Commit Graph

2754 Commits

Author SHA1 Message Date
Emmanuele Bassi
9557328e4e Merge branch 'master' into 1.0-integration
* master:
  [test-text-perf] Use queue_redraw instead of painting the stage directly
  [actor] In paint when opacity == 0, clear the queued_redraw flag
2009-05-28 15:53:56 +01:00
Neil Roberts
d960ce46e5 [test-text-perf] Use queue_redraw instead of painting the stage directly
If it doesn't queue a redraw and allow the backend to clear and swap
the buffers then the results will be skewed because it is not
predictable when the driver will actually render the scene.
2009-05-28 15:31:05 +01:00
Emmanuele Bassi
7252c14197 [cogl] Make cogl_setup_viewport() a private function
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().
2009-05-28 14:14:50 +01:00
Emmanuele Bassi
32018584c0 [cogl deprecated] Add backface culling deprecation
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.
2009-05-28 14:14:50 +01:00
Robert Bragg
be826ed4e7 [cogl vertex buffers] Give indices a CoglHandle so they are shareable
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.
2009-05-28 13:27:54 +01:00
Robert Bragg
f0849fc3e2 [cogl journal] If we are only flushing one quad use a TRIANGLE_FAN
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.
2009-05-28 02:43:36 +01:00
Robert Bragg
57cb20dc06 [deprecated defines] Adds some missing cogl_texture_* deprecated defines
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.
2009-05-28 02:43:36 +01:00
Robert Bragg
605243d952 [cogl] renamed cogl_enable_* to cogl_set_*_enabled + added getters
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
2009-05-28 02:43:36 +01:00
Robert Bragg
96188bab62 [cogl matrix] Support ortho and perspective projections.
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
2009-05-28 02:43:35 +01:00
Robert Bragg
12c8ff8606 [cogl] Remove cogl_{create,destroy}_context from the public API
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.
2009-05-28 02:43:35 +01:00
Robert Bragg
59bd824404 [vbo indices] tweak add_indices api to return an id and add delete_indices api
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.
2009-05-28 02:43:35 +01:00
Robert Bragg
d51faed660 [cogl-vertex-buffer] Seal GL types from the public API
We now have CoglAttributeType and CoglVerticesMode typedefs to replace the
use of GLenum in the public API.
2009-05-28 02:43:35 +01:00
Robert Bragg
6bb6686666 [cogl-vertex-buffers] Support putting index arrays into VBOS
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 ()
2009-05-28 02:43:34 +01:00
Robert Bragg
68214fe4b8 [cogl] Remove cogl_flush_gl_state from the API
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.
2009-05-28 02:43:34 +01:00
Robert Bragg
f322da3794 [material] Reduce the material API in preperation for releasing Clutter 1.0
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.
2009-05-28 02:43:34 +01:00
Robert Bragg
f28d5e481b [cogl-material] Removes all the API made redundant by the blend strings API
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.
2009-05-28 02:43:34 +01:00
Robert Bragg
33994caa71 [cogl-material] Support string based blending and layer combine descriptions
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
2009-05-28 02:43:28 +01:00
Robert Bragg
ef1a771fde [build] Fixes some compiler warnings when building for GLES 2
There were a number of variables shadowing other symbols, and an unused
display variable.
2009-05-28 01:15:41 +01:00
Emmanuele Bassi
ccd3b4c886 [animation] Simplify the Animation code
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.
2009-05-27 18:28:37 +01:00
Emmanuele Bassi
6fff1bcdc6 [animatable] Allow validation in ::animate_property
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.
2009-05-27 13:01:31 +01:00
Emmanuele Bassi
7edaf8ece8 [animation] Proxy properties whenever possible
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.
2009-05-27 12:12:11 +01:00
Emmanuele Bassi
1f44c3584c [animation] Defer the timeline handling to the Alpha
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
2009-05-27 11:52:40 +01:00
Emmanuele Bassi
331d43196d [build] Decouple COGL debug level from Clutter's
Using --enable-debug, which controls Clutter's debug level, also
defines COGL_ENABLE_DEBUG. This should be left to --enable-cogl-debug
instead, since it's the configure switch that controls COGL debug
level.
2009-05-26 17:25:51 +01:00
Emmanuele Bassi
387ab4c142 [doap] Update
Long overdue update of the DOAP file for Clutter

* Repository update

* Add authors
2009-05-25 17:16:44 +01:00
Emmanuele Bassi
733508b80d [build] More spring clean fixes
* Remove the last if...fi with AS_IF

* Put back the regexp for the mingw32 check that commit 0d1c626a
  inadvertedly removed
2009-05-25 16:52:53 +01:00
Emmanuele Bassi
0d1c626a86 [build] Spring cleanup of configure.ac
Let's try to bring configure.ac into this century, shall we?

* Use the proper shell macros AS_IF and AS_CASE instead of if...fi
  and case...esac

* Check for X11 and relative extensions only when building for GLX
  and EGLX backends

