mutter/src/compositor/mutter-shaped-texture.c

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/*
* shaped texture
*
* An actor to draw a texture clipped to a list of rectangles
*
* Authored By Neil Roberts <neil@linux.intel.com>
*
* Copyright (C) 2008 Intel Corporation
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program 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
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*/
#include <config.h>
#include "mutter-shaped-texture.h"
#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include <string.h>
static void mutter_shaped_texture_dispose (GObject *object);
static void mutter_shaped_texture_finalize (GObject *object);
static void mutter_shaped_texture_paint (ClutterActor *actor);
static void mutter_shaped_texture_pick (ClutterActor *actor,
const ClutterColor *color);
static void mutter_shaped_texture_dirty_mask (MutterShapedTexture *stex);
#ifdef HAVE_GLX_TEXTURE_PIXMAP
G_DEFINE_TYPE (MutterShapedTexture, mutter_shaped_texture,
CLUTTER_GLX_TYPE_TEXTURE_PIXMAP);
#else /* HAVE_GLX_TEXTURE_PIXMAP */
G_DEFINE_TYPE (MutterShapedTexture, mutter_shaped_texture,
CLUTTER_X11_TYPE_TEXTURE_PIXMAP);
#endif /* HAVE_GLX_TEXTURE_PIXMAP */
#define MUTTER_SHAPED_TEXTURE_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), MUTTER_TYPE_SHAPED_TEXTURE, \
MutterShapedTexturePrivate))
struct _MutterShapedTexturePrivate
{
CoglHandle mask_texture;
CoglHandle material;
#if 1 /* see workaround comment in mutter_shaped_texture_paint */
CoglHandle material_workaround;
#endif
guint mask_width, mask_height;
GArray *rectangles;
};
static void
mutter_shaped_texture_class_init (MutterShapedTextureClass *klass)
{
GObjectClass *gobject_class = (GObjectClass *) klass;
ClutterActorClass *actor_class = (ClutterActorClass *) klass;
gobject_class->dispose = mutter_shaped_texture_dispose;
gobject_class->finalize = mutter_shaped_texture_finalize;
actor_class->paint = mutter_shaped_texture_paint;
actor_class->pick = mutter_shaped_texture_pick;
g_type_class_add_private (klass, sizeof (MutterShapedTexturePrivate));
}
static void
mutter_shaped_texture_init (MutterShapedTexture *self)
{
MutterShapedTexturePrivate *priv;
priv = self->priv = MUTTER_SHAPED_TEXTURE_GET_PRIVATE (self);
priv->rectangles = g_array_new (FALSE, FALSE, sizeof (XRectangle));
priv->mask_texture = COGL_INVALID_HANDLE;
}
static void
mutter_shaped_texture_dispose (GObject *object)
{
MutterShapedTexture *self = (MutterShapedTexture *) object;
MutterShapedTexturePrivate *priv = self->priv;
mutter_shaped_texture_dirty_mask (self);
if (priv->material != COGL_INVALID_HANDLE)
{
cogl_material_unref (priv->material);
priv->material = COGL_INVALID_HANDLE;
}
#if 1 /* see comment in mutter_shaped_texture_paint */
if (priv->material_workaround != COGL_INVALID_HANDLE)
{
cogl_material_unref (priv->material_workaround);
priv->material_workaround = COGL_INVALID_HANDLE;
}
#endif
G_OBJECT_CLASS (mutter_shaped_texture_parent_class)->dispose (object);
}
static void
mutter_shaped_texture_finalize (GObject *object)
{
MutterShapedTexture *self = (MutterShapedTexture *) object;
MutterShapedTexturePrivate *priv = self->priv;
g_array_free (priv->rectangles, TRUE);
G_OBJECT_CLASS (mutter_shaped_texture_parent_class)->finalize (object);
}
static void
mutter_shaped_texture_dirty_mask (MutterShapedTexture *stex)
{
MutterShapedTexturePrivate *priv = stex->priv;
if (priv->mask_texture != COGL_INVALID_HANDLE)
{
GLuint mask_gl_tex;
GLenum mask_gl_target;
cogl_texture_get_gl_texture (priv->mask_texture,
&mask_gl_tex, &mask_gl_target);
if (mask_gl_target == CGL_TEXTURE_RECTANGLE_ARB)
