The script converted calls to COGL_FIXED_MUL(x,y) to (x*y). However
this fails for cases like this:
COGL_FIXED_MUL(a + b, c)
which become
(a + b * c)
The meaning of this is of course different because multiplication has
a higher precedence than addition.
This was causing breakages in cogl_texture_quad_sw when the vertex
coordinates are not in increasing order. This was the case in
test-backface-culling when NPOTs are not available.
Compute the value of the camera distance as exactly half the xx
component of the projection matrix. The heuristically derived
value for 60 degrees was off by about 0.016%, causing noticeable
blurring, and other field of view angles which didn't have the
heuristic adjustment off by much more.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Boolean arguments for functions are pretty evil and usually
lead to combinatorial explosion of parameters in case multiple
settings are added.
In the case of the COGL texture constructors we have a boolean
argument for enabling the auto-mipmapping; it is conceivable that
we might want to add more settings for a COGL texture without
breaking API or ABI compatibility, so the boolean argument should
become a bitmask.
The internals have not been changed: instead of checking for
a non-zero value, we check for a bitmask being set.
This better reflects the fact that the api manages sets of vertex attributes,
and the attributes really have no implied form. It is only when you use the
attributes to draw that they become mesh like; when you specify how they should
be interpreted, e.g. as triangle lists or fans etc. This rename frees up the
term "mesh", which can later be applied to a concept slightly more fitting.
E.g. at some point it would be nice to have a higher level abstraction that
sits on top of cogl vertex buffers that adds the concept of faces. (Somthing
like Blender's mesh objects.) There have also been some discussions over
particle engines, and these can be defined in terms of emitter faces; so some
other kind of mesh abstraction might be usefull here.
To deal with all the corner cases that couldn't be scripted a number of patches
were written for the remaining 10% of the effort.
Note: again no API changes were made in Clutter, only in Cogl.
This is the result of running a number of sed and perl scripts over the code to
do 90% of the work in converting from 16.16 fixed to single precision floating
point.
Note: A pristine cogl-fixed.c has been maintained as a standalone utility API
so that applications may still take advantage of fixed point if they
desire for certain optimisations where lower precision may be acceptable.
Note: no API changes were made in Clutter, only in Cogl.
Overview of changes:
- Within clutter/* all usage of the COGL_FIXED_ macros have been changed to use
the CLUTTER_FIXED_ macros.
- Within cogl/* all usage of the COGL_FIXED_ macros have been completly stripped
and expanded into code that works with single precision floats instead.
- Uses of cogl_fixed_* have been replaced with single precision math.h
alternatives.
- Uses of COGL_ANGLE_* and cogl_angle_* have been replaced so we use a float for
angles and math.h replacements.
Bug 1289 - Draw multiple glyphs at once
The multiple-texture-rectangle branch adds a new Cogl texture function
called cogl_texture_multiple_rectangles which is used to draw multiple
rectangles out of a texture using a single GL call. This is
significantly faster than drawing the rectangles with individual calls
on some platforms. The Pango renderer now uses this to speed up
rendering.
The conflicts are just due to the whitespace fixes in cb569a5.
Conflicts:
clutter/cogl/gl/cogl-context.c
clutter/cogl/gl/cogl-context.h
clutter/cogl/gl/cogl-texture.c
The rest of Cogl expects the texture mode to be GL_MODULATE so it
needs to be restored after calling cogl_material_rectangle. Otherwise
cogl_texture_rectangle will fail to blend with the Cogl color properly
and all of the labels will be black.
The API has been changed to take an explicit length for the number of
texture coordinates passed, and it's now documented that if there are
more layers to the current material than the number of texture coords
passed, then default coordinates will be generated for the other
layers.
cogl_material_rectangle should now handle the case where a single
sliced texture is supplied as a material layer by falling back to
cogl_texture_rectangle. We are nearly at the point that
cogl_texture_rectangle could be deprecated. A few issues remain
though, such as not considering waste in cogl_material_rectangle.
This flattens the three functions: cogl_material_flush_gl_material_state,
.._flush_gl_alpha_func and .._flush_gl_blend_func into one:
cogl_flush_material_gl_state which doesn't takes a material handle. (the handle
is instead taken from the context.)
This has allows us to avoid re-submitting some state to OpenGL when the
material has not been replaced.
Note: Avoiding redundant state changes for material layers isn't dealt with
in this patch.
Removed trailing white space from the following files:
- clutter-clone-texture.c
- clutter-texture.c
- clutter-texture.h
- cogl/cogl-texture.h
- cogl/gl/cogl-context.c
- cogl/gl/cogl-texture.c
- cogl/gl/cogl-context.h
My previous work to provide muti-texturing support has been extended into
a CoglMaterial abstraction that adds control over the texture combine
functions (controlling how multiple texture layers are blended together),
the gl blend function (used for blending the final primitive with the
framebuffer), the alpha function (used to discard fragments based on
their alpha channel), describing attributes such as a diffuse, ambient and
specular color (for use with the standard OpenGL lighting model), and
per layer rotations. (utilizing the new CoglMatrix utility API)
For now the only way this abstraction is exposed is via a new
cogl_material_rectangle function, that is similar to cogl_texture_rectangle
but doesn't take a texture handle (the source material is pulled from
the context), and the array of texture coordinates is extended to be able
to supply coordinates for each layer.
