Commit Graph

3212 Commits

Author SHA1 Message Date
Neil Roberts
ded9322a7a cogl/winsys/cogl-eglx: Use the right egl header on 1.1
Commit b0cc98fdce introduced a #include for the egl header in
cogl-eglx.c The header name is different under GLES 1.1 so it broke
compilation.
2010-06-11 16:06:31 +01:00
Neil Roberts
64e6cf69d7 cogl-program: Add cogl_program_uniform_1i to GLES
The GLES 1.1 backend was missing a stub for cogl_program_uniform_1i.
2010-06-11 16:06:31 +01:00
Neil Roberts
181b46933a cogl-gles2: Prefix internal GLES 2 wrapper symbols with _
Some internal symbols used for the GLES 2 wrapper were accidentally
being exported. This prepends an underscore to them so they won't
appear in the shared library.
2010-06-11 16:06:31 +01:00
Emmanuele Bassi
e00ed20805 click-action: Use clutter_actor_contains()
Instead of an internal copy.
2010-06-11 15:23:46 +01:00
Dan Winship
f3f3b56742 actor: add clutter_actor_contains()
It is often useful to determine if one actor is an ancestor of
another. Add a method to do that.

http://bugzilla.openedhand.com/show_bug.cgi?id=2162

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2010-06-11 15:19:45 +01:00
Emmanuele Bassi
d816acd834 shader-effect: Allow creating vertex shaders
By default, ShaderEffect creates a fragment shader; in order to be able
to deprecate ClutterShader we need a way for ShaderEffect sub-classes to
create a vertex shader if needed - By using a write-only, constructor
only property.

ClutterShader has, internally, a ClutterShaderType enumeration that can
be used exactly for this. We just need to expose it and create a GObject
property for ClutterShaderEffect.
2010-06-11 14:47:48 +01:00
Neil Roberts
0f41948c82 cogl-clip-stack: Always use the scissor when clipping
Whenever a path or a rectangle is added to the clip stack it now also
stores a screen space bounding box in the entry. Then when the clip
stack is flushed the bounding box is first used to set up the
scissor. That way when we eventually come to use the stencil buffer
the clear will be affected by the scissor so we don't have to clear
the entire buffer.
2010-06-10 21:52:55 +01:00
Neil Roberts
e74387f36f cogl-path: Export _cogl_path_get_bounds
_cogl_path_get_bounds is no longer static and is exported in
cogl-path-private.h so that it can be used in the clip stack code. The
old version of the function returned x/y and width/height. However
this was mostly used to call cogl_rectangle which takes x1/y1
x2/y2. The function has been changed to just directly return the
second form because it is more useful. Anywhere that was previously
using the function now just directly looks at path->path_nodes_min and
path->path_nodes_max instead.
2010-06-10 21:52:54 +01:00
Neil Roberts
0bc16c90ad cogl-clip-state: Export transform_point internally to Cogl
The transform_point function takes a modelview matrix, projection
matrix and a viewport and performs all three transformations on a
point to give a Cogl window coordinate. This is useful in a number of
places in Cogl so this patch moves it to cogl.c and adds it to
cogl-internal.h
2010-06-10 21:52:49 +01:00
Sunil Sadasivan
67812d6649 cogl_texture_get_data() copies using wrong width size.
For sliced 2D textures, _cogl_texture_2d_sliced_get_data() uses the
bitmap width, instead of the rowstride, when memcpy()ing into the
dest buffer.

Signed-off-by: Robert Bragg <robert@linux.intel.com>
2010-06-10 20:58:22 +01:00
Damien Lespiau
e562ac20df cogl-color: Provide setters for all the channels
We only had getters for the red, green, blue and alpha channels of a
color. This meant that, if you wanted to change, say, the alpha
component of a color, one would need to query the red, green and blue
channels and use set_from_4ub() or set_from_4f().

Instead of this, just provide some setters for CoglColor, using the same
naming scheme than the existing getters.
2010-06-10 20:02:01 +01:00
Damien Lespiau
55be1a23c3 cogl-color: Add cogl_color_unpremultiply()
For some operations on pre-multiplied colors (say, replace the alpha
value), you need to unpremultiply the color.

This patch provides the counterpart to cogl_color_premultiply().
2010-06-10 20:01:48 +01:00
Emmanuele Bassi
396914176f cogl: Initialize the framebuffer bits on state flush
The place where we actually change the framebuffer is
_cogl_framebuffer_flush_state(), so if we changed to a new frame buffer
we need to initialize the color bits there.

http://bugzilla.openedhand.com/show_bug.cgi?id=2094
2010-06-10 19:55:18 +01:00
Emmanuele Bassi
15881e0f24 cogl-framebuffer: Use the FBO extension for color sizes
OpenGL 3.0 deprecated querying of the GL_{RED,GREEN,BLUE}_BITS
constants, and the FBO extension provides a mechanism to query for the
color buffer sizes which *should* work even with the default
framebuffer. Unfortunately, this doesn't seem to hold for Mesa - so we
just use this for the offscreen CoglFramebuffer type, and we fall back
to glGetIntegerv() for the onscreen one.

http://bugzilla.openedhand.com/show_bug.cgi?id=2094
2010-06-10 19:53:39 +01:00
Emmanuele Bassi
3daafd4711 cogl: Hide cogl_framebuffer_get_*_bits()
These accessors should be private, for the time being.

http://bugzilla.openedhand.com/show_bug.cgi?id=2094
2010-06-10 19:06:37 +01:00
Emmanuele Bassi
44f300b3a2 effect: Add PageTurnEffect
A simple deformation effect that simulates a page curl.

