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2007-11-21 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/cogl/cogl.h: Add cogl_fog_set() abstracting the glFog() functions and enabling the GL_FOG flag. * clutter/cogl/gl/cogl.c: Add GL implementation of cogl_fog_set(). * clutter/cogl/gles/cogl.c: Add GL/ES implementation of cogl_fog_set(). * clutter.symbols: Add new symbols. * clutter/clutter-stage.h: Add API to enable depth cueing on the stage using a linear GL fog, and to set the parameters for it (#637). * clutter/clutter-stage.c (clutter_stage_paint): Enable the GL fog if the ClutterStage:use-fog property is true. * tests/test-depth.c: Test the new stage API.
This commit is contained in:
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ChangeLog
21
ChangeLog
@ -1,3 +1,24 @@
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2007-11-21 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/cogl/cogl.h: Add cogl_fog_set() abstracting the
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glFog() functions and enabling the GL_FOG flag.
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* clutter/cogl/gl/cogl.c: Add GL implementation of cogl_fog_set().
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* clutter/cogl/gles/cogl.c: Add GL/ES implementation of
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cogl_fog_set().
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* clutter.symbols: Add new symbols.
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* clutter/clutter-stage.h: Add API to enable depth cueing on
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the stage using a linear GL fog, and to set the parameters
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for it (#637).
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* clutter/clutter-stage.c (clutter_stage_paint): Enable the
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GL fog if the ClutterStage:use-fog property is true.
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* tests/test-depth.c: Test the new stage API.
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2007-11-20 Øyvind Kolås <pippin@o-hand.com>
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* clutter/clutter-main.c: (event_click_count_generate): generalized
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@ -404,6 +404,12 @@ clutter_stage_get_title
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clutter_stage_set_user_resizable
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clutter_stage_get_user_resizable
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clutter_stage_set_key_focus
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clutter_stage_set_use_fog
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clutter_stage_get_use_fog
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clutter_stage_set_fog
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clutter_stage_get_fog
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clutter_stage_set_fogx
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clutter_stage_get_fogx
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clutter_texture_error_quark
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clutter_texture_get_type
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clutter_texture_new
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@ -57,11 +57,13 @@ struct _ClutterStagePrivate
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{
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ClutterColor color;
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ClutterPerspective perspective;
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ClutterFog fog;
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guint is_fullscreen : 1;
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guint is_offscreen : 1;
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guint is_cursor_visible : 1;
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guint is_user_resizable : 1;
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guint use_fog : 1;
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gchar *title;
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ClutterActor *key_focused_actor;
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@ -77,7 +79,8 @@ enum
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PROP_CURSOR_VISIBLE,
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PROP_PERSPECTIVE,
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PROP_TITLE,
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PROP_USER_RESIZE
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PROP_USER_RESIZE,
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PROP_USE_FOG
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};
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enum
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@ -98,6 +101,14 @@ clutter_stage_paint (ClutterActor *self)
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cogl_paint_init (&priv->color);
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if (priv->use_fog)
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{
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cogl_fog_set (&priv->color,
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priv->fog.density,
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priv->fog.z_near,
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priv->fog.z_far);
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}
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (self);
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}
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@ -169,6 +180,9 @@ clutter_stage_set_property (GObject *object,
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case PROP_USER_RESIZE:
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clutter_stage_set_user_resizable (stage, g_value_get_boolean (value));
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break;
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case PROP_USE_FOG:
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clutter_stage_set_use_fog (stage, g_value_get_boolean (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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@ -214,6 +228,9 @@ clutter_stage_get_property (GObject *object,
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case PROP_USER_RESIZE:
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g_value_set_boolean (value, priv->is_user_resizable);
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break;
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case PROP_USE_FOG:
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g_value_set_boolean (value, priv->use_fog);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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@ -309,6 +326,22 @@ clutter_stage_class_init (ClutterStageClass *klass)
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"Stage Title",
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NULL,
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CLUTTER_PARAM_READWRITE));
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/**
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* ClutterStage:use-fog:
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*
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* Whether the stage should use a linear GL "fog" for creating the
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* depth-cueing effect to enhance the perception of depth by fading
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* actors farther from the viewpoing.