glDeleteTextures (1, &mask_gl_tex);
cogl_texture_unref (priv->mask_texture);
priv->mask_texture = COGL_INVALID_HANDLE;
}
}
static void
mutter_shaped_texture_ensure_mask (MutterShapedTexture *stex)
{
MutterShapedTexturePrivate *priv = stex->priv;
CoglHandle paint_tex;
guint tex_width, tex_height;
paint_tex = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (stex));
if (paint_tex == COGL_INVALID_HANDLE)
return;
tex_width = cogl_texture_get_width (paint_tex);
tex_height = cogl_texture_get_height (paint_tex);
/* If the mask texture we have was created for a different size then
recreate it */
if (priv->mask_texture != COGL_INVALID_HANDLE
&& (priv->mask_width != tex_width || priv->mask_height != tex_height))
mutter_shaped_texture_dirty_mask (stex);
/* If we don't have a mask texture yet then create one */
if (priv->mask_texture == COGL_INVALID_HANDLE)
{
guchar *mask_data;
const XRectangle *rect;
GLenum paint_gl_target;
/* Create data for an empty image */
mask_data = g_malloc0 (tex_width * tex_height);
2008-09-25 04:29:57 -04:00
/* Cut out a hole for each rectangle */
for (rect = (XRectangle *) priv->rectangles->data
+ priv->rectangles->len;
rect-- > (XRectangle *) priv->rectangles->data;)
{
gint x1 = rect->x, x2 = x1 + rect->width;
gint y1 = rect->y, y2 = y1 + rect->height;
guchar *p;
/* Clip the rectangle to the size of the texture */
x1 = CLAMP (x1, 0, (gint) tex_width - 1);
x2 = CLAMP (x2, x1, (gint) tex_width);
y1 = CLAMP (y1, 0, (gint) tex_height - 1);
y2 = CLAMP (y2, y1, (gint) tex_height);
/* Fill the rectangle */
for (p = mask_data + y1 * tex_width + x1;
y1 < y2;
y1++, p += tex_width)
memset (p, 255, x2 - x1);
}
cogl_texture_get_gl_texture (paint_tex, NULL, &paint_gl_target);
if (paint_gl_target == CGL_TEXTURE_RECTANGLE_ARB)
{
GLuint tex;
glGenTextures (1, &tex);
glBindTexture (CGL_TEXTURE_RECTANGLE_ARB, tex);
glPixelStorei (GL_UNPACK_ROW_LENGTH, tex_width);
glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
glPixelStorei (GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0);
glTexImage2D (CGL_TEXTURE_RECTANGLE_ARB, 0,
GL_ALPHA, tex_width, tex_height,
0, GL_ALPHA, GL_UNSIGNED_BYTE, mask_data);
priv->mask_texture
= cogl_texture_new_from_foreign (tex,
CGL_TEXTURE_RECTANGLE_ARB,
tex_width, tex_height,
0, 0,
COGL_PIXEL_FORMAT_A_8);
}
else
priv->mask_texture = cogl_texture_new_from_data (tex_width, tex_height,
COGL_TEXTURE_NONE,
COGL_PIXEL_FORMAT_A_8,
COGL_PIXEL_FORMAT_ANY,
tex_width,
mask_data);
g_free (mask_data);
priv->mask_width = tex_width;
priv->mask_height = tex_height;
}
}
static void
mutter_shaped_texture_paint (ClutterActor *actor)
{
MutterShapedTexture *stex = (MutterShapedTexture *) actor;
MutterShapedTexturePrivate *priv = stex->priv;
CoglHandle paint_tex;
guint tex_width, tex_height;
ClutterActorBox alloc;
CoglHandle material;
#if 1 /* please see comment below about workaround */
guint depth;
#endif
if (!CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (stex)))
clutter_actor_realize (CLUTTER_ACTOR (stex));
paint_tex = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (stex));
tex_width = cogl_texture_get_width (paint_tex);
tex_height = cogl_texture_get_height (paint_tex);
if (tex_width == 0 || tex_width == 0) /* no contents yet */
return;
/* If there are no rectangles fallback to the regular paint
method */
if (priv->rectangles->len < 1)
{
CLUTTER_ACTOR_CLASS (mutter_shaped_texture_parent_class)
->paint (actor);
return;
}
if (paint_tex == COGL_INVALID_HANDLE)
return;
mutter_shaped_texture_ensure_mask (stex);
if (priv->material == COGL_INVALID_HANDLE)
{
priv->material = cogl_material_new ();
cogl_material_set_layer_combine (priv->material, 1,
