mutter/gl/cogl-context.c
Robert Bragg 2503f7b321 Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.

It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions

It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.

"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.

cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.

Most code that previously did:
  cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
  cogl_set_source_texture (tex_handle);
  cogl_rectangle_with_texture_coords (x, y,....);

In the less likely case where you were blending your source texture with a color
like:
  cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
  cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
  mat = cogl_material_new ();
  cogl_material_set_color4ub (r,g,b,a);
  cogl_material_set_layer (mat, 0, tex_handle));
  cogl_set_source_material (mat);

Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.

For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
  cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
  cogl_set_source_texture (tex_handle);
  cogl_polygon (verts, 3, TRUE);

All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.

Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-27 14:26:39 +00:00

228 lines
7.5 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-context.h"
#include "cogl-texture-private.h"
#include "cogl-material-private.h"
#include <string.h>
static CoglContext *_context = NULL;
gboolean
cogl_create_context ()
{
GLubyte default_texture_data[] = { 0xff, 0xff, 0xff, 0x0 };
gulong enable_flags = 0;
if (_context != NULL)
return FALSE;
/* Allocate context memory */
_context = (CoglContext*) g_malloc (sizeof (CoglContext));
/* Init default values */
_context->feature_flags = 0;
_context->features_cached = FALSE;
_context->enable_flags = 0;
_context->color_alpha = 255;
_context->material_handles = NULL;
_context->material_layer_handles = NULL;
_context->default_material = cogl_material_new ();
_context->source_material = NULL;
_context->texture_handles = NULL;
_context->default_gl_texture_2d_tex = COGL_INVALID_HANDLE;
_context->default_gl_texture_rect_tex = COGL_INVALID_HANDLE;
_context->journal = g_array_new (FALSE, FALSE, sizeof (CoglJournalEntry));
_context->logged_vertices = g_array_new (FALSE, FALSE, sizeof (GLfloat));
_context->static_indices = g_array_new (FALSE, FALSE, sizeof (GLushort));
_context->polygon_vertices = g_array_new (FALSE, FALSE,
sizeof (CoglTextureGLVertex));
_context->current_material = NULL;
_context->current_material_flags = 0;
_context->current_layers = g_array_new (FALSE, FALSE,
sizeof (CoglLayerInfo));
_context->n_texcoord_arrays_enabled = 0;
_context->fbo_handles = NULL;
_context->draw_buffer = COGL_WINDOW_BUFFER;
_context->blend_src_factor = CGL_SRC_ALPHA;
_context->blend_dst_factor = CGL_ONE_MINUS_SRC_ALPHA;
_context->shader_handles = NULL;
_context->program_handles = NULL;
_context->vertex_buffer_handles = NULL;
_context->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode));
_context->last_path = 0;
_context->stencil_material = cogl_material_new ();
_context->pf_glGenRenderbuffersEXT = NULL;
_context->pf_glBindRenderbufferEXT = NULL;
_context->pf_glRenderbufferStorageEXT = NULL;
_context->pf_glGenFramebuffersEXT = NULL;
_context->pf_glBindFramebufferEXT = NULL;
_context->pf_glFramebufferTexture2DEXT = NULL;
_context->pf_glFramebufferRenderbufferEXT = NULL;
_context->pf_glCheckFramebufferStatusEXT = NULL;
_context->pf_glDeleteFramebuffersEXT = NULL;
_context->pf_glBlitFramebufferEXT = NULL;