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*
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* Since: 0.6
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*/
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g_object_class_install_property (gobject_class,
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PROP_USE_FOG,
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g_param_spec_boolean ("use-fog",
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"Use Fog",
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"Whether to enable depth cueing",
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FALSE,
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CLUTTER_PARAM_READWRITE));
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/**
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* ClutterStage::fullscreen
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@ -326,7 +359,6 @@ clutter_stage_class_init (ClutterStageClass *klass)
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NULL, NULL,
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clutter_marshal_VOID__VOID,
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G_TYPE_NONE, 0);
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/**
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* ClutterStage::unfullscreen
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* @stage: the stage which has left a fullscreen state.
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@ -344,8 +376,6 @@ clutter_stage_class_init (ClutterStageClass *klass)
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NULL, NULL,
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clutter_marshal_VOID__VOID,
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G_TYPE_NONE, 0);
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/**
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* ClutterStage::activate
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* @stage: the stage which was activated
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@ -363,7 +393,6 @@ clutter_stage_class_init (ClutterStageClass *klass)
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NULL, NULL,
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clutter_marshal_VOID__VOID,
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G_TYPE_NONE, 0);
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/**
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* ClutterStage::deactivate
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* @stage: the stage which was deactivated
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@ -399,6 +428,7 @@ clutter_stage_init (ClutterStage *self)
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priv->is_fullscreen = FALSE;
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priv->is_user_resizable = FALSE;
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priv->is_cursor_visible = TRUE;
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priv->use_fog = FALSE;
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priv->color.red = 0xff;
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priv->color.green = 0xff;
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@ -410,6 +440,11 @@ clutter_stage_init (ClutterStage *self)
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priv->perspective.z_near = CLUTTER_FLOAT_TO_FIXED (0.1);
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priv->perspective.z_far = CLUTTER_FLOAT_TO_FIXED (100.0);
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/* depth cueing */
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priv->fog.density = CLUTTER_FLOAT_TO_FIXED (0.1);
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priv->fog.z_near = CLUTTER_FLOAT_TO_FIXED (1.0);
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priv->fog.z_far = CLUTTER_FLOAT_TO_FIXED (2.0);
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clutter_actor_set_size (CLUTTER_ACTOR (self), 640, 480);
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clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE);
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clutter_stage_set_key_focus (self, NULL);
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@ -460,7 +495,7 @@ clutter_stage_set_color (ClutterStage *stage,
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priv->color.blue = color->blue;
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priv->color.alpha = color->alpha;
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if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (stage)))
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if (CLUTTER_ACTOR_IS_VISIBLE (stage))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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g_object_notify (G_OBJECT (stage), "color");
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@ -504,14 +539,13 @@ clutter_stage_set_perspectivex (ClutterStage *stage,
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ClutterStagePrivate *priv;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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g_return_if_fail (perspective != NULL);
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priv = stage->priv;
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priv->perspective.fovy = perspective->fovy;
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priv->perspective.aspect = perspective->aspect;
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priv->perspective.z_near = perspective->z_near;
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priv->perspective.z_far = perspective->z_far;
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CLUTTER_SET_PRIVATE_FLAGS(stage, CLUTTER_ACTOR_SYNC_MATRICES);
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priv->perspective = *perspective;
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CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
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}
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/**
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@ -525,15 +559,10 @@ void
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clutter_stage_get_perspectivex (ClutterStage *stage,
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ClutterPerspective *perspective)
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{
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ClutterStagePrivate *priv;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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g_return_if_fail (perspective != NULL);
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priv = stage->priv;
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perspective->fovy = priv->perspective.fovy;
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perspective->aspect = priv->perspective.aspect;
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perspective->z_near = priv->perspective.z_near;
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perspective->z_far = priv->perspective.z_far;
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*perspective = stage->priv->perspective;
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}
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/**
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@ -560,12 +589,13 @@ clutter_stage_set_perspective (ClutterStage *stage,
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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priv = stage->priv;
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priv->perspective.fovy = CLUTTER_FLOAT_TO_FIXED(fovy);
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priv->perspective.aspect = CLUTTER_FLOAT_TO_FIXED(aspect);
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priv->perspective.z_near = CLUTTER_FLOAT_TO_FIXED(z_near);
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priv->perspective.z_far = CLUTTER_FLOAT_TO_FIXED(z_far);
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CLUTTER_SET_PRIVATE_FLAGS(stage, CLUTTER_ACTOR_SYNC_MATRICES);
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CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
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}
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/**
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@ -991,21 +1021,183 @@ clutter_stage_get_key_focus (ClutterStage *stage)
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return CLUTTER_ACTOR (stage);
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}
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/**
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* clutter_stage_get_use_fog:
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* @stage: the #ClutterStage
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*
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* Gets whether the depth cueing effect is enabled on @stage.
