mirror of
https://github.com/brl/mutter.git
synced 2024-11-25 09:30:45 -05:00
812 lines
24 KiB
C
812 lines
24 KiB
C
/*
|
|
* Clutter.
|
|
*
|
|
* An OpenGL based 'interactive canvas' library.
|
|
*
|
|
* Copyright (C) 2010 Intel Corporation.
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2 of the License, or (at your option) any later version.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
|
|
*
|
|
* Author:
|
|
* Emmanuele Bassi <ebassi@linux.intel.com>
|
|
*
|
|
* Based on the MxDeformTexture class, written by:
|
|
* Chris Lord <chris@linux.intel.com>
|
|
*/
|
|
|
|
/**
|
|
* SECTION:clutter-deform-effect
|
|
* @Title: ClutterDeformEffect
|
|
* @Short_Description: A base class for effects deforming the geometry
|
|
* of an actor
|
|
*
|
|
* #ClutterDeformEffect is an abstract class providing all the plumbing
|
|
* for creating effects that result in the deformation of an actor's
|
|
* geometry.
|
|
*
|
|
* #ClutterDeformEffect uses offscreen buffers to render the contents of
|
|
* a #ClutterActor and then the Cogl vertex buffers API to submit the
|
|
* geometry to the GPU.
|
|
*
|
|
* #ClutterDeformEffect is available since Clutter 1.4
|
|
*
|
|
* ## Implementing ClutterDeformEffect
|
|
*
|
|
* Sub-classes of #ClutterDeformEffect should override the
|
|
* #ClutterDeformEffectClass.deform_vertex() virtual function; this function
|
|
* is called on every vertex that needs to be deformed by the effect.
|
|
* Each passed vertex is an in-out parameter that initially contains the
|
|
* position of the vertex and should be modified according to a specific
|
|
* deformation algorithm.
|
|
*/
|
|
|
|
#include "clutter-build-config.h"
|
|
|
|
#define CLUTTER_ENABLE_EXPERIMENTAL_API
|
|
#include "clutter-deform-effect.h"
|
|
|
|
#include <cogl/cogl.h>
|
|
|
|
#include "clutter-debug.h"
|
|
#include "clutter-enum-types.h"
|
|
#include "clutter-offscreen-effect-private.h"
|
|
#include "clutter-private.h"
|
|
|
|
#define DEFAULT_N_TILES 32
|
|
|
|
struct _ClutterDeformEffectPrivate
|
|
{
|
|
CoglPipeline *back_pipeline;
|
|
|
|
gint x_tiles;
|
|
gint y_tiles;
|
|
|
|
CoglAttributeBuffer *buffer;
|
|
|
|
CoglPrimitive *primitive;
|
|
|
|
CoglPrimitive *lines_primitive;
|
|
|
|
gint n_vertices;
|
|
|
|
gulong allocation_id;
|
|
|
|
guint is_dirty : 1;
|
|
};
|
|
|
|
enum
|
|
{
|
|
PROP_0,
|
|
|
|
PROP_X_TILES,
|
|
PROP_Y_TILES,
|
|
|
|
PROP_BACK_MATERIAL,
|
|
|
|
PROP_LAST
|
|
};
|
|
|
|
static GParamSpec *obj_props[PROP_LAST];
|
|
|
|
G_DEFINE_ABSTRACT_TYPE_WITH_PRIVATE (ClutterDeformEffect,
|
|
clutter_deform_effect,
|
|
CLUTTER_TYPE_OFFSCREEN_EFFECT)
|
|
|
|
static void
|
|
clutter_deform_effect_real_deform_vertex (ClutterDeformEffect *effect,
|
|
gfloat width,
|
|
gfloat height,
|
|
CoglTextureVertex *vertex)
|
|
{
|
|
g_warning ("%s: Deformation effect of type '%s' does not implement "
|
|
"the required ClutterDeformEffect::deform_vertex virtual "
|
|
"function.",
|
|
G_STRLOC,
|
|
G_OBJECT_TYPE_NAME (effect));
|
|
}
|
|
|
|
static void
|
|
clutter_deform_effect_deform_vertex (ClutterDeformEffect *effect,
|
|
gfloat width,
|
|
gfloat height,
|
|
CoglTextureVertex *vertex)
|
|
{
|
|
