Merge branch 'master' into async-textures

This commit is contained in:
Emmanuele Bassi 2009-01-12 14:43:53 +00:00
commit 946c075a2a
30 changed files with 913 additions and 590 deletions

View File

@ -1013,7 +1013,8 @@ clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
ClutterVertex *vertex)
{
ClutterFixed v[4];
ClutterFixed x, y, z, w;
ClutterUnit x, y, z, w;
fixed_vertex_t tmp;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
@ -1026,8 +1027,7 @@ clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
w = COGL_FIXED_1;
/* First we tranform the point using the OpenGL modelview matrix */
clutter_actor_transform_point_relative (self, ancestor,
&x, &y, &z, &w);
clutter_actor_transform_point_relative (self, ancestor, &x, &y, &z, &w);
cogl_get_viewport (v);
@ -1035,12 +1035,12 @@ clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
* The w[3] parameter should always be 1.0 here, so we ignore it; otherwise
* we would have to divide the original verts with it.
*/
vertex->x =
CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL ((x + COGL_FIXED_0_5), v[2]));
vertex->y =
CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL ((COGL_FIXED_0_5 - y), v[3]));
vertex->z =
CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL ((z + COGL_FIXED_0_5), v[2]));
tmp.x = COGL_FIXED_MUL (CLUTTER_UNITS_TO_FIXED (x) + COGL_FIXED_0_5, v[2]);
tmp.y = COGL_FIXED_MUL (COGL_FIXED_0_5 - CLUTTER_UNITS_TO_FIXED (y), v[3]);
tmp.z = COGL_FIXED_MUL (CLUTTER_UNITS_TO_FIXED (z) + COGL_FIXED_0_5, v[2]);
tmp.w = 0;
fixed_vertex_to_units (&tmp, vertex);
}
/**
@ -1060,6 +1060,7 @@ clutter_actor_apply_transform_to_point (ClutterActor *self,
const ClutterVertex *point,
ClutterVertex *vertex)
{
ClutterUnit x, y, z, w;
ClutterFixed mtx_p[16];
ClutterFixed v[4];
fixed_vertex_t tmp = { 0, };
@ -1068,13 +1069,18 @@ clutter_actor_apply_transform_to_point (ClutterActor *self,
g_return_if_fail (point != NULL);
g_return_if_fail (vertex != NULL);
tmp.x = CLUTTER_UNITS_TO_FIXED (vertex->x);
tmp.y = CLUTTER_UNITS_TO_FIXED (vertex->y);
tmp.z = CLUTTER_UNITS_TO_FIXED (vertex->z);
tmp.w = COGL_FIXED_1;
x = point->x;
y = point->y;
z = point->z;
w = CLUTTER_UNITS_FROM_INT (1);
/* First we tranform the point using the OpenGL modelview matrix */
clutter_actor_transform_point (self, &tmp.x, &tmp.y, &tmp.z, &tmp.w);
clutter_actor_transform_point (self, &x, &y, &z, &w);
tmp.x = CLUTTER_UNITS_TO_FIXED (x);
tmp.y = CLUTTER_UNITS_TO_FIXED (y);
tmp.z = CLUTTER_UNITS_TO_FIXED (z);
tmp.w = CLUTTER_UNITS_TO_FIXED (w);
cogl_get_projection_matrix (mtx_p);
cogl_get_viewport (v);
@ -3244,8 +3250,9 @@ clutter_actor_get_preferred_width (ClutterActor *self,
if (natural_width < min_width)
{
g_warning ("Actor of type %s reported a natural width of %d (%d px) "
"lower than min width %d (%d px)",
g_warning ("Actor of type %s reported a natural width "
"of %" CLUTTER_UNITS_FORMAT " (%d px) lower "
"than min width %" CLUTTER_UNITS_FORMAT " (%d px)",
G_OBJECT_TYPE_NAME (self),
natural_width, CLUTTER_UNITS_TO_DEVICE (natural_width),
min_width, CLUTTER_UNITS_TO_DEVICE (min_width));
@ -3314,8 +3321,9 @@ clutter_actor_get_preferred_height (ClutterActor *self,
if (natural_height < min_height)
{
g_warning ("Actor of type %s reported a natural height of %d "
"(%d px) lower than min height %d (%d px)",
g_warning ("Actor of type %s reported a natural height "
"of %" CLUTTER_UNITS_FORMAT " (%d px) lower than "
"min height %" CLUTTER_UNITS_FORMAT " (%d px)",
G_OBJECT_TYPE_NAME (self),
natural_height, CLUTTER_UNITS_TO_DEVICE (natural_height),
min_height, CLUTTER_UNITS_TO_DEVICE (min_height));

View File

@ -251,9 +251,6 @@ _clutter_backend_ensure_context (ClutterBackend *backend,
* potential issue of GL calls with no context)
*/
current_context_stage = stage;
if (stage)
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
}
else
CLUTTER_NOTE (MULTISTAGE, "Stage is the same");

View File

@ -49,6 +49,13 @@ typedef struct _ClutterCairoTexture ClutterCairoTexture;
typedef struct _ClutterCairoTextureClass ClutterCairoTextureClass;
typedef struct _ClutterCairoTexturePrivate ClutterCairoTexturePrivate;
/**
* ClutterCairoTexture:
*
* The #ClutterCairoTexture struct contains only private data.
*
* Since: 1.0
*/
struct _ClutterCairoTexture
{
/*< private >*/
@ -57,6 +64,13 @@ struct _ClutterCairoTexture
ClutterCairoTexturePrivate *priv;
};
/**
* ClutterCairoTextureClass:
*
* The #ClutterCairoTextureClass struct contains only private data.
*
* Since: 1.0
*/
struct _ClutterCairoTextureClass
{
/*< private >*/

View File

@ -115,6 +115,8 @@ enum
UNFULLSCREEN,
ACTIVATE,
DEACTIVATE,
QUEUE_REDRAW,
LAST_SIGNAL
};
@ -335,6 +337,42 @@ clutter_stage_real_fullscreen (ClutterStage *stage)
clutter_actor_allocate (CLUTTER_ACTOR (stage), &box, FALSE);
}
static gboolean
redraw_update_idle (gpointer user_data)
{
ClutterStage *stage = user_data;
ClutterStagePrivate *priv = stage->priv;
if (priv->update_idle)
{
g_source_remove (priv->update_idle);
priv->update_idle = 0;
}
CLUTTER_NOTE (MULTISTAGE, "redrawing via idle for stage:%p", stage);
clutter_redraw (stage);
return FALSE;
}
static void
clutter_stage_real_queue_redraw (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
if (priv->update_idle == 0)
{
CLUTTER_TIMESTAMP (SCHEDULER, "Adding idle source for stage: %p", stage);
/* FIXME: weak_ref self in case we dissapear before paint? */
priv->update_idle =
clutter_threads_add_idle_full (CLUTTER_PRIORITY_REDRAW,
redraw_update_idle,
stage,
NULL);
}
}
static void
clutter_stage_set_property (GObject *object,
guint prop_id,
@ -687,8 +725,58 @@ clutter_stage_class_init (ClutterStageClass *klass)
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterStage::queue-redraw:
* @stage: the stage which was queued for redraw
*
* The ::queue-redraw signal is emitted each time a #ClutterStage
* has been queued for a redraw. You can use this signal to know
* when clutter_stage_queue_redraw() has been called.
*
* Toolkits embedding a #ClutterStage which require a redraw and
* relayout cycle can stop the emission of this signal using the
* GSignal API, redraw the UI and then call clutter_redraw()
* themselves, like:
*
* |[
* static void
* on_redraw_complete (void)
* {
* /&ast; execute the Clutter drawing pipeline &ast;/
* clutter_redraw ();
* }
*
* static void
* on_stage_queue_redraw (ClutterStage *stage)
* {
* /&ast; this prevents the default handler to run &ast;/
* g_signal_stop_emission_by_name (stage, "queue-redraw");
*
* /&ast; queue a redraw with the host toolkit and call
* &ast; a function when the redraw has been completed
* &ast;/
* queue_a_redraw (G_CALLBACK (on_redraw_complete));
* }
* ]|
*
* <note><para>This signal is emitted before the Clutter paint
* pipeline is run. If you want to know when the pipeline has been
* completed you should connect to the ::paint signal on the Stage
* with g_signal_connect_after().</para></note>
*
* Since: 1.0
*/
stage_signals[QUEUE_REDRAW] =
g_signal_new (I_("queue-redraw"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_FIRST,
G_STRUCT_OFFSET (ClutterStageClass, queue_redraw),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
klass->fullscreen = clutter_stage_real_fullscreen;
klass->queue_redraw = clutter_stage_real_queue_redraw;
g_type_class_add_private (gobject_class, sizeof (ClutterStagePrivate));
}
@ -1801,22 +1889,29 @@ clutter_stage_ensure_current (ClutterStage *stage)
_clutter_backend_ensure_context (ctx->backend, stage);
}
static gboolean
redraw_update_idle (gpointer user_data)
/**
* clutter_stage_ensure_viewport:
* @stage: a #ClutterStage
*
* Ensures that the GL viewport is updated with the current
* stage window size.
*
* This function will queue a redraw of @stage.
*
* This function should not be called by applications; it is used
* when embedding a #ClutterStage into a toolkit with another
* windowing system, like GTK+.
*
* Since: 1.0
*/
void
clutter_stage_ensure_viewport (ClutterStage *stage)
{
ClutterStage *stage = user_data;
ClutterStagePrivate *priv = stage->priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
if (priv->update_idle)
{
g_source_remove (priv->update_idle);
priv->update_idle = 0;
}
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
CLUTTER_NOTE (MULTISTAGE, "redrawing via idle for stage:%p", stage);
clutter_redraw (stage);
return FALSE;
clutter_stage_queue_redraw (stage);
}
/**
@ -1835,17 +1930,7 @@ clutter_stage_queue_redraw (ClutterStage *stage)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
if (!stage->priv->update_idle)
{
CLUTTER_TIMESTAMP (SCHEDULER, "Adding idle source for stage: %p", stage);
/* FIXME: weak_ref self in case we dissapear before paint? */
stage->priv->update_idle =
clutter_threads_add_idle_full (CLUTTER_PRIORITY_REDRAW,
redraw_update_idle,
stage,
NULL);
}
g_signal_emit (stage, stage_signals[QUEUE_REDRAW], 0);
}
/**

