The patches have been updated to apply cleanly.
The patches for the g_warnings in clutter-actor.c have been removed
because master now uses CLUTTER_UNITS_FORMAT so they aren't
necessary. The clutter-units.h patch now sets CLUTTER_UNITS_FORMAT to
'f'.
The changes from the GL version of cogl-texture.c have been mirrored
in the GLES version. This adds the cogl_texture_new_from_bitmap
function and fixes the build errors.
* async-textures:
Whitespace fixes in ClutterTexture
[async-loading] Do not force the texture size on async load
[async-loading] Update asynchronous image loading
Add API for extracting image size from a file
Update/clean and apply the async-texture patch from bug #1144
The GLES 2 wrapper needs to set up some state before each
draw. Previously this was acheived by wrapping glDrawArrays. Since the
multiple-texture-rectangle branch merge, glDrawElements is used
instead so we also need a wrapper for that.
It was also directly calling glBindTexture. GLES 2 uses a wrapper for
this function so that it can cope with GL_ALPHA format textures. The
format of the current texture needs to be stored as well as the target
and object number for this to work.
For the asynchronous loading we need a function call that parses
a file, given its path, and retrieves the image width and height.
This commit adds cogl_bitmap_get_size_from_file() to the CoglBitmap
API.
Bug 1289 - Draw multiple glyphs at once
The multiple-texture-rectangle branch adds a new Cogl texture function
called cogl_texture_multiple_rectangles which is used to draw multiple
rectangles out of a texture using a single GL call. This is
significantly faster than drawing the rectangles with individual calls
on some platforms. The Pango renderer now uses this to speed up
rendering.
The conflicts are just due to the whitespace fixes in cb569a5.
Conflicts:
clutter/cogl/gl/cogl-context.c
clutter/cogl/gl/cogl-context.h
clutter/cogl/gl/cogl-texture.c
The rest of Cogl expects the texture mode to be GL_MODULATE so it
needs to be restored after calling cogl_material_rectangle. Otherwise
cogl_texture_rectangle will fail to blend with the Cogl color properly
and all of the labels will be black.
The API has been changed to take an explicit length for the number of
texture coordinates passed, and it's now documented that if there are
more layers to the current material than the number of texture coords
passed, then default coordinates will be generated for the other
layers.
cogl_material_rectangle should now handle the case where a single
sliced texture is supplied as a material layer by falling back to
cogl_texture_rectangle. We are nearly at the point that
cogl_texture_rectangle could be deprecated. A few issues remain
though, such as not considering waste in cogl_material_rectangle.
The other colors of a material; such as the ambient and diffuse color are
only relevent when we can enable lighting. This adds a basic unlit
color property.
Later cogl_set_source_color can be integrated to either modify the color
of the current source material, or maintain a special singlton CoglMaterial
that is modified by calls to cogl_set_source_color and implicitly made
current.
This flattens the three functions: cogl_material_flush_gl_material_state,
.._flush_gl_alpha_func and .._flush_gl_blend_func into one:
cogl_flush_material_gl_state which doesn't takes a material handle. (the handle
is instead taken from the context.)
This has allows us to avoid re-submitting some state to OpenGL when the
material has not been replaced.
Note: Avoiding redundant state changes for material layers isn't dealt with
in this patch.
Removed trailing white space from the following files:
- clutter-clone-texture.c
- clutter-texture.c
- clutter-texture.h
- cogl/cogl-texture.h
- cogl/gl/cogl-context.c
- cogl/gl/cogl-texture.c
- cogl/gl/cogl-context.h
test-cogl-material now runs on GLES 1 using the PVR GLES1 SDK (though since
only 2 texture units are supported the third rotating light map doesn't show)
Note: It currently doesn't build for GLES 2.0
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
Multitexturing allows blending multiple layers of texture data when texturing
some geometry. A common use is for pre-baked light maps which can give nice
lighting effects relativly cheaply. Another is for dot-3 bump mapping, and
another is applying alpha channel masks.
The dot-3 bump mapping would be really nice one day, but currently cogl doesn't
support lighting so that's not dealt with in this patch.
notable limitations:
- It can only texture rectangles a.t.m - and like cogl_texture_rectangle there
is no support for rotated texturing.
- Sliced textures are not supported. I think I've figured out how to handle
layers with different slice sizes at least for rectangular geometry, but I'm
not sure how complex it becomes once rotations are possible and texturing
arbitrary cogl_polygons.
- Except for this new API, cogl still doesn't know about more than one texture
unit, and so has no way of caching any enables related to other units. So that
things don't break it's currently necessary to disable anything to do with
additional units as soon as we are done with them which isn't ideal.
