mutter/clutter/clutter/clutter-deform-effect.c
Bilal Elmoussaoui 0f405e9270 Rename remaining usages of material to pipeline
material is almost no longer used in the code base and the
few remaining references makes it confusing when looking at parts
of the codebase. So rename the rest as well.

Note that this renames a DeformEffect property and the only extension
making use of it doesn't use the property so i think it is okay to do
so without deprecating the old property for a few releases

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3910>
2024-08-01 11:06:33 +00:00

821 lines
25 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
* Author:
* Emmanuele Bassi <ebassi@linux.intel.com>
*
* Based on the MxDeformTexture class, written by:
* Chris Lord <chris@linux.intel.com>
*/
/**
* ClutterDeformEffect:
*
* A base class for effects deforming the geometry of an actor
*
* #ClutterDeformEffect is an abstract class providing all the plumbing
* for creating effects that result in the deformation of an actor's
* geometry.
*
* #ClutterDeformEffect uses offscreen buffers to render the contents of
* a #ClutterActor and then the Cogl vertex buffers API to submit the
* geometry to the GPU.
*
* ## Implementing ClutterDeformEffect
*
* Sub-classes of #ClutterDeformEffect should override the
* [vfunc@Clutter.DeformEffect.deform_vertex] virtual function; this function
* is called on every vertex that needs to be deformed by the effect.
* Each passed vertex is an in-out parameter that initially contains the
* position of the vertex and should be modified according to a specific
* deformation algorithm.
*/
#include "config.h"
#include "cogl/cogl.h"
#include "clutter/clutter-deform-effect.h"
#include "clutter/clutter-debug.h"
#include "clutter/clutter-enum-types.h"
#include "clutter/clutter-paint-node.h"
#include "clutter/clutter-paint-nodes.h"
#include "clutter/clutter-private.h"
#define DEFAULT_N_TILES 32
/**
* ClutterVertexP3T2C4:
* @x: The x component of a position attribute
* @y: The y component of a position attribute
* @z: The z component of a position attribute
* @s: The s component of a texture coordinate attribute
* @t: The t component of a texture coordinate attribute
* @r: The red component of a color attribute
* @b: The green component of a color attribute
* @g: The blue component of a color attribute
* @a: The alpha component of a color attribute
*/
typedef struct {
float x, y, z;
float s, t;
uint8_t r, g, b, a;
} ClutterVertexP3T2C4;
typedef struct _ClutterDeformEffectPrivate
{
CoglPipeline *back_pipeline;
gint x_tiles;
gint y_tiles;
CoglAttributeBuffer *buffer;
CoglPrimitive *primitive;
CoglPrimitive *lines_primitive;
gint n_vertices;
gulong allocation_id;
guint is_dirty : 1;
} ClutterDeformEffectPrivate;
enum
{
PROP_0,
PROP_X_TILES,
PROP_Y_TILES,
PROP_BACK_PIPELINE,
PROP_LAST
};
static GParamSpec *obj_props[PROP_LAST];
G_DEFINE_ABSTRACT_TYPE_WITH_PRIVATE (ClutterDeformEffect,
clutter_deform_effect,
CLUTTER_TYPE_OFFSCREEN_EFFECT)
static void
clutter_deform_effect_real_deform_vertex (ClutterDeformEffect *effect,
gfloat width,
gfloat height,
ClutterTextureVertex *vertex)
{
g_warning ("%s: Deformation effect of type '%s' does not implement "
"the required ClutterDeformEffect::deform_vertex virtual "
"function.",
G_STRLOC,
G_OBJECT_TYPE_NAME (effect));
}
static void
clutter_deform_effect_deform_vertex (ClutterDeformEffect *effect,
gfloat width,
gfloat height,
ClutterTextureVertex *vertex)
