ARBFP 1
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#define COGL_MATERIAL_BACKEND_ARBFP_MASK (1L<<1)
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#define COGL_MATERIAL_BACKEND_FIXED 2
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#define COGL_MATERIAL_BACKEND_FIXED_MASK (1L<<2)
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#define COGL_MATERIAL_N_BACKENDS 3
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#elif defined (HAVE_COGL_GLES2)
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#define COGL_MATERIAL_BACKEND_GLSL 0
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#define COGL_MATERIAL_BACKEND_GLSL_MASK (1L<<0)
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#define COGL_MATERIAL_BACKEND_FIXED 1
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#define COGL_MATERIAL_BACKEND_FIXED_MASK (1L<<1)
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#define COGL_MATERIAL_N_BACKENDS 2
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#else /* HAVE_COGL_GLES */
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#define COGL_MATERIAL_BACKEND_FIXED 0
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#define COGL_MATERIAL_BACKEND_FIXED_MASK (1L<<0)
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#define COGL_MATERIAL_N_BACKENDS 1
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#endif
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#define COGL_MATERIAL_BACKEND_DEFAULT 0
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#define COGL_MATERIAL_BACKEND_UNDEFINED 3
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typedef enum
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{
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COGL_MATERIAL_LAYER_STATE_UNIT = 1L<<0,
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COGL_MATERIAL_LAYER_STATE_TEXTURE = 1L<<1,
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COGL_MATERIAL_LAYER_STATE_FILTERS = 1L<<2,
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COGL_MATERIAL_LAYER_STATE_WRAP_MODES = 1L<<3,
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COGL_MATERIAL_LAYER_STATE_COMBINE = 1L<<4,
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COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT = 1L<<5,
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COGL_MATERIAL_LAYER_STATE_USER_MATRIX = 1L<<6,
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COGL_MATERIAL_LAYER_STATE_POINT_SPRITE_COORDS = 1L<<7,
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/* COGL_MATERIAL_LAYER_STATE_TEXTURE_INTERN = 1L<<8, */
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COGL_MATERIAL_LAYER_STATE_ALL_SPARSE =
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COGL_MATERIAL_LAYER_STATE_UNIT |
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COGL_MATERIAL_LAYER_STATE_TEXTURE |
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COGL_MATERIAL_LAYER_STATE_FILTERS |
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COGL_MATERIAL_LAYER_STATE_WRAP_MODES |
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COGL_MATERIAL_LAYER_STATE_COMBINE |
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COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT |
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COGL_MATERIAL_LAYER_STATE_USER_MATRIX |
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COGL_MATERIAL_LAYER_STATE_POINT_SPRITE_COORDS,
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COGL_MATERIAL_LAYER_STATE_NEEDS_BIG_STATE =
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COGL_MATERIAL_LAYER_STATE_COMBINE |
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COGL_MATERIAL_LAYER_STATE_COMBINE_CONSTANT |
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COGL_MATERIAL_LAYER_STATE_USER_MATRIX |
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COGL_MATERIAL_LAYER_STATE_POINT_SPRITE_COORDS,
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} CoglMaterialLayerState;
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typedef struct
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{
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/* The texture combine state determines how the color of individual
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* texture fragments are calculated. */
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GLint texture_combine_rgb_func;
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GLint texture_combine_rgb_src[3];
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GLint texture_combine_rgb_op[3];
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GLint texture_combine_alpha_func;
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GLint texture_combine_alpha_src[3];
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GLint texture_combine_alpha_op[3];
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float texture_combine_constant[4];
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/* The texture matrix dscribes how to transform texture coordinates */
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CoglMatrix matrix;
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gboolean point_sprite_coords;
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} CoglMaterialLayerBigState;
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/* Materials and layers represent their state in a tree structure where
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* some of the state relating to a given material or layer may actually
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* be owned by one if is ancestors in the tree. We have a common data
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* type to track the tree heirachy so we can share code... */
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typedef struct _CoglMaterialNode CoglMaterialNode;
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struct _CoglMaterialNode
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{
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/* the parent in terms of class hierarchy, so anything inheriting
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* from CoglMaterialNode also inherits from CoglObject. */
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CoglObject _parent;
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/* The parent material/layer */
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CoglMaterialNode *parent;
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/* As an optimization for creating leaf node materials/layers (the
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* most common) we don't require any list node allocations to link
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* to a single descendant. */
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CoglMaterialNode *first_child;
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/* Determines if node->first_child and node->children are
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* initialized pointers. */
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gboolean has_children;
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/* Materials and layers are sparse structures defined as a diff
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* against their parent and may have multiple children which depend
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* on them to define the values of properties which they don't
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* change. */
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GList *children;
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};
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#define COGL_MATERIAL_NODE(X) ((CoglMaterialNode *)(X))
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typedef void (*CoglMaterialNodeUnparentVFunc) (CoglMaterialNode *node);
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typedef gboolean (*CoglMaterialNodeChildCallback) (CoglMaterialNode *child,
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void *user_data);
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void
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_cogl_material_node_foreach_child (CoglMaterialNode *node,
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CoglMaterialNodeChildCallback callback,
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void *user_data);
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struct _CoglMaterialLayer
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{
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/* XXX: Please think twice about adding members that *have* be
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* initialized during a _cogl_material_layer_copy. We are aiming
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* to have copies be as cheap as possible and copies may be
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* done by the primitives APIs which means they may happen
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* in performance critical code paths.
