Commit Graph

4274 Commits

Author SHA1 Message Date
Robert Bragg
dc0cb79598 Adds an internal weak material mechanism
This adds a _cogl_material_weak_copy() function that can be used to
create materials that don't count as strong dependants on their parents.
This means the parent can be modified without worrying about how it will
affect weak materials. The material age of the parent can potentially be
queried to determine if a weak material might need to be re-created.
2010-06-15 15:26:28 +01:00
Robert Bragg
b5bd76cde1 material: Adds a simple material age getter
When we add support for weak materials it's expected that Clutter will
want to attach them as private data to other materials and it needs a
mechanism to determine when a weak material should be re-created because
its parent has changed somehow.

This adds the concept of a material age (internal only currently) which
increments whenever a material is modified. Clutter can then save the
age of the material which its weak materials are derived from and later
determine when the weak material may be invalid.
2010-06-15 15:26:28 +01:00
Robert Bragg
634bcb34f9 primitives: we were memsetting the wrong wrap mode overrides pointer
In _cogl_texture_quad_multiple_primitives we weren't memsetting the
CoglMaterialWrapModeOverrides structure we were memsetting
&state.wrap_mode_overrides where state.wrap_mode_overrides is just a
pointer that might potentially later point to the
CoglMaterialWrapModeOverrides structure.
2010-06-15 15:26:28 +01:00
Robert Bragg
2d6925f243 material: generalize how we compare simple material properties
In _cogl_material_equal we were repeating the same code pattern to
compare several of the state groups so this just adds
simple_property_equal function that's now used instead.
2010-06-15 15:26:28 +01:00
Robert Bragg
c434f1fc48 material: Make CoglMaterial responsible for depth state
This redirects the legacy depth testing APIs through CoglMaterial and
adds a new experimental cogl_material_ API for handling the depth
testing state.

This adds the following new functions:
cogl_material_set_depth_test_enabled
cogl_material_get_depth_test_enabled
cogl_material_set_depth_writing_enabled
cogl_material_get_depth_writing_enabled
cogl_material_set_depth_test_function
cogl_material_get_depth_test_function
cogl_material_set_depth_range
cogl_material_get_depth_range

As with other experimental Cogl API you need to define
COGL_ENABLE_EXPERIMENTAL_API to access them and their stability isn't
yet guaranteed.
2010-06-15 15:26:28 +01:00
Robert Bragg
ff4d3e048b cogl docs: Improve documentation for cogl_ortho
cogl_ortho is one of those APIs whos style was, for better or worse,
copied from OpenGL and for some inexplicable reason the near and far
arguments are inconsistent with the left, right, top, bottom arguments
because they don't take z coordinates they take a "distance" which
should be negative for a plane behind the viewer.

This updates the documentation to explain this.
2010-06-15 15:26:28 +01:00
Robert Bragg
e8275538e5 primitives: no longer assume _get_layers list remains valid
The internal CoglMaterialLayer pointers associated with a material may
change whenever layer properties are modified so it's no longer ok to
assume that a list of layers returned by cogl_material_get_layers
remains valid if the layers have been changed.
2010-06-15 15:26:28 +01:00
Robert Bragg
487c0b1ae9 material: Adds simple breadcrumb debugging mechanism
Since it can sometimes be awkward to figure out where a particular
material came from when debugging, this adds a breadcrumb mechanism that
lets you associate a const string with a material that may give a clue
about its origin.
2010-06-15 15:26:27 +01:00
Robert Bragg
ad0aab939d material: remove override options from _cogl_material_equal
As a follow on to using cogl_material_copy instead of flush options this
patch now removes the ability to pass flush options to
_cogl_material_equal which is the final reference to the
CoglMaterialFlushOptions mechanism.
2010-06-15 15:26:27 +01:00
Robert Bragg
02b7f51e80 cogl: remove _cogl_material_flush_gl_state flush options
Since cogl_material_copy should now be cheap to use we can simplify
how we handle fallbacks and wrap mode overrides etc by simply copying
the original material and making our override changes on the new
material. This avoids the need for a sideband state structure that has
been growing in size and makes flushing material state more complex.