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*
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* Return value: %TRUE if the the depth cueing effect is enabled
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*
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* Since: 0.6
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*/
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gboolean
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clutter_stage_get_use_fog (ClutterStage *stage)
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{
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g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
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return stage->priv->use_fog;
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}
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/**
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* clutter_stage_set_use_fog:
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* @stage: the #ClutterStage
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* @fog: %TRUE for enabling the depth cueing effect
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*
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* Sets whether the depth cueing effect on the stage should be enabled
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* or not.
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*
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* Depth cueing is a 3D effect that makes actors farther away from the
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* viewing point less opaque, by fading them with the stage color.
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* The parameters of the GL fog used can be changed using the
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* clutter_stage_set_fog() function.
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*
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* Since: 0.6
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*/
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void
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clutter_stage_set_use_fog (ClutterStage *stage,
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gboolean fog)
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{
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ClutterStagePrivate *priv;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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priv = stage->priv;
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if (priv->use_fog != fog)
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{
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priv->use_fog = fog;
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CLUTTER_NOTE (MISC, "%s depth-cueing inside stage",
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priv->use_fog ? "enabling" : "disabling");
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if (CLUTTER_ACTOR_IS_VISIBLE (stage))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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g_object_notify (G_OBJECT (stage), "use-fog");
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}
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}
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/**
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* clutter_stage_get_fog:
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* @stage: a #ClutterStage
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* @density: return location for the intensity dampening
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* @z_near: return location for the starting point of the depth cueing
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* @z_far: return location for the ending point of the depth cueing
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*
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* Retrieves the settings used by the GL fog to create the
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* depth cueing effect on the @stage.
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*
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* Since: 0.6
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*/
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void
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clutter_stage_get_fog (ClutterStage *stage,
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gdouble *density,
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gdouble *z_near,
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gdouble *z_far)
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{
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ClutterStagePrivate *priv;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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priv = stage->priv;
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if (density)
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*density = CLUTTER_FIXED_TO_FLOAT (priv->fog.density);
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if (z_near)
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*z_near = CLUTTER_FIXED_TO_FLOAT (priv->fog.z_near);
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if (z_far)
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*z_far = CLUTTER_FIXED_TO_FLOAT (priv->fog.z_far);
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}
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/**
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* clutter_stage_set_fog:
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* @stage: the #ClutterStage
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* @density: density of the intensity dampening
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* @z_near: starting point of the depth cueing
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* @z_far: ending point of the depth cueing
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*
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* Sets the GL fog settings used to create the depth cueing effect
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* on the @stage.
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*
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* If the actors are all near the view point you will need a higher @density
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* and a smaller interval between @z_near and @z_far. On the other hand, if
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* actors are placed far away from the view point you will need a lower
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* @density but a bigger interval between @z_near and @z_far.
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*
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* Since: 0.6
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*/
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void
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clutter_stage_set_fog (ClutterStage *stage,
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gdouble density,
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gdouble z_near,
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gdouble z_far)
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{
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ClutterStagePrivate *priv;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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priv = stage->priv;
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priv->fog.density = CLUTTER_FLOAT_TO_FIXED (density);
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priv->fog.z_near = CLUTTER_FLOAT_TO_FIXED (z_near);
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priv->fog.z_far = CLUTTER_FLOAT_TO_FIXED (z_far);
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if (priv->use_fog && CLUTTER_ACTOR_IS_VISIBLE (stage))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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}
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/**
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* clutter_stage_set_fogx:
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* @stage: the #ClutterStage
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* @fog: a #ClutterFog structure
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*
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* Sets the depth cueing settings for the @stage. This is the fixed point
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* version of clutter_stage_set_fog().
