Commit Graph

3952 Commits

Author SHA1 Message Date
Emmanuele Bassi
1db8b8a70e color: Do not shadow a variable
Avoid a warning.
2010-11-22 17:01:17 +00:00
Emmanuele Bassi
f4531aef4b color: And finally, add hsla() support
Missed it when reading the CSS spec.
2010-11-22 15:07:01 +00:00
Emmanuele Bassi
e86db85cd2 color: Support the CSS hsl() notation
Since we support the rgb() and rgba() notations we might as well also
support the hsl() one.
2010-11-22 15:02:47 +00:00
Emmanuele Bassi
ab6da347f6 color: Support CSS color definitions
The CSS Color Module 3, available at:

  http://www.w3.org/TR/css3-color/

allows defining colors as:

  rgb ( r, g, b )
  rgba ( r, g, b, a)

along with the usual hexadecimal and named notations.

The r, g, and b channels can be:

  • integers between 0 and 255
  • percentages, between 0% and 100%

The alpha channel, if included using the rgba() modifier, can be a
floating point value between 0.0 and 1.0.

The ClutterColor parser should support this notation.
2010-11-22 14:38:44 +00:00
Emmanuele Bassi
b674fcf3bb build: Add missing cogl-shader-boilerplate.h 2010-11-20 10:47:22 +00:00
Emmanuele Bassi
be3040fd2b build: Add a missing file 2010-11-19 18:30:06 +00:00
Emmanuele Bassi
e30b7b2d5a build: Don't reference non-existing files 2010-11-19 18:15:49 +00:00
Emmanuele Bassi
d39277d0cf actor: Reset the last paint box on unmap
This allows hiding + moving + showing an actor without repainting the
wrong area.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2395
2010-11-19 14:49:00 +00:00
Owen W. Taylor
346d3e40a3 Free state at the end of a journal flush
At the end of flushing the journal, we need to free the vertex
attributes and vertex array.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2423
2010-11-19 13:27:30 +00:00
Owen W. Taylor
1299672b5a Actually free buffer objects
With the refactoring to centralize code into CoglBuffer,
_cogl_buffer_fini() was never actually implemented, so all GL
vertex and index buffer objects were leaked.

The duplicate call to glDeleteBuffers() in CoglPixelArray is
removed (it wasn't paying attention to whether the buffer had been
allocated as a PBO or not.)

http://bugzilla.clutter-project.org/show_bug.cgi?id=2423
2010-11-19 13:27:30 +00:00
Robert Bragg
a5c30398df egl: Adds support for clipped redraws
This adds egl backend support for handling clipped redraws. This uses
the EGL_NOK_swap_region extension to enable the EGL backend to present a
subregion from the back buffer to the front so we don't always have to
redraw the entire stage for small updates.
2010-11-19 13:27:30 +00:00
Robert Bragg
a4d3208eb5 debug: Adds a COGL_DEBUG=wireframe option
This adds a COGL_DEBUG=wireframe option to visualize the underlying
geometry of the primitives being drawn via Cogl. This works for triangle
list, triangle fan, triangle strip and quad (internal only) primitives.
It also works for indexed vertex arrays.
2010-11-19 13:27:30 +00:00
Robert Bragg
78ac92f8e5 vertex-buffer: don't unref NULL object
In cogl_vertex_buffer_indices_get_for_quads() we sometimes have to
extend the length of an existing array, but when we came to unref the
previous array we didn't first check that it wasn't simply NULL.
2010-11-19 13:27:30 +00:00
Robert Bragg
f473c213fc vertex-array: Adds data arg for _vertex_array_new()
This adds an optional data argument for cogl_vertex_array_new() since it
seems that mostly every case where we use this API we follow up with a
cogl_buffer_set_data() matching the size of the new array. This
simplifies all those cases and whenever we want to delay uploading of
data then NULL can simply be passed.
2010-11-19 13:27:30 +00:00
Robert Bragg
804dd5d5fc indices: Makes cogl_indices_get_array public
This makes the previously internal only _cogl_indices_get_array API
public as cogl_indices_get_array (Though marked as experimental)
2010-11-19 13:27:30 +00:00
Robert Bragg
dfc671da59 build: cogl-clip-state.h depends on cogl-clip-stack.h
This adds a #include "cogl-clip-stack.h" to cogl-clip-state.h which
depends on the CoglClipStack typedef.
2010-11-19 13:27:30 +00:00
Robert Bragg
6f68bb3656 debug: disable-culling was disabling clipped redraws
there was a typo and the disable-culling option was actually disabling
clipped redraws.
2010-11-19 12:55:55 +00:00
Emmanuele Bassi
694632ce95 build: Re-arrange headers
Try to minimize the included headers, especially in clutter-actor.h.
2010-11-18 18:23:49 +00:00
Emmanuele Bassi
63cef64d17 docs: Fix some wrong function/signal/property names 2010-11-18 15:21:16 +00:00
Emmanuele Bassi
a35708eb74 Deprecate ClutterBehaviour and sub-classes
The Behaviour class and its implementations have been replaced by the
new animation framework API and by the constraints for layout-related
animations.