Note: this function doesn't support sliced textures; supporting sliced
textures is a non trivial problem, considering the ability to rotate layers.
Note: cogl_material_rectangle, has quite a few workarounds, for a number of
other limitations within Cogl a.t.m.
Note: The GLES1/2 multi-texturing support has yet to be updated to use
the material abstraction.
Multitexturing allows blending multiple layers of texture data when texturing
some geometry. A common use is for pre-baked light maps which can give nice
lighting effects relativly cheaply. Another is for dot-3 bump mapping, and
another is applying alpha channel masks.
The dot-3 bump mapping would be really nice one day, but currently cogl doesn't
support lighting so that's not dealt with in this patch.
notable limitations:
- It can only texture rectangles a.t.m - and like cogl_texture_rectangle there
is no support for rotated texturing.
- Sliced textures are not supported. I think I've figured out how to handle
layers with different slice sizes at least for rectangular geometry, but I'm
not sure how complex it becomes once rotations are possible and texturing
arbitrary cogl_polygons.
- Except for this new API, cogl still doesn't know about more than one texture
unit, and so has no way of caching any enables related to other units. So that
things don't break it's currently necessary to disable anything to do with
additional units as soon as we are done with them which isn't ideal.
- No clutter API yet.
* clutter/cogl/gl/cogl-defines.h.in:
* clutter/cogl/gl/cogl-context.h:
* clutter/cogl/common/cogl-mesh.c: Rename the glBufferDataSub
function to glBufferSubData. When calling glXGetProcAddress with
the former Mesa returns a stub dispatch function which will
segfault if you try to use it. With NVIDIA it returns NULL so
_cogl_features_init decides the card doesn't have VBO support.
There's no point in clearing the index array because it is always the
same sequence of indices regardless of the vertices. Instead it is
just added to when there are more vertices than ever before.
* clutter/cogl/gl/cogl-texture.c (cogl_texture_new_from_foreign,
(_cogl_texture_quad_hw, cogl_texture_polygon),
(_cogl_texture_quad_sw): Support GL_ARB_texture_rectangle textures
* clutter/glx/clutter-glx-texture-pixmap.c: Use rectangle textures
when NPOTs are not available or it is forced by the
CLUTTER_PIXMAP_TEXTURE_RECTANGLE environment variable.
* clutter/cogl/gl/cogl.c (cogl_enable): Allow enabling
GL_TEXTURE_RECTANGLE_ARB.
* clutter/cogl/cogl-path.h:
* clutter/cogl/common/cogl-primitives.c:
* clutter/cogl/common/cogl-primitives.h:
* clutter/cogl/gl/cogl-primitives.c:
* clutter/cogl/gles/cogl-primitives.c: Changed the semantics of
cogl_path_move_to. Previously this always started a new path but
now it instead starts a new disjoint sub path. The path isn't
cleared until you call either cogl_path_stroke, cogl_path_fill or
cogl_path_new. There are also cogl_path_stroke_preserve and
cogl_path_fill_preserve functions.
* clutter/cogl/gl/cogl-context.c:
* clutter/cogl/gl/cogl-context.h:
* clutter/cogl/gles/cogl-context.c:
* clutter/cogl/gles/cogl-context.h: Convert the path nodes array
to a GArray.
* clutter/cogl/gl/cogl-texture.c:
* clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure
* clutter/cogl/common/cogl-clip-stack.c:
* clutter/cogl/common/cogl-clip-stack.h: Simplified the clip
stack code quite a bit to make it more maintainable. Previously
whenever you added a new clip it would go through a separate route
to immediately intersect with the current clip and when you
removed it again it would immediately rebuild the entire clip. Now
when you add or remove a clip it doesn't do anything immediately
but just sets a dirty flag instead.
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/cogl.c: Taken away the code to intersect
stencil clips when there is exactly one stencil bit. It won't work
with path clips and I don't know of any platform that doesn't have
eight or zero stencil bits. It needs at least three bits to
intersect a path with an existing clip. cogl_features_init now
just decides you don't have a stencil buffer at all if you have
less than three bits.
* clutter/cogl/cogl.h.in: New functions and documentation.
* tests/interactive/test-clip.c: Replaced with a different test
that lets you add and remove clips. The three different mouse
buttons add clips in different shapes. This makes it easier to
test multiple levels of clipping.
* tests/interactive/test-cogl-primitives.c: Use
cogl_path_stroke_preserve when using the same path again.
* doc/reference/cogl/cogl-sections.txt: Document the new
functions.
border artifacts
* clutter/cogl/gl/cogl-texture.c: Set the wrap mode of a texture
on demand
Instead of setting the wrap mode once per texture at creation, it
is now changed whenever the texture is drawn. The previous value
is cached so that it isn't changed if the value is the same.
This is used in _cogl_texture_quad_hw to only enable GL_REPEAT
mode when the coordinates are not in the range [0,1]. Otherwise it
can pull in pixels from the other edge when the texture is
rendered off-pixel.
Most cards don't actually support GL_QUADS and they are deprecated in
GL 3.0 so there is a chance it will perform faster with GL_TRIANGLES
even though it has to submit two extra vertices.