Note the plan is to eventually use weak materials for these override
materials and attach these as private data to the original materials so
we aren't making so many one-shot materials.
2010-06-15 15:26:27 +01:00
Robert Bragg
365605cf42 CoglMaterial: Implements sparse materials design
This is a complete overhaul of the data structures used to manage
CoglMaterial state.

We have these requirements that were aiming to meet:
(Note: the references to "renderlists" correspond to the effort to
support scenegraph level shuffling of Clutter actor primitives so we can
minimize GPU state changes)

Sparse State:
We wanted a design that allows sparse descriptions of state so it scales
well as we make CoglMaterial responsible for more and more state. It
needs to scale well in terms of memory usage and the cost of operations
we need to apply to materials such as comparing, copying and flushing
their state. I.e. we would rather have these things scale by the number
of real changes a material represents not by how much overall state
CoglMaterial becomes responsible for.

Cheap Copies:
As we add support for renderlists in Clutter we will need to be able to
get an immutable handle for a given material's current state so that we
can retain a record of a primitive with its associated material without
worrying that changes to the original material will invalidate that
record.

No more flush override options:
We want to get rid of the flush overrides mechanism we currently use to
deal with texture fallbacks, wrap mode changes and to handle the use of
highlevel CoglTextures that need to be resolved into lowlevel textures
before flushing the material state.

The flush options structure has been expanding in size and the structure
is logged with every journal entry so it is not an approach that scales
well at all. It also makes flushing material state that much more
complex.

Weak Materials:
Again for renderlists we need a way to create materials derived from
other materials but without the strict requirement that modifications to
the original material wont affect the derived ("weak") material. The
only requirement is that its possible to later check if the original
material has been changed.

A summary of the new design:

A CoglMaterial now basically represents a diff against its parent.
Each material has a single parent and a mask of state that it changes.

Each group of state (such as the blending state) has an "authority"
which is found by walking up from a given material through its ancestors
checking the difference mask until a match for that group is found.

There is only one root node to the graph of all materials, which is the
default material first created when Cogl is being initialized.

All the groups of state are divided into two types, such that
infrequently changed state belongs in a separate "BigState" structure
that is only allocated and attached to a material when necessary.

CoglMaterialLayers are another sparse structure. Like CoglMaterials they
represent a diff against their parent and all the layers are part of
another graph with the "default_layer_0" layer being the root node that
Cogl creates during initialization.

Copying a material is now basically just a case of slice allocating a
CoglMaterial, setting the parent to be the source being copied and
zeroing the mask of changes.

Flush overrides should now be handled by simply relying on the cheapness
of copying a material and making changes to it. (This will be done in a
follow on commit)

Weak material support will be added in a follow on commit.
2010-06-15 15:26:27 +01:00
Robert Bragg
5f9c7d3657 material: fix #ifdef guard around use of _TEXTURE_RECTANGLE
We were incorrectly guarding the use of GL_TEXTURE_RECTANGLE_ARB with
ifdef ARB_texture_rectangle instead of ifdef GL_ARB_texture_rectangle
which broke test-cogl-texture-rectangle.
2010-06-15 15:26:27 +01:00
Robert Bragg
a1035389c0 blend-strings: removes the AUTO_COMPOSITE function enum
This was mistakenly added some time ago because at some point when we
were discussing how to handle premultiplied alpha in Clutter/Cogl we
were considering having a magic "just do the right thing" option which
was later abandoned.
2010-06-15 15:26:27 +01:00
Robert Bragg
249ad97c8f cogl-color: add cogl_color_init_from_xyz funcs
This is to try and improve API consistency. Simple cogl structures that
don't derive from CoglObject and which can be allocated on the stack,
such as CoglColor and CoglMatrix should all have  "_init" or
"_init_from" functions to initialize all the structure members. (As
opposed to a cogl_xyz_new() function for CoglObjects). CoglColor
previously used the naming scheme "_set_from" for these initializers but
"_set" is typically reserved for setting individual properties of a
structure/object.

