コード例 #1
0
ファイル: rut-shape.c プロジェクト: ChrisCummins/rig
CoglBool
rut_shape_get_shaped (RutObject *obj)
{
  RutShape *shape = RUT_SHAPE (obj);

  return shape->shaped;
}
コード例 #2
0
ファイル: rut-shape.c プロジェクト: ChrisCummins/rig
void
rut_shape_set_shaped (RutObject *obj,
                      CoglBool shaped)
{
  RutShape *shape = RUT_SHAPE (obj);

  if (shape->shaped == shaped)
    return;

  shape->shaped = shaped;

  if (shape->model)
    {
      rut_refable_unref (shape->model);
      shape->model = NULL;
    }

  rut_closure_list_invoke (&shape->reshaped_cb_list,
                           RutShapeReShapedCallback,
                           shape);

  rut_property_dirty (&shape->ctx->property_ctx,
                      &shape->properties[RUT_SHAPE_PROP_SHAPED]);
}
コード例 #3
0
ファイル: rig-renderer.c プロジェクト: sanyaade-mobiledev/rig
static CoglPipeline *
get_entity_color_pipeline (RigEngine *engine,
                           RutEntity *entity,
                           RutComponent *geometry,
                           CoglBool blended)
{
  CoglSnippet *snippet;
  CoglDepthState depth_state;
  RutMaterial *material;
  CoglTexture *texture = NULL;
  CoglTexture *normal_map = NULL;
  CoglTexture *alpha_mask = NULL;
  CoglPipeline *pipeline;
  CoglFramebuffer *shadow_fb;

  if (blended)
    pipeline = rut_entity_get_pipeline_cache (entity,
                                              CACHE_SLOT_COLOR_BLENDED);
  else
    pipeline = rut_entity_get_pipeline_cache (entity,
                                              CACHE_SLOT_COLOR_UNBLENDED);
  if (pipeline)
    {
      cogl_object_ref (pipeline);
      goto FOUND;
    }

  pipeline = cogl_pipeline_new (engine->ctx->cogl_context);

  material = rut_entity_get_component (entity, RUT_COMPONENT_TYPE_MATERIAL);
  if (material)
    {
      RutAsset *texture_asset = rut_material_get_texture_asset (material);
      RutAsset *normal_map_asset =
        rut_material_get_normal_map_asset (material);
      RutAsset *alpha_mask_asset =
        rut_material_get_alpha_mask_asset (material);

      if (texture_asset)
        texture = rut_asset_get_texture (texture_asset);
      if (texture)
        cogl_pipeline_set_layer_texture (pipeline, 1, texture);

      if (normal_map_asset)
        normal_map = rut_asset_get_texture (normal_map_asset);

      if (alpha_mask_asset)
        alpha_mask = rut_asset_get_texture (alpha_mask_asset);
    }

#if 0
  /* NB: Our texture colours aren't premultiplied */
  cogl_pipeline_set_blend (pipeline,
                           "RGB = ADD(SRC_COLOR*(SRC_COLOR[A]), DST_COLOR*(1-SRC_COLOR[A]))"
                           "A   = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))",
                           NULL);
#endif

#if 0
  if (rut_object_get_type (geometry) == &rut_shape_type)
    rut_geometry_component_update_pipeline (geometry, pipeline);

  pipeline = cogl_pipeline_new (rut_cogl_context);
#endif

  cogl_pipeline_set_color4f (pipeline, 0.8f, 0.8f, 0.8f, 1.f);

  /* enable depth testing */
  cogl_depth_state_init (&depth_state);
  cogl_depth_state_set_test_enabled (&depth_state, TRUE);

  if (blended)
    cogl_depth_state_set_write_enabled (&depth_state, FALSE);

  cogl_pipeline_set_depth_state (pipeline, &depth_state, NULL);

  /* Vertex shader setup for lighting */
  cogl_pipeline_add_snippet (pipeline, engine->lighting_vertex_snippet);

  if (normal_map)
    cogl_pipeline_add_snippet (pipeline, engine->normal_map_vertex_snippet);

  if (rut_entity_get_receive_shadow (entity))
    cogl_pipeline_add_snippet (pipeline, engine->shadow_mapping_vertex_snippet);

