77ec8774a0
Revert all the work that happened on the master branch.
Sadly, this is the only way to merge the current development branch back
into master.
It is now abundantly clear that I merged the 1.99 branch far too soon,
and that Clutter 2.0 won't happen any time soon, if at all.
Since having the development happen on a separate branch throws a lot of
people into confusion, let's undo the clutter-1.99 → master merge, and
move back the development of Clutter to the master branch.
In order to do so, we need to do some surgery to the Git repository.
First, we do a massive revert in a single commit of all that happened
since the switch to 1.99 and the API version bump done with the
89a2862b05
commit. The history is too long
to be reverted commit by commit without being extremely messy.
819 lines
24 KiB
C
819 lines
24 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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* Author:
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* Emmanuele Bassi <ebassi@linux.intel.com>
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*
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* Based on the MxDeformTexture class, written by:
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* Chris Lord <chris@linux.intel.com>
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*/
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/**
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* SECTION:clutter-deform-effect
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* @Title: ClutterDeformEffect
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* @Short_Description: A base class for effects deforming the geometry
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* of an actor
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*
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* #ClutterDeformEffect is an abstract class providing all the plumbing
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* for creating effects that result in the deformation of an actor's
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* geometry.
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*
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* #ClutterDeformEffect uses offscreen buffers to render the contents of
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* a #ClutterActor and then the Cogl vertex buffers API to submit the
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* geometry to the GPU.
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*
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* <refsect2>
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* <title>Implementing ClutterDeformEffect</title>
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* <para>Sub-classes of #ClutterDeformEffect should override the
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* #ClutterDeformEffectClass.deform_vertex() virtual function; this function
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* is called on every vertex that needs to be deformed by the effect.
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* Each passed vertex is an in-out parameter that initially contains the
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* position of the vertex and should be modified according to a specific
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* deformation algorithm.</para>
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* </refsect2>
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*
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* #ClutterDeformEffect is available since Clutter 1.4
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#define CLUTTER_ENABLE_EXPERIMENTAL_API
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#include "clutter-deform-effect.h"
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#include <cogl/cogl.h>
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#include "clutter-debug.h"
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#include "clutter-enum-types.h"
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#include "clutter-offscreen-effect-private.h"
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#include "clutter-private.h"
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#define DEFAULT_N_TILES 32
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struct _ClutterDeformEffectPrivate
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{
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CoglPipeline *back_pipeline;
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gint x_tiles;
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gint y_tiles;
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CoglAttributeBuffer *buffer;
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CoglPrimitive *primitive;
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CoglPrimitive *lines_primitive;
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gint n_vertices;
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gulong allocation_id;
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guint is_dirty : 1;
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};
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enum
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{
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PROP_0,
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PROP_X_TILES,
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PROP_Y_TILES,
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PROP_BACK_MATERIAL,
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PROP_LAST
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};
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static GParamSpec *obj_props[PROP_LAST];
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G_DEFINE_ABSTRACT_TYPE (ClutterDeformEffect,
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clutter_deform_effect,
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CLUTTER_TYPE_OFFSCREEN_EFFECT);
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static void
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clutter_deform_effect_real_deform_vertex (ClutterDeformEffect *effect,
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gfloat width,
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gfloat height,
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CoglTextureVertex *vertex)
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{
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g_warning ("%s: Deformation effect of type '%s' does not implement "
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"the required ClutterDeformEffect::deform_vertex virtual "
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"function.",
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G_STRLOC,
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G_OBJECT_TYPE_NAME (effect));
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}
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static void
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clutter_deform_effect_deform_vertex (ClutterDeformEffect *effect,
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gfloat width,
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gfloat height,
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CoglTextureVertex *vertex)
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{
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CLUTTER_DEFORM_EFFECT_GET_CLASS (effect)->deform_vertex (effect,
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width, height,