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*
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* XXX: If you are extending the state we track please consider if
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* the state is expected to vary frequently across many materials or
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* if the state can be shared among many derived materials instead.
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* This will determine if the state should be added directly to this
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* structure which will increase the memory overhead for *all*
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* layers or if instead it can go under ->big_state.
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*/
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/* Layers represent their state in a tree structure where some of
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* the state relating to a given material or layer may actually be
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* owned by one if is ancestors in the tree. We have a common data
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* type to track the tree heirachy so we can share code... */
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CoglMaterialNode _parent;
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/* Some layers have a material owner, which is to say that the layer
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* is referenced in that materials->layer_differences list. A layer
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* doesn't always have an owner and may simply be an ancestor for
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* other layers that keeps track of some shared state. */
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CoglMaterial *owner;
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/* The lowest index is blended first then others on top */
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int index;
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/* Different material backends (GLSL/ARBfp/Fixed Function) may
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* want to associate private data with a layer...
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*
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* NB: we have per backend pointers because a layer may be
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* associated with multiple materials with different backends.
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*/
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void *backend_priv[COGL_MATERIAL_N_BACKENDS];
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/* A mask of which state groups are different in this layer
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* in comparison to its parent. */
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unsigned long differences;
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/* Common differences
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*
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* As a basic way to reduce memory usage we divide the layer
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* state into two groups; the minimal state modified in 90% of
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* all layers and the rest, so that the second group can
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* be allocated dynamically when required.
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*/
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/* Each layer is directly associated with a single texture unit */
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int unit_index;
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/* The texture for this layer, or COGL_INVALID_HANDLE for an empty
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* layer */
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CoglHandle texture;
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gboolean texture_overridden;
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/* If ->texture_overridden == TRUE then the texture is instead
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* defined by these... */
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GLuint slice_gl_texture;
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GLenum slice_gl_target;
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CoglMaterialFilter mag_filter;
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CoglMaterialFilter min_filter;
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CoglMaterialWrapMode wrap_mode_s;
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CoglMaterialWrapMode wrap_mode_t;
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CoglMaterialWrapMode wrap_mode_p;
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/* Infrequent differences aren't currently tracked in
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* a separate, dynamically allocated structure as they are
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* for materials... */
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CoglMaterialLayerBigState *big_state;
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/* bitfields */
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/* Determines if layer->big_state is valid */
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unsigned int has_big_state:1;
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};
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/* Used in material->differences masks and for notifying material
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* state changes... */
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typedef enum _CoglMaterialState
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{
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COGL_MATERIAL_STATE_COLOR = 1L<<0,
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COGL_MATERIAL_STATE_BLEND_ENABLE = 1L<<1,
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COGL_MATERIAL_STATE_LAYERS = 1L<<2,
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COGL_MATERIAL_STATE_LIGHTING = 1L<<3,
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COGL_MATERIAL_STATE_ALPHA_FUNC = 1L<<4,
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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_POINT_SIZE = 1L<<9,
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COGL_MATERIAL_STATE_REAL_BLEND_ENABLE = 1L<<10,
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COGL_MATERIAL_STATE_ALL_SPARSE =
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COGL_MATERIAL_STATE_COLOR |
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COGL_MATERIAL_STATE_BLEND_ENABLE |
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COGL_MATERIAL_STATE_LAYERS |
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COGL_MATERIAL_STATE_LIGHTING |