This takes an array of sets of 8 floats to describe the rectangles. It
tries to send the geometry with a single glDrawArrays as far as
possible. cogl_texture_rectangle is now just a wrapper around
cogl_texture_multiple_rectangles.
cogl_texture_quad_hw and _sw now just add vertices to the vertex
array. The last texture used is stored and if a different texture is
encountered then flushes the vertices. cogl_texture_rectangle always
flushes the vertices after calling either of the functions.
the test for whether to use hardware tiling. Previously it assumed
that texture coordinates are in increasing order but this is not
the case since bug 1057 was fixed. The texture coordinates are now
sorted later. It also allowed negative coordinates which doesn't
make sense if the texture has waste.
`_glDrawRangeElements@24'
Resolve glDrawRangeElements with cogl_get_proc_address instead of
calling it directly because functions defined in GL > 1.1 are not
directly exported under Windows.
* clutter/cogl/common/cogl-mesh.c: Use the function pointer from
the context
* clutter/cogl/gl/cogl-context.c (cogl_create_context): Initialise
function pointer.
* clutter/cogl/gl/cogl-context.h (CoglContext): Add a function
pointer
* clutter/cogl/gl/cogl-defines.h.in: Add a typedef for the
function pointer.
* clutter/cogl/gl/cogl.c (_cogl_features_init): Resolve
glDrawRangeElements
differences and improve maintainability.
* clutter/cogl/gl/cogl-context.h:
Adds a CoglTextureGLVertex typedef + texture_vertices and
texture_vertices_size members to CoglContext for using vertex arrays
like GLES does
* clutter/cogl/gl/cogl-context.c:
Initializes texture_vertices + texture_vertices_size members
* clutter/cogl/gl/cogl-internal.h:
Adds COGL_ENABLE_COLOR_ARRAY
* clutter/cogl/gl/cogl.c:
Add COGL_ENABLE_COLOR_ARRAY support to cogl_enable
* clutter/cogl/gles/cogl-context.h:
Change the CoglTextureGLVertex to use GLfloat for the position
and texture coord attributes and GLubyte for the color.
* clutter/cogl/gles/cogl-texture-private.h:
Adds a wrap_mode member like GL has.
* clutter/cogl/gl/cogl-texture.c
* clutter/cogl/gles/cogl-texture.c:
Improves the comparability of the files, such that the remaining
differences, better reflect the fundamental differences needed
between GL and GLES. Notably GL no longer uses glBegin/glEnd for
submitting vertices, it uses vertex arrays like GLES and this gives
a small but measurable fps improvement for test-text.
* clutter/cogl/cogl-shader.h: Add a function for setting an
integer uniform, similar to cogl_program_uniform_1f().
* clutter/cogl/gl/cogl-program.c: Implement the GL version
of cogl_program_uniform_1i().
* clutter/cogl/gles/cogl-program.c: Implement the GLES version
of cogl_program_uniform_1i().
Bug 1049 - Clutter doesn't support most GLSL uniforms (patch
by Chris Lord and Neil Roberts)
* README: Update release notes.
* clutter/Makefile.am:
* clutter/clutter-shader-types.[ch]: Add GValue types for
shader values.
* clutter/clutter-actor.[ch]: Update the shader API to use
the newly added GValue support for GLSL shader uniform
setters.
* clutter/clutter-shader.[ch]: Add float and integer convenience
API for single value GLSL uniform setters.
* clutter/cogl/cogl-shader.h: Add new uniform setters.
* clutter/cogl/gl/cogl-context.c:
* clutter/cogl/gl/cogl-context.h:
* clutter/cogl/gl/cogl-defines.h.in:
* clutter/cogl/gl/cogl-program.c:
* clutter/cogl/gl/cogl.c: Update the GL implementation of COGL
to handle the GLSL uniform setters.
* clutter/cogl/gles/cogl-gles2-wrapper.c:
* clutter/cogl/gles/cogl-gles2-wrapper.h:
* clutter/cogl/gles/cogl-internal.h:
* clutter/cogl/gles/cogl-program.c: Update the GLES 2.0 implementation
of COGL to handle the GLSL uniform setters.
* doc/reference/clutter/clutter-sections.txt:
* doc/reference/cogl/cogl-sections.txt: Update the documentation.
* tests/interactive/test-fbo.c:
* tests/interactive/test-shader.c: Update the shader tests.
* clutter/cogl/cogl-color.h:
* clutter/cogl/cogl-path.h:
* clutter/cogl/cogl-types.h:
* clutter/cogl/common/cogl-color.c: Deprecated cogl_color()
in favour of cogl_set_source_color() and friends; store the
CoglColor components as unsigned bytes instead of fixed point
normalized values; add functions for allocating, copying and
freeing CoglColor, for use of language bindings.
* clutter/cogl/cogl.h.in:
* clutter/cogl/cogl-deprecated.h: Added cogl-deprecated.h,
an header file containing the deprecation symbols similar
to clutter-deprecated.h.
* clutter/cogl/gl/Makefile.am:
* clutter/cogl/gl/cogl-texture.c:
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/Makefile.am:
* clutter/cogl/gles/cogl-texture.c:
* clutter/cogl/gles/cogl.c: Update the GL and GLES implementations
of COGL after the CoglColor changes.
* clutter/clutter-actor.c:
* clutter/clutter-clone-texture.c:
* clutter/clutter-entry.c:
* clutter/clutter-label.c:
* clutter/clutter-rectangle.c:
* clutter/clutter-texture.c: Do not use CoglColor whenever it
is possible, and use cogl_set_source_color4ub() instead.