Ported from MxDeformPageTurn inside the Mx toolkit, written by
Chris Lord.
2010-06-10 18:40:29 +01:00
Emmanuele Bassi
c2081a076c effect: Add DeformEffect
DeformEffect is an abstract class that should be used to write effects
that change the geometry of an actor before submitting it to the GPU.

Just like the ShaderEffect class, DeformEffect renders the actor to
which it has been applied into an FBO; then it creates a mesh and stores
it inside a VBO. Sub-classes can control vertex attributes like
position, texel coordinates and the color.
2010-06-10 18:40:29 +01:00
Emmanuele Bassi
fa381cc361 offscreen-effect: Traslate the modelview with the offsets
Instead of using the stage offsets when painting we can simply traslate
the current modelview. This allows sub-classes to fully override the
paint_target() virtual function without chaining up.
2010-06-10 18:40:24 +01:00
Emmanuele Bassi
8d22fea31c docs: Fix Effect subclassing section
It still mentions the long since removed "prepare" function.
2010-06-10 17:34:48 +01:00
Neil Roberts
dc09fca264 cogl-material: Fix the function which sets the enable blend flag
This function had two problems. Firstly it would clear the enable
blend flag before calling pre_change_notify so that if blending was
previously enabled the journal would end up being flushed while the
flag was still cleared. Secondly it would call the pre change notify
whenever blending is needed regardless of whether it was already
needed previously.

This was causing problems in test-depth.
2010-06-09 17:26:15 +01:00
Robert Bragg
b1f7d2fea8 material: Avoid redundant glBindTexture calls
This adds a _cogl_bind_gl_texture_transient function that should be used
instead of glBindTexture so we can have a consistent cache of the
textures bound to each texture unit so we can avoid some redundant
binding.
2010-06-09 17:26:15 +01:00
Robert Bragg
ce6e80315e material: Adds backend abstraction for fragment processing
As part of an effort to improve the architecture of CoglMaterial
internally this overhauls how we flush layer state to OpenGL by adding a
formal backend abstraction for fragment processing and further
formalizing the CoglTextureUnit abstraction.

There are three backends: "glsl", "arbfp" and "fixed". The fixed backend
uses the OpenGL fixed function APIs to setup the fragment processing,
the arbfp backend uses code generation to handle fragment processing
using an ARBfp program, and the GLSL backend is currently only there as
a formality to handle user programs associated with a material. (i.e.
the glsl backend doesn't yet support code generation)

The GLSL backend has highest precedence, then arbfp and finally the
fixed. If a backend can't support some particular CoglMaterial feature
then it will fallback to the next backend.

This adds three new COGL_DEBUG options:
* "disable-texturing" as expected should disable all texturing
* "disable-arbfp" always make the arbfp backend fallback
* "disable-glsl" always make the glsl backend fallback
* "show-source" show code generated by the arbfp/glsl backends
2010-06-09 17:15:59 +01:00
Neil Roberts
8cee3c8670 cogl-atlas-texture: Flush the journal before starting blit not after
_cogl_atlas_texture_blit_begin binds a texture to use as the
destination and it expects it to stay bound until
_cogl_atlas_texture_end_blit is called. However there was a call to
_cogl_journal_flush directly after setting up the blit state which
could cause the wrong texture to be bound. This just moves the flush
to before the call to _cogl_atlas_texture_blit_begin.

This was breaking test-cogl-sub-texture.
2010-06-09 15:22:05 +01:00
Robert Bragg
413e631f48 atlas: fix some journal flushing issues
1) Always flush when migrating textures out of an atlas because although
it's true that the original texture data will remain valid in the
original texture we can't assume that journal entries have resolved the
GL texture that will be used. This is only true if a layer0_override has
been used.

2) Don't flush at the point of creating a new atlas simply flush
immediately before reorganizing an atlas. This means we are now assuming
that we will never see recursion due to atlas textures being modified
during a journal flush. This means it's the responsibility of the
primitives code to _ensure_mipmaps for example not the responsibility of
_cogl_material_flush_gl_state.
2010-06-09 15:19:31 +01:00
Robert Bragg
d407bb520f primitives: make sure to update texture storage before drawing
We want to make sure that the material state flushing code will never
result in changes to the texture storage for that material. So for
example mipmaps need to be ensured by the primitives code.