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vertex);
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}
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static void
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vbo_invalidate (ClutterActor *actor,
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const ClutterActorBox *allocation,
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ClutterAllocationFlags flags,
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ClutterDeformEffect *effect)
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{
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effect->priv->is_dirty = TRUE;
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}
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static void
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clutter_deform_effect_set_actor (ClutterActorMeta *meta,
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ClutterActor *actor)
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{
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ClutterDeformEffectPrivate *priv = CLUTTER_DEFORM_EFFECT (meta)->priv;
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if (priv->allocation_id != 0)
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{
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ClutterActor *old_actor = clutter_actor_meta_get_actor (meta);
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if (old_actor != NULL)
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g_signal_handler_disconnect (old_actor, priv->allocation_id);
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priv->allocation_id = 0;
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}
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/* we need to invalidate the VBO whenever the allocation of the actor
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* changes
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*/
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if (actor != NULL)
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priv->allocation_id = g_signal_connect (actor, "allocation-changed",
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G_CALLBACK (vbo_invalidate),
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meta);
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priv->is_dirty = TRUE;
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CLUTTER_ACTOR_META_CLASS (clutter_deform_effect_parent_class)->set_actor (meta, actor);
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}
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static void
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clutter_deform_effect_paint_target (ClutterOffscreenEffect *effect)
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{
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ClutterDeformEffect *self= CLUTTER_DEFORM_EFFECT (effect);
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ClutterDeformEffectPrivate *priv = self->priv;
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CoglHandle material;
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CoglPipeline *pipeline;
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CoglDepthState depth_state;
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CoglFramebuffer *fb = cogl_get_draw_framebuffer ();
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if (priv->is_dirty)
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{
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ClutterRect rect;
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gboolean mapped_buffer;
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CoglVertexP3T2C4 *verts;
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ClutterActor *actor;
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gfloat width, height;
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guint opacity;
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gint i, j;
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actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
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opacity = clutter_actor_get_paint_opacity (actor);
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/* if we don't have a target size, fall back to the actor's
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* allocation, though wrong it might be
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*/
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if (clutter_offscreen_effect_get_target_rect (effect, &rect))
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{
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width = clutter_rect_get_width (&rect);
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height = clutter_rect_get_height (&rect);
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}
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else
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clutter_actor_get_size (actor, &width, &height);
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/* XXX ideally, the sub-classes should tell us what they
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* changed in the texture vertices; we then would be able to
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* avoid resubmitting the same data, if it did not change. for
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* the time being, we resubmit everything
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*/
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verts = cogl_buffer_map (COGL_BUFFER (priv->buffer),
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COGL_BUFFER_ACCESS_WRITE,
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COGL_BUFFER_MAP_HINT_DISCARD);
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/* If the map failed then we'll resort to allocating a temporary
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buffer */
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if (verts == NULL)
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{
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mapped_buffer = FALSE;
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verts = g_malloc (sizeof (*verts) * priv->n_vertices);
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}
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else
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mapped_buffer = TRUE;
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for (i = 0; i < priv->y_tiles + 1; i++)
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{
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for (j = 0; j < priv->x_tiles + 1; j++)
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{
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CoglVertexP3T2C4 *vertex_out;
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CoglTextureVertex vertex;
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/* CoglTextureVertex isn't an ideal structure to use for
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this because it contains a CoglColor. The internal
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layout of CoglColor is mean to be private so Clutter
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can not pass a pointer to it as a vertex
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attribute. Also it contains padding so we end up
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storing more data in the vertex buffer than we need
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to. Instead we let the application modify a dummy
