mutter/gl/cogl-texture.c
Havoc Pennington 11349b6c74 Virtualize GL matrix operations and use a client-side matrix when GL is indirect
This is useful because sometimes we need to get the current matrix, which
is too expensive when indirect rendering.

In addition, this virtualization makes it easier to clean up the API in
the future.
2009-03-12 18:32:45 +00:00

3156 lines
92 KiB
C

/*
* Clutter COGL
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2007 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-bitmap.h"
#include "cogl-texture-private.h"
#include "cogl-material.h"
#include "cogl-context.h"
#include "cogl-handle.h"
#include <string.h>
#include <stdlib.h>
#include <math.h>
/*
#define COGL_DEBUG 1
#define GE(x) \
{ \
glGetError(); x; \
GLuint err = glGetError(); \
if (err != 0) \
printf("err: 0x%x\n", err); \
} */
#ifdef HAVE_COGL_GL
#define glDrawRangeElements ctx->pf_glDrawRangeElements
#define glActiveTexture ctx->pf_glActiveTexture
#define glClientActiveTexture ctx->pf_glClientActiveTexture
#else
/* GLES doesn't have glDrawRangeElements, so we simply pretend it does
* but that it makes no use of the start, end constraints: */
#define glDrawRangeElements(mode, start, end, count, type, indices) \
glDrawElements (mode, count, type, indices)
#endif
static void _cogl_journal_flush (void);
static void _cogl_texture_free (CoglTexture *tex);
COGL_HANDLE_DEFINE (Texture, texture, texture_handles);
struct _CoglSpanIter
{
gint index;
GArray *array;
CoglTexSliceSpan *span;
float pos;
float next_pos;
float origin;
float cover_start;
float cover_end;
float intersect_start;
float intersect_end;
float intersect_start_local;
float intersect_end_local;
gboolean intersects;
};
static void
_cogl_texture_bitmap_free (CoglTexture *tex)
{
if (tex->bitmap.data != NULL && tex->bitmap_owner)
g_free (tex->bitmap.data);
tex->bitmap.data = NULL;
tex->bitmap_owner = FALSE;
}
static void
_cogl_texture_bitmap_swap (CoglTexture *tex,
CoglBitmap *new_bitmap)
{
if (tex->bitmap.data != NULL && tex->bitmap_owner)
g_free (tex->bitmap.data);
tex->bitmap = *new_bitmap;
tex->bitmap_owner = TRUE;
}
static void
_cogl_span_iter_update (CoglSpanIter *iter)
{
/* Pick current span */
iter->span = &g_array_index (iter->array,
CoglTexSliceSpan,
iter->index);
/* Offset next position by span size */
iter->next_pos = iter->pos +
(float)(iter->span->size - iter->span->waste);
/* Check if span intersects the area to cover */
if (iter->next_pos <= iter->cover_start ||
iter->pos >= iter->cover_end)
{
/* Intersection undefined */
iter->intersects = FALSE;
return;
}
iter->intersects = TRUE;
/* Clip start position to coverage area */
if (iter->pos < iter->cover_start)
iter->intersect_start = iter->cover_start;
else
iter->intersect_start = iter->pos;
/* Clip end position to coverage area */
if (iter->next_pos > iter->cover_end)
iter->intersect_end = iter->cover_end;
else
iter->intersect_end = iter->next_pos;
}
static void
_cogl_span_iter_begin (CoglSpanIter *iter,
GArray *array,
float origin,
float cover_start,
float cover_end)
{
/* Copy info */
iter->index = 0;
iter->array = array;
iter->span = NULL;
iter->origin = origin;
iter->cover_start = cover_start;
iter->cover_end = cover_end;
iter->pos = iter->origin;
/* Update intersection */
_cogl_span_iter_update (iter);
}
void
_cogl_span_iter_next (CoglSpanIter *iter)
{
/* Move current position */
iter->pos = iter->next_pos;
/* Pick next slice (wrap when last reached) */
iter->index = (iter->index + 1) % iter->array->len;
/* Update intersection */
_cogl_span_iter_update (iter);
}
static gboolean
_cogl_span_iter_end (CoglSpanIter *iter)
{
/* End reached when whole area covered */
return iter->pos >= iter->cover_end;
}
static void
prep_for_gl_pixels_upload (gint pixels_rowstride,
gint pixels_src_x,
gint pixels_src_y,
gint pixels_bpp)
{
GE( glPixelStorei (GL_UNPACK_ROW_LENGTH, pixels_rowstride / pixels_bpp) );
GE( glPixelStorei (GL_UNPACK_SKIP_PIXELS, pixels_src_x) );
GE( glPixelStorei (GL_UNPACK_SKIP_ROWS, pixels_src_y) );
if (!(pixels_rowstride & 0x7))
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 8) );
else if (!(pixels_rowstride & 0x3))
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 4) );
else if (!(pixels_rowstride & 0x1))
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 2) );
else
GE( glPixelStorei (GL_UNPACK_ALIGNMENT, 1) );
}
static void
prep_for_gl_pixels_download (gint pixels_rowstride)
{
if (!(pixels_rowstride & 0x7))
GE( glPixelStorei (GL_PACK_ALIGNMENT, 8) );
else if (!(pixels_rowstride & 0x3))
GE( glPixelStorei (GL_PACK_ALIGNMENT, 4) );
else if (!(pixels_rowstride & 0x1))
GE( glPixelStorei (GL_PACK_ALIGNMENT, 2) );
else
GE( glPixelStorei (GL_PACK_ALIGNMENT, 1) );
}
static guchar *
_cogl_texture_allocate_waste_buffer (CoglTexture *tex)
{
CoglTexSliceSpan *last_x_span;
CoglTexSliceSpan *last_y_span;
guchar *waste_buf = NULL;
/* If the texture has any waste then allocate a buffer big enough to
fill the gaps */
last_x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan,
tex->slice_x_spans->len - 1);
last_y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan,
tex->slice_y_spans->len - 1);
if (last_x_span->waste > 0 || last_y_span->waste > 0)
{
gint bpp = _cogl_get_format_bpp (tex->bitmap.format);
CoglTexSliceSpan *first_x_span
= &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
CoglTexSliceSpan *first_y_span
= &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, 0);
guint right_size = first_y_span->size * last_x_span->waste;
guint bottom_size = first_x_span->size * last_y_span->waste;
waste_buf = g_malloc (MAX (right_size, bottom_size) * bpp);
}
return waste_buf;
}
static gboolean
_cogl_texture_upload_to_gl (CoglTexture *tex)
{
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
GLuint gl_handle;
gint bpp;
gint x,y;
guchar *waste_buf;
bpp = _cogl_get_format_bpp (tex->bitmap.format);
waste_buf = _cogl_texture_allocate_waste_buffer (tex);
/* Iterate vertical slices */
for (y = 0; y < tex->slice_y_spans->len; ++y)
{
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, y);
/* Iterate horizontal slices */
for (x = 0; x < tex->slice_x_spans->len; ++x)
{
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, x);
/* Pick the gl texture object handle */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint,
y * tex->slice_x_spans->len + x);
/* Setup gl alignment to match rowstride and top-left corner */
prep_for_gl_pixels_upload (tex->bitmap.rowstride,
x_span->start,
y_span->start,
bpp);
/* Upload new image data */
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( glTexSubImage2D (tex->gl_target, 0,
0,
0,
x_span->size - x_span->waste,
y_span->size - y_span->waste,
tex->gl_format, tex->gl_type,
tex->bitmap.data) );
/* Fill the waste with a copies of the rightmost pixels */
if (x_span->waste > 0)
{
const guchar *src = tex->bitmap.data
+ y_span->start * tex->bitmap.rowstride
+ (x_span->start + x_span->size - x_span->waste - 1) * bpp;
guchar *dst = waste_buf;
guint wx, wy;
for (wy = 0; wy < y_span->size - y_span->waste; wy++)
{
for (wx = 0; wx < x_span->waste; wx++)
{
memcpy (dst, src, bpp);
dst += bpp;
}
src += tex->bitmap.rowstride;
}
prep_for_gl_pixels_upload (x_span->waste * bpp,
0, /* src x */
0, /* src y */
bpp);
GE( glTexSubImage2D (tex->gl_target, 0,
x_span->size - x_span->waste,
0,
x_span->waste,
y_span->size - y_span->waste,
tex->gl_format, tex->gl_type,
waste_buf) );
}
if (y_span->waste > 0)
{
const guchar *src = tex->bitmap.data
+ ((y_span->start + y_span->size - y_span->waste - 1)
* tex->bitmap.rowstride)
+ x_span->start * bpp;
guchar *dst = waste_buf;
guint wy, wx;
for (wy = 0; wy < y_span->waste; wy++)
{
memcpy (dst, src, (x_span->size - x_span->waste) * bpp);
dst += (x_span->size - x_span->waste) * bpp;
for (wx = 0; wx < x_span->waste; wx++)
{
memcpy (dst, dst - bpp, bpp);
dst += bpp;
}
}
prep_for_gl_pixels_upload (x_span->size * bpp,
0, /* src x */
0, /* src y */
bpp);
GE( glTexSubImage2D (tex->gl_target, 0,
0,
y_span->size - y_span->waste,
x_span->size,
y_span->waste,
tex->gl_format, tex->gl_type,
waste_buf) );
}
}
}
if (waste_buf)
g_free (waste_buf);
return TRUE;
}
static gboolean
_cogl_texture_download_from_gl (CoglTexture *tex,
CoglBitmap *target_bmp,
GLuint target_gl_format,
GLuint target_gl_type)
{
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
GLuint gl_handle;
gint bpp;
gint x,y;
CoglBitmap slice_bmp;
bpp = _cogl_get_format_bpp (target_bmp->format);
/* Iterate vertical slices */
for (y = 0; y < tex->slice_y_spans->len; ++y)
{
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, y);
/* Iterate horizontal slices */
for (x = 0; x < tex->slice_x_spans->len; ++x)
{
/*if (x != 0 || y != 1) continue;*/
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, x);
/* Pick the gl texture object handle */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint,
y * tex->slice_x_spans->len + x);
/* If there's any waste we need to copy manually
(no glGetTexSubImage) */
if (y_span->waste != 0 || x_span->waste != 0)