"RGBA = MODULATE (PREVIOUS, TEXTURE[A])",
NULL);
}
material = priv->material;
#if 1
/* This was added as a workaround. It seems that with the intel
* drivers when multi-texturing using an RGB TFP texture, the
* texture is actually setup internally as an RGBA texture, where
* the alpha channel is mostly 0.0 so you only see a shimmer of the
* window. This workaround forcibly defines the alpha channel as
* 1.0. Maybe there is some clutter/cogl state that is interacting
* with this that is being overlooked, but for now this seems to
* work. */
g_object_get (stex, "pixmap-depth", &depth, NULL);
if (depth == 24)
{
if (priv->material_workaround == COGL_INVALID_HANDLE)
{
material = priv->material_workaround = cogl_material_new ();
cogl_material_set_layer_combine (material, 0,
"RGB = MODULATE (TEXTURE, PREVIOUS)"
"A = REPLACE (PREVIOUS)",
NULL);
cogl_material_set_layer_combine (material, 1,
"RGBA = MODULATE (PREVIOUS, TEXTURE[A])",
NULL);
}
material = priv->material_workaround;
}
#endif
cogl_material_set_layer (material, 0, paint_tex);
cogl_material_set_layer (material, 1, priv->mask_texture);
{
CoglColor color;
guchar opacity = clutter_actor_get_paint_opacity (actor);
cogl_color_set_from_4ub (&color, opacity, opacity, opacity, opacity);
cogl_material_set_color (material, &color);
}
cogl_set_source (material);
clutter_actor_get_allocation_box (actor, &alloc);
cogl_rectangle (0, 0,
alloc.x2 - alloc.x1,
alloc.y2 - alloc.y1);
}
static void
mutter_shaped_texture_pick (ClutterActor *actor,
const ClutterColor *color)
{
MutterShapedTexture *stex = (MutterShapedTexture *) actor;
MutterShapedTexturePrivate *priv = stex->priv;
/* If there are no rectangles then use the regular pick */
if (priv->rectangles->len < 1)
CLUTTER_ACTOR_CLASS (mutter_shaped_texture_parent_class)
->pick (actor, color);
else if (clutter_actor_should_pick_paint (actor))
{
CoglHandle paint_tex;
ClutterActorBox alloc;
guint tex_width, tex_height;
paint_tex = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (stex));
if (paint_tex == COGL_INVALID_HANDLE)
return;
tex_width = cogl_texture_get_width (paint_tex);
tex_height = cogl_texture_get_height (paint_tex);
if (tex_width == 0 || tex_width == 0) /* no contents yet */
return;
mutter_shaped_texture_ensure_mask (stex);
cogl_set_source_color4ub (color->red, color->green, color->blue,
color->alpha);
clutter_actor_get_allocation_box (actor, &alloc);
/* Paint the mask rectangle in the given color */
cogl_set_source_texture (priv->mask_texture);
cogl_rectangle_with_texture_coords (0, 0,
alloc.x2 - alloc.x1,
alloc.y2 - alloc.y1,
0, 0, 1, 1);
}
}
ClutterActor *
mutter_shaped_texture_new (void)
{
ClutterActor *self = g_object_new (MUTTER_TYPE_SHAPED_TEXTURE, NULL);
return self;
}
void
mutter_shaped_texture_clear_rectangles (MutterShapedTexture *stex)
{
MutterShapedTexturePrivate *priv;
g_return_if_fail (MUTTER_IS_SHAPED_TEXTURE (stex));
priv = stex->priv;
g_array_set_size (priv->rectangles, 0);
mutter_shaped_texture_dirty_mask (stex);
clutter_actor_queue_redraw (CLUTTER_ACTOR (stex));
}
void
mutter_shaped_texture_add_rectangle (MutterShapedTexture *stex,
const XRectangle *rect)
{
g_return_if_fail (MUTTER_IS_SHAPED_TEXTURE (stex));
mutter_shaped_texture_add_rectangles (stex, 1, rect);
}
void
mutter_shaped_texture_add_rectangles (MutterShapedTexture *stex,
size_t num_rects,
const XRectangle *rects)
{
MutterShapedTexturePrivate *priv;
g_return_if_fail (MUTTER_IS_SHAPED_TEXTURE (stex));
priv = stex->priv;
g_array_append_vals (priv->rectangles, rects, num_rects);
mutter_shaped_texture_dirty_mask (stex);
clutter_actor_queue_redraw (CLUTTER_ACTOR (stex));
}