Changes to the texture storage will invalidate the texture coordinates
in the journal and we want to avoid a recursion of journal flushing.
2010-06-09 15:19:31 +01:00
Robert Bragg
2f8d4fc180 matrix: add cogl_matrix_equal API
This adds a way to compare two CoglMatrix structures to see if they
represent the same transformations. memcmp can't be used because a
CoglMatrix contains private flags and padding.
2010-06-09 15:19:31 +01:00
Damien Lespiau
9815d75ebd cogl-material: Use fragment programs instead of texture env combiners
THIS IS A WORK IN PROGRESS

Mesa is building a big shader when using ARB_texture_env_combine. The
idea is to bypass that computation, do it ourselves and cache the
compiled program in a CoglMaterial.

For now that feature can be enabled by setting the COGL_PIPELINE
environment variable to "arbfp". COGL_SHOW_FP_SOURCE can be set to a non
empty string to dump the fragment program source too.

TODO:
  * fog (really easy, using OPTION)
  * support tex env combiner operands, DOT3, ADD_SIGNED, INTERPOLATE
    combine modes (need refactoring the generation of temporary
    variables) (not too hard)
  * alpha testing for GLES 2.0?
2010-06-09 15:19:30 +01:00
Damien Lespiau
df44c2e9e4 cogl: Introduce private feature flags and check for ARB_fp
The Cogl context has now a feature_flags_private enum that will allow us
to query and use OpenGL features without exposing them in the public
API.

The ARB_fragment_program extension is the first user of those flags.
Looking for this extension only happens in the gl driver as the gles
drivers will not expose them.

One can use _cogl_features_available_private() to check for the
availability of such private features.

While at it, reindent cogl-internal.h as described in CODING_STYLE.
2010-06-09 15:19:30 +01:00
Emmanuele Bassi
91a359c44e Always have a valid font map
Every time we request a CoglPangoFontMap, either internally or
externally, we should have one available.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2010-06-09 11:55:19 +01:00
Johan Bilien
5929468599 Create the pango context in clutter_set_font_flags
if it wasn't already. Allows honoring CLUTTER_FONT_MIPMAPPING.

http://bugzilla.openedhand.com/show_bug.cgi?id=2161

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2010-06-09 11:14:58 +01:00
Robert Bragg
30296a3307 backend-glx: Avoid vblank waits/glFinish calls when throttling blits
If we have the GLX_SGI_video_sync extension then it's possible to always
keep track for the video sync counter each time we call glXSwapBuffers
or do a sub stage blit. This then allows us to avoid waiting before
issuing a blit if we can see that the counter has already progressed.

Also since we expect that glXCopySubBuffer is synchronized to the vblank
we don't need to use glFinish () in conjunction with the vblank wait
since the vblank wait's only purpose is to add a delay.
2010-06-09 02:11:17 +01:00
Robert Bragg
1b31ac465d backend-glx: only check for GLX_SGI_video_sync for direct contexts
The GLX_SGI_video_sync spec explicitly says that it's only supported for
direct contexts so we don't setup up the function pointers if
glXIsDirect () returns GL_FALSE.
2010-06-09 02:10:08 +01:00
Robert Bragg
f37de23dec backend-glx: Make sure to throttle sub region blits
Neither glXCopySubBuffer or glBlitFramebuffer are integrated with the
swap interval of a framebuffer so that means when we do partial stage
updates (as Mutter does in response to window damage) then the blits
aren't throttled which means applications that throw lots of damage
events at the compositor can effectively cause Clutter to run flat out
taking up all the system resources issuing more blits than can even be
seen.

This patch now makes sure we use the GLX_SGI_video_sync or a
DRM_VBLANK_RELATIVE ioctl to throttle blits to the vblank frequency as
we do when using glXSwapBuffers.
2010-06-09 02:10:08 +01:00
Adel Gadllah
630a2c5edc backend-glx: Provide copy_sub_buffer fallback
Currently glXCopySubBufferMESA is used for sub stage redraws, but in case
a driver does not support GLX_MESA_copy_sub_buffer we fall back to redrawing
the complete stage which isn't really optimal.

So instead to directly fallback to complete redraws try using GL_EXT_framebuffer_blit
to do the BACK to FRONT buffer copies.

http://bugzilla.openedhand.com/show_bug.cgi?id=2128
2010-06-09 02:10:08 +01:00
Neil Roberts
ac3e0150ed cogl-gles2-wrapper: Fix some cases using the wrong texture unit
At two places in cogl_wrap_prepare_for_draw it was trying to loop over
the texture units to flush some state. However it was retrieving the
texture unit pointer using w->active_texture_unit instead of the loop
index so it would end up with the wrong state.

