mutter/gles/cogl-texture.c
Robert Bragg 1a8a9c4bc8 Updates previous GLES multi-texturing code to use CoglMaterial
test-cogl-material now runs on GLES 1 using the PVR GLES1 SDK (though since
only 2 texture units are supported the third rotating light map doesn't show)

Note: It currently doesn't build for GLES 2.0
2008-12-22 16:35:52 +00:00

2671 lines
76 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 "cogl-gles2-wrapper.h"
#include <string.h>
#include <stdlib.h>
#if HAVE_COGL_GLES2
#define glVertexPointer cogl_wrap_glVertexPointer
#define glTexCoordPointer cogl_wrap_glTexCoordPointer
#define glColorPointer cogl_wrap_glColorPointer
#define glDrawArrays cogl_wrap_glDrawArrays
#define glTexParameteri cogl_wrap_glTexParameteri
#define glClientActiveTexture cogl_wrap_glClientActiveTexture
#define glActiveTexture cogl_wrap_glActiveTexture
#define glEnable cogl_wrap_glEnable
#define glEnableClientState cogl_wrap_glEnableClientState
#define glDisable cogl_wrap_glDisable
#define glDisableClientState cogl_wrap_glDisableClientState
#endif
/*
#define COGL_DEBUG 1
#define GE(x) \
{ \
glGetError(); x; \
GLuint err = glGetError(); \
if (err != 0) \
printf("err: 0x%x\n", err); \
} */
struct _CoglSpanIter
{
gint index;
GArray *array;
CoglTexSliceSpan *span;
CoglFixed pos;
CoglFixed next_pos;
CoglFixed origin;
CoglFixed cover_start;
CoglFixed cover_end;
CoglFixed intersect_start;
CoglFixed intersect_end;
CoglFixed intersect_start_local;
CoglFixed intersect_end_local;
gboolean intersects;
};
static void _cogl_texture_free (CoglTexture *tex);
COGL_HANDLE_DEFINE (Texture, texture, texture_handles);
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 +
COGL_FIXED_FROM_INT (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,
CoglFixed origin,
CoglFixed cover_start,
CoglFixed 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)
{
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;
CoglBitmap slice_bmp;
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);
/* FIXME: might optimize by not copying to intermediate slice
bitmap when source rowstride = bpp * width and the texture
image is not sliced */
/* Setup temp bitmap for slice subregion */
slice_bmp.format = tex->bitmap.format;
slice_bmp.width = x_span->size - x_span->waste;
slice_bmp.height = y_span->size - y_span->waste;
slice_bmp.rowstride = bpp * slice_bmp.width;
slice_bmp.data = (guchar*) g_malloc (slice_bmp.rowstride *
slice_bmp.height);
/* Setup gl alignment to match rowstride and top-left corner */
prep_for_gl_pixels_upload (tex->bitmap.rowstride,
0,
0,
bpp);
/* Copy subregion data */
_cogl_bitmap_copy_subregion (&tex->bitmap,
&slice_bmp,
x_span->start,
y_span->start,
0, 0,
slice_bmp.width,
slice_bmp.height);
/* Upload new image data */
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
tex->gl_intformat) );
GE( glTexSubImage2D (tex->gl_target, 0,
0,
0,
slice_bmp.width,
slice_bmp.height,
tex->gl_format, tex->gl_type,
slice_bmp.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 (tex->auto_mipmap)
cogl_wrap_glGenerateMipmap (tex->gl_target);
/* Free temp bitmap */
g_free (slice_bmp.data);
}
}
if (waste_buf)
g_free (waste_buf);
return TRUE;
}
static void
_cogl_texture_draw_and_read (CoglTexture *tex,
CoglBitmap *target_bmp,
CoglColor *back_color,
GLint *viewport)
{
gint bpp;
CoglFixed rx1, ry1;
CoglFixed rx2, ry2;
CoglFixed tx1, ty1;
CoglFixed tx2, ty2;
int bw, bh;
CoglBitmap rect_bmp;
CoglHandle handle;
handle = _cogl_texture_handle_from_pointer (tex);
bpp = _cogl_get_format_bpp (COGL_PIXEL_FORMAT_RGBA_8888);
/* If whole image fits into the viewport and target buffer
has got no special rowstride, we can do it in one pass */
if (tex->bitmap.width < viewport[2] - viewport[0] &&
tex->bitmap.height < viewport[3] - viewport[1] &&
tex->bitmap.rowstride == bpp * tex->bitmap.width)
{
