Buffer objects aren't currently available for glx indirect contexts, so we
now have a fallback that simply allocates fake client side vbos to store the
attributes.
This makes the #if 0'd debug code that was in _cogl_journal_flush_quad_batch
- which we have repeatedly found usefull for debugging various geometry
issues in Clutter apps - a runtime debug option.
The outline colors rotate in order from red to green to blue which can also
help confirm the order that your geometry really drawn.
The outlines are not affected by the current material state, so if you e.g.
have a blending bug where geometry mysteriously disappears this can confirm
if the underlying rectangles are actually being emitted but blending is
causing them to be invisible.
The debug macros for tracking reference counting of CoglHandles had
some typos introduced in c3d9f0 which meant it failed to compile when
COGL_DEBUG is 1.
The cogl_is_* functions were showing up quite high on profiles due to
iterating through arrays of cogl handles.
This does away with all the handle arrays and implements a simple struct
inheritance scheme. All cogl objects now add a CoglHandleObject _parent;
member to their main structures. The base object includes 2 members a.t.m; a
ref_count, and a klass pointer. The klass in turn gives you a type and
virtual function for freeing objects of that type.
Each handle type has a _cogl_##handle_type##_get_type () function
automatically defined which returns a GQuark of the handle type, so now
implementing the cogl_is_* funcs is just a case of comparing with
obj->klass->type.
Another outcome of the re-work is that cogl_handle_{ref,unref} are also much
more efficient, and no longer need extending for each handle type added to
cogl. The cogl_##handle_type##_{ref,unref} functions are now deprecated and
are no longer used internally to Clutter or Cogl. Potentially we can remove
them completely before 1.0.
A layer object may be instantiated when setting a combine mode, but before a
texture is associated. (e.g. this is done by the pango renderer) if this is the
case we shouldn't call cogl_texture_get_format() with an invalid cogl handle.
This patch skips over layers without a texture handle when determining if any
textures have an alpha channel.
The symbol name for cogl_vertex_buffer_draw_elements was wrong so it
ended up with no documentation. The name for the vertex attribute was
incorrect in cogl_vertex_buffer_add.
None of this code directly related to implementing CoglTextures, and the
code was needlessly duplicated between the GL and GLES backends. This moves
the cogl_rectangle* and cogl_polygon* code into common/cogl-primitives.c
makes which makes lot of sense since the two copies keep needlessly
diverging introducing or fixing bugs in one but not the other. For instance
I came accross one such bug regarding the enabling of texture units when
unifying the code.
The gtk-doc had a copy and paste error, saying the float array should be 8
elements per rectangle instead of 4. There was also no newline in the gles
code before the new function.
It's often nice to be able to draw a batch of vertices, even if these
have no texture coordinates. This add a cogl_rectangles, similar to
cogl_rectangles_with_texture_coords, only without.
There are various constraints for when we can support multi-texturing and
when they can't be met we try and print a clear warning explaining why the
operation isn't supported, but we shouldn't endlessly repeat the warning for
every primitive of every frame. This patch fixes that.
This function was renamed a while ago in the .c file from
cogl_vertex_buffer_draw_range_elements but the corresponding .h and
doc/reference/cogl changes weren't made.
For convenience it is now valid to avoid a seperate call to
cogl_vertex_buffer_submit() and assume that the _draw() calls will do this
for you (though of course if you do this you still need to ensure the
attribute pointers remain valid until your draw call.)
_cogl_add_path_to_stencil_buffer and _cogl_add_stencil_clip were leaving
the projection matrix current when calling cogl_rectangle which was
upsetting _cogl_current_matrix_state_flush.
Adds glFrustum wrappers (GLES only accepts floats not doubles, and GLES2
needs to use our internal cogl_wrap_glFrustumf)
Adds GL_TEXTURE_MATRIX getter code in cogl_wrap_glGetFloatv
Adds a GL_TEXTURE_MATRIX define for GLES2
Its not intended that users should use these with any other matrix mode, and
internally we now have the _cogl_current_matrix API if we need to play with
other modes.
If we later add internal flags to CoglMatrix then this code wouldn't
initialize those flags. The ways it's now done adds a redundant copy, but
if that turns out to be something worth optimizing we can look again at
using a cast but adding another way for initializing internal flags.
This is useful because sometimes we need to get the current matrix, which
is too expensive when indirect rendering.
