This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
This better reflects the fact that the api manages sets of vertex attributes,
and the attributes really have no implied form. It is only when you use the
attributes to draw that they become mesh like; when you specify how they should
be interpreted, e.g. as triangle lists or fans etc. This rename frees up the
term "mesh", which can later be applied to a concept slightly more fitting.
E.g. at some point it would be nice to have a higher level abstraction that
sits on top of cogl vertex buffers that adds the concept of faces. (Somthing
like Blender's mesh objects.) There have also been some discussions over
particle engines, and these can be defined in terms of emitter faces; so some
other kind of mesh abstraction might be usefull here.
Okey; to summarise the changes...
We have converted Clutter and Cogl over to using floating point internally
instead of 16.16 fixed, but we have maintained the cogl-fixed API as a
utility to applications in case they want to implement their own optimizations.
The Clutter API has not changed (though ClutterFixed and ClutterUnit are now
internally floats) but all Cogl entry points have been changed to accept floats
now instead of CoglFixed.
To summarise the rationale...
There have been a number of issues with using fixed point though out Clutter
and Cogl including: lack of precision, lack of range, excessive format
conversion (GPUs tend to work nativly with IEEE floats) and maintainability.
One of the main arguments for fixed point - performance - hasn't shown
itself to be serious in practice so far since we seem to be more limited
by GPU performance and making improvements regarding how we submit data to
OpenGL[ES]/the GPU has had a more significant impact.
Ref: The recent multiple rectangle queuing changes + the
cogl-texture-agressive-batching branch which show significant performance
gains, and that recent tests on the ipodtouch (ARM + MBX) also showed no
loss of performance running with floats.
So finally; please forgive the inevitable fallout, this is a far reaching
change. There are still a few known issues with the fixed to float
conversion but enough works for all our conformance tests to pass, and the
remaining issues hopefully wont be too tricky to solve. For reference two
tags will be available either side of this change: "cogl-fixed-end" and
"cogl-float-start"
To deal with all the corner cases that couldn't be scripted a number of patches
were written for the remaining 10% of the effort.
Note: again no API changes were made in Clutter, only in Cogl.
This is the result of running a number of sed and perl scripts over the code to
do 90% of the work in converting from 16.16 fixed to single precision floating
point.
Note: A pristine cogl-fixed.c has been maintained as a standalone utility API
so that applications may still take advantage of fixed point if they
desire for certain optimisations where lower precision may be acceptable.
Note: no API changes were made in Clutter, only in Cogl.
Overview of changes:
- Within clutter/* all usage of the COGL_FIXED_ macros have been changed to use
the CLUTTER_FIXED_ macros.
- Within cogl/* all usage of the COGL_FIXED_ macros have been completly stripped
and expanded into code that works with single precision floats instead.
- Uses of cogl_fixed_* have been replaced with single precision math.h
alternatives.
- Uses of COGL_ANGLE_* and cogl_angle_* have been replaced so we use a float for
angles and math.h replacements.
In order to unify alpha functions and animation modes in ClutterAlpha
we should be able to register alpha functions and get a logical id
for them; the logical id will then be available to be used by
clutter_alpha_set_mode().
The registration requires API changes in ClutterAlpha constructors
and methods. It also provides the chance to shift ClutterAlpha
towards the use of animations modes only, and to alpha functions
as a convenience API for language bindings alone.
Directly calling clutter_actor_paint skips out quite a bit code such as the
backend swap buffer call.
Since we are interested in the highest fps possible, and it now goes through
to the backend swap buffer call we now do a setenv (CLUTTER_VBLANK, none, 0)
before calling clutter_init.
The Effects API and all related symbols have been superceded by
the newly added Animation API and clutter_actor_animate().
This commit removes the Effects implementation, the documentation
and the interactive test/example code.
* animation-improvements:
[docs] Add ClutterAnimatable to the API reference
Add license notice to ClutterAnimation files
[docs] Update the ClutterAnimation section
[animation] Extend ClutterAnimation support to all objects
[animation] Use ClutterAnimatable inside Animation
[animation] Add ClutterAnimatable
[animation] Allow registering custom progress function
[animation] Interval::compute_value should return a boolean
Animate ClutterColor properties
ClutterUnits should not be used interchangeably as, or with
ClutterFixed values. ClutterUnits should also not be assumed
to be integers.
This commit fixes the last few improper usages of ClutterUnit
values, and adds a CLUTTER_UNITS_FORMAT macro for safely printing
ClutterUnit values with printf().
Merge branch 'text-actor'
* text-actor: (108 commits)
Re-align ClutterText header file
[text] Fix cursor sizing
Comments and whitespace fixes to ClutterText
[docs] Add newly added :single-line-mode accessors
Update the ignore file
[tests] Add text field interactive test
[text] Add single-line-mode to ClutterText
[text] Fix the deletion actions
[text] Use cached length when possible
[tests] Add unit for the ClutterText:password-char property
[docs] Update the Text section
[text] Coalesce text visibility and password character
Allow localizations to change the text direction
Clean up the update_pango_context() function
Pass the PangoContext, not the MainContext
Revert the logic of the PangoContext check
Remove the binding pool entry from the list
Remove BindingPool::list_actions()
Add ClutterActor::create_pango_context()
Rename the PangoContext creation functions
...