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*
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* Since: 0.6
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*/
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void
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clutter_stage_set_fogx (ClutterStage *stage,
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ClutterFog *fog)
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{
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ClutterStagePrivate *priv;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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g_return_if_fail (fog != NULL);
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priv = stage->priv;
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priv->fog = *fog;
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if (priv->use_fog && CLUTTER_ACTOR_IS_VISIBLE (stage))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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}
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/**
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* clutter_stage_get_fogx:
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* @stage: the #ClutterStage
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* @fog: return location for a #ClutterFog structure
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*
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* Retrieves the current depth cueing settings from the stage. This is the
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* fixed point version of clutter_stage_get_fog().
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*
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* Since: 0.6
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*/
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void
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clutter_stage_get_fogx (ClutterStage *stage,
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ClutterFog *fog)
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{
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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g_return_if_fail (fog != NULL);
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*fog = stage->priv->fog;
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}
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/*** Perspective boxed type ******/
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/**
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* clutter_perspective_copy:
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* @perspective: a #ClutterPerspective
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*
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* Makes a copy of the perspective structure. The result must be
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* freed using clutter_perspective_free().
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*
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* Return value: an allocated copy of @perspective.
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*
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* Since: 0.4
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*/
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ClutterPerspective *
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static ClutterPerspective *
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clutter_perspective_copy (const ClutterPerspective *perspective)
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{
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ClutterPerspective *result;
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@ -1018,19 +1210,10 @@ clutter_perspective_copy (const ClutterPerspective *perspective)
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return result;
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}
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/**
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* clutter_perspective_free:
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* @perspective: a #ClutterPerspective
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*
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* Frees a perspective structure created with clutter_perspective_copy().
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*
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* Since: 0.4
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*/
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void
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static void
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clutter_perspective_free (ClutterPerspective *perspective)
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{
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g_return_if_fail (perspective != NULL);
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if (G_LIKELY (perspective))
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g_slice_free (ClutterPerspective, perspective);
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}
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@ -1040,10 +1223,43 @@ clutter_perspective_get_type (void)
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static GType our_type = 0;
|
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|
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if (!our_type)
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our_type = g_boxed_type_register_static
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("ClutterPerspective",
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our_type =
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g_boxed_type_register_static ("ClutterPerspective",
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||||
(GBoxedCopyFunc) clutter_perspective_copy,
|
||||
(GBoxedFreeFunc) clutter_perspective_free);
|
||||
return our_type;
|
||||
}
|
||||
|
||||
static ClutterFog *
|
||||
clutter_fog_copy (const ClutterFog *fog)
|
||||
{
|
||||
ClutterFog *copy;
|
||||
|
||||
g_return_val_if_fail (fog != NULL, NULL);
|
||||
|
||||
copy = g_slice_new0 (ClutterFog);
|
||||
*copy = *fog;
|
||||
|
||||
return copy;
|
||||
}
|
||||
|
||||
static void
|
||||
clutter_fog_free (ClutterFog *fog)
|
||||
{
|
||||
if (G_LIKELY (fog))
|
||||
g_slice_free (ClutterFog, fog);
|
||||
}
|
||||
|
||||
GType
|
||||
clutter_fog_get_type (void)
|
||||
{
|
||||
static GType our_type = 0;
|
||||
|
||||
if (G_UNLIKELY (our_type == 0))
|
||||
our_type =
|
||||
g_boxed_type_register_static ("ClutterFog",
|
||||
(GBoxedCopyFunc) clutter_fog_copy,
|
||||
(GBoxedFreeFunc) clutter_fog_free);
|
||||
|
||||
return our_type;
|
||||
}
|
||||
|
@ -34,6 +34,7 @@
|
||||
G_BEGIN_DECLS
|
||||
|
||||
#define CLUTTER_TYPE_PERSPECTIVE (clutter_perspective_get_type ())
|
||||
#define CLUTTER_TYPE_FOG (clutter_fog_get_type ())
|
||||
#define CLUTTER_TYPE_STAGE (clutter_stage_get_type())
|
||||
|
||||
#define CLUTTER_STAGE(obj) \
|
||||
@ -63,6 +64,8 @@ G_BEGIN_DECLS
|
||||
clutter_actor_get_height (clutter_stage_get_default ())
|
||||
|
||||
typedef struct _ClutterPerspective ClutterPerspective;
|
||||
typedef struct _ClutterFog ClutterFog;
|
||||
|
||||
typedef struct _ClutterStage ClutterStage;
|
||||
typedef struct _ClutterStageClass ClutterStageClass;
|
||||
typedef struct _ClutterStagePrivate ClutterStagePrivate;
|
||||
@ -118,7 +121,7 @@ struct _ClutterStageClass
|
||||
* @z_near: FIXME
|
||||
* @z_far: FIXME
|
||||
*
|
||||
* Stage perspective definition
|
||||
* Stage perspective definition.