This adds three _init functions:
cogl_color_init_from_4ub
cogl_color_init_from_4f
cogl_color_init_from_4fv

The _set_from functions are now deprecated but only with a gtk-doc
annotation for now. This is because the cogl_color_set_from API is quite
widely used already and so were giving a grace period before enabling a
GCC deprecated warning just because otherwise the MX maintainers will
complain to me that I've made their build logs look messy.
2010-06-15 15:26:27 +01:00
Robert Bragg
500baa4157 cogl-color: add private _cogl_color_get_rgba_4ubv API
The journal logs colors as 4bytes into a vertex array and since we are
planning to make CoglMaterial track its color using a CoglColor instead
of a byte array this convenience will be useful for re-implementing
_cogl_material_get_colorubv.
2010-06-15 15:26:27 +01:00
Johan Bilien
272cf6d943 build: Do not include built sources in the distribution
allows to run make distcheck without first running make

http://bugzilla.openedhand.com/show_bug.cgi?id=2171

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2010-06-15 15:05:47 +01:00
Øyvind Kolås
2cee8b648e state: consistently use clutter_state_get_state where possible
The previous commit reimplemented logic for creating states, this - and
other parts of the code should be using clutter_state_get_state.
2010-06-14 17:29:34 +01:00
Øyvind Kolås
d5c93f6d55 state: make null source state encounterd in json treated as wildcard
To be properly useful the state machine needs to be able to specify the
default transitions to a target state with no specified source state.
2010-06-14 15:49:20 +01:00
Øyvind Kolås
66de8656e9 test-state: move press/release callbacks to stage avoiding grab 2010-06-14 15:49:20 +01:00
Emmanuele Bassi
b8b10ef4db docs: Clarify the scope of Text:single-line-mode
Only editable text actors can be in single-line mode.
2010-06-14 14:05:49 +01:00
Kristian Høgsberg
21820d50ca Don't add GL libs for EGL X11 backend
Configure uses the GL .pc file to add GL includes and libs for the eglx
backend.

http://bugzilla.openedhand.com/show_bug.cgi?id=2104

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2010-06-14 13:14:14 +01:00
Neil Roberts
38da6b4a0e clutter-text: Round the layout width to nearest integer not down
When converting the floating point allocation width to an integer
multiple of PANGO_SCALE to give to the PangoLayout it can sometimes
end up slightly short of the allocated size due to rounding
errors. This can cause some of the lines to be wrapped differently
when a non-integer-aligned position is used (such as when animating
text). It works better to round the number to the nearest integer by
adding 0.5 instead of letting the default float cast truncate it
downwards.

http://bugzilla.openedhand.com/show_bug.cgi?id=2170
2010-06-14 12:00:26 +01:00
Emmanuele Bassi
f97d16cd2d drag-action: Remove the press event button
Both ::drag-begin and ::drag-end have a "button" argument - even though
we assume internally, and externally, that dragging can only be the
result of a primary button operation.
2010-06-12 17:45:54 +01:00
Emmanuele Bassi
b8b2a51d44 Merge branch 'wip/deform-effect'
* wip/deform-effect:
  docs: Add DeformEffect and PageTurnEffect to the API reference
  effect: Add PageTurnEffect
  effect: Add DeformEffect
  offscreen-effect: Traslate the modelview with the offsets
  docs: Fix Effect subclassing section
2010-06-11 18:12:54 +01:00
Emmanuele Bassi
b2c905ff50 Hide the marshallers
The marshallers we use for the signals are declared in a private header,
and it stands to reason that they should also be hidden in the shared
object by using the common '_' prefix. We are also using some direct
g_cclosure_marshal_* symbol from GLib, instead of consistently use the
clutter_marshal_* symbol.
2010-06-11 16:09:36 +01:00
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
7343c66482 docs: Add DeformEffect and PageTurnEffect to the API reference 2010-06-10 18:51:22 +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