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.
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@ -1157,18 +1157,6 @@ clutter_init_real (GError **error)
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if (!_clutter_backend_post_parse (backend, error))
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return CLUTTER_INIT_ERROR_BACKEND;
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/*
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* Resolution requires display to be open, so can only be queried after
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* the post_parse hooks run.
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*/
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ctx->font_map = COGL_PANGO_FONT_MAP (cogl_pango_font_map_new ());
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resolution = clutter_backend_get_resolution (ctx->backend);
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cogl_pango_font_map_set_resolution (ctx->font_map, resolution);
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cogl_pango_font_map_set_use_mipmapping (ctx->font_map, TRUE);
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clutter_text_direction = clutter_get_text_direction ();
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/* Stage will give us a GL Context etc */
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stage = clutter_stage_get_default ();
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if (!stage)
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@ -1201,6 +1189,21 @@ clutter_init_real (GError **error)
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* start issueing cogl commands
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*/
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/*
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* Resolution requires display to be open, so can only be queried after
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* the post_parse hooks run.
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*
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* NB: cogl_pango requires a Cogl context.
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*/
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ctx->font_map = COGL_PANGO_FONT_MAP (cogl_pango_font_map_new ());
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resolution = clutter_backend_get_resolution (ctx->backend);
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cogl_pango_font_map_set_resolution (ctx->font_map, resolution);
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cogl_pango_font_map_set_use_mipmapping (ctx->font_map, TRUE);
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clutter_text_direction = clutter_get_text_direction ();
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/* Figure out framebuffer masks used for pick */
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cogl_get_bitmasks (&ctx->fb_r_mask, &ctx->fb_g_mask, &ctx->fb_b_mask, NULL);
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