- No clutter API yet.
* clutter/cogl/gl/cogl-defines.h.in:
* clutter/cogl/gl/cogl-context.h:
* clutter/cogl/common/cogl-mesh.c: Rename the glBufferDataSub
function to glBufferSubData. When calling glXGetProcAddress with
the former Mesa returns a stub dispatch function which will
segfault if you try to use it. With NVIDIA it returns NULL so
_cogl_features_init decides the card doesn't have VBO support.
There's no point in clearing the index array because it is always the
same sequence of indices regardless of the vertices. Instead it is
just added to when there are more vertices than ever before.
* clutter/cogl/gl/cogl-texture.c (cogl_texture_new_from_foreign,
(_cogl_texture_quad_hw, cogl_texture_polygon),
(_cogl_texture_quad_sw): Support GL_ARB_texture_rectangle textures
* clutter/glx/clutter-glx-texture-pixmap.c: Use rectangle textures
when NPOTs are not available or it is forced by the
CLUTTER_PIXMAP_TEXTURE_RECTANGLE environment variable.
* clutter/cogl/gl/cogl.c (cogl_enable): Allow enabling
GL_TEXTURE_RECTANGLE_ARB.
* clutter/cogl/cogl-path.h:
* clutter/cogl/common/cogl-primitives.c:
* clutter/cogl/common/cogl-primitives.h:
* clutter/cogl/gl/cogl-primitives.c:
* clutter/cogl/gles/cogl-primitives.c: Changed the semantics of
cogl_path_move_to. Previously this always started a new path but
now it instead starts a new disjoint sub path. The path isn't
cleared until you call either cogl_path_stroke, cogl_path_fill or
cogl_path_new. There are also cogl_path_stroke_preserve and
cogl_path_fill_preserve functions.
* clutter/cogl/gl/cogl-context.c:
* clutter/cogl/gl/cogl-context.h:
* clutter/cogl/gles/cogl-context.c:
* clutter/cogl/gles/cogl-context.h: Convert the path nodes array
to a GArray.
* clutter/cogl/gl/cogl-texture.c:
* clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure
* clutter/cogl/common/cogl-clip-stack.c:
* clutter/cogl/common/cogl-clip-stack.h: Simplified the clip
stack code quite a bit to make it more maintainable. Previously
whenever you added a new clip it would go through a separate route
to immediately intersect with the current clip and when you
removed it again it would immediately rebuild the entire clip. Now
when you add or remove a clip it doesn't do anything immediately
but just sets a dirty flag instead.
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/cogl.c: Taken away the code to intersect
stencil clips when there is exactly one stencil bit. It won't work
with path clips and I don't know of any platform that doesn't have
eight or zero stencil bits. It needs at least three bits to
intersect a path with an existing clip. cogl_features_init now
just decides you don't have a stencil buffer at all if you have
less than three bits.
* clutter/cogl/cogl.h.in: New functions and documentation.
* tests/interactive/test-clip.c: Replaced with a different test
that lets you add and remove clips. The three different mouse
buttons add clips in different shapes. This makes it easier to
test multiple levels of clipping.
* tests/interactive/test-cogl-primitives.c: Use
cogl_path_stroke_preserve when using the same path again.
* doc/reference/cogl/cogl-sections.txt: Document the new
functions.
border artifacts
* clutter/cogl/gl/cogl-texture.c: Set the wrap mode of a texture
on demand
Instead of setting the wrap mode once per texture at creation, it
is now changed whenever the texture is drawn. The previous value
is cached so that it isn't changed if the value is the same.
This is used in _cogl_texture_quad_hw to only enable GL_REPEAT
mode when the coordinates are not in the range [0,1]. Otherwise it
can pull in pixels from the other edge when the texture is
rendered off-pixel.
Most cards don't actually support GL_QUADS and they are deprecated in
GL 3.0 so there is a chance it will perform faster with GL_TRIANGLES
even though it has to submit two extra vertices.
This takes an array of sets of 8 floats to describe the rectangles. It
tries to send the geometry with a single glDrawArrays as far as
possible. cogl_texture_rectangle is now just a wrapper around
cogl_texture_multiple_rectangles.
cogl_texture_quad_hw and _sw now just add vertices to the vertex
array. The last texture used is stored and if a different texture is
encountered then flushes the vertices. cogl_texture_rectangle always
flushes the vertices after calling either of the functions.
the test for whether to use hardware tiling. Previously it assumed
that texture coordinates are in increasing order but this is not
the case since bug 1057 was fixed. The texture coordinates are now
sorted later. It also allowed negative coordinates which doesn't
make sense if the texture has waste.