{
CLUTTER_DEFORM_EFFECT_GET_CLASS (effect)->deform_vertex (effect,
width, height,
vertex);
}
static void
vbo_invalidate (ClutterActor *actor,
GParamSpec *pspec,
ClutterDeformEffect *effect)
{
ClutterDeformEffectPrivate *priv =
clutter_deform_effect_get_instance_private (effect);
priv->is_dirty = TRUE;
}
static void
clutter_deform_effect_set_actor (ClutterActorMeta *meta,
ClutterActor *actor)
{
ClutterDeformEffect *effect = CLUTTER_DEFORM_EFFECT (meta);
ClutterDeformEffectPrivate *priv =
clutter_deform_effect_get_instance_private (effect);
if (priv->allocation_id != 0)
{
ClutterActor *old_actor = clutter_actor_meta_get_actor (meta);
if (old_actor != NULL)
g_clear_signal_handler (&priv->allocation_id, old_actor);
priv->allocation_id = 0;
}
/* we need to invalidate the VBO whenever the allocation of the actor
* changes
*/
if (actor != NULL)
priv->allocation_id = g_signal_connect (actor, "notify::allocation",
G_CALLBACK (vbo_invalidate),
meta);
priv->is_dirty = TRUE;
CLUTTER_ACTOR_META_CLASS (clutter_deform_effect_parent_class)->set_actor (meta, actor);
}
static void
clutter_deform_effect_paint_target (ClutterOffscreenEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context)
{
ClutterDeformEffect *self = CLUTTER_DEFORM_EFFECT (effect);
ClutterDeformEffectPrivate *priv =
clutter_deform_effect_get_instance_private (self);
CoglPipeline *pipeline;
CoglDepthState depth_state;
if (priv->is_dirty)
{
gboolean mapped_buffer;
ClutterVertexP3T2C4 *verts;
ClutterActor *actor;
gfloat width, height;
guint opacity;
gint i, j;
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
opacity = clutter_actor_get_paint_opacity (actor);
/* if we don't have a target size, fall back to the actor's
* allocation, though wrong it might be
*/
if (!clutter_offscreen_effect_get_target_size (effect, &width, &height))
clutter_actor_get_size (actor, &width, &height);
/* XXX ideally, the sub-classes should tell us what they
* changed in the texture vertices; we then would be able to
* avoid resubmitting the same data, if it did not change. for
* the time being, we resubmit everything
*/
verts = cogl_buffer_map (COGL_BUFFER (priv->buffer),
COGL_BUFFER_ACCESS_WRITE,
COGL_BUFFER_MAP_HINT_DISCARD);
/* If the map failed then we'll resort to allocating a temporary
buffer */
if (verts == NULL)
{
mapped_buffer = FALSE;
verts = g_malloc (sizeof (*verts) * priv->n_vertices);
}
else
mapped_buffer = TRUE;
for (i = 0; i < priv->y_tiles + 1; i++)
{
for (j = 0; j < priv->x_tiles + 1; j++)
{
ClutterVertexP3T2C4 *vertex_out;
ClutterTextureVertex vertex;
/* CoglTextureVertex isn't an ideal structure to use for
this because it contains a CoglColor. The internal
layout of CoglColor is mean to be private so Clutter
can not pass a pointer to it as a vertex
attribute. Also it contains padding so we end up
storing more data in the vertex buffer than we need
to. Instead we let the application modify a dummy
vertex and then copy the details back out to a more
well-defined struct */
vertex.tx = (float) j / priv->x_tiles;
vertex.ty = (float) i / priv->y_tiles;
vertex.x = width * vertex.tx;
vertex.y = height * vertex.ty;
vertex.z = 0.0f;
cogl_color_init_from_4f (&vertex.color,
1.0f, 1.0f, 1.0f, opacity / 255.0f);
clutter_deform_effect_deform_vertex (self,
width, height,
&vertex);
vertex_out = verts + i * (priv->x_tiles + 1) + j;
vertex_out->x = vertex.x;
vertex_out->y = vertex.y;
vertex_out->z = vertex.z;
vertex_out->s = vertex.tx;
vertex_out->t = vertex.ty;