In addition, this virtualization makes it easier to clean up the API in
the future.
The private CoglContext is created using g_malloc() and not
zeroed; this means we have to initialize the values we are
going to check, to avoid hitting garbage.
Thanks to Tommi Komulainen.
The type machinery for CoglFixed should be implemented by COGL
itself, now that COGL exports the GType of its types.
This allows moving most of what ClutterFixed did directly to
CoglFixed where it belongs.
Since the conversion of a floating point value to a fixed point
value is already done in double precision we can safely expose
a macro that converts a double precision floating point value to
a CoglFixed one.
COGL should ship its own pkg-config file, obviously still pointing
to Clutter's compiler flags and linking options, for COGL-specific
variables that might be queried at configure time.
For instance, it's easier (and less verbose) to do:
PKG_CHECK_EXISTS([cogl-gl-1.0],
[has_gl_backend=yes],
[has_gl_backend=no])
Than doing:
AC_MSG_CHECKING([for GL support in COGL])
cogl_backend=`$PKG_CONFIG --variable=cogl clutter-0.9`
if test x$cogl_backend = xgl; then
has_gl_backend=yes
AC_MSG_RESULT([found])
else
has_gl_backend=no
AC_MSG_RESULT([not found])
fi
The CoglPango code falls under the COGL "jurisdiction"; this means
that it cannot include Clutter headers unless strictly necessary.
The CoglPangoRenderer code was using the CLUTTER_NOTE() macro. Now
that COGL has it's own COGL_NOTE() similar macro, CoglPango should
use that and avoid including clutter-debug.h (which pulls in
clutter-private.h which in turn pulls in clutter-actor.h).
A new flag, COGL_DEBUG_PANGO, has been added to the COGL debug
flags.
In the future if we want to annotate matrices with internal flags, and add
caching of the inverse matrix then we need to ensure that all matrix
modifications are done by cogl_matrix API so we'd know when to dirty the
cache or update the flags.
This just adds documentation to that effect, and assuming the most likley
case where someone would try and directly write to matrix members would
probably be to load a constant matrix other than the identity matrix; I
renamed cogl_matrix_init_from_gl_matrix to cogl_matrix_init_from_array to
make it seem more general purpose.
Bug 1473 - CoglPixelFormat enum data must be declared static
When registering an enumeration GType, the GEnumValue or GFlagsValue
arrays must be declared static; otherwise, you get a segmentation
fault when calling the function again.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Clutter is able to show debug messages written using the CLUTTER_NOTE()
macro at runtime, either by using an environment variable:
CLUTTER_DEBUG=...
or by using a command line switch:
--clutter-debug=...
--clutter-no-debug=...
Both are parsed during the initialization process by using the
GOption API.
COGL would benefit from having the same support.
In order to do this, we need a cogl_get_option_group() function in
COGL that sets up a GOptionGroup for COGL and adds a pre-parse hook
that will check the COGL_DEBUG environment variable. The OptionGroup
will also install two command line switches:
--cogl-debug
--cogl-no-debug
With the same semantics of the Clutter ones.
During Clutter initialization, the COGL option group will be attached
to the GOptionContext used to parse the command line options passed
to a Clutter application.
Every debug message written using:
COGL_NOTE (SECTION, "message format", arguments);
Will then be printed only if SECTION was enabled at runtime.
This whole machinery, like the equivalent one in Clutter, depends on
a compile time switch, COGL_ENABLE_DEBUG, which is enabled at the same
time as CLUTTER_ENABLE_DEBUG. Having two different symbols allows
greater granularity.
An assert to verify there was no error when generating a buffer object
for the vertex buffer API was being hit when running the GLES1 conformance
tests.
Bug #1457 - Creating a new texture messes up the cogl material state
cache; reported by Neil Roberts
We still don't have caching of bound texture state so we always have to
re-bind the texture when flushing the GL state of any material layers.
Bug #1460 - Handling of flags in cogl_material_set_color
Cogl automatically enables/disables blending based on whether the source color
has an alhpa < 1.0, or if any textures with an alpha component are in use, but
it wasn't doing it quite right.
At the same time I removed some of the dirty flags which on second thought
are nothing more than micro-optimsations that only helped clutter the code.
thanks to Owen Taylor for reporting the bug
Since the CoglMatrix type was added for supporting texture matrices recently
it made sense to be consistent accross the Cogl API and use the Cogl type
over the GL style GLfloat m[16] arrays.
cogl_wrap_glActiveTexture needs to call the GL version of
glActiveTexture otherwise the subsequent calls to glBindTexture will
all be using texture unit 0. This fixes test-cogl-multitexture.