`_glDrawRangeElements@24'
Resolve glDrawRangeElements with cogl_get_proc_address instead of
calling it directly because functions defined in GL > 1.1 are not
directly exported under Windows.
* clutter/cogl/common/cogl-mesh.c: Use the function pointer from
the context
* clutter/cogl/gl/cogl-context.c (cogl_create_context): Initialise
function pointer.
* clutter/cogl/gl/cogl-context.h (CoglContext): Add a function
pointer
* clutter/cogl/gl/cogl-defines.h.in: Add a typedef for the
function pointer.
* clutter/cogl/gl/cogl.c (_cogl_features_init): Resolve
glDrawRangeElements
differences and improve maintainability.
* clutter/cogl/gl/cogl-context.h:
Adds a CoglTextureGLVertex typedef + texture_vertices and
texture_vertices_size members to CoglContext for using vertex arrays
like GLES does
* clutter/cogl/gl/cogl-context.c:
Initializes texture_vertices + texture_vertices_size members
* clutter/cogl/gl/cogl-internal.h:
Adds COGL_ENABLE_COLOR_ARRAY
* clutter/cogl/gl/cogl.c:
Add COGL_ENABLE_COLOR_ARRAY support to cogl_enable
* clutter/cogl/gles/cogl-context.h:
Change the CoglTextureGLVertex to use GLfloat for the position
and texture coord attributes and GLubyte for the color.
* clutter/cogl/gles/cogl-texture-private.h:
Adds a wrap_mode member like GL has.
* clutter/cogl/gl/cogl-texture.c
* clutter/cogl/gles/cogl-texture.c:
Improves the comparability of the files, such that the remaining
differences, better reflect the fundamental differences needed
between GL and GLES. Notably GL no longer uses glBegin/glEnd for
submitting vertices, it uses vertex arrays like GLES and this gives
a small but measurable fps improvement for test-text.
* clutter/cogl/cogl-shader.h: Add a function for setting an
integer uniform, similar to cogl_program_uniform_1f().
* clutter/cogl/gl/cogl-program.c: Implement the GL version
of cogl_program_uniform_1i().
* clutter/cogl/gles/cogl-program.c: Implement the GLES version
of cogl_program_uniform_1i().
Bug 1049 - Clutter doesn't support most GLSL uniforms (patch
by Chris Lord and Neil Roberts)
* README: Update release notes.
* clutter/Makefile.am:
* clutter/clutter-shader-types.[ch]: Add GValue types for
shader values.
* clutter/clutter-actor.[ch]: Update the shader API to use
the newly added GValue support for GLSL shader uniform
setters.
* clutter/clutter-shader.[ch]: Add float and integer convenience
API for single value GLSL uniform setters.
* clutter/cogl/cogl-shader.h: Add new uniform setters.
* clutter/cogl/gl/cogl-context.c:
* clutter/cogl/gl/cogl-context.h:
* clutter/cogl/gl/cogl-defines.h.in:
* clutter/cogl/gl/cogl-program.c:
* clutter/cogl/gl/cogl.c: Update the GL implementation of COGL
to handle the GLSL uniform setters.
* clutter/cogl/gles/cogl-gles2-wrapper.c:
* clutter/cogl/gles/cogl-gles2-wrapper.h:
* clutter/cogl/gles/cogl-internal.h:
* clutter/cogl/gles/cogl-program.c: Update the GLES 2.0 implementation
of COGL to handle the GLSL uniform setters.
* doc/reference/clutter/clutter-sections.txt:
* doc/reference/cogl/cogl-sections.txt: Update the documentation.
* tests/interactive/test-fbo.c:
* tests/interactive/test-shader.c: Update the shader tests.
* clutter/cogl/gles/cogl-gles2-wrapper.c:
Initialise the 'tex' sampler uniform to 0. The GLSL spec
specifically says that you must initialize sampler uniforms. This
fixes texturing for GLES 2 when using the PowerVR simulator via
software Mesa.
* clutter/cogl/common/cogl-mesh.c:
Make sure we use the appropriate cogl_wrap_gl* funcs as appropriate
* clutter/cogl/gles/cogl-gles2-wrapper.c
* clutter/cogl/gles/cogl-gles2-wrapper.h:
In our glColorPointer wrapper we needed to mark our color attribute
as normalized.
