예제 #1
0
static void
st_background_effect_paint_target (ClutterOffscreenEffect *effect)
{
  StBackgroundEffect *self = ST_BACKGROUND_EFFECT (effect);

  if ((self->bg_texture != NULL) && (self->opacity == 0xff))
    {
      cogl_push_source (self->pipeline2);
      cogl_rectangle (0.0f, 0.0f, (self->fg_width_i), (self->fg_height_i));
      cogl_pop_source ();

      CoglOffscreen *vertical_FBO;
      vertical_FBO = cogl_offscreen_new_to_texture (self->bg_sub_texture);
      cogl_push_framebuffer ((CoglFramebuffer*)vertical_FBO);
      cogl_push_source (self->pipeline0);
      cogl_rectangle (-1.0f, 1.0f, 1.0f, -1.0f);
      cogl_pop_source ();
      cogl_pop_framebuffer ();
      cogl_handle_unref (vertical_FBO);

      cogl_pipeline_set_layer_texture (self->pipeline1, 0, self->bg_sub_texture);
      cogl_push_source (self->pipeline1);
      cogl_rectangle (4.0f, 4.0f, (self->bg_width_i) + 4.0f,
                      (self->bg_height_i) + 4.0f);
      cogl_pop_source ();

    }

  cogl_pipeline_set_color4ub (self->pipeline3,
                              0x00,
                              0x00,
                              0x00,
                              0x80);

  cogl_push_source (self->pipeline3);
  cogl_rectangle (0.0f, 0.0f, (self->fg_width_i), (self->fg_height_i));
  cogl_pop_source ();

  clutter_actor_queue_redraw (self->actor);

  cogl_pipeline_set_color4ub (self->pipeline4,
                              self->opacity,
                              self->opacity,
                              self->opacity,
                              self->opacity);

  cogl_push_source (self->pipeline4);
  cogl_rectangle (0.0f, 0.0f, (self->fg_width_i), (self->fg_height_i));
  cogl_pop_source ();

  clutter_actor_queue_redraw (self->actor);

}
예제 #2
0
static void
paint_pipeline (CoglPipeline *pipeline, int pos)
{
  cogl_push_source (pipeline);
  cogl_rectangle (pos * 10, 0, pos * 10 + 10, 10);
  cogl_pop_source ();
}
static void
shell_grid_desaturate_effect_paint_target (ClutterOffscreenEffect *effect)
{
  ShellGridDesaturateEffect *self = SHELL_GRID_DESATURATE_EFFECT (effect);
  ClutterActor *actor;
  CoglHandle texture;
  guint8 paint_opacity;

  texture = clutter_offscreen_effect_get_texture (effect);
  cogl_pipeline_set_layer_texture (self->pipeline, 0, texture);

  actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
  paint_opacity = clutter_actor_get_paint_opacity (actor);

  cogl_pipeline_set_color4ub (self->pipeline,
                              paint_opacity,
                              paint_opacity,
                              paint_opacity,
                              paint_opacity);
  cogl_push_source (self->pipeline);

  cogl_rectangle (0, 0,
                  cogl_texture_get_width (texture),
                  cogl_texture_get_height (texture));

  cogl_pop_source ();
}
예제 #4
0
파일: cogl2-path.c 프로젝트: collects/cogl
static void
_cogl_path_stroke_nodes (CoglPath *path)
{
  CoglPathData *data = path->data;
  CoglPipeline *copy = NULL;
  CoglPipeline *source;
  unsigned int path_start;
  int path_num = 0;
  CoglPathNode *node;

  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  source = cogl_get_source ();

  if (cogl_pipeline_get_n_layers (source) != 0)
    {
      copy = cogl_pipeline_copy (source);
      _cogl_pipeline_prune_to_n_layers (copy, 0);
      source = copy;
    }

  _cogl_path_build_stroke_attribute_buffer (path);

  cogl_push_source (source);

  for (path_start = 0;
       path_start < data->path_nodes->len;
       path_start += node->path_size)
    {
      node = &g_array_index (data->path_nodes, CoglPathNode, path_start);

      cogl_framebuffer_vdraw_attributes (cogl_get_draw_framebuffer (),
                                         source,
                                         COGL_VERTICES_MODE_LINE_STRIP,
                                         0, node->path_size,
                                         data->stroke_attributes[path_num],
                                         NULL);

      path_num++;
    }

  cogl_pop_source ();

  if (copy)
    cogl_object_unref (copy);
}
예제 #5
0
파일: cogl-blit.c 프로젝트: collects/cogl
static void
_cogl_blit_texture_render_end (CoglBlitData *data)
{
  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  cogl_pop_source ();
  cogl_pop_framebuffer ();