/* Clear buffer with transparent black, draw with white
for direct copy to framebuffer */
cogl_paint_init (back_color);
/* Draw the texture image */
cogl_texture_rectangle (handle,
0, 0,
COGL_FIXED_FROM_INT (tex->bitmap.width),
COGL_FIXED_FROM_INT (tex->bitmap.height),
0, 0, COGL_FIXED_1, COGL_FIXED_1);
/* Read into target bitmap */
prep_for_gl_pixels_download (tex->bitmap.rowstride);
GE( glReadPixels (viewport[0], viewport[1],
tex->bitmap.width,
tex->bitmap.height,
GL_RGBA, GL_UNSIGNED_BYTE,
target_bmp->data) );
}
else
{
ry1 = 0; ry2 = 0;
ty1 = 0; ty2 = 0;
#define CFIX COGL_FIXED_FROM_INT
/* Walk Y axis until whole bitmap height consumed */
for (bh = tex->bitmap.height; bh > 0; bh -= viewport[3])
{
/* Rectangle Y coords */
ry1 = ry2;
ry2 += (bh < viewport[3]) ? bh : viewport[3];
/* Normalized texture Y coords */
ty1 = ty2;
ty2 = COGL_FIXED_DIV (CFIX (ry2), CFIX (tex->bitmap.height));
rx1 = 0; rx2 = 0;
tx1 = 0; tx2 = 0;
/* Walk X axis until whole bitmap width consumed */
for (bw = tex->bitmap.width; bw > 0; bw-=viewport[2])
{
/* Rectangle X coords */
rx1 = rx2;
rx2 += (bw < viewport[2]) ? bw : viewport[2];
/* Normalized texture X coords */
tx1 = tx2;
tx2 = COGL_FIXED_DIV (CFIX (rx2), CFIX (tex->bitmap.width));
/* Clear buffer with transparent black, draw with white
for direct copy to framebuffer */
cogl_paint_init (back_color);
/* Draw a portion of texture */
cogl_texture_rectangle (handle,
0, 0,
CFIX (rx2 - rx1),
CFIX (ry2 - ry1),
tx1, ty1,
tx2, ty2);
/* Read into a temporary bitmap */
rect_bmp.format = COGL_PIXEL_FORMAT_RGBA_8888;
rect_bmp.width = rx2 - rx1;
rect_bmp.height = ry2 - ry1;
rect_bmp.rowstride = bpp * rect_bmp.width;
rect_bmp.data = (guchar*) g_malloc (rect_bmp.rowstride *
rect_bmp.height);
prep_for_gl_pixels_download (rect_bmp.rowstride);
GE( glReadPixels (viewport[0], viewport[1],
rect_bmp.width,
rect_bmp.height,
GL_RGBA, GL_UNSIGNED_BYTE,
rect_bmp.data) );
/* Copy to target bitmap */
_cogl_bitmap_copy_subregion (&rect_bmp,
target_bmp,
0,0,
rx1,ry1,
rect_bmp.width,
rect_bmp.height);
/* Free temp bitmap */
g_free (rect_bmp.data);
}
}
#undef CFIX
}
}
static gboolean
_cogl_texture_download_from_gl (CoglTexture *tex,
CoglBitmap *target_bmp,
GLuint target_gl_format,
GLuint target_gl_type)
{
gint bpp;
GLint viewport[4];
CoglColor cwhite;
CoglBitmap alpha_bmp;
COGLenum old_src_factor;
COGLenum old_dst_factor;
_COGL_GET_CONTEXT (ctx, FALSE);
cogl_color_set_from_4ub (&cwhite, 0xff, 0xff, 0xff, 0xff);
bpp = _cogl_get_format_bpp (COGL_PIXEL_FORMAT_RGBA_8888);
/* Viewport needs to have some size and be inside the window for this */
GE( cogl_wrap_glGetIntegerv (GL_VIEWPORT, viewport) );
if (viewport[0] < 0 || viewport[1] < 0 ||
viewport[2] <= 0 || viewport[3] <= 0)
return FALSE;
/* Setup orthographic projection into current viewport
(0,0 in bottom-left corner to draw the texture
upside-down so we match the way glReadPixels works) */
GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
GE( cogl_wrap_glPushMatrix () );
GE( cogl_wrap_glLoadIdentity () );
GE( cogl_wrap_glOrthox (0, COGL_FIXED_FROM_INT (viewport[2]),
0, COGL_FIXED_FROM_INT (viewport[3]),
COGL_FIXED_FROM_INT (0),
COGL_FIXED_FROM_INT (100)) );
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
GE( cogl_wrap_glPushMatrix () );
GE( cogl_wrap_glLoadIdentity () );
/* Draw to all channels */
cogl_draw_buffer (COGL_WINDOW_BUFFER | COGL_MASK_BUFFER, 0);
/* Store old blending factors */
old_src_factor = ctx->blend_src_factor;
old_dst_factor = ctx->blend_dst_factor;
/* Direct copy operation */
cogl_set_source_color (&cwhite);
cogl_blend_func (CGL_ONE, CGL_ZERO);
_cogl_texture_draw_and_read (tex, target_bmp,
&cwhite, viewport);
/* Check whether texture has alpha and framebuffer not */
/* FIXME: For some reason even if ALPHA_BITS is 8, the framebuffer
still doesn't seem to have an alpha buffer. This might be just
a PowerVR issue.
