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https://github.com/brl/mutter.git
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bb3a008318
Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
1590 lines
47 KiB
C
1590 lines
47 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2007,2008,2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-journal-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-material-private.h"
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#include "cogl-vertex-buffer-private.h"
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#include "cogl-draw-buffer-private.h"
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#include <string.h>
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#include <math.h>
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#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
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typedef struct _TextureSlicedQuadState
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{
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CoglHandle material;
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float tex_virtual_origin_x;
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float tex_virtual_origin_y;
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float quad_origin_x;
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float quad_origin_y;
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float v_to_q_scale_x;
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float v_to_q_scale_y;
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float quad_len_x;
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float quad_len_y;
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gboolean flipped_x;
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gboolean flipped_y;
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} TextureSlicedQuadState;
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typedef struct _TextureSlicedPolygonState
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{
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CoglTextureVertex *vertices;
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int n_vertices;
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int stride;
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} TextureSlicedPolygonState;
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/* these are defined in the particular backend */
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void _cogl_path_add_node (gboolean new_sub_path,
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float x,
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float y);
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void _cogl_path_fill_nodes ();
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void _cogl_path_stroke_nodes ();
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static void
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log_quad_sub_textures_cb (CoglHandle texture_handle,
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GLuint gl_handle,
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GLenum gl_target,
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float *subtexture_coords,
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float *virtual_coords,
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void *user_data)
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{
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TextureSlicedQuadState *state = user_data;
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float quad_coords[4];
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#define TEX_VIRTUAL_TO_QUAD(V, Q, AXIS) \
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do { \
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Q = V - state->tex_virtual_origin_##AXIS; \
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Q *= state->v_to_q_scale_##AXIS; \
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if (state->flipped_##AXIS) \
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Q = state->quad_len_##AXIS - Q; \
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Q += state->quad_origin_##AXIS; \
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} while (0);
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TEX_VIRTUAL_TO_QUAD (virtual_coords[0], quad_coords[0], x);
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TEX_VIRTUAL_TO_QUAD (virtual_coords[1], quad_coords[1], y);
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TEX_VIRTUAL_TO_QUAD (virtual_coords[2], quad_coords[2], x);
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TEX_VIRTUAL_TO_QUAD (virtual_coords[3], quad_coords[3], y);
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#undef TEX_VIRTUAL_TO_QUAD
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COGL_NOTE (DRAW,
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"~~~~~ slice\n"
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"qx1: %f\t"
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"qy1: %f\n"
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"qx2: %f\t"
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"qy2: %f\n"
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"tx1: %f\t"
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"ty1: %f\n"
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"tx2: %f\t"
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"ty2: %f\n",
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quad_coords[0], quad_coords[1],
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quad_coords[2], quad_coords[3],
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subtexture_coords[0], subtexture_coords[1],
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subtexture_coords[2], subtexture_coords[3]);
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/* FIXME: when the wrap mode becomes part of the material we need to
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* be able to override the wrap mode when logging a quad. */
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_cogl_journal_log_quad (quad_coords[0],
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quad_coords[1],
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quad_coords[2],
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quad_coords[3],
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state->material,
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1, /* one layer */
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0, /* don't need to use fallbacks */
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gl_handle, /* replace the layer0 texture */
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subtexture_coords,
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4);
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}
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/* This path doesn't currently support multitexturing but is used for
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* CoglTextures that don't support repeating using the GPU so we need to
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* manually emit extra geometry to fake the repeating. This includes:
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*
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* - CoglTexture2DSliced: when made of > 1 slice or if the users given
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* texture coordinates require repeating,
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* - CoglTexture2DAtlas: if the users given texture coordinates require
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* repeating,
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* - CoglTextureRectangle: if the users given texture coordinates require
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* repeating,
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* - CoglTexturePixmap: if the users given texture coordinates require
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* repeating
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*/
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/* TODO: support multitexturing */
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static void
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_cogl_texture_quad_multiple_primitives (CoglHandle tex_handle,
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CoglHandle material,
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float x_1,
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float y_1,
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float x_2,
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float y_2,
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float tx_1,
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float ty_1,
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float tx_2,
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float ty_2)
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{
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TextureSlicedQuadState state;
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gboolean tex_virtual_flipped_x;
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gboolean tex_virtual_flipped_y;
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gboolean quad_flipped_x;
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gboolean quad_flipped_y;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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COGL_NOTE (DRAW, "Drawing Tex Quad (Multi-Prim Mode)");
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/* We can't use hardware repeat so we need to set clamp to edge
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otherwise it might pull in edge pixels from the other side */
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/* FIXME: wrap modes should be part of the material! */
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_cogl_texture_set_wrap_mode_parameter (tex_handle, GL_CLAMP_TO_EDGE);
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state.material = material;
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/* Get together the data we need to transform the virtual texture
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* coordinates of each slice into quad coordinates...
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*
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* NB: We need to consider that the quad coordinates and the texture
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* coordinates may be inverted along the x or y axis, and must preserve the
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* inversions when we emit the final geometry.