Also in glEnableClientState it was using the active unit instead of
the client active unit.
2010-06-08 17:26:26 +01:00
Emmanuele Bassi
4c22f122e1 script: Support layout manager properties
Layout properties work similarly to child properties, with the added
headache that they require the 3-tuple:

  ( layout manager, container, actor )

to be valid in order to be inspected, parsed and applied. This means
using the newly added back-pointer from the container to the layout
manager and then rejigging a bit how the ScriptParser handles the
unresolved properties.

Similarly to the child properties, which use the "child::" prefix, the
layout manager properties use the "layout::" prefix and are defined with
the child of a container holding a layout manager.
2010-06-07 22:45:34 +01:00
Emmanuele Bassi
ab76584965 layout-manager: Implement set_container()
Store a back pointer of the layout manager inside the container using
the GObject instance data. This introduces a change in the implementation
of ClutterLayoutManager, though it's still binary compatible.
2010-06-07 22:40:34 +01:00
Emmanuele Bassi
8583986e16 blur-effect: Fix loop unrolling
The box blur shader was not sampling all the points for producing the
desired effect.
2010-06-07 15:45:24 +01:00
Damien Lespiau
eb3017df7e doc: Some fixes for the Cogl documentation
• 3 general fixes (typos, copy/paste),
 • ignore cogl-object-private.h,
 • cogl_fixed_atani() was in reality cogl_fixed_atan(), fixed in commit
   43564f05.
 • Fix the cogl-vector section: sections must have a </SECTION> tag at
   the end. Also the cogl-vector section was added in the middle of the
   cogl-buffer one. Let's shiffle it out and add that </SECTION> tag.
2010-06-07 14:32:32 +01:00
Damien Lespiau
9a6a2a96dd animator,state: Mark variadic functions that ends with NULL
GCC can catch errors when it knows that a variadic function must be
ended with NULL. Let's use the glib macro encapsulating the GCC
attribute to clutter_animator_set() and clutter_state_set().
2010-06-07 14:22:26 +01:00
Colin Walters
f0ded315e4 g_source_set_name on custom sources (if available)
Call g_source_set_name, if the versio of GLib is new enough.
This aids debugging, using e.g. SystemTap.  See
https://bugzilla.gnome.org/show_bug.cgi?id=620511
for more information

http://bugzilla.openedhand.com/show_bug.cgi?id=2151

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2010-06-07 12:05:24 +01:00
Damien Lespiau
cef4c8de76 build: Don't distribute clutter-version.h and cogl-defines.h
As with a351ff2af earlier, distributing headers generated at configure
time conflicts with out of tree builds as the distributed headers will
be included first instead of including the generated ones.
2010-06-04 17:43:57 +01:00
Robert Bragg
f6078eca83 cogl-object-private.h: white space cleanup
simply replaces tabs with spaces
2010-06-04 14:44:15 +01:00
Robert Bragg
2ce0cf3861 CoglObject: Adds a COGL_OBJECT macro for casting
This adds a convenience COGL_OBJECT macro for casting CoglObject
subclasses to (CoglObject *) pointers.
2010-06-04 14:44:15 +01:00
Robert Bragg
e7c800dacc CoglObject: Adds cogl_object_{get,set}_user_data
This provides a mechanism for associating private data with any
CoglObject. We expect Clutter will use this to associate weak materials
with normal materials.
2010-06-04 14:44:15 +01:00
Robert Bragg
d131602a6d cogl-path: Adds missing cogl_is_path prototype
This adds a missing cogl_is_path prototype to the public cogl-path.h
header.
2010-06-04 14:44:15 +01:00
Robert Bragg
eca2634050 cogl-path: Renames cogl_path_get/set cogl_get/set_path
These aren't path methods so aren't consistent with the
cogl_object_method naming style we are aiming for.
2010-06-04 14:44:15 +01:00
Damien Lespiau
a351ff2afc build: Do not distribute clutter-json.h
clutter-jon.h is generated at configure time, we should not distribute it.

This caused a build issue when compiling from a tarballs and out of tree
builds as we ended up with two clutter-json.h one in $(top_srcdir)/json
and the other in $(top_builddir)/json and picked up the wrong one
($(top_srcdir)/json is included first in the include search path).
2010-06-03 15:00:07 +01:00
Emmanuele Bassi
23084b9768 docs: Effects fixes for the API reference 2010-06-03 14:34:41 +01:00
Emmanuele Bassi
aef2f805a6 effects: Fix stacking of offscreen-based effects
Stacking multiple effects sub-classing ClutterOffscreenEffect requires
a small fix in the code that computes the screen coordinates of the
actor to position the FBO correctly with regards to the stage.
2010-06-03 14:10:55 +01:00
Emmanuele Bassi
8ef4d9fe21 actor: Add "effects" to the animatable metas
Since ClutterEffect is an ActorMeta it should be possible to animate the
properties of named effects using the @effects syntax, just like it
happens for actions and constraints.
2010-06-03 14:10:55 +01:00
Emmanuele Bassi
0e9a1dee6d shader-effect: Simplify setting the shader source
Sub-classes of ShaderEffect currently have to get the handle for the
Cogl shader and call cogl_shader_source(); this makes it awkward to
implement a ShaderEffect, and it exposes handles and Cogl API that we
might want to change in the future.