Previously the texture unit settings were stored in growable GArrays
and every time a new texture unit was encountered it would expand the
arrays. However the array wasn't copied when stored in a
CoglGles2WrapperSettings struct so all settings had the same
array. This meant that it wouldn't detect that a different program is
needed if a texture unit is disabled or enabled.
The texture unit settings arrays are all now a fixed size and the
enabledness of each unit is stored in a bit mask. Therefore the
settings can just be copied around by assignment as before.
This puts a limit on the number of texture units accessible by Cogl
but I think it is worth it to make the code simpler and more
efficient. The material API already poses a limit on the number of
texture units it can use.
COGL types should be registered inside the GType system, for
bindings and type checking inside properties and signals.
CoglHandle is a boxed type with a ref+unref semantics; slightly evil
from a bindings perspective (we cannot associate custom data to it),
but better than nothing.
The rest of the exposed types are enumerations or bitmasks.
The COGL_DEFINE_HANDLE macro generates a cogl_is_<type> function
as well, to check whether a CoglHandle opaque pointer is of type
<type>.
The handle for CoglMaterial does not export cogl_is_material() in
its installed header.
cogl_paint_init was a bit too miscellaneous; it mainly cleared the color, depth
and stencil buffers but arbitrarily it also disabled fogging and lighting.
It no longer disables lighting, since we know Cogl never enables lighting and
disabling of fog is now handled with a seperate function.
Since I noticed cogl_set_fog was taking a density argument documented as
"Ignored" I've also added a mode argument to cogl_set_fog which exposes the
exponential fog modes which can make use of the density.
All GL functions that are defined in a version later than 1.1 need to
be called through cogl_get_proc_address because the Windows GL DLL
does not export them to directly link against.
The main COGL header file is generated at configure time. If something
changes in the template, though, the file will not be regenerated.
Adding cogl.h to the BUILT_SOURCES list will allow the regeneration to
happen.
This hides a number of internal structs and enums from the docs, and moves
some functions to more appropriate sections as well as misc description
updates (mostly for the vertex buffer api)
Fixes some blending issues when using color arrays since we were
conflicting with the cogl_enable state + fixes a texture layer
validation bug.
Adds a basic textured triangle to test-vertex-buffer-contiguous.
When the quad log contains multiple textures (such as when a sliced
texture is drawn) it dispatches the log with multiple calls to
flush_quad_batch and walks a pointer along the list of vertices.
However this pointer was being incremented by only one vertex so the
next quad would be drawn with three of the vertices from the last
quad.
The quad drawing code keeps track of the number of texture units that
have the tex coord array enabled so that in the next call it can
disabled any that are no longer enabled. However it was using 'i+1' as
the count but 'i' is already set to 'n_layers' from the previous for
loop.
Therefore it was disabling an extra texture unit. This doesn't
normally matter but it was causing GLES 2 to pointlessly realize an
extra unit.
- In cogl-material.h it directly sets the values of the
CoglMaterialLayerCombineFunc to some GL_* constants. However these
aren't defined in GLES 2 beacuse it has no fixed function texture
combining. Instead the CGL_* versions are now used. cogl-defines.h
now sets these to either the GL_* version if it is available,
otherwise it directly uses the number.
- Under GLES 2 cogl-material.c needs to access the CoglTexture struct
so it needs to include cogl-texture-private.h
- There are now #define's in cogl-gles2-wrapper.h to remap the GL
function names to the wrapper names. These are disabled in
cogl-gles2-wrapper.c by defining COGL_GLES2_WRAPPER_NO_REMAP.
- Added missing wrappers for glLoadMatrixf and glMaterialfv.
- Renamed the TexEnvf wrapper to TexEnvi because the latter is used
instead from the material API.
Cogl previously tried to cache the currently bound texture when
drawing through the material API to avoid excessive GL calls. However,
a few other places in Cogl and Clutter rebind the texture as well so
this can cause problems.
This was causing shaped windows to fail in Mutter because
ClutterGLXTexturePixmap was binding a different texture to update it
while the second texture unit was still active which meant the mask
texture would not be selected when the shaped window was drawn
subsequent times.
