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8098052d56
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.
255 lines
8.0 KiB
C
255 lines
8.0 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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl-material-private.h"
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#ifdef COGL_MATERIAL_BACKEND_FIXED
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-handle.h"
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#include "cogl-texture-private.h"
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#include "cogl-blend-string.h"
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#include "cogl-profile.h"
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#ifndef HAVE_COGL_GLES
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#include "cogl-program.h"
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#endif
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#include <glib.h>
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#include <glib/gprintf.h>
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#include <string.h>
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#ifdef HAVE_COGL_GLES2
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#include "../gles/cogl-gles2-wrapper.h"
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#endif
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static int
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_cogl_material_backend_fixed_get_max_texture_units (void)
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{
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_COGL_GET_CONTEXT (ctx, 0);
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/* This function is called quite often so we cache the value to
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avoid too many GL calls */
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if (ctx->max_texture_units == -1)
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{
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ctx->max_texture_units = 1;
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GE (glGetIntegerv (GL_MAX_TEXTURE_UNITS,
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&ctx->max_texture_units));
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}
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return ctx->max_texture_units;
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}
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static gboolean
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_cogl_material_backend_fixed_start (CoglMaterial *material,
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int n_layers,
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unsigned long materials_difference)
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{
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_cogl_use_program (COGL_INVALID_HANDLE, COGL_MATERIAL_PROGRAM_TYPE_FIXED);
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return TRUE;
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}
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static gboolean
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_cogl_material_backend_fixed_add_layer (CoglMaterial *material,
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CoglMaterialLayer *layer,
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unsigned long layers_difference)
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{
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CoglTextureUnit *unit =
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_cogl_get_texture_unit (_cogl_material_layer_get_unit_index (layer));
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int unit_index = unit->index;
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int n_rgb_func_args;
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int n_alpha_func_args;
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_COGL_GET_CONTEXT (ctx, FALSE);
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/* XXX: Beware that since we are changing the active texture unit we
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* must make sure we don't call into other Cogl components that may
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* temporarily bind texture objects to query/modify parameters since
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* they will end up binding texture unit 1. See
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* _cogl_bind_gl_texture_transient for more details.
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*/
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_cogl_set_active_texture_unit (unit_index);
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if (layers_difference & COGL_MATERIAL_LAYER_STATE_COMBINE)
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{
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CoglMaterialLayer *authority =
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_cogl_material_layer_get_authority (layer,
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COGL_MATERIAL_LAYER_STATE_COMBINE);
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CoglMaterialLayerBigState *big_state = authority->big_state;
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE));
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/* Set the combiner functions... */
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GE (glTexEnvi (GL_TEXTURE_ENV,
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GL_COMBINE_RGB,
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big_state->texture_combine_rgb_func));
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GE (glTexEnvi (GL_TEXTURE_ENV,
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GL_COMBINE_ALPHA,
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big_state->texture_combine_alpha_func));
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/*
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* Setup the function arguments...
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*/
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/* For the RGB components... */
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n_rgb_func_args =
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_cogl_get_n_args_for_combine_func (big_state->texture_combine_rgb_func);
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_RGB,
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big_state->texture_combine_rgb_src[0]));
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB,
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big_state->texture_combine_rgb_op[0]));
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if (n_rgb_func_args > 1)
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{
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_RGB,
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big_state->texture_combine_rgb_src[1]));
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB,
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big_state->texture_combine_rgb_op[1]));
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}
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if (n_rgb_func_args > 2)
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{
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_RGB,
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big_state->texture_combine_rgb_src[2]));
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_RGB,
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big_state->texture_combine_rgb_op[2]));
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}
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/* For the Alpha component */
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n_alpha_func_args =
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_cogl_get_n_args_for_combine_func (big_state->texture_combine_alpha_func);
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_ALPHA,
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big_state->texture_combine_alpha_src[0]));
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
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big_state->texture_combine_alpha_op[0]));
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if (n_alpha_func_args > 1)
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{
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_ALPHA,
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big_state->texture_combine_alpha_src[1]));
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
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big_state->texture_combine_alpha_op[1]));
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}
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if (n_alpha_func_args > 2)
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{
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_SRC2_ALPHA,
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big_state->texture_combine_alpha_src[2]));
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GE (glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
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big_state->texture_combine_alpha_op[2]));
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}
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}
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if (layers_difference & COGL_MATERIAL_LAYER_STATE_COMBINE)
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{
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CoglMaterialLayer *authority =
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_cogl_material_layer_get_authority (layer,
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COGL_MATERIAL_LAYER_STATE_COMBINE);
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CoglMaterialLayerBigState *big_state = authority->big_state;
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GE (glTexEnvfv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR,
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big_state->texture_combine_constant));
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}
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return TRUE;
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}
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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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const CoglMaterialBackend _cogl_material_fixed_backend =
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{
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_cogl_material_backend_fixed_get_max_texture_units,
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_cogl_material_backend_fixed_start,
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_cogl_material_backend_fixed_add_layer,
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NULL, /* passthrough */
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_cogl_material_backend_fixed_end,
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NULL, /* material_change_notify */
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NULL, /* material_set_parent_notify */
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NULL, /* layer_change_notify */
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NULL /* free_priv */
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};
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#endif /* COGL_MATERIAL_BACKEND_FIXED */
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