We should provide a ClutterShaderEffect method that allows to (safely)
set the shader source at the right time for sub-classes to use.
2010-06-03 14:10:55 +01:00
Emmanuele Bassi
a3e8e0025a effect: Rework the OffscreenEffect painting
The OffscreenEffect should set up the off screen draw buffer so that it
has the same projection and modelview as if it where on screen; we
achieve that by setting up the viewport to be the same size of the stage
but with an initial offset given by the left-most vertex of the actor.

When we paint the texture attached to the FBO we then set up the
modelview matrix of the on screen draw buffer so that it's the same as
the stage one: this way, the texture will be painted in screen
coordinates and it will occupy the same area as the actor would have
had.
2010-06-03 14:10:55 +01:00
Emmanuele Bassi
b4f8ba0f73 effect: Add ColorizeEffect
A copy of DesaturateEffect that converts to grayscale and applies a
user-defined tint to the render target.
2010-06-03 14:10:55 +01:00
Emmanuele Bassi
73a773d37a effect: Add DesaturateEffect
A simple shader-based effect that desaturates an actor and its contents
based on a controllable factor.
2010-06-03 14:10:55 +01:00
Emmanuele Bassi
5a5b21446c effect: Add BlurEffect
A simple, GLSL shader-based blur effect.

The blur shader is taken straight from the test-shader.c interactive
test case. It's a fairly clunky, inefficient and visually incorrect
implementation of a box blur, but it's all we have right now until I
figure out a way to do multi-pass shading with the current API.
2010-06-03 14:10:55 +01:00
Emmanuele Bassi
c260da79e3 effect: Add ShaderEffect
The ShaderEffect class is an abstract base type for shader-based
effects. GLSL-based effects should be implemented by sub-classing
ShaderEffect and overriding ActorMeta::set_actor() to set the source
code of the shader, and Effect::pre_paint() to update the uniform
values, if any.

The ShaderEffect has a generic API for sub-classes to set the values
of the uniforms defined by their shaders, and it uses the shader
types we defined for ClutterShader, to avoid re-inventing the wheel
every time.
2010-06-03 14:10:55 +01:00
Emmanuele Bassi
c3ab32ae68 effect: Add OffscreenEffect
The OffscreenEffect class is meant to be used to implement Effect
sub-classes that create an offscreen framebuffer and redirect the
actor's paint sequence there. The OffscreenEffect is useful for
effects using fragment shaders.

Any shader-based effect being applied to an actor through an offscreen
buffer should be used before painting the resulting target material and
not for every actor. This means that doing:

       pre_paint: cogl_program_use(program)
                  set up offscreen buffer
           paint: [ actors ] → offscreen buffer → target material
      post_paint: paint target material
                  cogl_program_use(null)

Is not correct. Unfortunately, we cannot really do:

      post_paint: cogl_program_use(program)
                  paint target material
                  cogl_program_use(null)

Because the OffscreenEffect::post_paint() implementation also pops the
offscreen buffer and re-instates the previous framebuffer:

      post_paint: cogl_program_use(program)
                  change frame buffer ← ouch!
                  paint target material
                  cogl_program_use(null)

One way to fix it is to allow using the shader right before painting
the target material - which means adding a new virtual inside the
OffscreenEffect class vtable in additions to the ones defined by the
parent Effect class.

The newly-added paint_target() virtual allows the correct sequence of
actions by adding an entry point for sub-classes to wrap the "paint
target material" operation with custom code, in order to implement the
case above correctly as:

      post_paint: change frame buffer
                  cogl_program_use(program)
                  paint target material
                  cogl_program_use(null)

The added upside is that sub-classes of OffscreenEffect involving
shaders really just need to override the prepare() and paint_target()
virtuals, since the pre_paint() and post_paint() do all that's needed.
2010-06-03 14:10:55 +01:00
Emmanuele Bassi
a86f1b45bb Add the ClutterEffect abstract class
ClutterEffect is an abstract class that should be used to apply effects
on generic actors.

The ClutterEffect class just defines what an effect should implement; it
could be defined as an interface, but we might want to add some default
behavior dependent on the internal state at a later point.

The effect API applies to any actor, so we need to provide a way to
assign an effect to an actor, and let ClutterActor call the Effect
methods during the paint sequence.