GLint r_bits, g_bits, b_bits, a_bits;
GE( cogl_wrap_glGetIntegerv (GL_ALPHA_BITS, &a_bits) );
GE( cogl_wrap_glGetIntegerv (GL_RED_BITS, &r_bits) );
GE( cogl_wrap_glGetIntegerv (GL_GREEN_BITS, &g_bits) );
GE( cogl_wrap_glGetIntegerv (GL_BLUE_BITS, &b_bits) );
printf ("R bits: %d\n", r_bits);
printf ("G bits: %d\n", g_bits);
printf ("B bits: %d\n", b_bits);
printf ("A bits: %d\n", a_bits); */
if ((tex->bitmap.format & COGL_A_BIT)/* && a_bits == 0*/)
{
guchar *srcdata;
guchar *dstdata;
guchar *srcpixel;
guchar *dstpixel;
gint x,y;
/* Create temp bitmap for alpha values */
alpha_bmp.format = COGL_PIXEL_FORMAT_RGBA_8888;
alpha_bmp.width = target_bmp->width;
alpha_bmp.height = target_bmp->height;
alpha_bmp.rowstride = bpp * alpha_bmp.width;
alpha_bmp.data = (guchar*) g_malloc (alpha_bmp.rowstride *
alpha_bmp.height);
/* Draw alpha values into RGB channels */
cogl_blend_func (CGL_ZERO, CGL_SRC_ALPHA);
_cogl_texture_draw_and_read (tex, &alpha_bmp,
&cwhite, viewport);
/* Copy temp R to target A */
srcdata = alpha_bmp.data;
dstdata = target_bmp->data;
for (y=0; y<target_bmp->height; ++y)
{
for (x=0; x<target_bmp->width; ++x)
{
srcpixel = srcdata + x*bpp;
dstpixel = dstdata + x*bpp;
dstpixel[3] = srcpixel[0];
}
srcdata += alpha_bmp.rowstride;
dstdata += target_bmp->rowstride;
}
g_free (alpha_bmp.data);
}
/* Restore old state */
cogl_wrap_glMatrixMode (GL_PROJECTION);
cogl_wrap_glPopMatrix ();
cogl_wrap_glMatrixMode (GL_MODELVIEW);
cogl_wrap_glPopMatrix ();
cogl_draw_buffer (COGL_WINDOW_BUFFER, 0);
cogl_blend_func (old_src_factor, old_dst_factor);
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;
CoglBitmap slice_bmp;
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, COGL_FIXED_FROM_INT (dst_y),
COGL_FIXED_FROM_INT (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, COGL_FIXED_FROM_INT (dst_x),
COGL_FIXED_FROM_INT (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 = COGL_FIXED_TO_INT (x_iter.intersect_end -
x_iter.intersect_start);
inter_h = COGL_FIXED_TO_INT (y_iter.intersect_end -
y_iter.intersect_start);
/* Localize intersection top-left corner to slice*/
local_x = COGL_FIXED_TO_INT (x_iter.intersect_start -
x_iter.pos);
local_y = COGL_FIXED_TO_INT (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);
/* FIXME: might optimize by not copying to intermediate slice
bitmap when source rowstride = bpp * width and the texture
image is not sliced */
/* Setup temp bitmap for slice subregion */
slice_bmp.format = tex->bitmap.format;
slice_bmp.width = inter_w;
slice_bmp.height = inter_h;
slice_bmp.rowstride = bpp * slice_bmp.width;
slice_bmp.data = (guchar*) g_malloc (slice_bmp.rowstride *
slice_bmp.height);
/* Setup gl alignment to match rowstride and top-left corner */
prep_for_gl_pixels_upload (slice_bmp.rowstride,
0, /* src x */
0, /* src y */
bpp);
/* Copy subregion data */
_cogl_bitmap_copy_subregion (source_bmp,
&slice_bmp,
source_x,
source_y,
0, 0,
slice_bmp.width,
slice_bmp.height);
/* Upload new image data */
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
tex->gl_intformat) );
GE( glTexSubImage2D (tex->gl_target, 0,
local_x, local_y,
inter_w, inter_h,
source_gl_format,
source_gl_type,
slice_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 + COGL_FIXED_TO_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 + COGL_FIXED_TO_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 (tex->auto_mipmap)
cogl_wrap_glGenerateMipmap (tex->gl_target);
/* Free temp bitmap */
g_free (slice_bmp.data);
}
}
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)
{
return TRUE;
}
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;
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);
/* Hardware repeated tiling if supported, else tile in software*/
if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
&& n_slices == 1)