View File

@ -106,6 +106,8 @@ struct _ClutterStageClass
void (* activate) (ClutterStage *stage);
void (* deactivate) (ClutterStage *stage);
void (* queue_redraw) (ClutterStage *stage);
/*< private >*/
/* padding for future expansion */
gpointer _padding_dummy[32];
@ -229,6 +231,7 @@ ClutterActor * clutter_stage_get_key_focus (ClutterStage *stage);
void clutter_stage_ensure_current (ClutterStage *stage);
void clutter_stage_queue_redraw (ClutterStage *stage);
gboolean clutter_stage_is_default (ClutterStage *stage);
void clutter_stage_ensure_viewport (ClutterStage *stage);
/* Commodity macro */
#define clutter_stage_add(stage,actor) G_STMT_START { \

View File

@ -688,11 +688,11 @@ clutter_text_get_property (GObject *gobject,
break;
case PROP_POSITION:
g_value_set_int (value, CLUTTER_FIXED_TO_FLOAT (priv->position));
g_value_set_int (value, priv->position);
break;
case PROP_SELECTION_BOUND:
g_value_set_int (value, CLUTTER_FIXED_TO_FLOAT (priv->selection_bound));
g_value_set_int (value, priv->selection_bound);
break;
case PROP_EDITABLE:
@ -719,6 +719,30 @@ clutter_text_get_property (GObject *gobject,
g_value_set_boolean (value, priv->single_line_mode);
break;
case PROP_ELLIPSIZE:
g_value_set_enum (value, priv->ellipsize);
break;
case PROP_LINE_WRAP:
g_value_set_boolean (value, priv->wrap);
break;
case PROP_LINE_WRAP_MODE:
g_value_set_enum (value, priv->wrap_mode);
break;
case PROP_ALIGNMENT:
g_value_set_enum (value, priv->alignment);
break;
case PROP_JUSTIFY:
g_value_set_boolean (value, priv->justify);
break;
case PROP_ATTRIBUTES:
g_value_set_boxed (value, priv->attrs);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
}
@ -826,7 +850,7 @@ cursor_paint (ClutterText *self)
gint n_ranges;
gint *ranges;
gint i;
gint index;
gint index_;
gint maxindex;
ClutterUnit y, height;
@ -838,10 +862,10 @@ cursor_paint (ClutterText *self)
pango_layout_line_get_x_ranges (line, start_index, end_index,
&ranges,
&n_ranges);
pango_layout_line_x_to_index (line, 0, &index, NULL);
pango_layout_line_x_to_index (line, 0, &index_, NULL);
clutter_text_position_to_coords (self,
bytes_to_offset (utf8, index),
bytes_to_offset (utf8, index_),
NULL, &y, &height);
for (i = 0; i < n_ranges; i++)

View File

@ -59,6 +59,8 @@ typedef gint32 ClutterUnit;
#define CLUTTER_UNITS_FROM_FIXED(x) (x)
#define CLUTTER_UNITS_TO_FIXED(x) (x)
#define CLUTTER_UNITS_FORMAT "d"
/**
* CLUTTER_UNITS_FROM_DEVICE:
* @x: value in pixels

View File

@ -427,6 +427,29 @@ CoglBitmap * cogl_bitmap_new_from_file (const gchar *filename,
*/
void cogl_bitmap_free (CoglBitmap *bmp);
/**
* cogl_texture_multiple_rectangles:
* @handle: a @CoglHandle.
* @verts: an array of vertices
* @n_rects: number of rectangles to draw
*
* Draws a series of rectangles in the same way that
* cogl_texture_rectangle() does. In some situations it can give a
* significant performance boost to use this function rather than
* calling cogl_texture_rectangle() separately for each rectangle.
*
* @verts should point to an array of #CoglFixed<!-- -->s with
* @n_rects * 8 elements. Each group of 8 values corresponds to the
* parameters x1, y1, x2, y2, tx1, ty1, tx2 and ty2 and have the same
* meaning as in cogl_texture_rectangle().
*
* Since: 1.0
*/
void cogl_texture_multiple_rectangles
(CoglHandle handle,
const CoglFixed *verts,
guint n_rects);
G_END_DECLS
#endif /* __COGL_TEXTURE_H__ */

View File

@ -93,27 +93,29 @@ typedef struct _CoglTextureVertex CoglTextureVertex;
/**
* CoglPixelFormat:
* @COGL_PIXEL_FORMAT_ANY:
* @COGL_PIXEL_FORMAT_A_8:
* @COGL_PIXEL_FORMAT_RGB_888:
* @COGL_PIXEL_FORMAT_BGR_888:
* @COGL_PIXEL_FORMAT_RGBA_8888:
* @COGL_PIXEL_FORMAT_BGRA_8888:
* @COGL_PIXEL_FORMAT_ARGB_8888:
* @COGL_PIXEL_FORMAT_ABGR_8888:
* @COGL_PIXEL_FORMAT_RGBA_8888_PRE:
* @COGL_PIXEL_FORMAT_BGRA_8888_PRE:
* @COGL_PIXEL_FORMAT_ARGB_8888_PRE:
* @COGL_PIXEL_FORMAT_ABGR_8888_PRE:
* @COGL_PIXEL_FORMAT_RGB_565:
* @COGL_PIXEL_FORMAT_RGBA_4444:
* @COGL_PIXEL_FORMAT_RGBA_5551:
* @COGL_PIXEL_FORMAT_RGBA_4444_PRE:
* @COGL_PIXEL_FORMAT_RGBA_5551_PRE:
* @COGL_PIXEL_FORMAT_YUV:
* @COGL_PIXEL_FORMAT_G_8:
* @COGL_PIXEL_FORMAT_ANY: Any format
* @COGL_PIXEL_FORMAT_A_8: 8 bits alpha mask
* @COGL_PIXEL_FORMAT_RGB_565: RGB, 16 bits
* @COGL_PIXEL_FORMAT_RGBA_4444: RGBA, 16 bits
* @COGL_PIXEL_FORMAT_RGBA_5551: RGBA, 16 bits
* @COGL_PIXEL_FORMAT_YUV: FIXME
* @COGL_PIXEL_FORMAT_G_8: FIXME
* @COGL_PIXEL_FORMAT_RGB_888: RGB, 24 bits
* @COGL_PIXEL_FORMAT_BGR_888: BGR, 24 bits
* @COGL_PIXEL_FORMAT_RGBA_8888: RGBA, 32 bits
* @COGL_PIXEL_FORMAT_BGRA_8888: BGRA, 32 bits
* @COGL_PIXEL_FORMAT_ARGB_8888: ARGB, 32 bits
* @COGL_PIXEL_FORMAT_ABGR_8888: ABGR, 32 bits
* @COGL_PIXEL_FORMAT_RGBA_8888_PRE: Premultiplied RGBA, 32 bits
* @COGL_PIXEL_FORMAT_BGRA_8888_PRE: Premultiplied BGRA, 32 bits
* @COGL_PIXEL_FORMAT_ARGB_8888_PRE: Premultiplied ARGB, 32 bits
* @COGL_PIXEL_FORMAT_ABGR_8888_PRE: Premultiplied ABGR, 32 bits
* @COGL_PIXEL_FORMAT_RGBA_4444_PRE: Premultiplied RGBA, 16 bits
* @COGL_PIXEL_FORMAT_RGBA_5551_PRE: Premultiplied RGBA, 16 bits
*
* Pixel formats used by COGL.
*
* Since: 0.8
*/
typedef enum
{
@ -180,19 +182,21 @@ typedef enum
/**
* CoglFeatureFlags:
* @COGL_FEATURE_TEXTURE_RECTANGLE:
* @COGL_FEATURE_TEXTURE_NPOT:
* @COGL_FEATURE_TEXTURE_YUV:
* @COGL_FEATURE_TEXTURE_READ_PIXELS:
* @COGL_FEATURE_SHADERS_GLSL:
* @COGL_FEATURE_OFFSCREEN:
* @COGL_FEATURE_OFFSCREEN_MULTISAMPLE:
* @COGL_FEATURE_OFFSCREEN_BLIT:
* @COGL_FEATURE_FOUR_CLIP_PLANES:
* @COGL_FEATURE_STENCIL_BUFFER:
* @COGL_FEATURE_VBOS:
* @COGL_FEATURE_TEXTURE_RECTANGLE: ARB_texture_rectangle support
* @COGL_FEATURE_TEXTURE_NPOT: ARB_texture_non_power_of_two support
* @COGL_FEATURE_TEXTURE_YUV: ycbcr conversion support
* @COGL_FEATURE_TEXTURE_READ_PIXELS: glReadPixels() support
* @COGL_FEATURE_SHADERS_GLSL: GLSL support
* @COGL_FEATURE_OFFSCREEN: FBO support
* @COGL_FEATURE_OFFSCREEN_MULTISAMPLE: Multisample support on FBOs
* @COGL_FEATURE_OFFSCREEN_BLIT: Blit support on FBOs
* @COGL_FEATURE_FOUR_CLIP_PLANES: At least 4 clip planes available
* @COGL_FEATURE_STENCIL_BUFFER: Stencil buffer support
* @COGL_FEATURE_VBOS: VBO support
*
* Flags for the supported features.
*
* Since: 0.8
*/
typedef enum
{
@ -211,11 +215,13 @@ typedef enum
/**
* CoglBufferTarget:
* @COGL_WINDOW_BUFFER:
* @COGL_MASK_BUFFER:
* @COGL_OFFSCREEN_BUFFER:
* @COGL_WINDOW_BUFFER: FIXME
* @COGL_MASK_BUFFER: FIXME
* @COGL_OFFSCREEN_BUFFER: FIXME
*
* Target flags for FBOs.
*
* Since: 0.8
*/
typedef enum
{