* clutter/pango/cogl-pango-render.c: Ditto as above.
* doc/reference/clutter/subclassing-ClutterActor.xml:
* doc/reference/cogl/cogl-sections.txt: Update the documentation.
* tests/interactive/test-cogl-offscreen.c:
* tests/interactive/test-cogl-primitives.c:
* tests/interactive/test-cogl-tex-convert.c:
* tests/interactive/test-cogl-tex-foreign.c:
* tests/interactive/test-cogl-tex-getset.c:
* tests/interactive/test-cogl-tex-polygon.c:
* tests/interactive/test-cogl-tex-tile.c:
* tests/interactive/test-paint-wrapper.c: Drop the usage of
CoglColor whenever it is possible.
coordinates
* clutter/cogl/gl/cogl-texture.c: Instead of sorting the vertex
and texture coordinates passed to cogl_texture_rectangle, just
swap both sets whenever the texture coordinates are backward.
* clutter/cogl/gl/Makefile.am (libclutterinclude_HEADERS):
* clutter/cogl/common/Makefile.am
(libclutter_cogl_common_la_SOURCES): Move cogl-mesh.h into the
headers for libclutter so that it will get installed.
* clutter/cogl/cogl-mesh.h
* clutter/cogl/cogl-types.h
* clutter/cogl/cogl.h.in
* clutter/cogl/common/Makefile.am
* clutter/cogl/common/cogl-mesh-private.h
* clutter/cogl/common/cogl-mesh.c
* clutter/cogl/gl/cogl-context.c
* clutter/cogl/gl/cogl-context.h
* clutter/cogl/gl/cogl-defines.h.in
* clutter/cogl/gl/cogl.c
* clutter/cogl/gles/cogl-context.c
* clutter/cogl/gles/cogl-context.h
* doc/reference/cogl/cogl-docs.sgml
* doc/reference/cogl/cogl-sections.txt:
The Mesh API provides a means for submitting an extensible number of
per vertex attributes to OpenGL in a way that doesn't require format
conversions and so that the data can be mapped into the GPU (in vertex
buffer objects) for - hopefully - fast re-use.
There are a number of things we can potentially use this API for, but
right now this just provides a foundation to build on. Please read
the extensive list of TODO items in cogl-mesh.c for examples.
Please refer to the cogl-mesh section in the reference manual for
documentation of the API.
* tests/conform/Makefile.am
* tests/conform/test-conform-main.c
* tests/conform/test-mesh-contiguous.c
* tests/conform/test-mesh-interleved.c
* tests/conform/test-mesh-mutability.c:
Privides basic coverage testing for the mesh API.
64-bit multiplication macro instead of COGL_FIXED_FAST_DIV for
calculating xmax as was done previously. This fixes
test-perspective and other tests that had a gone a bit skewiff.
Bug 1219 - Clean up cogl.h
* clutter/cogl/cogl.h.in:
* clutter/cogl/cogl-offscreen.h:
* clutter/cogl/cogl-path.h:
* clutter/cogl/cogl-shader.h:
* clutter/cogl/cogl-texture.h:
* clutter/cogl/cogl-types.h: Split up the massive cogl.h file
into sub-header for each section of the API.
* clutter/cogl/gl/*:
* clutter/cogl/gles/*: Update the GL and GLES implementations
of COGL to cope with the new header structure.
* doc/reference/cogl/Makefile.am: Fix symbol retrieval.
Bug 1211 - Drop ClutterFeatureFlags usage from COGL
* clutter/cogl/cogl.h.in:
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/cogl.c: Do not use ClutterFeatureFlags
when CoglFeatureFlags will do. This removes the last usage
of Clutter API inside COGL.
Bug 1210 - Add CoglColor API
* clutter/cogl/cogl-color.h:
* clutter/cogl/cogl.h.in:
* clutter/cogl/common/Makefile.am:
* clutter/cogl/common/cogl-color.c:
* clutter/cogl/gl/Makefile.am:
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/Makefile.am:
* clutter/cogl/gles/cogl-texture.c:
* clutter/cogl/gles/cogl.c: Add a new color-type, to be used by
COGL. CoglColor is optimized to allow the minimum amount of
conversions possible for both GL and GLES implementations.
* clutter/clutter-actor.c:
* clutter/clutter-clone-texture.c:
* clutter/clutter-entry.c:
* clutter/clutter-main.c:
* clutter/clutter-rectangle.c:
* clutter/clutter-stage.c:
* clutter/clutter-texture.c: Use CoglColor when needed.
* clutter/pango/pangoclutter-render.c: Use CoglColor when needed.
* doc/reference/cogl/cogl-docs.sgml:
* doc/reference/cogl/cogl-sections.txt: Update the documentation.
* tests/test-cogl-offscreen.c:
* tests/test-cogl-primitives.c:
* tests/test-cogl-tex-convert.c:
* tests/test-cogl-tex-foreign.c:
* tests/test-cogl-tex-getset.c:
* tests/test-cogl-tex-polygon.c:
* tests/test-cogl-tex-tile.c:
* tests/test-paint-wrapper.c: Update the tests.
* README: Update release notes.