vertex_out->r = (uint8_t) (cogl_color_get_red (&vertex.color) * 255.0f);
vertex_out->g = (uint8_t) (cogl_color_get_green (&vertex.color) * 255.0f);
vertex_out->b = (uint8_t) (cogl_color_get_blue (&vertex.color) * 255.0f);
vertex_out->a = (uint8_t) (cogl_color_get_alpha (&vertex.color) * 255.0f);
}
}
if (mapped_buffer)
cogl_buffer_unmap (COGL_BUFFER (priv->buffer));
else
{
cogl_buffer_set_data (COGL_BUFFER (priv->buffer),
0, /* offset */
verts,
sizeof (*verts) * priv->n_vertices);
g_free (verts);
}
priv->is_dirty = FALSE;
}
pipeline = clutter_offscreen_effect_get_pipeline (effect);
/* enable depth testing */
cogl_depth_state_init (&depth_state);
cogl_depth_state_set_test_enabled (&depth_state, TRUE);
cogl_depth_state_set_test_function (&depth_state, COGL_DEPTH_TEST_FUNCTION_LEQUAL);
cogl_pipeline_set_depth_state (pipeline, &depth_state, NULL);
/* enable backface culling if we have a back pipeline */
if (priv->back_pipeline != NULL)
cogl_pipeline_set_cull_face_mode (pipeline,
COGL_PIPELINE_CULL_FACE_MODE_BACK);
/* draw the front */
if (pipeline != NULL)
{
ClutterPaintNode *front_node;
front_node = clutter_pipeline_node_new (pipeline);
clutter_paint_node_set_static_name (front_node,
"ClutterDeformEffect (front)");
clutter_paint_node_add_child (node, front_node);
clutter_paint_node_add_primitive (front_node, priv->primitive);
clutter_paint_node_unref (front_node);
}
/* draw the back */
if (priv->back_pipeline != NULL)
{
ClutterPaintNode *back_node;
CoglPipeline *back_pipeline;
/* We probably shouldn't be modifying the user's pipeline so
instead we make a temporary copy */
back_pipeline = cogl_pipeline_copy (priv->back_pipeline);
cogl_pipeline_set_depth_state (back_pipeline, &depth_state, NULL);
cogl_pipeline_set_cull_face_mode (back_pipeline,
COGL_PIPELINE_CULL_FACE_MODE_FRONT);
back_node = clutter_pipeline_node_new (back_pipeline);
clutter_paint_node_set_static_name (back_node,
"ClutterDeformEffect (back)");
clutter_paint_node_add_child (node, back_node);
clutter_paint_node_add_primitive (back_node, priv->primitive);
clutter_paint_node_unref (back_node);
g_object_unref (back_pipeline);
}
if (G_UNLIKELY (priv->lines_primitive != NULL))
{
static CoglColor red = COGL_COLOR_INIT (255, 0, 0, 255);
ClutterPaintNode *lines_node;
lines_node = clutter_color_node_new (&red);
clutter_paint_node_set_static_name (lines_node,
"ClutterDeformEffect (lines)");
clutter_paint_node_add_child (node, lines_node);
clutter_paint_node_add_primitive (lines_node, priv->lines_primitive);
clutter_paint_node_unref (lines_node);
}
}
static inline void
clutter_deform_effect_free_arrays (ClutterDeformEffect *self)
{
ClutterDeformEffectPrivate *priv =
clutter_deform_effect_get_instance_private (self);
g_clear_object (&priv->buffer);
g_clear_object (&priv->primitive);
g_clear_object (&priv->lines_primitive);
}
static void
clutter_deform_effect_init_arrays (ClutterDeformEffect *self)
{
ClutterDeformEffectPrivate *priv =
clutter_deform_effect_get_instance_private (self);
gint x, y, direction, n_indices;
CoglAttribute *attributes[3];
guint16 *static_indices;
CoglContext *ctx =
clutter_backend_get_cogl_context (clutter_get_default_backend ());
CoglIndices *indices;
guint16 *idx;
int i;
clutter_deform_effect_free_arrays (self);
n_indices = ((2 + 2 * priv->x_tiles)
* priv->y_tiles
+ (priv->y_tiles - 1));
static_indices = g_new (guint16, n_indices);
#define MESH_INDEX(x,y) ((y) * (priv->x_tiles + 1) + (x))