Check that the contents of the Text actor are unaffected by the
:password-char property; that the accessors are correct; and finally
that the initial value for a newly constructed Text actor is valid.
Instead of including GL/gl.h directly it now includes cogl/cogl.h
instead which should include the right GL header.
Instead of using dlopen to specifically open libGL it now tries to use
dlsym with RTLD_NEXT. This requires defining _GNU_SOURCE on GNU
systems. If RTLD_NEXT is not available it will try passing NULL which
is unlikely to work but it will at least catch the case where it
returns the wrapper version of glGetString to prevent infinite
recursion.
This should hopefully make it work on OS X where the name of the
header and library are different (although this is currently
untested).
* units-rework:
[texture] Do not mix fixed point and units values
[tests] Fix the actor detection
[units] Do not use fixed point and units interchangeably
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.
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.
This follows the convention of GtkLabel/GtkEntry in GTK+ and the old
ClutterEntry.
It makes it easier to use strlen/strcmp etc on the output, since we can
assume that it is always a string.
This commit also updates the test unit for ClutterText to verify that
the clutter_text_get_text() function also returns an empty string when
a ClutterText actor has been created.
When building out of tree the generated scripts for the unit tests
need to explicitly reference the original src dir to be able to find
test-launcher.sh, like this:
$(top_srcdir)/tests/conform/test-launcher.sh
Also test-launcher.sh now passes -m slow --verbose to gtester. Without
-m slow then the wrappers dont work for some of the timeline tests.
* cairo-texture:
[cairo-texture] Remove the construct only restriction on surface size
[cairo-texture] Silently discard 0x0 surfaces
Re-indent ClutterPath header
Add a test case for the new cairo path functions
Add clutter_path_to_cairo_path and clutter_path_add_cairo_path
Warn instead of returning in the IN_PAINT check
Small documentation fixes
Print a warning when creating a cairo_t while painting
Do not set the IN_PAINT flag inside the Stage paint
Set the IN_PAINT private flag
[docs] Add ClutterCairoTexture to the API reference
Add ClutterCairoTexture
Require Cairo as a Clutter dependency
Conflicts:
Fix merge conflict in clutter/clutter-path.h
A label is now displayed under the rectangle showing the current
gravity. The text for the gravity is taken from the GEnumClass. This
makes it easier to verify that the test is working correctly.
Currently, the conformance test suite creates symbolic links pointing
to a wrapper script that just parses the name used to invoke it and
calls the gtester with the correct path.
Unfortunately, this presents two issues:
- it does not really work on file systems that do not
support symbolic links
- it leaves behind the symbolic links, which cannot
be automatically cleaning by 'make clean'
Both can be solved by creating a small script that invokes the wrapper
one with the test unit path.
The Makefile will use test-conform to extract the unit test paths
and generate a list that will be iterated over to create the
executable name (using the "test-name" convention also used by the
interactive tests, instead of "test_name"); the executable is then
just a simple shell script that invokes the wrapper script passing
the unit test path on the command line. The wrapper script will
use the first argument to work correctly, so it could be simply
executed like:
./test-wrapper.sh /path/to/unit_test
Which is another improvement over the current implementation, where
the wrapper script does not work when invoked directly.
The gdouble value represents an interval along the path from 0.0 to
1.0. This makes more sense than using an alpha value because paths are
not directly related to ClutterAlphas and the rest of the Clutter API
tends to expose gdouble arguments.
The GTest report output allows the developer to know where exactly
a test unit failure happened. The test-text-cache unit makes it
very hard to pinpoint the exact failure location because it relies
on the output to be printed out - which is not the case when the
tests are run as part of a make check.
This commit makes each sub-test inside the unit fail exactly where
the check function fails, which makes it easier to know which sub-test
did actually fail.
Since commit c7c5cf9b ClutterCloneTexture causes an extra paint of the
source actor during the paint run of the cloned texture if the source
is not yet visible. When the stage is first shown it is redrawn
immediatly before it is mapped which means get_paint_visibility will
fail on the source actor so the inner paint will be run. The paint
guards were a global variable so they didn't cope with a second actor
being painted.
The breakage didn't occur until commit d510a4b0 because
get_paint_visibility was also broken.
The nodes of the test path have been reordered because Cairo coalesces
multiple move operations into a single move so the comparison would
fail if the two move nodes are consecutive.
The test-opacity interactive test is superceded by the equivalent
units inside the conformance test suite.
The test-entry interactive test is superceded by the test-text one.
ClutterText behaviour with regards to the paint opacity has been
changed by commit 07e19fff5ffa9617413fa6c3715914513fec3793.
We need to update the test suite for the paint opacity to reflect
that change as well.