To allow us to have gobject properties that accept a CoglMatrix value we
need to register a GType. This adds a cogl_gtype_matrix_get_type function
that will register a static boxed type called "CoglMatrix".
This adds a new section to the reference manual for GType integration
functions.
This add two new function that allows us to transform or project an
array of points instead of only transforming one point at a time. Recent
benchmarking has shown cogl_matrix_transform_point to be a bottleneck
sometimes, so this should allow us to reduce the overhead when
transforming lots of vertices at the same time, and also reduce the cost
of 3 component, non-projective transforms.
For now they are marked as experimental (you have to define
COGL_ENABLE_EXPERIMENTAL_API) because there is some concern that it
introduces some inconsistent naming. cogl_matrix_transform_point would
have to be renamed cogl_matrix_project_point to be consistent, but that
would be an API break.
This exposes the idea of a stack of source materials instead of just
having a single current material. This allows the writing of orthogonal
code that can change the current source material and restore it to its
previous state. It also allows the implementation of new composite
primitives that may want to validate the current source material and
possibly make override changes in a derived material.
This adds a "Cogl deprecated API" chapter to the Cogl reference manual
so we can group all the documentation for deprecated symbols together
instead of having them clutter up the documentation of symbols we would
rather developers used.
The CoglTexture3D API is only available when defining
COGL_ENABLE_EXPERIMENTAL_API so it should be listed in the experimental
section of the API reference.
Instead of exposing an API that provides an OpenGL state machine style
where you first have to bind the program to the context using
cogl_program_use() followed by updating uniforms using
cogl_program_uniform_xyz we now have uniform setter methods that take an
explicit CoglHandle for the program.
This deprecates cogl_program_use and all the cogl_program_uniform
variants and provides the following replacements:
cogl_program_set_uniform_1i
cogl_program_set_uniform_1f
cogl_program_set_uniform_int
cogl_program_set_uniform_float
cogl_program_set_uniform_matrix
This adds a publicly exposed experimental API for a 3D texture
backend. There is a feature flag which can be checked for whether 3D
textures are supported. Although we require OpenGL 1.2 which has 3D
textures in core, GLES only provides them through an extension so the
feature can be used to detect that.
The textures can be created with one of two new API functions :-
cogl_texture_3d_new_with_size
and
cogl_texture_3d_new_from_data
There is also internally a new_from_bitmap function. new_from_data is
implemented in terms of this function.
The two constructors are effectively the only way to upload data to a
3D texture. It does not work to call glTexImage2D with the
GL_TEXTURE_3D target so the virtual for cogl_texture_set_region does
nothing. It would be possible to make cogl_texture_get_data do
something sensible like returning all of the images as a single long
image but this is not currently implemented and instead the virtual
just always fails. We may want to add API specific to the 3D texture
backend to get and set a sub region of the texture.
All of those three functions can throw a GError. This will happen if
the GPU does not support 3D textures or it does not support NPOTs and
an NPOT size is requested. It will also fail if the FBO extension is
not supported and the COGL_TEXTURE_NO_AUTO_MIPMAP flag is not
given. This could be avoided by copying the code for the
GL_GENERATE_MIPMAP TexParameter fallback, but in the interests of
keeping the code simple this is not yet done.
This adds a couple of functions to cogl-texture-driver for uploading
3D data and querying the 3D proxy
texture. prep_gl_for_pixels_upload_full now also takes sets the
GL_UNPACK_IMAGE_HEIGHT parameter so that 3D textures can have padding
between the images. Whenever 3D texture is uploading, both the height
of the images and the height of all of the data is specified (either
explicitly or implicilty from the CoglBitmap) so that the image height
can be deduced by dividing by the depth.
There are many places in the texture backend that need to do
conversion using the CoglBitmap code. Currently none of these
functions can throw an error but they do return a value to indicate
failure. In future it would make sense if new texture functions could
throw an error and in that case they would want to use a CoglBitmap
error if the failure was due to the conversion. This moves the
internal CoglBitmap error from the quartz backend to be public in
cogl-bitmap.h so that it can be used in this way.
This adds a new API call to enable point sprite coordinate generation
for a material layer:
void
cogl_material_set_layer_point_sprite_coords_enabled (CoglHandle material,
int layer_index,
gboolean enable);
There is also a corresponding get function.
Enabling point sprite coords simply sets the GL_COORD_REPLACE of the
GL_POINT_SPRITE glTexEnv when flusing the material. There is no
separate application control for glEnable(GL_POINT_SPRITE). Instead it
is left permanently enabled under the assumption that it has no affect
unless GL_COORD_REPLACE is enabled for a texture unit.
http://bugzilla.openedhand.com/show_bug.cgi?id=2047
The documentation for cogl_vertex_buffer_indices_get_for_quads was
using ugly ASCII art to draw the diagrams. These have now been
replaced with PNG figures.