* tests/conform/Makefile.am:
When creating unit test symlinks we use the -l gtester option to
list tests, but when using the PVR SDK the test binary also spews
out some extra info that caused lots of random symlinks to be
created. We now grep for lines starting with a '/'
* tests/conform/test-mesh-contiguous.c
* tests/conform/test-mesh-mutability.c:
Use cogl_set_source_color instead of directly calling glColor4ub
* clutter/cogl/cogl-color.h:
* clutter/cogl/cogl-path.h:
* clutter/cogl/cogl-types.h:
* clutter/cogl/common/cogl-color.c: Deprecated cogl_color()
in favour of cogl_set_source_color() and friends; store the
CoglColor components as unsigned bytes instead of fixed point
normalized values; add functions for allocating, copying and
freeing CoglColor, for use of language bindings.
* clutter/cogl/cogl.h.in:
* clutter/cogl/cogl-deprecated.h: Added cogl-deprecated.h,
an header file containing the deprecation symbols similar
to clutter-deprecated.h.
* clutter/cogl/gl/Makefile.am:
* clutter/cogl/gl/cogl-texture.c:
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/Makefile.am:
* clutter/cogl/gles/cogl-texture.c:
* clutter/cogl/gles/cogl.c: Update the GL and GLES implementations
of COGL after the CoglColor changes.
* clutter/clutter-actor.c:
* clutter/clutter-clone-texture.c:
* clutter/clutter-entry.c:
* clutter/clutter-label.c:
* clutter/clutter-rectangle.c:
* clutter/clutter-texture.c: Do not use CoglColor whenever it
is possible, and use cogl_set_source_color4ub() instead.
* clutter/pango/cogl-pango-render.c: Ditto as above.
* doc/reference/clutter/subclassing-ClutterActor.xml:
* doc/reference/cogl/cogl-sections.txt: Update the documentation.
* tests/interactive/test-cogl-offscreen.c:
* tests/interactive/test-cogl-primitives.c:
* tests/interactive/test-cogl-tex-convert.c:
* tests/interactive/test-cogl-tex-foreign.c:
* tests/interactive/test-cogl-tex-getset.c:
* tests/interactive/test-cogl-tex-polygon.c:
* tests/interactive/test-cogl-tex-tile.c:
* tests/interactive/test-paint-wrapper.c: Drop the usage of
CoglColor whenever it is possible.
coordinates
* clutter/cogl/gl/cogl-texture.c: Instead of sorting the vertex
and texture coordinates passed to cogl_texture_rectangle, just
swap both sets whenever the texture coordinates are backward.
* clutter/cogl/gl/Makefile.am (libclutterinclude_HEADERS):
* clutter/cogl/common/Makefile.am
(libclutter_cogl_common_la_SOURCES): Move cogl-mesh.h into the
headers for libclutter so that it will get installed.
* tests/conform/test-mesh-mutability.c (on_paint):
* tests/conform/test-mesh-interleved.c (on_paint):
* tests/conform/test-mesh-contiguous.c (on_paint): Use g_usleep
instead of sleep
* tests/conform/test-mesh-mutability.c (queue_redraw):
* tests/conform/test-mesh-interleved.c (queue_redraw):
* tests/conform/test-mesh-contiguous.c (queue_redraw): Added
missing return statement
* clutter/cogl/cogl-mesh.h: Add a declaration for
cogl_mesh_submit
* clutter/cogl/common/cogl-mesh.c (cogl_mesh_submit): Move the
documentation to cogl-mesh.h to match the rest of the functions
* clutter/cogl/cogl-mesh.h
* clutter/cogl/cogl-types.h
* clutter/cogl/cogl.h.in
* clutter/cogl/common/Makefile.am
* clutter/cogl/common/cogl-mesh-private.h
* clutter/cogl/common/cogl-mesh.c
* clutter/cogl/gl/cogl-context.c
* clutter/cogl/gl/cogl-context.h
* clutter/cogl/gl/cogl-defines.h.in
* clutter/cogl/gl/cogl.c
* clutter/cogl/gles/cogl-context.c
* clutter/cogl/gles/cogl-context.h
* doc/reference/cogl/cogl-docs.sgml
* doc/reference/cogl/cogl-sections.txt:
The Mesh API provides a means for submitting an extensible number of
per vertex attributes to OpenGL in a way that doesn't require format
conversions and so that the data can be mapped into the GPU (in vertex
buffer objects) for - hopefully - fast re-use.
There are a number of things we can potentially use this API for, but
right now this just provides a foundation to build on. Please read
the extensive list of TODO items in cogl-mesh.c for examples.
Please refer to the cogl-mesh section in the reference manual for
documentation of the API.
* tests/conform/Makefile.am
* tests/conform/test-conform-main.c
* tests/conform/test-mesh-contiguous.c
* tests/conform/test-mesh-interleved.c
* tests/conform/test-mesh-mutability.c:
Privides basic coverage testing for the mesh API.
