Instead of using GL_TRIANGLES and uploading the indices every time, it
now uses GL_QUADS instead on OpenGL. Under GLES it still uses indices
but it uses the new cogl_vertex_buffer_indices_get_for_quads function
to avoid uploading the vertices every time.
This requires the _cogl_vertex_buffer_indices_pointer_from_handle
function to be exposed privately to the rest of Cogl.
The static_indices array has been removed from the Cogl context.
This function can be used as an efficient way of drawing groups of
quads without using GL_QUADS. It generates a VBO containing the
indices needed to render using pairs of GL_TRIANGLES. The VBO is
globally cached so that it only needs to be uploaded whenever more
indices are requested than ever before.
The libclutter-cogl internal object should be the only dependency
for Clutter, since we are already copying it inside clutter/cogl
for the introspection scanner. For this reason, the backend-specific,
real internal object should be built with the backend encoded into
the file name, like libclutter-common. This makes the build output
a little bit more clear: instead of having two:
LINK libclutter-cogl-common.la
...
LINK libclutter-cogl.la
LINK libclutter-cogl.la
We'll have:
LINK libclutter-cogl-common.la
...
LINK libclutter-cogl-gl.la
LINK libclutter-cogl.la
Same applies for the GLES backend.
cogl_create_context is dealt with internally when _cogl_get_default context
is called, and cogl_destroy_context is currently never called.
It might be nicer later to get an object back when creating a context so
Cogl can support multiple contexts, so these functions are being removed
from the API until we get a chance to address context management properly.
For now cogl_destroy_context is still exported as _cogl_destroy_context so
Clutter could at least install a library deinit handler to call it.
There were a number of functions intended to support creating of new
primitives using materials, but at this point they aren't used outside of
Cogl so until someone has a usecase and we can get feedback on this
API, it's being removed before we release Clutter 1.0.
Setting up layer combine functions and blend modes is very awkward to do
programatically. This adds a parser for string based descriptions which are
more consise and readable.
E.g. a material layer combine function could now be given as:
"RGBA = ADD (TEXTURE[A], PREVIOUS[RGB])"
or
"RGB = REPLACE (PREVIOUS)"
"A = MODULATE (PREVIOUS, TEXTURE)"
The simple syntax and grammar are only designed to expose standard fixed
function hardware, more advanced combining must be done with shaders.
This includes standalone documentation of blend strings covering the aspects
that are common to blending and texture combining, and adds documentation
with examples specific to the new cogl_material_set_blend() and
cogl_material_layer_set_combine() functions.
Note: The hope is to remove the now redundant bits of the material API
before 1.0
The CoglTexture constructors expose the "max-waste" argument for
controlling the maximum amount of wasted areas for slicing or,
if set to -1, disables slicing.
Slicing is really relevant only for large images that are never
repeated, so it's a useful feature only in controlled use cases.
Specifying the amount of wasted area is, on the other hand, just
a way to mess up this feature; 99% the times, you either pull this
number out of thin air, hoping it's right, or you try to do the
right thing and you choose the wrong number anyway.
Instead, we can use the CoglTextureFlags to control whether the
texture should not be sliced (useful for Clutter-GST and for the
texture-from-pixmap actors) and provide a reasonable value for
enabling the slicing ourself. At some point, we might even
provide a way to change the default at compile time or at run time,
for particular platforms.
Since max_waste is gone, the :tile-waste property of ClutterTexture
becomes read-only, and it proxies the cogl_texture_get_max_waste()
function.
Inside Clutter, the only cases where the max_waste argument was
not set to -1 are in the Pango glyph cache (which is a POT texture
anyway) and inside the test cases where we want to force slicing;
for the latter we can create larger textures that will be bigger than
the threshold we set.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Signed-off-by: Robert Bragg <robert@linux.intel.com>
Signed-off-by: Neil Roberts <neil@linux.intel.com>
Currently, COGL depends on defining debug symbols by manually
modifying the source code. When it's done, it will forcefully
print stuff to the console.