Bug 1209 - Move fixed point API in COGL
* clutter/cogl/cogl-fixed.h:
* clutter/cogl/cogl.h.in:
* clutter/cogl/common/Makefile.am:
* clutter/cogl/common/cogl-fixed.c: Add fixed point API, modelled
after the ClutterFixed. The CoglFixed API supercedes the ClutterFixed
one and avoids the dependency of COGL on Clutter's own API.
* clutter/cogl/common/cogl-clip-stack.c:
* clutter/cogl/common/cogl-primitives.c:
* clutter/cogl/common/cogl-primitives.h: Update internal usage of
ClutterFixed to CoglFixed.
* clutter/cogl/gl/Makefile.am:
* clutter/cogl/gl/cogl-primitives.c:
* clutter/cogl/gl/cogl-texture.c:
* clutter/cogl/gl/cogl.c: Ditto, in the GL implementation of the
COGL API.
* clutter/cogl/gles/Makefile.am:
* clutter/cogl/gles/cogl-fbo.c:
* clutter/cogl/gles/cogl-gles2-wrapper.c:
* clutter/cogl/gles/cogl-primitives.c:
* clutter/cogl/gles/cogl-texture.c:
* clutter/cogl/gles/cogl.c: Ditto, in the GLES implementation of
the COGL API.
* clutter/pango/pangoclutter-glyph-cache.c:
* clutter/pango/pangoclutter-glyph-cache.h: Ditto, in the Pango
renderer glyphs cache.
* clutter/clutter-fixed.c:
* clutter/clutter-fixed.h: ClutterFixed and related API becomes
a simple transition API for bindings and public Clutter API.
* clutter/clutter-actor.c:
* clutter/clutter-alpha.c:
* clutter/clutter-backend.c:
* clutter/clutter-behaviour-depth.c:
* clutter/clutter-behaviour-ellipse.c:
* clutter/clutter-behaviour-path.c:
* clutter/clutter-behaviour-rotate.c:
* clutter/clutter-behaviour-scale.c:
* clutter/clutter-clone-texture.c:
* clutter/clutter-color.c:
* clutter/clutter-entry.c:
* clutter/clutter-stage.c:
* clutter/clutter-texture.c:
* clutter/clutter-timeline.c:
* clutter/clutter-units.h: Move from the internal usage of
ClutterFixed to CoglFixed.
* doc/reference/clutter/clutter-sections.txt:
* doc/reference/cogl/cogl-docs.sgml:
* doc/reference/cogl/cogl-sections.txt: Update the documentation.
* tests/test-cogl-tex-tile.c:
* tests/test-project.c: Fix tests after the API change
* README: Add release notes.
* clutter/cogl/gl/cogl-texture.c (cogl_texture_polygon)
(_cogl_texture_quad_sw, _cogl_texture_quad_hw):
* clutter/cogl/gles/cogl-texture.c (cogl_texture_polygon)
(_cogl_texture_quad_sw, _cogl_texture_quad_hw): Enable backface
culling in GL if it is requested.
* clutter/cogl/gles/cogl-texture.c (_cogl_texture_quad_sw)
(_cogl_texture_quad_hw):
* clutter/cogl/gl/cogl-texture.c (_cogl_texture_quad_sw)
(_cogl_texture_quad_hw): Reorder the
vertices so that they are counter-clockwise.
* clutter/cogl/gles/cogl-context.h (CoglContext):
* clutter/cogl/gl/cogl-context.h (CoglContext): Added a flag to
store whether backface culling is currently enabled.
* clutter/cogl/gles/cogl.c (cogl_enable_backface_culling):
* clutter/cogl/gl/cogl.c (cogl_enable_backface_culling): New
function
* doc/reference/cogl/cogl-sections.txt: Add
cogl_enable_backface_culling
* clutter/cogl/gl/cogl-texture.c (_cogl_texture_upload_subregion_to_gl)
(_cogl_texture_upload_to_gl):
* clutter/cogl/gles/cogl-texture.c (_cogl_texture_upload_to_gl)
(_cogl_texture_upload_subregion_to_gl):
When uploading data to a sliced texture, fill the waste pixels
with copies of the edge of the real texture data. Otherwise the
value of the waste pixels are undefined so it will show artifacts
when the texture is scaled with GL_LINEAR and the pixels are
blended in.
values (SIGSEGV)
* clutter/cogl/gl/cogl-texture.c
(_cogl_texture_upload_subregion_to_gl): When iterating over the
slices, discard ones that don't intersect immediatly otherwise it
will call glTexSubImage2D with a negative width/height and then
move the source position incorrectly. Thanks to Gwenole
Beauchesne.
* clutter/cogl/gl/cogl-texture.c (cogl_texture_set_region):
* clutter/cogl/gles/cogl-texture.c (cogl_texture_set_region):
Don't attempt to upload any data if the width or height of the
subregion is zero. Thanks to Gwenole Beauchesne.
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/cogl.c:
* clutter/cogl/cogl.h.in: Add cogl_clip_stack_save,
cogl_clip_stack_restore, cogl_viewport and cogl_frustum.
* clutter/cogl/gl/cogl-fbo.h:
* clutter/cogl/gl/cogl-fbo.c: Try to attach a stencil buffer when
creating an FBO.
* clutter/cogl/common/cogl-clip-stack.c: Add functions to save and
restore the whole state of the stack.