Currently, we need to make tests build, so we undef DISABLE_DEPRECATED
in specific test cases while they get ported.
2010-11-18 15:21:16 +00:00
Emmanuele Bassi
71a838815f timeline: Add :reverse property
The :reverse property removes the pattern of connecting to the
::completed signal of a Timeline to change the direction.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2408
2010-11-18 15:18:19 +00:00
Emmanuele Bassi
1ce47bb562 docs: Remove unnecessary '#'
The hash is confusing gtk-doc.
2010-11-18 15:04:33 +00:00
Emmanuele Bassi
a94ea93bde paint-volume: Do not take a reference on the actor
The paint volume structure is cached in the Actor it references, and
this causes a reference cycle.

The paint volume is going to be used when painting, so the actor must
still be valid - otherwise Clutter will bail out far before than
accessing the actor pointer in ClutterPaintVolume.

Otherwise, we could have used dispose() to check for a valid actor and
remove a reference if the actor field is !NULL; it feels less clean,
though, since we're effectively managing an extra reference on
ourselves.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2431
2010-11-18 11:11:03 +00:00
Emmanuele Bassi
0371ba3976 actor: Group bitfields together 2010-11-18 11:10:59 +00:00
Emmanuele Bassi
8f60d5a3a2 Start using the monotonic API in GLib ≥ 2.27
Starting from the 2.27 cycle, GLib is exposing a monotonic clock with
microseconds granularity throughout the time-based API. We can start
using it, given that the old, non-monotonic version is going to be
deprecated by the same cycle.
2010-11-17 16:19:10 +00:00
Emmanuele Bassi
68d7a5e847 Move away from GTimeVal
GLib 2.28 will deprecate GTimeVal and related API in favour of
standardizing on microseconds granularity for all time-based API.

Clutter should switch too.

All of the current users of GTimeVal convert to milliseconds when
doing time operations, and use GTimeVal only as storage. This can
effectively be replaced by a gint64.

The Master Clock uses a microsecond resolution, except when interacting
with the main loop itself, since the main loop has a millisecond
resolution - at least until Ryan Lortie manages to switch that too to
microseconds on Linux.

The clutter_timeline_do_tick() function was erroneously not privatized,
but it was still assumed to be private; we should just remove it from
the public symbols.
2010-11-17 16:19:10 +00:00
Emmanuele Bassi
8b047d0bc9 docs: Move the constraints example picture about the source code 2010-11-17 12:49:10 +00:00
Emmanuele Bassi
e5da5b0907 shaders: Fix the usage of the Cogl GLSL variables 2010-11-17 12:47:46 +00:00
Emmanuele Bassi
f96113705d docs: Fix closing tag 2010-11-17 12:14:02 +00:00
Emmanuele Bassi
a731682ac3 actor: Simple show/hide optimizations
Showing a visible (and hiding an invisible) actor is far less cheap than
it should be.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2422
2010-11-17 08:32:55 +00:00
Emmanuele Bassi
a32f781144 docs: Break down the constraints example 2010-11-17 08:32:54 +00:00
Emmanuele Bassi
2950cb3e78 docs: Fix Since tags for PaintVolume-related API 2010-11-15 16:02:15 +00:00
Emmanuele Bassi
b7fa13a52f docs: Add introductory section on Constraints
Use the snap-constraint code for the example code and screenshot.
2010-11-15 16:00:49 +00:00
Emmanuele Bassi
3c15c0c9bb Add SnapConstraint
A SnapConstraint is a constraint that "snaps" the edges of two actors
together.
2010-11-15 16:00:49 +00:00
Emmanuele Bassi
b3f5a6e2ba actor: Do not queue relayouts on actors being destroyed
Simple optimization is simple.
2010-11-15 16:00:48 +00:00
Emmanuele Bassi
0523d6db08 actor: Add a get_debug_name() private Actor method
For internal usage, writing:

  clutter_actor_get_name (actor) != NULL
    ? clutter_actor_get_name (actor)
    : G_OBJECT_TYPE_NAME (actor)

is overly verbose and does two type checks. A simple, internal method
for getting the same result without type checks would be much more
appreciated.
2010-11-15 16:00:48 +00:00
Emmanuele Bassi
5f9df7e3a0 Fix compilation warning by using the correct type 2010-11-15 15:36:41 +00:00
Emmanuele Bassi
e80035331b Use the right string in the font settings debug blurb 2010-11-14 23:06:53 +00:00
Emmanuele Bassi
e6bc65b5c3 text: Do not segfault with NULL :font-name
Make sure that we have a fall back in place for the default font name
string, and use g_strcmp0 to protect ourselves from NULL strings.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2417
2010-11-14 23:06:48 +00:00
Owen W. Taylor
9249bd8411 xsettings: don't use the xsettings watch function functionality
The "watch" function functionality in xsettings-client.c is designed
for setups like GDK where filters are per-window. If we are going
to pass all events to _clutter_xsettings_client_process_event()
anyways, we can just pass in NULL for watch.