tex->wrap_mode = GL_REPEAT;
else
tex->wrap_mode = GL_CLAMP_TO_EDGE;
/* 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( cogl_gles2_wrapper_bind_texture (tex->gl_target,
gl_handles[y * n_x_slices + x],
tex->gl_intformat) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MAG_FILTER,
tex->mag_filter) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_MIN_FILTER,
tex->min_filter) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_S,
tex->wrap_mode) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_T,
tex->wrap_mode) );
if (tex->auto_mipmap)
GE( glTexParameteri (tex->gl_target, GL_GENERATE_MIPMAP,
GL_TRUE) );
/* 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);
}
}
static gboolean
_cogl_pixel_format_from_gl_internal (GLenum gl_int_format,
CoglPixelFormat *out_format)
{
return TRUE;
}
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;
/* Just one 24-bit ordering supported */
case COGL_PIXEL_FORMAT_RGB_888:
case COGL_PIXEL_FORMAT_BGR_888:
glintformat = GL_RGB;
glformat = GL_RGB;
gltype = GL_UNSIGNED_BYTE;
required_format = COGL_PIXEL_FORMAT_RGB_888;
break;
/* Just one 32-bit ordering supported */
case COGL_PIXEL_FORMAT_RGBA_8888:
case COGL_PIXEL_FORMAT_BGRA_8888:
case COGL_PIXEL_FORMAT_ARGB_8888:
case COGL_PIXEL_FORMAT_ABGR_8888:
glintformat = GL_RGBA;
glformat = GL_RGBA;
gltype = GL_UNSIGNED_BYTE;
required_format = COGL_PIXEL_FORMAT_RGBA_8888;
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,
gboolean auto_mipmap,
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 = auto_mipmap;
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,
gboolean auto_mipmap,
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 = auto_mipmap;
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_file (const gchar *filename,
gint max_waste,
gboolean auto_mipmap,
CoglPixelFormat internal_format,
GError **error)
{
CoglBitmap bmp;
CoglTexture *tex;
g_return_val_if_fail (error == NULL || *error == NULL, COGL_INVALID_HANDLE);
/* Try loading with imaging backend */
if (!_cogl_bitmap_from_file (&bmp, filename, error))
{
/* Try fallback */
if (!_cogl_bitmap_fallback_from_file (&bmp, filename))
return COGL_INVALID_HANDLE;
else if (error && *error)
{
g_error_free (*error);
*error = NULL;
}
}
/* 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 = auto_mipmap;
tex->bitmap = bmp;
tex->bitmap_owner = TRUE;
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_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;
/* Allow 2-dimensional textures only */
if (gl_target != GL_TEXTURE_2D)
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) */
#if HAVE_COGL_GL
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) );
#else
gl_width = width + x_pot_waste;
gl_height = height + y_pot_waste;
#endif
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;
/* 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);
/* Force appropriate wrap parameter */
if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT) &&
gl_target == GL_TEXTURE_2D)
{
/* Hardware repeated tiling */
tex->wrap_mode = GL_REPEAT;
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_S, GL_REPEAT) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_T, GL_REPEAT) );
}
else
{
/* Any tiling will be done in software */
tex->wrap_mode = GL_CLAMP_TO_EDGE;
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
GE( glTexParameteri (tex->gl_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) );
}
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
(Can't use _cogl_pixel_format_to_gl since available formats
when reading pixels on GLES are severely limited) */
closest_format = COGL_PIXEL_FORMAT_RGBA_8888;
closest_gl_format = GL_RGBA;
closest_gl_type = GL_UNSIGNED_BYTE;
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;
}
static void
_cogl_texture_quad_sw (CoglTexture *tex,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2)