* clutter/clutter-texture.c (clutter_texture_paint): When
rendering the FBO source, setup a temporary asymmetric perspective
projection matrix to render it as it would appear on screen.
* clutter/clutter-private.h:
* clutter/clutter-actor.c
(_clutter_actor_apply_modelview_transform_recursive): No longer
static and exported in clutter-private.h
* clutter/cogl/gl/cogl.c (set_clip_plane):
* clutter/clutter-alpha.c (sinc_func): Use G_PI instead of M_PI
because M_PI isn't defined in MSVC without a special
#define. Thanks to Haakon Sporsheim
* clutter/cogl/gl/cogl.c:
Temp workaround for 10.4 ATI card OSX folks, see #929
(Tommi Komulainen)
Bug 998 - clutter always captures X input events
* clutter/eglx/clutter-stage-egl.c:
* clutter/glx/clutter-stage-glx.c:
When we disable X event retrival, dont still select for window
events.
* clutter/cogl/common/cogl-clip-stack.h:
* clutter/cogl/common/cogl-clip-stack.c: Added functions to
maintain a stack of clipping rectangles.
* clutter/cogl/gles/cogl.c:
* clutter/cogl/gl/cogl.c: The cogl_clip_set and unset functions
have moved into cogl-clip-stack.c which calls back to cogl.c to
set the actual rectangles. Multiple clip rectangles are combined
by merging the stencil buffers.
* clutter/cogl/gles/cogl-primitives.c (_cogl_path_fill_nodes):
* clutter/cogl/gl/cogl-primitives.c (_cogl_path_fill_nodes): Merge
the stencil buffer with the contents of the clipping stack after
drawing the path.
* clutter/cogl/gles/cogl-context.h (CoglContext):
* clutter/cogl/gl/cogl-context.h (CoglContext): Store the number
of available stencil bits.
* clutter/cogl/common/Makefile.am
(libclutter_cogl_common_la_SOURCES): Added cogl-clip-stack.c
Bug #948 - Remove texture rectangle support
* clutter/clutter-feature.c:
* clutter/clutter-feature.h:
* clutter/clutter-texture.c:
* clutter/cogl/gl/cogl.c:
* clutter/glx/clutter-glx-texture-pixmap.c:
Remove support for GL_TEXTURE_RECTANGLE_ARB (now using just regular
2D textures, with optional npots extension). Simplifys code, + makes
mipmap & shader support much more sane.
Bug 913 - cogl fails to build on OSX
* clutter/cogl/gl/cogl-fbo.c: define GL_READ_FRAMEBUFFER_EXT and
GL_DRAW_FRAMEBUFFER_EXT if not defined in the build system. The
#ifdef can fail if they're not #defines but variables or enums.
As the values are supposed to be industry standard even then
it shouldn't have ill effects.
* clutter/cogl/gles/cogl.c:
* clutter/cogl/gl/cogl.c: The clip planes are now set using the
inverse projection matrix as the modelview matrix so that they can
be specified in screen coordinates.
* clutter/cogl/gles/cogl-context.h (CoglContext):
* clutter/cogl/gl/cogl-context.h (CoglContext): Added a member to
cache the inverse projection matrix
* clutter/clutter-fixed.h: Added a constant for converting from
radians to degrees.
* clutter/clutter-fixed.c (clutter_atani, clutter_atan2i): Added
fixed-point versions of atan and atan2.
* tests/test-clip.c: Added a test for clipping with various
rotations and depths.
* tests/Makefile.am (noinst_PROGRAMS): Added test-clip
Bug #912 - Invalid use of int* as parameter for glGetIntegerv
* clutter/cogl/gl/cogl.c (_cogl_features_init): Use GLint
instead of int. (#912, Tommi Komulainen)
* clutter/cogl/gles/cogl.c (error_string): Rename to
_cogl_error_string and remove the static scoping so that it can be
called in cogl-texture etc.
* clutter/cogl/gl/cogl-texture.c (cogl_texture_new_from_foreign):
* clutter/cogl/gles/cogl-texture.c (cogl_texture_new_from_foreign):
GE(*) can't be used to wrap around calls that use the return
value.
* clutter/cogl/gl/cogl-texture.c (_cogl_texture_quad_sw)
(_cogl_texture_quad_hw, cogl_texture_polygon): Remove GE(*)
wrapper around calls in the middle of a glBegin/glEnd pair which
otherwise always generate an error because glGetError can only be
called outside of the pair.
* clutter/cogl/gl/cogl-internal.h: Include stdio.h when definig
COGL_DEBUG and declare a prototype for _cogl_error_string.
* clutter/cogl/gles/cogl-internal.h: Match GE(*) macro to GL
version.
(cogl_texture_download_from_gl:) Store old blending factors
and restore them when done. The lack of ability to retrieve
the alpha channel now more noticable in test-cogl-tex-getset
since the edges of the hand are not antialiased.
* clutter/cogl/gl(es)/cogl-internal.h: Declare
cogl_blend_func to avoid "implicit implementation" compile
warning.
cogl_blend_func caches blending setup much like cogl_enable
does with the enable flags. This separates blending factors
setup from the enable/disable operation in preparation of
the texture image retrieval fix for alpha channel on GLES.
(cogl_enable:) Does not modify blending factors anymore.
* clutter/cogl/gl(es)/cogl-context.h: CoglContext holds two
new variables to cache blending src and dst factors.