This avoids a nasty infinite loop where an event would get processed
triggering removing a filter and adding a new filter, which would
immediately run and remove a filter and add another and so on
ad-infinitum.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2415
2010-11-14 14:50:25 +00:00
Lucas Rocha
03a713e18e click-action: don't use pointer grabs
The same behavior can be achieved by capturing events on stage while
button is pressed. This fixes a problem when using click and drag
actions on the same actor as there no grabs involved.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2409
2010-11-11 23:18:20 +00:00
Emmanuele Bassi
dfdd591414 Merge branch 'wip/static-colors'
* wip/static-colors:
  Move tests to static colors where possible
  color: Add named, global colors
2010-11-11 17:53:42 +00:00
Neil Roberts
1bcf15e1b8 cogl-texture: Remove the gl_handle from CoglTextureSliceCallback
There's no longer any need to use the GL handle in the callback for
_cogl_texture_foreach_sub_texture_in_region because it can now work in
terms of primitive cogl textures so it has now been removed. This
would be helpful if we ever want to make the foreach function public
so that apps could implement their own primitives using sliced
textures.
2010-11-11 16:25:13 +00:00
Neil Roberts
49898d43dd cogl-pipeline: Use layer overrides as CoglHandles instead of GLuint
Since d5634e37 the sliced texture backend now works in terms of
CoglTexture2Ds so there's no need to have special casing for
overriding the texture of a pipeline layer with a GL handle. Instead
we can just use cogl_pipeline_set_layer_texture with the
CoglHandle. The special _cogl_pipeline_set_layer_gl_texture_slice
function has now been removed and parts of the code for comparing
materials have been simplified.
2010-11-11 16:25:13 +00:00
Neil Roberts
1447ceb0de CoglTexture2DSliced: Pass slice tex to callback in foreach_sub_texture
The cogl_texture_foreach_sub_texture_in_region virtual for the sliced
texture backend was previously passing the CoglHandle of the sliced
texture to the callback. Since d5634e37 the slice texture backend now
works in terms of 2D textures so it's possible to pass the underlying
slice texture as a handle too. This makes all of the foreach callbacks
consistent in that they pass a CoglHandle of the primitive texture
type that matches the GL handle.
2010-11-11 16:25:13 +00:00
Robert Bragg
fb9d3a8350 path 2.0: update path API for experimental 2.0 API
When COGL_ENABLE_EXPERIMENTAL_2_0_API is defined cogl.h will now include
cogl2-path.h which changes cogl_path_new() so it can directly return a
CoglPath pointer; it no longer exposes a prototype for
cogl_{get,set}_path and all the remaining cogl_path_ functions now take
an explicit path as their first argument.

The idea is that we want to encourage developers to retain path objects
for as long as possible so they can take advantage of us uploading the
path geometry to the GPU. Currently although it is possible to start a
new path and query the current path, it is not convenient.

The other thing is that we want to get Cogl to the point where nothing
depends on a global, current context variable. This will allow us to one
day define a sensible threading model if/when that is ever desired.
2010-11-11 13:17:26 +00:00
Robert Bragg
b993195dc8 cogl: Adds COGL_ENABLE_EXPERIMENTAL_2_0_API define
For now this new define is simply an alias for
COGL_ENABLE_EXPERIMENTAL_API but the intention is that we will also use
it to start experimenting with changes that need to break the existing
Cogl API in incompatible ways.
2010-11-11 13:17:26 +00:00
Emmanuele Bassi
985518c601 color: Add named, global colors
Since EGA colors are apparently all the rage in other toolkits, Clutter
should not be left out. On top of the usual CGA/EGA palette the static
colors also include the Tango Icon palette, which at least is more
pleasant to the eye.

Static colors are accessed through an enumeration by using
clutter_color_get_static(), or using the short-hand pre-processor
macros.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2066
2010-11-11 13:14:23 +00:00
Robert Bragg
5f30835eae cogl-shader: Prepend boilerplate for portable shaders
We now prepend a set of defines to any given GLSL shader so that we can
define builtin uniforms/attributes within the "cogl" namespace that we
can use to provide compatibility across a range of the earlier versions
of GLSL.

This updates test-cogl-shader-glsl.c and test-shader.c so they no longer
needs to special case GLES vs GL when splicing together its shaders as
well as the blur, colorize and desaturate effects.