{
/* Setup temp bitmap for slice subregion */
slice_bmp.format = tex->bitmap.format;
slice_bmp.width = x_span->size;
slice_bmp.height = y_span->size;
slice_bmp.rowstride = bpp * slice_bmp.width;
slice_bmp.data = (guchar*) g_malloc (slice_bmp.rowstride *
slice_bmp.height);
/* Setup gl alignment to 0,0 top-left corner */
prep_for_gl_pixels_download (slice_bmp.rowstride);
/* Download slice image data into temp bmp */
GE( glBindTexture (tex->gl_target, gl_handle) );
GE (glGetTexImage (tex->gl_target,
0, /* level */
target_gl_format,
target_gl_type,
slice_bmp.data) );
/* Copy portion of slice from temp to target bmp */
_cogl_bitmap_copy_subregion (&slice_bmp,
target_bmp,
0, 0,
x_span->start,
y_span->start,
x_span->size - x_span->waste,
y_span->size - y_span->waste);
/* Free temp bitmap */
g_free (slice_bmp.data);
}
else
{
GLvoid *dst = target_bmp->data
+ x_span->start * bpp
+ y_span->start * target_bmp->rowstride;
prep_for_gl_pixels_download (target_bmp->rowstride);
/* Download slice image data */
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( glGetTexImage (tex->gl_target,
0, /* level */
target_gl_format,
target_gl_type,
dst) );
}
}
}
return TRUE;
}
static gboolean
_cogl_texture_upload_subregion_to_gl (CoglTexture *tex,
gint src_x,
gint src_y,
gint dst_x,
gint dst_y,
gint width,
gint height,
CoglBitmap *source_bmp,
GLuint source_gl_format,
GLuint source_gl_type)
{
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
gint bpp;
CoglSpanIter x_iter;
CoglSpanIter y_iter;
GLuint gl_handle;
gint source_x = 0, source_y = 0;
gint inter_w = 0, inter_h = 0;
gint local_x = 0, local_y = 0;
guchar *waste_buf;
bpp = _cogl_get_format_bpp (source_bmp->format);
waste_buf = _cogl_texture_allocate_waste_buffer (tex);
/* Iterate vertical spans */
for (source_y = src_y,
_cogl_span_iter_begin (&y_iter, tex->slice_y_spans,
0, (float)(dst_y),
(float)(dst_y + height));
!_cogl_span_iter_end (&y_iter);
_cogl_span_iter_next (&y_iter),
source_y += inter_h )
{
/* Discard slices out of the subregion early */
if (!y_iter.intersects)
{
inter_h = 0;
continue;
}
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan,
y_iter.index);
/* Iterate horizontal spans */
for (source_x = src_x,
_cogl_span_iter_begin (&x_iter, tex->slice_x_spans,
0, (float)(dst_x),
(float)(dst_x + width));
!_cogl_span_iter_end (&x_iter);
_cogl_span_iter_next (&x_iter),
source_x += inter_w )
{
/* Discard slices out of the subregion early */
if (!x_iter.intersects)
{
inter_w = 0;
continue;
}
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan,
x_iter.index);
/* Pick intersection width and height */
inter_w = (x_iter.intersect_end -
x_iter.intersect_start);
inter_h = (y_iter.intersect_end -
y_iter.intersect_start);
/* Localize intersection top-left corner to slice*/
local_x = (x_iter.intersect_start -
x_iter.pos);
local_y = (y_iter.intersect_start -
y_iter.pos);
/* Pick slice GL handle */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint,
y_iter.index * tex->slice_x_spans->len +
x_iter.index);
/* Setup gl alignment to match rowstride and top-left corner */
prep_for_gl_pixels_upload (source_bmp->rowstride,
source_x,
source_y,
bpp);
/* Upload new image data */
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( glTexSubImage2D (tex->gl_target, 0,
local_x, local_y,
inter_w, inter_h,
source_gl_format,
source_gl_type,
source_bmp->data) );
/* If the x_span is sliced and the upload touches the
rightmost pixels then fill the waste with copies of the
pixels */
if (x_span->waste > 0
&& local_x < x_span->size - x_span->waste
&& local_x + inter_w >= x_span->size - x_span->waste)
{
const guchar *src;
guchar *dst;
guint wx, wy;
src = source_bmp->data
+ (src_y + ((int)y_iter.intersect_start)
- dst_y)
* source_bmp->rowstride
+ (src_x + x_span->start + x_span->size - x_span->waste
- dst_x - 1)
* bpp;
dst = waste_buf;
for (wy = 0; wy < inter_h; wy++)
{
for (wx = 0; wx < x_span->waste; wx++)
{
memcpy (dst, src, bpp);
dst += bpp;
}
src += source_bmp->rowstride;
}
prep_for_gl_pixels_upload (x_span->waste * bpp,
0, /* src x */
0, /* src y */
bpp);
GE( glTexSubImage2D (tex->gl_target, 0,
x_span->size - x_span->waste,
local_y,
x_span->waste,
inter_h,
source_gl_format,
source_gl_type,
waste_buf) );
}
/* same for the bottom-most pixels */
if (y_span->waste > 0
&& local_y < y_span->size - y_span->waste
&& local_y + inter_h >= y_span->size - y_span->waste)
{
const guchar *src;
guchar *dst;
guint wy, wx;
guint copy_width;
src = source_bmp->data
+ (src_x + ((int)x_iter.intersect_start)
- dst_x)
* bpp
+ (src_y + y_span->start + y_span->size - y_span->waste
- dst_y - 1)
* source_bmp->rowstride;
dst = waste_buf;
if (local_x + inter_w >= x_span->size - x_span->waste)
copy_width = x_span->size - local_x;
else
copy_width = inter_w;
for (wy = 0; wy < y_span->waste; wy++)
{
memcpy (dst, src, inter_w * bpp);
dst += inter_w * bpp;
for (wx = inter_w; wx < copy_width; wx++)
{
memcpy (dst, dst - bpp, bpp);
dst += bpp;
}
}
prep_for_gl_pixels_upload (copy_width * bpp,
0, /* src x */
0, /* src y */
bpp);
GE( glTexSubImage2D (tex->gl_target, 0,
local_x,
y_span->size - y_span->waste,
copy_width,
y_span->waste,
source_gl_format,
source_gl_type,
waste_buf) );
}
}
}
if (waste_buf)
g_free (waste_buf);
return TRUE;
}
static gint
_cogl_rect_slices_for_size (gint size_to_fill,
gint max_span_size,
gint max_waste,
GArray *out_spans)
{
gint n_spans = 0;
CoglTexSliceSpan span;
/* Init first slice span */
span.start = 0;
span.size = max_span_size;
span.waste = 0;
/* Repeat until whole area covered */
while (size_to_fill >= span.size)
{
/* Add another slice span of same size */
if (out_spans) g_array_append_val (out_spans, span);
span.start += span.size;
size_to_fill -= span.size;
n_spans++;
}
/* Add one last smaller slice span */
if (size_to_fill > 0)
{
span.size = size_to_fill;
if (out_spans) g_array_append_val (out_spans, span);
n_spans++;
}
return n_spans;
}
static gint
_cogl_pot_slices_for_size (gint size_to_fill,
gint max_span_size,
gint max_waste,
GArray *out_spans)
{
gint n_spans = 0;
CoglTexSliceSpan span;
/* Init first slice span */
span.start = 0;
span.size = max_span_size;
span.waste = 0;
/* Fix invalid max_waste */
if (max_waste < 0) max_waste = 0;
while (TRUE)
{
/* Is the whole area covered? */
if (size_to_fill > span.size)
{
/* Not yet - add a span of this size */
if (out_spans) g_array_append_val (out_spans, span);
span.start += span.size;
size_to_fill -= span.size;
n_spans++;
}
else if (span.size - size_to_fill <= max_waste)
{
/* Yes and waste is small enough */
span.waste = span.size - size_to_fill;
if (out_spans) g_array_append_val (out_spans, span);
return ++n_spans;
}
else
{
/* Yes but waste is too large */
while (span.size - size_to_fill > max_waste)
{
span.size /= 2;
g_assert (span.size > 0);
}
}
}
/* Can't get here */
return 0;
}
static gboolean
_cogl_texture_size_supported (GLenum gl_target,
GLenum gl_format,
GLenum gl_type,
int width,
int height)
{
if (gl_target == GL_TEXTURE_2D)
{
/* Proxy texture allows for a quick check for supported size */
GLint new_width = 0;
GE( glTexImage2D (GL_PROXY_TEXTURE_2D, 0, GL_RGBA,
width, height, 0 /* border */,
gl_format, gl_type, NULL) );
GE( glGetTexLevelParameteriv (GL_PROXY_TEXTURE_2D, 0,
GL_TEXTURE_WIDTH, &new_width) );
return new_width != 0;
}
else
{
/* not used */
return 0;
}
}
static void
_cogl_texture_set_wrap_mode_parameter (CoglTexture *tex,
GLenum wrap_mode)
{
/* Only set the wrap mode if it's different from the current
value to avoid too many GL calls */
if (tex->wrap_mode != wrap_mode)
{
int i;
/* Any queued texture rectangles may be depending on the previous
* wrap mode... */
_cogl_journal_flush ();
for (i = 0; i < tex->slice_gl_handles->len; i++)
{
GLuint texnum = g_array_index (tex->slice_gl_handles, GLuint, i);
GE( glBindTexture (tex->gl_target, texnum) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_S, wrap_mode) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_T, wrap_mode) );
}
tex->wrap_mode = wrap_mode;
}
}
static gboolean
_cogl_texture_slices_create (CoglTexture *tex)
{
gint bpp;
gint max_width;
gint max_height;
GLuint *gl_handles;
gint n_x_slices;
gint n_y_slices;
gint n_slices;
gint x, y;
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
const GLfloat transparent_color[4] = { 0x00, 0x00, 0x00, 0x00 };
gint (*slices_for_size) (gint, gint, gint, GArray*);
bpp = _cogl_get_format_bpp (tex->bitmap.format);
/* Initialize size of largest slice according to supported features */
if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT))
{
max_width = tex->bitmap.width;
max_height = tex->bitmap.height;
tex->gl_target = GL_TEXTURE_2D;
slices_for_size = _cogl_rect_slices_for_size;
}
else
{
max_width = cogl_util_next_p2 (tex->bitmap.width);
max_height = cogl_util_next_p2 (tex->bitmap.height);
tex->gl_target = GL_TEXTURE_2D;
slices_for_size = _cogl_pot_slices_for_size;
}
/* Negative number means no slicing forced by the user */
if (tex->max_waste <= -1)
{
CoglTexSliceSpan span;
