There were a number of functions intended to support creating of new
primitives using materials, but at this point they aren't used outside of
Cogl so until someone has a usecase and we can get feedback on this
API, it's being removed before we release Clutter 1.0.
This removes the following API:
cogl_material_set_blend_factors
cogl_material_set_layer_combine_function
cogl_material_set_layer_combine_arg_src
cogl_material_set_layer_combine_arg_op
These were rather awkward to use, so since it's expected very few people are
using them at this point and it should be straight forward to switch over
to blend strings, the API is being removed before we release Clutter 1.0.
Setting up layer combine functions and blend modes is very awkward to do
programatically. This adds a parser for string based descriptions which are
more consise and readable.
E.g. a material layer combine function could now be given as:
"RGBA = ADD (TEXTURE[A], PREVIOUS[RGB])"
or
"RGB = REPLACE (PREVIOUS)"
"A = MODULATE (PREVIOUS, TEXTURE)"
The simple syntax and grammar are only designed to expose standard fixed
function hardware, more advanced combining must be done with shaders.
This includes standalone documentation of blend strings covering the aspects
that are common to blending and texture combining, and adds documentation
with examples specific to the new cogl_material_set_blend() and
cogl_material_layer_set_combine() functions.
Note: The hope is to remove the now redundant bits of the material API
before 1.0
After long deliberation, the Animation class handling of the
:mode, :duration and :loop properties, as well as the conditions
for creating the Alpha and Timeline instances, came out as far too
complicated for their own good.
This is a rework of the API/parameters matrix and behaviour:
- :mode accessors will create an Alpha, if needed
- :duration and :loop accessors will create an Alpha and a Timeline
if needed
- :alpha will set or unset the Alpha
- :timeline will set or unset the Timeline
Plus, more documentation on the Animation class itself.
Many thanks to Jonas Bonn <jonas@southpole.se> for the feedback
and the ideas.
The Animatable interface implementation will always have the computed
value applied, whilst the non-Animatable objects go through the
interval validation first to avoid incurring in assertions and
warnings.
The Animatable::animate_property() should also be able to validate the
property it's supposed to interpolate, and eventually discard it. This
requires adding a return value to the virtual function (and its wrapper
function).
The Animation code will then apply the computed value only if the
animate_property() returns TRUE -- unifying the code path with the
non-Animatable objects.
The Animation class should proxy the :mode, :duration and :loop
properties whenever possible, to avoid them going out of sync when
changed using the Alpha and Timeline instances directly.
Currently, if Timeline:duration is changed, querying Animation:duration
will yield the old value, but the animation itself (being driven by
the Timeline) will use the Timeline's :duration new value. This holds
for the :loop and :mode properties as well.
Instead, the getters for the Animation's :duration, :loop and
:mode properties should ask the relevant object -- if any. The
loop, duration and mode values inside AnimationPrivate should only
be used if no Timeline or no Alpha instances are available, or
when creating new instances.
The Animation should not directly manipulate a Timeline instance,
but it should defer to the Alpha all handling of the timeline.
This means that:
- set_duration() and set_loop() will either create a Timeline or
will set the :duration and :loop properties on the Timeline; if
the Timeline must be created, and no Alpha instance is available,
then a new Alpha instance will be created as well and the newly
create Timeline will be assigned to the Alpha
- if set_mode() on an Animation instance without an Alpha, the
Alpha will be created; a Timeline will also be created
- set_alpha() will replace the Alpha; if the new Alpha does not
have a Timeline associated then a Timeline will be created using
the current :duration and :loop properties of Animation; otherwise,
if the replaced Alpha had a timeline, the timeline will be
transferred to the new one
Using --enable-debug, which controls Clutter's debug level, also
defines COGL_ENABLE_DEBUG. This should be left to --enable-cogl-debug
instead, since it's the configure switch that controls COGL debug
level.
Let's try to bring configure.ac into this century, shall we?
* Use the proper shell macros AS_IF and AS_CASE instead of if...fi
and case...esac
* Check for X11 and relative extensions only when building for GLX
and EGLX backends
* Add documentation on the behaviour of binary_age and interface_age
* Coalesce all the common checks to avoid redundancy
* Escape everything that requires escaping
The CoglTexture constructors expose the "max-waste" argument for
controlling the maximum amount of wasted areas for slicing or,
if set to -1, disables slicing.
Slicing is really relevant only for large images that are never
repeated, so it's a useful feature only in controlled use cases.
Specifying the amount of wasted area is, on the other hand, just
a way to mess up this feature; 99% the times, you either pull this
number out of thin air, hoping it's right, or you try to do the
right thing and you choose the wrong number anyway.
Instead, we can use the CoglTextureFlags to control whether the
texture should not be sliced (useful for Clutter-GST and for the
texture-from-pixmap actors) and provide a reasonable value for
enabling the slicing ourself. At some point, we might even
provide a way to change the default at compile time or at run time,
for particular platforms.
Since max_waste is gone, the :tile-waste property of ClutterTexture
becomes read-only, and it proxies the cogl_texture_get_max_waste()
function.
Inside Clutter, the only cases where the max_waste argument was
not set to -1 are in the Pango glyph cache (which is a POT texture
anyway) and inside the test cases where we want to force slicing;
for the latter we can create larger textures that will be bigger than
the threshold we set.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Signed-off-by: Robert Bragg <robert@linux.intel.com>
Signed-off-by: Neil Roberts <neil@linux.intel.com>
Sometimes it is necessary for third party code to have a
function called during the redraw process, so that you can
update the scenegraph before it is painted.