To get a feel for the new, portable uniform/attribute names here are the
defines for OpenGL vertex shaders:

 #define cogl_position_in gl_Vertex
 #define cogl_color_in gl_Color
 #define cogl_tex_coord_in  gl_MultiTexCoord0
 #define cogl_tex_coord0_in gl_MultiTexCoord0
 #define cogl_tex_coord1_in gl_MultiTexCoord1
 #define cogl_tex_coord2_in gl_MultiTexCoord2
 #define cogl_tex_coord3_in gl_MultiTexCoord3
 #define cogl_tex_coord4_in gl_MultiTexCoord4
 #define cogl_tex_coord5_in gl_MultiTexCoord5
 #define cogl_tex_coord6_in gl_MultiTexCoord6
 #define cogl_tex_coord7_in gl_MultiTexCoord7
 #define cogl_normal_in gl_Normal

 #define cogl_position_out gl_Position
 #define cogl_point_size_out gl_PointSize
 #define cogl_color_out gl_FrontColor
 #define cogl_tex_coord_out gl_TexCoord

 #define cogl_modelview_matrix gl_ModelViewMatrix
 #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix
 #define cogl_projection_matrix gl_ProjectionMatrix
 #define cogl_texture_matrix gl_TextureMatrix

And for fragment shaders we have:

 #define cogl_color_in gl_Color
 #define cogl_tex_coord_in gl_TexCoord

 #define cogl_color_out gl_FragColor
 #define cogl_depth_out gl_FragDepth

 #define cogl_front_facing gl_FrontFacing
2010-11-10 14:24:52 +00:00
Tomeu Vizoso
373140c830 Discard the current pick buffer...
if we are asked to pick with a different mode.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2385
2010-11-08 16:45:15 +00:00
Emmanuele Bassi
4909ecc71e gtk-doc: Fixes for the API references 2010-11-08 16:01:19 +00:00
Emmanuele Bassi
993d3b3fe1 timeout-pool: Deprecate the structure too
Don't leave it lying around, since nothing can use it anyway.
2010-11-08 15:52:17 +00:00
Emmanuele Bassi
26a70707ab path-constraint: Add a ::node-reached signal
Emit a signal whenever a node in the path has been reached.
2010-11-07 21:35:40 +00:00
Emmanuele Bassi
ef7f729c68 build: Re-instate profile builds
The profiling support was broken - probably during the restructuring of
the build environment, but I'm too lazy to bisect that.

The fix is trivial, and everything works as it should.
2010-11-07 15:27:17 +00:00
Emmanuele Bassi
38912ee4d9 Deprecate ClutterFrameSource
The FrameSource API hasn't been used internally since 1.0; since it's
not part of the paint clock, it is of limited use.
2010-11-06 20:11:16 +00:00
Emmanuele Bassi
9ac2f5cba5 Deprecate ClutterTimeoutPool
Timelines have stopped using the pool since 1.0; there is no real reason
to expose it as part of the active API.
2010-11-06 20:11:16 +00:00
Emmanuele Bassi
a432d9973d Remove a compiler warning 2010-11-06 18:12:41 +00:00
Maxim Ermilov
6ec9c3247c CoglContext: correct initialization order
http://bugzilla.clutter-project.org/show_bug.cgi?id=2401
2010-11-06 18:06:19 +00:00
Neil Roberts
cc63c7dd8f cogl-texture-2d-sliced: Fix the foreach callback for waste textures
When converting the virtual coordinates of the underlying texture for
a slice to virtual coordinates for the whole texture it was using the
size and offset of the intersection as the size of the child
texture. This would be incorrect if the texture contains waste or the
texture coordinates are not the default. Instead the sliced foreach
function now passes the CoglSpan to the callback instead of the
intersection.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2398
2010-11-05 18:45:31 +00:00
Neil Roberts
8112bfc49f Replace the disable-npots tool with a COGL_DEBUG option
Previously in the tests/tools directory we build a disable-npots
library which was used as an LD_PRELOAD to trick Cogl in to thinking
there is no NPOT texture extension. This is a little awkward to use so
it seems much simpler to just define a COGL_DEBUG option to disable
npot textures.
2010-11-05 18:45:31 +00:00
Robert Bragg
632412c9c8 actor: Check "paint" handlers in _get_paint_volume
Instead of waiting until clutter_actor_paint to check if there are any
handlers connected to the "paint" signal, we now do the check whenever
the paint-volume is requested in _actor_get_paint_volume_mutable().

Previously we checked in clutter_actor_paint(), but at that time we may
already be using a stage clip that could be derived from an invalid
paint-volume. We used to try and handle that by queuing a follow up,
unclipped, redraw but anyway there was an additional problem with the
previous approach because the checking wasn't enough to always catch
invalid volumes involved in culling (considering that containers may
derive their volume from children that haven't yet been painted)

By moving the check to _get_paint_volume time not only do we now
correctly check children in cases where a container derives its volume
from its children's volumes but we no longer need to queue follow up
redraws to cover up artefacts.