|
||||
*
|
||||
* Since: 0.4
|
||||
*/
|
||||
@ -130,10 +133,26 @@ struct _ClutterPerspective
|
||||
ClutterFixed z_far;
|
||||
};
|
||||
|
||||
GType clutter_perspective_get_type (void) G_GNUC_CONST;
|
||||
ClutterPerspective *clutter_perspective_copy (const ClutterPerspective *perspective);
|
||||
void clutter_perspective_free (ClutterPerspective *perspective);
|
||||
/**
|
||||
* ClutterFog:
|
||||
* @density: density of the fog
|
||||
* @z_near: start point of the depth cueing
|
||||
* @z_far: end point of the depth cueing
|
||||
*
|
||||
* Fog settings used to create the depth cueing effect. This
|
||||
* structure is useful only when using the fixed point API.
|
||||
*
|
||||
* Since: 0.6
|
||||
*/
|
||||
struct _ClutterFog
|
||||
{
|
||||
ClutterFixed density;
|
||||
ClutterFixed z_near;
|
||||
ClutterFixed z_far;
|
||||
};
|
||||
|
||||
GType clutter_perspective_get_type (void) G_GNUC_CONST;
|
||||
GType clutter_fog_get_type (void) G_GNUC_CONST;
|
||||
GType clutter_stage_get_type (void) G_GNUC_CONST;
|
||||
|
||||
ClutterActor *clutter_stage_get_default (void);
|
||||
@ -177,14 +196,26 @@ G_CONST_RETURN gchar *clutter_stage_get_title (ClutterStage *stage);
|
||||
void clutter_stage_set_user_resizable (ClutterStage *stage,
|
||||
gboolean resizable);
|
||||
gboolean clutter_stage_get_user_resizable (ClutterStage *stage);
|
||||
void clutter_stage_set_use_fog (ClutterStage *stage,
|
||||
gboolean fog);
|
||||
gboolean clutter_stage_get_use_fog (ClutterStage *stage);
|
||||
void clutter_stage_set_fog (ClutterStage *stage,
|
||||
gdouble density,
|
||||
gdouble z_near,
|
||||
gdouble z_far);
|
||||
void clutter_stage_get_fog (ClutterStage *stage,
|
||||
gdouble *density,
|
||||
gdouble *z_near,
|
||||
gdouble *z_far);
|
||||
void clutter_stage_set_fogx (ClutterStage *stage,
|
||||
ClutterFog *fog);
|
||||
void clutter_stage_get_fogx (ClutterStage *stage,
|
||||
ClutterFog *fog);
|
||||
|
||||
/* New experiental calls */
|
||||
void
|
||||
clutter_stage_set_key_focus (ClutterStage *stage,
|
||||
void clutter_stage_set_key_focus (ClutterStage *stage,
|
||||
ClutterActor *actor);
|
||||
|
||||
ClutterActor*
|
||||
clutter_stage_get_key_focus (ClutterStage *stage);
|
||||
ClutterActor * clutter_stage_get_key_focus (ClutterStage *stage);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
|
@ -201,6 +201,12 @@ cogl_get_viewport (ClutterFixed v[4]);
|
||||
void
|
||||
cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha);
|
||||
|
||||
void
|
||||
cogl_fog_set (const ClutterColor *fog_color,
|
||||
ClutterFixed density,
|
||||
ClutterFixed z_near,
|
||||
ClutterFixed z_far);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* __COGL_H__ */
|
||||
|