Once an effect is attached to an actor we will perform the paint in this
order:

  • Effect::pre_paint()
  • Actor::paint signal emission
  • Effect::post_paint()

Since an effect might collide with the Shader class, we either allow a
shader or an effect for the time being.
2010-06-03 14:10:55 +01:00
Emmanuele Bassi
5ffbcbe9ee actor: Reset the modelview matrix
When getting the relative modelview matrix we need to reset it to the
stage's initial state or, at least, initialize it to the identity
matrix, instead of assuming we have an empty stack.
2010-06-03 14:10:55 +01:00
Damien Lespiau
6eba218807 build: Distribute cogl-object.h
cogl-object.h is a new public header. Include it in the right list of
source files to have it distributed.
2010-06-03 11:41:03 +01:00
Emmanuele Bassi
91220c4b46 docs: Miscellaneous fixes to silence gtk-doc 2010-06-01 14:15:03 +01:00
Robert Bragg
311db34d08 clip_stack: Remove use of CoglHandle in the CoglClipStack API
This replaces the use of CoglHandle with strongly type CoglClipStack *
pointers instead. The only function not converted for now is
cogl_is_clip_stack which will be done in a later commit.
2010-06-01 12:20:59 +01:00
Robert Bragg
29da1d0d3e bitmap: Remove use of CoglHandle in the CoglBitmap API
This replaces the use of CoglHandle with strongly type CoglBitmap *
pointers instead. The only function not converted for now is
cogl_is_bitmap which will be done in a later commit.
2010-06-01 12:20:59 +01:00
Robert Bragg
f3f268b0cd path: Remove use of CoglHandle in the CoglPath API
This replaces the use of CoglHandle with strongly type CoglPath *
pointers instead. The only function not converted for now is
cogl_is_path which will be done in a later commit.
2010-06-01 12:20:58 +01:00
Robert Bragg
250d82cd3f cogl: avoid ‘_cogl_xyz_handle_new’ defined but not used warnings
This patch makes it so that only the backwards compatibility
COGL_HANDLE_DEFINE macro defines a _cogl_xyz_handle_new function. The
new COGL_OBJECT_DEFINE macro only defines a _cogl_xyz_object_new
function.
2010-06-01 12:20:58 +01:00
Damien Lespiau
43564f05a6 analysis: Fix some CoglFixed API
2 functions where not correctly defined/documented, use the actual
symbol name instead.
2010-06-01 12:08:18 +01:00
Damien Lespiau
653a8a7874 analysis: Use static functions when possible
It's best to ensure the functions only used in one compilation unit are
marked as static so GCC can inline them if it feels like it.
2010-06-01 12:08:18 +01:00
Damien Lespiau
3161e92818 analysis: Make all function declarations be protoypes
It's valid C to declare a function omitting it prototype, but it seems
to be a good practise to always declare a function with its
corresponding prototype.
2010-06-01 12:08:18 +01:00
Damien Lespiau
ec59af290c analysis: None used in pointer context
While this is totally fine (None is 0L and, in the pointer context, will
be converted in the right internal NULL representation, which could be a
value with some bits to 1), I believe it's clearer to use NULL instead
of None when we talk about pointers.
2010-06-01 12:08:18 +01:00
Damien Lespiau
52a78a7220 analysis: FALSE/0 used in pointer context
While this is totally fine (0 in the pointer context will be converted
in the right internal NULL representation, which could be a value with
some bits to 1), I believe it's clearer to use NULL in the pointer
context.

It seems that, in most case, it's more an overlook than a deliberate
choice to use FALSE/0 as NULL, eg. copying a _COGL_GET_CONTEXT (ctx, 0)
or a g_return_val_if_fail (cond, 0) from a function returning a
gboolean.
2010-06-01 12:08:18 +01:00
Robert Bragg
e2fc489f08 buffer: Remove use of CoglHandle in the CoglBuffer API
This replaces the use of CoglHandle with strongly type CoglBuffer *
pointers instead. The only function not converted for now is
cogl_is_buffer which will be done in a later commit.
2010-05-28 18:42:33 +01:00
Robert Bragg
a8c8cbee51 Start eradicating the CoglHandle typedef
CoglHandle is a common source of complaints and confusion because people
expect a "handle" to be some form of integer type with some indirection
to lookup the corresponding objects as opposed to a direct pointer.

This patch starts by renaming CoglHandle to CoglObject * and creating
corresponding cogl_object_ APIs to replace the cogl_handle ones.

The next step though is to remove all use of CoglHandle in the Cogl APIs
and replace with strongly typed pointer types such as CoglMaterial * or
CoglTexture * etc also all occurrences of COGL_INVALID_HANDLE can just
use NULL instead.

After this we will consider switching to GTypeInstance internally so we
can have inheritance for our types and hopefully improve how we handle
bindings.

Note all these changes will be done in a way that maintains the API and
ABI.
2010-05-28 18:39:22 +01:00
Neil Roberts
a4fc5074fa cogl-texture-2d: Regenerate the mipmaps when the texture is modified
When the texture is modified by cogl_texture_set_region, it wasn't
setting mipmaps_dirty so it would never update the mipmaps.
2010-05-28 18:13:53 +01:00
Robert Bragg
d0c743787d texture: don't use a static bool to gate warning
in create_pick_material we were using a static boolean to gate when we
show a warning, but that would mean if the problem recurs between
different textures then the warning will only be shown once. We now have
a private bitfield flag instead, just so we don't spew millions of
warnings if the problem is recurring.
2010-05-28 17:24:42 +01:00
Robert Bragg
589c8d9579 [texture] Support picking textures according to their alpha channel
This adds a boolean "pick-with-alpha" property to ClutterTexture and when
true, it will use the textures alpha channel to define the actors shape when
picking.