View File

@ -5,6 +5,7 @@ INCLUDES = \
-I$(top_srcdir)/clutter/cogl/$(CLUTTER_COGL) \
-I$(top_builddir)/clutter \
-I$(top_builddir)/clutter/cogl \
-DG_LOG_DOMAIN=\"Cogl-Common\" \
-DCLUTTER_COMPILATION \
$(CLUTTER_CFLAGS) \
$(CLUTTER_DEBUG_CFLAGS) \

View File

@ -209,6 +209,8 @@ COGL_HANDLE_DEFINE (Mesh, mesh, mesh_handles);
*
* This creates a Cogl handle for a new mesh that you can then start to add
* attributes too.
*
* Return value: a new #CoglHandle
*/
CoglHandle
cogl_mesh_new (guint n_vertices)

View File

@ -20,6 +20,7 @@ INCLUDES = \
-I$(top_srcdir)/clutter/cogl/$(CLUTTER_COGL) \
-I$(top_builddir)/clutter \
-I$(top_builddir)/clutter/cogl \
-DG_LOG_DOMAIN=\"Cogl-GL\" \
-DCLUTTER_COMPILATION \
$(CLUTTER_CFLAGS) \
$(CLUTTER_DEBUG_CFLAGS) \

View File

@ -56,8 +56,10 @@ cogl_create_context ()
_context->last_path = 0;
_context->texture_handles = NULL;
_context->texture_vertices_size = 0;
_context->texture_vertices = NULL;
_context->texture_vertices = g_array_new (FALSE, FALSE,
sizeof (CoglTextureGLVertex));
_context->texture_indices = g_array_new (FALSE, FALSE,
sizeof (GLushort));
_context->fbo_handles = NULL;
_context->draw_buffer = COGL_WINDOW_BUFFER;
@ -148,6 +150,11 @@ cogl_destroy_context ()
if (_context->program_handles)
g_array_free (_context->program_handles, TRUE);
if (_context->texture_vertices)
g_array_free (_context->texture_vertices, TRUE);
if (_context->texture_indices)
g_array_free (_context->texture_indices, TRUE);
g_free (_context);
}

View File

@ -63,8 +63,14 @@ typedef struct
/* Textures */
GArray *texture_handles;
CoglTextureGLVertex *texture_vertices;
gulong texture_vertices_size;
GArray *texture_vertices;
GArray *texture_indices;
/* The gl texture number that the above vertices apply to. This to
detect when a different slice is encountered so that the vertices
can be flushed */
GLuint texture_current;
GLenum texture_target;
GLenum texture_wrap_mode;
/* Framebuffer objects */
GArray *fbo_handles;

View File

@ -1919,6 +1919,95 @@ cogl_texture_get_data (CoglHandle handle,
return byte_size;
}
static void
_cogl_texture_flush_vertices (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->texture_vertices->len > 0)
{
int needed_indices;
CoglTextureGLVertex *p
= (CoglTextureGLVertex *) ctx->texture_vertices->data;
/* The indices are always the same sequence regardless of the
vertices so we only need to change it if there are more
vertices than ever before */
needed_indices = ctx->texture_vertices->len / 4 * 6;
if (needed_indices > ctx->texture_indices->len)
{
int old_len = ctx->texture_indices->len;
int vert_num = old_len / 6 * 4;
int i;
GLushort *q;
/* Add two triangles for each quad to the list of
indices. That makes six new indices but two of the
vertices in the triangles are shared. */
g_array_set_size (ctx->texture_indices, needed_indices);
q = &g_array_index (ctx->texture_indices, GLushort, old_len);
for (i = old_len;
i < ctx->texture_indices->len;
i += 6, vert_num += 4)
{
*(q++) = vert_num + 0;
*(q++) = vert_num + 1;
*(q++) = vert_num + 3;
*(q++) = vert_num + 1;
*(q++) = vert_num + 2;
*(q++) = vert_num + 3;
}
}
GE( glVertexPointer (2, GL_FLOAT,
sizeof (CoglTextureGLVertex), p->v ) );
GE( glTexCoordPointer (2, GL_FLOAT,
sizeof (CoglTextureGLVertex), p->t ) );
GE( glBindTexture (ctx->texture_target, ctx->texture_current) );
GE( ctx->pf_glDrawRangeElements (GL_TRIANGLES,
0, ctx->texture_vertices->len - 1,
needed_indices,
GL_UNSIGNED_SHORT,
ctx->texture_indices->data) );
g_array_set_size (ctx->texture_vertices, 0);
}
}
static void
_cogl_texture_add_quad_vertices (GLfloat x1, GLfloat y1,
GLfloat x2, GLfloat y2,
GLfloat tx1, GLfloat ty1,
GLfloat tx2, GLfloat ty2)
{
CoglTextureGLVertex *p;
GLushort first_vert;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Add the four vertices of the quad to the list of queued
vertices */
first_vert = ctx->texture_vertices->len;
g_array_set_size (ctx->texture_vertices, first_vert + 4);
p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex, first_vert);
p->v[0] = x1; p->v[1] = y1;
p->t[0] = tx1; p->t[1] = ty1;
p++;
p->v[0] = x1; p->v[1] = y2;
p->t[0] = tx1; p->t[1] = ty2;
p++;
p->v[0] = x2; p->v[1] = y2;
p->t[0] = tx2; p->t[1] = ty2;
p++;
p->v[0] = x2; p->v[1] = y1;
p->t[0] = tx2; p->t[1] = ty1;
p++;
}
static void
_cogl_texture_quad_sw (CoglTexture *tex,
CoglFixed x1,
@ -1939,11 +2028,7 @@ _cogl_texture_quad_sw (CoglTexture *tex,
CoglFixed slice_tx2 , slice_ty2;
CoglFixed slice_qx1 , slice_qy1;
CoglFixed slice_qx2 , slice_qy2;
GLfloat tex_coords[8];
GLfloat quad_coords[8];
GLuint gl_handle;
gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -1951,26 +2036,13 @@ _cogl_texture_quad_sw (CoglTexture *tex,
printf("=== Drawing Tex Quad (Software Tiling Mode) ===\n");
#endif
/* Prepare GL state */
if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
enable_flags |= COGL_ENABLE_TEXTURE_RECT;
else
enable_flags |= COGL_ENABLE_TEXTURE_2D;
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
/* We can't use hardware repeat so we need to set clamp to edge
otherwise it might pull in edge pixels from the other side */
if (ctx->texture_vertices->len > 0
&& ctx->texture_wrap_mode != GL_CLAMP_TO_EDGE)
_cogl_texture_flush_vertices ();
_cogl_texture_set_wrap_mode_parameter (tex, GL_CLAMP_TO_EDGE);
ctx->texture_wrap_mode = GL_CLAMP_TO_EDGE;
/* If the texture coordinates are backwards then swap both the
geometry and texture coordinates so that the texture will be
@ -1995,9 +2067,6 @@ _cogl_texture_quad_sw (CoglTexture *tex,
ty2 = temp;
}
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
/* Scale ratio from texture to quad widths */
tw = COGL_FIXED_FROM_INT (tex->bitmap.width);
th = COGL_FIXED_FROM_INT (tex->bitmap.height);
@ -2095,24 +2164,22 @@ _cogl_texture_quad_sw (CoglTexture *tex,
iter_y.index * iter_x.array->len +
iter_x.index);
GE( glBindTexture (tex->gl_target, gl_handle) );
/* If we're using a different texture from the one already queued
then flush the vertices */
if (ctx->texture_vertices->len > 0
&& gl_handle != ctx->texture_current)
_cogl_texture_flush_vertices ();
ctx->texture_target = tex->gl_target;
ctx->texture_current = gl_handle;
#define CFX_F COGL_FIXED_TO_FLOAT
/* Draw textured quad */
tex_coords[0] = CFX_F(slice_tx1); tex_coords[1] = CFX_F(slice_ty2);
tex_coords[2] = CFX_F(slice_tx2); tex_coords[3] = CFX_F(slice_ty2);
tex_coords[4] = CFX_F(slice_tx1); tex_coords[5] = CFX_F(slice_ty1);
tex_coords[6] = CFX_F(slice_tx2); tex_coords[7] = CFX_F(slice_ty1);
quad_coords[0] = CFX_F(slice_qx1); quad_coords[1] = CFX_F(slice_qy2);
quad_coords[2] = CFX_F(slice_qx2); quad_coords[3] = CFX_F(slice_qy2);
quad_coords[4] = CFX_F(slice_qx1); quad_coords[5] = CFX_F(slice_qy1);
quad_coords[6] = CFX_F(slice_qx2); quad_coords[7] = CFX_F(slice_qy1);
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
#undef CFX_F
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (slice_qx1),
COGL_FIXED_TO_FLOAT (slice_qy1),
COGL_FIXED_TO_FLOAT (slice_qx2),
COGL_FIXED_TO_FLOAT (slice_qy2),
COGL_FIXED_TO_FLOAT (slice_tx1),
COGL_FIXED_TO_FLOAT (slice_ty1),
COGL_FIXED_TO_FLOAT (slice_tx2),
COGL_FIXED_TO_FLOAT (slice_ty2));
}
}
}
@ -2128,13 +2195,10 @@ _cogl_texture_quad_hw (CoglTexture *tex,
CoglFixed tx2,
CoglFixed ty2)
{
GLfloat tex_coords[8];
GLfloat quad_coords[8];
GLuint gl_handle;
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
GLenum wrap_mode;
#if COGL_DEBUG
printf("=== Drawing Tex Quad (Hardware Tiling Mode) ===\n");
@ -2142,24 +2206,6 @@ _cogl_texture_quad_hw (CoglTexture *tex,
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Prepare GL state */
if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
enable_flags |= COGL_ENABLE_TEXTURE_RECT;
else
enable_flags |= COGL_ENABLE_TEXTURE_2D;
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
/* If the texture coords are all in the range [0,1] then we want to
clamp the coords to the edge otherwise it can pull in edge pixels
from the wrong side when scaled */
@ -2167,16 +2213,24 @@ _cogl_texture_quad_hw (CoglTexture *tex,
&& tx2 >= 0 && tx2 <= COGL_FIXED_1
&& ty1 >= 0 && ty1 <= COGL_FIXED_1
&& ty2 >= 0 && ty2 <= COGL_FIXED_1)
_cogl_texture_set_wrap_mode_parameter (tex, GL_CLAMP_TO_EDGE);
wrap_mode = GL_CLAMP_TO_EDGE;
else
_cogl_texture_set_wrap_mode_parameter (tex, GL_REPEAT);
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
wrap_mode = GL_REPEAT;
/* Pick and bind opengl texture object */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
GE( glBindTexture (tex->gl_target, gl_handle) );
/* If we're using a different texture from the one already queued
then flush the vertices */
if (ctx->texture_vertices->len > 0
&& (gl_handle != ctx->texture_current
|| ctx->texture_wrap_mode != wrap_mode))
_cogl_texture_flush_vertices ();
ctx->texture_target = tex->gl_target;
ctx->texture_current = gl_handle;
ctx->texture_wrap_mode = wrap_mode;
_cogl_texture_set_wrap_mode_parameter (tex, wrap_mode);
/* Don't include the waste in the texture coordinates */
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
@ -2197,36 +2251,26 @@ _cogl_texture_quad_hw (CoglTexture *tex,
ty2 *= y_span->size;
}
#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
/* Draw textured quad */
tex_coords[0] = CFX_F(tx1); tex_coords[1] = CFX_F(ty2);
tex_coords[2] = CFX_F(tx2); tex_coords[3] = CFX_F(ty2);
tex_coords[4] = CFX_F(tx1); tex_coords[5] = CFX_F(ty1);
tex_coords[6] = CFX_F(tx2); tex_coords[7] = CFX_F(ty1);
quad_coords[0] = CFX_F(x1); quad_coords[1] = CFX_F(y2);
quad_coords[2] = CFX_F(x2); quad_coords[3] = CFX_F(y2);
quad_coords[4] = CFX_F(x1); quad_coords[5] = CFX_F(y1);
quad_coords[6] = CFX_F(x2); quad_coords[7] = CFX_F(y1);
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
#undef CFX_F
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (x1),
COGL_FIXED_TO_FLOAT (y1),
COGL_FIXED_TO_FLOAT (x2),
COGL_FIXED_TO_FLOAT (y2),
COGL_FIXED_TO_FLOAT (tx1),
COGL_FIXED_TO_FLOAT (ty1),
COGL_FIXED_TO_FLOAT (tx2),
COGL_FIXED_TO_FLOAT (ty2));
}
void
cogl_texture_rectangle (CoglHandle handle,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2)
cogl_texture_multiple_rectangles (CoglHandle handle,
const CoglFixed *verts,
guint n_rects)
{
CoglTexture *tex;
CoglTexture *tex;
gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Check if valid texture */
if (!cogl_is_texture (handle))
@ -2243,22 +2287,73 @@ cogl_texture_rectangle (CoglHandle handle,
if (tex->slice_gl_handles->len == 0)
return;
if (tx1 == tx2 || ty1 == ty2)
return;
/* If there is only one GL texture and either the texture is NPOT
(no waste) or all of the coordinates are in the range [0,1] then
we can use hardware tiling */
if (tex->slice_gl_handles->len == 1
&& ((cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
&& tex->gl_target == GL_TEXTURE_2D)
|| (tx1 >= 0 && tx1 <= COGL_FIXED_1
&& tx2 >= 0 && tx2 <= COGL_FIXED_1
&& ty1 >= 0 && ty1 <= COGL_FIXED_1
&& ty2 >= 0 && ty2 <= COGL_FIXED_1)))
_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
/* Prepare GL state */
if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
enable_flags |= COGL_ENABLE_TEXTURE_RECT;
else
_cogl_texture_quad_sw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
enable_flags |= COGL_ENABLE_TEXTURE_2D;
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
enable_flags |= COGL_ENABLE_BLEND;
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
g_array_set_size (ctx->texture_vertices, 0);
while (n_rects-- > 0)
{
if (verts[4] != verts[6] && verts[5] != verts[7])
{
/* If there is only one GL texture and either the texture is
NPOT (no waste) or all of the coordinates are in the
range [0,1] then we can use hardware tiling */
if (tex->slice_gl_handles->len == 1
&& ((cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
&& tex->gl_target == GL_TEXTURE_2D)
|| (verts[4] >= 0 && verts[4] <= COGL_FIXED_1
&& verts[6] >= 0 && verts[6] <= COGL_FIXED_1
&& verts[5] >= 0 && verts[5] <= COGL_FIXED_1
&& verts[7] >= 0 && verts[7] <= COGL_FIXED_1)))
_cogl_texture_quad_hw (tex, verts[0],verts[1], verts[2],verts[3],
verts[4],verts[5], verts[6],verts[7]);
else
_cogl_texture_quad_sw (tex, verts[0],verts[1], verts[2],verts[3],
verts[4],verts[5], verts[6],verts[7]);
}
verts += 8;
}
_cogl_texture_flush_vertices ();
}
void
cogl_texture_rectangle (CoglHandle handle,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2)
{
CoglFixed verts[8];
verts[0] = x1;
verts[1] = y1;
verts[2] = x2;
verts[3] = y2;
verts[4] = tx1;
verts[5] = ty1;
verts[6] = tx2;
verts[7] = ty2;
cogl_texture_multiple_rectangles (handle, verts, 1);
}
void
@ -2307,22 +2402,8 @@ cogl_texture_polygon (CoglHandle handle,
/* Make sure there is enough space in the global texture vertex
array. This is used so we can render the polygon with a single
call to OpenGL but still support any number of vertices */
if (ctx->texture_vertices_size < n_vertices)
{
guint nsize = ctx->texture_vertices_size;
if (nsize == 0)
nsize = 1;
do
nsize *= 2;
while (nsize < n_vertices);
ctx->texture_vertices_size = nsize;
ctx->texture_vertices = g_realloc (ctx->texture_vertices,
nsize
* sizeof (CoglTextureGLVertex));
}
g_array_set_size (ctx->texture_vertices, n_vertices);
p = (CoglTextureGLVertex *) ctx->texture_vertices->data;
/* Prepare GL state */
enable_flags = (COGL_ENABLE_VERTEX_ARRAY
@ -2340,14 +2421,12 @@ cogl_texture_polygon (CoglHandle handle,
if (use_color)
{
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
GE( glColorPointer (4, GL_UNSIGNED_BYTE, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].c) );
GE( glColorPointer (4, GL_UNSIGNED_BYTE,
sizeof (CoglTextureGLVertex), p->c) );
}
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].v) );
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].t) );
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex), p->v ) );
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex), p->t ) );
cogl_enable (enable_flags);
@ -2370,9 +2449,11 @@ cogl_texture_polygon (CoglHandle handle,
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, tex_num++);
p = (CoglTextureGLVertex *) ctx->texture_vertices->data;
/* Convert the vertices into an array of GLfloats ready to pass to
OpenGL */
for (i = 0, p = ctx->texture_vertices; i < n_vertices; i++, p++)
for (i = 0; i < n_vertices; i++, p++)
{
CoglFixed tx, ty;