  /* Attach the target texture to the texture render pipeline so that
     we don't keep a reference to the source texture forever. This is
     assuming that the destination texture will live for a long time
     which is currently the case when cogl_blit_* is used from the
     atlas code. It may be better in future to keep around a set of
     dummy 1x1 textures for each texture target that we could bind
     instead. This would also be useful when using a pipeline as a
     hash table key such as for the ARBfp program cache. */
  cogl_pipeline_set_layer_texture (ctx->blit_texture_pipeline, 0,
                                   data->dst_tex);
}
예제 #6
0
static void
paint_test_backface_culling (TestState *state)
{
  int draw_num;
  CoglPipeline *base_pipeline = cogl_pipeline_new ();
  CoglColor clear_color;

  cogl_ortho (0, state->width, /* left, right */
              state->height, 0, /* bottom, top */
              -1, 100 /* z near, far */);

  cogl_color_init_from_4ub (&clear_color, 0x00, 0x00, 0x00, 0xff);
  cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_STENCIL);

  cogl_pipeline_set_layer_texture (base_pipeline, 0, state->texture);

  cogl_pipeline_set_layer_filters (base_pipeline, 0,
                                   COGL_PIPELINE_FILTER_NEAREST,
                                   COGL_PIPELINE_FILTER_NEAREST);

  /* Render the scene sixteen times to test all of the combinations of
     cull face mode, legacy state and winding orders */
  for (draw_num = 0; draw_num < 16; draw_num++)
    {
      float x1 = 0, x2, y1 = 0, y2 = (float)(TEXTURE_RENDER_SIZE);
      CoglTextureVertex verts[4];
      CoglPipeline *pipeline;

      cogl_push_matrix ();
      cogl_translate (0, TEXTURE_RENDER_SIZE * draw_num, 0);

      pipeline = cogl_pipeline_copy (base_pipeline);

      cogl_set_backface_culling_enabled (USE_LEGACY_STATE (draw_num));
      cogl_pipeline_set_front_face_winding (pipeline, FRONT_WINDING (draw_num));
      cogl_pipeline_set_cull_face_mode (pipeline, CULL_FACE_MODE (draw_num));

      cogl_push_source (pipeline);

      memset (verts, 0, sizeof (verts));

      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      /* Draw a front-facing texture */
      cogl_rectangle (x1, y1, x2, y2);

      x1 = x2;
      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      /* Draw a front-facing texture with flipped texcoords */
      cogl_rectangle_with_texture_coords (x1, y1, x2, y2,
                                          1.0, 0.0, 0.0, 1.0);

      x1 = x2;
      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      /* Draw a back-facing texture */
      cogl_rectangle (x2, y1, x1, y2);

      x1 = x2;
      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      /* If the texture is sliced then cogl_polygon doesn't work so
         we'll just use a solid color instead */
      if (cogl_texture_is_sliced (state->texture))
        cogl_set_source_color4ub (255, 0, 0, 255);

      /* Draw a front-facing polygon */
      verts[0].x = x1;    verts[0].y = y2;
      verts[1].x = x2;    verts[1].y = y2;
      verts[2].x = x2;    verts[2].y = y1;
      verts[3].x = x1;    verts[3].y = y1;
      verts[0].tx = 0;    verts[0].ty = 0;
      verts[1].tx = 1.0;  verts[1].ty = 0;
      verts[2].tx = 1.0;  verts[2].ty = 1.0;
      verts[3].tx = 0;    verts[3].ty = 1.0;
      cogl_polygon (verts, 4, FALSE);

      x1 = x2;
      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      /* Draw a back-facing polygon */
      verts[0].x = x1;    verts[0].y = y1;
      verts[1].x = x2;    verts[1].y = y1;
      verts[2].x = x2;    verts[2].y = y2;
      verts[3].x = x1;    verts[3].y = y2;
      verts[0].tx = 0;    verts[0].ty = 0;
      verts[1].tx = 1.0;  verts[1].ty = 0;
      verts[2].tx = 1.0;  verts[2].ty = 1.0;
      verts[3].tx = 0;    verts[3].ty = 1.0;
      cogl_polygon (verts, 4, FALSE);

      x1 = x2;
      x2 = x1 + (float)(TEXTURE_RENDER_SIZE);

      cogl_pop_matrix ();

      cogl_pop_source ();
      cogl_object_unref (pipeline);
    }

  cogl_object_unref (base_pipeline);
}
예제 #7
0
void
_cogl_pango_display_list_render (CoglPangoDisplayList *dl,
                                 const CoglColor *color)
{
  GSList *l;