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*/
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tex_virtual_flipped_x = (tx_1 > tx_2) ? TRUE : FALSE;
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tex_virtual_flipped_y = (ty_1 > ty_2) ? TRUE : FALSE;
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state.tex_virtual_origin_x = tex_virtual_flipped_x ? tx_2 : tx_1;
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state.tex_virtual_origin_y = tex_virtual_flipped_y ? ty_2 : ty_1;
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quad_flipped_x = (x_1 > x_2) ? TRUE : FALSE;
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quad_flipped_y = (y_1 > y_2) ? TRUE : FALSE;
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state.quad_origin_x = quad_flipped_x ? x_2 : x_1;
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state.quad_origin_y = quad_flipped_y ? y_2 : y_1;
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/* flatten the two forms of coordinate inversion into one... */
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state.flipped_x = tex_virtual_flipped_x ^ quad_flipped_x;
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state.flipped_y = tex_virtual_flipped_y ^ quad_flipped_y;
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/* We use the _len_AXIS naming here instead of _width and _height because
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* log_quad_slice_cb uses a macro with symbol concatenation to handle both
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* axis, so this is more convenient... */
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state.quad_len_x = fabs (x_2 - x_1);
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state.quad_len_y = fabs (y_2 - y_1);
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state.v_to_q_scale_x = fabs (state.quad_len_x / (tx_2 - tx_1));
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state.v_to_q_scale_y = fabs (state.quad_len_y / (ty_2 - ty_1));
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_cogl_texture_foreach_sub_texture_in_region (tex_handle,
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tx_1, ty_1, tx_2, ty_2,
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log_quad_sub_textures_cb,
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&state);
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}
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/* This path supports multitexturing but only when each of the layers is
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* handled with a single GL texture. Also if repeating is necessary then
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* _cogl_texture_can_hardware_repeat() must return TRUE.
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* This includes layers made from:
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*
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* - CoglTexture2DSliced: if only comprised of a single slice with optional
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* waste, assuming the users given texture coordinates don't require
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* repeating.
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* - CoglTexture{1D,2D,3D}: always.
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* - CoglTexture2DAtlas: assuming the users given texture coordinates don't
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* require repeating.
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* - CoglTextureRectangle: assuming the users given texture coordinates don't
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* require repeating.
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* - CoglTexturePixmap: assuming the users given texture coordinates don't
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* require repeating.
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*/
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static gboolean
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_cogl_multitexture_quad_single_primitive (float x_1,
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float y_1,
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float x_2,
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float y_2,
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CoglHandle material,
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guint32 fallback_layers,
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const float *user_tex_coords,
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int user_tex_coords_len)
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{
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int n_layers = cogl_material_get_n_layers (material);
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float *final_tex_coords = alloca (sizeof (float) * 4 * n_layers);
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const GList *layers;
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GList *tmp;
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int i;
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_COGL_GET_CONTEXT (ctx, FALSE);
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/*
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* Validate the texture coordinates for this rectangle.
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*/
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layers = cogl_material_get_layers (material);
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for (tmp = (GList *)layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
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{
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CoglHandle layer = (CoglHandle)tmp->data;
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CoglHandle tex_handle;
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const float *in_tex_coords;
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float *out_tex_coords;
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float default_tex_coords[4] = {0.0, 0.0, 1.0, 1.0};
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tex_handle = cogl_material_layer_get_texture (layer);
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/* COGL_INVALID_HANDLE textures are handled by
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* _cogl_material_flush_gl_state */
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if (tex_handle == COGL_INVALID_HANDLE)
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continue;
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in_tex_coords = &user_tex_coords[i * 4];
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out_tex_coords = &final_tex_coords[i * 4];
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/* If the texture has waste or we are using GL_TEXTURE_RECT we
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* can't handle texture repeating so we check that the texture
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* coords lie in the range [0,1].
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*
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* NB: We already know that the texture isn't sliced so we can assume
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* that the default coords (0,0) and (1,1) would only reference a single
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* GL texture.
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*
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* NB: We already know that no texture matrix is being used if the
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* texture doesn't support hardware repeat.
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*/
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if (!_cogl_texture_can_hardware_repeat (tex_handle)
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&& i < user_tex_coords_len / 4
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&& (in_tex_coords[0] < 0 || in_tex_coords[0] > 1.0
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|| in_tex_coords[1] < 0 || in_tex_coords[1] > 1.0
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|| in_tex_coords[2] < 0 || in_tex_coords[2] > 1.0
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|| in_tex_coords[3] < 0 || in_tex_coords[3] > 1.0))
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{
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if (i == 0)
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{
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if (n_layers > 1)
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{
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static gboolean warning_seen = FALSE;
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if (!warning_seen)
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g_warning ("Skipping layers 1..n of your material since "
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"the first layer doesn't support hardware "
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"repeat (e.g. because of waste or use of "
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"GL_TEXTURE_RECTANGLE_ARB) and you supplied "
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"texture coordinates outside the range [0,1]."
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"Falling back to software repeat assuming "
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"layer 0 is the most important one keep");
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warning_seen = TRUE;
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}
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return FALSE;
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}
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else
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{
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static gboolean warning_seen = FALSE;
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if (!warning_seen)
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g_warning ("Skipping layer %d of your material "
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"since you have supplied texture coords "
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"outside the range [0,1] but the texture "
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"doesn't support hardware repeat (e.g. "
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"because of waste or use of "
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"GL_TEXTURE_RECTANGLE_ARB). This isn't "
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"supported with multi-texturing.", i);
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warning_seen = TRUE;
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/* NB: marking for fallback will replace the layer with
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* a default transparent texture */
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fallback_layers |= (1 << i);
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}
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}
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/*
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* Setup the texture unit...