{
CoglSpanIter iter_x , iter_y;
CoglFixed tw , th;
CoglFixed tqx , tqy;
CoglFixed first_tx , first_ty;
CoglFixed first_qx , first_qy;
CoglFixed slice_tx1 , slice_ty1;
CoglFixed slice_tx2 , slice_ty2;
CoglFixed slice_qx1 , slice_qy1;
CoglFixed slice_qx2 , slice_qy2;
GLfloat tex_coords[8];
GLfloat quad_coords[8];
GLuint gl_handle;
gulong enable_flags = (COGL_ENABLE_TEXTURE_2D
| COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#if COGL_DEBUG
printf("=== Drawing Tex Quad (Software Tiling Mode) ===\n");
#endif
/* Prepare GL state */
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
/* If the texture coordinates are backwards then swap both the
geometry and texture coordinates so that the texture will be
flipped but we can still use the same algorithm to iterate the
slices */
if (tx2 < tx1)
{
CoglFixed temp = x1;
x1 = x2;
x2 = temp;
temp = tx1;
tx1 = tx2;
tx2 = temp;
}
if (ty2 < ty1)
{
CoglFixed temp = y1;
y1 = y2;
y2 = temp;
temp = ty1;
ty1 = ty2;
ty2 = temp;
}
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
/* Scale ratio from texture to quad widths */
tw = COGL_FIXED_FROM_INT (tex->bitmap.width);
th = COGL_FIXED_FROM_INT (tex->bitmap.height);
tqx = COGL_FIXED_DIV (x2 - x1, COGL_FIXED_MUL (tw, (tx2 - tx1)));
tqy = COGL_FIXED_DIV (y2 - y1, COGL_FIXED_MUL (th, (ty2 - ty1)));
/* Integral texture coordinate for first tile */
first_tx = COGL_FIXED_FROM_INT (COGL_FIXED_FLOOR (tx1));
first_ty = COGL_FIXED_FROM_INT (COGL_FIXED_FLOOR (ty1));
/* Denormalize texture coordinates */
first_tx = COGL_FIXED_MUL (first_tx, tw);
first_ty = COGL_FIXED_MUL (first_ty, th);
tx1 = COGL_FIXED_MUL (tx1, tw);
ty1 = COGL_FIXED_MUL (ty1, th);
tx2 = COGL_FIXED_MUL (tx2, tw);
ty2 = COGL_FIXED_MUL (ty2, th);
/* Quad coordinate of the first tile */
first_qx = x1 - COGL_FIXED_MUL (tx1 - first_tx, tqx);
first_qy = y1 - COGL_FIXED_MUL (ty1 - first_ty, tqy);
/* Iterate until whole quad height covered */
for (_cogl_span_iter_begin (&iter_y, tex->slice_y_spans,
first_ty, ty1, ty2) ;
!_cogl_span_iter_end (&iter_y) ;
_cogl_span_iter_next (&iter_y) )
{
/* Discard slices out of quad early */
if (!iter_y.intersects) continue;
/* Span-quad intersection in quad coordinates */
slice_qy1 = first_qy +
COGL_FIXED_MUL (iter_y.intersect_start - first_ty, tqy);
slice_qy2 = first_qy +
COGL_FIXED_MUL (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) */
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, tx1, tx2) ;
!_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 +
COGL_FIXED_MUL (iter_x.intersect_start - first_tx, tqx);
slice_qx2 = first_qx +
COGL_FIXED_MUL (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) */
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", COGL_FIXED_TO_FLOAT (slice_qx1));
printf("qy1: %f\n", COGL_FIXED_TO_FLOAT (slice_qy1));
printf("qx2: %f\n", COGL_FIXED_TO_FLOAT (slice_qx2));
printf("qy2: %f\n", COGL_FIXED_TO_FLOAT (slice_qy2));
printf("tx1: %f\n", COGL_FIXED_TO_FLOAT (slice_tx1));
printf("ty1: %f\n", COGL_FIXED_TO_FLOAT (slice_ty1));
printf("tx2: %f\n", COGL_FIXED_TO_FLOAT (slice_tx2));
printf("ty2: %f\n", COGL_FIXED_TO_FLOAT (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);
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
tex->gl_intformat) );
#define CFX_F COGL_FIXED_TO_FLOAT
/* Draw textured quad */
tex_coords[0] = CFX_F(slice_tx1); tex_coords[1] = CFX_F(slice_ty2);
tex_coords[2] = CFX_F(slice_tx2); tex_coords[3] = CFX_F(slice_ty2);
tex_coords[4] = CFX_F(slice_tx1); tex_coords[5] = CFX_F(slice_ty1);
tex_coords[6] = CFX_F(slice_tx2); tex_coords[7] = CFX_F(slice_ty1);
quad_coords[0] = CFX_F(slice_qx1); quad_coords[1] = CFX_F(slice_qy2);
quad_coords[2] = CFX_F(slice_qx2); quad_coords[3] = CFX_F(slice_qy2);
quad_coords[4] = CFX_F(slice_qx1); quad_coords[5] = CFX_F(slice_qy1);