View File

@ -20,6 +20,7 @@ INCLUDES = \
-I$(top_srcdir)/clutter/cogl/$(CLUTTER_COGL) \
-I$(top_builddir)/clutter \
-I$(top_builddir)/clutter/cogl \
-DG_LOG_DOMAIN=\"Cogl-GLES\" \
-DCLUTTER_COMPILATION \
$(CLUTTER_CFLAGS) \
$(CLUTTER_DEBUG_CFLAGS) \

View File

@ -59,9 +59,11 @@ cogl_create_context ()
_context->last_path = 0;
_context->texture_handles = NULL;
_context->texture_vertices_size = 0;
_context->texture_vertices = NULL;
_context->texture_vertices = g_array_new (FALSE, FALSE,
sizeof (CoglTextureGLVertex));
_context->texture_indices = g_array_new (FALSE, FALSE,
sizeof (GLushort));
_context->fbo_handles = NULL;
_context->program_handles = NULL;
_context->shader_handles = NULL;
@ -104,8 +106,10 @@ cogl_destroy_context ()
#endif
if (_context->texture_vertices)
g_free (_context->texture_vertices);
g_array_free (_context->texture_vertices, TRUE);
if (_context->texture_indices)
g_array_free (_context->texture_indices, TRUE);
if (_context->texture_handles)
g_array_free (_context->texture_handles, TRUE);
if (_context->fbo_handles)

View File

@ -65,9 +65,14 @@ typedef struct
/* Textures */
GArray *texture_handles;
CoglTextureGLVertex *texture_vertices;
gulong texture_vertices_size;
GArray *texture_vertices;
GArray *texture_indices;
/* The gl texture number that the above vertices apply to. This to
detect when a different slice is encountered so that the vertices
can be flushed */
GLuint texture_current;
GLenum texture_target;
/* Framebuffer objects */
GArray *fbo_handles;
CoglBufferTarget draw_buffer;

