The documentation for ClutterTexture's set_from_rgb_data() and
set_from_yuv_data() says:
Note: This function is likely to change in future versions.
This is not true, since they'll remain for the whole 1.x API cycle.
Now that CoglVertexBuffers support indices we can use them with GLES
to avoid duplicating vertices. Regular GL still uses GL_QUADS because
it is shown to still have a performance benefit over indices with the
Intel drivers.
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 allocate_available_size() method is a convenience method in
the same spirit as allocate_preferred_size(). While the latter
will allocate the preferred size of an actor regardless of the
available size provided by the actor's parent -- and thus it's
suitable for simple fixed layout managers like ClutterGroup -- the
former will take into account the available size provided by the
parent and never allocate more than that; it is, thus, suitable
for simple fluid layout managers.
The cogl-enum-types.h file is created by glib-mkenums under
/clutter/cogl/common, and then copied in /clutter/cogl in order
to make the inclusion of that file work inside cogl.h.
Since we're copying it in a different location, the Makefile
for that location has to clean up the copy.
Notifications should be fired off from both the internal timeline and
the wrapping animation here, so notifiers should be frozen around these
property setters.
Signed-off-by: Jonas Bonn <jonas@southpole.se>
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Just a couple of final cleanups after the reimplementation of the
Animation model.
i) _set_mode does not need to set the timeline on the alpha
ii) freeze notifications around the setting of a new alpha
Signed-off-by: Jonas Bonn <jonas@southpole.se>
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The "started" signal is sent first after the timeline has been set to the
'running' state. For this reason, checking if the clock has any running
timelines running will always return true in the "started" signal handler:
the timeline that sent the signal is running.
What needs to be checked in the signal handler is if there are any
timelines running other than the one that emitted the ::started signal,
which we know is running anyway.
This prevents frames from being lost at the beginning of an animation when
a timeline is started after a quiescent period.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1617
Signed-off-by: Jonas Bonn <jonas@southpole.se>
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
We avoid rebuilding cogl-enum-types.h and cogl-enum-types.c by
using a "guard" -- a stamp file that will block Makefile. Since
we need cogl-enum-types.h into /clutter/cogl as well for the
cogl.h include to work, if we copy the cogl-enum-types.h
unconditionally it will cause a rebuild of the whole COGL; which
will cause a full rebuild.
To solve this, we can copy the header file when generating it
under the stamp file.
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.
Just like we do with GObject types and G_DEFINE_TYPE, we should
use the g_once_init_enter/g_once_init_leave mechanism to make the
GType registration of enumeration types thread safe.
The setup_viewport() function should only be used by Clutter and
not by application code.
It can be emulated by changing the Stage size and perspective and
requeueing a redraw after calling clutter_stage_ensure_viewport().
The backface culling enabling function was split and renamed, just
like the depth testing one, so we need to add the macro to the
cogl-deprecated.h header.
Previously indices were tightly bound to a particular Cogl vertex buffer
but we would like to be able to share indices so now we have
cogl_vertex_buffer_indices_new () which returns a CoglHandle.
In particular we could like to have a shared set of indices for drawing
lists of quads that can be shared between the pango renderer and the
Cogl journal.
At the moment Cogl doesn't do much batching of quads so most of the time we
are flushing a single quad at a time. This patch simplifies how we submit
those quads to OpenGL by using glDrawArrays with GL_TRIANGLE_FAN mode
instead of sending indexed vertices using GL_TRIANGLES mode.
Note: I hope to follow up soon with changes that improve our batching and
also move the indices into a VBO so they don't need to be re-validated every
time we call glDrawElements.
To assist people porting code from 0.8, the cogl_texture_* functions that
have been replaced now have defines that give some hint as to how they
should be replaced.
cogl_enable_depth_test and cogl_enable_backface_culling have been renamed
and now have corresponding getters, the new functions are:
cogl_set_depth_test_enabled
cogl_get_depth_test_enabled
cogl_set_backface_culling_enabled
cogl_get_backface_culling_enabled
This adds cogl_matrix api for multiplying matrices either by a perspective
or ortho projective transform. The internal matrix stack and current-matrix
APIs also have corresponding support added.
New public API:
cogl_matrix_perspective
cogl_matrix_ortho
cogl_ortho
cogl_set_modelview_matrix
cogl_set_projection_matrix
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.
Originally cogl_vertex_buffer_add_indices let the user pass in their own unique
ID for the indices; now the Id is generated internally and returned to the
caller.