@ -165,7 +165,10 @@ cogl_paint_init (const ClutterColor *color)
|
||||
|
||||
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
glDisable (GL_LIGHTING);
|
||||
glDisable (GL_DEPTH_TEST);
|
||||
glDisable (GL_FOG);
|
||||
|
||||
glEnable (GL_DEPTH_TEST);
|
||||
glDepthFunc (GL_LEQUAL);
|
||||
|
||||
cogl_enable (CGL_ENABLE_BLEND);
|
||||
|
||||
@ -234,9 +237,10 @@ cogl_enable (gulong flags)
|
||||
{
|
||||
glEnable (GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
}
|
||||
|
||||
__enable_flags |= CGL_ENABLE_BLEND;
|
||||
}
|
||||
}
|
||||
else if (__enable_flags & CGL_ENABLE_BLEND)
|
||||
{
|
||||
glDisable (GL_BLEND);
|
||||
@ -246,9 +250,11 @@ cogl_enable (gulong flags)
|
||||
if (flags & CGL_ENABLE_TEXTURE_2D)
|
||||
{
|
||||
if (!(__enable_flags & CGL_ENABLE_TEXTURE_2D))
|
||||
{
|
||||
glEnable (GL_TEXTURE_2D);
|
||||
__enable_flags |= CGL_ENABLE_TEXTURE_2D;
|
||||
}
|
||||
}
|
||||
else if (__enable_flags & CGL_ENABLE_TEXTURE_2D)
|
||||
{
|
||||
glDisable (GL_TEXTURE_2D);
|
||||
@ -259,9 +265,11 @@ cogl_enable (gulong flags)
|
||||
if (flags & CGL_ENABLE_TEXTURE_RECT)
|
||||
{
|
||||
if (!(__enable_flags & CGL_ENABLE_TEXTURE_RECT))
|
||||
{
|
||||
glEnable (GL_TEXTURE_RECTANGLE_ARB);
|
||||
__enable_flags |= CGL_ENABLE_TEXTURE_RECT;
|
||||
}
|
||||
}
|
||||
else if (__enable_flags & CGL_ENABLE_TEXTURE_RECT)
|
||||
{
|
||||
glDisable (GL_TEXTURE_RECTANGLE_ARB);
|
||||
@ -272,10 +280,11 @@ cogl_enable (gulong flags)
|
||||
if (flags & CGL_ENABLE_ALPHA_TEST)
|
||||
{
|
||||
if (!(__enable_flags & CGL_ENABLE_ALPHA_TEST))
|
||||
{
|
||||
glEnable (GL_ALPHA_TEST);
|
||||
|
||||
__enable_flags |= CGL_ENABLE_ALPHA_TEST;
|
||||
}
|
||||
}
|
||||
else if (__enable_flags & CGL_ENABLE_ALPHA_TEST)
|
||||
{
|
||||
glDisable (GL_ALPHA_TEST);
|
||||
@ -712,3 +721,28 @@ cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha)
|
||||
*alpha = value;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
cogl_fog_set (const ClutterColor *fog_color,
|
||||
ClutterFixed density,
|
||||
ClutterFixed start,
|
||||
ClutterFixed stop)
|
||||
{
|
||||
GLfloat fogColor[4];
|
||||
|
||||
fogColor[0] = ((float) fog_color->red / 0xff * 1.0);
|
||||
fogColor[1] = ((float) fog_color->green / 0xff * 1.0);
|
||||
fogColor[2] = ((float) fog_color->blue / 0xff * 1.0);
|
||||
fogColor[3] = ((float) fog_color->alpha / 0xff * 1.0);
|
||||
|
||||
glEnable (GL_FOG);
|
||||
|
||||
glFogfv (GL_FOG_COLOR, fogColor);
|
||||
|
||||
glFogi (GL_FOG_MODE, GL_LINEAR);
|
||||
glHint (GL_FOG_HINT, GL_NICEST);
|
||||
|
||||
glFogf (GL_FOG_DENSITY, CLUTTER_FIXED_TO_FLOAT (density));
|
||||
glFogf (GL_FOG_START, CLUTTER_FIXED_TO_FLOAT (start));
|
||||
glFogf (GL_FOG_END, CLUTTER_FIXED_TO_FLOAT (stop));
|