View File

@ -2047,6 +2047,94 @@ cogl_texture_get_data (CoglHandle handle,
return byte_size;
}
static void
_cogl_texture_flush_vertices (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->texture_vertices->len > 0)
{
int needed_indices;
CoglTextureGLVertex *p
= (CoglTextureGLVertex *) ctx->texture_vertices->data;
/* The indices are always the same sequence regardless of the
vertices so we only need to change it if there are more
vertices than ever before */
needed_indices = ctx->texture_vertices->len / 4 * 6;
if (needed_indices > ctx->texture_indices->len)
{
int old_len = ctx->texture_indices->len;
int vert_num = old_len / 6 * 4;
int i;
GLushort *q;
/* Add two triangles for each quad to the list of
indices. That makes six new indices but two of the
vertices in the triangles are shared. */
g_array_set_size (ctx->texture_indices, needed_indices);
q = &g_array_index (ctx->texture_indices, GLushort, old_len);
for (i = old_len;
i < ctx->texture_indices->len;
i += 6, vert_num += 4)
{
*(q++) = vert_num + 0;
*(q++) = vert_num + 1;
*(q++) = vert_num + 3;
*(q++) = vert_num + 1;
*(q++) = vert_num + 2;
*(q++) = vert_num + 3;
}
}
GE( glVertexPointer (2, GL_FLOAT,
sizeof (CoglTextureGLVertex), p->v ) );
GE( glTexCoordPointer (2, GL_FLOAT,
sizeof (CoglTextureGLVertex), p->t ) );
GE( glBindTexture (ctx->texture_target, ctx->texture_current) );
GE( glDrawElements (GL_TRIANGLES,
needed_indices,
GL_UNSIGNED_SHORT,
ctx->texture_indices->data) );
g_array_set_size (ctx->texture_vertices, 0);
}
}
static void
_cogl_texture_add_quad_vertices (GLfloat x1, GLfloat y1,
GLfloat x2, GLfloat y2,
GLfloat tx1, GLfloat ty1,
GLfloat tx2, GLfloat ty2)
{
CoglTextureGLVertex *p;
GLushort first_vert;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Add the four vertices of the quad to the list of queued
vertices */
first_vert = ctx->texture_vertices->len;
g_array_set_size (ctx->texture_vertices, first_vert + 4);
p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex, first_vert);
p->v[0] = x1; p->v[1] = y1;
p->t[0] = tx1; p->t[1] = ty1;
p++;
p->v[0] = x1; p->v[1] = y2;
p->t[0] = tx1; p->t[1] = ty2;
p++;
p->v[0] = x2; p->v[1] = y2;
p->t[0] = tx2; p->t[1] = ty2;
p++;
p->v[0] = x2; p->v[1] = y1;
p->t[0] = tx2; p->t[1] = ty1;
p++;
}
static void
_cogl_texture_quad_sw (CoglTexture *tex,
CoglFixed x1,
@ -2067,31 +2155,13 @@ _cogl_texture_quad_sw (CoglTexture *tex,
CoglFixed slice_tx2 , slice_ty2;
CoglFixed slice_qx1 , slice_qy1;
CoglFixed slice_qx2 , slice_qy2;
GLfloat tex_coords[8];
GLfloat quad_coords[8];
GLuint gl_handle;
gulong enable_flags = (COGL_ENABLE_TEXTURE_2D
| COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#if COGL_DEBUG
printf("=== Drawing Tex Quad (Software Tiling Mode) ===\n");
#endif
/* Prepare GL state */
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
/* If the texture coordinates are backwards then swap both the
geometry and texture coordinates so that the texture will be
@ -2115,10 +2185,7 @@ _cogl_texture_quad_sw (CoglTexture *tex,
ty1 = ty2;
ty2 = temp;
}
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
/* Scale ratio from texture to quad widths */
tw = COGL_FIXED_FROM_INT (tex->bitmap.width);
th = COGL_FIXED_FROM_INT (tex->bitmap.height);
@ -2158,17 +2225,16 @@ _cogl_texture_quad_sw (CoglTexture *tex,
slice_qy2 = first_qy +
COGL_FIXED_MUL (iter_y.intersect_end - first_ty, tqy);
/* Localize slice texture coordinates */
slice_ty1 = iter_y.intersect_start - iter_y.pos;
slice_ty2 = iter_y.intersect_end - iter_y.pos;
/* Normalize texture coordinates to current slice
(rectangle texture targets take denormalized) */
slice_ty1 /= iter_y.span->size;
slice_ty2 /= iter_y.span->size;
/* Iterate until whole quad width covered */
for (_cogl_span_iter_begin (&iter_x, tex->slice_x_spans,
first_tx, tx1, tx2) ;
@ -2188,12 +2254,12 @@ _cogl_texture_quad_sw (CoglTexture *tex,
/* Localize slice texture coordinates */
slice_tx1 = iter_x.intersect_start - iter_x.pos;
slice_tx2 = iter_x.intersect_end - iter_x.pos;
/* Normalize texture coordinates to current slice
(rectangle texture targets take denormalized) */
slice_tx1 /= iter_x.span->size;
slice_tx2 /= iter_x.span->size;
#if COGL_DEBUG
printf("~~~~~ slice (%d,%d)\n", iter_x.index, iter_y.index);
printf("qx1: %f\n", COGL_FIXED_TO_FLOAT (slice_qx1));
@ -2210,26 +2276,23 @@ _cogl_texture_quad_sw (CoglTexture *tex,
gl_handle = g_array_index (tex->slice_gl_handles, GLuint,
iter_y.index * iter_x.array->len +
iter_x.index);
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
tex->gl_intformat) );
#define CFX_F COGL_FIXED_TO_FLOAT
/* Draw textured quad */
tex_coords[0] = CFX_F(slice_tx1); tex_coords[1] = CFX_F(slice_ty2);
tex_coords[2] = CFX_F(slice_tx2); tex_coords[3] = CFX_F(slice_ty2);
tex_coords[4] = CFX_F(slice_tx1); tex_coords[5] = CFX_F(slice_ty1);
tex_coords[6] = CFX_F(slice_tx2); tex_coords[7] = CFX_F(slice_ty1);
/* If we're using a different texture from the one already queued
then flush the vertices */
if (ctx->texture_vertices->len > 0
&& gl_handle != ctx->texture_current)
_cogl_texture_flush_vertices ();
ctx->texture_target = tex->gl_target;
ctx->texture_current = gl_handle;
quad_coords[0] = CFX_F(slice_qx1); quad_coords[1] = CFX_F(slice_qy2);
quad_coords[2] = CFX_F(slice_qx2); quad_coords[3] = CFX_F(slice_qy2);
quad_coords[4] = CFX_F(slice_qx1); quad_coords[5] = CFX_F(slice_qy1);
quad_coords[6] = CFX_F(slice_qx2); quad_coords[7] = CFX_F(slice_qy1);
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
#undef CFX_F
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (slice_qx1),
COGL_FIXED_TO_FLOAT (slice_qy1),
COGL_FIXED_TO_FLOAT (slice_qx2),
COGL_FIXED_TO_FLOAT (slice_qy2),
COGL_FIXED_TO_FLOAT (slice_tx1),
COGL_FIXED_TO_FLOAT (slice_ty1),
COGL_FIXED_TO_FLOAT (slice_tx2),
COGL_FIXED_TO_FLOAT (slice_ty2));
}
}
}
@ -2245,41 +2308,27 @@ _cogl_texture_quad_hw (CoglTexture *tex,
CoglFixed tx2,
CoglFixed ty2)
{
GLfloat tex_coords[8];
GLfloat quad_coords[8];
GLuint gl_handle;
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
gulong enable_flags = (COGL_ENABLE_TEXTURE_2D
| COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
#if COGL_DEBUG
printf("=== Drawing Tex Quad (Hardware Tiling Mode) ===\n");
#endif
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Prepare GL state */
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Pick and bind opengl texture object */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
tex->gl_intformat) );
/* If we're using a different texture from the one already queued
then flush the vertices */
if (ctx->texture_vertices->len > 0
&& gl_handle != ctx->texture_current)
_cogl_texture_flush_vertices ();
ctx->texture_target = tex->gl_target;
ctx->texture_current = gl_handle;
/* Don't include the waste in the texture coordinates */
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
y_span = &g_array_index (tex->slice_y_spans, CoglTexSliceSpan, 0);
@ -2290,22 +2339,80 @@ _cogl_texture_quad_hw (CoglTexture *tex,
ty1 = ty1 * (y_span->size - y_span->waste) / y_span->size;
ty2 = ty2 * (y_span->size - y_span->waste) / y_span->size;
#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (x1),
COGL_FIXED_TO_FLOAT (y1),
COGL_FIXED_TO_FLOAT (x2),
COGL_FIXED_TO_FLOAT (y2),
COGL_FIXED_TO_FLOAT (tx1),
COGL_FIXED_TO_FLOAT (ty1),
COGL_FIXED_TO_FLOAT (tx2),
COGL_FIXED_TO_FLOAT (ty2));
}
void
cogl_texture_multiple_rectangles (CoglHandle handle,
const CoglFixed *verts,
guint n_rects)
{
CoglTexture *tex;
gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY
| COGL_ENABLE_TEXTURE_2D);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Check if valid texture */
if (!cogl_is_texture (handle))
return;
/* Draw textured quad */
tex_coords[0] = CFX_F(tx1); tex_coords[1] = CFX_F(ty2);
tex_coords[2] = CFX_F(tx2); tex_coords[3] = CFX_F(ty2);
tex_coords[4] = CFX_F(tx1); tex_coords[5] = CFX_F(ty1);
tex_coords[6] = CFX_F(tx2); tex_coords[7] = CFX_F(ty1);
cogl_clip_ensure ();
quad_coords[0] = CFX_F(x1); quad_coords[1] = CFX_F(y2);
quad_coords[2] = CFX_F(x2); quad_coords[3] = CFX_F(y2);
quad_coords[4] = CFX_F(x1); quad_coords[5] = CFX_F(y1);
quad_coords[6] = CFX_F(x2); quad_coords[7] = CFX_F(y1);
tex = _cogl_texture_pointer_from_handle (handle);
/* Make sure we got stuff to draw */
if (tex->slice_gl_handles == NULL)
return;
if (tex->slice_gl_handles->len == 0)
return;
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
/* Prepare GL state */
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
enable_flags |= COGL_ENABLE_BLEND;
#undef CFX_F
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
g_array_set_size (ctx->texture_vertices, 0);
while (n_rects-- > 0)
{
if (verts[4] != verts[6] && verts[5] != verts[7])
{
/* If there is only one GL texture and either the texture is
NPOT (no waste) or all of the coordinates are in the
range [0,1] then we can use hardware tiling */
if (tex->slice_gl_handles->len == 1
&& ((cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
&& tex->gl_target == GL_TEXTURE_2D)
|| (verts[4] >= 0 && verts[4] <= COGL_FIXED_1
&& verts[6] >= 0 && verts[6] <= COGL_FIXED_1
&& verts[5] >= 0 && verts[5] <= COGL_FIXED_1
&& verts[7] >= 0 && verts[7] <= COGL_FIXED_1)))
_cogl_texture_quad_hw (tex, verts[0],verts[1], verts[2],verts[3],
verts[4],verts[5], verts[6],verts[7]);
else
_cogl_texture_quad_sw (tex, verts[0],verts[1], verts[2],verts[3],
verts[4],verts[5], verts[6],verts[7]);
}
verts += 8;
}
_cogl_texture_flush_vertices ();
}
void
@ -2319,47 +2426,18 @@ cogl_texture_rectangle (CoglHandle handle,
CoglFixed tx2,
CoglFixed ty2)
{
CoglTexture *tex;
/* Check if valid texture */
if (!cogl_is_texture (handle))
return;
CoglFixed verts[8];
cogl_clip_ensure ();
tex = _cogl_texture_pointer_from_handle (handle);
/* Make sure we got stuff to draw */
if (tex->slice_gl_handles == NULL)
return;
if (tex->slice_gl_handles->len == 0)
return;
if (tx1 == tx2 || ty1 == ty2)
return;
/* Pick tiling mode according to hw support */
if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
&& tex->slice_gl_handles->len == 1)
{
_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
}
else
{
if (tex->slice_gl_handles->len == 1
&& tx1 >= -COGL_FIXED_1
&& tx2 <= COGL_FIXED_1
&& ty1 >= -COGL_FIXED_1
&& ty2 <= COGL_FIXED_1)
{
_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
}
else
{
_cogl_texture_quad_sw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
}
}
verts[0] = x1;
verts[1] = y1;
verts[2] = x2;
verts[3] = y2;
verts[4] = tx1;
verts[5] = ty1;
verts[6] = tx2;
verts[7] = ty2;
cogl_texture_multiple_rectangles (handle, verts, 1);
}
void
@ -2405,23 +2483,9 @@ cogl_texture_polygon (CoglHandle handle,
/* Make sure there is enough space in the global texture vertex
array. This is used so we can render the polygon with a single
call to OpenGL but still support any number of vertices */
if (ctx->texture_vertices_size < n_vertices)
{
guint nsize = ctx->texture_vertices_size;
if (nsize == 0)
nsize = 1;
do
nsize *= 2;
while (nsize < n_vertices);
ctx->texture_vertices_size = nsize;
g_array_set_size (ctx->texture_vertices, n_vertices);
p = (CoglTextureGLVertex *) ctx->texture_vertices->data;
ctx->texture_vertices = g_realloc (ctx->texture_vertices,
nsize
* sizeof (CoglTextureGLVertex));
}
/* Prepare GL state */
enable_flags = (COGL_ENABLE_TEXTURE_2D
| COGL_ENABLE_VERTEX_ARRAY
@ -2447,14 +2511,12 @@ cogl_texture_polygon (CoglHandle handle,
if (use_color)
{
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
GE( glColorPointer (4, GL_UNSIGNED_BYTE, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].c) );
}
GE( glColorPointer (4, GL_UNSIGNED_BYTE,
sizeof (CoglTextureGLVertex), p->c) );
}
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].v) );
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].t) );
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex), p->v ) );
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex), p->t ) );
cogl_enable (enable_flags);
@ -2464,7 +2526,7 @@ cogl_texture_polygon (CoglHandle handle,
/* Convert the vertices into an array of GLfloats ready to pass to
OpenGL */
for (i = 0, p = ctx->texture_vertices; i < n_vertices; i++, p++)
for (i = 0; i < n_vertices; i++, p++)
{
#define CFX_F COGL_FIXED_TO_FLOAT