  for (l = dl->nodes; l; l = l->next)
    {
      CoglPangoDisplayListNode *node = l->data;
      CoglColor draw_color;

      if (node->pipeline == NULL)
        {
          if (node->type == COGL_PANGO_DISPLAY_LIST_TEXTURE)
            node->pipeline =
              _cogl_pango_pipeline_cache_get (dl->pipeline_cache,
                                              node->d.texture.texture);
          else
            node->pipeline =
              _cogl_pango_pipeline_cache_get (dl->pipeline_cache,
                                              NULL);
        }

      if (node->color_override)
        /* Use the override color but preserve the alpha from the
           draw color */
        cogl_color_init_from_4ub (&draw_color,
                                  cogl_color_get_red_byte (&node->color),
                                  cogl_color_get_green_byte (&node->color),
                                  cogl_color_get_blue_byte (&node->color),
                                  cogl_color_get_alpha_byte (color));
      else
        draw_color = *color;
      cogl_color_premultiply (&draw_color);

      cogl_pipeline_set_color (node->pipeline, &draw_color);
      cogl_push_source (node->pipeline);

      switch (node->type)
        {
        case COGL_PANGO_DISPLAY_LIST_TEXTURE:
          _cogl_pango_display_list_render_texture (node);
          break;

        case COGL_PANGO_DISPLAY_LIST_RECTANGLE:
          cogl_rectangle (node->d.rectangle.x_1,
                          node->d.rectangle.y_1,
                          node->d.rectangle.x_2,
                          node->d.rectangle.y_2);
          break;

        case COGL_PANGO_DISPLAY_LIST_TRAPEZOID:
          {
            float points[8];
            CoglPath *path;

            points[0] =  node->d.trapezoid.x_11;
            points[1] =  node->d.trapezoid.y_1;
            points[2] =  node->d.trapezoid.x_12;
            points[3] =  node->d.trapezoid.y_2;
            points[4] =  node->d.trapezoid.x_22;
            points[5] =  node->d.trapezoid.y_2;
            points[6] =  node->d.trapezoid.x_21;
            points[7] =  node->d.trapezoid.y_1;

            path = cogl_path_new ();
            cogl_path_polygon (path, points, 4);
            cogl_path_fill (path);
            cogl_object_unref (path);
          }
          break;
        }

      cogl_pop_source ();
    }
}
예제 #8
0
/* Reads back the contents of a texture by rendering it to the framebuffer
 * and reading back the resulting pixels.
 *
 * NB: Normally this approach isn't normally used since we can just use
 * glGetTexImage, but may be used as a fallback in some circumstances.
 */
gboolean
_cogl_texture_draw_and_read (CoglHandle   handle,
                             CoglBitmap  *target_bmp,
                             GLuint       target_gl_format,
                             GLuint       target_gl_type)
{
  int        bpp;
  CoglFramebuffer *framebuffer;
  int        viewport[4];
  CoglBitmap *alpha_bmp;
  CoglMatrixStack *projection_stack;
  CoglMatrixStack *modelview_stack;
  int target_width = _cogl_bitmap_get_width (target_bmp);
  int target_height = _cogl_bitmap_get_height (target_bmp);
  int target_rowstride = _cogl_bitmap_get_rowstride (target_bmp);

  _COGL_GET_CONTEXT (ctx, FALSE);

  bpp = _cogl_get_format_bpp (COGL_PIXEL_FORMAT_RGBA_8888);

  framebuffer = _cogl_get_draw_buffer ();
  /* Viewport needs to have some size and be inside the window for this */
  _cogl_framebuffer_get_viewport4fv (framebuffer, viewport);
  if (viewport[0] <  0 || viewport[1] <  0 ||
      viewport[2] <= 0 || viewport[3] <= 0)
    return FALSE;

  /* Setup orthographic projection into current viewport (0,0 in top-left
   * corner to draw the texture upside-down so we match the way cogl_read_pixels
   * works)
   */

  projection_stack = _cogl_framebuffer_get_projection_stack (framebuffer);
  _cogl_matrix_stack_push (projection_stack);
  _cogl_matrix_stack_load_identity (projection_stack);
  _cogl_matrix_stack_ortho (projection_stack,
                            0, (float)(viewport[2]),
                            (float)(viewport[3]), 0,
                            (float)(0),
                            (float)(100));

  modelview_stack = _cogl_framebuffer_get_modelview_stack (framebuffer);
  _cogl_matrix_stack_push (modelview_stack);
  _cogl_matrix_stack_load_identity (modelview_stack);