CoglMaterialWrapMode was missing from the cogl-sections.txt file so it
wasn't getting displayed. There were also no documented return values
from the getters.
This adds two new API calls- cogl_path_set_fill_rule and
cogl_path_get_fill_rule. This allows modifying the fill rule of the
current path. In addition to the previous default fill rule of
'even-odd' it now supports the 'non-zero' rule. The fill rule is a
property of the path (not the Cogl context) so creating a new path or
preserving a path with cogl_path_get_handle affects the fill rule.
cogl_ortho is one of those APIs whos style was, for better or worse,
copied from OpenGL and for some inexplicable reason the near and far
arguments are inconsistent with the left, right, top, bottom arguments
because they don't take z coordinates they take a "distance" which
should be negative for a plane behind the viewer.
This updates the documentation to explain this.
We only had getters for the red, green, blue and alpha channels of a
color. This meant that, if you wanted to change, say, the alpha
component of a color, one would need to query the red, green and blue
channels and use set_from_4ub() or set_from_4f().
Instead of this, just provide some setters for CoglColor, using the same
naming scheme than the existing getters.
For some operations on pre-multiplied colors (say, replace the alpha
value), you need to unpremultiply the color.
This patch provides the counterpart to cogl_color_premultiply().
• 3 general fixes (typos, copy/paste),
• ignore cogl-object-private.h,
• cogl_fixed_atani() was in reality cogl_fixed_atan(), fixed in commit
43564f05.
• Fix the cogl-vector section: sections must have a </SECTION> tag at
the end. Also the cogl-vector section was added in the middle of the
cogl-buffer one. Let's shiffle it out and add that </SECTION> tag.
This provides a mechanism for associating private data with any
CoglObject. We expect Clutter will use this to associate weak materials
with normal materials.
This adds a math utility API for handling 3 component, single precision
float vectors with the following; mostly self explanatory functions:
cogl_vector3_init
cogl_vector3_init_zero
cogl_vector3_equal
cogl_vector3_equal_with_epsilon
cogl_vector3_copy
cogl_vector3_free
cogl_vector3_invert
cogl_vector3_add
cogl_vector3_subtract
cogl_vector3_multiply_scalar
cogl_vector3_divide_scalar
cogl_vector3_normalize
cogl_vector3_magnitude
cogl_vector3_cross_product
cogl_vector3_dot_product
cogl_vector3_distance
Since the API is experimental you will need to define
COGL_ENABLE_EXPERIMENTAL_API before including cogl.h if you want to use
the API.
Previously, Cogl's texture coordinate system was effectively always
GL_REPEAT so that if an application specifies coordinates outside the
range 0→1 it would get repeated copies of the texture. It would
however change the mode to GL_CLAMP_TO_EDGE if all of the coordinates
are in the range 0→1 so that in the common case that the whole texture
is being drawn with linear filtering it will not blend in edge pixels
from the opposite sides.
This patch adds the option for applications to change the wrap mode
per layer. There are now three wrap modes: 'repeat', 'clamp-to-edge'
and 'automatic'. The automatic map mode is the default and it
implements the previous behaviour. The wrap mode can be changed for
the s and t coordinates independently. I've tried to make the
internals support setting the r coordinate but as we don't support 3D
textures yet I haven't exposed any public API for it.
The texture backends still have a set_wrap_mode virtual but this value
is intended to be transitory and it will be changed whenever the
material is flushed (although the backends are expected to cache it so
that it won't use too many GL calls). In my understanding this value
was always meant to be transitory and all primitives were meant to set
the value before drawing. However there were comments suggesting that
this is not the expected behaviour. In particular the vertex buffer
drawing code never set a wrap mode so it would end up with whatever
the texture was previously used for. These issues are now fixed
because the material will always set the wrap modes.
There is code to manually implement clamp-to-edge for textures that
can't be hardware repeated. However this doesn't fully work because it
relies on being able to draw the stretched parts using quads with the
same values for tx1 and tx2. The texture iteration code doesn't
support this so it breaks. This is a separate bug and it isn't
trivially solved.
When flushing a material there are now extra options to set wrap mode
overrides. The overrides are an array of values for each layer that
specifies an override for the s, t or r coordinates. The primitives
use this to implement the automatic wrap mode. cogl_polygon also uses
it to set GL_CLAMP_TO_BORDER mode for its trick to render sliced
textures. Although this code has been added it looks like the sliced
trick has been broken for a while and I haven't attempted to fix it
here.