CLUTTER_DEFORM_EFFECT_GET_CLASS (effect)->deform_vertex (effect,
|
|
width, height,
|
|
vertex);
|
|
}
|
|
|
|
static void
|
|
vbo_invalidate (ClutterActor *actor,
|
|
const ClutterActorBox *allocation,
|
|
ClutterAllocationFlags flags,
|
|
ClutterDeformEffect *effect)
|
|
{
|
|
effect->priv->is_dirty = TRUE;
|
|
}
|
|
|
|
static void
|
|
clutter_deform_effect_set_actor (ClutterActorMeta *meta,
|
|
ClutterActor *actor)
|
|
{
|
|
ClutterDeformEffectPrivate *priv = CLUTTER_DEFORM_EFFECT (meta)->priv;
|
|
|
|
if (priv->allocation_id != 0)
|
|
{
|
|
ClutterActor *old_actor = clutter_actor_meta_get_actor (meta);
|
|
|
|
if (old_actor != NULL)
|
|
g_signal_handler_disconnect (old_actor, priv->allocation_id);
|
|
|
|
priv->allocation_id = 0;
|
|
}
|
|
|
|
/* we need to invalidate the VBO whenever the allocation of the actor
|
|
* changes
|
|
*/
|
|
if (actor != NULL)
|
|
priv->allocation_id = g_signal_connect (actor, "allocation-changed",
|
|
G_CALLBACK (vbo_invalidate),
|
|
meta);
|
|
|
|
priv->is_dirty = TRUE;
|
|
|
|
CLUTTER_ACTOR_META_CLASS (clutter_deform_effect_parent_class)->set_actor (meta, actor);
|
|
}
|
|
|
|
static void
|
|
clutter_deform_effect_paint_target (ClutterOffscreenEffect *effect)
|
|
{
|
|
ClutterDeformEffect *self= CLUTTER_DEFORM_EFFECT (effect);
|
|
ClutterDeformEffectPrivate *priv = self->priv;
|
|
CoglHandle material;
|
|
CoglPipeline *pipeline;
|
|
CoglDepthState depth_state;
|
|
CoglFramebuffer *fb = cogl_get_draw_framebuffer ();
|
|
|
|
if (priv->is_dirty)
|
|
{
|
|
ClutterRect rect;
|
|
gboolean mapped_buffer;
|
|
CoglVertexP3T2C4 *verts;
|
|
ClutterActor *actor;
|
|
gfloat width, height;
|
|
guint opacity;
|
|
gint i, j;
|
|
|
|
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
|
|
opacity = clutter_actor_get_paint_opacity (actor);
|
|
|
|
/* if we don't have a target size, fall back to the actor's
|
|
* allocation, though wrong it might be
|
|
*/
|
|
if (clutter_offscreen_effect_get_target_rect (effect, &rect))
|
|
{
|
|
width = clutter_rect_get_width (&rect);
|
|
height = clutter_rect_get_height (&rect);
|
|
}
|
|
else
|
|
clutter_actor_get_size (actor, &width, &height);
|
|
|
|
/* XXX ideally, the sub-classes should tell us what they
|
|
* changed in the texture vertices; we then would be able to
|
|
* avoid resubmitting the same data, if it did not change. for
|
|
* the time being, we resubmit everything
|
|
*/
|
|
verts = cogl_buffer_map (COGL_BUFFER (priv->buffer),
|
|
COGL_BUFFER_ACCESS_WRITE,
|
|
COGL_BUFFER_MAP_HINT_DISCARD);
|
|
|
|
/* If the map failed then we'll resort to allocating a temporary
|
|
buffer */
|
|
if (verts == NULL)
|
|
{
|
|
mapped_buffer = FALSE;
|
|
verts = g_malloc (sizeof (*verts) * priv->n_vertices);
|
|
}
|
|
else
|
|
mapped_buffer = TRUE;
|
|
|
|
for (i = 0; i < priv->y_tiles + 1; i++)
|
|
{
|
|
for (j = 0; j < priv->x_tiles + 1; j++)
|
|
{
|
|
CoglVertexP3T2C4 *vertex_out;
|
|
CoglTextureVertex vertex;
|
|
|
|
/* CoglTextureVertex isn't an ideal structure to use for
|
|
this because it contains a CoglColor. The internal
|
|
layout of CoglColor is mean to be private so Clutter
|
|
can not pass a pointer to it as a vertex
|
|