Users should be aware that it's a bit more expensive to pick textures like
this (so probably best not to blindly enable it on *all* your textures)
since it implies rasterizing the texture during picking whereas we would
otherwise just send a solid filled quad to the GPU.  It will also interrupt
the internal batching of geometry for pick renders which can otherwise often
be done in a single draw call.
2010-05-28 16:07:17 +01:00
Robert Bragg
8ded6663fb [material] fix _set_alpha_test_function: missing a glEnable(GL_ALPHA_TEST)
Since the default alpha test function of GL_ALWAYS is equivalent to
GL_ALPHA_TEST being disabled we don't need to worry about Enabling/Disabling
it when flushing material state, instead it's enough to leave it always
enabled.  We will assume that any driver worth its salt wont incur any
additional cost for glEnable (GL_ALPHA_TEST) + GL_ALWAYS vs
glDisable (GL_ALPHA_TEST).

This patch simply calls glEnable (GL_ALPHA_TEST) in cogl_create_context
2010-05-28 15:35:23 +01:00
Robert Bragg
3f64f57830 [texture] remove redundant if (paint_opacity == 0) bailout
clutter_texture_paint shouldn't need to optimize the case where
paint_opacity == 0 and bailout, since we've been doing this optimization for
all actors in clutter_actor_paint for a while now.
2010-05-28 15:35:23 +01:00
Neil Roberts
aa53dccfce cogl-vertex-buffer: Don't disable any texture coord arrays
The enabled state of the texture coord arrays is cached in the cogl
context so there is no need to disable them when we've finished
rendering a vbo.
2010-05-27 14:54:14 +01:00
Neil Roberts
401892af11 cogl: Record new enabled arrays in _cogl_disable_other_texcoord_arrays
When _cogl_disable_other_texcoord_arrays is called it disables the
neccessary texcoord arrays and then removes the bits for the disabled
arrays in ctx->texcoord_arrays_enabled. However none of the places
that call the function then set any bits in ctx->texcoord_arrays_enabled
so the arrays would never get marked and they would never get disabled
again.

This patch just changes it so that _cogl_disable_other_texcoord_arrays
also sets the corresponding bits in ctx->texcoord_arrays_enabled.
2010-05-27 14:51:44 +01:00
Emmanuele Bassi
b77c0c91d7 drag-action: Re-use press_button in emit_drag_end()
Since emit_drag_end() can be called from a MOTION event capture we
cannot call clutter_event_get_button(). We should, instead, use the
press_button value because if we're emitting ::drag-end it means we
also emitted ::drag-begin and the value is valid.
2010-05-27 12:30:22 +01:00
Emmanuele Bassi
346ebce573 actor: Add accessors pair for :clip-to-allocation
We should have an accessors pair for the :clip-to-allocation property,
to avoid going through the generic GObject accessors.
2010-05-26 16:09:47 +01:00
Emmanuele Bassi
5677cf671c actor: Fix a type check thinko in add_action_with_name() 2010-05-26 14:16:48 +01:00
Emmanuele Bassi
09659ea18d docs: Description fixes for Action and Constraint 2010-05-26 14:09:24 +01:00
Emmanuele Bassi
9510cbbad2 state: Minor fixes and documentation additions
Clean up the code a bit, and move common code paths into separate
function. Also, document clutter_state_set() with examples.
2010-05-26 13:43:42 +01:00
Emmanuele Bassi
7a299e9b47 introspection: Add --pkg atk
We need to tell the introspection scanner all the dependencies we
require, including the pkg-config name to use when compiling the
GIR file into a typelib object.
2010-05-26 13:40:18 +01:00
Emmanuele Bassi
e2bbf7f362 click-action: Handle the event
In case we did handle the event, we should return TRUE from the ::event
signal handler.
2010-05-25 13:27:29 +01:00
Emmanuele Bassi
cfb05bfb09 docs: Fix DragAction documentation
The ::drag-motion signal does not have a ModifierType argument; also,
there's no need to connect to the ::drag-motion signal any more.
2010-05-25 13:11:51 +01:00
Emmanuele Bassi
5a531bd1c9 Fix typo in get_accessible() 2010-05-25 13:03:24 +01:00
Emmanuele Bassi
7bf93e3e84 actor: Put get_accessible() at the end of the class structure
New virtual functions cannot go wherever they want, if we need to
preserve the ABI.