  /* and fragment shader */

  /* XXX: ideally we wouldn't have to rely on conditionals + discards
   * in the fragment shader to differentiate blended and unblended
   * regions and instead we should let users mark out opaque regions
   * in geometry.
   */
  cogl_pipeline_add_snippet (pipeline,
                             blended ?
                             engine->blended_discard_snippet :
                             engine->unblended_discard_snippet);

  cogl_pipeline_add_snippet (pipeline, engine->unpremultiply_snippet);

  if (material)
    {
      if (alpha_mask)
        {
          /* We don't want this layer to be automatically modulated with the
           * previous layers so we set its combine mode to "REPLACE" so it
           * will be skipped past and we can sample its texture manually */
          cogl_pipeline_set_layer_combine (pipeline, 2, "RGBA=REPLACE(PREVIOUS)", NULL);
          cogl_pipeline_set_layer_texture (pipeline, 2, alpha_mask);

          cogl_pipeline_add_snippet (pipeline, engine->alpha_mask_snippet);
        }

      if (normal_map)
        {
          /* We don't want this layer to be automatically modulated with the
           * previous layers so we set its combine mode to "REPLACE" so it
           * will be skipped past and we can sample its texture manually */
          cogl_pipeline_set_layer_combine (pipeline, 5, "RGBA=REPLACE(PREVIOUS)", NULL);
          cogl_pipeline_set_layer_texture (pipeline, 5, normal_map);

          snippet = engine->normal_map_fragment_snippet;
        }
      else
        {
          snippet = engine->material_lighting_snippet;
        }
    }
  else
    {
      snippet = engine->simple_lighting_snippet;
    }

  cogl_pipeline_add_snippet (pipeline, snippet);

  if (rut_entity_get_receive_shadow (entity))
    {
      /* Hook the shadow map sampling */

      cogl_pipeline_set_layer_texture (pipeline, 7, engine->shadow_map);
      /* For debugging the shadow mapping... */
      //cogl_pipeline_set_layer_texture (pipeline, 7, engine->shadow_color);
      //cogl_pipeline_set_layer_texture (pipeline, 7, engine->gradient);

      /* We don't want this layer to be automatically modulated with the
       * previous layers so we set its combine mode to "REPLACE" so it
       * will be skipped past and we can sample its texture manually */
      cogl_pipeline_set_layer_combine (pipeline, 7, "RGBA=REPLACE(PREVIOUS)", NULL);

      /* Handle shadow mapping */
      cogl_pipeline_add_snippet (pipeline,
                                 engine->shadow_mapping_fragment_snippet);
    }

  cogl_pipeline_add_snippet (pipeline, engine->premultiply_snippet);

  if (rut_object_get_type (geometry) == &rut_shape_type)
    {
      CoglTexture *shape_texture;

      if (rut_shape_get_shaped (RUT_SHAPE (geometry)))
        {
          shape_texture =
            rut_shape_get_shape_texture (RUT_SHAPE (geometry));
          cogl_pipeline_set_layer_texture (pipeline, 0, shape_texture);
        }

      rut_shape_add_reshaped_callback (RUT_SHAPE (geometry),
                                       reshape_cb,
                                       NULL,
                                       NULL);
    }
  else if (rut_object_get_type (geometry) == &rut_diamond_type)
    rut_diamond_apply_mask (RUT_DIAMOND (geometry), pipeline);

  if (!blended)
    {
      cogl_pipeline_set_blend (pipeline, "RGBA = ADD (SRC_COLOR, 0)", NULL);
      rut_entity_set_pipeline_cache (entity,
                                     CACHE_SLOT_COLOR_UNBLENDED, pipeline);
    }
  else
    {
      rut_entity_set_pipeline_cache (entity,
                                     CACHE_SLOT_COLOR_BLENDED, pipeline);
    }

FOUND:

  /* FIXME: there's lots to optimize about this! */
  shadow_fb = COGL_FRAMEBUFFER (engine->shadow_fb);