_context->pf_glRenderbufferStorageMultisampleEXT = NULL;
_context->pf_glCreateProgramObjectARB = NULL;
_context->pf_glCreateShaderObjectARB = NULL;
_context->pf_glShaderSourceARB = NULL;
_context->pf_glCompileShaderARB = NULL;
_context->pf_glAttachObjectARB = NULL;
_context->pf_glLinkProgramARB = NULL;
_context->pf_glUseProgramObjectARB = NULL;
_context->pf_glGetUniformLocationARB = NULL;
_context->pf_glDeleteObjectARB = NULL;
_context->pf_glGetInfoLogARB = NULL;
_context->pf_glGetObjectParameterivARB = NULL;
_context->pf_glUniform1fARB = NULL;
_context->pf_glUniform2fARB = NULL;
_context->pf_glUniform3fARB = NULL;
_context->pf_glUniform4fARB = NULL;
_context->pf_glUniform1fvARB = NULL;
_context->pf_glUniform2fvARB = NULL;
_context->pf_glUniform3fvARB = NULL;
_context->pf_glUniform4fvARB = NULL;
_context->pf_glUniform1iARB = NULL;
_context->pf_glUniform2iARB = NULL;
_context->pf_glUniform3iARB = NULL;
_context->pf_glUniform4iARB = NULL;
_context->pf_glUniform1ivARB = NULL;
_context->pf_glUniform2ivARB = NULL;
_context->pf_glUniform3ivARB = NULL;
_context->pf_glUniform4ivARB = NULL;
_context->pf_glUniformMatrix2fvARB = NULL;
_context->pf_glUniformMatrix3fvARB = NULL;
_context->pf_glUniformMatrix4fvARB = NULL;
_context->pf_glDrawRangeElements = NULL;
/* Initialise the clip stack */
_cogl_clip_stack_state_init ();
/* Create default textures used for fall backs */
_context->default_gl_texture_2d_tex =
cogl_texture_new_from_data (1, /* width */
1, /* height */
-1, /* max waste */
FALSE, /* auto mipmap */
COGL_PIXEL_FORMAT_RGBA_8888, /* data format */
/* internal format */
COGL_PIXEL_FORMAT_RGBA_8888,
0, /* auto calc row stride */
&default_texture_data);
_context->default_gl_texture_rect_tex =
cogl_texture_new_from_data (1, /* width */
1, /* height */
-1, /* max waste */
FALSE, /* auto mipmap */
COGL_PIXEL_FORMAT_RGBA_8888, /* data format */
/* internal format */
COGL_PIXEL_FORMAT_RGBA_8888,
0, /* auto calc row stride */
&default_texture_data);
cogl_set_source (_context->default_material);
cogl_material_flush_gl_state (_context->source_material, NULL);
enable_flags =
cogl_material_get_cogl_enable_flags (_context->source_material);
cogl_enable (enable_flags);
return TRUE;
}
void
cogl_destroy_context ()
{
if (_context == NULL)
return;
_cogl_clip_stack_state_destroy ();
if (_context->path_nodes)
g_array_free (_context->path_nodes, TRUE);
if (_context->texture_handles)
g_array_free (_context->texture_handles, TRUE);
if (_context->fbo_handles)
g_array_free (_context->fbo_handles, TRUE);
if (_context->shader_handles)
g_array_free (_context->shader_handles, TRUE);
if (_context->program_handles)
g_array_free (_context->program_handles, TRUE);
if (_context->default_gl_texture_2d_tex)
cogl_texture_unref (_context->default_gl_texture_2d_tex);
if (_context->default_gl_texture_rect_tex)
cogl_texture_unref (_context->default_gl_texture_rect_tex);
if (_context->default_material)
cogl_material_unref (_context->default_material);
if (_context->journal)
g_array_free (_context->journal, TRUE);
if (_context->logged_vertices)
g_array_free (_context->logged_vertices, TRUE);
if (_context->static_indices)
g_array_free (_context->static_indices, TRUE);
if (_context->polygon_vertices)
g_array_free (_context->polygon_vertices, TRUE);
if (_context->current_layers)
g_array_free (_context->current_layers, TRUE);
g_free (_context);
}
CoglContext *
_cogl_context_get_default ()
{
/* Create if doesn't exist yet */
if (_context == NULL)
cogl_create_context ();
return _context;
}