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vertex and then copy the details back out to a more
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well-defined struct */
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vertex.tx = (float) j / priv->x_tiles;
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vertex.ty = (float) i / priv->y_tiles;
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vertex.x = width * vertex.tx;
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vertex.y = height * vertex.ty;
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vertex.z = 0.0f;
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cogl_color_init_from_4ub (&vertex.color, 255, 255, 255, opacity);
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clutter_deform_effect_deform_vertex (self,
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width, height,
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&vertex);
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vertex_out = verts + i * (priv->x_tiles + 1) + j;
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vertex_out->x = vertex.x;
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vertex_out->y = vertex.y;
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vertex_out->z = vertex.z;
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vertex_out->s = vertex.tx;
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vertex_out->t = vertex.ty;
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vertex_out->r = cogl_color_get_red_byte (&vertex.color);
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vertex_out->g = cogl_color_get_green_byte (&vertex.color);
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vertex_out->b = cogl_color_get_blue_byte (&vertex.color);
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vertex_out->a = cogl_color_get_alpha_byte (&vertex.color);
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}
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}
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if (mapped_buffer)
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cogl_buffer_unmap (COGL_BUFFER (priv->buffer));
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else
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{
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cogl_buffer_set_data (COGL_BUFFER (priv->buffer),
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0, /* offset */
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verts,
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sizeof (*verts) * priv->n_vertices);
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g_free (verts);
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}
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priv->is_dirty = FALSE;
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}
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material = clutter_offscreen_effect_get_target (effect);
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pipeline = COGL_PIPELINE (material);
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/* enable depth testing */
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cogl_depth_state_init (&depth_state);
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cogl_depth_state_set_test_enabled (&depth_state, TRUE);
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cogl_pipeline_set_depth_state (pipeline, &depth_state, NULL);
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/* enable backface culling if we have a back material */
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if (priv->back_pipeline != NULL)
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cogl_pipeline_set_cull_face_mode (pipeline,
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COGL_PIPELINE_CULL_FACE_MODE_BACK);
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/* draw the front */
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if (material != NULL)
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cogl_framebuffer_draw_primitive (fb, pipeline, priv->primitive);
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/* draw the back */
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if (priv->back_pipeline != NULL)
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{
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CoglPipeline *back_pipeline;
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/* We probably shouldn't be modifying the user's material so
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instead we make a temporary copy */
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back_pipeline = cogl_pipeline_copy (priv->back_pipeline);
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cogl_pipeline_set_depth_state (back_pipeline, &depth_state, NULL);
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cogl_pipeline_set_cull_face_mode (pipeline,
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COGL_PIPELINE_CULL_FACE_MODE_FRONT);
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cogl_framebuffer_draw_primitive (fb, back_pipeline, priv->primitive);
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cogl_object_unref (back_pipeline);
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}
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if (G_UNLIKELY (priv->lines_primitive != NULL))
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{
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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CoglPipeline *lines_pipeline = cogl_pipeline_new (ctx);
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cogl_pipeline_set_color4f (lines_pipeline, 1.0, 0, 0, 1.0);
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cogl_framebuffer_draw_primitive (fb, lines_pipeline,
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priv->lines_primitive);
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cogl_object_unref (lines_pipeline);
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}
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}
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static inline void
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clutter_deform_effect_free_arrays (ClutterDeformEffect *self)
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{
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ClutterDeformEffectPrivate *priv = self->priv;
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if (priv->buffer)
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{
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cogl_object_unref (priv->buffer);
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priv->buffer = NULL;
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}
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if (priv->primitive)
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{
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cogl_object_unref (priv->primitive);
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priv->primitive = NULL;
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}
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if (priv->lines_primitive)
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{
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cogl_object_unref (priv->lines_primitive);
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priv->lines_primitive = NULL;
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}
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}
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static void
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clutter_deform_effect_init_arrays (ClutterDeformEffect *self)