* clutter/cogl/common/cogl-fixed.c (cogl_fixed_sin)
(cogl_angle_sin, cogl_angle_tan, cogl_fixed_sqrt): Replaced uses
of 1 + ~x with just -x which is equivalent and easier to
understand.
64-bit multiplication macro instead of COGL_FIXED_FAST_DIV for
calculating xmax as was done previously. This fixes
test-perspective and other tests that had a gone a bit skewiff.
Bug 1231 - Build fails in gles flavour in revision 3442
* clutter/cogl/gles/cogl-context.h: Fix remaining use of
ClutterFixed over CoglFixed. (Michael Boccara)
Bug 1219 - Clean up cogl.h
* clutter/cogl/cogl.h.in:
* clutter/cogl/cogl-offscreen.h:
* clutter/cogl/cogl-path.h:
* clutter/cogl/cogl-shader.h:
* clutter/cogl/cogl-texture.h:
* clutter/cogl/cogl-types.h: Split up the massive cogl.h file
into sub-header for each section of the API.
* clutter/cogl/gl/*:
* clutter/cogl/gles/*: Update the GL and GLES implementations
of COGL to cope with the new header structure.
* doc/reference/cogl/Makefile.am: Fix symbol retrieval.
Bug 1211 - Drop ClutterFeatureFlags usage from COGL
* clutter/cogl/cogl.h.in:
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/cogl.c: Do not use ClutterFeatureFlags
when CoglFeatureFlags will do. This removes the last usage
of Clutter API inside COGL.
Bug 1210 - Add CoglColor API
* clutter/cogl/cogl-color.h:
* clutter/cogl/cogl.h.in:
* clutter/cogl/common/Makefile.am:
* clutter/cogl/common/cogl-color.c:
* clutter/cogl/gl/Makefile.am:
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/Makefile.am:
* clutter/cogl/gles/cogl-texture.c:
* clutter/cogl/gles/cogl.c: Add a new color-type, to be used by
COGL. CoglColor is optimized to allow the minimum amount of
conversions possible for both GL and GLES implementations.
* clutter/clutter-actor.c:
* clutter/clutter-clone-texture.c:
* clutter/clutter-entry.c:
* clutter/clutter-main.c:
* clutter/clutter-rectangle.c:
* clutter/clutter-stage.c:
* clutter/clutter-texture.c: Use CoglColor when needed.
* clutter/pango/pangoclutter-render.c: Use CoglColor when needed.
* doc/reference/cogl/cogl-docs.sgml:
* doc/reference/cogl/cogl-sections.txt: Update the documentation.
* tests/test-cogl-offscreen.c:
* tests/test-cogl-primitives.c:
* tests/test-cogl-tex-convert.c:
* tests/test-cogl-tex-foreign.c:
* tests/test-cogl-tex-getset.c:
* tests/test-cogl-tex-polygon.c:
* tests/test-cogl-tex-tile.c:
* tests/test-paint-wrapper.c: Update the tests.
* README: Update release notes.
Bug 1209 - Move fixed point API in COGL
* clutter/cogl/cogl-fixed.h:
* clutter/cogl/cogl.h.in:
* clutter/cogl/common/Makefile.am:
* clutter/cogl/common/cogl-fixed.c: Add fixed point API, modelled
after the ClutterFixed. The CoglFixed API supercedes the ClutterFixed
one and avoids the dependency of COGL on Clutter's own API.
* clutter/cogl/common/cogl-clip-stack.c:
* clutter/cogl/common/cogl-primitives.c:
* clutter/cogl/common/cogl-primitives.h: Update internal usage of
ClutterFixed to CoglFixed.
* clutter/cogl/gl/Makefile.am:
* clutter/cogl/gl/cogl-primitives.c:
* clutter/cogl/gl/cogl-texture.c:
* clutter/cogl/gl/cogl.c: Ditto, in the GL implementation of the
COGL API.
* clutter/cogl/gles/Makefile.am:
* clutter/cogl/gles/cogl-fbo.c:
* clutter/cogl/gles/cogl-gles2-wrapper.c:
* clutter/cogl/gles/cogl-primitives.c:
* clutter/cogl/gles/cogl-texture.c:
* clutter/cogl/gles/cogl.c: Ditto, in the GLES implementation of
the COGL API.
* clutter/pango/pangoclutter-glyph-cache.c:
* clutter/pango/pangoclutter-glyph-cache.h: Ditto, in the Pango
renderer glyphs cache.