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*/
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/* NB: The user might not have supplied texture coordinates for all
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* layers... */
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if (i < (user_tex_coords_len / 4))
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{
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GLenum wrap_mode;
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/* If the texture coords are all in the range [0,1] then we want to
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clamp the coords to the edge otherwise it can pull in edge pixels
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from the wrong side when scaled */
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if (in_tex_coords[0] >= 0 && in_tex_coords[0] <= 1.0
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&& in_tex_coords[1] >= 0 && in_tex_coords[1] <= 1.0
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&& in_tex_coords[2] >= 0 && in_tex_coords[2] <= 1.0
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&& in_tex_coords[3] >= 0 && in_tex_coords[3] <= 1.0)
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wrap_mode = GL_CLAMP_TO_EDGE;
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else
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wrap_mode = GL_REPEAT;
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memcpy (out_tex_coords, in_tex_coords, sizeof (GLfloat) * 4);
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_cogl_texture_set_wrap_mode_parameter (tex_handle, wrap_mode);
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}
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else
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{
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memcpy (out_tex_coords, default_tex_coords, sizeof (GLfloat) * 4);
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_cogl_texture_set_wrap_mode_parameter (tex_handle, GL_CLAMP_TO_EDGE);
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}
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_cogl_texture_transform_coords_to_gl (tex_handle,
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&out_tex_coords[0],
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&out_tex_coords[1]);
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_cogl_texture_transform_coords_to_gl (tex_handle,
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&out_tex_coords[2],
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&out_tex_coords[3]);
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}
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_cogl_journal_log_quad (x_1,
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y_1,
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x_2,
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y_2,
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material,
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n_layers,
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fallback_layers,
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0, /* don't replace the layer0 texture */
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final_tex_coords,
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n_layers * 4);
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return TRUE;
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}
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struct _CoglMutiTexturedRect
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{
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float x_1;
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float y_1;
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float x_2;
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float y_2;
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const float *tex_coords;
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gint tex_coords_len;
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};
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static void
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_cogl_rectangles_with_multitexture_coords (
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struct _CoglMutiTexturedRect *rects,
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gint n_rects)
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{
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CoglHandle material;
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const GList *layers;
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int n_layers;
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const GList *tmp;
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guint32 fallback_layers = 0;
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gboolean all_use_sliced_quad_fallback = FALSE;
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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material = ctx->source_material;
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layers = cogl_material_get_layers (material);
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n_layers = cogl_material_get_n_layers (material);
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/*
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* Validate all the layers of the current source material...
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*/
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for (tmp = layers, i = 0; tmp != NULL; tmp = tmp->next, i++)
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{
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CoglHandle layer = tmp->data;
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CoglHandle tex_handle;
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gulong flags;
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if (cogl_material_layer_get_type (layer)
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!= COGL_MATERIAL_LAYER_TYPE_TEXTURE)
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continue;
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tex_handle = cogl_material_layer_get_texture (layer);
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/* COGL_INVALID_HANDLE textures are handled by
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* _cogl_material_flush_gl_state */
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if (tex_handle == COGL_INVALID_HANDLE)
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continue;
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/* XXX:
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* For now, if the first layer is sliced then all other layers are
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* ignored since we currently don't support multi-texturing with
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* sliced textures. If the first layer is not sliced then any other
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* layers found to be sliced will be skipped. (with a warning)
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*
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* TODO: Add support for multi-texturing rectangles with sliced
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* textures if no texture matrices are in use.
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*/
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if (cogl_texture_is_sliced (tex_handle))
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{
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if (i == 0)
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{
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fallback_layers = ~1; /* fallback all except the first layer */
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all_use_sliced_quad_fallback = TRUE;
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if (tmp->next)
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{
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static gboolean warning_seen = FALSE;
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if (!warning_seen)
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g_warning ("Skipping layers 1..n of your material since "
|
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"the first layer is sliced. We don't currently "
|
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"support any multi-texturing with sliced "
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"textures but assume layer 0 is the most "
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"important to keep");
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warning_seen = TRUE;
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}
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break;
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}
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else
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{
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static gboolean warning_seen = FALSE;
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if (!warning_seen)
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g_warning ("Skipping layer %d of your material consisting of "
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"a sliced texture (unsuported for multi texturing)",
|
|
i);
|
|
warning_seen = TRUE;
|
|
|
|
/* NB: marking for fallback will replace the layer with
|
|
* a default transparent texture */
|
|
fallback_layers |= (1 << i);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/* If the texture can't be repeated with the GPU (e.g. because it has
|
|
* waste or if using GL_TEXTURE_RECTANGLE_ARB) then we don't support
|
|
* multi texturing 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_can_hardware_repeat (tex_handle))
|
|
{
|
|
static gboolean warning_seen = FALSE;
|
|
if (!warning_seen)
|
|
g_warning ("Skipping layer %d of your material since a custom "
|
|
"texture matrix was given for a texture that can't be "
|
|
"repeated using the GPU and the result may try to "
|
|
"sample beyond the bounds of the texture ",
|
|
i);
|
|
warning_seen = TRUE;
|
|
|
|
/* NB: marking for fallback will replace the layer with
|
|
* a default transparent texture */
|
|
fallback_layers |= (1 << i);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Emit geometry for each of the rectangles...
