mutter/cogl/cogl-material-private.h
Damien Lespiau 8ee099d204 cogl-material: Use fragment programs instead of texture env combiners
THIS IS A WORK IN PROGRESS

Mesa is building a big shader when using ARB_texture_env_combine. The
idea is to bypass that computation, do it ourselves and cache the
compiled program in a CoglMaterial.

For now that feature can be enabled by setting the COGL_PIPELINE
environment variable to "arbfp". COGL_SHOW_FP_SOURCE can be set to a non
empty string to dump the fragment program source too.

TODO:
  * fog (really easy, using OPTION)
  * support tex env combiner operands, DOT3, ADD_SIGNED, INTERPOLATE
    combine modes (need refactoring the generation of temporary
    variables) (not too hard)
  * alpha testing for GLES 2.0?
2010-06-09 15:19:30 +01:00

327 lines
10 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009 Intel Corporation.
*
* 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, see <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifndef __COGL_MATERIAL_PRIVATE_H
#define __COGL_MATERIAL_PRIVATE_H
#include "cogl-material.h"
#include "cogl-matrix.h"
#include "cogl-handle.h"
#include <glib.h>
typedef struct _CoglMaterial CoglMaterial;
typedef struct _CoglMaterialLayer CoglMaterialLayer;
typedef enum _CoglMaterialEqualFlags
{
/* Return FALSE if any component of either material isn't set to its
* default value. (Note: if the materials have corresponding flush
* options indicating that e.g. the material color won't be flushed then
* this will not assert a default color value.) */
COGL_MATERIAL_EQUAL_FLAGS_ASSERT_ALL_DEFAULTS = 1L<<0,
} CoglMaterialEqualFlags;
/* XXX: I don't think gtk-doc supports having private enums so these aren't
* bundled in with CoglMaterialLayerFlags */
typedef enum _CoglMaterialLayerPrivFlags
{
/* Ref: CoglMaterialLayerFlags
COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX = 1L<<0
*/
COGL_MATERIAL_LAYER_FLAG_DIRTY = 1L<<1,
COGL_MATERIAL_LAYER_FLAG_DEFAULT_COMBINE = 1L<<2
} CoglMaterialLayerPrivFlags;
/* For tracking the state of a layer that's been flushed to OpenGL */
typedef struct _CoglLayerInfo
{
CoglHandle handle;
unsigned long flags;
GLenum gl_target;
GLuint gl_texture;
gboolean fallback;
gboolean disabled;
gboolean layer0_overridden;
} CoglLayerInfo;
struct _CoglMaterialLayer
{
CoglHandleObject _parent;
unsigned int index; /*!< lowest index is blended first then others on
top */
unsigned long flags;
CoglHandle texture; /*!< The texture for this layer, or
COGL_INVALID_HANDLE for an empty layer */
CoglMaterialFilter mag_filter;
CoglMaterialFilter min_filter;
CoglMaterialWrapMode wrap_mode_s;
CoglMaterialWrapMode wrap_mode_t;
CoglMaterialWrapMode wrap_mode_r;
/* Determines how the color of individual texture fragments
* are calculated. */
GLint texture_combine_rgb_func;
GLint texture_combine_rgb_src[3];
GLint texture_combine_rgb_op[3];
GLint texture_combine_alpha_func;
GLint texture_combine_alpha_src[3];
GLint texture_combine_alpha_op[3];
GLfloat texture_combine_constant[4];
/* TODO: Support purely GLSL based material layers */
CoglMatrix matrix;
};
typedef enum _CoglMaterialFlags
{
COGL_MATERIAL_FLAG_SHOWN_SAMPLER_WARNING = 1L<<0,
COGL_MATERIAL_FLAG_DEFAULT_COLOR = 1L<<1,
COGL_MATERIAL_FLAG_DEFAULT_GL_MATERIAL = 1L<<2,
COGL_MATERIAL_FLAG_DEFAULT_ALPHA_FUNC = 1L<<3,
COGL_MATERIAL_FLAG_ENABLE_BLEND = 1L<<4,
COGL_MATERIAL_FLAG_DEFAULT_BLEND = 1L<<5
} CoglMaterialFlags;
/* ARBfp1.0 program (Fog + ARB_texture_env_combine) */
typedef struct _CoglMaterialProgram
{
GString *source;
GLuint gl_program;
gboolean *sampled;
} CoglMaterialProgram;
struct _CoglMaterial
{
CoglHandleObject _parent;
unsigned long journal_ref_count;
unsigned long flags;
/* If no lighting is enabled; this is the basic material color */
GLubyte unlit[4];
/* Standard OpenGL lighting model attributes */
GLfloat ambient[4];
GLfloat diffuse[4];
GLfloat specular[4];
GLfloat emission[4];
GLfloat shininess;
/* Determines what fragments are discarded based on their alpha */
CoglMaterialAlphaFunc alpha_func;
GLfloat alpha_func_reference;
/* Determines how this material is blended with other primitives */
#ifndef HAVE_COGL_GLES
GLenum blend_equation_rgb;
GLenum blend_equation_alpha;
GLint blend_src_factor_alpha;
GLint blend_dst_factor_alpha;
GLfloat blend_constant[4];
#endif
GLint blend_src_factor_rgb;
GLint blend_dst_factor_rgb;
CoglMaterialProgram program;
GList *layers;
unsigned int n_layers;
};
/*
* SECTION:cogl-material-internals
* @short_description: Functions for creating custom primitives that make use
* of Cogl materials for filling.
*
* Normally you shouldn't need to use this API directly, but if you need to
* developing a custom/specialised primitive - probably using raw OpenGL - then
* this API aims to expose enough of the material internals to support being
* able to fill your geometry according to a given Cogl material.
*/
/*
* _cogl_material_init_default_material:
*