attribute. Also it contains padding so we end up
|
|
storing more data in the vertex buffer than we need
|
|
to. Instead we let the application modify a dummy
|
|
vertex and then copy the details back out to a more
|
|
well-defined struct */
|
|
|
|
vertex.tx = (float) j / priv->x_tiles;
|
|
vertex.ty = (float) i / priv->y_tiles;
|
|
|
|
vertex.x = width * vertex.tx;
|
|
vertex.y = height * vertex.ty;
|
|
vertex.z = 0.0f;
|
|
|
|
cogl_color_init_from_4ub (&vertex.color, 255, 255, 255, opacity);
|
|
|
|
clutter_deform_effect_deform_vertex (self,
|
|
width, height,
|
|
&vertex);
|
|
|
|
vertex_out = verts + i * (priv->x_tiles + 1) + j;
|
|
|
|
vertex_out->x = vertex.x;
|
|
vertex_out->y = vertex.y;
|
|
vertex_out->z = vertex.z;
|
|
vertex_out->s = vertex.tx;
|
|
vertex_out->t = vertex.ty;
|
|
vertex_out->r = cogl_color_get_red_byte (&vertex.color);
|
|
vertex_out->g = cogl_color_get_green_byte (&vertex.color);
|
|
vertex_out->b = cogl_color_get_blue_byte (&vertex.color);
|
|
vertex_out->a = cogl_color_get_alpha_byte (&vertex.color);
|
|
}
|
|
}
|
|
|
|
if (mapped_buffer)
|
|
cogl_buffer_unmap (COGL_BUFFER (priv->buffer));
|
|
else
|
|
{
|
|
cogl_buffer_set_data (COGL_BUFFER (priv->buffer),
|
|
0, /* offset */
|
|
verts,
|
|
sizeof (*verts) * priv->n_vertices);
|
|
g_free (verts);
|
|
}
|
|
|
|
priv->is_dirty = FALSE;
|
|
}
|
|
|
|
material = clutter_offscreen_effect_get_target (effect);
|
|
pipeline = COGL_PIPELINE (material);
|
|
|
|
/* enable depth testing */
|
|
cogl_depth_state_init (&depth_state);
|
|
cogl_depth_state_set_test_enabled (&depth_state, TRUE);
|
|
cogl_pipeline_set_depth_state (pipeline, &depth_state, NULL);
|
|
|
|
/* enable backface culling if we have a back material */
|
|
if (priv->back_pipeline != NULL)
|
|
cogl_pipeline_set_cull_face_mode (pipeline,
|
|
COGL_PIPELINE_CULL_FACE_MODE_BACK);
|
|
|
|
/* draw the front */
|
|
if (material != NULL)
|
|
cogl_framebuffer_draw_primitive (fb, pipeline, priv->primitive);
|
|
|
|
/* draw the back */
|
|
if (priv->back_pipeline != NULL)
|
|
{
|
|
CoglPipeline *back_pipeline;
|
|
|
|
/* We probably shouldn't be modifying the user's material so
|
|
instead we make a temporary copy */
|
|
back_pipeline = cogl_pipeline_copy (priv->back_pipeline);
|
|
cogl_pipeline_set_depth_state (back_pipeline, &depth_state, NULL);
|
|
cogl_pipeline_set_cull_face_mode (back_pipeline,
|
|
COGL_PIPELINE_CULL_FACE_MODE_FRONT);
|
|
|
|
cogl_framebuffer_draw_primitive (fb, back_pipeline, priv->primitive);
|
|
|
|
cogl_object_unref (back_pipeline);
|
|
}
|
|
|
|
if (G_UNLIKELY (priv->lines_primitive != NULL))
|
|
{
|
|
CoglContext *ctx =
|
|
clutter_backend_get_cogl_context (clutter_get_default_backend ());
|
|
CoglPipeline *lines_pipeline = cogl_pipeline_new (ctx);
|
|
cogl_pipeline_set_color4f (lines_pipeline, 1.0, 0, 0, 1.0);
|
|
cogl_framebuffer_draw_primitive (fb, lines_pipeline,
|
|
priv->lines_primitive);
|
|
cogl_object_unref (lines_pipeline);
|
|
}
|
|
}
|
|
|
|
static inline void
|
|
clutter_deform_effect_free_arrays (ClutterDeformEffect *self)
|
|
{
|
|
ClutterDeformEffectPrivate *priv = self->priv;
|
|
|
|
if (priv->buffer)
|
|
{
|
|
cogl_object_unref (priv->buffer);
|
|
