mutter/clutter/clutter-deform-effect.c

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/*
* 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>
*/
/**
* SECTION:clutter-deform-effect
* @Title: ClutterDeformEffect
* @Short_Description: 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.
*
* #ClutterDeformEffect is available since Clutter 1.4
*
* ## Implementing ClutterDeformEffect
*
* Sub-classes of #ClutterDeformEffect should override the
* #ClutterDeformEffectClass.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.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#define CLUTTER_ENABLE_EXPERIMENTAL_API
#include "clutter-deform-effect.h"
#include <cogl/cogl.h>
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-offscreen-effect-private.h"
#include "clutter-private.h"
#define DEFAULT_N_TILES 32
struct _ClutterDeformEffectPrivate
{
CoglPipeline *back_pipeline;
gint x_tiles;
gint y_tiles;
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
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CoglAttributeBuffer *buffer;
CoglPrimitive *primitive;
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
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CoglPrimitive *lines_primitive;
gint n_vertices;
gulong allocation_id;
guint is_dirty : 1;
};
enum
{
PROP_0,
PROP_X_TILES,
PROP_Y_TILES,
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PROP_BACK_MATERIAL,
PROP_LAST
};
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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,
CoglTextureVertex *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));
}
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static void
clutter_deform_effect_deform_vertex (ClutterDeformEffect *effect,
gfloat width,
gfloat height,
CoglTextureVertex *vertex)
{
CLUTTER_DEFORM_EFFECT_GET_CLASS (effect)->deform_vertex (effect,
width, height,
vertex);
}
static void
vbo_invalidate (ClutterActor *actor,
const ClutterActorBox *allocation,
ClutterAllocationFlags flags,
ClutterDeformEffect *effect)
{
effect->priv->is_dirty = TRUE;
}
static void
clutter_deform_effect_set_actor (ClutterActorMeta *meta,
ClutterActor *actor)
{
ClutterDeformEffectPrivate *priv = CLUTTER_DEFORM_EFFECT (meta)->priv;
if (priv->allocation_id != 0)
{
ClutterActor *old_actor = clutter_actor_meta_get_actor (meta);
if (old_actor != NULL)
g_signal_handler_disconnect (old_actor, priv->allocation_id);
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, "allocation-changed",
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)
{
ClutterDeformEffect *self= CLUTTER_DEFORM_EFFECT (effect);
ClutterDeformEffectPrivate *priv = self->priv;
CoglHandle material;
CoglPipeline *pipeline;
CoglDepthState depth_state;
CoglFramebuffer *fb = cogl_get_draw_framebuffer ();
if (priv->is_dirty)
{
ClutterRect rect;
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
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gboolean mapped_buffer;
CoglVertexP3T2C4 *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_rect (effect, &rect))
{
width = clutter_rect_get_width (&rect);
height = clutter_rect_get_height (&rect);
}
else
clutter_actor_get_size (actor, &width, &height);
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
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/* 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++)
{
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
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CoglVertexP3T2C4 *vertex_out;
CoglTextureVertex 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_4ub (&vertex.color, 255, 255, 255, opacity);
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clutter_deform_effect_deform_vertex (self,
width, height,
&vertex);
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
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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 = cogl_color_get_red_byte (&vertex.color);
vertex_out->g = cogl_color_get_green_byte (&vertex.color);
vertex_out->b = cogl_color_get_blue_byte (&vertex.color);
vertex_out->a = cogl_color_get_alpha_byte (&vertex.color);
}
}
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
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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;
}
material = clutter_offscreen_effect_get_target (effect);
pipeline = COGL_PIPELINE (material);
/* enable depth testing */
cogl_depth_state_init (&depth_state);
cogl_depth_state_set_test_enabled (&depth_state, TRUE);
cogl_pipeline_set_depth_state (pipeline, &depth_state, NULL);
/* enable backface culling if we have a back material */
if (priv->back_pipeline != NULL)
cogl_pipeline_set_cull_face_mode (pipeline,
COGL_PIPELINE_CULL_FACE_MODE_BACK);
/* draw the front */
if (material != NULL)
cogl_framebuffer_draw_primitive (fb, pipeline, priv->primitive);
/* draw the back */
if (priv->back_pipeline != NULL)
{
CoglPipeline *back_pipeline;
/* We probably shouldn't be modifying the user's material 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);
cogl_framebuffer_draw_primitive (fb, back_pipeline, priv->primitive);
cogl_object_unref (back_pipeline);
}
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
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if (G_UNLIKELY (priv->lines_primitive != NULL))
{
CoglContext *ctx =
clutter_backend_get_cogl_context (clutter_get_default_backend ());