/* compute all the triangles from the various tiles */
direction = 1;
idx = static_indices;
idx[0] = MESH_INDEX (0, 0);
idx[1] = MESH_INDEX (0, 1);
idx += 2;
for (y = 0; y < priv->y_tiles; y++)
{
for (x = 0; x < priv->x_tiles; x++)
{
if (direction)
{
idx[0] = MESH_INDEX (x + 1, y);
idx[1] = MESH_INDEX (x + 1, y + 1);
}
else
{
idx[0] = MESH_INDEX (priv->x_tiles - x - 1, y);
idx[1] = MESH_INDEX (priv->x_tiles - x - 1, y + 1);
}
idx += 2;
}
if (y == (priv->y_tiles - 1))
break;
if (direction)
{
idx[0] = MESH_INDEX (priv->x_tiles, y + 1);
idx[1] = MESH_INDEX (priv->x_tiles, y + 1);
idx[2] = MESH_INDEX (priv->x_tiles, y + 2);
}
else
{
idx[0] = MESH_INDEX (0, y + 1);
idx[1] = MESH_INDEX (0, y + 1);
idx[2] = MESH_INDEX (0, y + 2);
}
idx += 3;
direction = !direction;
}
#undef MESH_INDEX
indices = cogl_indices_new (ctx,
COGL_INDICES_TYPE_UNSIGNED_SHORT,
static_indices,
n_indices);
g_free (static_indices);
priv->n_vertices = (priv->x_tiles + 1) * (priv->y_tiles + 1);
priv->buffer =
cogl_attribute_buffer_new (ctx,
sizeof (ClutterVertexP3T2C4) *
priv->n_vertices,
NULL);
/* The application is expected to continuously modify the vertices
so we should give a hint to Cogl about that */
cogl_buffer_set_update_hint (COGL_BUFFER (priv->buffer),
COGL_BUFFER_UPDATE_HINT_DYNAMIC);
attributes[0] = cogl_attribute_new (priv->buffer,
"cogl_position_in",
sizeof (ClutterVertexP3T2C4),
G_STRUCT_OFFSET (ClutterVertexP3T2C4, x),
3, /* n_components */
COGL_ATTRIBUTE_TYPE_FLOAT);
attributes[1] = cogl_attribute_new (priv->buffer,
"cogl_tex_coord0_in",
sizeof (ClutterVertexP3T2C4),
G_STRUCT_OFFSET (ClutterVertexP3T2C4, s),
2, /* n_components */
COGL_ATTRIBUTE_TYPE_FLOAT);
attributes[2] = cogl_attribute_new (priv->buffer,
"cogl_color_in",
sizeof (ClutterVertexP3T2C4),
G_STRUCT_OFFSET (ClutterVertexP3T2C4, r),
4, /* n_components */
COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE);
priv->primitive =
cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLE_STRIP,
priv->n_vertices,
attributes,
3 /* n_attributes */);
cogl_primitive_set_indices (priv->primitive,
indices,
n_indices);
if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_DEFORM_TILES))
{
priv->lines_primitive =
cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_LINE_STRIP,
priv->n_vertices,
attributes,
2 /* n_attributes */);
cogl_primitive_set_indices (priv->lines_primitive,
indices,
n_indices);
}
g_object_unref (indices);
for (i = 0; i < 3; i++)
g_object_unref (attributes[i]);
priv->is_dirty = TRUE;
}
static inline void
clutter_deform_effect_free_back_pipeline (ClutterDeformEffect *self)
{
ClutterDeformEffectPrivate *priv =
clutter_deform_effect_get_instance_private (self);
g_clear_object (&priv->back_pipeline);
}
static void
clutter_deform_effect_finalize (GObject *gobject)
{
ClutterDeformEffect *self = CLUTTER_DEFORM_EFFECT (gobject);
clutter_deform_effect_free_arrays (self);
clutter_deform_effect_free_back_pipeline (self);
G_OBJECT_CLASS (clutter_deform_effect_parent_class)->finalize (gobject);
}
static void
clutter_deform_effect_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterDeformEffect *self = CLUTTER_DEFORM_EFFECT (gobject);
ClutterDeformEffectPrivate *priv =
clutter_deform_effect_get_instance_private (self);
switch (prop_id)
{
case PROP_X_TILES:
clutter_deform_effect_set_n_tiles (self, g_value_get_uint (value),
priv->y_tiles);
break;
case PROP_Y_TILES:
clutter_deform_effect_set_n_tiles (self, priv->x_tiles,
g_value_get_uint (value));
break;