  /* Direct copy operation */

  if (ctx->texture_download_pipeline == COGL_INVALID_HANDLE)
    {
      ctx->texture_download_pipeline = cogl_pipeline_new ();
      cogl_pipeline_set_blend (ctx->texture_download_pipeline,
                               "RGBA = ADD (SRC_COLOR, 0)",
                               NULL);
    }

  cogl_push_source (ctx->texture_download_pipeline);

  cogl_pipeline_set_layer_texture (ctx->texture_download_pipeline, 0, handle);

  cogl_pipeline_set_layer_combine (ctx->texture_download_pipeline,
                                   0, /* layer */
                                   "RGBA = REPLACE (TEXTURE)",
                                   NULL);

  cogl_pipeline_set_layer_filters (ctx->texture_download_pipeline, 0,
                                   COGL_PIPELINE_FILTER_NEAREST,
                                   COGL_PIPELINE_FILTER_NEAREST);

  do_texture_draw_and_read (handle, target_bmp, viewport);

  /* Check whether texture has alpha and framebuffer not */
  /* FIXME: For some reason even if ALPHA_BITS is 8, the framebuffer
     still doesn't seem to have an alpha buffer. This might be just
     a PowerVR issue.
  GLint r_bits, g_bits, b_bits, a_bits;
  GE( glGetIntegerv (GL_ALPHA_BITS, &a_bits) );
  GE( glGetIntegerv (GL_RED_BITS, &r_bits) );
  GE( glGetIntegerv (GL_GREEN_BITS, &g_bits) );
  GE( glGetIntegerv (GL_BLUE_BITS, &b_bits) );
  printf ("R bits: %d\n", r_bits);
  printf ("G bits: %d\n", g_bits);
  printf ("B bits: %d\n", b_bits);
  printf ("A bits: %d\n", a_bits); */
  if ((cogl_texture_get_format (handle) & COGL_A_BIT)/* && a_bits == 0*/)
    {
      guint8 *srcdata;
      guint8 *dstdata;
      guint8 *srcpixel;
      guint8 *dstpixel;
      int     x,y;
      int     alpha_rowstride = bpp * target_width;

      if ((dstdata = _cogl_bitmap_map (target_bmp,
                                       COGL_BUFFER_ACCESS_WRITE,
                                       COGL_BUFFER_MAP_HINT_DISCARD)) == NULL)
        return FALSE;

      srcdata = g_malloc (alpha_rowstride * target_height);

      /* Create temp bitmap for alpha values */
      alpha_bmp = _cogl_bitmap_new_from_data (srcdata,
                                              COGL_PIXEL_FORMAT_RGBA_8888,
                                              target_width, target_height,
                                              alpha_rowstride,
                                              (CoglBitmapDestroyNotify) g_free,
                                              NULL);

      /* Draw alpha values into RGB channels */
      cogl_pipeline_set_layer_combine (ctx->texture_download_pipeline,
                                       0, /* layer */
                                       "RGBA = REPLACE (TEXTURE[A])",
                                       NULL);

      do_texture_draw_and_read (handle, alpha_bmp, viewport);

      /* Copy temp R to target A */

      for (y=0; y<target_height; ++y)
        {
          for (x=0; x<target_width; ++x)
            {
              srcpixel = srcdata + x*bpp;
              dstpixel = dstdata + x*bpp;
              dstpixel[3] = srcpixel[0];
            }
          srcdata += alpha_rowstride;
          dstdata += target_rowstride;
        }

      _cogl_bitmap_unmap (target_bmp);

      cogl_object_unref (alpha_bmp);
    }

  /* Restore old state */
  _cogl_matrix_stack_pop (modelview_stack);
  _cogl_matrix_stack_pop (projection_stack);

  /* restore the original pipeline */
  cogl_pop_source ();

  return TRUE;
}
예제 #9
0
void
cogl_polygon (const CoglTextureVertex *vertices,
              unsigned int n_vertices,
	      CoglBool use_color)
{
  CoglPipeline *pipeline;
  ValidateState validate_state;
  int n_layers;
  int n_attributes;
  CoglAttribute **attributes;
  int i;
  unsigned int stride;
  size_t stride_bytes;
  CoglAttributeBuffer *attribute_buffer;
  float *v;