CoglPipeline *lines_pipeline = cogl_pipeline_new (ctx);
cogl_pipeline_set_color4f (lines_pipeline, 1.0, 0, 0, 1.0);
cogl_framebuffer_draw_primitive (fb, lines_pipeline,
priv->lines_primitive);
cogl_object_unref (lines_pipeline);
}
}
static inline void
clutter_deform_effect_free_arrays (ClutterDeformEffect *self)
{
ClutterDeformEffectPrivate *priv = self->priv;
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
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if (priv->buffer)
{
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
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cogl_object_unref (priv->buffer);
priv->buffer = NULL;
}
if (priv->primitive)
{
cogl_object_unref (priv->primitive);
priv->primitive = NULL;
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
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}
if (priv->lines_primitive)
{
cogl_object_unref (priv->lines_primitive);
priv->lines_primitive = NULL;
}
}
static void
clutter_deform_effect_init_arrays (ClutterDeformEffect *self)
{
ClutterDeformEffectPrivate *priv = self->priv;
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
2011-11-08 06:37:27 -05:00
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;
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
2011-11-08 06:37:27 -05:00
int i;
clutter_deform_effect_free_arrays (self);
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
2011-11-08 06:37:27 -05:00
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);
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
2011-11-08 06:37:27 -05:00
priv->n_vertices = (priv->x_tiles + 1) * (priv->y_tiles + 1);
priv->buffer =
cogl_attribute_buffer_new (ctx,
sizeof (CoglVertexP3T2C4) *
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
2011-11-08 06:37:27 -05:00
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 (CoglVertexP3T2C4),
G_STRUCT_OFFSET (CoglVertexP3T2C4, x),
3, /* n_components */
COGL_ATTRIBUTE_TYPE_FLOAT);
attributes[1] = cogl_attribute_new (priv->buffer,
"cogl_tex_coord0_in",
sizeof (CoglVertexP3T2C4),
G_STRUCT_OFFSET (CoglVertexP3T2C4, s),
2, /* n_components */
COGL_ATTRIBUTE_TYPE_FLOAT);
attributes[2] = cogl_attribute_new (priv->buffer,
"cogl_color_in",
sizeof (CoglVertexP3T2C4),
G_STRUCT_OFFSET (CoglVertexP3T2C4, r),
4, /* n_components */
COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE);
priv->primitive =
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
2011-11-08 06:37:27 -05:00
cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLE_STRIP,
priv->n_vertices,
attributes,
3 /* n_attributes */);
cogl_primitive_set_indices (priv->primitive,
indices,
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
2011-11-08 06:37:27 -05:00
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,
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
2011-11-08 06:37:27 -05:00
n_indices);
}
cogl_object_unref (indices);
deform-effect: Use CoglPrimitives instead of CoglVertexBuffers This changes ClutterDeformEffect to use a CoglAttributeBuffer with a CoglPrimitive instead of the old CoglVertexBuffer. The old vertex buffer code is now implemented in terms of the attribute buffer code and it will eventually be deprecated. Using CoglPrimitives should be slightly more efficient. This also changes the struct we store the vertices to be CoglVertexP3T2C4 instead of CoglTextureVertex. The latter is technically not compatible with neither vertex buffers nor attribute buffers because it contains a CoglColor and the internal members of that are private so it is not valid to assume it contains 4 bytes and use that as an attribute. Also it contains padding so it ends up redundantly creating a larger buffer. CoglTextureVertex is in the public API for the deform_vertex virtual so we still have to maintain that. Instead of directly manipulating the array to upload, the application is now passed a stack allocated temporary struct which gets converted to a CoglVertexP3T2C4. This also means that we can map the buffer as write only and still let the application read-write the vertex. The paint debug code to draw line strips for the deform mesh was previously trying to set a red source material. However this wasn't working because the material color was being overwritten by the color attribute in the vertex buffer. This patch fixes that by creating a seperate primitive for the lines and not adding the color attribute. The lines code was also drawing both the front and back indices. I don't think that entirely makes sense so I've just changed it to draw only the front indices. Maybe painting both would make more sense if backface culling was still enabled. https://bugzilla.gnome.org/show_bug.cgi?id=663636
2011-11-08 06:37:27 -05:00
for (i = 0; i < 3; i++)
cogl_object_unref (attributes[i]);
priv->is_dirty = TRUE;
}
static inline void
clutter_deform_effect_free_back_pipeline (ClutterDeformEffect *self)
{
ClutterDeformEffectPrivate *priv = self->priv;
if (priv->back_pipeline != NULL)
{
cogl_object_unref (priv->back_pipeline);
priv->back_pipeline = NULL;
}
}
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);
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);
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 = clutter_deform_effect_get_instance_private (self);
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));
}