Ideally we would fix this by providing a wrapper around glBindTexture
which would affect the cached value. The cache would also have to be
cleared if a selected texture was deleted.
This tries to make a number of files more comparable with the intention of
moving some code into cogl/common/
Files normalized:
cogl.c
cogl-context.c
cogl-context.h
cogl-texture.c
Someone not sure which cogl_color_set_from_* version is "best" may use
set_from_4d because taking doubles implies higher precision. Currently
it doesn't have any advantage.
This makes it consistent with cogl_rectangle_with_{multi,}texture_coords.
Notably the reason cogl_rectangle_with_{multi,}texture_coords wasn't changed
instead is that the former approach lets you describe back facing rectangles.
(though technically you could pass negative width/height values to achieve
this; it doesn't seem as neat.)
The code is #if 0 guarded, but when uncommented it outlines all drawn
rectangles with an un-blended red, green or blue border. This may e.g. help
with debugging texture slicing issues or blending issues, plus it looks quite
cool.
When drawing a texture with waste in _cogl_multitexture_unsliced_quad
it scales the texture coordinates so that the waste is not
included. However the formula was the wrong way around so it was
calculating as if the texture coordinates are ordered x1,x2,y1,y2 but
it is actually x1,y1,x2,y2.
When the texture is sliced it drops back to a fallback function and
passes it the texture coordinates from the rectangle. However if no
tex coords are given it would crash. Now it passes the default
0.0->1.0 tex coords instead.
If no texture coordinates are given then texture_unsliced_quad tries
to generate its own coordinates. However it also tries to read the
texture coordinates to check if they are in [0.0,1.0] range so it will
crash before it reaches that.
Conflicts:
clutter/cogl/gl/cogl-texture.c
clutter/cogl/gles/cogl-primitives.c
* cogl-material:
clutter-{clone-,}texture weren't updating their material opacity.
Updates GLES1 support for CoglMaterial
Normalizes gl vs gles code in preperation for synching material changes
Removes cogl_blend_func and cogl_alpha_func
Fully integrates CoglMaterial throughout the rest of Cogl
[cogl-material] Restore the GL_TEXTURE_ENV_MODE after material_rectangle
[cogl-material] Make the user_tex_coords parameter of _rectangle const
[test-cogl-material] Remove return value from material_rectangle_paint
Add cogl-material.h and cogl-matrix.h to libclutterinclude_HEADERS
[cogl-material] improvements for cogl_material_rectangle
[cogl-material] Adds a cogl_material_set_color function
[cogl-material] Some improvements for how we sync CoglMaterial state with OpenGL
[cogl-material] Converts clutter-texture/clutter-clone-texture to the material API
[doc] Hooks up cogl-material reference documentation
Updates previous GLES multi-texturing code to use CoglMaterial
Adds a CoglMaterial abstraction, which includes support for multi-texturing
[doc] Hooks up cogl-matrix reference documentation
Adds CoglMatrix utility code
[tests] Adds an interactive unit test for multi-texturing
[multi-texturing] This adds a new cogl_multi_texture API for GL,GLES1 + GLES2
This updates cogl/gles in line with the integration of CoglMaterial throughout
Cogl that has been done for cogl/gl.
Note: This is still buggy, but at least it builds again and test-actors works.
Some GLES2 specific changes were made, but these haven't been tested yet.
This changes all GLES code to use the OpenGL function names instead of
the cogl_wrap_* names. For GLES2 we now define the OpenGL name to point
to the wrapper, as opposed to defining the wrapper to point to the
OpenGL name for GLES1.
I've also done a quick pass through gl/cogl.c and gles/cogl.c to make
them more easily comparable. (most of the code is now identical)
The GL blend function and alpha function are now controlled by the material
code, and even internally Cogl should now be using the material API when
it needs control of these.
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
The Cogl primitives broke for GLES 1.1 and 2 after the cogl-float
branch merge.
CoglPathNode was still being declared as GLfixed for the GLES backend
but it was being filled with float values so they were all ending up
as numbers < 1.
glDrawArrays was being called with GL_FIXED so this has been changed
to GL_FLOAT.
The scanline rasterizer had a leftover hardcoded ClutterFixed constant
to add a small amount to the height of each line.
struct _CoglFloatVec2 has been removed because it is no longer used
anywhere.