* clutter/clutter-fixed.c:
* clutter/clutter-fixed.h: ClutterFixed and related API becomes
a simple transition API for bindings and public Clutter API.
* clutter/clutter-actor.c:
* clutter/clutter-alpha.c:
* clutter/clutter-backend.c:
* clutter/clutter-behaviour-depth.c:
* clutter/clutter-behaviour-ellipse.c:
* clutter/clutter-behaviour-path.c:
* clutter/clutter-behaviour-rotate.c:
* clutter/clutter-behaviour-scale.c:
* clutter/clutter-clone-texture.c:
* clutter/clutter-color.c:
* clutter/clutter-entry.c:
* clutter/clutter-stage.c:
* clutter/clutter-texture.c:
* clutter/clutter-timeline.c:
* clutter/clutter-units.h: Move from the internal usage of
ClutterFixed to CoglFixed.
* doc/reference/clutter/clutter-sections.txt:
* doc/reference/cogl/cogl-docs.sgml:
* doc/reference/cogl/cogl-sections.txt: Update the documentation.
* tests/test-cogl-tex-tile.c:
* tests/test-project.c: Fix tests after the API change
* README: Add release notes.
* clutter/cogl/gles/cogl-fbo.c: Copy the code from gl/cogl-fbo but
use the API calls directly instead of loading an extension because
it is part of the core in GLES 2.
* clutter/cogl/gles/cogl.c (_cogl_features_init): Report
COGL_FEATURE_OFFSCREEN.
* clutter/cogl/gles/cogl-fbo.h (CoglFbo): Add gl_stencil_handle.
* clutter/cogl/gles/cogl-context.h (CoglContext): Add
viewport_store
* tests/test-fbo.c (make_shader): Conditionally use the GLES 2
names of the shader variables
* clutter/cogl/gl/cogl-texture.c (cogl_texture_polygon)
(_cogl_texture_quad_sw, _cogl_texture_quad_hw):
* clutter/cogl/gles/cogl-texture.c (cogl_texture_polygon)
(_cogl_texture_quad_sw, _cogl_texture_quad_hw): Enable backface
culling in GL if it is requested.
* clutter/cogl/gles/cogl-texture.c (_cogl_texture_quad_sw)
(_cogl_texture_quad_hw):
* clutter/cogl/gl/cogl-texture.c (_cogl_texture_quad_sw)
(_cogl_texture_quad_hw): Reorder the
vertices so that they are counter-clockwise.
* clutter/cogl/gles/cogl-context.h (CoglContext):
* clutter/cogl/gl/cogl-context.h (CoglContext): Added a flag to
store whether backface culling is currently enabled.
* clutter/cogl/gles/cogl.c (cogl_enable_backface_culling):
* clutter/cogl/gl/cogl.c (cogl_enable_backface_culling): New
function
* doc/reference/cogl/cogl-sections.txt: Add
cogl_enable_backface_culling
* clutter/cogl/gl/cogl-texture.c (_cogl_texture_upload_subregion_to_gl)
(_cogl_texture_upload_to_gl):
* clutter/cogl/gles/cogl-texture.c (_cogl_texture_upload_to_gl)
(_cogl_texture_upload_subregion_to_gl):
When uploading data to a sliced texture, fill the waste pixels
with copies of the edge of the real texture data. Otherwise the
value of the waste pixels are undefined so it will show artifacts
when the texture is scaled with GL_LINEAR and the pixels are
blended in.
values (SIGSEGV)
* clutter/cogl/gl/cogl-texture.c
(_cogl_texture_upload_subregion_to_gl): When iterating over the
slices, discard ones that don't intersect immediatly otherwise it
will call glTexSubImage2D with a negative width/height and then
move the source position incorrectly. Thanks to Gwenole
Beauchesne.
* clutter/cogl/gl/cogl-texture.c (cogl_texture_set_region):
* clutter/cogl/gles/cogl-texture.c (cogl_texture_set_region):
Don't attempt to upload any data if the width or height of the
subregion is zero. Thanks to Gwenole Beauchesne.
* clutter/cogl/gles/cogl.c (cogl_get_viewport): Use glGetIntegerv
instead of glGetFixedv to read the viewport because the latter
converts incorrectly on some hardware.
Bug 1082 - Texture bitmap is destroyed in wrong way
* clutter/cogl/common/cogl-bitmap-pixbuf.c:
(_cogl_bitmap_from_file): Make a copy of the pixbuf data in
the internal image loader so that we can keep working under
the assumption that we are using the GLib memory allocation
and deallocation functions.