* This initializes the first material owned by the Cogl context. All
* subsequently instantiated materials created via the cogl_material_new()
* API will initially be a copy of this material.
*/
void
_cogl_material_init_default_material (void);
/*
* cogl_material_get_cogl_enable_flags:
* @material: A CoglMaterial object
*
* This determines what flags need to be passed to cogl_enable before this
* material can be used. Normally you shouldn't need to use this function
* directly since Cogl will do this internally, but if you are developing
* custom primitives directly with OpenGL you may want to use this.
*
* Note: This API is hopfully just a stop-gap solution. Ideally cogl_enable
* will be replaced.
*/
/* TODO: find a nicer solution! */
unsigned long
_cogl_material_get_cogl_enable_flags (CoglHandle handle);
/*
* CoglMaterialLayerFlags:
* @COGL_MATERIAL_LAYER_FLAG_USER_MATRIX: Means the user has supplied a
* custom texture matrix.
*/
typedef enum _CoglMaterialLayerFlags
{
COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX = 1L<<0
} CoglMaterialLayerFlags;
/* XXX: NB: if you add flags here you will need to update
* CoglMaterialLayerPrivFlags!!! */
/*
* cogl_material_layer_get_flags:
* @layer_handle: A CoglMaterialLayer layer handle
*
* This lets you get a number of flag attributes about the layer. Normally
* you shouldn't need to use this function directly since Cogl will do this
* internally, but if you are developing custom primitives directly with
* OpenGL you may need this.
*/
unsigned long
_cogl_material_layer_get_flags (CoglHandle layer_handle);
/*
* Ensures the mipmaps are available for the texture in the layer if
* the filter settings would require it
*/
void
_cogl_material_layer_ensure_mipmaps (CoglHandle layer_handler);
/*
* CoglMaterialFlushFlag:
* @COGL_MATERIAL_FLUSH_FALLBACK_MASK: The fallback_layers member is set to
* a guint32 mask of the layers that can't be supported with the user
* supplied texture and need to be replaced with fallback textures. (1 =
* fallback, and the least significant bit = layer 0)
* @COGL_MATERIAL_FLUSH_DISABLE_MASK: The disable_layers member is set to
* a guint32 mask of the layers that you want to completly disable
* texturing for (1 = fallback, and the least significant bit = layer 0)
* @COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE: The layer0_override_texture member is
* set to a GLuint OpenGL texture name to override the texture used for
* layer 0 of the material. This is intended for dealing with sliced
* textures where you will need to point to each of the texture slices in
* turn when drawing your geometry. Passing a value of 0 is the same as
* not passing the option at all.
* @COGL_MATERIAL_FLUSH_SKIP_GL_COLOR: When flushing the GL state for the
* material don't call glColor.
* @COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES: Specifies that a bitmask
* of overrides for the wrap modes for some or all layers is
* given.
*/
typedef enum _CoglMaterialFlushFlag
{
COGL_MATERIAL_FLUSH_FALLBACK_MASK = 1L<<0,
COGL_MATERIAL_FLUSH_DISABLE_MASK = 1L<<1,
COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE = 1L<<2,
COGL_MATERIAL_FLUSH_SKIP_GL_COLOR = 1L<<3,
COGL_MATERIAL_FLUSH_WRAP_MODE_OVERRIDES = 1L<<4
} CoglMaterialFlushFlag;
/* These constants are used to fill in wrap_mode_overrides */
#define COGL_MATERIAL_WRAP_MODE_OVERRIDE_NONE 0 /* no override */
#define COGL_MATERIAL_WRAP_MODE_OVERRIDE_REPEAT 1
#define COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_EDGE 2
#define COGL_MATERIAL_WRAP_MODE_OVERRIDE_CLAMP_TO_BORDER 3
/* There can't be more than 32 layers because we need to fit a bitmask
of the layers into a guint32 */
#define COGL_MATERIAL_MAX_LAYERS 32
typedef struct _CoglMaterialWrapModeOverrides
{
struct
{
unsigned long s : 2;
unsigned long t : 2;
unsigned long r : 2;
} values[COGL_MATERIAL_MAX_LAYERS];
} CoglMaterialWrapModeOverrides;
/*
* CoglMaterialFlushOptions:
*
*/
typedef struct _CoglMaterialFlushOptions
{
CoglMaterialFlushFlag flags;
guint32 fallback_layers;
guint32 disable_layers;
GLuint layer0_override_texture;
CoglMaterialWrapModeOverrides wrap_mode_overrides;
} CoglMaterialFlushOptions;
void
_cogl_material_get_colorubv (CoglHandle handle,
guint8 *color);
void
_cogl_material_flush_gl_state (CoglHandle material,
CoglMaterialFlushOptions *options);
gboolean
_cogl_material_equal (CoglHandle material0_handle,
CoglMaterialFlushOptions *material0_flush_options,
CoglHandle material1_handle,
CoglMaterialFlushOptions *material1_flush_options);
CoglHandle
_cogl_material_journal_ref (CoglHandle material_handle);
void
_cogl_material_journal_unref (CoglHandle material_handle);
/* TODO: These should be made public once we add support for 3D
textures in Cogl */
void
_cogl_material_set_layer_wrap_mode_r (CoglHandle material,
int layer_index,
CoglMaterialWrapMode mode);
CoglMaterialWrapMode
_cogl_material_layer_get_wrap_mode_r (CoglHandle layer);
#endif /* __COGL_MATERIAL_PRIVATE_H */