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{
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ClutterDeformEffectPrivate *priv = self->priv;
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gint x, y, direction, n_indices;
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CoglAttribute *attributes[3];
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guint16 *static_indices;
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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CoglIndices *indices;
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guint16 *idx;
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int i;
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clutter_deform_effect_free_arrays (self);
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n_indices = ((2 + 2 * priv->x_tiles)
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* priv->y_tiles
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+ (priv->y_tiles - 1));
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static_indices = g_new (guint16, n_indices);
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#define MESH_INDEX(x,y) ((y) * (priv->x_tiles + 1) + (x))
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/* compute all the triangles from the various tiles */
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direction = 1;
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idx = static_indices;
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idx[0] = MESH_INDEX (0, 0);
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idx[1] = MESH_INDEX (0, 1);
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idx += 2;
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for (y = 0; y < priv->y_tiles; y++)
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{
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for (x = 0; x < priv->x_tiles; x++)
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{
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if (direction)
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{
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idx[0] = MESH_INDEX (x + 1, y);
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idx[1] = MESH_INDEX (x + 1, y + 1);
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}
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else
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{
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idx[0] = MESH_INDEX (priv->x_tiles - x - 1, y);
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idx[1] = MESH_INDEX (priv->x_tiles - x - 1, y + 1);
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}
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idx += 2;
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}
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if (y == (priv->y_tiles - 1))
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break;
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if (direction)
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{
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idx[0] = MESH_INDEX (priv->x_tiles, y + 1);
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idx[1] = MESH_INDEX (priv->x_tiles, y + 1);
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idx[2] = MESH_INDEX (priv->x_tiles, y + 2);
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}
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else
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{
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idx[0] = MESH_INDEX (0, y + 1);
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idx[1] = MESH_INDEX (0, y + 1);
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idx[2] = MESH_INDEX (0, y + 2);
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}
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idx += 3;
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direction = !direction;
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}
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#undef MESH_INDEX
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indices = cogl_indices_new (ctx,
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COGL_INDICES_TYPE_UNSIGNED_SHORT,
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static_indices,
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n_indices);
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g_free (static_indices);
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priv->n_vertices = (priv->x_tiles + 1) * (priv->y_tiles + 1);
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priv->buffer =
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cogl_attribute_buffer_new (ctx,
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sizeof (CoglVertexP3T2C4) *
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priv->n_vertices,
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NULL);
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/* The application is expected to continuously modify the vertices
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so we should give a hint to Cogl about that */
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cogl_buffer_set_update_hint (COGL_BUFFER (priv->buffer),
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COGL_BUFFER_UPDATE_HINT_DYNAMIC);
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attributes[0] = cogl_attribute_new (priv->buffer,
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"cogl_position_in",
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sizeof (CoglVertexP3T2C4),
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G_STRUCT_OFFSET (CoglVertexP3T2C4, x),
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3, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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attributes[1] = cogl_attribute_new (priv->buffer,
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"cogl_tex_coord0_in",
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sizeof (CoglVertexP3T2C4),
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G_STRUCT_OFFSET (CoglVertexP3T2C4, s),
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2, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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attributes[2] = cogl_attribute_new (priv->buffer,
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"cogl_color_in",
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sizeof (CoglVertexP3T2C4),
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G_STRUCT_OFFSET (CoglVertexP3T2C4, r),
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4, /* n_components */
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COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE);
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priv->primitive =
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cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLE_STRIP,
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priv->n_vertices,
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attributes,
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3 /* n_attributes */);
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cogl_primitive_set_indices (priv->primitive,
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indices,
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n_indices);
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if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_DEFORM_TILES))
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{
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priv->lines_primitive =