|
|
*/
|
|
|
|
for (i = 0; i < n_rects; i++)
|
|
{
|
|
CoglHandle first_layer, tex_handle;
|
|
const float default_tex_coords[4] = {0.0, 0.0, 1.0, 1.0};
|
|
const float *tex_coords;
|
|
|
|
if (!all_use_sliced_quad_fallback)
|
|
{
|
|
gboolean success =
|
|
_cogl_multitexture_quad_single_primitive (rects[i].x_1,
|
|
rects[i].y_1,
|
|
rects[i].x_2,
|
|
rects[i].y_2,
|
|
material,
|
|
fallback_layers,
|
|
rects[i].tex_coords,
|
|
rects[i].tex_coords_len);
|
|
|
|
/* NB: If _cogl_multitexture_quad_single_primitive fails then it
|
|
* means the user tried to use texture repeat with a texture that
|
|
* can't be repeated by the GPU (e.g. due to waste or use of
|
|
* GL_TEXTURE_RECTANGLE_ARB) */
|
|
if (success)
|
|
continue;
|
|
}
|
|
|
|
/* If multitexturing failed or we are drawing with a sliced texture
|
|
* then we only support a single layer so we pluck out the texture
|
|
* from the first material layer... */
|
|
first_layer = layers->data;
|
|
tex_handle = cogl_material_layer_get_texture (first_layer);
|
|
|
|
if (rects[i].tex_coords)
|
|
tex_coords = rects[i].tex_coords;
|
|
else
|
|
tex_coords = default_tex_coords;
|
|
|
|
_cogl_texture_quad_multiple_primitives (tex_handle,
|
|
material,
|
|
rects[i].x_1, rects[i].y_1,
|
|
rects[i].x_2, rects[i].y_2,
|
|
tex_coords[0],
|
|
tex_coords[1],
|
|
tex_coords[2],
|
|
tex_coords[3]);
|
|
}
|
|
|
|
#if 0
|
|
/* XXX: The current journal doesn't handle changes to the model view matrix
|
|
* so for now we force a flush at the end of every primitive. */
|
|
_cogl_journal_flush ();
|
|
#endif
|
|
}
|
|
|
|
void
|
|
cogl_rectangles (const float *verts,
|
|
guint n_rects)
|
|
{
|
|
struct _CoglMutiTexturedRect *rects;
|
|
int i;
|
|
|
|
rects = g_alloca (n_rects * sizeof (struct _CoglMutiTexturedRect));
|
|
|
|
for (i = 0; i < n_rects; i++)
|
|
{
|
|
rects[i].x_1 = verts[i * 4];
|
|
rects[i].y_1 = verts[i * 4 + 1];
|
|
rects[i].x_2 = verts[i * 4 + 2];
|
|
rects[i].y_2 = verts[i * 4 + 3];
|
|
rects[i].tex_coords = NULL;
|
|
rects[i].tex_coords_len = 0;
|
|
}
|
|
|
|
_cogl_rectangles_with_multitexture_coords (rects, n_rects);
|
|
}
|
|
|
|
void
|
|
cogl_rectangles_with_texture_coords (const float *verts,
|
|
guint n_rects)
|
|
{
|
|
struct _CoglMutiTexturedRect *rects;
|
|
int i;
|
|
|
|
rects = g_alloca (n_rects * sizeof (struct _CoglMutiTexturedRect));
|
|
|
|
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);
|
|
}
|
|
|
|
void
|
|
cogl_rectangle (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
cogl_rectangle_with_multitexture_coords (x_1, y_1,
|
|
x_2, y_2,
|
|
NULL, 0);
|
|
}
|
|
|
|
void
|
|
draw_polygon_sub_texture_cb (CoglHandle tex_handle,
|
|
GLuint gl_handle,
|
|
GLenum gl_target,
|
|
float *subtexture_coords,
|
|
float *virtual_coords,
|
|
void *user_data)
|
|
{
|
|
TextureSlicedPolygonState *state = user_data;
|
|
GLfloat *v;
|
|
int i;
|
|
CoglMaterialFlushOptions options;
|
|
float slice_origin_x;
|
|
float slice_origin_y;
|
|
float virtual_origin_x;
|
|
float virtual_origin_y;
|
|
float v_to_s_scale_x;
|
|
float v_to_s_scale_y;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
slice_origin_x = subtexture_coords[0];
|
|
slice_origin_y = subtexture_coords[1];
|
|
virtual_origin_x = virtual_coords[0];
|
|
virtual_origin_y = virtual_coords[1];
|
|
v_to_s_scale_x = ((virtual_coords[2] - virtual_coords[0]) /
|
|
(subtexture_coords[2] - subtexture_coords[0]));
|
|
v_to_s_scale_y = ((virtual_coords[3] - virtual_coords[1]) /
|
|
(subtexture_coords[3] - subtexture_coords[1]));
|
|
|
|
/* Convert the vertices into an array of GLfloats ready to pass to
|
|
* OpenGL */
|
|
v = (GLfloat *)ctx->logged_vertices->data;
|
|
for (i = 0; i < state->n_vertices; i++)
|
|
{
|
|
/* NB: layout = [X,Y,Z,TX,TY,R,G,B,A,...] */
|
|
GLfloat *t = v + 3;
|
|
|
|
t[0] = ((state->vertices[i].tx - virtual_origin_x) * v_to_s_scale_x
|
|
+ slice_origin_x);
|
|
t[1] = ((state->vertices[i].ty - virtual_origin_y) * v_to_s_scale_y
|
|
+ slice_origin_y);
|
|
|
|
v += state->stride;
|
|
}
|
|
|
|
options.flags =
|
|
COGL_MATERIAL_FLUSH_DISABLE_MASK |
|
|
COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE;
|
|
/* disable all except the first layer */
|
|
options.disable_layers = (guint32)~1;
|
|
options.layer0_override_texture = gl_handle;
|
|