Since we now never queue follow up redraws, this in turn means we should
no longer clobber redraws queued with an explicit clip which was
something affecting gnome-shell since it connects a handler to the paint
signal of the stage.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2388
2010-11-05 17:22:05 +00:00
Robert Bragg
844b578128 matrix-stack: use GArray instead of GSList for stack
In some micro-benchmarks testing journal throughput the list
manipulation jumps pretty high in the profile. This replaces the GSList
usage with a GArray instead which is effectively a grow only allocation
that means we avoid ongoing allocations while manipulating the stack
mid-scene.
2010-11-04 18:35:16 +00:00
Robert Bragg
a6000533dc pipeline: Avoid costly checking of lighting properties
During _cogl_pipeline_needs_blending_enabled we were always checking the
current lighting properties (ambient,diffuse,specular,emission) which
had a notable impact during micro-benchmarks that exercise journal
throughput of simple colored rectangles. This #if 0's the offending code
considering that Cogl doesn't actually support lighting currently and
when it actually does then we will be able to optimize this by avoiding
the checks when lighting is disabled.
2010-11-04 18:22:41 +00:00
Robert Bragg
eaee5dd604 cogl: add separate material for blended source_colors
When using cogl_set_source_color4ub there is a notable difference
between colors that require blending and those that dont. When trying to
modify the color of pipeline referenced by the journal we don't force a
flush of the journal unless the color change will also change the
blending state. By using two separate pipeline objects for handing
opaque or transparent colors we can avoid ever flushing the journal when
repeatedly using cogl_set_source_color and jumping between opaque and
transparent colors.
2010-11-04 18:22:40 +00:00
Robert Bragg
d05ce7cd26 texture_quad_multiple_primitives: rework wrap mode overrides
This reworks _cogl_texture_quad_multiple_primitives so instead of using
the CoglPipelineWrapModeOverrides mechanism to force the clamp to edge
repeat mode we now derive an override pipeline using cogl_pipeline_copy
instead. This avoids a relatively large, unconditional, memset.
2010-11-04 18:22:40 +00:00
Robert Bragg
7bbe207b65 _multitexture_quad_single_primitive: avoid wrap overrides
This avoids using the wrap mode overrides mechanism to implement
_cogl_multitexture_quad_single_primitive which requires memsetting a
fairly large array. This updates it to use cogl_pipeline_foreach_layer()
and we now derive an override_material to handle changes to the wrap
modes instead of using the CoglPipelineWrapModeOverrides.
2010-11-04 18:22:39 +00:00
Neil Roberts
e73b67e59b cogl-path: Don't bother filling the path if less than 3 nodes
Previously there was a check to avoid filling the path if there are
zero nodes. However the tesselator also won't generate any triangles
if there are less than 3 nodes so we might as well bail out in that
case too. If we don't emit any triangles then we would end up trying
to create an empty VBO. Although I don't think this should necessarily
be a problem, this seems to cause Mesa to segfault in version 7.8.1
when calling glBufferSubData (although not in
master). test-cogl-primitives tries to fill a path with only two
points so it's convenient to be able to avoid the crash in this case.
2010-11-04 18:10:09 +00:00
Neil Roberts
25b48585d3 cogl-journal: Log the clip state in the journal
When adding a new entry to the journal a reference is now taken on the
current clip stack. Modifying the current clip state no longer causes
a journal flush. The journal flushing code now has an extra stage to
compare the clip state of each entry. The comparison can simply be
done by comparing the pointers. Although different clip states will
still end up with multiple draw calls this at leasts allows a scene
comprising of multiple different clips to be upload with one vbo. It
also lays the groundwork to do certain tricks when drawing clipped
rectangles such as modifying the geometry instead of setting a clip
state.
2010-11-04 18:10:09 +00:00
Neil Roberts
4d5dc42dad cogl-framebuffer: Add a flag to skip flushing the clip state
This adds a flag to avoid flushing the clip state when flushing the
framebuffer state. This will be used by the journal to manage its own
clip state flushing.
2010-11-04 18:10:09 +00:00
Neil Roberts
c5d909d063 cogl: Don't flush the journal when flushing clip state
Flushing the clip state no longer does anything that would cause the
journal to flush. The clip state is only flushed when flushing the
framebuffer state and in all cases this ends up flushing the journal
in one way or another anyway. Avoiding flushing the journal will make
it easier to log the clip state in the journal.

Previously when trying to set up a rectangle clip that can't be
scissored or when using a path clip the code would use cogl_rectangle
as part of the process to fill the stencil buffer. This is now changed
to use a new internal _cogl_rectangle_immediate function which
directly uses the vertex array API to draw a triangle strip without
affecting the journal. This should be just as efficient as the
previous journalled code because these places would end up flushing
the journal immediately before and after submitting the single
rectangle anyway and flushing the journal always creates a new vbo so
it would effectively do the same thing.