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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_FOG |
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COGL_MATERIAL_STATE_POINT_SIZE,
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COGL_MATERIAL_STATE_AFFECTS_BLENDING =
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COGL_MATERIAL_STATE_COLOR |
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COGL_MATERIAL_STATE_BLEND_ENABLE |
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COGL_MATERIAL_STATE_LAYERS |
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COGL_MATERIAL_STATE_LIGHTING |
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COGL_MATERIAL_STATE_BLEND |
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COGL_MATERIAL_STATE_USER_SHADER,
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COGL_MATERIAL_STATE_NEEDS_BIG_STATE =
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COGL_MATERIAL_STATE_LIGHTING |
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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_FOG |
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COGL_MATERIAL_STATE_POINT_SIZE
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} CoglMaterialState;
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typedef enum
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{
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COGL_MATERIAL_LIGHTING_STATE_PROPERTY_AMBIENT = 1,
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COGL_MATERIAL_LIGHTING_STATE_PROPERTY_DIFFUSE,
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COGL_MATERIAL_LIGHTING_STATE_PROPERTY_SPECULAR,
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COGL_MATERIAL_LIGHTING_STATE_PROPERTY_EMISSION,
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COGL_MATERIAL_LIGHTING_STATE_PROPERTY_SHININESS
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} CoglMaterialLightingStateProperty;
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typedef struct
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{
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/* Standard OpenGL lighting model attributes */
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float ambient[4];
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float diffuse[4];
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float specular[4];
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float emission[4];
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float shininess;
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} CoglMaterialLightingState;
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typedef struct
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{
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/* Determines what fragments are discarded based on their alpha */
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CoglMaterialAlphaFunc alpha_func;
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GLfloat alpha_func_reference;
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} CoglMaterialAlphaFuncState;
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typedef enum _CoglMaterialBlendEnable
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{
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/* XXX: we want to detect users mistakenly using TRUE or FALSE
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* so start the enum at 2. */
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COGL_MATERIAL_BLEND_ENABLE_ENABLED = 2,
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COGL_MATERIAL_BLEND_ENABLE_DISABLED,
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COGL_MATERIAL_BLEND_ENABLE_AUTOMATIC
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} CoglMaterialBlendEnable;
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typedef struct
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{
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/* Determines how this material is blended with other primitives */
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#ifndef HAVE_COGL_GLES
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GLenum blend_equation_rgb;
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GLenum blend_equation_alpha;
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GLint blend_src_factor_alpha;
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GLint blend_dst_factor_alpha;
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CoglColor blend_constant;
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#endif
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GLint blend_src_factor_rgb;
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GLint blend_dst_factor_rgb;
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} CoglMaterialBlendState;
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typedef struct
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{
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gboolean depth_test_enabled;
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CoglDepthTestFunction depth_test_function;
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gboolean depth_writing_enabled;
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float depth_range_near;
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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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CoglMaterialAlphaFuncState alpha_state;
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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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float point_size;
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} CoglMaterialBigState;
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typedef enum
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{
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COGL_MATERIAL_FLAG_DIRTY_LAYERS_CACHE = 1L<<0,
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COGL_MATERIAL_FLAG_DIRTY_GET_LAYERS_LIST = 1L<<1
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} CoglMaterialFlag;
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typedef struct
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{
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CoglMaterial *owner;
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CoglMaterialLayer *layer;
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} CoglMaterialLayerCacheEntry;
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/*
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* CoglMaterialDestroyCallback
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* @material: The #CoglMaterial that has been destroyed
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* @user_data: The private data associated with the callback
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*
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* Notifies when a weak material has been destroyed because one
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* of its ancestors has been freed or modified.