If we are short-circuiting the paint when the opacity is zero we still
need to clear the queued_redraw flag otherwise it won't be possible to
queue another redraw of the actor until something else has caused a
paint first.
* master:
[cogl-vertex-buffer] Ensure the clip state before rendering
[test-text-perf] Small fix-ups
Add a test for text performance
[build] Ensure that cogl-debug is disabled by default
[build] The cogl GE macro wasn't passing an int according to the format string
Use the right internal format for GL_ARB_texture_rectangle
[actor_paint] Ensure painting is a NOP for actors with opacity = 0
Make backface culling work with vertex buffers
Before any rendering is done by Cogl it needs to ensure the clip stack
is set up correctly by calling cogl_clip_ensure. This was not being
done for the Cogl vertex buffer so it would still use the clip from
the previous render.
Now that everything is float, the marsharlling function of the
size-change signal should reflect that fact.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
- Fix a typo in a for loop in create_label which left 'i'
uninitialised and caused a crash if you're unlucky.
- Set the CLUTTER_VBLANK=none environment variable.
- Don't quit on a keypress.
- Trailing whitespace tidy up.
GLES doesn't support GL_QUADS. This patch makes it use GL_TRIANGLES
instead in that case. Unfortunately this means submitting two extra
vertices per quad. It could be better to use indexed elements once
CoglVertexBuffers gains support for that.
When ClutterGLXTexturePixmap uses GL_ARB_texture_rectangle,
it needs to pass the right internal format (GL_RGB or GL_RGBA)
when it initializes the texture with glTexImage2D() or later
handling won't recognize the alpha channel.
http://bugzilla.openedhand.com/show_bug.cgi?id=1586
Signed-off-by: Robert Bragg <robert@linux.intel.com>
Since it is convenient to use geometry with an opacity of 0 for input only
purposes it's a worthwhile optimization to avoid submitting anything
for such actors while painting.
Backface culling is enabled as part of cogl_enable so the different
rendering functions in Cogl need to explicitly opt-in to have backface
culling enabled. Cogl vertex buffers should allow backface culling so
they should check whether it is enabled and then set the appropriate
cogl_enable flag.
In order to cope with the situation where an application renders with
a PangoLayout, makes some changes and then renders again with the same
layout, CoglPangoRenderer needs to detect that the changes have
occured so that it can recreate the display list. This is acheived by
keeping a reference to the first line of the layout. When the layout
is changed Pango will clear the layout pointer in the first line and
create a new line. So if the layout pointer in the line becomes NULL
then we know the layout has changed. This trick was suggested by
Behdad Esfahbod in this email:
http://mail.gnome.org/archives/gtk-i18n-list/2009-May/msg00019.html
When a position is given to cogl_pango_render_layout_subpixel it
translates the GL matrix by the coordinates. However it was not
dividing by PANGO_SCALE so the coordinates were completely wrong.
Most of the operations involving the texture's allocated area require
floats -- either for computations or for setting the geometry into
COGL. So it doesn't make any sense to use get_allocation_coords() and
cast everything to floats.
Currently, COGL depends on defining debug symbols by manually
modifying the source code. When it's done, it will forcefully
print stuff to the console.
Since COGL has also a pretty, runtime selectable debugging API
we might as well switch everything to it.
In order for this to happen, configure needs a new:
--enable-cogl-debug
command line switch; this will enable COGL debugging, the
CoglHandle debugging and will also turn on the error checking
for each GL operation.
The default setting for the COGL debug defines is off, since
it slows down the GL operations; enabling it for a particular
debug build is trivial, though.
COGL has a debug message system like Clutter's own. In parallel,
it also uses a coupld of #defines. Spread around there are also
calls to printf() instead to the more correct g_log* wrappers.
This commit tries to unify and clean up the macros and the
debug message handling inside COGL to be more consistent.
ClutterTexture has many properties that can only be accessed using
the GObject API. This is fairly inefficient and makes binding the
class overly complicated.
The Texture class should have accessor methods for all its properties,
properly documented.
The code for the conversion of the GL error enumeration code
into a string is not following the code style and conventions
we follow in Clutter and COGL.
The GE() macro is also using fprintf(stderr) directly instead
of using g_warning() -- which is redirectable to an alternative
logging system using the g_log* API.
We use math routines inside Cogl, so it's correct to have it in
the LIBADD line. In normal usage something else was pulling in
-lm, but the introspection is relying on linking against the
convenience library.
Based on a patch by: Colin Walters <walters@verbum.org>
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The timeline created when calling set_timeline(NULL) is referenced
even though we implicitly own it. When the Animation is destroyed,
the timeline is then leaked.
Thanks to: Richard Heatley <richard.heatley@starleaf.com>
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1548
Add a method for deleting the current selection inside a Text actor.
This is useful for subclasses.
See bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1521
Based on a patch by: Raymond Liu <raymond.liu@intel.com>
ClutterAnimation currently inherits the initial floating reference
semantics from GInitiallyUnowned. An Animation is, though, meant to
be used as a top-level object, like a Timeline or a Behaviour, and
not "owned" by another object. For this reason, the initial floating
reference does not make any sense.