* clutter/cogl/gl(es)/cogl-context.c:
(cogl_create_context:) Initialize blending factors.
* clutter/cogl/gles/cogl-texture.c:
(cogl_texture_download_from_gl:) Set blending factors to
CGL_ONE, CGL_ZERO which fixes the slighlty improper behavior
where source colour was actually multiplied with its alpha
value in the result (not noticable on current tests).
builds.
* configure.ac: No longer check for GLee
* clutter/cogl/gl/cogl-defines.h.in: Don't bother including GLee.h
* build/mingw/mingw-cross-compile.sh: No longer downloads libGLee
but downloads the Mesa library instead and installs the headers
from that. Fixed the libpng version.
Defined GL extension functions used by Cogl inside the COGL_
namespace.
* clutter/cogl/gl/cogl-context.h:
* clutter/cogl/gl/cogl.c:
Use COGL_ extension function prototypes instead of relying
on glext.h to define them. Should fix the mac compilability
bug, but haven't tested it yet.
* clutter/cogl/gl(es)/cogl-texture.h:
* clutter/cogl/gl(es)/cogl-texture.c:
cogl_texture_new_* functions take a gboolean auto_mipmap argument.
If TRUE automatic mipmap generation is enabled during the process
of slice texture object creation.
(cogl_texture_new_from_foreign:) now allows mipmap min filter
flags.
* clutter/clutter-texture.c:
* clutter/glx/clutter-glx-texture-pixmap.c:
* tests/test-cogl-offscreen.c:
* tests/test-cogl-tex-tile.c:
* tests/test-cogl-tex-convert.c:
* tests/test-cogl-tex-polygon.c:
* tests/test-cogl-tex-getset.c:
Pass FALSE for auto_mipmap to cogl_texture_new_*.
* clutter/pango/pangoclutter-render.c:
(tc_get:) Pass TRUE to cogl_texture_new_with_size and use mipmap
min filter for nicer glyphs at small scales. As a result test-text
has gone all beautiful now.
* clutter/cogl/gles/cogl-primitives.c:
* clutter/cogl/common/cogl-primitives.c: moved declaration of
gegl_rectangle and gegl_rectanglex here to satisfy linking
requirements when building the fruity backend.
* clutter/cogl/common/cogl-primitives.c: api review touch ups.
* clutter/cogl/gl/cogl-primitives.c: (cogl_path_fill),
(cogl_path_stroke): indentation.
* clutter/cogl/gles/cogl-primitives.c:
(_cogl_path_fill_nodes): free allocated resources.
* tests/test-cogl-primitives.c: updated to new API, added rotation to
test to show that cogl renders paths correct under perspective
distortion.
wrapped in reference-counted CoglHandles instead.
* clutter/cogl/gl/cogl-shader.c:
* clutter/cogl/gl/cogl-shader.h:
* clutter/cogl/gl/cogl-program.c:
* clutter/cogl/gl/cogl-program.h:
New files to hold the shader and program functions.
* clutter/cogl/gl/cogl.c: Removed shader and program functions.
* clutter/cogl/common/cogl-handle.h: New header to define
COGL_HANDLE_DEFINE which helps build functions to create
reference-counted handles. This reduces the amount of duplicated
code.
* clutter/cogl/gl/cogl-texture.c:
* clutter/cogl/gles/cogl-texture.c:
* clutter/cogl/gl/cogl-fbo.c: Converted to use COGL_HANDLE_DEFINE
from cogl-handle.h to avoid duplicating some of the common code.
* clutter/cogl/gles/cogl-defines.h.in:
* clutter/cogl/gl/cogl-defines.h.in: Removed COGLhandle
* clutter/cogl/gl/cogl-context.h: Added handle arrays for programs
and shaders.
* clutter/cogl/gl/cogl-context.c (cogl_create_context): Added
initialisers for shader_handles and program_handles.
(cogl_destroy_context): Added calls to g_array_free for all handle
arrays.
* clutter/cogl/gl/Makefile.am (libclutter_cogl_la_SOURCES): Added
cogl-{program,shader}.{c,h}
* clutter/cogl/common/Makefile.am
(libclutter_cogl_common_la_SOURCES): Added cogl-handle.h
* clutter/cogl/gles/cogl.c:
* clutter/cogl/cogl.h.in: Programs and shaders are now wrapped in
CoglHandles instead of COGLhandles. cogl_program_destroy and
cogl_shader_destroy is now replaced with cogl_program_unref and
cogl_shader_unref. cogl_program_ref and cogl_shader_ref are also
added.
* clutter/clutter-shader.c: Converted to use CoglHandles for the
programs and shaders instead of COGLhandles.
* cogl/cogl-sections.txt: Added cogl_shader_ref,
cogl_shader_unref, cogl_is_shader, cogl_program_ref,
cogl_program_unref, cogl_is_program and cogl_is_offscreen.
primitives and path API a bit smaller and more resembling cairo.
* clutter/cogl/gl/cogl-primitives.c:
* clutter/cogl/gles/cogl-primitives.c:
* clutter/cogl/gles/cogl.c:
* clutter/clutter-actor.c:
* clutter/clutter-rectangle.c:
* tests/test-cogl-offscreen.c:
* tests/test-cogl-primitives.c:
* tests/test-cogl-tex-convert.c:
* tests/test-cogl-tex-foreign.c:
* tests/test-cogl-tex-getset.c:
* tests/test-cogl-tex-tile.c: updated according to changes in cogl.