case PROP_BACK_PIPELINE:
clutter_deform_effect_set_back_pipeline (self, g_value_get_object (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_deform_effect_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterDeformEffect *effect = CLUTTER_DEFORM_EFFECT (gobject);
ClutterDeformEffectPrivate *priv =
clutter_deform_effect_get_instance_private (effect);
switch (prop_id)
{
case PROP_X_TILES:
g_value_set_uint (value, priv->x_tiles);
break;
case PROP_Y_TILES:
g_value_set_uint (value, priv->y_tiles);
break;
case PROP_BACK_PIPELINE:
g_value_set_object (value, priv->back_pipeline);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_deform_effect_class_init (ClutterDeformEffectClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
ClutterOffscreenEffectClass *offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
klass->deform_vertex = clutter_deform_effect_real_deform_vertex;
/**
* ClutterDeformEffect:x-tiles:
*
* The number of horizontal tiles. The bigger the number, the
* smaller the tiles
*/
obj_props[PROP_X_TILES] =
g_param_spec_uint ("x-tiles", NULL, NULL,
1, G_MAXUINT,
DEFAULT_N_TILES,
G_PARAM_READWRITE |
G_PARAM_STATIC_STRINGS);
/**
* ClutterDeformEffect:y-tiles:
*
* The number of vertical tiles. The bigger the number, the
* smaller the tiles
*/
obj_props[PROP_Y_TILES] =
g_param_spec_uint ("y-tiles", NULL, NULL,
1, G_MAXUINT,
DEFAULT_N_TILES,
G_PARAM_READWRITE |
G_PARAM_STATIC_STRINGS);
/**
* ClutterDeformEffect:back-pipeline:
*
* A pipeline to be used when painting the back of the actor
* to which this effect has been applied
*
* By default, no pipeline will be used
*/
obj_props[PROP_BACK_PIPELINE] =
g_param_spec_object ("back-pipeline", NULL, NULL,
COGL_TYPE_PIPELINE,
G_PARAM_READWRITE |
G_PARAM_STATIC_STRINGS);
gobject_class->finalize = clutter_deform_effect_finalize;
gobject_class->set_property = clutter_deform_effect_set_property;
gobject_class->get_property = clutter_deform_effect_get_property;
g_object_class_install_properties (gobject_class,
PROP_LAST,
obj_props);
meta_class->set_actor = clutter_deform_effect_set_actor;
offscreen_class->paint_target = clutter_deform_effect_paint_target;
}
static void
clutter_deform_effect_init (ClutterDeformEffect *self)
{
ClutterDeformEffectPrivate *priv =
clutter_deform_effect_get_instance_private (self);
priv->x_tiles = priv->y_tiles = DEFAULT_N_TILES;
priv->back_pipeline = NULL;
clutter_deform_effect_init_arrays (self);
}
/**
* clutter_deform_effect_set_back_pipeline:
* @effect: a #ClutterDeformEffect
* @pipeline: (allow-none): A #CoglPipeline
*
* Sets the pipeline that should be used when drawing the back face
* of the actor during a deformation
*
* The #ClutterDeformEffect will take a reference on the pipeline's
* handle
*/
void
clutter_deform_effect_set_back_pipeline (ClutterDeformEffect *effect,
CoglPipeline *pipeline)
{
ClutterDeformEffectPrivate *priv;
g_return_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect));
g_return_if_fail (pipeline == NULL || COGL_IS_PIPELINE (pipeline));
priv = clutter_deform_effect_get_instance_private (effect);
clutter_deform_effect_free_back_pipeline (effect);
priv->back_pipeline = pipeline;
if (priv->back_pipeline != NULL)
g_object_ref (priv->back_pipeline);
clutter_deform_effect_invalidate (effect);
}
/**
* clutter_deform_effect_get_back_pipeline:
* @effect: a #ClutterDeformEffect
*
* Retrieves the back pipeline used by @effect
*
* Return value: (transfer none) (nullable): A #CoglPipeline.