priv->buffer = NULL;
|
|
}
|
|
|
|
if (priv->primitive)
|
|
{
|
|
cogl_object_unref (priv->primitive);
|
|
priv->primitive = NULL;
|
|
}
|
|
|
|
if (priv->lines_primitive)
|
|
{
|
|
cogl_object_unref (priv->lines_primitive);
|
|
priv->lines_primitive = NULL;
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_deform_effect_init_arrays (ClutterDeformEffect *self)
|
|
{
|
|
ClutterDeformEffectPrivate *priv = self->priv;
|
|
gint x, y, direction, n_indices;
|
|
CoglAttribute *attributes[3];
|
|
guint16 *static_indices;
|
|
CoglContext *ctx =
|
|
clutter_backend_get_cogl_context (clutter_get_default_backend ());
|
|
CoglIndices *indices;
|
|
guint16 *idx;
|
|
int i;
|
|
|
|
clutter_deform_effect_free_arrays (self);
|
|
|
|
n_indices = ((2 + 2 * priv->x_tiles)
|
|
* priv->y_tiles
|
|
+ (priv->y_tiles - 1));
|
|
|
|
static_indices = g_new (guint16, n_indices);
|
|
|
|
#define MESH_INDEX(x,y) ((y) * (priv->x_tiles + 1) + (x))
|
|
|
|
/* compute all the triangles from the various tiles */
|
|
direction = 1;
|
|
|
|
idx = static_indices;
|
|
idx[0] = MESH_INDEX (0, 0);
|
|
idx[1] = MESH_INDEX (0, 1);
|
|
idx += 2;
|
|
|
|
for (y = 0; y < priv->y_tiles; y++)
|
|
{
|
|
for (x = 0; x < priv->x_tiles; x++)
|
|
{
|
|
if (direction)
|
|
{
|
|
idx[0] = MESH_INDEX (x + 1, y);
|
|
idx[1] = MESH_INDEX (x + 1, y + 1);
|
|
}
|
|
else
|
|
{
|
|
idx[0] = MESH_INDEX (priv->x_tiles - x - 1, y);
|
|
idx[1] = MESH_INDEX (priv->x_tiles - x - 1, y + 1);
|
|
}
|
|
|
|
idx += 2;
|
|
}
|
|
|
|
if (y == (priv->y_tiles - 1))
|
|
break;
|
|
|
|
if (direction)
|
|
{
|
|
idx[0] = MESH_INDEX (priv->x_tiles, y + 1);
|
|
idx[1] = MESH_INDEX (priv->x_tiles, y + 1);
|
|
idx[2] = MESH_INDEX (priv->x_tiles, y + 2);
|
|
}
|
|
else
|
|
{
|
|
idx[0] = MESH_INDEX (0, y + 1);
|
|
idx[1] = MESH_INDEX (0, y + 1);
|
|
idx[2] = MESH_INDEX (0, y + 2);
|
|
}
|
|
|
|
idx += 3;
|
|
|
|
direction = !direction;
|
|
}
|
|
|
|
#undef MESH_INDEX
|
|
|
|
indices = cogl_indices_new (ctx,
|
|
COGL_INDICES_TYPE_UNSIGNED_SHORT,
|
|
static_indices,
|
|
n_indices);
|
|
|
|
g_free (static_indices);
|
|
|
|
priv->n_vertices = (priv->x_tiles + 1) * (priv->y_tiles + 1);
|
|
|
|
priv->buffer =
|
|
cogl_attribute_buffer_new (ctx,
|
|
sizeof (CoglVertexP3T2C4) *
|
|
priv->n_vertices,
|
|
NULL);
|
|
|
|
/* The application is expected to continuously modify the vertices
|
|
so we should give a hint to Cogl about that */
|
|
cogl_buffer_set_update_hint (COGL_BUFFER (priv->buffer),
|
|
COGL_BUFFER_UPDATE_HINT_DYNAMIC);
|
|
|
|
attributes[0] = cogl_attribute_new (priv->buffer,
|
|
"cogl_position_in",
|
|
sizeof (CoglVertexP3T2C4),
|
|
G_STRUCT_OFFSET (CoglVertexP3T2C4, x),
|
|
3, /* n_components */
|
|
COGL_ATTRIBUTE_TYPE_FLOAT);
|
|
attributes[1] = cogl_attribute_new (priv->buffer,
|
|
"cogl_tex_coord0_in",
|
|
sizeof (CoglVertexP3T2C4),
|
|
G_STRUCT_OFFSET (CoglVertexP3T2C4, s),
|
|
2, /* n_components */
|
|
COGL_ATTRIBUTE_TYPE_FLOAT);
|
|
attributes[2] = cogl_attribute_new (priv->buffer,
|
|
"cogl_color_in",
|
|
sizeof (CoglVertexP3T2C4),
|
|
G_STRUCT_OFFSET (CoglVertexP3T2C4, r),
|
|
4, /* n_components */
|
|
COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE);
|
|