The maintainer compiler flags we use trigger warnings and errors
in the autogenerated code that gtk-doc creates to scan the header
and source files. Since we cannot control that, and we must run
a distcheck with both --enable-gtk-doc and --enable-maintainer-flags
turned on, we need to use less-strict compiler flags when inside
the doc/reference subdirectories.
The way to do this is to split the maintainer compiler flags into
their own Makefile variable, called MAINTAINER_CFLAGS. The we
can use $(MAINTAINER_CFLAGS) in the INCLUDES or _CFLAGS sections
of each part of the source directories we wish to check with the
anal retentiveness suited for maintainers.
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.
Improve clutter_sinx() by replacing the low precision CFX_SIN_STEP
with a multiply/divide pair. This reduces the maximum error from
1.8e-04 to 2.4e-05.
http://bugzilla.openedhand.com/show_bug.cgi?id=1314
Based on a patch by Owen W. Taylor <otaylor@fishsoup.net>
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.
It looks like the changes to cogl-gles2-wrapper.h were accidentally
committed to the actual file instead of the patch in commit
de27da0e. This commit moves the changes back into the patch so
cogl-gles2-wrapper.h is reverted back to master.
The patches have been updated to apply cleanly.
The patches for the g_warnings in clutter-actor.c have been removed
because master now uses CLUTTER_UNITS_FORMAT so they aren't
necessary. The clutter-units.h patch now sets CLUTTER_UNITS_FORMAT to
'f'.
The changes from the GL version of cogl-texture.c have been mirrored
in the GLES version. This adds the cogl_texture_new_from_bitmap
function and fixes the build errors.
* async-textures:
Whitespace fixes in ClutterTexture
[async-loading] Do not force the texture size on async load
[async-loading] Update asynchronous image loading
Add API for extracting image size from a file
Update/clean and apply the async-texture patch from bug #1144
The GLES 2 wrapper needs to set up some state before each
draw. Previously this was acheived by wrapping glDrawArrays. Since the
multiple-texture-rectangle branch merge, glDrawElements is used
instead so we also need a wrapper for that.
It was also directly calling glBindTexture. GLES 2 uses a wrapper for
this function so that it can cope with GL_ALPHA format textures. The
format of the current texture needs to be stored as well as the target
and object number for this to work.
For the asynchronous loading we need a function call that parses
a file, given its path, and retrieves the image width and height.
This commit adds cogl_bitmap_get_size_from_file() to the CoglBitmap
API.
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.
The other colors of a material; such as the ambient and diffuse color are
only relevent when we can enable lighting. This adds a basic unlit
color property.
Later cogl_set_source_color can be integrated to either modify the color
of the current source material, or maintain a special singlton CoglMaterial
that is modified by calls to cogl_set_source_color and implicitly made
current.
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
test-cogl-material now runs on GLES 1 using the PVR GLES1 SDK (though since
only 2 texture units are supported the third rotating light map doesn't show)
Note: It currently doesn't build for GLES 2.0
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/gles/cogl-gles2-wrapper.c:
Initialise the 'tex' sampler uniform to 0. The GLSL spec
specifically says that you must initialize sampler uniforms. This
fixes texturing for GLES 2 when using the PowerVR simulator via
software Mesa.
* clutter/cogl/common/cogl-mesh.c:
Make sure we use the appropriate cogl_wrap_gl* funcs as appropriate
* clutter/cogl/gles/cogl-gles2-wrapper.c
* clutter/cogl/gles/cogl-gles2-wrapper.h:
In our glColorPointer wrapper we needed to mark our color attribute
as normalized.
* tests/conform/Makefile.am:
When creating unit test symlinks we use the -l gtester option to
list tests, but when using the PVR SDK the test binary also spews
out some extra info that caused lots of random symlinks to be
created. We now grep for lines starting with a '/'
* tests/conform/test-mesh-contiguous.c
* tests/conform/test-mesh-mutability.c:
Use cogl_set_source_color instead of directly calling glColor4ub
* 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.
* tests/conform/test-mesh-mutability.c (on_paint):
* tests/conform/test-mesh-interleved.c (on_paint):
* tests/conform/test-mesh-contiguous.c (on_paint): Use g_usleep
instead of sleep
* tests/conform/test-mesh-mutability.c (queue_redraw):
* tests/conform/test-mesh-interleved.c (queue_redraw):
* tests/conform/test-mesh-contiguous.c (queue_redraw): Added
missing return statement
* clutter/cogl/cogl-mesh.h: Add a declaration for
cogl_mesh_submit
* clutter/cogl/common/cogl-mesh.c (cogl_mesh_submit): Move the
documentation to cogl-mesh.h to match the rest of the functions
* 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.
