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https://github.com/brl/mutter.git
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815 lines
24 KiB
C
815 lines
24 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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* Author:
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* Emmanuele Bassi <ebassi@linux.intel.com>
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*
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* Based on the MxDeformTexture class, written by:
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* Chris Lord <chris@linux.intel.com>
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*/
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/**
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* SECTION:clutter-deform-effect
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* @Title: ClutterDeformEffect
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* @Short_Description: A base class for effects deforming the geometry
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* of an actor
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*
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* #ClutterDeformEffect is an abstract class providing all the plumbing
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* for creating effects that result in the deformation of an actor's
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* geometry.
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*
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* #ClutterDeformEffect uses offscreen buffers to render the contents of
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* a #ClutterActor and then the Cogl vertex buffers API to submit the
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* geometry to the GPU.
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*
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* <refsect2>
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* <title>Implementing ClutterDeformEffect</title>
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* <para>Sub-classes of #ClutterDeformEffect should override the
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* #ClutterDeformEffectClass.deform_vertex() virtual function; this function
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* is called on every vertex that needs to be deformed by the effect.
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* Each passed vertex is an in-out parameter that initially contains the
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* position of the vertex and should be modified according to a specific
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* deformation algorithm.</para>
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* </refsect2>
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*
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* #ClutterDeformEffect is available since Clutter 1.4
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#define CLUTTER_ENABLE_EXPERIMENTAL_API
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#include "clutter-deform-effect.h"
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#include <cogl/cogl.h>
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#include "clutter-debug.h"
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#include "clutter-enum-types.h"
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#include "clutter-offscreen-effect-private.h"
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#include "clutter-private.h"
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#define DEFAULT_N_TILES 32
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struct _ClutterDeformEffectPrivate
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{
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CoglPipeline *back_pipeline;
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gint x_tiles;
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gint y_tiles;
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CoglAttributeBuffer *buffer;
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CoglPrimitive *primitive;
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CoglPrimitive *lines_primitive;
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gint n_vertices;
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gulong allocation_id;
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guint is_dirty : 1;
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};
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enum
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{
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PROP_0,
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PROP_X_TILES,
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PROP_Y_TILES,
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PROP_BACK_MATERIAL,
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PROP_LAST
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};
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static GParamSpec *obj_props[PROP_LAST];
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G_DEFINE_ABSTRACT_TYPE_WITH_PRIVATE (ClutterDeformEffect,
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clutter_deform_effect,
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CLUTTER_TYPE_OFFSCREEN_EFFECT)
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static void
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clutter_deform_effect_real_deform_vertex (ClutterDeformEffect *effect,
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gfloat width,
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gfloat height,
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CoglTextureVertex *vertex)
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{
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g_warning ("%s: Deformation effect of type '%s' does not implement "
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"the required ClutterDeformEffect::deform_vertex virtual "
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"function.",
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G_STRLOC,
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G_OBJECT_TYPE_NAME (effect));
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}
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static void
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clutter_deform_effect_deform_vertex (ClutterDeformEffect *effect,
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gfloat width,
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gfloat height,
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CoglTextureVertex *vertex)
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{
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CLUTTER_DEFORM_EFFECT_GET_CLASS (effect)->deform_vertex (effect,
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width, height,
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vertex);
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}
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static void
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vbo_invalidate (ClutterActor *actor,
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const ClutterActorBox *allocation,
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ClutterAllocationFlags flags,
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ClutterDeformEffect *effect)
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{
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effect->priv->is_dirty = TRUE;
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}
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static void
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clutter_deform_effect_set_actor (ClutterActorMeta *meta,
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ClutterActor *actor)
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{
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ClutterDeformEffectPrivate *priv = CLUTTER_DEFORM_EFFECT (meta)->priv;
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if (priv->allocation_id != 0)
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{