|
|
priv->primitive =
|
|
cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLE_STRIP,
|
|
priv->n_vertices,
|
|
attributes,
|
|
3 /* n_attributes */);
|
|
cogl_primitive_set_indices (priv->primitive,
|
|
indices,
|
|
n_indices);
|
|
|
|
if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_DEFORM_TILES))
|
|
{
|
|
priv->lines_primitive =
|
|
cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_LINE_STRIP,
|
|
priv->n_vertices,
|
|
attributes,
|
|
2 /* n_attributes */);
|
|
cogl_primitive_set_indices (priv->lines_primitive,
|
|
indices,
|
|
n_indices);
|
|
}
|
|
|
|
cogl_object_unref (indices);
|
|
|
|
for (i = 0; i < 3; i++)
|
|
cogl_object_unref (attributes[i]);
|
|
|
|
priv->is_dirty = TRUE;
|
|
}
|
|
|
|
static inline void
|
|
clutter_deform_effect_free_back_pipeline (ClutterDeformEffect *self)
|
|
{
|
|
ClutterDeformEffectPrivate *priv = self->priv;
|
|
|
|
if (priv->back_pipeline != NULL)
|
|
{
|
|
cogl_object_unref (priv->back_pipeline);
|
|
priv->back_pipeline = NULL;
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_deform_effect_finalize (GObject *gobject)
|
|
{
|
|
ClutterDeformEffect *self = CLUTTER_DEFORM_EFFECT (gobject);
|
|
|
|
clutter_deform_effect_free_arrays (self);
|
|
clutter_deform_effect_free_back_pipeline (self);
|
|
|
|
G_OBJECT_CLASS (clutter_deform_effect_parent_class)->finalize (gobject);
|
|
}
|
|
|
|
static void
|
|
clutter_deform_effect_set_property (GObject *gobject,
|
|
guint prop_id,
|
|
const GValue *value,
|
|
GParamSpec *pspec)
|
|
{
|
|
ClutterDeformEffect *self = CLUTTER_DEFORM_EFFECT (gobject);
|
|
|
|
switch (prop_id)
|
|
{
|
|
case PROP_X_TILES:
|
|
clutter_deform_effect_set_n_tiles (self, g_value_get_uint (value),
|
|
self->priv->y_tiles);
|
|
break;
|
|
|
|
case PROP_Y_TILES:
|
|
clutter_deform_effect_set_n_tiles (self, self->priv->x_tiles,
|
|
g_value_get_uint (value));
|
|
break;
|
|
|
|
case PROP_BACK_MATERIAL:
|
|
clutter_deform_effect_set_back_material (self, g_value_get_boxed (value));
|
|
break;
|
|
|
|
default:
|
|
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_deform_effect_get_property (GObject *gobject,
|
|
guint prop_id,
|
|
GValue *value,
|
|
GParamSpec *pspec)
|
|
{
|
|
ClutterDeformEffectPrivate *priv = CLUTTER_DEFORM_EFFECT (gobject)->priv;
|
|
|
|
switch (prop_id)
|
|
{
|
|
case PROP_X_TILES:
|
|
g_value_set_uint (value, priv->x_tiles);
|
|
break;
|
|
|
|
case PROP_Y_TILES:
|
|
g_value_set_uint (value, priv->y_tiles);
|
|
break;
|
|
|
|
case PROP_BACK_MATERIAL:
|
|
g_value_set_boxed (value, priv->back_pipeline);
|
|
break;
|
|
|
|
default:
|
|
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_deform_effect_class_init (ClutterDeformEffectClass *klass)
|
|
{
|
|
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
|
|
ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
|
|
ClutterOffscreenEffectClass *offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
|
|
|
|
klass->deform_vertex = clutter_deform_effect_real_deform_vertex;
|
|
|
|
/**
|
|
* ClutterDeformEffect:x-tiles:
|
|
*
|
|
* The number of horizontal tiles. The bigger the number, the
|
|
* smaller the tiles
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