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/cogl.c:
* clutter/cogl/cogl.h.in: Add cogl_clip_stack_save,
cogl_clip_stack_restore, cogl_viewport and cogl_frustum.
* clutter/cogl/gl/cogl-fbo.h:
* clutter/cogl/gl/cogl-fbo.c: Try to attach a stencil buffer when
creating an FBO.
* clutter/cogl/common/cogl-clip-stack.c: Add functions to save and
restore the whole state of the stack.
* clutter/clutter-texture.c (clutter_texture_paint): When
rendering the FBO source, setup a temporary asymmetric perspective
projection matrix to render it as it would appear on screen.
* clutter/clutter-private.h:
* clutter/clutter-actor.c
(_clutter_actor_apply_modelview_transform_recursive): No longer
static and exported in clutter-private.h
* clutter/cogl/gl/cogl.c (set_clip_plane):
* clutter/clutter-alpha.c (sinc_func): Use G_PI instead of M_PI
because M_PI isn't defined in MSVC without a special
#define. Thanks to Haakon Sporsheim
Bug 980 - cogl-bitmap-fallback.c compiler error/warning due to
cast issue (Haakon Sporsheim)
* clutter/cogl/common/cogl-bitmap-fallback.c:
(_cogl_unpremult_alpha_last),
(_cogl_unpremult_alpha_first): Cast to avoid a compiler warning
with MSC.
* clutter/cogl/gl/cogl.c:
Temp workaround for 10.4 ATI card OSX folks, see #929
(Tommi Komulainen)
Bug 998 - clutter always captures X input events
* clutter/eglx/clutter-stage-egl.c:
* clutter/glx/clutter-stage-glx.c:
When we disable X event retrival, dont still select for window
events.
* clutter/cogl/gles/cogl-gles2-wrapper.c: All of the settings and
uniforms are now proxied into COGL variables instead of setting
the GL uniforms directly. Just before glDrawArrays is executed a
shader is generated using the given settings to avoid using 'if'
statements. The shaders are cached.
* clutter/cogl/gles/cogl-fixed-vertex-shader.glsl:
* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: The shaders
are now split into parts using comments instead of 'if' statements
so that the simplest shader can be generated on the fly.
* clutter/cogl/gles/stringify.sh: Now splits up the shader sources
into separate C strings where deliminated by special comments.
* clutter/cogl/gles/cogl-program.h:
* clutter/cogl/gles/cogl-program.c: A custom shader can no longer
be directly linked with the fixed-functionality replacement
because the replacement changes depending on the settings. Instead
the bound shader is linked with the appropriate replacement shader
just before glDrawArrays is executed. The custom uniform variables
must also be proxied through COGL variables because their location
can change when relinked.
* clutter/cogl/common/cogl-clip-stack.h:
* clutter/cogl/common/cogl-clip-stack.c: Added functions to
maintain a stack of clipping rectangles.
* clutter/cogl/gles/cogl.c:
* clutter/cogl/gl/cogl.c: The cogl_clip_set and unset functions
have moved into cogl-clip-stack.c which calls back to cogl.c to
set the actual rectangles. Multiple clip rectangles are combined
by merging the stencil buffers.
* clutter/cogl/gles/cogl-primitives.c (_cogl_path_fill_nodes):
* clutter/cogl/gl/cogl-primitives.c (_cogl_path_fill_nodes): Merge
the stencil buffer with the contents of the clipping stack after
drawing the path.
* clutter/cogl/gles/cogl-context.h (CoglContext):
* clutter/cogl/gl/cogl-context.h (CoglContext): Store the number
of available stencil bits.
* clutter/cogl/common/Makefile.am
(libclutter_cogl_common_la_SOURCES): Added cogl-clip-stack.c
* doc/reference/cogl/Makefile.am: Ignore cogl/gl and cogl/gles
when building the documentation.
* clutter/cogl/cogl.h.in: Add sections in the header file.
Bug #930 - add support for quartz imagebackend
* clutter/cogl/common/cogl-bitmap-pixbuf.c
(_cogl_bitmap_from_file): When USE_QUARTZ is defined implement
using Core Graphics.
* configure.ac: support --with-imagebackend=quartz and print
which imagebackend is selected. Make quartz default on OSX
(clutter_stage_egl_realize): Use ES 2 renderable type when
building for GLES 2.
* clutter/eglnative/clutter-event-egl.c (get_backend_time): Added
a NULL for the microseconds parameter of g_timer_elapsed.
* clutter/eglnative/clutter-stage-egl.h:
* clutter/eglnative/clutter-egl.h:
* clutter/eglnative/clutter-backend-egl.h: Include
clutter-egl-headers.h instead of including the GL headers directly
so it can include gl2.h when building for GLES 2.