I've added a constant to represent the maximum number of layers that a
material supports so that I can size the overrides array. I've set it
to 32 because as far as I can tell we have that limit imposed anyway
because the other flush options use a guint32 to store a flag about
each layer. The overrides array ends up adding 32 bytes to each flush
options struct which may be a concern.
http://bugzilla.openedhand.com/show_bug.cgi?id=2063
This adds three new API calls:
CoglHandle cogl_path_get()
void cogl_path_set(CoglHandle path)
CoglHandle cogl_path_copy(CoglHandle path)
All of the fields relating to the path have been moved from the Cogl
context to a new CoglPath handle type. The cogl context now just
contains a CoglPath handle. All of the existing path commands
manipulate the data in the current path handle. cogl_path_new now just
creates a new path handle and unrefs the old one.
The path handle can be stored for later with cogl_path_get. The path
can then be copied with cogl_path_copy. Internally it implements
copy-on-write semantics with an extra optimisation that it will only
copy the data if the new path is modified, but not if the original
path is modified. It can do this because the only way to modify a path
is by appending to it so the copied path is able to store its own path
length and only render the nodes up to that length. For this to work
the copied path also needs to keep its own copies of the path extents
because the parent path may change these by adding nodes.
The clip stack now uses the cogl_path_copy mechanism to store paths in
the stack instead of directly copying the data. This should save some
memory and processing time.
Although cogl_multiply_matrix was consistent with OpenGL, after further
consideration it was agreed that cogl_transform is a better name. Given
that it's in the global cogl_ namespace cogl_transform seems more self
documenting.
We've had complaints that our Cogl code/headers are a bit "special" so
this is a first pass at tidying things up by giving them some
consistency. These changes are all consistent with how new code in Cogl
is being written, but the style isn't consistently applied across all
code yet.
There are two parts to this patch; but since each one required a large
amount of effort to maintain tidy indenting it made sense to combine the
changes to reduce the time spent re indenting the same lines.
The first change is to use a consistent style for declaring function
prototypes in headers. Cogl headers now consistently use this style for
prototypes:
return_type
cogl_function_name (CoglType arg0,
CoglType arg1);
Not everyone likes this style, but it seems that most of the currently
active Cogl developers agree on it.
The second change is to constrain the use of redundant glib data types
in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all
been replaced with int, unsigned int, float, long, unsigned long and char
respectively. When talking about pixel data; use of guchar has been
replaced with guint8, otherwise unsigned char can be used.
The glib types that we continue to use for portability are gboolean,
gint{8,16,32,64}, guint{8,16,32,64} and gsize.
The general intention is that Cogl should look palatable to the widest
range of C programmers including those outside the Gnome community so
- especially for the public API - we want to minimize the number of
foreign looking typedefs.
Gtk-doc is reporting a lot of false positives in the unused text file,
mostly because of new private files that have been added to Cogl but not
to the gtk-doc ignore list for the Cogl API reference.
Once the false positives have been removed we have a couple of really
missing symbols that should be added to the cogl-sections.txt file.
The PixelFormat bit and mask #defines should not be used and are there
mostly for convenience, so we can push them to the "private" sub-section
of the API reference.
This pushed Cogl's API reference coverage to 100%.
The only goal of using COGL buffers is to use them to create
textures. cogl_texture_new_from_buffer() is the new symbol to create
textures out of buffers.
This subclass of CoglBuffer aims at wrapping PBOs or other system
surfaces like DRM buffer objects. Two constructors are available:
cogl_pixel_buffer_new() with a size when you only care about the size of
the buffer (such a buffer can be used to store several texture data such
as the three planes of a I420 frame).
cogl_pixel_buffer_new_full() is more a 1:1 mapping between the data and
an underlying surface, with the possibility of having access to a low
level memory buffer that may have a stride.
Buffer objects are cool! This abstracts the buffer API first introduced
by GL_ARB_vertex_buffer_object and then extended to other objects.
The coglBuffer abstract class is intended to be the base class of all
the buffer objects, letting the user map() buffers. If the underlying
implementation does not support buffer objects (or only support VBO but
not FBO for instance), fallback paths should be provided.
This adds three new texture backends.
- CoglTexture2D: This is a trimmed down version of CoglTexture2DSliced
which only supports a single texture and only works with the
GL_TEXTURE_2D target. The code is a lot simpler so it has a less
overheads than dealing with slices. Cogl will use this wherever
possible.
- CoglSubTexture: This is used to get a CoglHandle to represent a
subregion of another texture. The texture can be used as if it was a
standalone texture but it does not need to copy the resources.
- CoglAtlasTexture: This collects RGB and RGBA textures into a single
GL texture with the aim of reducing texture state changes and
increasing batching. The backend will try to manage the atlas and
may move the textures around to close gaps in the texture. By
default all textures will be placed in the atlas.