/* Check if size supported else bail out */
if (!_cogl_texture_size_supported (tex->gl_target,
tex->gl_format,
tex->gl_type,
max_width,
max_height))
{
return FALSE;
}
n_x_slices = 1;
n_y_slices = 1;
/* Init span arrays */
tex->slice_x_spans = g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan),
1);
tex->slice_y_spans = g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan),
1);
/* Add a single span for width and height */
span.start = 0;
span.size = max_width;
span.waste = max_width - tex->bitmap.width;
g_array_append_val (tex->slice_x_spans, span);
span.size = max_height;
span.waste = max_height - tex->bitmap.height;
g_array_append_val (tex->slice_y_spans, span);
}
else
{
/* Decrease the size of largest slice until supported by GL */
while (!_cogl_texture_size_supported (tex->gl_target,
tex->gl_format,
tex->gl_type,
max_width,
max_height))
{
/* Alternate between width and height */
if (max_width > max_height)
max_width /= 2;
else
max_height /= 2;
if (max_width == 0 || max_height == 0)
return FALSE;
}
/* Determine the slices required to cover the bitmap area */
n_x_slices = slices_for_size (tex->bitmap.width,
max_width, tex->max_waste,
NULL);
n_y_slices = slices_for_size (tex->bitmap.height,
max_height, tex->max_waste,
NULL);
/* Init span arrays with reserved size */
tex->slice_x_spans = g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan),
n_x_slices);
tex->slice_y_spans = g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan),
n_y_slices);
/* Fill span arrays with info */
slices_for_size (tex->bitmap.width,
max_width, tex->max_waste,
tex->slice_x_spans);
slices_for_size (tex->bitmap.height,
max_height, tex->max_waste,
tex->slice_y_spans);
}
/* Init and resize GL handle array */
n_slices = n_x_slices * n_y_slices;
tex->slice_gl_handles = g_array_sized_new (FALSE, FALSE,
sizeof (GLuint),
n_slices);
g_array_set_size (tex->slice_gl_handles, n_slices);
/* Wrap mode not yet set */
tex->wrap_mode = GL_FALSE;
/* Generate a "working set" of GL texture objects
* (some implementations might supported faster
* re-binding between textures inside a set) */
gl_handles = (GLuint*) tex->slice_gl_handles->data;
GE( glGenTextures (n_slices, gl_handles) );
/* Init each GL texture object */
for (y = 0; y < n_y_slices; ++y)
{
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, y);
for (x = 0; x < n_x_slices; ++x)
{
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, x);
#if COGL_DEBUG
printf ("CREATE SLICE (%d,%d)\n", x,y);
printf ("size: (%d x %d)\n",
x_span->size - x_span->waste,
y_span->size - y_span->waste);
#endif
/* Setup texture parameters */
GE( glBindTexture (tex->gl_target,
gl_handles[y * n_x_slices + x]) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MAG_FILTER,
tex->mag_filter) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MIN_FILTER,
tex->min_filter) );
if (tex->auto_mipmap)
GE( glTexParameteri (tex->gl_target, GL_GENERATE_MIPMAP,
GL_TRUE) );
/* Use a transparent border color so that we can leave the
color buffer alone when using texture co-ordinates
outside of the texture */
GE( glTexParameterfv (tex->gl_target, GL_TEXTURE_BORDER_COLOR,
transparent_color) );
/* Pass NULL data to init size and internal format */
GE( glTexImage2D (tex->gl_target, 0, tex->gl_intformat,
x_span->size, y_span->size, 0,
tex->gl_format, tex->gl_type, 0) );
}
}
return TRUE;
}
static void
_cogl_texture_slices_free (CoglTexture *tex)
{
if (tex->slice_x_spans != NULL)
g_array_free (tex->slice_x_spans, TRUE);
if (tex->slice_y_spans != NULL)
g_array_free (tex->slice_y_spans, TRUE);
if (tex->slice_gl_handles != NULL)
{
if (tex->is_foreign == FALSE)
{
GE( glDeleteTextures (tex->slice_gl_handles->len,
(GLuint*) tex->slice_gl_handles->data) );
}
g_array_free (tex->slice_gl_handles, TRUE);
}
}
gboolean
_cogl_texture_span_has_waste (CoglTexture *tex,
gint x_span_index,
gint y_span_index)
{
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, x_span_index);
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, y_span_index);
return (x_span->waste || y_span->waste) ? TRUE : FALSE;
}
static gboolean
_cogl_pixel_format_from_gl_internal (GLenum gl_int_format,
CoglPixelFormat *out_format)
{
/* It doesn't really matter we convert to exact same
format (some have no cogl match anyway) since format
is re-matched against cogl when getting or setting
texture image data.
*/
switch (gl_int_format)
{
case GL_ALPHA: case GL_ALPHA4: case GL_ALPHA8:
case GL_ALPHA12: case GL_ALPHA16:
*out_format = COGL_PIXEL_FORMAT_A_8;
return TRUE;
case GL_LUMINANCE: case GL_LUMINANCE4: case GL_LUMINANCE8:
case GL_LUMINANCE12: case GL_LUMINANCE16:
*out_format = COGL_PIXEL_FORMAT_G_8;
return TRUE;
case GL_RGB: case GL_RGB4: case GL_RGB5: case GL_RGB8:
case GL_RGB10: case GL_RGB12: case GL_RGB16: case GL_R3_G3_B2:
*out_format = COGL_PIXEL_FORMAT_RGB_888;
return TRUE;
case GL_RGBA: case GL_RGBA2: case GL_RGBA4: case GL_RGB5_A1:
case GL_RGBA8: case GL_RGB10_A2: case GL_RGBA12: case GL_RGBA16:
*out_format = COGL_PIXEL_FORMAT_RGBA_8888;
return TRUE;
}
return FALSE;
}
static CoglPixelFormat
_cogl_pixel_format_to_gl (CoglPixelFormat format,
GLenum *out_glintformat,
GLenum *out_glformat,
GLenum *out_gltype)
{
CoglPixelFormat required_format;
GLenum glintformat = 0;
GLenum glformat = 0;
GLenum gltype = 0;
/* No premultiplied formats accepted by GL
* (FIXME: latest hardware?) */
if (format & COGL_PREMULT_BIT)
format = (format & COGL_UNPREMULT_MASK);
/* Everything else accepted
* (FIXME: check YUV support) */
required_format = format;
/* Find GL equivalents */
switch (format)
{
case COGL_PIXEL_FORMAT_A_8:
glintformat = GL_ALPHA;
glformat = GL_ALPHA;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_G_8:
glintformat = GL_LUMINANCE;
glformat = GL_LUMINANCE;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_RGB_888:
glintformat = GL_RGB;
glformat = GL_RGB;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_BGR_888:
glintformat = GL_RGB;
glformat = GL_BGR;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_RGBA_8888:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_BYTE;
break;
case COGL_PIXEL_FORMAT_BGRA_8888:
glintformat = GL_RGBA;
glformat = GL_BGRA;
gltype = GL_UNSIGNED_BYTE;
break;
/* The following two types of channel ordering
* have no GL equivalent unless defined using
* system word byte ordering */
case COGL_PIXEL_FORMAT_ARGB_8888:
glintformat = GL_RGBA;
glformat = GL_BGRA;
#if G_BYTE_ORDER == G_LITTLE_ENDIAN
gltype = GL_UNSIGNED_INT_8_8_8_8;
#else
gltype = GL_UNSIGNED_INT_8_8_8_8_REV;
#endif
break;
case COGL_PIXEL_FORMAT_ABGR_8888:
glintformat = GL_RGBA;
glformat = GL_RGBA;
#if G_BYTE_ORDER == G_LITTLE_ENDIAN
gltype = GL_UNSIGNED_INT_8_8_8_8;
#else
gltype = GL_UNSIGNED_INT_8_8_8_8_REV;
#endif
break;
/* The following three types of channel ordering
* are always defined using system word byte
* ordering (even according to GLES spec) */
case COGL_PIXEL_FORMAT_RGB_565:
glintformat = GL_RGB;
glformat = GL_RGB;
gltype = GL_UNSIGNED_SHORT_5_6_5;
break;
case COGL_PIXEL_FORMAT_RGBA_4444:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case COGL_PIXEL_FORMAT_RGBA_5551:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_SHORT_5_5_5_1;
break;
/* FIXME: check extensions for YUV support */
default:
break;
}
if (out_glintformat != NULL)
*out_glintformat = glintformat;
if (out_glformat != NULL)
*out_glformat = glformat;
if (out_gltype != NULL)
*out_gltype = gltype;
return required_format;
}
static gboolean
_cogl_texture_bitmap_prepare (CoglTexture *tex,
CoglPixelFormat internal_format)
{
CoglBitmap new_bitmap;
CoglPixelFormat new_data_format;
gboolean success;
/* Was there any internal conversion requested? */
if (internal_format == COGL_PIXEL_FORMAT_ANY)
internal_format = tex->bitmap.format;
/* Find closest format accepted by GL */
new_data_format = _cogl_pixel_format_to_gl (internal_format,
&tex->gl_intformat,
&tex->gl_format,
&tex->gl_type);
/* Convert to internal format */
if (new_data_format != tex->bitmap.format)
{
success = _cogl_bitmap_convert_and_premult (&tex->bitmap,
&new_bitmap,
new_data_format);
if (!success)
return FALSE;
/* Update texture with new data */
_cogl_texture_bitmap_swap (tex, &new_bitmap);
}
return TRUE;
}
static void
_cogl_texture_free (CoglTexture *tex)
{
/* Frees texture resources but its handle is not
released! Do that separately before this! */
_cogl_texture_bitmap_free (tex);
_cogl_texture_slices_free (tex);
g_free (tex);
}
CoglHandle
cogl_texture_new_with_size (guint width,
guint height,
gint max_waste,
CoglTextureFlags flags,
CoglPixelFormat internal_format)
{
CoglTexture *tex;
gint bpp;
gint rowstride;
/* Since no data, we need some internal format */
if (internal_format == COGL_PIXEL_FORMAT_ANY)
return COGL_INVALID_HANDLE;
/* Rowstride from width */
bpp = _cogl_get_format_bpp (internal_format);
rowstride = width * bpp;
/* Init texture with empty bitmap */
tex = (CoglTexture*) g_malloc (sizeof (CoglTexture));
tex->ref_count = 1;
COGL_HANDLE_DEBUG_NEW (texture, tex);
tex->is_foreign = FALSE;