obj_props[PROP_X_TILES] =
|
|
g_param_spec_uint ("x-tiles",
|
|
P_("Horizontal Tiles"),
|
|
P_("The number of horizontal tiles"),
|
|
1, G_MAXUINT,
|
|
DEFAULT_N_TILES,
|
|
CLUTTER_PARAM_READWRITE);
|
|
|
|
/**
|
|
* ClutterDeformEffect:y-tiles:
|
|
*
|
|
* The number of vertical tiles. The bigger the number, the
|
|
* smaller the tiles
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
obj_props[PROP_Y_TILES] =
|
|
g_param_spec_uint ("y-tiles",
|
|
P_("Vertical Tiles"),
|
|
P_("The number of vertical tiles"),
|
|
1, G_MAXUINT,
|
|
DEFAULT_N_TILES,
|
|
CLUTTER_PARAM_READWRITE);
|
|
|
|
/**
|
|
* ClutterDeformEffect:back-material:
|
|
*
|
|
* A material to be used when painting the back of the actor
|
|
* to which this effect has been applied
|
|
*
|
|
* By default, no material will be used
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
obj_props[PROP_BACK_MATERIAL] =
|
|
g_param_spec_boxed ("back-material",
|
|
P_("Back Material"),
|
|
P_("The material to be used when painting the back of the actor"),
|
|
COGL_TYPE_HANDLE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
|
|
gobject_class->finalize = clutter_deform_effect_finalize;
|
|
gobject_class->set_property = clutter_deform_effect_set_property;
|
|
gobject_class->get_property = clutter_deform_effect_get_property;
|
|
g_object_class_install_properties (gobject_class,
|
|
PROP_LAST,
|
|
obj_props);
|
|
|
|
meta_class->set_actor = clutter_deform_effect_set_actor;
|
|
|
|
offscreen_class->paint_target = clutter_deform_effect_paint_target;
|
|
}
|
|
|
|
static void
|
|
clutter_deform_effect_init (ClutterDeformEffect *self)
|
|
{
|
|
self->priv = clutter_deform_effect_get_instance_private (self);
|
|
self->priv->x_tiles = self->priv->y_tiles = DEFAULT_N_TILES;
|
|
self->priv->back_pipeline = NULL;
|
|
|
|
clutter_deform_effect_init_arrays (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_deform_effect_set_back_material:
|
|
* @effect: a #ClutterDeformEffect
|
|
* @material: (allow-none): a handle to a Cogl material
|
|
*
|
|
* Sets the material that should be used when drawing the back face
|
|
* of the actor during a deformation
|
|
*
|
|
* The #ClutterDeformEffect will take a reference on the material's
|
|
* handle
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
void
|
|
clutter_deform_effect_set_back_material (ClutterDeformEffect *effect,
|
|
CoglHandle material)
|
|
{
|
|
ClutterDeformEffectPrivate *priv;
|
|
CoglPipeline *pipeline = COGL_PIPELINE (material);
|
|
|
|
g_return_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect));
|
|
g_return_if_fail (pipeline == NULL || cogl_is_pipeline (pipeline));
|
|
|
|
priv = effect->priv;
|
|
|
|
clutter_deform_effect_free_back_pipeline (effect);
|
|
|
|
priv->back_pipeline = material;
|
|
if (priv->back_pipeline != NULL)
|
|
cogl_object_ref (priv->back_pipeline);
|
|
|
|
clutter_deform_effect_invalidate (effect);
|
|
}
|
|
|
|
/**
|
|
* clutter_deform_effect_get_back_material:
|
|
* @effect: a #ClutterDeformEffect
|
|
*
|
|
* Retrieves the handle to the back face material used by @effect
|
|
*
|
|
* Return value: (transfer none): a handle for the material, or %NULL.