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cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_LINE_STRIP,
|
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priv->n_vertices,
|
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attributes,
|
|
2 /* n_attributes */);
|
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cogl_primitive_set_indices (priv->lines_primitive,
|
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indices,
|
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n_indices);
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}
|
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cogl_object_unref (indices);
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for (i = 0; i < 3; i++)
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cogl_object_unref (attributes[i]);
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priv->is_dirty = TRUE;
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}
|
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|
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static inline void
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clutter_deform_effect_free_back_pipeline (ClutterDeformEffect *self)
|
|
{
|
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ClutterDeformEffectPrivate *priv = self->priv;
|
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|
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if (priv->back_pipeline != NULL)
|
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{
|
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cogl_object_unref (priv->back_pipeline);
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priv->back_pipeline = NULL;
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}
|
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}
|
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|
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static void
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clutter_deform_effect_finalize (GObject *gobject)
|
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{
|
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ClutterDeformEffect *self = CLUTTER_DEFORM_EFFECT (gobject);
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|
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clutter_deform_effect_free_arrays (self);
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clutter_deform_effect_free_back_pipeline (self);
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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);
|
|
|
|
switch (prop_id)
|
|
{
|
|
case PROP_X_TILES:
|
|
clutter_deform_effect_set_n_tiles (self, g_value_get_uint (value),
|
|
self->priv->y_tiles);
|
|
break;
|
|
|
|
case PROP_Y_TILES:
|
|
clutter_deform_effect_set_n_tiles (self, self->priv->x_tiles,
|
|
g_value_get_uint (value));
|
|
break;
|
|
|
|
case PROP_BACK_MATERIAL:
|
|
clutter_deform_effect_set_back_material (self, g_value_get_boxed (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)
|
|
{
|
|
ClutterDeformEffectPrivate *priv = CLUTTER_DEFORM_EFFECT (gobject)->priv;
|
|
|
|
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_MATERIAL:
|
|
g_value_set_boxed (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);
|
|
|
|
g_type_class_add_private (klass, sizeof (ClutterDeformEffectPrivate));
|
|
|
|
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
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
obj_props[PROP_X_TILES] =
|
|
g_param_spec_uint ("x-tiles",
|
|
P_("Horizontal Tiles"),
|
|
P_("The number of horizontal tiles"),
|
|
1, G_MAXUINT,
|
|
DEFAULT_N_TILES,
|
|
CLUTTER_PARAM_READWRITE);
|
|
|
|
/**
|
|
* ClutterDeformEffect:y-tiles:
|
|
*
|
|
* The number of vertical tiles. The bigger the number, the
|
|
* smaller the tiles
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
obj_props[PROP_Y_TILES] =
|
|
g_param_spec_uint ("y-tiles",
|
|
P_("Vertical Tiles"),
|
|
P_("The number of vertical tiles"),
|
|
1, G_MAXUINT,
|
|
DEFAULT_N_TILES,
|
|
CLUTTER_PARAM_READWRITE);
|
|
|
|
/**
|
|
* ClutterDeformEffect:back-material:
|
|
*
|
|
* A material to be used when painting the back of the actor
|
|
* to which this effect has been applied
|
|
*
|
|
* By default, no material will be used
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
obj_props[PROP_BACK_MATERIAL] =
|
|
g_param_spec_boxed ("back-material",
|
|
P_("Back Material"),
|
|
P_("The material to be used when painting the back of the actor"),
|
|
COGL_TYPE_HANDLE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
|
|
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)
|
|
{
|
|
self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self, CLUTTER_TYPE_DEFORM_EFFECT,
|
|
ClutterDeformEffectPrivate);
|
|
|
|
self->priv->x_tiles = self->priv->y_tiles = DEFAULT_N_TILES;
|
|
self->priv->back_pipeline = NULL;
|
|
|
|
clutter_deform_effect_init_arrays (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_deform_effect_set_back_material:
|
|
* @effect: a #ClutterDeformEffect
|
|
* @material: (allow-none): a handle to a Cogl material
|
|
*
|
|
* Sets the material that should be used when drawing the back face
|
|
* of the actor during a deformation
|
|
*
|
|
* The #ClutterDeformEffect will take a reference on the material's
|
|
* handle
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
void
|
|
clutter_deform_effect_set_back_material (ClutterDeformEffect *effect,
|
|
CoglHandle material)
|
|
{
|
|
ClutterDeformEffectPrivate *priv;
|
|
CoglPipeline *pipeline = COGL_PIPELINE (material);
|
|
|
|
g_return_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect));
|
|
g_return_if_fail (pipeline == NULL || cogl_is_pipeline (pipeline));
|
|
|
|
priv = effect->priv;
|
|
|
|
clutter_deform_effect_free_back_pipeline (effect);
|
|
|
|
priv->back_pipeline = material;
|
|
if (priv->back_pipeline != NULL)
|
|
cogl_object_ref (priv->back_pipeline);
|
|
|
|
clutter_deform_effect_invalidate (effect);
|
|
}
|
|
|
|
/**
|
|
* clutter_deform_effect_get_back_material:
|
|
* @effect: a #ClutterDeformEffect
|
|
*
|
|
* Retrieves the handle to the back face material used by @effect
|
|
*
|
|
* Return value: (transfer none): a handle for the material, or %NULL.
|
|
* The returned material is owned by the #ClutterDeformEffect and it
|
|
* should not be freed directly
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
CoglHandle
|
|
clutter_deform_effect_get_back_material (ClutterDeformEffect *effect)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect), NULL);
|
|
|
|
return effect->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
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
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 = effect->priv;
|
|
|
|
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
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
void
|
|
clutter_deform_effect_get_n_tiles (ClutterDeformEffect *effect,
|
|
guint *x_tiles,
|
|
guint *y_tiles)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect));
|
|
|
|
if (x_tiles != NULL)
|
|
*x_tiles = effect->priv->x_tiles;
|
|
|
|
if (y_tiles != NULL)
|
|
*y_tiles = effect->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
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
void
|
|
clutter_deform_effect_invalidate (ClutterDeformEffect *effect)
|
|
{
|
|
ClutterActor *actor;
|
|
|
|
g_return_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect));
|
|
|
|
if (effect->priv->is_dirty)
|
|
return;
|
|
|
|
effect->priv->is_dirty = TRUE;
|
|
|
|
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
|
|
if (actor != NULL)
|
|
clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
|
|
}
|