View File

@ -317,8 +317,25 @@ create_cogl_texture (ClutterTexture *texture,
{
ClutterGLXTexturePixmap *texture_glx = CLUTTER_GLX_TEXTURE_PIXMAP (texture);
ClutterGLXTexturePixmapPrivate *priv = texture_glx->priv;
CoglHandle handle;
gboolean using_rectangle;
CoglHandle handle;
gboolean using_rectangle;
GLint gl_format;
CoglPixelFormat cogl_format;
guint depth;
g_object_get (G_OBJECT (texture_glx), "pixmap-depth", &depth, NULL);
if (depth == 32)
{
gl_format = GL_RGBA;
cogl_format = COGL_PIXEL_FORMAT_RGBA_8888;
}
else if (depth == 24)
{
gl_format = GL_RGB;
cogl_format = COGL_PIXEL_FORMAT_RGB_888;
}
else
g_critical ("Can't create a TFP cogl texture for pixmap with depth < 24");
/* We want to use the GL_ARB_texture_rectangle extension on some
chipsets because GL_ARB_texture_non_power_of_two is not always
@ -332,21 +349,20 @@ create_cogl_texture (ClutterTexture *texture,
glGenTextures (1, &tex);
glBindTexture (CGL_TEXTURE_RECTANGLE_ARB, tex);
glTexImage2D (CGL_TEXTURE_RECTANGLE_ARB, 0,
GL_RGBA, width, height,
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_RGB, width, height,
0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
handle = cogl_texture_new_from_foreign (tex, CGL_TEXTURE_RECTANGLE_ARB,
width, height,
0, 0,
COGL_PIXEL_FORMAT_RGBA_8888
| COGL_BGR_BIT);
cogl_format | COGL_BGR_BIT);
}
else
{
handle
= cogl_texture_new_with_size (width, height,
-1, FALSE,
COGL_PIXEL_FORMAT_RGBA_8888|COGL_BGR_BIT);
cogl_format | COGL_BGR_BIT);
using_rectangle = FALSE;
}

View File

@ -51,6 +51,10 @@ struct _CoglPangoRenderer
CoglPangoGlyphCache *mipmapped_glyph_cache;
gboolean use_mipmapping;
/* Array of rectangles to draw from the current texture */
GArray *glyph_rectangles;
CoglHandle glyph_texture;
};
struct _CoglPangoRendererClass
@ -58,6 +62,46 @@ struct _CoglPangoRendererClass
PangoRendererClass class_instance;
};
static void
cogl_pango_renderer_glyphs_end (CoglPangoRenderer *priv)
{
if (priv->glyph_rectangles->len > 0)
{
CoglFixed *rectangles = (CoglFixed *) priv->glyph_rectangles->data;
cogl_texture_multiple_rectangles (priv->glyph_texture, rectangles,
priv->glyph_rectangles->len / 8);
g_array_set_size (priv->glyph_rectangles, 0);
}
}
static void
cogl_pango_renderer_draw_glyph (CoglPangoRenderer *priv,
CoglPangoGlyphCacheValue *cache_value,
CoglFixed x1,
CoglFixed y1)
{
CoglFixed x2, y2;
CoglFixed *p;
if (priv->glyph_rectangles->len > 0
&& priv->glyph_texture != cache_value->texture)
cogl_pango_renderer_glyphs_end (priv);
priv->glyph_texture = cache_value->texture;
x2 = x1 + CLUTTER_INT_TO_FIXED (cache_value->draw_width);
y2 = y1 + CLUTTER_INT_TO_FIXED (cache_value->draw_height);
g_array_set_size (priv->glyph_rectangles, priv->glyph_rectangles->len + 8);
p = &g_array_index (priv->glyph_rectangles, CoglFixed,
priv->glyph_rectangles->len - 8);
*(p++) = x1; *(p++) = y1;
*(p++) = x2; *(p++) = y2;
*(p++) = cache_value->tx1; *(p++) = cache_value->ty1;
*(p++) = cache_value->tx2; *(p++) = cache_value->ty2;
}
#define COGL_PANGO_UNIT_TO_FIXED(x) ((x) << (COGL_FIXED_Q - 10))
static void cogl_pango_renderer_finalize (GObject *object);
@ -89,6 +133,7 @@ cogl_pango_renderer_init (CoglPangoRenderer *priv)
priv->glyph_cache = cogl_pango_glyph_cache_new (FALSE);
priv->mipmapped_glyph_cache = cogl_pango_glyph_cache_new (TRUE);
priv->use_mipmapping = FALSE;
priv->glyph_rectangles = g_array_new (FALSE, FALSE, sizeof (CoglFixed));
}
static void
@ -111,6 +156,7 @@ cogl_pango_renderer_finalize (GObject *object)
cogl_pango_glyph_cache_free (priv->mipmapped_glyph_cache);
cogl_pango_glyph_cache_free (priv->glyph_cache);
g_array_free (priv->glyph_rectangles, TRUE);
G_OBJECT_CLASS (cogl_pango_renderer_parent_class)->finalize (object);
}
@ -376,10 +422,10 @@ cogl_pango_renderer_draw_box (int x, int y,
static void
cogl_pango_renderer_get_device_units (PangoRenderer *renderer,
int xin,
int yin,
CoglFixed *xout,
CoglFixed *yout)
int xin,
int yin,
CoglFixed *xout,
CoglFixed *yout)
{
const PangoMatrix *matrix;
@ -454,6 +500,7 @@ cogl_pango_renderer_draw_glyphs (PangoRenderer *renderer,
int xi,
int yi)
{
CoglPangoRenderer *priv = (CoglPangoRenderer *) renderer;
CoglPangoGlyphCacheValue *cache_value;
int i;
@ -474,6 +521,8 @@ cogl_pango_renderer_draw_glyphs (PangoRenderer *renderer,
{
PangoFontMetrics *metrics;
cogl_pango_renderer_glyphs_end (priv);
if (font == NULL ||
(metrics = pango_font_get_metrics (font, NULL)) == NULL)
{
@ -503,10 +552,14 @@ cogl_pango_renderer_draw_glyphs (PangoRenderer *renderer,
gi->glyph);
if (cache_value == NULL)
cogl_pango_renderer_draw_box (COGL_FIXED_TO_INT (x),
COGL_FIXED_TO_INT (y),
PANGO_UNKNOWN_GLYPH_WIDTH,
PANGO_UNKNOWN_GLYPH_HEIGHT);
{
cogl_pango_renderer_glyphs_end (priv);
cogl_pango_renderer_draw_box (COGL_FIXED_TO_INT (x),
COGL_FIXED_TO_INT (y),
PANGO_UNKNOWN_GLYPH_WIDTH,
PANGO_UNKNOWN_GLYPH_HEIGHT);
}
else
{
CoglFixed width, height;
@ -517,15 +570,12 @@ cogl_pango_renderer_draw_glyphs (PangoRenderer *renderer,
width = x + COGL_FIXED_FROM_INT (cache_value->draw_width);
height = y + COGL_FIXED_FROM_INT (cache_value->draw_height);
/* Render the glyph from the texture */
cogl_texture_rectangle (cache_value->texture,
x, y,
width, height,
cache_value->tx1, cache_value->ty1,
cache_value->tx2, cache_value->ty2);
cogl_pango_renderer_draw_glyph (priv, cache_value, x, y);
}
}
xi += gi->geometry.width;
}
cogl_pango_renderer_glyphs_end (priv);
}