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*/
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typedef void (*CoglMaterialDestroyCallback)(CoglMaterial *material,
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void *user_data);
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struct _CoglMaterial
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{
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/* XXX: Please think twice about adding members that *have* be
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* initialized during a cogl_material_copy. We are aiming to have
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* copies be as cheap as possible and copies may be done by the
|
|
* primitives APIs which means they may happen in performance
|
|
* critical code paths.
|
|
*
|
|
* XXX: If you are extending the state we track please consider if
|
|
* the state is expected to vary frequently across many materials or
|
|
* if the state can be shared among many derived materials instead.
|
|
* This will determine if the state should be added directly to this
|
|
* structure which will increase the memory overhead for *all*
|
|
* materials or if instead it can go under ->big_state.
|
|
*/
|
|
|
|
/* Layers represent their state in a tree structure where some of
|
|
* the state relating to a given material or layer may actually be
|
|
* owned by one if is ancestors in the tree. We have a common data
|
|
* type to track the tree heirachy so we can share code... */
|
|
CoglMaterialNode _parent;
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/* We need to track if a material is referenced in the journal
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* because we can't allow modification to these materials without
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* flushing the journal first */
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unsigned long journal_ref_count;
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/* When weak materials are destroyed the user is notified via this
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* callback */
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CoglMaterialDestroyCallback destroy_callback;
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/* When notifying that a weak material has been destroyed this
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* private data is passed to the above callback */
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void *destroy_data;
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/* A mask of which sparse state groups are different in this
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* material in comparison to its parent. */
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unsigned long differences;
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/* The fragment processing backends can associate private data with a
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* material. */
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void *backend_privs[COGL_MATERIAL_N_BACKENDS];
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/* Whenever a material is modified we increment the age. There's no
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* guarantee that it won't wrap but it can nevertheless be a
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* convenient mechanism to determine when a material has been
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* changed to you can invalidate some some associated cache that
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* depends on the old state. */
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unsigned long age;
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/* This is the primary color of the material.
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*
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* This is a sparse property, ref COGL_MATERIAL_STATE_COLOR */
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CoglColor color;
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/* A material may be made up with multiple layers used to combine
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* textures together.
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*
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* This is sparse state, ref COGL_MATERIAL_STATE_LAYERS */
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GList *layer_differences;
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unsigned int n_layers;
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|
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/* As a basic way to reduce memory usage we divide the material
|
|
* state into two groups; the minimal state modified in 90% of
|
|
* all materials and the rest, so that the second group can
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|
* be allocated dynamically when required... */
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|
CoglMaterialBigState *big_state;
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/* For debugging purposes it's possible to associate a static const
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* string with a material which can be an aid when trying to trace
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* where the material originates from */
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const char *static_breadcrumb;
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/* Cached state... */
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/* A cached, complete list of the layers this material depends
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* on sorted by layer->unit_index. */
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CoglMaterialLayer **layers_cache;
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/* To avoid a separate ->layers_cache allocation for common
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* materials with only a few layers... */
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CoglMaterialLayer *short_layers_cache[3];
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/* The deprecated cogl_material_get_layers() API returns a
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* const GList of layers, which we track here... */
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GList *deprecated_get_layers_list;
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/* XXX: consider adding an authorities cache to speed up sparse
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* property value lookups:
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* CoglMaterial *authorities_cache[COGL_MATERIAL_N_SPARSE_PROPERTIES];
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* and corresponding authorities_cache_dirty:1 bitfield
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*/
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/* bitfields */
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/* A material can have private data associated with it for multiple
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* fragment processing backends. Although only one backend is
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* associated with a material the backends may want to cache private
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* state with the ancestors of other materials and those ancestors
|
|
* could currently be associated with different backends.
|
|
*
|
|
* Each set bit indicates if the correspondong ->backend_privs[]
|
|
* entry is valid.
|
|
*/
|
|
unsigned int backend_priv_set_mask:COGL_MATERIAL_N_BACKENDS;
|
|
|
|
/* Weak materials don't count as dependants on their parents which
|
|
* means that the parent material can be modified without
|
|
* considering how the modifications may affect the weak material.
|
|
*/
|
|
unsigned int is_weak:1;
|
|
|
|
/* Determines if material->big_state is valid */
|
|
unsigned int has_big_state:1;
|
|
|
|
/* By default blending is enabled automatically depending on the
|
|
* unlit color, the lighting colors or the texture format. The user
|
|
* can override this to explicitly enable or disable blending.