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ClutterActor *old_actor = clutter_actor_meta_get_actor (meta);
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if (old_actor != NULL)
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g_signal_handler_disconnect (old_actor, priv->allocation_id);
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priv->allocation_id = 0;
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}
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/* we need to invalidate the VBO whenever the allocation of the actor
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* changes
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*/
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if (actor != NULL)
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priv->allocation_id = g_signal_connect (actor, "allocation-changed",
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G_CALLBACK (vbo_invalidate),
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meta);
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priv->is_dirty = TRUE;
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CLUTTER_ACTOR_META_CLASS (clutter_deform_effect_parent_class)->set_actor (meta, actor);
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}
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static void
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clutter_deform_effect_paint_target (ClutterOffscreenEffect *effect)
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{
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ClutterDeformEffect *self= CLUTTER_DEFORM_EFFECT (effect);
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ClutterDeformEffectPrivate *priv = self->priv;
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CoglHandle material;
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CoglPipeline *pipeline;
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CoglDepthState depth_state;
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CoglFramebuffer *fb = cogl_get_draw_framebuffer ();
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if (priv->is_dirty)
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{
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ClutterRect rect;
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gboolean mapped_buffer;
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CoglVertexP3T2C4 *verts;
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ClutterActor *actor;
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gfloat width, height;
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guint opacity;
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gint i, j;
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actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
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opacity = clutter_actor_get_paint_opacity (actor);
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/* if we don't have a target size, fall back to the actor's
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* allocation, though wrong it might be
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*/
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if (clutter_offscreen_effect_get_target_rect (effect, &rect))
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{
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width = clutter_rect_get_width (&rect);
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height = clutter_rect_get_height (&rect);
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}
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else
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clutter_actor_get_size (actor, &width, &height);
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/* XXX ideally, the sub-classes should tell us what they
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* changed in the texture vertices; we then would be able to
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* avoid resubmitting the same data, if it did not change. for
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* the time being, we resubmit everything
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*/
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verts = cogl_buffer_map (COGL_BUFFER (priv->buffer),
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COGL_BUFFER_ACCESS_WRITE,
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COGL_BUFFER_MAP_HINT_DISCARD);
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/* If the map failed then we'll resort to allocating a temporary
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buffer */
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if (verts == NULL)
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{
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mapped_buffer = FALSE;
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verts = g_malloc (sizeof (*verts) * priv->n_vertices);
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}
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else
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mapped_buffer = TRUE;
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for (i = 0; i < priv->y_tiles + 1; i++)
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{
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for (j = 0; j < priv->x_tiles + 1; j++)
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{
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CoglVertexP3T2C4 *vertex_out;
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CoglTextureVertex vertex;
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/* CoglTextureVertex isn't an ideal structure to use for
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this because it contains a CoglColor. The internal
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layout of CoglColor is mean to be private so Clutter
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can not pass a pointer to it as a vertex
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attribute. Also it contains padding so we end up
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storing more data in the vertex buffer than we need
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to. Instead we let the application modify a dummy
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vertex and then copy the details back out to a more
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well-defined struct */
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vertex.tx = (float) j / priv->x_tiles;
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vertex.ty = (float) i / priv->y_tiles;
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vertex.x = width * vertex.tx;
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vertex.y = height * vertex.ty;
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vertex.z = 0.0f;
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cogl_color_init_from_4ub (&vertex.color, 255, 255, 255, opacity);
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clutter_deform_effect_deform_vertex (self,
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width, height,
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&vertex);
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vertex_out = verts + i * (priv->x_tiles + 1) + j;
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vertex_out->x = vertex.x;
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vertex_out->y = vertex.y;
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vertex_out->z = vertex.z;
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vertex_out->s = vertex.tx;
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vertex_out->t = vertex.ty;
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vertex_out->r = cogl_color_get_red_byte (&vertex.color);
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vertex_out->g = cogl_color_get_green_byte (&vertex.color);
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vertex_out->b = cogl_color_get_blue_byte (&vertex.color);
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vertex_out->a = cogl_color_get_alpha_byte (&vertex.color);
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}
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}