*/
CoglPipeline*
clutter_deform_effect_get_back_pipeline (ClutterDeformEffect *effect)
{
ClutterDeformEffectPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect), NULL);
priv = clutter_deform_effect_get_instance_private (effect);
return priv->back_pipeline;
}
/**
* clutter_deform_effect_set_n_tiles:
* @effect: a #ClutterDeformEffect
* @x_tiles: number of horizontal tiles
* @y_tiles: number of vertical tiles
*
* Sets the number of horizontal and vertical tiles to be used
* when applying the effect
*
* More tiles allow a finer grained deformation at the expenses
* of computation
*/
void
clutter_deform_effect_set_n_tiles (ClutterDeformEffect *effect,
guint x_tiles,
guint y_tiles)
{
ClutterDeformEffectPrivate *priv;
gboolean tiles_changed = FALSE;
g_return_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect));
g_return_if_fail (x_tiles > 0 && y_tiles > 0);
priv = clutter_deform_effect_get_instance_private (effect);
g_object_freeze_notify (G_OBJECT (effect));
if (priv->x_tiles != x_tiles)
{
priv->x_tiles = x_tiles;
g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_X_TILES]);
tiles_changed = TRUE;
}
if (priv->y_tiles != y_tiles)
{
priv->y_tiles = y_tiles;
g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_Y_TILES]);
tiles_changed = TRUE;
}
if (tiles_changed)
{
clutter_deform_effect_init_arrays (effect);
clutter_deform_effect_invalidate (effect);
}
g_object_thaw_notify (G_OBJECT (effect));
}
/**
* clutter_deform_effect_get_n_tiles:
* @effect: a #ClutterDeformEffect
* @x_tiles: (out): return location for the number of horizontal tiles,
* or %NULL
* @y_tiles: (out): return location for the number of vertical tiles,
* or %NULL
*
* Retrieves the number of horizontal and vertical tiles used to sub-divide
* the actor's geometry during the effect
*/
void
clutter_deform_effect_get_n_tiles (ClutterDeformEffect *effect,
guint *x_tiles,
guint *y_tiles)
{
ClutterDeformEffectPrivate *priv;
g_return_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect));
priv = clutter_deform_effect_get_instance_private (effect);
if (x_tiles != NULL)
*x_tiles = priv->x_tiles;
if (y_tiles != NULL)
*y_tiles = priv->y_tiles;
}
/**
* clutter_deform_effect_invalidate:
* @effect: a #ClutterDeformEffect
*
* Invalidates the `effect`'s vertices and, if it is associated
* to an actor, it will queue a redraw
*/
void
clutter_deform_effect_invalidate (ClutterDeformEffect *effect)
{
ClutterActor *actor;
ClutterDeformEffectPrivate *priv;
g_return_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect));
priv = clutter_deform_effect_get_instance_private (effect);
if (priv->is_dirty)
return;
priv->is_dirty = TRUE;
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
if (actor != NULL)
clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
}