|
|
*
|
|
* This is a sparse property */
|
|
unsigned int blend_enable:3;
|
|
|
|
/* There are many factors that can determine if we need to enable
|
|
* blending, this holds our final decision */
|
|
unsigned int real_blend_enable:1;
|
|
|
|
unsigned int layers_cache_dirty:1;
|
|
unsigned int deprecated_get_layers_list_dirty:1;
|
|
|
|
/* For debugging purposes it's possible to associate a static const
|
|
* string with a material which can be an aid when trying to trace
|
|
* where the material originates from */
|
|
unsigned int has_static_breadcrumb:1;
|
|
|
|
/* There are multiple fragment processing backends for CoglMaterial,
|
|
* glsl, arbfp and fixed. This identifies the backend being used for
|
|
* the material and any private state the backend has associated
|
|
* with the material. */
|
|
unsigned int backend:3;
|
|
};
|
|
|
|
typedef struct _CoglMaterialBackend
|
|
{
|
|
int (*get_max_texture_units) (void);
|
|
|
|
gboolean (*start) (CoglMaterial *material,
|
|
int n_layers,
|
|
unsigned long materials_difference);
|
|
gboolean (*add_layer) (CoglMaterial *material,
|
|
CoglMaterialLayer *layer,
|
|
unsigned long layers_difference);
|
|
gboolean (*passthrough) (CoglMaterial *material);
|
|
gboolean (*end) (CoglMaterial *material,
|
|
unsigned long materials_difference);
|
|
|
|
void (*material_pre_change_notify) (CoglMaterial *material,
|
|
CoglMaterialState change,
|
|
const CoglColor *new_color);
|
|
void (*material_set_parent_notify) (CoglMaterial *material);
|
|
void (*layer_pre_change_notify) (CoglMaterial *owner,
|
|
CoglMaterialLayer *layer,
|
|
CoglMaterialLayerState change);
|
|
|
|
void (*free_priv) (CoglMaterial *material);
|
|
void (*free_layer_priv) (CoglMaterialLayer *layer);
|
|
} CoglMaterialBackend;
|
|
|
|
typedef enum
|
|
{
|
|
COGL_MATERIAL_PROGRAM_TYPE_GLSL = 1,
|
|
COGL_MATERIAL_PROGRAM_TYPE_ARBFP,
|
|
COGL_MATERIAL_PROGRAM_TYPE_FIXED
|
|
} CoglMaterialProgramType;
|
|
|
|
extern const CoglMaterialBackend *
|
|
_cogl_material_backends[COGL_MATERIAL_N_BACKENDS];
|
|
|
|
void
|
|
_cogl_material_init_default_material (void);
|
|
|
|
void
|
|
_cogl_material_init_default_layers (void);
|
|
|
|
/*
|
|
* SECTION:cogl-material-internals
|
|
* @short_description: Functions for creating custom primitives that make use
|
|
* of Cogl materials for filling.
|
|
*
|
|
* Normally you shouldn't need to use this API directly, but if you need to
|
|
* developing a custom/specialised primitive - probably using raw OpenGL - then
|
|
* this API aims to expose enough of the material internals to support being
|
|
* able to fill your geometry according to a given Cogl material.
|
|
*/
|
|
|
|
gboolean
|
|
_cogl_material_get_real_blend_enabled (CoglMaterial *material);
|
|
|
|
gboolean
|
|
_cogl_material_layer_has_user_matrix (CoglMaterialLayer *layer);
|
|
|
|
/*
|
|
* Calls the pre_paint method on the layer texture if there is
|
|
* one. This will determine whether mipmaps are needed based on the
|
|
* filter settings.
|
|
*/
|
|
void
|
|
_cogl_material_layer_pre_paint (CoglMaterialLayer *layerr);
|
|
|
|
/*
|
|
* Calls the pre_paint method on the layer texture if there is
|
|
* one. This will determine whether mipmaps are needed based on the
|
|
* filter settings.
|
|
*/
|
|
void
|
|
_cogl_material_pre_paint_for_layer (CoglMaterial *material,
|
|
int layer_id);
|
|
|
|
/*
|
|
* CoglMaterialFlushFlag:
|
|
* @COGL_MATERIAL_FLUSH_FALLBACK_MASK: The fallback_layers member is set to
|
|
* a guint32 mask of the layers that can't be supported with the user
|
|
* supplied texture and need to be replaced with fallback textures. (1 =
|
|
* fallback, and the least significant bit = layer 0)
|
|
* @COGL_MATERIAL_FLUSH_DISABLE_MASK: The disable_layers member is set to
|
|
* a guint32 mask of the layers that you want to completly disable
|
|
* texturing for (1 = fallback, and the least significant bit = layer 0)
|
|
* @COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE: The layer0_override_texture member is
|
|
* set to a GLuint OpenGL texture name to override the texture used for
|
|
* layer 0 of the material. This is intended for dealing with sliced
|
|
* textures where you will need to point to each of the texture slices in
|
|
* turn when drawing your geometry. Passing a value of 0 is the same as
|
|
* not passing the option at all.