tex->auto_mipmap = ((flags & COGL_TEXTURE_AUTO_MIPMAP) != 0);
tex->bitmap.width = width;
tex->bitmap.height = height;
tex->bitmap.format = internal_format;
tex->bitmap.rowstride = rowstride;
tex->bitmap.data = NULL;
tex->bitmap_owner = FALSE;
tex->slice_x_spans = NULL;
tex->slice_y_spans = NULL;
tex->slice_gl_handles = NULL;
tex->max_waste = max_waste;
tex->min_filter = CGL_NEAREST;
tex->mag_filter = CGL_NEAREST;
/* Find closest GL format match */
tex->bitmap.format =
_cogl_pixel_format_to_gl (internal_format,
&tex->gl_intformat,
&tex->gl_format,
&tex->gl_type);
/* Create slices for the given format and size */
if (!_cogl_texture_slices_create (tex))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
return _cogl_texture_handle_new (tex);
}
CoglHandle
cogl_texture_new_from_data (guint width,
guint height,
gint max_waste,
CoglTextureFlags flags,
CoglPixelFormat format,
CoglPixelFormat internal_format,
guint rowstride,
const guchar *data)
{
CoglTexture *tex;
gint bpp;
if (format == COGL_PIXEL_FORMAT_ANY)
return COGL_INVALID_HANDLE;
if (data == NULL)
return COGL_INVALID_HANDLE;
/* Rowstride from width if not given */
bpp = _cogl_get_format_bpp (format);
if (rowstride == 0) rowstride = width * bpp;
/* Create new texture and fill with given data */
tex = (CoglTexture*) g_malloc (sizeof (CoglTexture));
tex->ref_count = 1;
COGL_HANDLE_DEBUG_NEW (texture, tex);
tex->is_foreign = FALSE;
tex->auto_mipmap = ((flags & COGL_TEXTURE_AUTO_MIPMAP) != 0);
tex->bitmap.width = width;
tex->bitmap.height = height;
tex->bitmap.data = (guchar*)data;
tex->bitmap.format = format;
tex->bitmap.rowstride = rowstride;
tex->bitmap_owner = FALSE;
tex->slice_x_spans = NULL;
tex->slice_y_spans = NULL;
tex->slice_gl_handles = NULL;
tex->max_waste = max_waste;
tex->min_filter = CGL_NEAREST;
tex->mag_filter = CGL_NEAREST;
/* FIXME: If upload fails we should set some kind of
* error flag but still return texture handle (this
* is to keep the behavior equal to _new_from_file;
* see below) */
if (!_cogl_texture_bitmap_prepare (tex, internal_format))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
if (!_cogl_texture_slices_create (tex))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
if (!_cogl_texture_upload_to_gl (tex))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
_cogl_texture_bitmap_free (tex);
return _cogl_texture_handle_new (tex);
}
CoglHandle
cogl_texture_new_from_bitmap (CoglBitmap *bmp,
gint max_waste,
CoglTextureFlags flags,
CoglPixelFormat internal_format)
{
CoglTexture *tex;
/* Create new texture and fill with loaded data */
tex = (CoglTexture*) g_malloc ( sizeof (CoglTexture));
tex->ref_count = 1;
COGL_HANDLE_DEBUG_NEW (texture, tex);
tex->is_foreign = FALSE;
tex->auto_mipmap = ((flags & COGL_TEXTURE_AUTO_MIPMAP) != 0);
tex->bitmap = *bmp;
tex->bitmap_owner = TRUE;
bmp->data = NULL;
tex->slice_x_spans = NULL;
tex->slice_y_spans = NULL;
tex->slice_gl_handles = NULL;
tex->max_waste = max_waste;
tex->min_filter = CGL_NEAREST;
tex->mag_filter = CGL_NEAREST;
/* FIXME: If upload fails we should set some kind of
* error flag but still return texture handle if the
* user decides to destroy another texture and upload
* this one instead (reloading from file is not needed
* in that case). As a rule then, everytime a valid
* CoglHandle is returned, it should also be destroyed
* with cogl_texture_unref at some point! */
if (!_cogl_texture_bitmap_prepare (tex, internal_format))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
if (!_cogl_texture_slices_create (tex))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
if (!_cogl_texture_upload_to_gl (tex))
{
_cogl_texture_free (tex);
return COGL_INVALID_HANDLE;
}
_cogl_texture_bitmap_free (tex);
return _cogl_texture_handle_new (tex);
}
CoglHandle
cogl_texture_new_from_file (const gchar *filename,
gint max_waste,
CoglTextureFlags flags,
CoglPixelFormat internal_format,
GError **error)
{
CoglBitmap *bmp;
CoglHandle handle;
g_return_val_if_fail (error == NULL || *error == NULL, COGL_INVALID_HANDLE);
if (!(bmp = cogl_bitmap_new_from_file (filename, error)))
return COGL_INVALID_HANDLE;
handle = cogl_texture_new_from_bitmap (bmp,
max_waste,
flags,
internal_format);
cogl_bitmap_free (bmp);
return handle;
}
CoglHandle
cogl_texture_new_from_foreign (GLuint gl_handle,
GLenum gl_target,
GLuint width,
GLuint height,
GLuint x_pot_waste,
GLuint y_pot_waste,
CoglPixelFormat format)
{
/* NOTE: width, height and internal format are not queriable
in GLES, hence such a function prototype. However, for
OpenGL they are still queried from the texture for improved
robustness and for completeness in case one day GLES gains
support for them.
*/
GLenum gl_error = 0;
GLboolean gl_istexture;
GLint gl_compressed = GL_FALSE;
GLint gl_int_format = 0;
GLint gl_width = 0;
GLint gl_height = 0;
GLint gl_min_filter;
GLint gl_mag_filter;
GLint gl_gen_mipmap;
guint bpp;
CoglTexture *tex;
CoglTexSliceSpan x_span;
CoglTexSliceSpan y_span;
/* GL_ARB_texture_rectangle textures are supported if they are
created from foreign because some chipsets have trouble with
GL_ARB_texture_non_power_of_two. There is no Cogl call to create
them directly to emphasize the fact that they don't work fully
(for example, no mipmapping and complicated shader support) */
/* Allow 2-dimensional or rectangle textures only */
if (gl_target != GL_TEXTURE_2D && gl_target != CGL_TEXTURE_RECTANGLE_ARB)
return COGL_INVALID_HANDLE;
/* Make sure it is a valid GL texture object */
gl_istexture = glIsTexture (gl_handle);
if (gl_istexture == GL_FALSE)
return COGL_INVALID_HANDLE;
/* Make sure binding succeeds */
gl_error = glGetError ();
glBindTexture (gl_target, gl_handle);
if (glGetError () != GL_NO_ERROR)
return COGL_INVALID_HANDLE;
/* Obtain texture parameters
(only level 0 we are interested in) */
GE( glGetTexLevelParameteriv (gl_target, 0,
GL_TEXTURE_COMPRESSED,
&gl_compressed) );
GE( glGetTexLevelParameteriv (gl_target, 0,
GL_TEXTURE_INTERNAL_FORMAT,
&gl_int_format) );
GE( glGetTexLevelParameteriv (gl_target, 0,
GL_TEXTURE_WIDTH,
&gl_width) );
GE( glGetTexLevelParameteriv (gl_target, 0,
GL_TEXTURE_HEIGHT,
&gl_height) );
GE( glGetTexParameteriv (gl_target,
GL_TEXTURE_MIN_FILTER,
&gl_min_filter) );
GE( glGetTexParameteriv (gl_target,
GL_TEXTURE_MAG_FILTER,
&gl_mag_filter) );
GE( glGetTexParameteriv (gl_target,
GL_GENERATE_MIPMAP,
&gl_gen_mipmap) );
/* Validate width and height */
if (gl_width <= 0 || gl_height <= 0)
return COGL_INVALID_HANDLE;
/* Validate pot waste */
if (x_pot_waste < 0 || x_pot_waste >= gl_width ||
y_pot_waste < 0 || y_pot_waste >= gl_height)
return COGL_INVALID_HANDLE;
/* Compressed texture images not supported */
if (gl_compressed == GL_TRUE)
return COGL_INVALID_HANDLE;
/* Try and match to a cogl format */
if (!_cogl_pixel_format_from_gl_internal (gl_int_format,
&format))
{
return COGL_INVALID_HANDLE;
}
/* Create new texture */
tex = (CoglTexture*) g_malloc ( sizeof (CoglTexture));
tex->ref_count = 1;
COGL_HANDLE_DEBUG_NEW (texture, tex);
/* Setup bitmap info */
tex->is_foreign = TRUE;
tex->auto_mipmap = (gl_gen_mipmap == GL_TRUE) ? TRUE : FALSE;
bpp = _cogl_get_format_bpp (format);
tex->bitmap.format = format;
tex->bitmap.width = gl_width - x_pot_waste;
tex->bitmap.height = gl_height - y_pot_waste;
tex->bitmap.rowstride = tex->bitmap.width * bpp;
tex->bitmap_owner = FALSE;
tex->gl_target = gl_target;
tex->gl_intformat = gl_int_format;
tex->gl_format = gl_int_format;
tex->gl_type = GL_UNSIGNED_BYTE;
tex->min_filter = gl_min_filter;
tex->mag_filter = gl_mag_filter;
tex->max_waste = 0;
/* Wrap mode not yet set */
tex->wrap_mode = GL_FALSE;
/* Create slice arrays */
tex->slice_x_spans =
g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan), 1);
tex->slice_y_spans =
g_array_sized_new (FALSE, FALSE,
sizeof (CoglTexSliceSpan), 1);
tex->slice_gl_handles =
g_array_sized_new (FALSE, FALSE,
sizeof (GLuint), 1);
/* Store info for a single slice */
x_span.start = 0;
x_span.size = gl_width;
x_span.waste = x_pot_waste;
g_array_append_val (tex->slice_x_spans, x_span);
y_span.start = 0;
y_span.size = gl_height;
y_span.waste = y_pot_waste;
g_array_append_val (tex->slice_y_spans, y_span);
g_array_append_val (tex->slice_gl_handles, gl_handle);
return _cogl_texture_handle_new (tex);
}
guint
cogl_texture_get_width (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->bitmap.width;
}
guint
cogl_texture_get_height (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->bitmap.height;
}
CoglPixelFormat
cogl_texture_get_format (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return COGL_PIXEL_FORMAT_ANY;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->bitmap.format;
}
guint
cogl_texture_get_rowstride (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->bitmap.rowstride;
}
gint
cogl_texture_get_max_waste (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->max_waste;
}
gboolean
cogl_texture_is_sliced (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return FALSE;