* clutter/cogl/common/cogl-fixed.c (cogl_fixed_sin)
(cogl_angle_sin, cogl_angle_tan, cogl_fixed_sqrt): Replaced uses
of 1 + ~x with just -x which is equivalent and easier to
understand.
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 1231 - Build fails in gles flavour in revision 3442
* clutter/cogl/gles/cogl-context.h: Fix remaining use of
ClutterFixed over CoglFixed. (Michael Boccara)
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/gles/cogl-fbo.c: Copy the code from gl/cogl-fbo but
use the API calls directly instead of loading an extension because
it is part of the core in GLES 2.
* clutter/cogl/gles/cogl.c (_cogl_features_init): Report
COGL_FEATURE_OFFSCREEN.
* clutter/cogl/gles/cogl-fbo.h (CoglFbo): Add gl_stencil_handle.
* clutter/cogl/gles/cogl-context.h (CoglContext): Add
viewport_store
* tests/test-fbo.c (make_shader): Conditionally use the GLES 2
names of the shader variables
* 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/gles/cogl.c (cogl_get_viewport): Use glGetIntegerv
instead of glGetFixedv to read the viewport because the latter
converts incorrectly on some hardware.
Bug 1082 - Texture bitmap is destroyed in wrong way
* clutter/cogl/common/cogl-bitmap-pixbuf.c:
(_cogl_bitmap_from_file): Make a copy of the pixbuf data in
the internal image loader so that we can keep working under
the assumption that we are using the GLib memory allocation
and deallocation functions.
* 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
Bug 980 - cogl-bitmap-fallback.c compiler error/warning due to
cast issue (Haakon Sporsheim)
* clutter/cogl/common/cogl-bitmap-fallback.c:
(_cogl_unpremult_alpha_last),
(_cogl_unpremult_alpha_first): Cast to avoid a compiler warning
with MSC.
* 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/gles/cogl-gles2-wrapper.c: All of the settings and
uniforms are now proxied into COGL variables instead of setting
the GL uniforms directly. Just before glDrawArrays is executed a
shader is generated using the given settings to avoid using 'if'
statements. The shaders are cached.
* clutter/cogl/gles/cogl-fixed-vertex-shader.glsl:
* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: The shaders
are now split into parts using comments instead of 'if' statements
so that the simplest shader can be generated on the fly.
* clutter/cogl/gles/stringify.sh: Now splits up the shader sources
into separate C strings where deliminated by special comments.
* clutter/cogl/gles/cogl-program.h:
* clutter/cogl/gles/cogl-program.c: A custom shader can no longer
be directly linked with the fixed-functionality replacement
because the replacement changes depending on the settings. Instead
the bound shader is linked with the appropriate replacement shader
just before glDrawArrays is executed. The custom uniform variables
must also be proxied through COGL variables because their location
can change when relinked.
* 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
* doc/reference/cogl/Makefile.am: Ignore cogl/gl and cogl/gles
when building the documentation.
* clutter/cogl/cogl.h.in: Add sections in the header file.
Bug #930 - add support for quartz imagebackend
* clutter/cogl/common/cogl-bitmap-pixbuf.c
(_cogl_bitmap_from_file): When USE_QUARTZ is defined implement
using Core Graphics.
* configure.ac: support --with-imagebackend=quartz and print
which imagebackend is selected. Make quartz default on OSX
(clutter_stage_egl_realize): Use ES 2 renderable type when
building for GLES 2.
* clutter/eglnative/clutter-event-egl.c (get_backend_time): Added
a NULL for the microseconds parameter of g_timer_elapsed.
* clutter/eglnative/clutter-stage-egl.h:
* clutter/eglnative/clutter-egl.h:
* clutter/eglnative/clutter-backend-egl.h: Include
clutter-egl-headers.h instead of including the GL headers directly
so it can include gl2.h when building for GLES 2.
* clutter/eglnative/clutter-egl-headers.h:
* clutter/eglnative/Makefile.am (libclutter_eglnative_la_SOURCES):
Added clutter-egl-headers.h
* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: GLES 2
doesn't provide a default precision for floats in the fragment
shader and it will reject the shader if there isn't one.
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.