|
|
* @COGL_MATERIAL_FLUSH_SKIP_GL_COLOR: When flushing the GL state for the
|
|
* material don't call glColor.
|
|
* @COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES: Specifies that a bitmask
|
|
* of overrides for the wrap modes for some or all layers is
|
|
* given.
|
|
*/
|
|
typedef enum _CoglMaterialFlushFlag
|
|
{
|
|
COGL_MATERIAL_FLUSH_FALLBACK_MASK = 1L<<0,
|
|
COGL_MATERIAL_FLUSH_DISABLE_MASK = 1L<<1,
|
|
COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE = 1L<<2,
|
|
COGL_MATERIAL_FLUSH_SKIP_GL_COLOR = 1L<<3,
|
|
COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES = 1L<<4
|
|
} CoglMaterialFlushFlag;
|
|
|
|
/* This isn't defined in the GLES headers */
|
|
#ifndef GL_CLAMP_TO_BORDER
|
|
#define GL_CLAMP_TO_BORDER 0x812d
|
|
#endif
|
|
|
|
/* GL_ALWAYS is just used here as a value that is known not to clash
|
|
* with any valid GL wrap modes.
|
|
*
|
|
* XXX: keep the values in sync with the CoglMaterialWrapMode enum
|
|
* so no conversion is actually needed.
|
|
*/
|
|
typedef enum _CoglMaterialWrapModeInternal
|
|
{
|
|
COGL_MATERIAL_WRAP_MODE_INTERNAL_REPEAT = GL_REPEAT,
|
|
COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE,
|
|
COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER,
|
|
COGL_MATERIAL_WRAP_MODE_INTERNAL_AUTOMATIC = GL_ALWAYS
|
|
} CoglMaterialWrapModeInternal;
|
|
|
|
typedef enum _CoglMaterialWrapModeOverride
|
|
{
|
|
COGL_MATERIAL_WRAP_MODE_OVERRIDE_NONE = 0,
|
|
COGL_MATERIAL_WRAP_MODE_OVERRIDE_REPEAT =
|
|
COGL_MATERIAL_WRAP_MODE_INTERNAL_REPEAT,
|
|
COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_EDGE =
|
|
COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_EDGE,
|
|
COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_BORDER =
|
|
COGL_MATERIAL_WRAP_MODE_INTERNAL_CLAMP_TO_BORDER,
|
|
} CoglMaterialWrapModeOverride;
|
|
|
|
/* There can't be more than 32 layers because we need to fit a bitmask
|
|
of the layers into a guint32 */
|
|
#define COGL_MATERIAL_MAX_LAYERS 32
|
|
|
|
typedef struct _CoglMaterialWrapModeOverrides
|
|
{
|
|
struct
|
|
{
|
|
CoglMaterialWrapModeOverride s;
|
|
CoglMaterialWrapModeOverride t;
|
|
CoglMaterialWrapModeOverride p;
|
|
} values[COGL_MATERIAL_MAX_LAYERS];
|
|
} CoglMaterialWrapModeOverrides;
|
|
|
|
/*
|
|
* CoglMaterialFlushOptions:
|
|
*
|
|
*/
|
|
typedef struct _CoglMaterialFlushOptions
|
|
{
|
|
CoglMaterialFlushFlag flags;
|
|
|
|
guint32 fallback_layers;
|
|
guint32 disable_layers;
|
|
GLuint layer0_override_texture;
|
|
CoglMaterialWrapModeOverrides wrap_mode_overrides;
|
|
} CoglMaterialFlushOptions;
|
|
|
|
|
|
int
|
|
_cogl_get_max_texture_image_units (void);
|
|
|
|
|
|
void
|
|
_cogl_use_program (CoglHandle program_handle, CoglMaterialProgramType type);
|
|
|
|
unsigned int
|
|
_cogl_get_n_args_for_combine_func (GLint func);
|
|
|
|
/*
|
|
* _cogl_material_weak_copy:
|
|
* @material: A #CoglMaterial object
|
|
* @callback: A callback to notify when your weak material is destroyed
|
|
* @user_data: Private data to pass to your given callback.