tex = _cogl_texture_pointer_from_handle (handle);
if (tex->slice_gl_handles == NULL)
return FALSE;
if (tex->slice_gl_handles->len <= 1)
return FALSE;
return TRUE;
}
gboolean
cogl_texture_get_gl_texture (CoglHandle handle,
GLuint *out_gl_handle,
GLenum *out_gl_target)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return FALSE;
tex = _cogl_texture_pointer_from_handle (handle);
if (tex->slice_gl_handles == NULL)
return FALSE;
if (tex->slice_gl_handles->len < 1)
return FALSE;
if (out_gl_handle != NULL)
*out_gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
if (out_gl_target != NULL)
*out_gl_target = tex->gl_target;
return TRUE;
}
COGLenum
cogl_texture_get_min_filter (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->min_filter;
}
COGLenum
cogl_texture_get_mag_filter (CoglHandle handle)
{
CoglTexture *tex;
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
return tex->mag_filter;
}
void
cogl_texture_set_filters (CoglHandle handle,
COGLenum min_filter,
COGLenum mag_filter)
{
CoglTexture *tex;
GLuint gl_handle;
int i;
if (!cogl_is_texture (handle))
return;
tex = _cogl_texture_pointer_from_handle (handle);
/* Store new values */
tex->min_filter = min_filter;
tex->mag_filter = mag_filter;
/* Make sure slices were created */
if (tex->slice_gl_handles == NULL)
return;
/* Apply new filters to every slice */
for (i=0; i<tex->slice_gl_handles->len; ++i)
{
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, i);
GE( glBindTexture (tex->gl_target, gl_handle) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MAG_FILTER,
tex->mag_filter) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MIN_FILTER,
tex->min_filter) );
}
}
gboolean
cogl_texture_set_region (CoglHandle handle,
gint src_x,
gint src_y,
gint dst_x,
gint dst_y,
guint dst_width,
guint dst_height,
gint width,
gint height,
CoglPixelFormat format,
guint rowstride,
const guchar *data)
{
CoglTexture *tex;
gint bpp;
CoglBitmap source_bmp;
CoglBitmap temp_bmp;
gboolean source_bmp_owner = FALSE;
CoglPixelFormat closest_format;
GLenum closest_gl_format;
GLenum closest_gl_type;
gboolean success;
/* Check if valid texture handle */
if (!cogl_is_texture (handle))
return FALSE;
tex = _cogl_texture_pointer_from_handle (handle);
/* Check for valid format */
if (format == COGL_PIXEL_FORMAT_ANY)
return FALSE;
/* Shortcut out early if the image is empty */
if (width == 0 || height == 0)
return TRUE;
/* Init source bitmap */
source_bmp.width = width;
source_bmp.height = height;
source_bmp.format = format;
source_bmp.data = (guchar*)data;
/* Rowstride from width if none specified */
bpp = _cogl_get_format_bpp (format);
source_bmp.rowstride = (rowstride == 0) ? width * bpp : rowstride;
/* Find closest format to internal that's supported by GL */
closest_format = _cogl_pixel_format_to_gl (tex->bitmap.format,
NULL, /* don't need */
&closest_gl_format,
&closest_gl_type);
/* If no direct match, convert */
if (closest_format != format)
{
/* Convert to required format */
success = _cogl_bitmap_convert_and_premult (&source_bmp,
&temp_bmp,
closest_format);
/* Swap bitmaps if succeeded */
if (!success) return FALSE;
source_bmp = temp_bmp;
source_bmp_owner = TRUE;
}
/* Send data to GL */
_cogl_texture_upload_subregion_to_gl (tex,
src_x, src_y,
dst_x, dst_y,
dst_width, dst_height,
&source_bmp,
closest_gl_format,
closest_gl_type);
/* Free data if owner */
if (source_bmp_owner)
g_free (source_bmp.data);
return TRUE;
}
gint
cogl_texture_get_data (CoglHandle handle,
CoglPixelFormat format,
guint rowstride,
guchar *data)
{
CoglTexture *tex;
gint bpp;
gint byte_size;
CoglPixelFormat closest_format;
gint closest_bpp;
GLenum closest_gl_format;
GLenum closest_gl_type;
CoglBitmap target_bmp;
CoglBitmap new_bmp;
gboolean success;
guchar *src;
guchar *dst;
gint y;
/* Check if valid texture handle */
if (!cogl_is_texture (handle))
return 0;
tex = _cogl_texture_pointer_from_handle (handle);
/* Default to internal format if none specified */
if (format == COGL_PIXEL_FORMAT_ANY)
format = tex->bitmap.format;
/* Rowstride from texture width if none specified */
bpp = _cogl_get_format_bpp (format);
if (rowstride == 0) rowstride = tex->bitmap.width * bpp;
/* Return byte size if only that requested */
byte_size = tex->bitmap.height * rowstride;
if (data == NULL) return byte_size;
/* Find closest format that's supported by GL */
closest_format = _cogl_pixel_format_to_gl (format,
NULL, /* don't need */
&closest_gl_format,
&closest_gl_type);
closest_bpp = _cogl_get_format_bpp (closest_format);
/* Is the requested format supported? */
if (closest_format == format)
{
/* Target user data directly */
target_bmp = tex->bitmap;
target_bmp.format = format;
target_bmp.rowstride = rowstride;
target_bmp.data = data;
}
else
{
/* Target intermediate buffer */
target_bmp = tex->bitmap;
target_bmp.format = closest_format;
target_bmp.rowstride = target_bmp.width * closest_bpp;
target_bmp.data = (guchar*) g_malloc (target_bmp.height
* target_bmp.rowstride);
}
/* Retrieve data from slices */
_cogl_texture_download_from_gl (tex, &target_bmp,
closest_gl_format,
closest_gl_type);
/* Was intermediate used? */
if (closest_format != format)
{
/* Convert to requested format */
success = _cogl_bitmap_convert_and_premult (&target_bmp,
&new_bmp,
format);
/* Free intermediate data and return if failed */
g_free (target_bmp.data);
if (!success) return 0;
/* Copy to user buffer */
for (y = 0; y < new_bmp.height; ++y)
{
src = new_bmp.data + y * new_bmp.rowstride;
dst = data + y * rowstride;
memcpy (dst, src, new_bmp.width);
}
/* Free converted data */
g_free (new_bmp.data);
}
return byte_size;
}
/******************************************************************************
* XXX: Here ends the code that strictly implements "CoglTextures".
*
* The following consists of code for rendering rectangles and polygons. It
* might be neater to move this code somewhere else. I think everything below
* here should be implementable without access to CoglTexture internals, but
* that will at least mean exposing the cogl_span_iter_* funcs.
*/
static void
_cogl_journal_flush_quad_batch (CoglJournalEntry *batch_start,
gint batch_len,
GLfloat *vertex_pointer)
{
int needed_indices;
gsize stride;
int i;
gulong enable_flags = 0;
guint32 disable_mask;
int prev_n_texcoord_arrays_enabled;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* The indices are always the same sequence regardless of the vertices so we
* only need to change it if there are more vertices than ever before. */
needed_indices = batch_len * 6;
if (needed_indices > ctx->static_indices->len)
{
int old_len = ctx->static_indices->len;
int vert_num = old_len / 6 * 4;
GLushort *q;
/* Add two triangles for each quad to the list of
indices. That makes six new indices but two of the
vertices in the triangles are shared. */
g_array_set_size (ctx->static_indices, needed_indices);
q = &g_array_index (ctx->static_indices, GLushort, old_len);
for (i = old_len;
i < ctx->static_indices->len;
i += 6, vert_num += 4)
{
*(q++) = vert_num + 0;
*(q++) = vert_num + 1;
*(q++) = vert_num + 3;
*(q++) = vert_num + 1;
*(q++) = vert_num + 2;
*(q++) = vert_num + 3;
}
}
/* XXX NB:
* Our vertex data is arranged as follows:
* 4 vertices per quad: 2 GLfloats per position,
* 2 GLfloats per tex coord * n_layers
*/
stride = 2 + 2 * batch_start->n_layers;
stride *= sizeof (GLfloat);
disable_mask = (1 << batch_start->n_layers) - 1;
disable_mask = ~disable_mask;
cogl_material_flush_gl_state (ctx->source_material,
COGL_MATERIAL_FLUSH_FALLBACK_MASK,
batch_start->fallback_mask,
COGL_MATERIAL_FLUSH_DISABLE_MASK,
disable_mask,
/* Redundant when dealing with unsliced
* textures but does no harm... */
COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE,
batch_start->layer0_override_texture,
NULL);
for (i = 0; i < batch_start->n_layers; i++)
{
GE (glClientActiveTexture (GL_TEXTURE0 + i));
GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY));
GE (glTexCoordPointer (2, GL_FLOAT, stride, vertex_pointer + 2 + 2 * i));
}
prev_n_texcoord_arrays_enabled =
ctx->n_texcoord_arrays_enabled;
ctx->n_texcoord_arrays_enabled = i + 1;
for (; i < prev_n_texcoord_arrays_enabled; i++)
{
GE (glClientActiveTexture (GL_TEXTURE0 + i));
GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
}
/* FIXME: This api is a bit yukky, ideally it will be removed if we
* re-work the cogl_enable mechanism */
enable_flags |= cogl_material_get_cogl_enable_flags (ctx->source_material);
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
cogl_enable (enable_flags);
GE (glVertexPointer (2, GL_FLOAT, stride, vertex_pointer));
_cogl_current_matrix_state_flush ();
GE (glDrawRangeElements (GL_TRIANGLES,
0, ctx->static_indices->len - 1,
6 * batch_len,
GL_UNSIGNED_SHORT,
ctx->static_indices->data));
/* DEBUGGING CODE XXX:
* Uncommenting this will cause all rectangles to be drawn with a red, green
* or blue outline with no blending. This may e.g. help with debugging
* texture slicing issues or blending issues, plus it looks quite cool.