|
|
_cogl_material_flush_gl_state (ctx->source_material, &options);
|
|
|
|
GE (glDrawArrays (GL_TRIANGLE_FAN, 0, state->n_vertices));
|
|
}
|
|
|
|
/* handles 2d-sliced textures with > 1 slice */
|
|
static void
|
|
_cogl_texture_polygon_multiple_primitives (CoglTextureVertex *vertices,
|
|
unsigned int n_vertices,
|
|
unsigned int stride,
|
|
gboolean use_color)
|
|
{
|
|
const GList *layers;
|
|
CoglHandle layer0;
|
|
CoglHandle tex_handle;
|
|
GLfloat *v;
|
|
int i;
|
|
TextureSlicedPolygonState state;
|
|
|
|
_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);
|
|
|
|
v = (GLfloat *)ctx->logged_vertices->data;
|
|
for (i = 0; i < n_vertices; i++)
|
|
{
|
|
guint8 *c;
|
|
|
|
v[0] = vertices[i].x;
|
|
v[1] = vertices[i].y;
|
|
v[2] = vertices[i].z;
|
|
|
|
if (use_color)
|
|
{
|
|
/* NB: [X,Y,Z,TX,TY,R,G,B,A,...] */
|
|
c = (guint8 *) (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;
|
|
}
|
|
|
|
state.stride = stride;
|
|
state.vertices = vertices;
|
|
state.n_vertices = n_vertices;
|
|
|
|
_cogl_texture_foreach_sub_texture_in_region (tex_handle,
|
|
0, 0, 1, 1,
|
|
draw_polygon_sub_texture_cb,
|
|
&state);
|
|
}
|
|
|
|
static void
|
|
_cogl_multitexture_polygon_single_primitive (CoglTextureVertex *vertices,
|
|
guint n_vertices,
|
|
guint n_layers,
|
|
guint stride,
|
|
gboolean use_color,
|
|
guint32 fallback_layers)
|
|
{
|
|
CoglHandle material;
|
|
const GList *layers;
|
|
int i;
|
|
GList *tmp;
|
|
GLfloat *v;
|
|
CoglMaterialFlushOptions options;
|
|
|
|
_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++)
|
|
{
|
|
guint8 *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;
|
|
GLfloat *t;
|
|
float tx, ty;
|
|
|
|
tex_handle = cogl_material_layer_get_texture (layer);
|
|
|
|
/* COGL_INVALID_HANDLE textures will be handled in
|
|
* _cogl_material_flush_layers_gl_state but there is no need to worry
|
|
* about scaling texture coordinates in this case */
|
|
if (tex_handle == COGL_INVALID_HANDLE)
|
|
continue;
|
|
|
|
tx = vertices[i].tx;
|
|
ty = vertices[i].ty;
|
|
_cogl_texture_transform_coords_to_gl (tex_handle, &tx, &ty);
|
|
|
|
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
|
|
t = v + 3 + 2 * j;
|
|
t[0] = tx;
|
|
t[1] = ty;
|
|
}
|
|
|
|
if (use_color)
|
|
{
|
|
/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
|
|
c = (guint8 *) (v + 3 + 2 * n_layers);
|
|
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);
|
|
}
|
|
}
|
|
|
|
options.flags = COGL_MATERIAL_FLUSH_FALLBACK_MASK;
|
|
if (use_color)
|
|
options.flags |= COGL_MATERIAL_FLUSH_SKIP_GL_COLOR;
|
|
options.fallback_layers = fallback_layers;
|
|
_cogl_material_flush_gl_state (ctx->source_material, &options);
|
|
|
|
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_layers = 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_journal_flush ();
|
|
|
|
/* NB: _cogl_draw_buffer_flush_state may disrupt various state (such
|
|
* as the material state) when flushing the clip stack, so should
|
|
* always be done first when preparing to draw. */
|
|
_cogl_draw_buffer_flush_state (_cogl_get_draw_buffer (), 0);
|
|
|
|
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);
|
|
|
|
/* COGL_INVALID_HANDLE textures will be handled in
|
|
* _cogl_material_flush_layers_gl_state */
|
|
if (tex_handle == COGL_INVALID_HANDLE)
|
|
continue;
|
|
|
|
if (i == 0 && cogl_texture_is_sliced (tex_handle))
|
|
{
|
|
#if defined (HAVE_COGL_GLES) || defined (HAVE_COGL_GLES2)
|
|
{
|
|
static gboolean warning_seen = FALSE;
|
|
if (!warning_seen)
|
|
g_warning ("cogl_polygon does not work for sliced textures "
|
|
"on GL ES");
|
|
warning_seen = TRUE;
|
|
return;
|
|
}
|
|
#endif
|
|
if (n_layers > 1)
|
|
{
|
|
static gboolean warning_seen = FALSE;
|
|
if (!warning_seen)
|
|
{
|
|
g_warning ("Disabling layers 1..n since multi-texturing with "
|
|
"cogl_polygon isn't supported when using sliced "
|
|
"textures\n");
|
|
warning_seen = TRUE;
|
|
}
|
|
}
|
|
use_sliced_polygon_fallback = TRUE;
|
|
n_layers = 1;
|
|
|
|
if (cogl_material_layer_get_min_filter (layer) != GL_NEAREST
|
|
|| cogl_material_layer_get_mag_filter (layer) != GL_NEAREST)
|
|
{
|
|
static gboolean warning_seen = FALSE;
|
|
if (!warning_seen)
|
|
{
|
|
g_warning ("cogl_texture_polygon does not work for sliced textures "