Similarly there is also a new internal _cogl_clear function that does
not flush the journal.
2010-11-04 18:10:08 +00:00
Neil Roberts
a39b292d90 cogl-path: Use the vertex array API instead of CoglVertexBuffer
The new vertex array is now implemented in terms of the
CoglVertexBuffer anyway so it should be slightly faster to use a
vertex array directly.
2010-11-04 18:09:42 +00:00
Neil Roberts
60de7939ee cogl: Move the clip stack dirtiness to the context rather than the FB
Previously we tracked whether the clip stack needs flushing as part of
the CoglClipState which is part of the CoglFramebuffer state. This is
a bit odd because most of the clipping state (such as the clip planes
and the scissor) are part of the GL context's state rather than the
framebuffer. We were marking the clip state on the framebuffer dirty
every time we change the framebuffer anyway so it seems to make more
sense to have the dirtiness be part of the global context.

Instead of a just a single boolean to record whether the state needs
flushing, the CoglContext now holds a reference to the clip stack that
was flushed. That way we can flush arbitrary stack states and if it
happens to be the same as the state already flushed then Cogl will do
nothing. This will be useful if we log the clip stack in the journal
because then we will need to flush unrelated clip stack states for
each batch.
2010-11-04 18:08:27 +00:00
Neil Roberts
57574f3995 cogl-clip-stack: Don't allocate a separate struct for CoglClipStack
Instead of having a separate CoglHandle for CoglClipStack the code is
now expected to directly hold a pointer to the top entry on the
stack. The empty stack is then the NULL pointer. This saves an
allocation when we want to copy the stack because we can just take a
reference on a stack entry. The idea is that this will make it
possible to store the clip stack in the journal without any extra
allocations.

The _cogl_get_clip_stack and set functions now take a CoglClipStack
pointer instead of a handle so it would no longer make sense to make
them public. However I think the only reason we would have wanted that
in the first place would be to save the clip state between switching
FBOs and that is no longer necessary.
2010-11-04 18:08:27 +00:00
Neil Roberts
314e980a3b cogl: Don't flush the framebuffer state for the internal draw
CoglVertexAttribute has an internal draw function that is used by the
CoglJournal to avoid the call to cogl_journal_flush which would
otherwise end up recursively flushing the journal forever. The
enable_gl_state function called by this was previously also calling
_cogl_flush_framebuffer_state. However the journal code tries to
handle this function specially by calling it with a flag to disable
flushing the modelview matrix. This is useful because the journal
handles flushing the modelview itself. Without this patch the journal
state ends up getting flushed twice. This isn't a particularly big
problem currently because the matrix stack has caching to recognise
when it would push the same state twice and bails out. However if we
later want to use the framebuffer flush flags to override a particular
state of the framebuffer (such as the clip state) then we need to make
sure the flush isn't called twice.
2010-11-04 18:08:27 +00:00
Neil Roberts
738a669fc2 cogl-buffer: Use void* instead of guint8* for map and set_data
Unless the CoglBuffer is being used for texture data then it's
relatively unlikely that the data will contain an array of bytes. For
example if it's used as a vertex array then it's more likely to be
floats or some vertex struct. In that case it's much more convenient
if set_data and map use void* pointers so that we can avoid a cast.
2010-11-04 18:04:03 +00:00
Neil Roberts
390bdd2a27 cogl-primitive: Fix the texture attribute offsets
The offsets for the texture coordinate attributes in the convenience
constructors were all wrong.
2010-11-04 17:59:33 +00:00
Neil Roberts
17aaaac336 cogl-primitive: Fix a typo in new_with_attributes_array
A typo in the g_return_val_if_fail was causing it to segfault.
2010-11-04 17:59:33 +00:00
Neil Roberts
b6eaab812b cogl-primitive: Add the missing cogl_primitive_new_p2 function
There was a struct defined for CoglP2Vertex but there was no
constructor function to use it.
2010-11-04 17:59:28 +00:00
Neil Roberts
1935855cdd cogl-primitive: Fix the ref-counting for the convenience constuctors
The convenience constructors for the builtin vertex structs were
creating the primitive and then immediately destroying it and
returning the pointer. I think the intention was to unref the
attributes instead. This adds an internal wrapper around the
new_with_attributes_array constructor which unrefs the attributes
instead of the primitive. The convenience constructors now use that.
2010-11-04 17:57:09 +00:00
Robert Bragg
3c35b95a84 primitive: fix prototypes and start adding docs
This fixes the prototypes for the cogl_primitive_new_xyz functions and
also adds documentation with examples for each one.
2010-11-04 17:57:05 +00:00
Neil Roberts
00397a313c cogl-gles2-wrapper: Fix a reference to the old name for CoglPipeline
The GLES2 wrapper was referring to COGL_MATERIAL_PROGRAM_TYPE_GLSL but
this has since been renamed to COGL_PIPELINE_PROGRAM_TYPE_GLSL so the
GLES2 backend wouldn't compile.
2010-11-04 14:56:44 +00:00
Robert Bragg
5abdbd5f7a gles2: disable vbos until while we rework backend
The gles2 wrapper functions don't understand about the CoglBuffer API so
they don't support attributes stored in a CoglVertexArray. Instead of
teaching the backend about buffers we are going to wait until we have
overhauled the GLES 2 backend. We are currently making progress
consolidating the GLES 2 backend with a new GLSL backend for
CoglMaterial. This will hugely simplify the GLES 2 support and share
code with the OpenGL backend. In the end it's hoped that this problem
will simply go away so it doesn't make much sense to solve it with the
current design.
2010-11-03 18:09:23 +00:00
Robert Bragg
8034dc87d4 cogl: rename CoglMaterial -> CoglPipeline
This applies an API naming change that's been deliberated over for a
while now which is to rename CoglMaterial to CoglPipeline.

