clutter/paint-nodes: Add new ClutterLayerNode API

ClutterLayerNode is the "offscreen framebuffer" node, that paints it's
child nodes in a separate framebuffer, and then copies that framebuffer
to the parent one.

It'll be useful to hand ClutterLayerNode which framebuffer and pipeline
to use, as this is a requirement for porting e.g. ClutterOffscreenEffect
and subclasses.

Add a new clutter_layer_node_new_to_framebuffer() API.

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1340>
This commit is contained in:
Georges Basile Stavracas Neto 2020-06-29 15:17:27 -03:00 committed by Marge Bot
parent 89f9be0dd1
commit 63ea2dacc4
2 changed files with 61 additions and 16 deletions

View File

@ -1338,6 +1338,8 @@ struct _ClutterLayerNode
CoglFramebuffer *offscreen;
guint8 opacity;
gboolean needs_fbo_setup : 1;
};
struct _ClutterLayerNodeClass
@ -1365,25 +1367,27 @@ clutter_layer_node_pre_draw (ClutterPaintNode *node,
if (node->operations == NULL)
return FALSE;
/* copy the same modelview from the current framebuffer to the one we
* are going to use
*/
framebuffer = clutter_paint_context_get_framebuffer (paint_context);
cogl_framebuffer_get_modelview_matrix (framebuffer, &matrix);
if (lnode->needs_fbo_setup)
{
/* copy the same modelview from the current framebuffer to the one we
* are going to use
*/
framebuffer = clutter_paint_context_get_framebuffer (paint_context);
cogl_framebuffer_get_modelview_matrix (framebuffer, &matrix);
cogl_framebuffer_set_modelview_matrix (lnode->offscreen, &matrix);
cogl_framebuffer_set_viewport (lnode->offscreen,
lnode->viewport.x,
lnode->viewport.y,
lnode->viewport.width,
lnode->viewport.height);
cogl_framebuffer_set_projection_matrix (lnode->offscreen,
&lnode->projection);
}
clutter_paint_context_push_framebuffer (paint_context, lnode->offscreen);
cogl_framebuffer_set_modelview_matrix (lnode->offscreen, &matrix);
cogl_framebuffer_set_viewport (lnode->offscreen,
lnode->viewport.x,
lnode->viewport.y,
lnode->viewport.width,
lnode->viewport.height);
cogl_framebuffer_set_projection_matrix (lnode->offscreen,
&lnode->projection);
/* clear out the target framebuffer */
cogl_framebuffer_clear4f (lnode->offscreen,
COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_DEPTH,
@ -1522,6 +1526,7 @@ clutter_layer_node_new (const graphene_matrix_t *projection,
res = _clutter_paint_node_create (CLUTTER_TYPE_LAYER_NODE);
res->needs_fbo_setup = TRUE;
res->projection = *projection;
res->viewport = *viewport;
res->fbo_width = width;
@ -1566,3 +1571,39 @@ out:
return (ClutterPaintNode *) res;
}
/**
* clutter_layer_node_new_to_framebuffer:
* @framebuffer: a #CoglFramebuffer
* @pipeline: a #CoglPipeline
*
* Creates a new #ClutterLayerNode that will redirect drawing at
* @framebuffer. It will then use @pipeline to paint the stored
* operations.
*
* When using this constructor, the caller is reponsible for setting
* up @framebuffer, including its modelview and projection matrices,
* and the viewport, and the @pipeline as well.
*
* Return value: (transfer full): the newly created #ClutterLayerNode.
* Use clutter_paint_node_unref() when done.
*/
ClutterPaintNode *
clutter_layer_node_new_to_framebuffer (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline)
{
ClutterLayerNode *res;
g_return_val_if_fail (COGL_IS_FRAMEBUFFER (framebuffer), NULL);
g_return_val_if_fail (cogl_is_pipeline (pipeline), NULL);
res = _clutter_paint_node_create (CLUTTER_TYPE_LAYER_NODE);
res->needs_fbo_setup = FALSE;
res->fbo_width = cogl_framebuffer_get_width (framebuffer);
res->fbo_height = cogl_framebuffer_get_height (framebuffer);
res->offscreen = g_object_ref (framebuffer);
res->pipeline = cogl_pipeline_copy (pipeline);
return (ClutterPaintNode *) res;
}

View File

@ -209,6 +209,10 @@ ClutterPaintNode * clutter_layer_node_new (const graphene_matrix_t
float height,
guint8 opacity);
CLUTTER_EXPORT
ClutterPaintNode * clutter_layer_node_new_to_framebuffer (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline);
#define CLUTTER_TYPE_TRANSFORM_NODE (clutter_transform_node_get_type ())
#define CLUTTER_TRANSFORM_NODE(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_TRANSFORM_NODE, ClutterTransformNode))