|
|
"when the minification and magnification filters are not "
|
|
"CGL_NEAREST");
|
|
warning_seen = 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_handle,
|
|
GL_CLAMP_TO_BORDER);
|
|
}
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
if (cogl_texture_is_sliced (tex_handle))
|
|
{
|
|
static gboolean warning_seen = FALSE;
|
|
if (!warning_seen)
|
|
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);
|
|
warning_seen = TRUE;
|
|
|
|
fallback_layers |= (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 ? 1 : 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 | COGL_ENABLE_BLEND;
|
|
GE( glColorPointer (4, GL_UNSIGNED_BYTE,
|
|
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 = n_layers;
|
|
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_polygon_multiple_primitives (vertices,
|
|
n_vertices,
|
|
stride,
|
|
use_color);
|
|
else
|
|
_cogl_multitexture_polygon_single_primitive (vertices,
|
|
n_vertices,
|
|
n_layers,
|
|
stride,
|
|
use_color,
|
|
fallback_layers);
|
|
|
|
/* 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);
|
|
}
|
|
|
|
void
|
|
cogl_path_fill (void)
|
|
{
|
|
cogl_path_fill_preserve ();
|
|
|
|
cogl_path_new ();
|
|
}
|
|
|
|
void
|
|
cogl_path_fill_preserve (void)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (ctx->path_nodes->len == 0)
|
|
return;
|
|
|
|
_cogl_path_fill_nodes ();
|
|
}
|
|
|
|
void
|
|
cogl_path_stroke (void)
|
|
{
|
|
cogl_path_stroke_preserve ();
|
|
|
|
cogl_path_new ();
|
|
}
|
|
|
|
void
|
|
cogl_path_stroke_preserve (void)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (ctx->path_nodes->len == 0)
|
|
return;
|
|
|
|
_cogl_path_stroke_nodes ();
|
|
}
|
|
|
|
void
|
|
cogl_path_move_to (float x,
|
|
float y)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
/* FIXME: handle multiple contours maybe? */
|
|
|
|
_cogl_path_add_node (TRUE, x, y);
|
|
|
|
ctx->path_start.x = x;
|
|
ctx->path_start.y = y;
|
|
|
|
ctx->path_pen = ctx->path_start;
|
|
}
|
|
|
|
void
|
|
cogl_path_rel_move_to (float x,
|
|
float y)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_path_move_to (ctx->path_pen.x + x,
|
|
ctx->path_pen.y + y);
|
|
}
|
|
|
|
void
|
|
cogl_path_line_to (float x,
|
|
float y)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
_cogl_path_add_node (FALSE, x, y);
|
|
|
|
ctx->path_pen.x = x;
|
|
ctx->path_pen.y = y;
|
|
}
|
|
|
|
void
|
|
cogl_path_rel_line_to (float x,
|
|
float y)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_path_line_to (ctx->path_pen.x + x,
|
|
ctx->path_pen.y + y);
|
|
}
|
|
|
|
void
|
|
cogl_path_close (void)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
_cogl_path_add_node (FALSE, ctx->path_start.x, ctx->path_start.y);
|
|
ctx->path_pen = ctx->path_start;
|
|
}
|
|
|
|
void
|
|
cogl_path_new (void)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
g_array_set_size (ctx->path_nodes, 0);
|
|
}
|
|
|
|
void
|
|
cogl_path_line (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
cogl_path_move_to (x_1, y_1);
|
|
cogl_path_line_to (x_2, y_2);
|
|
}
|
|
|
|
void
|
|
cogl_path_polyline (float *coords,
|
|
gint num_points)
|
|
{
|
|
gint c = 0;
|
|
|
|
cogl_path_move_to (coords[0], coords[1]);
|
|
|
|
for (c = 1; c < num_points; ++c)
|
|
cogl_path_line_to (coords[2*c], coords[2*c+1]);
|
|
}
|
|
|
|
void
|
|
cogl_path_polygon (float *coords,
|
|
gint num_points)
|
|
{
|
|
cogl_path_polyline (coords, num_points);
|
|
cogl_path_close ();
|
|
}
|
|
|
|
void
|
|
cogl_path_rectangle (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
cogl_path_move_to (x_1, y_1);
|
|
cogl_path_line_to (x_2, y_1);
|
|
cogl_path_line_to (x_2, y_2);
|
|
cogl_path_line_to (x_1, y_2);
|
|
cogl_path_close ();
|
|
}
|
|
|
|
static void
|
|
_cogl_path_arc (float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y,
|
|
float angle_1,
|
|
float angle_2,
|
|
float angle_step,
|
|
guint move_first)
|
|
{
|
|
float a = 0x0;
|
|
float cosa = 0x0;
|
|
float sina = 0x0;
|
|
float px = 0x0;
|
|
float py = 0x0;
|
|
|
|
/* Fix invalid angles */
|
|
|
|
if (angle_1 == angle_2 || angle_step == 0x0)
|
|
return;
|
|
|
|
if (angle_step < 0x0)
|
|
angle_step = -angle_step;
|
|
|
|
/* Walk the arc by given step */
|
|
|
|
a = angle_1;
|
|
while (a != angle_2)
|
|
{
|
|