Also, the coding style should match the rest of ClutterActor and
Clutter's own coding style.
2010-05-25 12:54:59 +01:00
Emmanuele Bassi
7c627e1e03 actor-meta: Disconnect on actor destroy
When destroying an Actor the various ActorMeta instance should already
be disposed - unless something is holding a reference to them, in which
case we should use the ::destroy signal to unset the ActorMeta:actor
back pointer.
2010-05-25 11:13:03 +01:00
Emmanuele Bassi
f6fce05ee9 action: Add ClickAction
ClickAction adds "clickable" semantics to an actor. It provides all
the business logic to emit a high-level "clicked" signal from the
various low-level signals inside ClutterActor.
2010-05-25 11:13:03 +01:00
Emmanuele Bassi
728e2d8071 drag: Add a default drag-motion behaviour
The DragAction should, by default, drag the actor to which it has been
applied, instead of delegating what to do to the developer. If custom
code need to override it, g_signal_stop_emission_by_name() can be called
to stop the default handler to ever running.
2010-05-25 11:01:46 +01:00
Øyvind Kolås
49a4c62319 state: fix clutter_state_change (state, "state-name", FALSE)
Properties were not being updated correctly.
2010-05-24 16:29:04 +01:00
Neil Roberts
380e7b8b5d cogl: Use a CoglBitmask to store the list of used texcoord arrays
Instead of directly using a guint32 to store a bitmask for each used
texcoord array, it now stores them in a CoglBitmask. This removes the
limitation of 32 layers (although there are still other places in Cogl
that imply this restriction). To disable texcoord arrays code should
call _cogl_disable_other_texcoord_arrays which takes a bitmask of
texcoord arrays that should not be disabled. There are two extra
bitmasks stored in the CoglContext which are used temporarily for this
function to avoid allocating a new bitmask each time.

http://bugzilla.openedhand.com/show_bug.cgi?id=2132
2010-05-24 16:10:57 +01:00
Neil Roberts
218efd0b62 cogl: Add an internal CoglBitmask type
This implements a growable array of bits called CoglBitmask. The
CoglBitmask is intended to be cheap if less than 32 bits are used. If
more bits are required it will allocate a GArray. The type is meant to
be allocated on the stack but because it can require additional
resources it also has a destroy function.

http://bugzilla.openedhand.com/show_bug.cgi?id=2132
2010-05-24 16:10:56 +01:00
Neil Roberts
889dcee384 cogl-material: Fix the count of the number of layers
Previously the counter for the number of layers was only updated
whenever the texture handle for a layer changes. However there are
many other ways for a new layer to be created for example by setting a
layer combine constant. Also by default the texture on a layer is
COGL_INVALID_HANDLE so if the application tries to create an explicit
layer with no texture by calling cogl_material_set_layer with
COGL_INVALID_HANDLE then it also wouldn't update the count.

This patch fixes that by incrementing the count in
cogl_material_get_layer instead. This function is called by all
functions that may end up creating a layer so it seems like the most
appropriate place.

http://bugzilla.openedhand.com/show_bug.cgi?id=2132
2010-05-24 16:10:56 +01:00
Neil Roberts
ae0354e9ba cogl-vertex-buffer: Don't disable layers with no texture coords
It should be quite acceptable to use a texture without defining any
texture coords. For example a shader may be in use that is doing
texture lookups without referencing the texture coordinates. Also it
should be possible to replace the vertex colors using a texture layer
without a texture but with a constant layer color.

enable_state_for_drawing_buffer no longer sets any disabled layers in
the overrides. Instead of counting the number of units with texture
coordinates it now keeps them in a mask. This means there can now be
gaps in the list of enabled texture coordinate arrays. To cope with
this, the Cogl context now also stores a mask to track the enabled
arrays. Instead of code manually iterating each enabled array to
disable them, there is now an internal function called
_cogl_disable_texcoord_arrays which disables a given mask.

I think this could also fix potential bugs when a vertex buffer has
gaps in the texture coordinate attributes that it provides. For
example if the vertex buffer only had texture coordinates for layer 2
then the disabling code would not disable the coordinates for layers 0
and 1 even though they are not used. This could cause a crash if the
previous data for those arrays is no longer valid.

http://bugzilla.openedhand.com/show_bug.cgi?id=2132
2010-05-24 16:10:56 +01:00
Alejandro Piñeiro
a59bd4cfbb Implement AtkImplementor on ClutterActor
Implements AtkImplementor interface on ClutterActor, and his method
atk_implementor_ref_accessible.

More information:
http://library.gnome.org/devel/atk/stable/AtkObject.html#AtkImplementor
2010-05-24 15:54:54 +01:00
Alejandro Piñeiro
6a313ec2e2 Implemented clutter_actor_get_accessible
Added the implementation for clutter_actor_get_accessible, virtual
ClutterActor function, used to obtain the accessible object of
any ClutterActor.

As it is defined virtual, it would be possible to redefine it, so
any custom clutter actor could implement their accessibility object,
withouth relying totally on a accessibility implementation module.

See gtkiconview as example.

http://bugzilla.openedhand.com/show_bug.cgi?id=2070
2010-05-24 15:52:37 +01:00