* clutter/eglnative/clutter-egl-headers.h:
* clutter/eglnative/Makefile.am (libclutter_eglnative_la_SOURCES):
Added clutter-egl-headers.h
* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: GLES 2
doesn't provide a default precision for floats in the fragment
shader and it will reject the shader if there isn't one.
Bug #948 - Remove texture rectangle support
* clutter/clutter-feature.c:
* clutter/clutter-feature.h:
* clutter/clutter-texture.c:
* clutter/cogl/gl/cogl.c:
* clutter/glx/clutter-glx-texture-pixmap.c:
Remove support for GL_TEXTURE_RECTANGLE_ARB (now using just regular
2D textures, with optional npots extension). Simplifys code, + makes
mipmap & shader support much more sane.
Bug 913 - cogl fails to build on OSX
* clutter/cogl/gl/cogl-fbo.c: define GL_READ_FRAMEBUFFER_EXT and
GL_DRAW_FRAMEBUFFER_EXT if not defined in the build system. The
#ifdef can fail if they're not #defines but variables or enums.
As the values are supposed to be industry standard even then
it shouldn't have ill effects.
* clutter/cogl/gles/cogl.c:
* clutter/cogl/gl/cogl.c: The clip planes are now set using the
inverse projection matrix as the modelview matrix so that they can
be specified in screen coordinates.
* clutter/cogl/gles/cogl-context.h (CoglContext):
* clutter/cogl/gl/cogl-context.h (CoglContext): Added a member to
cache the inverse projection matrix
* clutter/clutter-fixed.h: Added a constant for converting from
radians to degrees.
* clutter/clutter-fixed.c (clutter_atani, clutter_atan2i): Added
fixed-point versions of atan and atan2.
* tests/test-clip.c: Added a test for clipping with various
rotations and depths.
* tests/Makefile.am (noinst_PROGRAMS): Added test-clip
now stored in a separate struct so they can be stored for
application program objects as well.
* clutter/cogl/gles/cogl.c: Moved stub shader functions into
separate files.
(_cogl_features_init): Report support for the shaders feature on
GLES 2
* clutter/cogl/gles/cogl-shader.h:
* clutter/cogl/gles/cogl-shader.c:
* clutter/cogl/gles/cogl-program.h:
* clutter/cogl/gles/cogl-program.c: Separate files to handle
shaders on programs on GLES. If version 1.1 is being used then the
stub functions which all fail are still used.
* clutter/cogl/gles/cogl-gles2-wrapper.c
(cogl_gles2_wrapper_init, cogl_gles2_wrapper_bind_attributes),
(cogl_gles2_wrapper_get_uniforms): Move the uniforms and attribute
bindings into a separate function so they can be used to bind on
application shaders as well.
(cogl_gles2_wrapper_update_matrix): Now takes a parameter and is
no longer static so that it can be used to update all of the
matrices when a new shader is bound.
* clutter/cogl/gles/cogl-defines.h.in: Use GL_COMPILE_STATUS for
CGL_OBJECT_COMPILE_STATUS if the latter isn't available (for
example on GLES 2).
* clutter/cogl/gles/cogl-context.h (CoglContext): Added handle
arrays for programs and shaders.
* clutter/cogl/gles/cogl-context.c (cogl_create_context)
(cogl_destroy_context): Initialize and destroy program and shader
handle array.
* clutter/cogl/gles/Makefile.am (libclutter_cogl_la_SOURCES): Add
cogl-{shader,program}.{c,h}
uniforms for alpha testing.
* clutter/cogl/gles/cogl-gles2-wrapper.c
(cogl_gles2_wrapper_init): Get the uniforms for alpha testing
settings.
(cogl_wrap_glEnable, cogl_wrap_glDisable): Enable/disable alpha
testing.
(cogl_wrap_glAlphaFunc): Filled in the wrapper.
* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: Added alpha
testing.
* clutter/cogl/gles/cogl-gles2-wrapper.h:
* clutter/cogl/gles/cogl-gles2-wrapper.c
(cogl_wrap_glGetIntegerv): Added a wrapper for glGetIntegerv so
that it can report zero clip planes.
* clutter/cogl/gles/cogl.c:
* clutter/cogl/gles/cogl-texture.c: Use the wrapped version of
glGetIntegerv
* clutter/cogl/gles/cogl-primitives.c (_cogl_path_fill_nodes): Use
_cogl_features_available to check for the stencil buffer instead
of an #ifdef. The stencil buffer is available in the default
profile for the GLES 2 simulator.