View File

@ -433,11 +433,23 @@ event_translate (ClutterBackend *backend,
it from trying to resize the window again */
stage_x11->handling_configure = TRUE;
CLUTTER_NOTE (BACKEND, "%s: ConfigureNotify[%x] (%d, %d)",
G_STRLOC,
(unsigned int) stage_x11->xwin,
xevent->xconfigure.width,
xevent->xconfigure.height);
clutter_actor_set_size (CLUTTER_ACTOR (stage),
xevent->xconfigure.width,
xevent->xconfigure.height);
stage_x11->handling_configure = FALSE;
/* the resize process is complete, so we can ask the stage
* to set up the GL viewport with the new size
*/
CLUTTER_SET_PRIVATE_FLAGS (CLUTTER_ACTOR (stage_x11->wrapper),
CLUTTER_ACTOR_SYNC_MATRICES);
}
res = FALSE;
break;

View File

@ -282,13 +282,21 @@ clutter_stage_x11_allocate (ClutterActor *self,
queue. Handling the first event will undo the work of setting
the second property which will cause it to keep generating
events in an infinite loop. See bug #810 */
if (stage_x11->xwin != None
&& !stage_x11->is_foreign_xwin
&& !stage_x11->handling_configure)
XResizeWindow (stage_x11->xdpy,
stage_x11->xwin,
stage_x11->xwin_width,
stage_x11->xwin_height);
if (stage_x11->xwin != None &&
!stage_x11->is_foreign_xwin &&
!stage_x11->handling_configure)
{
CLUTTER_NOTE (BACKEND, "%s: XResizeWindow[%x] (%d, %d)",
G_STRLOC,
(unsigned int) stage_x11->xwin,
stage_x11->xwin_width,
stage_x11->xwin_height);
XResizeWindow (stage_x11->xdpy,
stage_x11->xwin,
stage_x11->xwin_width,
stage_x11->xwin_height);
}
clutter_stage_x11_fix_window_size (stage_x11);
@ -298,9 +306,6 @@ clutter_stage_x11_allocate (ClutterActor *self,
clutter_actor_unrealize (self);
clutter_actor_realize (self);
}
CLUTTER_SET_PRIVATE_FLAGS (CLUTTER_ACTOR (stage_x11->wrapper),
CLUTTER_ACTOR_SYNC_MATRICES);
}
/* chain up to fill in actor->priv->allocation */
@ -397,6 +402,8 @@ clutter_stage_x11_set_fullscreen (ClutterStageWindow *stage_window,
if (!stage)
return;
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
if (is_fullscreen)
{
int width, height;
@ -479,8 +486,6 @@ clutter_stage_x11_set_fullscreen (ClutterStageWindow *stage_window,
stage_x11->fullscreen_on_map = FALSE;
}
}
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
}
static void
@ -740,6 +745,8 @@ clutter_x11_set_stage_foreign (ClutterStage *stage,
clutter_actor_set_geometry (actor, &geom);
clutter_actor_realize (actor);
CLUTTER_SET_PRIVATE_FLAGS (actor, CLUTTER_ACTOR_SYNC_MATRICES);
return TRUE;
}
@ -769,4 +776,3 @@ clutter_stage_x11_unmap (ClutterStageX11 *stage_x11)
CLUTTER_ACTOR_UNSET_FLAGS (stage_x11, CLUTTER_ACTOR_MAPPED);
CLUTTER_ACTOR_UNSET_FLAGS (stage_x11->wrapper, CLUTTER_ACTOR_MAPPED);
}

View File

@ -57,8 +57,8 @@
<xi:include href="xml/clutter-rectangle.xml"/>
<xi:include href="xml/clutter-texture.xml"/>
<xi:include href="xml/clutter-clone-texture.xml"/>
<xi:include href="xml/clutter-cairo-texture.xml"/>
<xi:include href="xml/clutter-text.xml"/>
<xi:include href="xml/clutter-cairo-texture.xml"/>
</chapter>
<chapter>

View File

@ -28,6 +28,7 @@ clutter_media_get_type
<FILE>clutter-units</FILE>
<TITLE>Unit conversion</TITLE>
ClutterUnit
CLUTTER_UNITS_FORMAT
CLUTTER_UNITS_FROM_DEVICE
CLUTTER_UNITS_TO_DEVICE
CLUTTER_UNITS_FROM_FIXED
@ -1497,9 +1498,6 @@ clutter_shader_float_get_type
clutter_shader_int_get_type
clutter_shader_matrix_get_type
clutter_shader_error_quark
clutter_shader_float_get_type
clutter_shader_int_get_type
clutter_shader_matrix_get_type
</SECTION>
<SECTION>
@ -1582,31 +1580,6 @@ ClutterIntervalPrivate
clutter_interval_get_type
</SECTION>
<SECTION>
<TITLE>Key Bindings</TITLE>
<FILE>clutter-binding-pool</FILE>
ClutterBindingPool
ClutterBindingActionFunc
<SUBSECTION>
clutter_binding_pool_new
clutter_binding_pool_get_for_class
clutter_binding_pool_find
<SUBSECTION>
clutter_binding_pool_install_action
clutter_binding_pool_install_closure
clutter_binding_pool_override_action
clutter_binding_pool_override_closure
clutter_binding_pool_find_action
clutter_binding_pool_remove_action
clutter_binding_pool_block_action
clutter_binding_pool_unblock_action
<SUBSECTION>
clutter_binding_pool_activate
</SECTION>
<SECTION>
<FILE>clutter-cairo-texture</FILE>
<TITLE>ClutterCairoTexture</TITLE>
@ -1634,6 +1607,7 @@ CLUTTER_CAIRO_TEXTURE_GET_CLASS
<SUBSECTION Private>
ClutterCairoTexturePrivate
clutter_cairo_texture_get_type
</SECTION>
<SECTION>
<TITLE>ClutterText</TITLE>
@ -1713,3 +1687,28 @@ CLUTTER_TYPE_TEXT
ClutterTextPrivate
clutter_text_get_type
</SECTION>
<SECTION>
<TITLE>Key Bindings</TITLE>
<FILE>clutter-binding-pool</FILE>
ClutterBindingPool
ClutterBindingActionFunc
<SUBSECTION>
clutter_binding_pool_new
clutter_binding_pool_get_for_class
clutter_binding_pool_find
<SUBSECTION>
clutter_binding_pool_install_action
clutter_binding_pool_install_closure
clutter_binding_pool_override_action
clutter_binding_pool_override_closure
clutter_binding_pool_find_action
clutter_binding_pool_remove_action
clutter_binding_pool_block_action
clutter_binding_pool_unblock_action
<SUBSECTION>
clutter_binding_pool_activate
</SECTION>

View File

@ -120,6 +120,7 @@ cogl_texture_set_region
cogl_texture_ref
cogl_texture_unref
cogl_texture_rectangle
cogl_texture_multiple_rectangles
cogl_texture_polygon
</SECTION>

View File

@ -15,7 +15,7 @@ typedef enum
struct _Clip
{
ClipType type;
gint x1, y1, x2, y2;
gint x1, y1, x2, y2;
};
struct _CallbackData
@ -24,7 +24,7 @@ struct _CallbackData
CoglHandle hand;
Clip current_clip;
GSList *clips;
};
@ -122,7 +122,7 @@ on_paint (ClutterActor *actor, CallbackData *data)
{
int i;
ClutterGeometry stage_size;
guint hand_width, hand_height;
gint hand_width, hand_height;
GSList *node;
clutter_actor_get_allocation_geometry (data->stage, &stage_size);
@ -242,7 +242,7 @@ on_motion (ClutterActor *stage, ClutterMotionEvent *event,
{
data->current_clip.x2 = event->x;
data->current_clip.y2 = event->y;
clutter_actor_queue_redraw (stage);
}

View File

@ -26,7 +26,7 @@ raise_top (gpointer ignored)
static ClutterActor *
clone_box (ClutterTexture *original)
{
guint width, height;
gint width, height;
ClutterActor *group;
ClutterActor *clone;