For now the new pipeline API is marked as experimental and public
headers continue to talk about materials not pipelines. The CoglMaterial
API is now maintained in terms of the cogl_pipeline API internally.
Currently this API is targeting Cogl 2.0 so we will have time to
integrate it properly with other upcoming Cogl 2.0 work.

The basic reasons for the rename are:
- That the term "material" implies to many people that they are
  constrained to fragment processing; perhaps as some kind of high-level
  texture abstraction.
    - In Clutter they get exposed by ClutterTexture actors which may be
      re-inforcing this misconception.
- When comparing how other frameworks use the term material, a material
  sometimes describes a multi-pass fragment processing technique which
  isn't the case in Cogl.
- In code, "CoglPipeline" will hopefully be a much more self documenting
  summary of what these objects represent; a full GPU pipeline
  configuration including, for example, vertex processing, fragment
  processing and blending.
- When considering the API documentation story, at some point we need a
  document introducing developers to how the "GPU pipeline" works so it
  should become intuitive that CoglPipeline maps back to that
  description of the GPU pipeline.
- This is consistent in terminology and concept to OpenGL 4's new
  pipeline object which is a container for program objects.

Note: The cogl-material.[ch] files have been renamed to
cogl-material-compat.[ch] because otherwise git doesn't seem to treat
the change as a moving the old cogl-material.c->cogl-pipeline.c and so
we loose all our git-blame history.
2010-11-03 18:09:23 +00:00
Robert Bragg
959af183b1 pango: Use CoglMaterial type for materials
Instead of using the CoglHandle type for material variables this updates
the pango code to use CoglMaterial * instead. CoglHandle is the old
typename which is being phased out of the API.
2010-11-03 18:09:23 +00:00
Robert Bragg
7ee99aaa83 pango: push/pop source instead of trashing users source
The pango-display-list code was calling cogl_set_source in numerous
places and it didn't appear to be saving the users source to restore
later. This could result in the user inadvertantly drawing a primitive
with one of these internally managed materials instead of one that they
chose. To rectify this the code now uses cogl_{push,pop}_source to save
and restore the users source.
2010-11-03 18:09:22 +00:00
Robert Bragg
4e69c73085 primitives: implements cogl_polygon on vertex_attributes
This updates the implementation of cogl_polygon so it sits on the new
CoglVertexArray and CoglVertexAttribute apis. This lets us minimize the
number of different drawing paths we have to maintain in Cogl.

Since the sliced texture support for cogl_polygon has been broken for a
long time now and no one has complained this patch also greatly
simplifies the code by not doing any special material validation so
cogl_polygon will be restricted in the same way as
cogl_draw_vertex_attributes. (i.e. sliced textures not supported).
2010-11-03 18:09:22 +00:00
Robert Bragg
f9d9b1b157 journal: port to the vertex_attributes API
Instead of using raw OpenGL in the journal we now use the vertex
attributes API instead. This is part of an ongoing effort to reduce the
number of drawing paths we maintain in Cogl.
2010-11-03 18:09:22 +00:00
Robert Bragg
f82b32cb3b vertex-buffer: use cogl_get_rectangle_indices
The functionality of cogl_vertex_buffer_indices_get_for_quads is now
provided by cogl_get_rectangle_indices so this reworks the former to now
work in terms of the latter so we don't have duplicated logic.
2010-11-03 18:09:22 +00:00
Robert Bragg
670ea32dbd vertex-buffer: port to CoglVertexAttributes + CoglPrimitive
As part of an ongoing effort to reduce the number of draw paths we have
in Cogl this re-works CoglVertexBuffer to use the CoglVertexAttribute
and CoglPrimitive APIs instead of using raw GL.
2010-11-03 18:09:15 +00:00
Robert Bragg
69b1f756d1 primitive: adds immutable ref/unref mechanism
This adds a way to mark that a primitive is in use so that modifications
will generate a warning. The plan is to use this mechanism when batching
primitives in the journal to warn users that mid-scene modifications of
primitives is not allowed.
2010-11-03 18:04:31 +00:00
Robert Bragg
2d58d3f1b6 primitive: Adds convenience constructors
This adds convenience primitive constructors named like:
  cogl_primitive_new_p3 or
  cogl_primitive_new_p3c4 or
  cogl_primitive_new_p3t2c4
where the letters correspond to the interleved vertex attributes layouts
such as CoglP3Vertex which is a struct with 3 float x,y,z members for
the [p]osition, or CoglP3T2C4Vertex which is a struct with 3 float x,y,z
members for the [p]osition, 2 float s,t members for the [t]exture
coordinates and 4 unsigned byte r,g,b,a members for the [c]olor.