*/
#if 0
{
static CoglHandle outline = COGL_INVALID_HANDLE;
static int color = 0;
if (outline == COGL_INVALID_HANDLE)
outline = cogl_material_new ();
cogl_enable (COGL_ENABLE_VERTEX_ARRAY);
for (i = 0; i < batch_len; i++, color = (++color) % 3)
{
cogl_material_set_color4ub (outline,
color == 0 ? 0xff : 0x00,
color == 1 ? 0xff : 0x00,
color == 2 ? 0xff : 0x00,
0xff);
cogl_material_flush_gl_state (outline, NULL);
_cogl_current_matrix_state_flush ();
GE( glDrawArrays (GL_LINE_LOOP, 4 * i, 4) );
}
}
#endif
}
static void
_cogl_journal_flush (void)
{
GLfloat *current_vertex_pointer;
GLfloat *batch_vertex_pointer;
CoglJournalEntry *batch_start;
guint batch_len;
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->journal->len == 0)
return;
/* Current non-variables / constraints:
*
* - We don't have to worry about much GL state changing between journal
* entries since currently the journal never out lasts a single call to
* _cogl_multitexture_multiple_rectangles. So the user doesn't get the
* chance to fiddle with anything. (XXX: later this will be extended at
* which point we can start logging certain state changes)
*
* - Implied from above: all entries will refer to the same material.
*
* - Although _cogl_multitexture_multiple_rectangles can cause the wrap mode
* of textures to be modified, the journal is flushed if a wrap mode is
* changed so we don't currently have to log wrap mode changes.
*
* - XXX - others?
*/
/* TODO: "compile" the journal to find ways of batching draw calls and vertex
* data.
*
* Simple E.g. given current constraints...
* pass 0 - load all data into a single CoglVertexBuffer
* pass 1 - batch gl draw calls according to entries that use the same
* textures.
*
* We will be able to do cooler stuff here when we extend the life of
* journals beyond _cogl_multitexture_multiple_rectangles.
*/
batch_vertex_pointer = (GLfloat *)ctx->logged_vertices->data;
batch_start = (CoglJournalEntry *)ctx->journal->data;
batch_len = 1;
current_vertex_pointer = batch_vertex_pointer;
for (i = 1; i < ctx->journal->len; i++)
{
CoglJournalEntry *prev_entry =
&g_array_index (ctx->journal, CoglJournalEntry, i - 1);
CoglJournalEntry *current_entry = prev_entry + 1;
gsize stride;
/* Progress the vertex pointer to the next quad */
stride = 2 + current_entry->n_layers * 2;
current_vertex_pointer += stride * 4;
/* batch rectangles using the same textures */
if (current_entry->material == prev_entry->material &&
current_entry->n_layers == prev_entry->n_layers &&
current_entry->fallback_mask == prev_entry->fallback_mask &&
current_entry->layer0_override_texture
== prev_entry->layer0_override_texture)
{
batch_len++;
continue;
}
_cogl_journal_flush_quad_batch (batch_start,
batch_len,
batch_vertex_pointer);
batch_start = current_entry;
batch_len = 1;
batch_vertex_pointer = current_vertex_pointer;
}
/* The last batch... */
_cogl_journal_flush_quad_batch (batch_start,
batch_len,
batch_vertex_pointer);
g_array_set_size (ctx->journal, 0);
g_array_set_size (ctx->logged_vertices, 0);
}
static void
_cogl_journal_log_quad (float x_1,
float y_1,
float x_2,
float y_2,
CoglHandle material,
gint n_layers,
guint32 fallback_mask,
GLuint layer0_override_texture,
float *tex_coords,
guint tex_coords_len)
{
int stride;
int next_vert;
GLfloat *v;
int i;
int next_entry;
CoglJournalEntry *entry;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* The vertex data is logged into a seperate array in a layout that can be
* directly passed to OpenGL
*/
/* We pack the vertex data as 2 (x,y) GLfloats folowed by 2 (tx,ty) GLfloats
* for each texture being used, E.g.:
* [X, Y, TX0, TY0, TX1, TY1, X, Y, TX0, TY0, X, Y, ...]
*/
stride = 2 + n_layers * 2;
next_vert = ctx->logged_vertices->len;
g_array_set_size (ctx->logged_vertices, next_vert + 4 * stride);
v = &g_array_index (ctx->logged_vertices, GLfloat, next_vert);
/* XXX: All the jumping around to fill in this strided buffer doesn't
* seem ideal. */
/* XXX: we could defer expanding the vertex data for GL until we come
* to flushing the journal. */
v[0] = x_1; v[1] = y_1;
v += stride;
v[0] = x_1; v[1] = y_2;
v += stride;
v[0] = x_2; v[1] = y_2;
v += stride;
v[0] = x_2; v[1] = y_1;
for (i = 0; i < n_layers; i++)
{
GLfloat *t =
&g_array_index (ctx->logged_vertices, GLfloat, next_vert + 2 + 2 * i);
t[0] = tex_coords[0]; t[1] = tex_coords[1];
t += stride;
t[0] = tex_coords[0]; t[1] = tex_coords[3];
t += stride;
t[0] = tex_coords[2]; t[1] = tex_coords[3];
t += stride;
t[0] = tex_coords[2]; t[1] = tex_coords[1];
}
next_entry = ctx->journal->len;
g_array_set_size (ctx->journal, next_entry + 1);
entry = &g_array_index (ctx->journal, CoglJournalEntry, next_entry);
entry->material = material;
entry->n_layers = n_layers;
entry->fallback_mask = fallback_mask;
entry->layer0_override_texture = layer0_override_texture;
}
static void
_cogl_texture_sliced_quad (CoglTexture *tex,
CoglHandle material,
float x_1,
float y_1,
float x_2,
float y_2,
float tx_1,
float ty_1,
float tx_2,
float ty_2)
{
CoglSpanIter iter_x , iter_y;
float tw , th;
float tqx , tqy;
float first_tx , first_ty;
float first_qx , first_qy;
float slice_tx1 , slice_ty1;
float slice_tx2 , slice_ty2;
float slice_qx1 , slice_qy1;
float slice_qx2 , slice_qy2;
GLuint gl_handle;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#if COGL_DEBUG
printf("=== Drawing Tex Quad (Sliced Mode) ===\n");
#endif
/* We can't use hardware repeat so we need to set clamp to edge
otherwise it might pull in edge pixels from the other side */
_cogl_texture_set_wrap_mode_parameter (tex, GL_CLAMP_TO_EDGE);
/* If the texture coordinates are backwards then swap both the
geometry and texture coordinates so that the texture will be
flipped but we can still use the same algorithm to iterate the
slices */
if (tx_2 < tx_1)
{
float temp = x_1;
x_1 = x_2;
x_2 = temp;
temp = tx_1;
tx_1 = tx_2;
tx_2 = temp;
}
if (ty_2 < ty_1)
{
float temp = y_1;
y_1 = y_2;
y_2 = temp;
temp = ty_1;
ty_1 = ty_2;
ty_2 = temp;
}
/* Scale ratio from texture to quad widths */
tw = (float)(tex->bitmap.width);
th = (float)(tex->bitmap.height);
tqx = (x_2 - x_1) / (tw * (tx_2 - tx_1));
tqy = (y_2 - y_1) / (th * (ty_2 - ty_1));
/* Integral texture coordinate for first tile */
first_tx = (float)(floorf (tx_1));
first_ty = (float)(floorf (ty_1));
/* Denormalize texture coordinates */
first_tx = (first_tx * tw);
first_ty = (first_ty * th);
tx_1 = (tx_1 * tw);
ty_1 = (ty_1 * th);
tx_2 = (tx_2 * tw);
ty_2 = (ty_2 * th);
/* Quad coordinate of the first tile */
first_qx = x_1 - (tx_1 - first_tx) * tqx;
first_qy = y_1 - (ty_1 - first_ty) * tqy;
/* Iterate until whole quad height covered */
for (_cogl_span_iter_begin (&iter_y, tex->slice_y_spans,
first_ty, ty_1, ty_2) ;
!_cogl_span_iter_end (&iter_y) ;
_cogl_span_iter_next (&iter_y) )
{
float tex_coords[4];
/* Discard slices out of quad early */
if (!iter_y.intersects) continue;
/* Span-quad intersection in quad coordinates */
slice_qy1 = first_qy + (iter_y.intersect_start - first_ty) * tqy;
slice_qy2 = first_qy + (iter_y.intersect_end - first_ty) * tqy;
/* Localize slice texture coordinates */
slice_ty1 = iter_y.intersect_start - iter_y.pos;
slice_ty2 = iter_y.intersect_end - iter_y.pos;
/* Normalize texture coordinates to current slice
(rectangle texture targets take denormalized) */
if (tex->gl_target != CGL_TEXTURE_RECTANGLE_ARB)
{
slice_ty1 /= iter_y.span->size;
slice_ty2 /= iter_y.span->size;
}
/* Iterate until whole quad width covered */
for (_cogl_span_iter_begin (&iter_x, tex->slice_x_spans,
first_tx, tx_1, tx_2) ;
!_cogl_span_iter_end (&iter_x) ;
_cogl_span_iter_next (&iter_x) )
{
/* Discard slices out of quad early */
if (!iter_x.intersects) continue;
/* Span-quad intersection in quad coordinates */
slice_qx1 = first_qx + (iter_x.intersect_start - first_tx) * tqx;
slice_qx2 = first_qx + (iter_x.intersect_end - first_tx) * tqx;
/* Localize slice texture coordinates */
slice_tx1 = iter_x.intersect_start - iter_x.pos;
slice_tx2 = iter_x.intersect_end - iter_x.pos;
/* Normalize texture coordinates to current slice
(rectangle texture targets take denormalized) */
if (tex->gl_target != CGL_TEXTURE_RECTANGLE_ARB)
{
slice_tx1 /= iter_x.span->size;
slice_tx2 /= iter_x.span->size;
}
#if COGL_DEBUG
printf("~~~~~ slice (%d,%d)\n", iter_x.index, iter_y.index);
printf("qx1: %f\n", (slice_qx1));
printf("qy1: %f\n", (slice_qy1));
printf("qx2: %f\n", (slice_qx2));
printf("qy2: %f\n", (slice_qy2));
printf("tx1: %f\n", (slice_tx1));
printf("ty1: %f\n", (slice_ty1));
printf("tx2: %f\n", (slice_tx2));
printf("ty2: %f\n", (slice_ty2));
#endif
/* Pick and bind opengl texture object */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint,
iter_y.index * iter_x.array->len +
iter_x.index);
tex_coords[0] = slice_tx1;
tex_coords[1] = slice_ty1;
tex_coords[2] = slice_tx2;
tex_coords[3] = slice_ty2;
_cogl_journal_log_quad (slice_qx1,
slice_qy1,
slice_qx2,
slice_qy2,
material,
1, /* one layer */
0, /* don't need to use fallbacks */
gl_handle, /* replace the layer0 texture */
tex_coords,
4);
}
}
}
static gboolean
_cogl_multitexture_unsliced_quad (float x_1,
float y_1,
float x_2,
float y_2,
CoglHandle material,
gint n_layers,
guint32 fallback_mask,
const float *user_tex_coords,
gint user_tex_coords_len)
{
float *final_tex_coords = alloca (sizeof (float) * 4 * n_layers);
const GList *layers;
GList *tmp;
int i;
_COGL_GET_CONTEXT (ctx, FALSE);
/*
* Validate the texture coordinates for this rectangle.