  /* update uniforms in pipelines */
  {
    CoglMatrix light_shadow_matrix, light_projection;
    CoglMatrix model_transform;
    const float *light_matrix;
    int location;

    cogl_framebuffer_get_projection_matrix (shadow_fb, &light_projection);

    /* XXX: This is pretty bad that we are having to do this. It would
     * be nicer if cogl exposed matrix-stacks publicly so we could
     * maintain the entity model_matrix incrementally as we traverse
     * the scenegraph. */
    rut_graphable_get_transform (entity, &model_transform);

    get_light_modelviewprojection (&model_transform,
                                   engine->light,
                                   &light_projection,
                                   &light_shadow_matrix);

    light_matrix = cogl_matrix_get_array (&light_shadow_matrix);

    location = cogl_pipeline_get_uniform_location (pipeline,
                                                   "light_shadow_matrix");
    cogl_pipeline_set_uniform_matrix (pipeline,
                                      location,
                                      4, 1,
                                      FALSE,
                                      light_matrix);
  }

  return pipeline;
}
コード例 #4
0
ファイル: rig-renderer.c プロジェクト: sanyaade-mobiledev/rig
static CoglPipeline *
get_entity_mask_pipeline (RigEngine *engine,
                          RutEntity *entity,
                          RutComponent *geometry)
{
  CoglPipeline *pipeline;

  pipeline = rut_entity_get_pipeline_cache (entity, CACHE_SLOT_SHADOW);
  if (pipeline)
    return cogl_object_ref (pipeline);

  /* TODO: move into init() somewhere */
  if (G_UNLIKELY (!engine->dof_pipeline_template))
    {
      CoglPipeline *pipeline;
      CoglDepthState depth_state;
      CoglSnippet *snippet;

      pipeline = cogl_pipeline_new (engine->ctx->cogl_context);

      cogl_pipeline_set_color_mask (pipeline, COGL_COLOR_MASK_ALPHA);

      cogl_pipeline_set_blend (pipeline, "RGBA=ADD(SRC_COLOR, 0)", NULL);

      cogl_depth_state_init (&depth_state);
      cogl_depth_state_set_test_enabled (&depth_state, TRUE);
      cogl_pipeline_set_depth_state (pipeline, &depth_state, NULL);

      snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_VERTEX,

                                  /* definitions */
                                  "uniform float dof_focal_distance;\n"
                                  "uniform float dof_depth_of_field;\n"

                                  "varying float dof_blur;\n",
                                  //"varying vec4 world_pos;\n",

                                  /* compute the amount of bluriness we want */
                                  "vec4 world_pos = cogl_modelview_matrix * cogl_position_in;\n"
                                  //"world_pos = cogl_modelview_matrix * cogl_position_in;\n"
                                  "dof_blur = 1.0 - clamp (abs (world_pos.z - dof_focal_distance) /\n"
                                  "                  dof_depth_of_field, 0.0, 1.0);\n"
      );

      cogl_pipeline_add_snippet (pipeline, snippet);
      cogl_object_unref (snippet);

      /* This was used to debug the focal distance and bluriness amount in the DoF
       * effect: */
#if 0
      cogl_pipeline_set_color_mask (pipeline, COGL_COLOR_MASK_ALL);
      snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
                                  "varying vec4 world_pos;\n"
                                  "varying float dof_blur;",

                                  "cogl_color_out = vec4(dof_blur,0,0,1);\n"
                                  //"cogl_color_out = vec4(1.0, 0.0, 0.0, 1.0);\n"
                                  //"if (world_pos.z < -30.0) cogl_color_out = vec4(0,1,0,1);\n"
                                  //"if (abs (world_pos.z + 30.f) < 0.1) cogl_color_out = vec4(0,1,0,1);\n"
                                  "cogl_color_out.a = dof_blur;\n"
                                  //"cogl_color_out.a = 1.0;\n"
      );

      cogl_pipeline_add_snippet (pipeline, snippet);
      cogl_object_unref (snippet);
#endif

      engine->dof_pipeline_template = pipeline;
    }

  /* TODO: move into init() somewhere */
  if (G_UNLIKELY (!engine->dof_diamond_pipeline))
    {
      CoglPipeline *dof_diamond_pipeline =
        cogl_pipeline_copy (engine->dof_pipeline_template);
      CoglSnippet *snippet;

      cogl_pipeline_set_layer_texture (dof_diamond_pipeline,
                                       0,
                                       engine->ctx->circle_texture);

      snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
                                  /* declarations */
                                  "varying float dof_blur;",