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if (mapped_buffer)
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cogl_buffer_unmap (COGL_BUFFER (priv->buffer));
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else
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{
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cogl_buffer_set_data (COGL_BUFFER (priv->buffer),
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0, /* offset */
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verts,
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sizeof (*verts) * priv->n_vertices);
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g_free (verts);
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}
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priv->is_dirty = FALSE;
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}
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material = clutter_offscreen_effect_get_target (effect);
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pipeline = COGL_PIPELINE (material);
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/* enable depth testing */
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cogl_depth_state_init (&depth_state);
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cogl_depth_state_set_test_enabled (&depth_state, TRUE);
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cogl_pipeline_set_depth_state (pipeline, &depth_state, NULL);
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/* enable backface culling if we have a back material */
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if (priv->back_pipeline != NULL)
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cogl_pipeline_set_cull_face_mode (pipeline,
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COGL_PIPELINE_CULL_FACE_MODE_BACK);
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/* draw the front */
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if (material != NULL)
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cogl_framebuffer_draw_primitive (fb, pipeline, priv->primitive);
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/* draw the back */
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if (priv->back_pipeline != NULL)
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{
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CoglPipeline *back_pipeline;
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/* We probably shouldn't be modifying the user's material so
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instead we make a temporary copy */
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back_pipeline = cogl_pipeline_copy (priv->back_pipeline);
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cogl_pipeline_set_depth_state (back_pipeline, &depth_state, NULL);
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cogl_pipeline_set_cull_face_mode (back_pipeline,
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COGL_PIPELINE_CULL_FACE_MODE_FRONT);
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cogl_framebuffer_draw_primitive (fb, back_pipeline, priv->primitive);
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cogl_object_unref (back_pipeline);
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}
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if (G_UNLIKELY (priv->lines_primitive != NULL))
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{
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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CoglPipeline *lines_pipeline = cogl_pipeline_new (ctx);
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cogl_pipeline_set_color4f (lines_pipeline, 1.0, 0, 0, 1.0);
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cogl_framebuffer_draw_primitive (fb, lines_pipeline,
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priv->lines_primitive);
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cogl_object_unref (lines_pipeline);
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}
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}
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static inline void
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clutter_deform_effect_free_arrays (ClutterDeformEffect *self)
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{
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ClutterDeformEffectPrivate *priv = self->priv;
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if (priv->buffer)
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{
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cogl_object_unref (priv->buffer);
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priv->buffer = NULL;
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}
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if (priv->primitive)
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{
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cogl_object_unref (priv->primitive);
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priv->primitive = NULL;
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}
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if (priv->lines_primitive)
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{
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cogl_object_unref (priv->lines_primitive);
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priv->lines_primitive = NULL;
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}
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}
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static void
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clutter_deform_effect_init_arrays (ClutterDeformEffect *self)
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{
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ClutterDeformEffectPrivate *priv = self->priv;
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gint x, y, direction, n_indices;
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CoglAttribute *attributes[3];
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guint16 *static_indices;
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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CoglIndices *indices;
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guint16 *idx;
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int i;
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clutter_deform_effect_free_arrays (self);
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n_indices = ((2 + 2 * priv->x_tiles)
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* priv->y_tiles
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+ (priv->y_tiles - 1));
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static_indices = g_new (guint16, n_indices);
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#define MESH_INDEX(x,y) ((y) * (priv->x_tiles + 1) + (x))
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/* compute all the triangles from the various tiles */
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direction = 1;
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idx = static_indices;
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idx[0] = MESH_INDEX (0, 0);
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idx[1] = MESH_INDEX (0, 1);
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idx += 2;
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for (y = 0; y < priv->y_tiles; y++)
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{
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for (x = 0; x < priv->x_tiles; x++)
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{
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if (direction)
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{
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idx[0] = MESH_INDEX (x + 1, y);
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idx[1] = MESH_INDEX (x + 1, y + 1);
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}
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else
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{
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idx[0] = MESH_INDEX (priv->x_tiles - x - 1, y);
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idx[1] = MESH_INDEX (priv->x_tiles - x - 1, y + 1);