|
|
* The returned material is owned by the #ClutterDeformEffect and it
|
|
* should not be freed directly
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
CoglHandle
|
|
clutter_deform_effect_get_back_material (ClutterDeformEffect *effect)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect), NULL);
|
|
|
|
return effect->priv->back_pipeline;
|
|
}
|
|
|
|
/**
|
|
* clutter_deform_effect_set_n_tiles:
|
|
* @effect: a #ClutterDeformEffect
|
|
* @x_tiles: number of horizontal tiles
|
|
* @y_tiles: number of vertical tiles
|
|
*
|
|
* Sets the number of horizontal and vertical tiles to be used
|
|
* when applying the effect
|
|
*
|
|
* More tiles allow a finer grained deformation at the expenses
|
|
* of computation
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
void
|
|
clutter_deform_effect_set_n_tiles (ClutterDeformEffect *effect,
|
|
guint x_tiles,
|
|
guint y_tiles)
|
|
{
|
|
ClutterDeformEffectPrivate *priv;
|
|
gboolean tiles_changed = FALSE;
|
|
|
|
g_return_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect));
|
|
g_return_if_fail (x_tiles > 0 && y_tiles > 0);
|
|
|
|
priv = effect->priv;
|
|
|
|
g_object_freeze_notify (G_OBJECT (effect));
|
|
|
|
if (priv->x_tiles != x_tiles)
|
|
{
|
|
priv->x_tiles = x_tiles;
|
|
|
|
g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_X_TILES]);
|
|
|
|
tiles_changed = TRUE;
|
|
}
|
|
|
|
if (priv->y_tiles != y_tiles)
|
|
{
|
|
priv->y_tiles = y_tiles;
|
|
|
|
g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_Y_TILES]);
|
|
|
|
tiles_changed = TRUE;
|
|
}
|
|
|
|
if (tiles_changed)
|
|
{
|
|
clutter_deform_effect_init_arrays (effect);
|
|
clutter_deform_effect_invalidate (effect);
|
|
}
|
|
|
|
g_object_thaw_notify (G_OBJECT (effect));
|
|
}
|
|
|
|
/**
|
|
* clutter_deform_effect_get_n_tiles:
|
|
* @effect: a #ClutterDeformEffect
|
|
* @x_tiles: (out): return location for the number of horizontal tiles,
|
|
* or %NULL
|
|
* @y_tiles: (out): return location for the number of vertical tiles,
|
|
* or %NULL
|
|
*
|
|
* Retrieves the number of horizontal and vertical tiles used to sub-divide
|
|
* the actor's geometry during the effect
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
void
|
|
clutter_deform_effect_get_n_tiles (ClutterDeformEffect *effect,
|
|
guint *x_tiles,
|
|
guint *y_tiles)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect));
|
|
|
|
if (x_tiles != NULL)
|
|
*x_tiles = effect->priv->x_tiles;
|
|
|
|
if (y_tiles != NULL)
|
|
*y_tiles = effect->priv->y_tiles;
|
|
}
|
|
|
|
/**
|
|
* clutter_deform_effect_invalidate:
|
|
* @effect: a #ClutterDeformEffect
|
|
*
|
|
* Invalidates the @effect<!-- -->'s vertices and, if it is associated
|
|
* to an actor, it will queue a redraw
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
void
|
|
clutter_deform_effect_invalidate (ClutterDeformEffect *effect)
|
|
{
|
|
ClutterActor *actor;
|
|
|
|
g_return_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect));
|
|
|
|
if (effect->priv->is_dirty)
|
|
return;
|
|
|
|
effect->priv->is_dirty = TRUE;
|
|
|
|
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
|
|
if (actor != NULL)
|
|
clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
|
|
}
|