Since COGL has also a pretty, runtime selectable debugging API
we might as well switch everything to it.
In order for this to happen, configure needs a new:
--enable-cogl-debug
command line switch; this will enable COGL debugging, the
CoglHandle debugging and will also turn on the error checking
for each GL operation.
The default setting for the COGL debug defines is off, since
it slows down the GL operations; enabling it for a particular
debug build is trivial, though.
COGL has a debug message system like Clutter's own. In parallel,
it also uses a coupld of #defines. Spread around there are also
calls to printf() instead to the more correct g_log* wrappers.
This commit tries to unify and clean up the macros and the
debug message handling inside COGL to be more consistent.
We use math routines inside Cogl, so it's correct to have it in
the LIBADD line. In normal usage something else was pulling in
-lm, but the introspection is relying on linking against the
convenience library.
Based on a patch by: Colin Walters <walters@verbum.org>
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
COGLenum, COGLint and COGLuint which were simply typedefs for GL{enum,int,uint}
have been removed from the API and replaced with specialised enum typedefs, int
and unsigned int. These were causing problems for generating bindings and also
considered poor style.
The cogl texture filter defines CGL_NEAREST and CGL_LINEAR etc are now replaced
by a namespaced typedef 'CoglTextureFilter' so they should be replaced with
COGL_TEXTURE_FILTER_NEAREST and COGL_TEXTURE_FILTER_LINEAR etc.
The shader type defines CGL_VERTEX_SHADER and CGL_FRAGMENT_SHADER are handled by
a CoglShaderType typedef and should be replaced with COGL_SHADER_TYPE_VERTEX and
COGL_SHADER_TYPE_FRAGMENT.
cogl_shader_get_parameteriv has been replaced by cogl_shader_get_type and
cogl_shader_is_compiled. More getters can be added later if desired.
Commit 43fa38fcf5 broke out-of-tree builds by removing some of the
builddir directories from the include path. builddir/clutter/cogl and
builddir/clutter are needed because cogl.h and cogl-defines-gl.h are
automatically generated by the configure script. The main clutter
headers are in the srcdir so this needs to be in the path too.
There were several functions I believe no one is currently using that were
only implemented in the GL backend (cogl_offscreen_blit_region and
cogl_offscreen_blit) that have simply been removed so we have a chance to
think about design later with a real use case.
There was one nonsense function (cogl_offscreen_new_multisample) that
sounded exciting but in all cases it just returned COGL_INVALID_HANDLE
(though at least for GL it checked for multisampling support first!?)
it has also been removed.
The MASK draw buffer type has been removed. If we want to expose color
masking later then I think it at least would be nicer to have the mask be a
property that can be set on any draw buffer.
The cogl_draw_buffer and cogl_{push,pop}_draw_buffer function prototypes
have been moved up into cogl.h since they are for managing global Cogl state
and not for modifying or creating the actual offscreen buffers.
This also documents the API so for example desiphering the semantics of
cogl_offscreen_new_to_texture() should be a bit easier now.
These are necessary if nesting redirections to an fbo,
otherwise there's no way to know how to restore
previous state.
glPushAttrib(GL_COLOR_BUFFER_BIT) would save draw buffer
state, but also saves a lot of other stuff, and
cogl_draw_buffer() relies on knowing about all draw
buffer state changes. So we have to implement a
draw buffer stack ourselves.
Signed-off-by: Robert Bragg <robert@linux.intel.com>
Adds missing notices, and ensures all the notices are consistent. The Cogl
blurb also now reads:
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
In unifying the {gl,gles}/cogl.c code recently, moving most of the code into
common/cogl.c the gmodule.h include was also mistakenly moved.
Thanks to Felix Rabe for reporting this issue.
Note: I haven't tested this fix myself, as I'm not set up to be able to
build for OS X
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.
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.
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.
_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.
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.
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.
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.
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_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.
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.
- 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.
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
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.