quad_coords[6] = CFX_F(slice_qx2); quad_coords[7] = CFX_F(slice_qy1);
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
#undef CFX_F
}
}
}
static void
_cogl_texture_quad_hw (CoglTexture *tex,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2)
{
GLfloat tex_coords[8];
GLfloat quad_coords[8];
GLuint gl_handle;
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
gulong enable_flags = (COGL_ENABLE_TEXTURE_2D
| COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
#if COGL_DEBUG
printf("=== Drawing Tex Quad (Hardware Tiling Mode) ===\n");
#endif
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Prepare GL state */
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
/* Pick and bind opengl texture object */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
tex->gl_intformat) );
/* 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);
/* Don't include the waste in the texture coordinates */
tx1 = tx1 * (x_span->size - x_span->waste) / x_span->size;
tx2 = tx2 * (x_span->size - x_span->waste) / x_span->size;
ty1 = ty1 * (y_span->size - y_span->waste) / y_span->size;
ty2 = ty2 * (y_span->size - y_span->waste) / y_span->size;
#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
/* Draw textured quad */
tex_coords[0] = CFX_F(tx1); tex_coords[1] = CFX_F(ty2);
tex_coords[2] = CFX_F(tx2); tex_coords[3] = CFX_F(ty2);
tex_coords[4] = CFX_F(tx1); tex_coords[5] = CFX_F(ty1);
tex_coords[6] = CFX_F(tx2); tex_coords[7] = CFX_F(ty1);
quad_coords[0] = CFX_F(x1); quad_coords[1] = CFX_F(y2);
quad_coords[2] = CFX_F(x2); quad_coords[3] = CFX_F(y2);
quad_coords[4] = CFX_F(x1); quad_coords[5] = CFX_F(y1);
quad_coords[6] = CFX_F(x2); quad_coords[7] = CFX_F(y1);
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
#undef CFX_F
}
void
cogl_texture_rectangle (CoglHandle handle,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2)
{
CoglTexture *tex;
/* Check if valid texture */
if (!cogl_is_texture (handle))
return;
cogl_clip_ensure ();
tex = _cogl_texture_pointer_from_handle (handle);
/* Make sure we got stuff to draw */
if (tex->slice_gl_handles == NULL)
return;
if (tex->slice_gl_handles->len == 0)
return;
if (tx1 == tx2 || ty1 == ty2)
return;
/* Pick tiling mode according to hw support */
if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
&& tex->slice_gl_handles->len == 1)
{
_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
}
else
{
if (tex->slice_gl_handles->len == 1
&& tx1 >= -COGL_FIXED_1
&& tx2 <= COGL_FIXED_1
&& ty1 >= -COGL_FIXED_1
&& ty2 <= COGL_FIXED_1)
{
_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
}
else
{
_cogl_texture_quad_sw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
}
}
}
void
cogl_texture_polygon (CoglHandle handle,
guint n_vertices,
CoglTextureVertex *vertices,
gboolean use_color)
{
CoglTexture *tex;
int i;
GLuint gl_handle;
CoglTexSliceSpan *y_span, *x_span;
gulong enable_flags;
CoglTextureGLVertex *p;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Check if valid texture */
if (!cogl_is_texture (handle))
return;
cogl_clip_ensure ();
tex = _cogl_texture_pointer_from_handle (handle);
/* GL ES has no GL_CLAMP_TO_BORDER wrap mode so the method used to
render sliced textures in the GL backend will not work. Therefore
cogl_texture_polygon is only supported if the texture is not
sliced */
if (tex->slice_gl_handles->len != 1)
{
static gboolean shown_warning = FALSE;
if (!shown_warning)
{
g_warning ("cogl_texture_polygon does not work for "
"sliced textures on GL ES");
shown_warning = TRUE;
}
return;
}
/* Make sure there is enough space in the global texture vertex
array. This is used so we can render the polygon with a single
call to OpenGL but still support any number of vertices */
if (ctx->texture_vertices_size < n_vertices)
{
guint nsize = ctx->texture_vertices_size;
if (nsize == 0)
nsize = 1;
do