It's now possible to add arrays of indices to a Cogl vertex buffer and
they will be put into an OpenGL vertex buffer object. Since it's quite
common for index arrays to be static it saves the OpenGL driver from
having to validate them repeatedly.
This changes the cogl_vertex_buffer_draw_elements API: It's no longer
possible to provide a pointer to an index array at draw time. So
cogl_vertex_buffer_draw_elements now takes an indices identifier that
should correspond to an idendifier returned when calling
cogl_vertex_buffer_add_indices ()
This is being removed before we release Clutter 1.0 since the implementation
wasn't complete, and so we assume no one is using this yet. Util we have
someone with a good usecase, we can't pretend to support breaking out into
raw OpenGL.
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.
This removes the following API:
cogl_material_set_blend_factors
cogl_material_set_layer_combine_function
cogl_material_set_layer_combine_arg_src
cogl_material_set_layer_combine_arg_op
These were rather awkward to use, so since it's expected very few people are
using them at this point and it should be straight forward to switch over
to blend strings, the API is 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
After long deliberation, the Animation class handling of the
:mode, :duration and :loop properties, as well as the conditions
for creating the Alpha and Timeline instances, came out as far too
complicated for their own good.
This is a rework of the API/parameters matrix and behaviour:
- :mode accessors will create an Alpha, if needed
- :duration and :loop accessors will create an Alpha and a Timeline
if needed
- :alpha will set or unset the Alpha
- :timeline will set or unset the Timeline
Plus, more documentation on the Animation class itself.
Many thanks to Jonas Bonn <jonas@southpole.se> for the feedback
and the ideas.
The Animatable interface implementation will always have the computed
value applied, whilst the non-Animatable objects go through the
interval validation first to avoid incurring in assertions and
warnings.
The Animatable::animate_property() should also be able to validate the
property it's supposed to interpolate, and eventually discard it. This
requires adding a return value to the virtual function (and its wrapper
function).
The Animation code will then apply the computed value only if the
animate_property() returns TRUE -- unifying the code path with the
non-Animatable objects.
The Animation class should proxy the :mode, :duration and :loop
properties whenever possible, to avoid them going out of sync when
changed using the Alpha and Timeline instances directly.
Currently, if Timeline:duration is changed, querying Animation:duration
will yield the old value, but the animation itself (being driven by
the Timeline) will use the Timeline's :duration new value. This holds
for the :loop and :mode properties as well.
Instead, the getters for the Animation's :duration, :loop and
:mode properties should ask the relevant object -- if any. The
loop, duration and mode values inside AnimationPrivate should only
be used if no Timeline or no Alpha instances are available, or
when creating new instances.
The Animation should not directly manipulate a Timeline instance,
but it should defer to the Alpha all handling of the timeline.
This means that:
- set_duration() and set_loop() will either create a Timeline or
will set the :duration and :loop properties on the Timeline; if
the Timeline must be created, and no Alpha instance is available,
then a new Alpha instance will be created as well and the newly
create Timeline will be assigned to the Alpha
- if set_mode() on an Animation instance without an Alpha, the
Alpha will be created; a Timeline will also be created
- set_alpha() will replace the Alpha; if the new Alpha does not
have a Timeline associated then a Timeline will be created using
the current :duration and :loop properties of Animation; otherwise,
if the replaced Alpha had a timeline, the timeline will be
transferred to the new one
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>
Sometimes it is necessary for third party code to have a
function called during the redraw process, so that you can
update the scenegraph before it is painted.
If we are short-circuiting the paint when the opacity is zero we still
need to clear the queued_redraw flag otherwise it won't be possible to
queue another redraw of the actor until something else has caused a
paint first.
* master:
[cogl-vertex-buffer] Ensure the clip state before rendering
[test-text-perf] Small fix-ups
Add a test for text performance
[build] Ensure that cogl-debug is disabled by default
[build] The cogl GE macro wasn't passing an int according to the format string
Use the right internal format for GL_ARB_texture_rectangle
[actor_paint] Ensure painting is a NOP for actors with opacity = 0
Make backface culling work with vertex buffers
Before any rendering is done by Cogl it needs to ensure the clip stack
is set up correctly by calling cogl_clip_ensure. This was not being
done for the Cogl vertex buffer so it would still use the clip from
the previous render.
Now that everything is float, the marsharlling function of the
size-change signal should reflect that fact.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
GLES doesn't support GL_QUADS. This patch makes it use GL_TRIANGLES
instead in that case. Unfortunately this means submitting two extra
vertices per quad. It could be better to use indexed elements once
CoglVertexBuffers gains support for that.