示例#1
0
文件: cogl.c 项目: collinss/muffin
void
cogl_set_source (void *material_or_pipeline)
{
  CoglSourceState *top;
  CoglPipeline *pipeline = COGL_PIPELINE (material_or_pipeline);

  _COGL_GET_CONTEXT (ctx, NO_RETVAL);

  _COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
  _COGL_RETURN_IF_FAIL (ctx->source_stack);

  top = ctx->source_stack->data;
  if (top->pipeline == pipeline && top->enable_legacy)
    return;

  if (top->push_count == 1)
    {
      /* NB: top->pipeline may be only thing keeping pipeline
       * alive currently so ref pipeline first... */
      cogl_object_ref (pipeline);
      cogl_object_unref (top->pipeline);
      top->pipeline = pipeline;
      top->enable_legacy = TRUE;
    }
  else
    {
      top->push_count--;
      cogl_push_source (pipeline);
    }
}
示例#2
0
文件: cogl.c 项目: collinss/muffin
/* FIXME: This should take a context pointer for Cogl 2.0 Technically
 * we could make it so we can retrieve a context reference from the
 * pipeline, but this would not by symmetric with cogl_pop_source. */
void
cogl_push_source (void *material_or_pipeline)
{
  CoglPipeline *pipeline = COGL_PIPELINE (material_or_pipeline);

  _COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));

  _cogl_push_source (pipeline, TRUE);
}
示例#3
0
/**
 * 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);
}
示例#4
0
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);
    }
}
示例#5
0
static CoglBool
dump_pipeline_cb (CoglNode *node, void *user_data)
{
  CoglPipeline *pipeline = COGL_PIPELINE (node);
  PrintDebugState *state = user_data;
  int pipeline_id = *state->node_id_ptr;
  PrintDebugState state_out;
  GString *changes_label;
  CoglBool changes = FALSE;
  CoglBool layers = FALSE;

  if (state->parent_id >= 0)
    g_string_append_printf (state->graph, "%*spipeline%d -> pipeline%d;\n",
                            state->indent, "",
                            state->parent_id,
                            pipeline_id);

  g_string_append_printf (state->graph,
                          "%*spipeline%d [label=\"pipeline=0x%p\\n"
                          "ref count=%d\\n"
                          "breadcrumb=\\\"%s\\\"\" color=\"red\"];\n",
                          state->indent, "",
                          pipeline_id,
                          pipeline,
                          COGL_OBJECT (pipeline)->ref_count,
                          pipeline->has_static_breadcrumb ?
#ifdef COGL_DEBUG_ENABLED
                          pipeline->static_breadcrumb : "NULL"
#else
                          "NULL"
#endif
                          );

  changes_label = g_string_new ("");
  g_string_append_printf (changes_label,
                          "%*spipeline%d -> pipeline_state%d [weight=100];\n"
                          "%*spipeline_state%d [shape=box label=\"",
                          state->indent, "",
                          pipeline_id,
                          pipeline_id,
                          state->indent, "",
                          pipeline_id);


  if (pipeline->differences & COGL_PIPELINE_STATE_COLOR)
    {
      changes = TRUE;
      g_string_append_printf (changes_label,
                              "\\lcolor=0x%02X%02X%02X%02X\\n",
                              cogl_color_get_red_byte (&pipeline->color),
                              cogl_color_get_green_byte (&pipeline->color),
                              cogl_color_get_blue_byte (&pipeline->color),
                              cogl_color_get_alpha_byte (&pipeline->color));
    }

  if (pipeline->differences & COGL_PIPELINE_STATE_BLEND)
    {
      const char *blend_enable_name;

      changes = TRUE;

      switch (pipeline->blend_enable)
        {
        case COGL_PIPELINE_BLEND_ENABLE_AUTOMATIC:
          blend_enable_name = "AUTO";
          break;
        case COGL_PIPELINE_BLEND_ENABLE_ENABLED:
          blend_enable_name = "ENABLED";
          break;
        case COGL_PIPELINE_BLEND_ENABLE_DISABLED:
          blend_enable_name = "DISABLED";
          break;
        default:
          blend_enable_name = "UNKNOWN";
        }
      g_string_append_printf (changes_label,
                              "\\lblend=%s\\n",
                              blend_enable_name);
    }

  if (pipeline->differences & COGL_PIPELINE_STATE_LAYERS)
    {
      changes = TRUE;
      layers = TRUE;
      g_string_append_printf (changes_label, "\\ln_layers=%d\\n",
                              pipeline->n_layers);
    }

  if (changes)
    {
      g_string_append_printf (changes_label, "\"];\n");
      g_string_append (state->graph, changes_label->str);
      g_string_free (changes_label, TRUE);
    }

  if (layers)
    {
      g_list_foreach (pipeline->layer_differences,
                      (GFunc)dump_layer_ref_cb,
                      state);
    }

  state_out.parent_id = pipeline_id;

  state_out.node_id_ptr = state->node_id_ptr;
  (*state_out.node_id_ptr)++;

  state_out.graph = state->graph;
  state_out.indent = state->indent + 2;

  _cogl_pipeline_node_foreach_child (COGL_NODE (pipeline),
                                     dump_pipeline_cb,
                                     &state_out);

  return TRUE;
}