||||
}
|
||||
|
@ -116,7 +116,10 @@ cogl_paint_init (const ClutterColor *color)
|
||||
|
||||
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
glDisable (GL_LIGHTING);
|
||||
glDisable (GL_DEPTH_TEST);
|
||||
glDisable (GL_FOG);
|
||||
|
||||
glEnable (GL_DEPTH_TEST);
|
||||
glDepthFunc (GL_LEQUAL);
|
||||
|
||||
cogl_enable (CGL_ENABLE_BLEND);
|
||||
|
||||
@ -602,3 +605,28 @@ cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha)
|
||||
if (alpha)
|
||||
GE( glGetIntegerv(GL_ALPHA_BITS, alpha ) );
|
||||
}
|
||||
|
||||
void
|
||||
cogl_fog_set (const ClutterColor *fog_color,
|
||||
ClutterFixed density,
|
||||
ClutterFixed z_near,
|
||||
ClutterFixed z_far)
|
||||
{
|
||||
GLfixed fogColor[4];
|
||||
|
||||
fogColor[0] = (fog_color->red << 16) / 0xff;
|
||||
fogColor[1] = (fog_color->green << 16) / 0xff;
|
||||
fogColor[2] = (fog_color->blue << 16) / 0xff;
|
||||
fogColor[3] = (fog_color->alpha << 16) / 0xff;
|
||||
|
||||
glEnable (GL_FOG);
|
||||
|
||||
glFogxv (GL_FOG_COLOR, fogColor);
|
||||
|
||||
glFogi (GL_FOG_MODE, GL_LINEAR);
|
||||
glHint (GL_FOG_HINT, GL_NICEST);
|
||||
|
||||
glFogx (GL_FOG_DENSITY, (GLfixed) density);
|
||||
glFogx (GL_FOG_START, (GLfixed) z_near);
|
||||
glFogx (GL_FOG_STOP, (GLfixed) z_far);
|
||||
}
|
||||
|
@ -1,3 +1,7 @@
|
||||
2007-11-21 Emmanuele Bassi <ebassi@openedhand.com>
|
||||
|
||||
* clutter-sections.txt: Add the new ClutterStage fog API.
|
||||
|
||||
2007-11-19 Emmanuele Bassi <ebassi@openedhand.com>
|
||||
|
||||
* clutter-sections.txt: Add ClutterScore symbols and
|
||||
|
@ -456,13 +456,11 @@ clutter_stage_hide_cursor
|
||||
clutter_stage_get_actor_at_pos
|
||||
clutter_stage_snapshot
|
||||
clutter_stage_event
|
||||
clutter_stage_get_key_focus
|
||||
clutter_stage_set_key_focus
|
||||
clutter_stage_get_key_focus
|
||||
|
||||
<SUBSECTION>
|
||||
ClutterPerspective
|
||||
clutter_perspective_copy
|
||||
clutter_perspective_free
|
||||
clutter_stage_set_perspective
|
||||
clutter_stage_set_perspectivex
|
||||
clutter_stage_get_perspective
|
||||
@ -473,6 +471,16 @@ clutter_stage_set_title
|
||||
clutter_stage_get_title
|
||||
clutter_stage_set_user_resizable
|
||||
clutter_stage_get_user_resizable
|
||||
|
||||
<SUBSECTION>
|
||||
ClutterFog
|
||||
clutter_stage_set_use_fog
|
||||
clutter_stage_get_use_fog
|
||||
clutter_stage_set_fog
|
||||
clutter_stage_get_fog
|
||||
clutter_stage_set_fogx
|
||||
clutter_stage_get_fogx
|
||||
|
||||
<SUBSECTION Standard>
|
||||
CLUTTER_STAGE
|
||||
CLUTTER_IS_STAGE
|
||||
@ -485,6 +493,7 @@ CLUTTER_TYPE_PERSPECTIVE
|
||||
ClutterStagePrivate
|
||||
clutter_stage_get_type
|
||||
clutter_perspective_get_type
|
||||
clutter_fog_get_type
|
||||
</SECTION>
|
||||
|
||||