nsize *= 2;
while (nsize < n_vertices);
ctx->texture_vertices_size = nsize;
ctx->texture_vertices = g_realloc (ctx->texture_vertices,
nsize
* sizeof (CoglTextureGLVertex));
}
/* Prepare GL state */
enable_flags = (COGL_ENABLE_TEXTURE_2D
| COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
if ((tex->bitmap.format & COGL_A_BIT))
enable_flags |= COGL_ENABLE_BLEND;
else if (use_color)
{
for (i = 0; i < n_vertices; i++)
if (cogl_color_get_alpha_byte(&vertices[i].color) < 255)
{
enable_flags |= COGL_ENABLE_BLEND;
break;
}
}
else if (ctx->color_alpha < 255)
enable_flags |= COGL_ENABLE_BLEND;
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
if (use_color)
{
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
GE( glColorPointer (4, GL_UNSIGNED_BYTE, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].c) );
}
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].v) );
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].t) );
cogl_enable (enable_flags);
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, 0);
/* Convert the vertices into an array of GLfloats ready to pass to
OpenGL */
for (i = 0, p = ctx->texture_vertices; i < n_vertices; i++, p++)
{
#define CFX_F COGL_FIXED_TO_FLOAT
p->v[0] = CFX_F(vertices[i].x);
p->v[1] = CFX_F(vertices[i].y);
p->v[2] = CFX_F(vertices[i].z);
p->t[0] = CFX_F(vertices[i].tx
* (x_span->size - x_span->waste) / x_span->size);
p->t[1] = CFX_F(vertices[i].ty
* (y_span->size - y_span->waste) / y_span->size);
p->c[0] = cogl_color_get_red_byte(&vertices[i].color);
p->c[1] = cogl_color_get_green_byte(&vertices[i].color);
p->c[2] = cogl_color_get_blue_byte(&vertices[i].color);
p->c[3] = cogl_color_get_alpha_byte(&vertices[i].color);
#undef CFX_F
}
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
tex->gl_intformat) );
GE( glDrawArrays (GL_TRIANGLE_FAN, 0, n_vertices) );
/* Set the last color so that the cache of the alpha value will work
properly */
if (use_color && n_vertices > 0)
cogl_set_source_color (&vertices[n_vertices - 1].color);
}
void
cogl_material_rectangle (CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed *user_tex_coords)
{
CoglHandle material;
const GList *layers;
int n_layers;
const GList *tmp;
CoglHandle *valid_layers = NULL;
int n_valid_layers = 0;
gboolean handle_slicing = FALSE;
int i;
GLfloat *tex_coords_buff;
GLfloat quad_coords[8];
gulong enable_flags = 0;
GLfloat values[4];
/* FIXME - currently cogl deals with enabling texturing via enable flags,
* but that can't scale to n texture units. Currently we have to be carefull
* how we leave the environment so we don't break things. See the cleanup
* notes at the end of this function */
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
material = ctx->source_material;
layers = cogl_material_get_layers (material);
n_layers = g_list_length ((GList *)layers);
valid_layers = alloca (sizeof (CoglHandle) * n_layers);
for (tmp = layers; tmp != NULL; tmp = tmp->next)
{
CoglHandle layer = tmp->data;
CoglHandle texture = cogl_material_layer_get_texture (layer);
if (cogl_material_layer_get_type (layer)
!= COGL_MATERIAL_LAYER_TYPE_TEXTURE)
continue;
/* FIXME: support sliced textures. For now if the first layer is
* sliced then all other layers are ignored, or if the first layer
* is not sliced, we ignore sliced textures in other layers. */
if (cogl_texture_is_sliced (texture))
{
if (n_valid_layers == 0)
{
valid_layers[n_valid_layers++] = layer;
handle_slicing = TRUE;
break;
}
continue;
}
valid_layers[n_valid_layers++] = tmp->data;
if (n_valid_layers >= CGL_MAX_COMBINED_TEXTURE_IMAGE_UNITS)
break;
}
/* NB: It could be that no valid texture layers were found, but
* we will still submit a non-textured rectangle in that case. */
if (n_valid_layers)
tex_coords_buff = alloca (sizeof(GLfloat) * 8 * n_valid_layers);
for (i = 0; i < n_valid_layers; i++)