The hope is that people will find these convenient enough to replace
cogl_polygon.
2010-11-03 18:04:31 +00:00
Robert Bragg
0cd077dc7e cogl: Adds experimental CoglPrimitive API
A CoglPrimitive is a retainable object for drawing a single primitive,
such as a triangle strip, fan or list.

CoglPrimitives build on CoglVertexAttributes and CoglIndices which
themselves build on CoglVertexArrays and CoglIndexArrays respectively.

A CoglPrimitive encapsulates enough information such that it can be
retained in a queue (e.g. the Cogl Journal, or renderlists in the
future) and drawn at some later time.
2010-11-03 18:04:31 +00:00
Robert Bragg
dd63078bd3 cogl: Adds experimental CoglVertexAttribute API
A CoglVertexAttribute defines a single attribute contained in a
CoglVertexArray. I.e. a CoglVertexArray is simply a buffer of N bytes
intended for containing a collection of attributes (position, color,
normals etc) and a CoglVertexAttribute defines one such attribute by
specifying its start offset in the array, its type, the number of
components and the stride etc.
2010-11-03 18:04:26 +00:00
Robert Bragg
3d14fbc308 cogl: Adds experimental CoglIndices API
CoglIndices define a range of indices inside a CoglIndexArray. I.e. a
CoglIndexArray is simply a buffer of N bytes and you can then
instantiate multiple CoglIndices collections that define a sub-region of
a CoglIndexArray by specifying a start offset and an index data type.
2010-11-03 18:04:00 +00:00
Robert Bragg
8ca80e47c4 cogl: Adds experimental CoglVertexArray type
This adds a new CoglVertexArray object which is a subclass of CoglBuffer
used to hold vertex attributes. A later commit will add a
CoglVertexAttribute API which will be used to describe the attributes
inside a CoglVertexArray.
2010-11-03 18:04:00 +00:00
Robert Bragg
3aba41e202 cogl: Adds experimental CoglIndexArray type
A CoglIndexArray is a subclass of CoglBuffer and will be used to hold
vertex indices. A later commit will add a CoglIndices API which will
allow describing a range of indices inside a CoglIndexArray.
2010-11-03 18:04:00 +00:00
Robert Bragg
eac167df1c buffer: adds immutable ref/unref mechanism
This adds an internal mechanism to mark that a buffer is in-use so that
a warning can be generated if the user attempts to modify the buffer.

The plans is for the journal to use this mechanism so that we can warn
users about mid-scene modifications of buffers.
2010-11-03 18:03:55 +00:00
Robert Bragg
efa11f8a8f buffer: make _bind() return base pointer
We now make _cogl_buffer_bind return a base pointer for the bound buffer
which can be used with OpenGL. The pointer will be NULL for GPU based
buffers or may point to an malloc'd buffer. Since OpenGL expects an
offset instead of a pointer when dealing with buffer objects this means
we can handle fallback malloc buffers and GPU buffers in a consistent
way.
2010-11-03 17:28:45 +00:00
Robert Bragg
35ddc5407e material: Bail out faster if re-flushing unchanged material
This allows _cogl_material_flush_gl_state to bail out faster if
repeatedly asked to flush the same material and we can see the material
hasn't changed.

Since we can rely on the material age incrementing when any material
property changes or any associated layer property changes then we can
track the age of the material after flushing so it can be compared with
the age of the material if it is subsequently re-flushed. If the age is
the same we only have to re-assert the texture object state.
2010-11-03 17:28:45 +00:00
Robert Bragg
bbf27e6b28 material-node: track if node owns reference on parent
MaterialNodes are used for the sparse graph of material state and layer
state. In the case of materials there is the idea of weak materials that
don't take a reference on their parent and in that case we need to be
careful not to unref our parent during
_cogl_material_node_unparent_real. This adds a has_parent_reference
member to the CoglMaterialNode struct so we now know when to skip the
unref.
2010-11-03 17:28:45 +00:00