|
|
*
|
|
* Returns a weak copy of the given source @material. Unlike a normal
|
|
* copy no internal reference is taken on the source @material and you
|
|
* can expect that later modifications of the source material (or in
|
|
* fact any other material) can result in the weak material being
|
|
* destroyed.
|
|
*
|
|
* To understand this better its good to know a bit about the internal
|
|
* design of #CoglMaterial...
|
|
*
|
|
* Internally #CoglMaterial<!-- -->s are represented as a graph of
|
|
* property diff's, where each node is a diff of properties that gets
|
|
* applied on top of its parent. Copying a material creates an empty
|
|
* diff and a child->parent relationship between the empty diff and
|
|
* the source @material, parent.
|
|
*
|
|
* Because of this internal graph design a single #CoglMaterial may
|
|
* indirectly depend on a chain of ancestors to fully define all of
|
|
* its properties. Because a node depends on its ancestors it normally
|
|
* owns a reference to its parent to stop it from being freed. Also if
|
|
* you try to modify a material with children we internally use a
|
|
* copy-on-write mechanism to ensure that you don't indirectly change
|
|
* the properties those children.
|
|
*
|
|
* Weak materials avoid the use of copy-on-write to preserve the
|
|
* integrity of weak dependants and instead weak dependants are
|
|
* simply destroyed allowing the parent to be modified directly. Also
|
|
* because weak materials don't own a reference to their parent they
|
|
* won't stop the source @material from being freed when the user
|
|
* releases their reference on it.
|
|
*
|
|
* Because weak materials don't own a reference on their parent they
|
|
* are the recommended mechanism for creating derived materials that you
|
|
* want to cache as a private property of the original material
|
|
* because they won't result in a circular dependency.
|
|
*
|
|
* An example use case:
|
|
*
|
|
* Consider for example you are implementing a custom primitive that is
|
|
* not compatible with certain source materials. To handle this you
|
|
* implement a validation stage that given an arbitrary material as
|
|
* input will create a derived material that is suitable for drawing
|
|
* your primitive.
|
|
*
|
|
* Because you don't want to have to repeat this validation every time
|
|
* the same incompatible material is given as input you want to cache
|
|
* the result as a private property of the original material. If the
|
|
* derived material were created using cogl_material_copy that would
|
|
* create a circular dependency so the original material can never be
|
|
* freed.
|
|
*
|
|
* If you instead create a weak copy you won't stop the original material
|
|
* from being freed if it's no longer needed, and you will instead simply
|
|
* be notified that your weak material has been destroyed.
|
|
*
|
|
* This is the recommended coding pattern for validating an input
|
|
* material and caching a derived result:
|
|
* |[
|
|
* static CoglUserDataKey _cogl_my_cache_key;
|
|
*
|
|
* typedef struct {
|
|
* CoglMaterial *validated_source;
|
|
* } MyValidatedMaterialCache;
|
|
*
|
|
* static void
|
|
* destroy_cache_cb (CoglObject *object, void *user_data)
|
|
* {
|
|
* g_slice_free (MyValidatedMaterialCache, user_data);
|
|
* }
|
|
*
|
|
* static void
|
|
* invalidate_cache_cb (CoglMaterial *destroyed, void *user_data)
|
|
* {
|
|
* MyValidatedMaterialCache *cache = user_data;
|
|
* cogl_object_unref (cache->validated_source);
|
|
* cache->validated_source = NULL;
|
|
* }
|
|
*
|
|
* static CoglMaterial *
|
|
* get_validated_material (CoglMaterial *source)
|
|
* {
|
|
* MyValidatedMaterialCache *cache =
|
|