* Add documentation on the behaviour of binary_age and interface_age

* Coalesce all the common checks to avoid redundancy

* Escape everything that requires escaping
2009-05-25 14:04:53 +01:00
Emmanuele Bassi
b05d4be19d Use GLib variant of strcasecmp()
The GLib version of strcasecmp() ignores any non-ASCII character,
unlike the original which is locale-dependent.
2009-05-25 12:42:17 +01:00
Emmanuele Bassi
ec374c7ab9 [build] Clean up cogl-pango Makefile 2009-05-25 12:41:16 +01:00
Emmanuele Bassi
71498a6376 [cogl] Remove max_waste argument from Texture ctors
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>
2009-05-23 19:35:19 +01:00
Emmanuele Bassi
87465355d3 Add repaint functions
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.
2009-05-23 19:33:04 +01:00
Emmanuele Bassi
5cde6a598f [git ignore] Add test-text-perf 2009-05-23 19:33:04 +01:00
Neil Roberts
654c26a130 [actor] In paint when opacity == 0, clear the queued_redraw flag
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.
2009-05-22 14:50:37 +01:00
Emmanuele Bassi
c262ab0b63 Merge branch 'master' into 1.0-integration
* 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
2009-05-22 12:00:33 +01:00
Neil Roberts
b3fe1b8a8a [cogl-vertex-buffer] Ensure the clip state before rendering
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.
2009-05-22 11:48:34 +01:00
Damien Lespiau
309f680d32 [texture] size-change closure is now VOID:FLOAT,FLOAT
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>
2009-05-22 09:09:31 +01:00
Neil Roberts
a1b0160da7 [test-text-perf] Small fix-ups
- Fix a typo in a for loop in create_label which left 'i'
  uninitialised and caused a crash if you're unlucky.

- Set the CLUTTER_VBLANK=none environment variable.

- Don't quit on a keypress.

- Trailing whitespace tidy up.
2009-05-21 17:43:41 +01:00
Owen W. Taylor
8724a16452 Add a test for text performance
Add tests/test-text-perf, which allows testing text performance as
a function of the length of text strings and font size.
2009-05-21 17:37:43 +01:00
Neil Roberts
d513c1c540 Merge branch 'pango-vbo' into 1.0-integration
This makes it cache the geometry of PangoLayouts into a VBO as
described in bug #1572.
2009-05-21 16:52:23 +01:00
Neil Roberts
7e18109f9b [cogl-pango-display-list] Use GL_TRIANGLES under GLES
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.
2009-05-21 15:51:25 +01:00
Robert Bragg
78a4f1de0d [build] Ensure that cogl-debug is disabled by default
The new cogl-debug option was accidentally being enabled by default since
configure.ac checked the 'default_enable' variable not 'cogl_default_enable'
2009-05-21 15:25:31 +01:00
Robert Bragg
14c3ef1f8d [build] The cogl GE macro wasn't passing an int according to the format string
This patch simply updates the arguments passed to g_warning inline with the
given format string.
2009-05-21 15:10:38 +01:00
Owen W. Taylor
5481681e5c Use the right internal format for GL_ARB_texture_rectangle
When ClutterGLXTexturePixmap uses GL_ARB_texture_rectangle,
it needs to pass the right internal format (GL_RGB or GL_RGBA)
when it initializes the texture with glTexImage2D() or later
handling won't recognize the alpha channel.

http://bugzilla.openedhand.com/show_bug.cgi?id=1586

Signed-off-by: Robert Bragg <robert@linux.intel.com>
2009-05-21 15:10:37 +01:00
Robert Bragg
2c6719502a [actor_paint] Ensure painting is a NOP for actors with opacity = 0
Since it is convenient to use geometry with an opacity of 0 for input only
purposes it's a worthwhile optimization to avoid submitting anything
for such actors while painting.
2009-05-21 15:10:37 +01:00
Neil Roberts
f13c3ee309 Make backface culling work with vertex buffers
Backface culling is enabled as part of cogl_enable so the different
rendering functions in Cogl need to explicitly opt-in to have backface
culling enabled. Cogl vertex buffers should allow backface culling so
they should check whether it is enabled and then set the appropriate
cogl_enable flag.
2009-05-21 14:57:07 +01:00
Neil Roberts
3fc64dfaa7 [pango-render] Keep a reference to the first line to detect layout changes
In order to cope with the situation where an application renders with
a PangoLayout, makes some changes and then renders again with the same
layout, CoglPangoRenderer needs to detect that the changes have
occured so that it can recreate the display list. This is acheived by
keeping a reference to the first line of the layout. When the layout
is changed Pango will clear the layout pointer in the first line and
create a new line. So if the layout pointer in the line becomes NULL
then we know the layout has changed. This trick was suggested by
Behdad Esfahbod in this email:

http://mail.gnome.org/archives/gtk-i18n-list/2009-May/msg00019.html
2009-05-21 12:17:12 +01:00
Neil Roberts
085be4cebc [cogl-pango-render] Fix the positioning when calling cogl_pango_render_layout
When a position is given to cogl_pango_render_layout_subpixel it
translates the GL matrix by the coordinates. However it was not
dividing by PANGO_SCALE so the coordinates were completely wrong.
2009-05-21 12:09:16 +01:00
Emmanuele Bassi
1985fa75b1 [texture] Use a box instead of int coordinates
Most of the operations involving the texture's allocated area require
floats -- either for computations or for setting the geometry into
COGL. So it doesn't make any sense to use get_allocation_coords() and
cast everything to floats.
2009-05-20 17:38:58 +01:00
Emmanuele Bassi
3428e4dd1d [actor] Do not try to dereference NULL data
If the shader_data bound to an Actor is NULL we should not try to access
its members.
2009-05-20 17:26:39 +01:00
Emmanuele Bassi
f8f54989be Merge commit 'origin/master' into 1.0-integration
Conflicts:
	clutter/clutter-texture.c
	clutter/cogl/gl/cogl-fbo.c
2009-05-20 16:49:22 +01:00
Emmanuele Bassi
4f5a5f38f7 Add more padding in Model and ModelIter classes
ClutterModel and ClutterModelIter have 4 padding slots, but if they
have to survive the 1.x API cycle they will need at least twice that
amount.
2009-05-20 16:06:09 +01:00