View File

@ -21,19 +21,19 @@ init_handles ()
clutter_actor_set_position (p[i], 0, 0);
clutter_group_add (CLUTTER_GROUP (main_stage), p[i]);
clutter_actor_set_position (p[i],
CLUTTER_FIXED_TO_INT (v[i].x) -
clutter_actor_get_width (p[i])/2,
CLUTTER_FIXED_TO_INT (v[i].y) -
clutter_actor_get_height (p[i])/2);
clutter_actor_set_positionu (p[i],
v[i].x -
clutter_actor_get_widthu (p[i])/2,
v[i].y -
clutter_actor_get_heightu (p[i])/2);
clutter_actor_raise_top (p[i]);
clutter_actor_show (p[i]);
}
v1.x = CLUTTER_INT_TO_FIXED (clutter_actor_get_width (rect)/2);
v1.y = CLUTTER_INT_TO_FIXED (clutter_actor_get_height (rect)/2);
v1.x = clutter_actor_get_widthu (rect) / 2;
v1.y = clutter_actor_get_heightu (rect) / 2;
v1.z = 0;
clutter_actor_apply_transform_to_point (rect, &v1, &v2);
@ -41,11 +41,11 @@ init_handles ()
clutter_actor_set_size (p[4], 5, 5);
clutter_actor_set_position (p[4], 0, 0);
clutter_group_add (CLUTTER_GROUP (main_stage), p[4]);
clutter_actor_set_position (p[4],
CLUTTER_FIXED_TO_INT (v2.x) -
clutter_actor_get_width (p[4])/2,
CLUTTER_FIXED_TO_INT (v2.y) -
clutter_actor_get_height (p[4])/2);
clutter_actor_set_positionu (p[4],
v2.x -
clutter_actor_get_widthu (p[4])/2,
v2.y -
clutter_actor_get_heightu (p[4])/2);
clutter_actor_raise_top (p[4]);
@ -62,23 +62,21 @@ place_handles ()
clutter_actor_get_abs_allocation_vertices (rect, v);
for (i = 0; i < 4; ++i)
{
clutter_actor_set_position (p[i],
CLUTTER_FIXED_TO_INT (v[i].x) -
clutter_actor_get_width (p[i])/2,
CLUTTER_FIXED_TO_INT (v[i].y) -
clutter_actor_get_height (p[i])/2);
clutter_actor_set_positionu (p[i],
v[i].x -
clutter_actor_get_widthu (p[i])/2,
v[i].y -
clutter_actor_get_heightu (p[i])/2);
}
v1.x = CLUTTER_INT_TO_FIXED (clutter_actor_get_width (rect)/2);
v1.y = CLUTTER_INT_TO_FIXED (clutter_actor_get_height (rect)/2);
v1.x = clutter_actor_get_widthu (rect)/2;
v1.y = clutter_actor_get_heightu (rect)/2;
v1.z = 0;
clutter_actor_apply_transform_to_point (rect, &v1, &v2);
clutter_actor_set_position (p[4],
CLUTTER_FIXED_TO_INT (v2.x) -
clutter_actor_get_width (p[4])/2,
CLUTTER_FIXED_TO_INT (v2.y) -
clutter_actor_get_height (p[4])/2);
clutter_actor_set_positionu (p[4],
v2.x - clutter_actor_get_widthu (p[4])/2,
v2.y - clutter_actor_get_heightu (p[4])/2);
}
#define M(m,row,col) (m)[col*4+row]
@ -127,7 +125,7 @@ on_event (ClutterStage *stage,
gint x, y;
gint i;
ClutterActorBox box1, box2;
ClutterFixed xp, yp;
ClutterUnit xp, yp;
i = find_handle_index (dragging);
@ -139,25 +137,24 @@ on_event (ClutterStage *stage,
clutter_actor_get_allocation_box (dragging, &box1);
clutter_actor_get_allocation_box (rect, &box2);
xp = CLUTTER_INT_TO_FIXED (x-3) - box1.x1;
yp = CLUTTER_INT_TO_FIXED (y-3) - box1.y1;
xp = CLUTTER_UNITS_FROM_DEVICE (x - 3) - box1.x1;
yp = CLUTTER_UNITS_FROM_DEVICE (y - 3) - box1.y1;
if (i == 4)
{
g_debug ("moving box by %f, %f",
CLUTTER_FIXED_TO_FLOAT (xp),
CLUTTER_FIXED_TO_FLOAT (yp));
CLUTTER_UNITS_TO_FLOAT (xp),
CLUTTER_UNITS_TO_FLOAT (yp));
clutter_actor_move_by (rect,
CLUTTER_FIXED_TO_INT(xp),
CLUTTER_FIXED_TO_INT(yp));
clutter_actor_move_byu (rect, xp, yp);
}
else
{
g_debug ("adjusting box by %f, %f, handle %d",
CLUTTER_FIXED_TO_FLOAT (xp),
CLUTTER_FIXED_TO_FLOAT (yp),
CLUTTER_UNITS_TO_FLOAT (xp),
CLUTTER_UNITS_TO_FLOAT (yp),
i);
switch (i)
{
case 0:

View File

@ -1,94 +1,16 @@
/* Try this text editor, it has issues but does work,
* try ctrl+A, ctrl+C, ctrl+V, ctrl+X as well as selecting text with
* mouse and keyboard, /Øyvind K
*/
#include <stdlib.h>
#include <gmodule.h>
#include <clutter/clutter.h>
#define FONT "Mono Bold 22px"
static gchar *clipboard = NULL;
static gchar *runes =
"ᚠᛇᚻ᛫ᛒᛦᚦ᛫ᚠᚱᚩᚠᚢᚱ᛫ᚠᛁᚱᚪ᛫ᚷᛖᚻᚹᛦᛚᚳᚢᛗ\n"
"ᛋᚳᛖᚪᛚ᛫ᚦᛖᚪᚻ᛫ᛗᚪᚾᚾᚪ᛫ᚷᛖᚻᚹᛦᛚᚳ᛫ᛗᛁᚳᛚᚢᚾ᛫ᚻᛦᛏ᛫ᛞᚫᛚᚪᚾ\n"
"ᚷᛁᚠ᛫ᚻᛖ᛫ᚹᛁᛚᛖ᛫ᚠᚩᚱ᛫ᛞᚱᛁᚻᛏᚾᛖ᛫ᛞᚩᛗᛖᛋ᛫ᚻᛚᛇᛏᚪᚾ᛬\n";
static gboolean
select_all (ClutterText *ttext,
const gchar *commandline,
ClutterEvent *event)
{
gint len;
len = g_utf8_strlen (clutter_text_get_text (ttext), -1);
clutter_text_set_cursor_position (ttext, 0);
clutter_text_set_selection_bound (ttext, len);
return TRUE;
}
static gboolean
copy (ClutterText *ttext,
const gchar *commandline,
ClutterEvent *event)
{
if (clipboard)
g_free (clipboard);
clipboard = clutter_text_get_selection (ttext);
return TRUE;
}
static gboolean
paste (ClutterText *ttext,
const gchar *commandline,
ClutterEvent *event)
{
const gchar *p;
if (!clipboard)
return TRUE;
for (p=clipboard; *p!='\0'; p=g_utf8_next_char (p))
{
clutter_text_insert_unichar (ttext, g_utf8_get_char_validated (p, 3));
}
return TRUE;
}
static gboolean
cut (ClutterText *ttext,
const gchar *commandline,
ClutterEvent *event)
{
clutter_text_action (ttext, "copy", NULL);
clutter_text_action (ttext, "truncate-selection", NULL);
return TRUE;
}
static gboolean
pageup (ClutterText *ttext,
const gchar *commandline,
ClutterEvent *event)
{
gint i;
for (i=0;i<10;i++)
clutter_text_action (ttext, "move-up", event);
return TRUE;
}
static gboolean
pagedown (ClutterText *ttext,
const gchar *commandline,
ClutterEvent *event)
{
gint i;
for (i=0;i<10;i++)
clutter_text_action (ttext, "move-down", event);
return TRUE;
}
static void
cursor_event (ClutterText *text,
ClutterGeometry *geometry)
@ -112,11 +34,12 @@ G_MODULE_EXPORT gint
test_text_main (gint argc,
gchar **argv)
{
ClutterActor *stage;
ClutterActor *text;
ClutterColor text_color = {0x33, 0xff, 0x33, 0xff};
ClutterColor cursor_color = {0xff, 0x33, 0x33, 0xff};
ClutterColor background_color = {0x00, 0x00, 0x00, 0xff};
ClutterActor *stage;
ClutterActor *text;
ClutterColor text_color = { 0x33, 0xff, 0x33, 0xff };
ClutterColor cursor_color = { 0xff, 0x33, 0x33, 0xff };
ClutterColor background_color = { 0x00, 0x00, 0x00, 0xff };
clutter_init (&argc, &argv);
stage = clutter_stage_get_default ();
@ -136,38 +59,24 @@ test_text_main (gint argc,
clutter_text_set_selectable (CLUTTER_TEXT (text), TRUE);
clutter_text_set_cursor_color (CLUTTER_TEXT (text), &cursor_color);
#if 0
clutter_text_add_action (CLUTTER_TEXT (text), "select-all", select_all);
clutter_text_add_action (CLUTTER_TEXT (text), "copy", copy);
clutter_text_add_action (CLUTTER_TEXT (text), "paste", paste);
clutter_text_add_action (CLUTTER_TEXT (text), "cut", cut);
clutter_text_add_action (CLUTTER_TEXT (text), "pageup", pageup);
clutter_text_add_action (CLUTTER_TEXT (text), "pagedown", pagedown);
clutter_text_add_mapping (CLUTTER_TEXT (text),
CLUTTER_a, CLUTTER_CONTROL_MASK, "select-all");
clutter_text_add_mapping (CLUTTER_TEXT (text),
CLUTTER_c, CLUTTER_CONTROL_MASK, "copy");
clutter_text_add_mapping (CLUTTER_TEXT (text),
CLUTTER_v, CLUTTER_CONTROL_MASK, "paste");
clutter_text_add_mapping (CLUTTER_TEXT (text),
CLUTTER_x, CLUTTER_CONTROL_MASK, "cut");
clutter_text_add_mapping (CLUTTER_TEXT (text),
CLUTTER_Page_Up, 0, "pageup");
clutter_text_add_mapping (CLUTTER_TEXT (text),
CLUTTER_Page_Down, 0, "pagedown");
#endif
if (argv[1])
{
gchar *utf8;
g_file_get_contents (argv[1], &utf8, NULL, NULL);
GError *error = NULL;
gchar *utf8;
g_file_get_contents (argv[1], &utf8, NULL, &error);
if (error)
{
utf8 = g_strconcat ("Unable to open '", argv[1], "':\n",
error->message,
NULL);
g_error_free (error);
}
clutter_text_set_text (CLUTTER_TEXT (text), utf8);
}
else
{
clutter_text_set_text (CLUTTER_TEXT (text), runes);
}
clutter_text_set_text (CLUTTER_TEXT (text), runes);
g_signal_connect (text, "cursor-event", G_CALLBACK (cursor_event), NULL);
@ -175,5 +84,6 @@ test_text_main (gint argc,
clutter_actor_show (stage);
clutter_main ();
return 0;
return EXIT_SUCCESS;
}