*/
layers = cogl_material_get_layers (material);
for (tmp = (GList *)layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
{
CoglHandle layer = (CoglHandle)tmp->data;
/* CoglLayerInfo *layer_info; */
CoglHandle tex_handle;
CoglTexture *tex;
const float *in_tex_coords;
float *out_tex_coords;
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
/* layer_info = &layers[i]; */
/* FIXME - we shouldn't be checking this stuff if layer_info->gl_texture
* already == 0 */
tex_handle = cogl_material_layer_get_texture (layer);
tex = _cogl_texture_pointer_from_handle (tex_handle);
in_tex_coords = &user_tex_coords[i * 4];
out_tex_coords = &final_tex_coords[i * 4];
/* If the texture has waste or we are using GL_TEXTURE_RECT we
* can't handle texture repeating so we check that the texture
* coords lie in the range [0,1].
*
* NB: We already know that no texture matrix is being used
* if the texture has waste since we validated that early on.
* TODO: check for a texture matrix in the GL_TEXTURE_RECT
* case.
*/
if ((tex->gl_target == GL_TEXTURE_RECTANGLE_ARB
|| _cogl_texture_span_has_waste (tex, 0, 0))
&& i < user_tex_coords_len / 4
&& (in_tex_coords[0] < 0 || in_tex_coords[0] > 1.0
|| in_tex_coords[1] < 0 || in_tex_coords[1] > 1.0
|| in_tex_coords[2] < 0 || in_tex_coords[2] > 1.0
|| in_tex_coords[3] < 0 || in_tex_coords[3] > 1.0))
{
if (i == 0)
{
if (n_layers > 1)
{
g_warning ("Skipping layers 1..n of your material since the "
"first layer has waste and you supplied texture "
"coordinates outside the range [0,1]. We don't "
"currently support any multi-texturing using "
"textures with waste when repeating is "
"necissary so we are falling back to sliced "
"textures assuming layer 0 is the most "
"important one keep");
}
return FALSE;
}
else
{
g_warning ("Skipping layer %d of your material "
"consisting of a texture with waste since "
"you have supplied texture coords outside "
"the range [0,1] (unsupported when "
"multi-texturing)", i);
/* NB: marking for fallback will replace the layer with
* a default transparent texture */
fallback_mask |= (1 << i);
}
}
/*
* Setup the texture unit...
*/
/* NB: The user might not have supplied texture coordinates for all
* layers... */
if (i < (user_tex_coords_len / 4))
{
GLenum wrap_mode;
/* If the texture coords are all in the range [0,1] then we want to
clamp the coords to the edge otherwise it can pull in edge pixels
from the wrong side when scaled */
if (in_tex_coords[0] >= 0 && in_tex_coords[0] <= 1.0
&& in_tex_coords[1] >= 0 && in_tex_coords[1] <= 1.0
&& in_tex_coords[2] >= 0 && in_tex_coords[2] <= 1.0
&& in_tex_coords[3] >= 0 && in_tex_coords[3] <= 1.0)
wrap_mode = GL_CLAMP_TO_EDGE;
else
wrap_mode = GL_REPEAT;
memcpy (out_tex_coords, in_tex_coords, sizeof (GLfloat) * 4);
_cogl_texture_set_wrap_mode_parameter (tex, wrap_mode);
}
else
{
out_tex_coords[0] = 0; /* tx_1 */
out_tex_coords[1] = 0; /* ty_1 */
out_tex_coords[2] = 1.0; /* tx_2 */
out_tex_coords[3] = 1.0; /* ty_2 */
_cogl_texture_set_wrap_mode_parameter (tex, GL_CLAMP_TO_EDGE);
}
/* Don't include the waste in the texture coordinates */
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, 0);
out_tex_coords[0] =
out_tex_coords[0] * (x_span->size - x_span->waste) / x_span->size;
out_tex_coords[1] =
out_tex_coords[1] * (y_span->size - y_span->waste) / y_span->size;
out_tex_coords[2] =
out_tex_coords[2] * (x_span->size - x_span->waste) / x_span->size;
out_tex_coords[3] =
out_tex_coords[3] * (y_span->size - y_span->waste) / y_span->size;
/* Denormalize texture coordinates for rectangle textures */
if (tex->gl_target == GL_TEXTURE_RECTANGLE_ARB)
{
out_tex_coords[0] *= x_span->size;
out_tex_coords[1] *= y_span->size;
out_tex_coords[2] *= x_span->size;
out_tex_coords[3] *= y_span->size;
}
}
_cogl_journal_log_quad (x_1,
y_1,
x_2,
y_2,
material,
n_layers,
fallback_mask,
0, /* don't replace the layer0 texture */
final_tex_coords,
n_layers * 4);
return TRUE;
}
struct _CoglMutiTexturedRect
{
float x_1;
float y_1;
float x_2;
float y_2;
const float *tex_coords;
gint tex_coords_len;
};
static void
_cogl_rectangles_with_multitexture_coords (
struct _CoglMutiTexturedRect *rects,
gint n_rects)
{
CoglHandle material;
const GList *layers;
int n_layers;
const GList *tmp;
guint32 fallback_mask = 0;
gboolean all_use_sliced_quad_fallback = FALSE;
int i;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_clip_ensure ();
material = ctx->source_material;
layers = cogl_material_get_layers (material);
n_layers = g_list_length ((GList *)layers);
/*
* Validate all the layers of the current source material...
*/
for (tmp = layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
{
CoglHandle layer = tmp->data;
CoglHandle tex_handle = cogl_material_layer_get_texture (layer);
CoglTexture *texture = _cogl_texture_pointer_from_handle (tex_handle);
gulong flags;
if (cogl_material_layer_get_type (layer)
!= COGL_MATERIAL_LAYER_TYPE_TEXTURE)
continue;
/* XXX:
* For now, if the first layer is sliced then all other layers are
* ignored since we currently don't support multi-texturing with
* sliced textures. If the first layer is not sliced then any other
* layers found to be sliced will be skipped. (with a warning)
*
* TODO: Add support for multi-texturing rectangles with sliced
* textures if no texture matrices are in use.
*/
if (cogl_texture_is_sliced (tex_handle))
{
if (i == 0)
{
fallback_mask = ~1; /* fallback all except the first layer */
all_use_sliced_quad_fallback = TRUE;
if (tmp->next)
{
g_warning ("Skipping layers 1..n of your material since the "
"first layer is sliced. We don't currently "
"support any multi-texturing with sliced "
"textures but assume layer 0 is the most "
"important to keep");
}
break;
}
else
{
g_warning ("Skipping layer %d of your material consisting of a "
"sliced texture (unsuported for multi texturing)",
i);
/* NB: marking for fallback will replace the layer with
* a default transparent texture */
fallback_mask |= (1 << i);
continue;
}
}
/* We don't support multi texturing using textures with any waste if the
* user has supplied a custom texture matrix, since we don't know if
* the result will end up trying to texture from the waste area. */
flags = cogl_material_layer_get_flags (layer);
if (flags & COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX
&& _cogl_texture_span_has_waste (texture, 0, 0))
{
g_warning ("Skipping layer %d of your material consisting of a "
"texture with waste since you have supplied a custom "
"texture matrix and the result may try to sample from "
"the waste area of your texture.", i);
/* NB: marking for fallback will replace the layer with
* a default transparent texture */
fallback_mask |= (1 << i);
continue;
}
}
/*
* Emit geometry for each of the rectangles...
