Because Cogl defines the origin for texture as top left and offscreen draw
buffers can be used to render to textures, we (internally) force all
offscreen rendering to be upside down. (because OpenGL defines the origin
to be bottom left)
By forcing the users scene to be rendered upside down though we also reverse
the winding order of all the drawn triangles which may interfere with the
users use of backface culling. This patch ensures that we reverse the
winding order for a front face (if culling is in use) while rendering
offscreen so we don't conflict with the users back face culling.
Technically this change shouldn't make a difference since we are
calling glReadPixels with GL_RGBA GL_UNSIGNED_BYTE which is a 4
byte format and it should always result in the same value according
to how OpenGL calculates the location of sequential rows.
i.e. k = a/s * ceil(snl/a) where:
a = alignment
s = component size (1)
n = number of components per pixel (4)
l = number of pixels in a row
gives:
k = 4/1 * ceil(4l/4) and k = 1/1 * ceil(4l/1) which are equivalent
I'm changing it because I've seen i915 driver code that bails out of
hardware accelerated paths if the alignment isn't 1, and because
conceptually we have no alignment constraints here so even if the current
value has no effect, when we start reading back other formats it may upset
things.
We were previously calling cogl_flush() after setting up the glPixelStore
state for calling glReadPixels, but flushing the journal could itself
change the glPixelStore state.
Since offscreen rendering is forced to be upside down we don't need to do
any conversion of the users coordinates to go from Cogl window coordinates
to OpenGL window coordinates.
Since we do all offscreen rendering upside down (so that we can have the
origin for texture coordinates be the top left of textures for the cases
where offscreen draw buffers are bound to textures) we don't need to flip
data read back from an offscreen framebuffer before we we return it to the
user.
cogl_viewport only accepted a viewport width and height, but there are times
when it's also desireable to have a viewport offset so that a scene can be
translated after projection but before hitting the framebuffer.
Cogl's support for offscreen rendering was originally written just to support
the clutter_texture_new_from_actor API and due to lack of documentation and
several confusing - non orthogonal - side effects of using the API it wasn't
really possible to use directly.
This commit does a number of things:
- It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h}
files instead which should be easier to maintain.
- internally CoglFbo objects are now called CoglDrawBuffers. A
CoglDrawBuffer is an abstract base class that is inherited from to
implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw
buffers will initially be used to support the
cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will
start to be used internally to represent windows as we aim to migrate some
of Clutter's backend code to Cogl.
- It makes draw buffer objects the owners of the following state:
- viewport
- projection matrix stack
- modelview matrix stack
- clip state
(This means when you switch between draw buffers you will automatically be
switching to their associated viewport, matrix and clip state)
Aside from hopefully making cogl_offscreen_new_to_texture be more useful
short term by having simpler and well defined semantics for
cogl_set_draw_buffer, as mentioned above this is the first step for a couple
of other things:
- Its a step toward moving ownership for windows down from Clutter backends
into Cogl, by (internally at least) introducing the CoglOnscreen draw
buffer. Note: the plan is that cogl_set_draw_buffer will accept on or
offscreen draw buffer handles, and the "target" argument will become
redundant since we will instead query the type of the given draw buffer
handle.
- Because we have a common type for on and offscreen framebuffers we can
provide a unified API for framebuffer management. Things like:
- blitting between buffers
- managing ancillary buffers (e.g. attaching depth and stencil buffers)
- size requisition
- clearing
The indirection through this API isn't necessary since we no longer
arbitrate between the OpenGL matrix API and Cogl's client side API. Also it
doesn't help to maintain an OpenGL style matrix mode API for internal use
since it's awkward to keep restoring the MODELVIEW mode and easy enough to
directly work with the matrix stacks of interest.
This replaces use of the _cogl_current_matrix API with direct use of the
_cogl_matrix_stack API. All the unused cogl_current_matrix API is removed
and the matrix utility code left in cogl-current-matrix.c was moved to
cogl.c.
This relates back to an earlier commitment to stop using the OpenGL matrix
API which is considered deprecated. (ref 54159f5a1d)
The new texture matrix stacks are hung from a list of (internal only)
CoglTextureUnit structures which the CoglMaterial code internally references
via _cogl_get_texure_unit ().
So we would be left with only the cogl-matrix-stack code being responsible
for glMatrixMode, glLoadMatrix and glLoadIdentity this commit updates the
journal code so it now uses the matrix-stack API instead of GL directly.
As part of an incremental process to have Cogl be a standalone project we
want to re-consider how we organise the Cogl source code.
Currently this is the structure I'm aiming for:
cogl/
cogl/
<put common source here>
winsys/
cogl-glx.c
cogl-wgl.c
driver/
gl/
gles/
os/ ?
utils/
cogl-fixed
cogl-matrix-stack?
cogl-journal?
cogl-primitives?
pango/
The new winsys component is a starting point for migrating window system
code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl.
The utils/ and pango/ directories aren't added by this commit, but they are
noted because I plan to add them soon.
Overview of the planned structure:
* The winsys/ API is the API that binds OpenGL to a specific window system,
be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic
under clutter/{glx,osx,win32 etc} should migrate here.
* Note there is also the idea of a winsys-base that may represent a window
system for which there are multiple winsys APIs. An example of this is
x11, since glx and egl may both be used with x11. (currently only Clutter
has the idea of a winsys-base)
* The driver/ represents a specific varient of OpenGL. Currently we have "gl"
representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing
GLES 1.1 (fixed funciton) and 2.0 (fully shader based)
* Everything under cogl/ should fundamentally be supporting access to the
GPU. Essentially Cogl's most basic requirement is to provide a nice GPU
Graphics API and drawing a line between this and the utility functionality
we add to support Clutter should help keep this lean and maintainable.
* Code under utils/ as suggested builds on cogl/ adding more convenient
APIs or mechanism to optimize special cases. Broadly speaking you can
compare cogl/ to OpenGL and utils/ to GLU.
* clutter/pango will be moved to clutter/cogl/pango
How some of the internal configure.ac/pkg-config terminology has changed:
backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11"
backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la"
clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx"
CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS
clutterbackendlib -> CLUTTER_WINSYS_LIB
CLUTTER_COGL -> COGL_DRIVER # e.g. "gl"
Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps
As the first thing to take advantage of the new winsys component in Cogl;
cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into
cogl/common/cogl.c and this common implementation first trys
_cogl_winsys_get_proc_address() but if that fails then it falls back to
gmodule.