cosa = cosf (a * (G_PI/180.0));
|
|
sina = sinf (a * (G_PI/180.0));
|
|
|
|
px = center_x + (cosa * radius_x);
|
|
py = center_y + (sina * radius_y);
|
|
|
|
if (a == angle_1 && move_first)
|
|
cogl_path_move_to (px, py);
|
|
else
|
|
cogl_path_line_to (px, py);
|
|
|
|
if (G_LIKELY (angle_2 > angle_1))
|
|
{
|
|
a += angle_step;
|
|
if (a > angle_2)
|
|
a = angle_2;
|
|
}
|
|
else
|
|
{
|
|
a -= angle_step;
|
|
if (a < angle_2)
|
|
a = angle_2;
|
|
}
|
|
}
|
|
|
|
/* Make sure the final point is drawn */
|
|
|
|
cosa = cosf (angle_2 * (G_PI/180.0));
|
|
sina = sinf (angle_2 * (G_PI/180.0));
|
|
|
|
px = center_x + (cosa * radius_x);
|
|
py = center_y + (sina * radius_y);
|
|
|
|
cogl_path_line_to (px, py);
|
|
}
|
|
|
|
void
|
|
cogl_path_arc (float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y,
|
|
float angle_1,
|
|
float angle_2)
|
|
{
|
|
float angle_step = 10;
|
|
/* it is documented that a move to is needed to create a freestanding
|
|
* arc
|
|
*/
|
|
_cogl_path_arc (center_x, center_y,
|
|
radius_x, radius_y,
|
|
angle_1, angle_2,
|
|
angle_step, 0 /* no move */);
|
|
}
|
|
|
|
|
|
void
|
|
cogl_path_arc_rel (float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y,
|
|
float angle_1,
|
|
float angle_2,
|
|
float angle_step)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
_cogl_path_arc (ctx->path_pen.x + center_x,
|
|
ctx->path_pen.y + center_y,
|
|
radius_x, radius_y,
|
|
angle_1, angle_2,
|
|
angle_step, 0 /* no move */);
|
|
}
|
|
|
|
void
|
|
cogl_path_ellipse (float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y)
|
|
{
|
|
float angle_step = 10;
|
|
|
|
/* FIXME: if shows to be slow might be optimized
|
|
* by mirroring just a quarter of it */
|
|
|
|
_cogl_path_arc (center_x, center_y,
|
|
radius_x, radius_y,
|
|
0, 360,
|
|
angle_step, 1 /* move first */);
|
|
|
|
cogl_path_close();
|
|
}
|
|
|
|
void
|
|
cogl_path_round_rectangle (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
float radius,
|
|
float arc_step)
|
|
{
|
|
float inner_width = x_2 - x_1 - radius * 2;
|
|
float inner_height = y_2 - y_1 - radius * 2;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_path_move_to (x_1, y_1 + radius);
|
|
cogl_path_arc_rel (radius, 0,
|
|
radius, radius,
|
|
180,
|
|
270,
|
|
arc_step);
|
|
|
|
cogl_path_line_to (ctx->path_pen.x + inner_width,
|
|
ctx->path_pen.y);
|
|
cogl_path_arc_rel (0, radius,
|
|
radius, radius,
|
|
-90,
|
|
0,
|
|
arc_step);
|
|
|
|
cogl_path_line_to (ctx->path_pen.x,
|
|
ctx->path_pen.y + inner_height);
|
|
|
|
cogl_path_arc_rel (-radius, 0,
|
|
radius, radius,
|
|
0,
|
|
90,
|
|
arc_step);
|
|
|
|
cogl_path_line_to (ctx->path_pen.x - inner_width,
|
|
ctx->path_pen.y);
|
|
cogl_path_arc_rel (0, -radius,
|
|
radius, radius,
|
|
90,
|
|
180,
|
|
arc_step);
|
|
|
|
cogl_path_close ();
|
|
}
|
|
|
|
|
|
static void
|
|
_cogl_path_bezier3_sub (CoglBezCubic *cubic)
|
|
{
|
|
CoglBezCubic cubics[_COGL_MAX_BEZ_RECURSE_DEPTH];
|
|
CoglBezCubic *cleft;
|
|
CoglBezCubic *cright;
|
|
CoglBezCubic *c;
|
|
floatVec2 dif1;
|
|
floatVec2 dif2;
|
|
floatVec2 mm;
|
|
floatVec2 c1;
|
|
floatVec2 c2;
|
|
floatVec2 c3;
|
|
floatVec2 c4;
|
|
floatVec2 c5;
|
|
gint cindex;
|
|
|
|
/* Put first curve on stack */
|
|
cubics[0] = *cubic;
|
|
cindex = 0;
|
|
|
|
while (cindex >= 0)
|
|
{
|
|
c = &cubics[cindex];
|
|
|
|
|
|
/* Calculate distance of control points from their
|
|
* counterparts on the line between end points */
|
|
dif1.x = (c->p2.x * 3) - (c->p1.x * 2) - c->p4.x;
|
|
dif1.y = (c->p2.y * 3) - (c->p1.y * 2) - c->p4.y;
|
|
dif2.x = (c->p3.x * 3) - (c->p4.x * 2) - c->p1.x;
|
|
dif2.y = (c->p3.y * 3) - (c->p4.y * 2) - c->p1.y;
|
|
|
|
if (dif1.x < 0)
|
|
dif1.x = -dif1.x;
|
|
if (dif1.y < 0)
|
|
dif1.y = -dif1.y;
|
|
if (dif2.x < 0)
|
|
dif2.x = -dif2.x;
|
|
if (dif2.y < 0)
|
|
dif2.y = -dif2.y;
|
|
|
|
|
|
/* Pick the greatest of two distances */
|
|
if (dif1.x < dif2.x) dif1.x = dif2.x;
|
|
if (dif1.y < dif2.y) dif1.y = dif2.y;
|
|
|
|
/* Cancel if the curve is flat enough */
|
|
if (dif1.x + dif1.y <= 1.0 ||
|
|
cindex == _COGL_MAX_BEZ_RECURSE_DEPTH-1)
|
|
{
|
|
/* Add subdivision point (skip last) */
|
|
if (cindex == 0)
|
|
return;
|
|
|
|
_cogl_path_add_node (FALSE, c->p4.x, c->p4.y);
|
|
|
|
--cindex;
|
|
|
|
continue;
|
|
}
|