* clutter/cogl/Makefile.am (EXTRA_DIST): Distribute cogl.h.in
instead of cogl.h
(DIST_SUBDIRS): Added common folder
* clutter/cogl/gl/Makefile.am (libclutter_cogl_la_SOURCES): Remove
cogl-defines.h and use the right location for cogl-defines.gl.h
(EXTRA_DIST): Distribute cogl-defines.h.in
* clutter/cogl/gles/Makefile.am (libclutter_cogl_la_SOURCES):
Remove cogl-defines.h and use the right location for
cogl-defines.gles.h
(EXTRA_DIST): Distribute cogl-defines.h.in
* clutter/Makefile.am (DIST_SUBDIRS): Add fruity
* clutter/Makefile.am: Update the regular expression to match
all the namespaces we actually use. Thanks to Neil Roberts for
spotting this. A make distclean is needed.
* clutter/cogl/gl/Makefile.am:
* clutter/cogl/gles/Makefile.am:
* clutter/json/Makefile.am:
* clutter/pango/Makefile.am: Revert previous commit.
* clutter/cogl/Makefile.am:
* clutter/cogl/gl/Makefile.am:
* clutter/cogl/gles/Makefile.am:
* clutter/json/Makefile.am:
* clutter/pango/Makefile.am: Fix the visibility of all the
symbols, for the main library and the statically linked ones.
* clutter/clutter-shader.c:
Minor formatting cleanups to fit in 80 cols.
* clutter/clutter-texture.c:
More safety checks, clean ups in clutter_texture_new_from_actor()
* clutter/cogl/gl/cogl.c:
Always clear the FBO initially when rendering
* tests/test-fbo.c:
Overhall the test as to be more useful (and show current issues)
* clutter/cogl/cogl.h:
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/cogl.c:
Disable the depth test and buffer as has some strange side
effects, mainly on x/y axis rotation with multiple layers at
same depth (eg rotating text on a bg has very strange
effect). Seems no clean 100% effective way to fix without other
odd issues.. So for now move to application to handle and add
cogl_enable_depth_test() as for custom actors (i.e groups) to
enable if need be.
* clutter/clutter-feature.h:
* clutter/clutter-texture.c:
* clutter/clutter-texture.h:
* clutter/cogl/cogl.h:
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/cogl.c:
* tests/Makefile.am:
* tests/test.fbo.c:
Add initial support for FBO's in Clutter (OpenGL only so far).
See new clutter_texture_new_from_actor()
Initial implementation, needs work.
* clutter/x11/clutter-stage-x11.c:
(clutter_stage_x11_set_cursor_visible):
Fall back to again not relying on xfixes to hide cursor. *sigh*
* clutter/clutter-deprecated.h:
Add clutter_group_find_child_by_id
* clutter/cogl/cogl.h: Rename COGLhandleARB to COGLhandle.
* clutter/cogl/gl/cogl-defines.h.in:
* clutter/cogl/gl/cogl.c: Update GL implementation of COGL.
* clutter/cogl/gles/cogl-defines.h:
* clutter/cogl/gles/cogl.c: Update GLES implementation of COGL.
* clutter/clutter-shader.c: Fix ClutterShader to use the new
COGLhandle type instead of COGLhandlerARB.
* clutter/cogl/gl/cogl.c (cogl_get_proc_address): Implement non-GLX
version using GModule and looking up the symbol from the running
process. It should work when linked to library providing the
requested function. (#696, Tommi Komulainen)
patch from Tommi Komulainen <tommi.komulainen@iki.fi>, (#694)
* clutter/cogl/gl/cogl-defines.h.in: Added COGLhandleARB typedef.
* clutter/cogl/cogl.h:
* clutter/cogl/gl/cogl.c:
* clutter/clutter-shader.c: Use COGLhandleARB instead of COGLint when
referring to program or shader handles.
* clutter/cogl/cogl.h: Update cogl_clip_set() to accept the
clip components as ClutterFixed values
* clutter/cogl/gl/cogl.c (cogl_clip_set): Update the GL implementation
of cogl_clip_set()
* clutter/cogl/gles/cogl.c:
(cogl_rectangle_internal): Provide an internal, inlined rectangle
drawing function using fixed point values, to be shared by
cogl_clip_set() and cogl_rectangle()
(cogl_clip_set), (cogl_rectangle): Update the GLES implementation
of cogl_clip_set() and cogl_rectangle() to use the new internal
rectangle drawing function
* clutter/clutter-actor.c: Make the clip an array of ClutterUnit
values instead of pixel-based; this allows higher precision and
device independence
(_clutter_actor_apply_modelview_transform): Pass the clip
components converting from units to fixed point values, using
the new cogl_clip_set() signature
(clutter_actor_get_property), (clutter_actor_set_clip),
(clutter_actor_get_clip): Update the accessors of the clip
property
* 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.
* configure.ac:
* clutter/cogl/gl/cogl-defines.h.in: The OS X backend has a funny
OpenGL header location, so it basically did break every application
including clutter/cogl.h because the GL header inclusion depended
on symbols defined into Clutter's config.h. Now, we define the
GL header into the configure template and use it to create the
cogl-defines.h file cogl.h includes.