  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  pipeline = cogl_get_source ();

  validate_state.original_pipeline = pipeline;
  validate_state.pipeline = pipeline;
  cogl_pipeline_foreach_layer (pipeline,
                               _cogl_polygon_validate_layer_cb,
                               &validate_state);
  pipeline = validate_state.pipeline;

  n_layers = cogl_pipeline_get_n_layers (pipeline);

  n_attributes = 1 + n_layers + (use_color ? 1 : 0);
  attributes = g_alloca (sizeof (CoglAttribute *) * n_attributes);

  /* Our data is arranged like:
   * [X, Y, Z, TX0, TY0, TX1, TY1..., R, G, B, A,...] */
  stride = 3 + (2 * n_layers) + (use_color ? 1 : 0);
  stride_bytes = stride * sizeof (float);

  /* Make sure there is enough space in the global vertex array. This
   * is used so we can render the polygon with a single call to OpenGL
   * but still support any number of vertices */
  g_array_set_size (ctx->polygon_vertices, n_vertices * stride);

  attribute_buffer =
    cogl_attribute_buffer_new (ctx, n_vertices * stride_bytes, NULL);

  attributes[0] = cogl_attribute_new (attribute_buffer,
                                      "cogl_position_in",
                                      stride_bytes,
                                      0,
                                      3,
                                      COGL_ATTRIBUTE_TYPE_FLOAT);

  for (i = 0; i < n_layers; i++)
    {
      static const char *names[] = {
          "cogl_tex_coord0_in",
          "cogl_tex_coord1_in",
          "cogl_tex_coord2_in",
          "cogl_tex_coord3_in",
          "cogl_tex_coord4_in",
          "cogl_tex_coord5_in",
          "cogl_tex_coord6_in",
          "cogl_tex_coord7_in"
      };
      char *allocated_name = NULL;
      const char *name;

      if (i < 8)
        name = names[i];
      else
        name = allocated_name = g_strdup_printf ("cogl_tex_coord%d_in", i);

      attributes[i + 1] = cogl_attribute_new (attribute_buffer,
                                              name,
                                              stride_bytes,
                                              /* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
                                              12 + 8 * i,
                                              2,
                                              COGL_ATTRIBUTE_TYPE_FLOAT);

      g_free (allocated_name);
    }

  if (use_color)
    {
      attributes[n_attributes - 1] =
        cogl_attribute_new (attribute_buffer,
                            "cogl_color_in",
                            stride_bytes,
                            /* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
                            12 + 8 * n_layers,
                            4,
                            COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE);
    }

  /* Convert the vertices into an array of float vertex attributes */
  v = (float *)ctx->polygon_vertices->data;
  for (i = 0; i < n_vertices; i++)
    {
      AppendTexCoordsState append_tex_coords_state;
      uint8_t *c;

      /* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
      v[0] = vertices[i].x;
      v[1] = vertices[i].y;
      v[2] = vertices[i].z;

      append_tex_coords_state.vertices_in = vertices;
      append_tex_coords_state.vertex = i;
      append_tex_coords_state.layer = 0;
      append_tex_coords_state.vertices_out = v;
      cogl_pipeline_foreach_layer (pipeline,
                                   append_tex_coord_attributes_cb,
                                   &append_tex_coords_state);

      if (use_color)
        {
          /* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
          c = (uint8_t *) (v + 3 + 2 * n_layers);
          c[0] = cogl_color_get_red_byte (&vertices[i].color);
          c[1] = cogl_color_get_green_byte (&vertices[i].color);
          c[2] = cogl_color_get_blue_byte (&vertices[i].color);
          c[3] = cogl_color_get_alpha_byte (&vertices[i].color);
        }

      v += stride;
    }

  v = (float *)ctx->polygon_vertices->data;
  cogl_buffer_set_data (COGL_BUFFER (attribute_buffer),
                        0,
                        v,
                        ctx->polygon_vertices->len * sizeof (float));

  /* XXX: although this may seem redundant, we need to do this since
   * cogl_polygon() can be used with legacy state and its the source stack
   * which track whether legacy state is enabled.
   *
   * (We only have a CoglDrawFlag to disable legacy state not one
   *  to enable it) */
  cogl_push_source (pipeline);

  _cogl_framebuffer_draw_attributes (cogl_get_draw_framebuffer (),
                                     pipeline,
                                     COGL_VERTICES_MODE_TRIANGLE_FAN,
                                     0, n_vertices,
                                     attributes,
                                     n_attributes,
                                     0 /* no draw flags */);

  cogl_pop_source ();

  if (pipeline != validate_state.original_pipeline)
    cogl_object_unref (pipeline);

  cogl_object_unref (attribute_buffer);

  for (i = 0; i < n_attributes; i++)
    cogl_object_unref (attributes[i]);
}