* cogl_object_get_user_data (COGL_OBJECT (source),
|
|
* &_cogl_my_cache_key);
|
|
* if (G_UNLIKELY (cache == NULL))
|
|
* {
|
|
* cache = g_slice_new (MyValidatedMaterialCache);
|
|
* cogl_object_set_user_data (COGL_OBJECT (source),
|
|
* &_cogl_my_cache_key,
|
|
* cache, destroy_cache_cb);
|
|
* cache->validated_source = source;
|
|
* }
|
|
*
|
|
* if (G_UNLIKELY (cache->validated_source == NULL))
|
|
* {
|
|
* cache->validated_source = source;
|
|
*
|
|
* / * Start validating source... * /
|
|
*
|
|
* / * If you find you need to change something... * /
|
|
* if (cache->validated_source == source)
|
|
* cache->validated_source =
|
|
* cogl_material_weak_copy (source,
|
|
* invalidate_cache_cb,
|
|
* cache);
|
|
*
|
|
* / * Modify cache->validated_source * /
|
|
* }
|
|
*
|
|
* return cache->validated_source;
|
|
* }
|
|
* ]|
|
|
*/
|
|
CoglMaterial *
|
|
_cogl_material_weak_copy (CoglMaterial *material,
|
|
CoglMaterialDestroyCallback callback,
|
|
void *user_data);
|
|
|
|
void
|
|
_cogl_material_set_backend (CoglMaterial *material, int backend);
|
|
|
|
CoglMaterial *
|
|
_cogl_material_get_parent (CoglMaterial *material);
|
|
|
|
void
|
|
_cogl_material_get_colorubv (CoglMaterial *material,
|
|
guint8 *color);
|
|
|
|
unsigned long
|
|
_cogl_material_compare_differences (CoglMaterial *material0,
|
|
CoglMaterial *material1);
|
|
|
|
gboolean
|
|
_cogl_material_equal (CoglMaterial *material0,
|
|
CoglMaterial *material1,
|
|
gboolean skip_gl_color);
|
|
|
|
CoglMaterial *
|
|
_cogl_material_journal_ref (CoglMaterial *material);
|
|
|
|
void
|
|
_cogl_material_journal_unref (CoglMaterial *material);
|
|
|
|
void
|
|
_cogl_material_layer_get_wrap_modes (CoglMaterialLayer *layer,
|
|
CoglMaterialWrapModeInternal *wrap_mode_s,
|
|
CoglMaterialWrapModeInternal *wrap_mode_t,
|
|
CoglMaterialWrapModeInternal *wrap_mode_r);
|
|
|
|
void
|
|
_cogl_material_layer_get_filters (CoglMaterialLayer *layer,
|
|
CoglMaterialFilter *min_filter,
|
|
CoglMaterialFilter *mag_filter);
|
|
|
|
void
|
|
_cogl_material_texture_storage_change_notify (CoglHandle texture);
|
|
|
|
void
|
|
_cogl_material_apply_legacy_state (CoglMaterial *material);
|
|
|
|
void
|
|
_cogl_material_apply_overrides (CoglMaterial *material,
|
|
CoglMaterialFlushOptions *options);
|
|
|
|
CoglMaterialBlendEnable
|
|
_cogl_material_get_blend_enabled (CoglMaterial *material);
|
|
|
|
void
|
|
_cogl_material_set_blend_enabled (CoglMaterial *material,
|
|
CoglMaterialBlendEnable enable);
|
|
|
|
void
|
|
_cogl_material_set_static_breadcrumb (CoglMaterial *material,
|
|
const char *breadcrumb);
|
|
|
|
unsigned long
|
|
_cogl_material_get_age (CoglMaterial *material);
|
|
|
|
CoglMaterial *
|
|
_cogl_material_get_authority (CoglMaterial *material,
|
|
unsigned long difference);
|
|
|
|
unsigned long
|
|
_cogl_material_layer_compare_differences (CoglMaterialLayer *layer0,
|
|
CoglMaterialLayer *layer1);
|
|
|
|
CoglMaterialLayer *
|
|
_cogl_material_layer_get_authority (CoglMaterialLayer *layer,
|
|
unsigned long difference);
|
|
|
|
CoglHandle
|
|
_cogl_material_layer_get_texture (CoglMaterialLayer *layer);
|
|
|
|
typedef gboolean (*CoglMaterialInternalLayerCallback) (CoglMaterialLayer *layer,
|
|
void *user_data);
|
|
|
|
void
|
|
_cogl_material_foreach_layer_internal (CoglMaterial *material,
|
|
CoglMaterialInternalLayerCallback callback,
|
|
void *user_data);
|
|
|
|
int
|
|
_cogl_material_layer_get_unit_index (CoglMaterialLayer *layer);
|
|
|
|
void
|
|
_cogl_material_get_layer_combine_constant (CoglMaterial *material,
|
|
int layer_index,
|
|
float *constant);
|
|
|
|
void
|
|
_cogl_material_prune_to_n_layers (CoglMaterial *material, int n);
|
|
|
|
#endif /* __COGL_MATERIAL_PRIVATE_H */
|
|
|