*/
for (i = 0; i < n_rects; i++)
{
if (all_use_sliced_quad_fallback
|| !_cogl_multitexture_unsliced_quad (rects[i].x_1, rects[i].y_1,
rects[i].x_2, rects[i].y_2,
material,
n_layers,
fallback_mask,
rects[i].tex_coords,
rects[i].tex_coords_len))
{
CoglHandle first_layer, tex_handle;
CoglTexture *texture;
first_layer = layers->data;
tex_handle = cogl_material_layer_get_texture (first_layer);
texture = _cogl_texture_pointer_from_handle (tex_handle);
if (rects[i].tex_coords)
_cogl_texture_sliced_quad (texture,
material,
rects[i].x_1, rects[i].y_1,
rects[i].x_2, rects[i].y_2,
rects[i].tex_coords[0],
rects[i].tex_coords[1],
rects[i].tex_coords[2],
rects[i].tex_coords[3]);
else
_cogl_texture_sliced_quad (texture,
material,
rects[i].x_1, rects[i].y_1,
rects[i].x_2, rects[i].y_2,
0.0f, 0.0f, 1.0f, 1.0f);
}
}
_cogl_journal_flush ();
}
void
cogl_rectangles_with_texture_coords (const float *verts,
guint n_rects)
{
struct _CoglMutiTexturedRect rects[n_rects];
int i;
for (i = 0; i < n_rects; i++)
{
rects[i].x_1 = verts[i * 8];
rects[i].y_1 = verts[i * 8 + 1];
rects[i].x_2 = verts[i * 8 + 2];
rects[i].y_2 = verts[i * 8 + 3];
/* FIXME: rect should be defined to have a const float *geom;
* instead, to avoid this copy
* rect[i].geom = &verts[n_rects * 8]; */
rects[i].tex_coords = &verts[i * 8 + 4];
rects[i].tex_coords_len = 4;
}
_cogl_rectangles_with_multitexture_coords (rects, n_rects);
}
void
cogl_rectangle_with_texture_coords (float x_1,
float y_1,
float x_2,
float y_2,
float tx_1,
float ty_1,
float tx_2,
float ty_2)
{
float verts[8];
verts[0] = x_1;
verts[1] = y_1;
verts[2] = x_2;
verts[3] = y_2;
verts[4] = tx_1;
verts[5] = ty_1;
verts[6] = tx_2;
verts[7] = ty_2;
cogl_rectangles_with_texture_coords (verts, 1);
}
void
cogl_rectangle_with_multitexture_coords (float x_1,
float y_1,
float x_2,
float y_2,
const float *user_tex_coords,
gint user_tex_coords_len)
{
struct _CoglMutiTexturedRect rect;
rect.x_1 = x_1;
rect.y_1 = y_1;
rect.x_2 = x_2;
rect.y_2 = y_2;
rect.tex_coords = user_tex_coords;
rect.tex_coords_len = user_tex_coords_len;
_cogl_rectangles_with_multitexture_coords (&rect, 1);
}
static void
_cogl_texture_sliced_polygon (CoglTextureVertex *vertices,
guint n_vertices,
guint stride,
gboolean use_color)
{
const GList *layers;
CoglHandle layer0;
CoglHandle tex_handle;
CoglTexture *tex;
CoglTexSliceSpan *y_span, *x_span;
int x, y, tex_num, i;
GLuint gl_handle;
GLfloat *v;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* We can assume in this case that we have at least one layer in the
* material that corresponds to a sliced cogl texture */
layers = cogl_material_get_layers (ctx->source_material);
layer0 = (CoglHandle)layers->data;
tex_handle = cogl_material_layer_get_texture (layer0);
tex = _cogl_texture_pointer_from_handle (tex_handle);
v = (GLfloat *)ctx->logged_vertices->data;
for (i = 0; i < n_vertices; i++)
{
GLfloat *c;
v[0] = vertices[i].x;
v[1] = vertices[i].y;
v[2] = vertices[i].z;
/* NB: [X,Y,Z,TX,TY,R,G,B,A,...] */
c = v + 5;
c[0] = cogl_color_get_red_byte (&vertices[i].color);
c[1] = cogl_color_get_green_byte (&vertices[i].color);
c[2] = cogl_color_get_blue_byte (&vertices[i].color);
c[3] = cogl_color_get_alpha_byte (&vertices[i].color);
v += stride;
}
/* Render all of the slices with the full geometry but use a
transparent border color so that any part of the texture not
covered by the slice will be ignored */
tex_num = 0;
for (y = 0; y < tex->slice_y_spans->len; y++)
{
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, y);
for (x = 0; x < tex->slice_x_spans->len; x++)
{
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, x);
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, tex_num++);
/* Convert the vertices into an array of GLfloats ready to pass to
OpenGL */
v = (GLfloat *)ctx->logged_vertices->data;
for (i = 0; i < n_vertices; i++)
{
GLfloat *t;
float tx, ty;
tx = ((vertices[i].tx
- ((float)(x_span->start)
/ tex->bitmap.width))
* tex->bitmap.width / x_span->size);
ty = ((vertices[i].ty
- ((float)(y_span->start)
/ tex->bitmap.height))
* tex->bitmap.height / y_span->size);
/* Scale the coordinates up for rectangle textures */
if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
{
tx *= x_span->size;
ty *= y_span->size;
}
/* NB: [X,Y,Z,TX,TY,R,G,B,A,...] */
t = v + 3;
t[0] = tx;
t[1] = ty;
v += stride;
}
cogl_material_flush_gl_state (ctx->source_material,
COGL_MATERIAL_FLUSH_DISABLE_MASK,
(guint32)~1, /* disable all except the
first layer */
COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE,
gl_handle,
NULL);
_cogl_current_matrix_state_flush ();
GE( glDrawArrays (GL_TRIANGLE_FAN, 0, n_vertices) );
}
}
}
static void
_cogl_multitexture_unsliced_polygon (CoglTextureVertex *vertices,
guint n_vertices,
guint n_layers,
guint stride,
gboolean use_color,
guint32 fallback_mask)
{
CoglHandle material;
const GList *layers;
int i;
GList *tmp;
CoglTexSliceSpan *y_span, *x_span;
GLfloat *v;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
material = ctx->source_material;
layers = cogl_material_get_layers (material);
/* Convert the vertices into an array of GLfloats ready to pass to
OpenGL */
for (v = (GLfloat *)ctx->logged_vertices->data, i = 0;
i < n_vertices;
v += stride, i++)
{
GLfloat *c;
int j;
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
v[0] = vertices[i].x;
v[1] = vertices[i].y;
v[2] = vertices[i].z;
for (tmp = (GList *)layers, j = 0; tmp != NULL; tmp = tmp->next, j++)
{
CoglHandle layer = (CoglHandle)tmp->data;
CoglHandle tex_handle;
CoglTexture *tex;
GLfloat *t;
float tx, ty;
tex_handle = cogl_material_layer_get_texture (layer);
tex = _cogl_texture_pointer_from_handle (tex_handle);
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, 0);
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
tx = ((vertices[i].tx
- ((float)(x_span->start)
/ tex->bitmap.width))
* tex->bitmap.width / x_span->size);
ty = ((vertices[i].ty
- ((float)(y_span->start)
/ tex->bitmap.height))
* tex->bitmap.height / y_span->size);
/* Scale the coordinates up for rectangle textures */
if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
{
tx *= x_span->size;
ty *= y_span->size;
}
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
t = v + 3 + 2 * j;
t[0] = tx;
t[1] = ty;
}
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
c = v + 3 + 2 * n_layers;
c[0] = cogl_color_get_red_float (&vertices[i].color);
c[1] = cogl_color_get_green_float (&vertices[i].color);
c[2] = cogl_color_get_blue_float (&vertices[i].color);
c[3] = cogl_color_get_alpha_float (&vertices[i].color);
}
cogl_material_flush_gl_state (ctx->source_material,
COGL_MATERIAL_FLUSH_FALLBACK_MASK,
fallback_mask,
NULL);
_cogl_current_matrix_state_flush ();
GE (glDrawArrays (GL_TRIANGLE_FAN, 0, n_vertices));
}
void
cogl_polygon (CoglTextureVertex *vertices,
guint n_vertices,
gboolean use_color)
{
CoglHandle material;
const GList *layers;
int n_layers;
GList *tmp;
gboolean use_sliced_polygon_fallback = FALSE;
guint32 fallback_mask = 0;
int i;
gulong enable_flags;
guint stride;
gsize stride_bytes;
GLfloat *v;
int prev_n_texcoord_arrays_enabled;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_clip_ensure ();
material = ctx->source_material;
layers = cogl_material_get_layers (ctx->source_material);
n_layers = g_list_length ((GList *)layers);
for (tmp = (GList *)layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
{
CoglHandle layer = (CoglHandle)tmp->data;
CoglHandle tex_handle = cogl_material_layer_get_texture (layer);
CoglTexture *tex = _cogl_texture_pointer_from_handle (tex_handle);
if (i == 0 && cogl_texture_is_sliced (tex_handle))
{
#if defined (HAVE_COGL_GLES) || defined (HAVE_COGL_GLES2)
{
static gboolean shown_gles_slicing_warning = FALSE;
if (!shown_gles_slicing_warning)
g_warning ("cogl_polygon does not work for sliced textures "
"on GL ES");
shown_gles_slicing_warning = TRUE;
return;
}
#endif
if (n_layers > 1)
{
static gboolean shown_slicing_warning = FALSE;
if (!shown_slicing_warning)
{
g_warning ("Disabling layers 1..n since multi-texturing with "
"cogl_polygon isn't supported when using sliced "
"textures\n");
shown_slicing_warning = TRUE;
}
}
use_sliced_polygon_fallback = TRUE;
n_layers = 1;
if (tex->min_filter != GL_NEAREST || tex->mag_filter != GL_NEAREST)
{
static gboolean shown_filter_warning = FALSE;
if (!shown_filter_warning)
{
g_warning ("cogl_texture_polygon does not work for sliced textures "
"when the minification and magnification filters are not "
"CGL_NEAREST");
shown_filter_warning = TRUE;
}
return;
}
#ifdef HAVE_COGL_GL
/* Temporarily change the wrapping mode on all of the slices to use
* a transparent border
* XXX: it's doesn't look like we save/restore this, like the comment
* implies? */
_cogl_texture_set_wrap_mode_parameter (tex, GL_CLAMP_TO_BORDER);
#endif
break;
}
if (cogl_texture_is_sliced (tex_handle))
{
g_warning ("Disabling layer %d of the current source material, "
"because texturing with the vertex buffer API is not "
"currently supported using sliced textures, or textures "
"with waste\n", i);
fallback_mask |= (1 << i);
continue;
}
}
/* Our data is arranged like:
* [X, Y, Z, TX0, TY0, TX1, TY1..., R, G, B, A,...] */
stride = 3 + (2 * n_layers) + (use_color ? 4 : 0);
stride_bytes = stride * sizeof (GLfloat);
/* Make sure there is enough space in the global vertex
array. This is used so we can render the polygon with a single
call to OpenGL but still support any number of vertices */
g_array_set_size (ctx->logged_vertices, n_vertices * stride);
v = (GLfloat *)ctx->logged_vertices->data;
/* Prepare GL state */
enable_flags = COGL_ENABLE_VERTEX_ARRAY;
enable_flags |= cogl_material_get_cogl_enable_flags (ctx->source_material);
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
if (use_color)
{
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
GE( glColorPointer (4, GL_FLOAT,
stride_bytes,
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
v + 3 + 2 * n_layers) );
}
cogl_enable (enable_flags);
GE (glVertexPointer (3, GL_FLOAT, stride_bytes, v));
for (i = 0; i < n_layers; i++)
{
GE (glClientActiveTexture (GL_TEXTURE0 + i));
GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY));
GE (glTexCoordPointer (2, GL_FLOAT,
stride_bytes,
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
v + 3 + 2 * i));
}
prev_n_texcoord_arrays_enabled =
ctx->n_texcoord_arrays_enabled;
ctx->n_texcoord_arrays_enabled = i + 1;
for (; i < prev_n_texcoord_arrays_enabled; i++)
{
GE (glClientActiveTexture (GL_TEXTURE0 + i));
GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
}
if (use_sliced_polygon_fallback)
_cogl_texture_sliced_polygon (vertices,
n_vertices,
stride,
use_color);
else
_cogl_multitexture_unsliced_polygon (vertices,
n_vertices,
n_layers,
stride,
use_color,
fallback_mask);
/* Reset the size of the logged vertex array because rendering
rectangles expects it to start at 0 */
g_array_set_size (ctx->logged_vertices, 0);
}