{
CoglHandle layer = valid_layers[i];
CoglHandle texture_handle = cogl_material_layer_get_texture (layer);
CoglTexture *texture = _cogl_texture_pointer_from_handle (texture_handle);
CoglFixed *in_tex_coords = &user_tex_coords[i * 4];
GLfloat *out_tex_coords = &tex_coords_buff[i * 8];
GLuint gl_tex_handle;
GLenum gl_target;
#define CFX_F COGL_FIXED_TO_FLOAT
/* IN LAYOUT: [ tx1:0, ty1:1, tx2:2, ty2:3 ] */
out_tex_coords[0] = CFX_F (in_tex_coords[0]); /* tx1 */
out_tex_coords[1] = CFX_F (in_tex_coords[1]); /* ty1 */
out_tex_coords[2] = CFX_F (in_tex_coords[2]); /* tx2 */
out_tex_coords[3] = CFX_F (in_tex_coords[1]); /* ty1 */
out_tex_coords[4] = CFX_F (in_tex_coords[0]); /* tx1 */
out_tex_coords[5] = CFX_F (in_tex_coords[3]); /* ty2 */
out_tex_coords[6] = CFX_F (in_tex_coords[2]); /* tx2 */
out_tex_coords[7] = CFX_F (in_tex_coords[3]); /* ty2 */
#undef CFX_F
/* TODO - support sliced textures */
cogl_texture_get_gl_texture (texture, &gl_tex_handle, &gl_target);
GE (glActiveTexture (GL_TEXTURE0 + i));
cogl_material_layer_flush_gl_sampler_state (layer);
GE( cogl_gles2_wrapper_bind_texture (gl_target,
gl_tex_handle,
texure->gl_intformat));
/* GE (glEnable (GL_TEXTURE_2D)); */
GE (glClientActiveTexture (GL_TEXTURE0 + i));
GE (glTexCoordPointer (2, GL_FLOAT, 0, out_tex_coords));
/* GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY)); */
/* FIXME - cogl only knows about one texture unit a.t.m
* (Also see cleanup note below) */
if (i == 0)
enable_flags |= COGL_ENABLE_TEXTURE_2D | COGL_ENABLE_TEXCOORD_ARRAY;
else
{
GE (glEnable (GL_TEXTURE_2D));
GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY));
}
}
#define CFX_F COGL_FIXED_TO_FLOAT
quad_coords[0] = CFX_F (x1);
quad_coords[1] = CFX_F (y1);
quad_coords[2] = CFX_F (x2);
quad_coords[3] = CFX_F (y1);
quad_coords[4] = CFX_F (x1);
quad_coords[5] = CFX_F (y2);
quad_coords[6] = CFX_F (x2);
quad_coords[7] = CFX_F (y2);
#undef CFX_F
enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords));
/* Setup the remaining GL state according to this material... */
cogl_material_flush_gl_material_state (material);
cogl_material_flush_gl_alpha_func (material);
cogl_material_flush_gl_blend_func (material);
/* 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 (material);
/* FIXME - cogl only knows about one texture unit so assumes that unit 0
* is always active...*/
GE (glActiveTexture (GL_TEXTURE0));
GE (glClientActiveTexture (GL_TEXTURE0));
cogl_enable (enable_flags);
glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
/* FIXME - cogl doesn't currently have a way of caching the
* enable states for more than one texture unit so for now,
* we just disable anything relating to additional units once
* we are done with them. */
for (i = 1; i < n_valid_layers; i++)
{
GE (glActiveTexture (GL_TEXTURE0 + i));
GE (glClientActiveTexture (GL_TEXTURE0 + i));
GE (glDisable (GL_TEXTURE_2D));
GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
}
/* FIXME - CoglMaterials aren't yet used pervasively throughout
* the cogl API, so we currently need to cleanup material state
* that will confuse other parts of the API.
* Other places to tweak, include the primitives API and lite
* GL wrappers like cogl_rectangle */
values[0] = 0.2; values[1] = 0.2; values[2] = 0.2; values[3] = 1.0;
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, values));
values[0] = 0.8; values[1] = 0.8; values[2] = 0.8; values[3] = 1.0;
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, values));
values[0] = 0; values[1] = 0; values[2] = 0; values[3] = 1.0;
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, values));
values[0] = 0; values[1] = 0; values[2] = 0; values[3] = 1.0;
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_EMISSION, values));
values[0] = 0;
GE (glMaterialfv (GL_FRONT_AND_BACK, GL_SHININESS, values));
}