                                  /* post */
                                  "if (cogl_color_out.a <= 0.0)\n"
                                  "  discard;\n"
                                  "\n"
                                  "cogl_color_out.a = dof_blur;\n");

      cogl_pipeline_add_snippet (dof_diamond_pipeline, snippet);
      cogl_object_unref (snippet);

      engine->dof_diamond_pipeline = dof_diamond_pipeline;
    }

  /* TODO: move into init() somewhere */
  if (G_UNLIKELY (!engine->dof_unshaped_pipeline))
    {
      CoglPipeline *dof_unshaped_pipeline =
        cogl_pipeline_copy (engine->dof_pipeline_template);
      CoglSnippet *snippet;

      snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
                                  /* declarations */
                                  "varying float dof_blur;",

                                  /* post */
                                  "if (cogl_color_out.a < 0.25)\n"
                                  "  discard;\n"
                                  "\n"
                                  "cogl_color_out.a = dof_blur;\n");

      cogl_pipeline_add_snippet (dof_unshaped_pipeline, snippet);
      cogl_object_unref (snippet);

      engine->dof_unshaped_pipeline = dof_unshaped_pipeline;
    }

  /* TODO: move into init() somewhere */
  if (G_UNLIKELY (!engine->dof_pipeline))
    {
      CoglPipeline *dof_pipeline =
        cogl_pipeline_copy (engine->dof_pipeline_template);
      CoglSnippet *snippet;

      /* store the bluriness in the alpha channel */
      snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
                                  "varying float dof_blur;",

                                  "cogl_color_out.a = dof_blur;\n"
      );
      cogl_pipeline_add_snippet (dof_pipeline, snippet);
      cogl_object_unref (snippet);

      engine->dof_pipeline = dof_pipeline;
    }

  if (rut_object_get_type (geometry) == &rut_diamond_type)
    {
      pipeline = cogl_object_ref (engine->dof_diamond_pipeline);
    }
  else if (rut_object_get_type (geometry) == &rut_shape_type)
    {
      RutMaterial *material =
        rut_entity_get_component (entity, RUT_COMPONENT_TYPE_MATERIAL);

      pipeline = cogl_pipeline_copy (engine->dof_unshaped_pipeline);

      if (rut_shape_get_shaped (RUT_SHAPE (geometry)))
        {
          CoglTexture *shape_texture =
            rut_shape_get_shape_texture (RUT_SHAPE (geometry));

          cogl_pipeline_set_layer_texture (pipeline, 0, shape_texture);
        }

      if (material)
        {
          RutAsset *texture_asset = rut_material_get_texture_asset (material);
          RutAsset *alpha_mask_asset =
            rut_material_get_alpha_mask_asset (material);

          if (texture_asset)
            cogl_pipeline_set_layer_texture (pipeline, 1,
                                             rut_asset_get_texture (texture_asset));

          if (alpha_mask_asset)
            {
              /* We don't want this layer to be automatically modulated with the
               * previous layers so we set its combine mode to "REPLACE" so it
               * will be skipped past and we can sample its texture manually */
              cogl_pipeline_set_layer_combine (pipeline, 2, "RGBA=REPLACE(PREVIOUS)", NULL);
              cogl_pipeline_set_layer_texture (pipeline, 2,
                                               rut_asset_get_texture (alpha_mask_asset));

              cogl_pipeline_add_snippet (pipeline, engine->alpha_mask_snippet);
            }
        }
    }
  else
    pipeline = cogl_object_ref (engine->dof_pipeline);

  rut_entity_set_pipeline_cache (entity, CACHE_SLOT_SHADOW, pipeline);

  return pipeline;
}