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}
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idx += 2;
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}
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if (y == (priv->y_tiles - 1))
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break;
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if (direction)
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{
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idx[0] = MESH_INDEX (priv->x_tiles, y + 1);
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idx[1] = MESH_INDEX (priv->x_tiles, y + 1);
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idx[2] = MESH_INDEX (priv->x_tiles, y + 2);
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}
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else
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{
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idx[0] = MESH_INDEX (0, y + 1);
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idx[1] = MESH_INDEX (0, y + 1);
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idx[2] = MESH_INDEX (0, y + 2);
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}
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idx += 3;
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direction = !direction;
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}
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#undef MESH_INDEX
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indices = cogl_indices_new (ctx,
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COGL_INDICES_TYPE_UNSIGNED_SHORT,
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static_indices,
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n_indices);
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g_free (static_indices);
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priv->n_vertices = (priv->x_tiles + 1) * (priv->y_tiles + 1);
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priv->buffer =
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cogl_attribute_buffer_new (ctx,
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sizeof (CoglVertexP3T2C4) *
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priv->n_vertices,
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NULL);
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/* The application is expected to continuously modify the vertices
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so we should give a hint to Cogl about that */
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cogl_buffer_set_update_hint (COGL_BUFFER (priv->buffer),
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COGL_BUFFER_UPDATE_HINT_DYNAMIC);
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attributes[0] = cogl_attribute_new (priv->buffer,
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"cogl_position_in",
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sizeof (CoglVertexP3T2C4),
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G_STRUCT_OFFSET (CoglVertexP3T2C4, x),
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3, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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attributes[1] = cogl_attribute_new (priv->buffer,
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"cogl_tex_coord0_in",
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sizeof (CoglVertexP3T2C4),
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G_STRUCT_OFFSET (CoglVertexP3T2C4, s),
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2, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT);
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attributes[2] = cogl_attribute_new (priv->buffer,
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"cogl_color_in",
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sizeof (CoglVertexP3T2C4),
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G_STRUCT_OFFSET (CoglVertexP3T2C4, r),
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4, /* n_components */
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COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE);
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priv->primitive =
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cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLE_STRIP,
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priv->n_vertices,
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attributes,
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3 /* n_attributes */);
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cogl_primitive_set_indices (priv->primitive,
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indices,
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n_indices);
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if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_DEFORM_TILES))
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{
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priv->lines_primitive =
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cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_LINE_STRIP,
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priv->n_vertices,
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attributes,
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2 /* n_attributes */);
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cogl_primitive_set_indices (priv->lines_primitive,
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indices,
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n_indices);
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}
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cogl_object_unref (indices);
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for (i = 0; i < 3; i++)
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cogl_object_unref (attributes[i]);
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priv->is_dirty = TRUE;
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}
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static inline void
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clutter_deform_effect_free_back_pipeline (ClutterDeformEffect *self)
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{
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ClutterDeformEffectPrivate *priv = self->priv;
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if (priv->back_pipeline != NULL)
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{
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cogl_object_unref (priv->back_pipeline);
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priv->back_pipeline = NULL;
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}
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}
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static void
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clutter_deform_effect_finalize (GObject *gobject)
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{
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ClutterDeformEffect *self = CLUTTER_DEFORM_EFFECT (gobject);
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clutter_deform_effect_free_arrays (self);
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clutter_deform_effect_free_back_pipeline (self);
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G_OBJECT_CLASS (clutter_deform_effect_parent_class)->finalize (gobject);
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}
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static void
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clutter_deform_effect_set_property (GObject *gobject,
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guint prop_id,
|
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const GValue *value,
|
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GParamSpec *pspec)
|
|
{
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ClutterDeformEffect *self = CLUTTER_DEFORM_EFFECT (gobject);
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|
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switch (prop_id)
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{
|
|
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));
|
|
}
|