|
|
|
/* Left recursion goes on top of stack! */
|
|
cright = c; cleft = &cubics[++cindex];
|
|
|
|
/* Subdivide into 2 sub-curves */
|
|
c1.x = ((c->p1.x + c->p2.x) / 2);
|
|
c1.y = ((c->p1.y + c->p2.y) / 2);
|
|
mm.x = ((c->p2.x + c->p3.x) / 2);
|
|
mm.y = ((c->p2.y + c->p3.y) / 2);
|
|
c5.x = ((c->p3.x + c->p4.x) / 2);
|
|
c5.y = ((c->p3.y + c->p4.y) / 2);
|
|
|
|
c2.x = ((c1.x + mm.x) / 2);
|
|
c2.y = ((c1.y + mm.y) / 2);
|
|
c4.x = ((mm.x + c5.x) / 2);
|
|
c4.y = ((mm.y + c5.y) / 2);
|
|
|
|
c3.x = ((c2.x + c4.x) / 2);
|
|
c3.y = ((c2.y + c4.y) / 2);
|
|
|
|
/* Add left recursion to stack */
|
|
cleft->p1 = c->p1;
|
|
cleft->p2 = c1;
|
|
cleft->p3 = c2;
|
|
cleft->p4 = c3;
|
|
|
|
/* Add right recursion to stack */
|
|
cright->p1 = c3;
|
|
cright->p2 = c4;
|
|
cright->p3 = c5;
|
|
cright->p4 = c->p4;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_path_curve_to (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
float x_3,
|
|
float y_3)
|
|
{
|
|
CoglBezCubic cubic;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
/* Prepare cubic curve */
|
|
cubic.p1 = ctx->path_pen;
|
|
cubic.p2.x = x_1;
|
|
cubic.p2.y = y_1;
|
|
cubic.p3.x = x_2;
|
|
cubic.p3.y = y_2;
|
|
cubic.p4.x = x_3;
|
|
cubic.p4.y = y_3;
|
|
|
|
/* Run subdivision */
|
|
_cogl_path_bezier3_sub (&cubic);
|
|
|
|
/* Add last point */
|
|
_cogl_path_add_node (FALSE, cubic.p4.x, cubic.p4.y);
|
|
ctx->path_pen = cubic.p4;
|
|
}
|
|
|
|
void
|
|
cogl_path_rel_curve_to (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
float x_3,
|
|
float y_3)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_path_curve_to (ctx->path_pen.x + x_1,
|
|
ctx->path_pen.y + y_1,
|
|
ctx->path_pen.x + x_2,
|
|
ctx->path_pen.y + y_2,
|
|
ctx->path_pen.x + x_3,
|
|
ctx->path_pen.y + y_3);
|
|
}
|
|
|
|
|
|
/* If second order beziers were needed the following code could
|
|
* be re-enabled:
|
|
*/
|
|
#if 0
|
|
|
|
static void
|
|
_cogl_path_bezier2_sub (CoglBezQuad *quad)
|
|
{
|
|
CoglBezQuad quads[_COGL_MAX_BEZ_RECURSE_DEPTH];
|
|
CoglBezQuad *qleft;
|
|
CoglBezQuad *qright;
|
|
CoglBezQuad *q;
|
|
floatVec2 mid;
|
|
floatVec2 dif;
|
|
floatVec2 c1;
|
|
floatVec2 c2;
|
|
floatVec2 c3;
|
|
gint qindex;
|
|
|
|
/* Put first curve on stack */
|
|
quads[0] = *quad;
|
|
qindex = 0;
|
|
|
|
/* While stack is not empty */
|
|
while (qindex >= 0)
|
|
{
|
|
|
|
q = &quads[qindex];
|
|
|
|
/* Calculate distance of control point from its
|
|
* counterpart on the line between end points */
|
|
mid.x = ((q->p1.x + q->p3.x) / 2);
|
|
mid.y = ((q->p1.y + q->p3.y) / 2);
|
|
dif.x = (q->p2.x - mid.x);
|
|
dif.y = (q->p2.y - mid.y);
|
|
if (dif.x < 0) dif.x = -dif.x;
|
|
if (dif.y < 0) dif.y = -dif.y;
|
|
|
|
/* Cancel if the curve is flat enough */
|
|
if (dif.x + dif.y <= 1.0 ||
|
|
qindex == _COGL_MAX_BEZ_RECURSE_DEPTH - 1)
|
|
{
|
|
/* Add subdivision point (skip last) */
|
|
if (qindex == 0) return;
|
|
_cogl_path_add_node (FALSE, q->p3.x, q->p3.y);
|
|
--qindex; continue;
|
|
}
|
|
|
|
/* Left recursion goes on top of stack! */
|
|
qright = q; qleft = &quads[++qindex];
|
|
|
|
/* Subdivide into 2 sub-curves */
|
|
c1.x = ((q->p1.x + q->p2.x) / 2);
|
|
c1.y = ((q->p1.y + q->p2.y) / 2);
|
|
c3.x = ((q->p2.x + q->p3.x) / 2);
|
|
c3.y = ((q->p2.y + q->p3.y) / 2);
|
|
c2.x = ((c1.x + c3.x) / 2);
|
|
c2.y = ((c1.y + c3.y) / 2);
|
|
|
|
/* Add left recursion onto stack */
|
|
qleft->p1 = q->p1;
|
|
qleft->p2 = c1;
|
|
qleft->p3 = c2;
|
|
|
|
/* Add right recursion onto stack */
|
|
qright->p1 = c2;
|
|
qright->p2 = c3;
|
|
qright->p3 = q->p3;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_path_curve2_to (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
CoglBezQuad quad;
|
|
|
|
/* Prepare quadratic curve */
|
|
quad.p1 = ctx->path_pen;
|
|
quad.p2.x = x_1;
|
|
quad.p2.y = y_1;
|
|
quad.p3.x = x_2;
|
|
quad.p3.y = y_2;
|
|
|
|
/* Run subdivision */
|
|
_cogl_path_bezier2_sub (&quad);
|
|
|
|
/* Add last point */
|
|
_cogl_path_add_node (FALSE, quad.p3.x, quad.p3.y);
|
|
ctx->path_pen = quad.p3;
|
|
}
|
|
|
|
void
|
|
cogl_rel_curve2_to (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_path_curve2_to (ctx->path_pen.x + x_1,
|
|
ctx->path_pen.y + y_1,
|
|
ctx->path_pen.x + x_2,
|
|
ctx->path_pen.y + y_2);
|
|
}
|
|
#endif
|