<SECTION>
|
||||
|
@ -12,14 +12,14 @@ timeline_completed (ClutterTimeline *timeline,
|
||||
|
||||
if (zoom_in)
|
||||
{
|
||||
depth_start = 100;
|
||||
depth_end = 0;
|
||||
depth_start = 0;
|
||||
depth_end = -500;
|
||||
zoom_in = FALSE;
|
||||
}
|
||||
else
|
||||
{
|
||||
depth_start = 0;
|
||||
depth_end = 100;
|
||||
depth_start = -500;
|
||||
depth_end = 0;
|
||||
zoom_in = TRUE;
|
||||
}
|
||||
|
||||
@ -37,8 +37,9 @@ main (int argc, char *argv[])
|
||||
{
|
||||
ClutterTimeline *timeline;
|
||||
ClutterActor *stage;
|
||||
ClutterActor *hand, *label;
|
||||
ClutterActor *hand, *label, *rect;
|
||||
ClutterColor stage_color = { 0xcc, 0xcc, 0xcc, 0xff };
|
||||
ClutterColor rect_color = { 0, 0, 0, 0x88 };
|
||||
GdkPixbuf *pixbuf;
|
||||
GError *error;
|
||||
|
||||
@ -51,22 +52,29 @@ main (int argc, char *argv[])
|
||||
|
||||
stage = clutter_stage_get_default ();
|
||||
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
|
||||
clutter_stage_set_use_fog (CLUTTER_STAGE (stage), TRUE);
|
||||
|
||||
g_signal_connect (stage,
|
||||
"button-press-event", G_CALLBACK (clutter_main_quit),
|
||||
NULL);
|
||||
|
||||
label = clutter_label_new_with_text ("Mono 26", "Clutter");
|
||||
clutter_actor_set_position (label, 40, 140);
|
||||
clutter_actor_show (label);
|
||||
|
||||
hand = clutter_texture_new_from_pixbuf (pixbuf);
|
||||
clutter_actor_set_position (hand, 240, 140);
|
||||
clutter_actor_show (hand);
|
||||
|
||||
label = clutter_label_new_with_text ("Mono 26", "Clutter");
|
||||
clutter_actor_set_position (label, 100, 100);
|
||||
clutter_actor_show (label);
|
||||
rect = clutter_rectangle_new_with_color (&rect_color);
|
||||
clutter_actor_set_position (rect, 440, 140);
|
||||
clutter_actor_set_size (rect, 200, 200);
|
||||
clutter_actor_show (rect);
|
||||
|
||||
clutter_container_add (CLUTTER_CONTAINER (stage), hand, label, NULL);
|
||||
clutter_container_add (CLUTTER_CONTAINER (stage), hand, label, rect, NULL);
|
||||
|
||||
/* five seconds, at 50 fps */
|
||||
timeline = clutter_timeline_new (250, 50);
|
||||
/* 3 seconds, at 60 fps */
|
||||
timeline = clutter_timeline_new (180, 60);
|
||||
g_signal_connect (timeline,
|
||||
"completed", G_CALLBACK (timeline_completed),
|
||||
NULL);
|
||||
@ -74,9 +82,10 @@ main (int argc, char *argv[])
|
||||
d_behave = clutter_behaviour_depth_new (clutter_alpha_new_full (timeline,
|
||||
CLUTTER_ALPHA_RAMP_INC,
|
||||
NULL, NULL),
|
||||
0, 100);
|
||||
-500, 0);
|
||||
clutter_behaviour_apply (d_behave, hand);
|
||||
clutter_behaviour_apply (d_behave, label);
|
||||
clutter_behaviour_apply (d_behave, rect);
|
||||
|
||||
clutter_actor_show (stage);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user