/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By Matthew Allum * * Copyright (C) 2006 OpenedHand * * 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, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ /** * SECTION:clutter-texture * @short_description: An actor for displaying and manipulating images. * * #ClutterTexture is a base class for displaying and manipulating pixel * buffer type data. * * The #clutter_texture_set_from_data and #clutter_texture_set_pixbuf are * used to copy image data into texture memory and subsequently realize the * the texture. Unrealizing/hiding frees image data from texture memory moving * to main system memory. Re-realizing then performs the opposite operation. * This process allows basic management of commonly limited available texture * memory. */ #include "clutter-texture.h" #include "clutter-main.h" #include "clutter-marshal.h" #include "clutter-feature.h" #include "clutter-util.h" #include "clutter-private.h" #include "clutter-debug.h" #include #include G_DEFINE_TYPE (ClutterTexture, clutter_texture, CLUTTER_TYPE_ACTOR); #if G_BYTE_ORDER == G_LITTLE_ENDIAN #define PIXEL_TYPE GL_UNSIGNED_BYTE #else #define PIXEL_TYPE GL_UNSIGNED_INT_8_8_8_8_REV #endif typedef struct ClutterTextureTileDimension { gint pos, size, waste; } ClutterTextureTileDimension; struct _ClutterTexturePrivate { gint width, height; GLenum pixel_format; GLenum pixel_type; GLenum target_type; GdkPixbuf *local_pixbuf; /* non video memory copy */ gboolean sync_actor_size; gint max_tile_waste; guint filter_quality; gboolean repeat_x, repeat_y; /* non working */ gboolean tiled; ClutterTextureTileDimension *x_tiles, *y_tiles; gint n_x_tiles, n_y_tiles; GLuint *tiles; }; enum { PROP_0, PROP_PIXBUF, PROP_USE_TILES, PROP_MAX_TILE_WASTE, PROP_PIXEL_TYPE, /* Texture type */ PROP_PIXEL_FORMAT, /* Texture format */ PROP_SYNC_SIZE, PROP_REPEAT_Y, PROP_REPEAT_X, PROP_FILTER_QUALITY }; enum { SIGNAL_SIZE_CHANGE, SIGNAL_PIXBUF_CHANGE, LAST_SIGNAL }; static int texture_signals[LAST_SIGNAL] = { 0 }; static gboolean can_create (int width, int height, GLenum pixel_format, GLenum pixel_type) { GLint new_width = 0; CLUTTER_NOTE (TEXTURE, "checking %ix%i", width, height); glTexImage2D (GL_PROXY_TEXTURE_2D, 0, GL_RGBA, width, height, 0 /* border */, pixel_format, pixel_type, NULL); CLUTTER_GLERR(); glGetTexLevelParameteriv (GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &new_width); return new_width != 0; } static gboolean can_create_rect_arb (int width, int height, GLenum pixel_format, GLenum pixel_type) { /* FIXME: How to correctly query what max size of NPOTS text can be */ if (width > 4096 || height > 4096) return FALSE; return TRUE; } static int tile_dimension (int to_fill, int start_size, int waste, ClutterTextureTileDimension *tiles) { int pos = 0; int n_tiles = 0; int size = start_size; while (TRUE) { if (tiles) { tiles[n_tiles].pos = pos; tiles[n_tiles].size = size; tiles[n_tiles].waste = 0; } n_tiles++; if (to_fill <= size) { if (tiles) tiles[n_tiles-1].waste = size - to_fill; break; } else { to_fill -= size; pos += size; while (size >= 2 * to_fill || size - to_fill > waste) size /= 2; } } return n_tiles; } static void texture_init_tiles (ClutterTexture *texture) { ClutterTexturePrivate *priv; gint x_pot, y_pot; priv = texture->priv; x_pot = clutter_util_next_p2 (priv->width); y_pot = clutter_util_next_p2 (priv->height); while (!(can_create (x_pot, y_pot, priv->pixel_format, priv->pixel_type) && (x_pot - priv->width < priv->max_tile_waste) && (y_pot - priv->height < priv->max_tile_waste))) { CLUTTER_NOTE (TEXTURE, "x_pot:%i - width:%i < max_waste:%i", x_pot, priv->width, priv->max_tile_waste); CLUTTER_NOTE (TEXTURE, "y_pot:%i - height:%i < max_waste:%i", y_pot, priv->height, priv->max_tile_waste); if (x_pot > y_pot) x_pot /= 2; else y_pot /= 2; } if (priv->x_tiles) g_free(priv->x_tiles); priv->n_x_tiles = tile_dimension (priv->width, x_pot, priv->max_tile_waste, NULL); priv->x_tiles = g_new (ClutterTextureTileDimension, priv->n_x_tiles); tile_dimension (priv->width, x_pot, priv->max_tile_waste, priv->x_tiles); if (priv->y_tiles) g_free(priv->y_tiles); priv->n_y_tiles = tile_dimension (priv->height, y_pot, priv->max_tile_waste, NULL); priv->y_tiles = g_new (ClutterTextureTileDimension, priv->n_y_tiles); tile_dimension (priv->height, y_pot, priv->max_tile_waste, priv->y_tiles); CLUTTER_NOTE (TEXTURE, "x_pot:%i, width:%i, y_pot:%i, height: %i " "max_waste:%i, n_x_tiles: %i, n_y_tiles: %i", x_pot, priv->width, y_pot, priv->height, priv->max_tile_waste, priv->n_x_tiles, priv->n_y_tiles); } static void texture_render_to_gl_quad (ClutterTexture *texture, int x1, int y1, int x2, int y2) { int qx1 = 0, qx2 = 0, qy1 = 0, qy2 = 0; int qwidth = 0, qheight = 0; int x, y, i =0, lastx = 0, lasty = 0; float tx, ty; ClutterTexturePrivate *priv; priv = texture->priv; qwidth = x2-x1; qheight = y2-y1; if (!CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR(texture))) clutter_actor_realize (CLUTTER_ACTOR(texture)); g_return_if_fail(priv->tiles != NULL); /* OPT: Put in display list */ /* OPT: Optionally avoid tiling and use texture rectangles ext if * supported. */ if (!priv->tiled) { glBindTexture(priv->target_type, priv->tiles[0]); if (priv->target_type == GL_TEXTURE_2D) /* POT */ { tx = (float) priv->width / clutter_util_next_p2 (priv->width); ty = (float) priv->height / clutter_util_next_p2 (priv->height); } else { tx = (float) priv->width; ty = (float) priv->height; } qx1 = x1; qx2 = x2; qy1 = y1; qy2 = y2; glBegin (GL_QUADS); glTexCoord2f (tx, ty); glVertex2i (qx2, qy2); glTexCoord2f (0, ty); glVertex2i (qx1, qy2); glTexCoord2f (0, 0); glVertex2i (qx1, qy1); glTexCoord2f (tx, 0); glVertex2i (qx2, qy1); glEnd (); return; } for (x=0; x < priv->n_x_tiles; x++) { lasty = 0; for (y=0; y < priv->n_y_tiles; y++) { int actual_w, actual_h; glBindTexture(priv->target_type, priv->tiles[i]); actual_w = priv->x_tiles[x].size - priv->x_tiles[x].waste; actual_h = priv->y_tiles[y].size - priv->y_tiles[y].waste; CLUTTER_NOTE (TEXTURE, "rendering text tile x: %i, y: %i - %ix%i", x, y, actual_w, actual_h); tx = (float) actual_w / priv->x_tiles[x].size; ty = (float) actual_h / priv->y_tiles[y].size; qx1 = x1 + lastx; qx2 = qx1 + ((qwidth * actual_w ) / priv->width ); qy1 = y1 + lasty; qy2 = qy1 + ((qheight * actual_h) / priv->height ); glBegin (GL_QUADS); glTexCoord2f (tx, ty); glVertex2i (qx2, qy2); glTexCoord2f (0, ty); glVertex2i (qx1, qy2); glTexCoord2f (0, 0); glVertex2i (qx1, qy1); glTexCoord2f (tx, 0); glVertex2i (qx2, qy1); glEnd (); lasty += (qy2 - qy1) ; i++; } lastx += (qx2 - qx1); } } static void texture_free_gl_resources (ClutterTexture *texture) { ClutterTexturePrivate *priv; priv = texture->priv; CLUTTER_MARK(); if (priv->tiles) { if (!priv->tiled) glDeleteTextures(1, priv->tiles); else glDeleteTextures(priv->n_x_tiles * priv->n_y_tiles, priv->tiles); g_free(priv->tiles); priv->tiles = NULL; } if (priv->x_tiles) { g_free(priv->x_tiles); priv->x_tiles = NULL; } if (priv->y_tiles) { g_free(priv->y_tiles); priv->y_tiles = NULL; } } static void texture_upload_data (ClutterTexture *texture, const guchar *data, gboolean has_alpha, gint width, gint height, gint rowstride, gint bpp) { ClutterTexturePrivate *priv; int x, y, i = 0; gboolean create_textures = FALSE; priv = texture->priv; g_return_if_fail (data != NULL); CLUTTER_MARK(); if (!priv->tiled) { /* Single Texture */ if (!priv->tiles) { priv->tiles = g_new (GLuint, 1); glGenTextures (1, priv->tiles); create_textures = TRUE; } CLUTTER_NOTE (TEXTURE, "syncing for single tile"); glBindTexture(priv->target_type, priv->tiles[0]); glTexParameteri(priv->target_type, GL_TEXTURE_WRAP_S, priv->repeat_x ? GL_REPEAT : GL_CLAMP_TO_EDGE); glTexParameteri(priv->target_type, GL_TEXTURE_WRAP_T, priv->repeat_y ? GL_REPEAT : GL_CLAMP_TO_EDGE); priv->filter_quality = 1; glTexParameteri(priv->target_type, GL_TEXTURE_MAG_FILTER, priv->filter_quality ? GL_LINEAR : GL_NEAREST); glTexParameteri(priv->target_type, GL_TEXTURE_MIN_FILTER, priv->filter_quality ? GL_LINEAR : GL_NEAREST); glPixelStorei (GL_UNPACK_ROW_LENGTH, priv->width); glPixelStorei (GL_UNPACK_ALIGNMENT, 4); if (create_textures) { gint width, height; width = priv->width; height = priv->height; if (priv->target_type == GL_TEXTURE_2D) /* POT */ { width = clutter_util_next_p2(priv->width); height = clutter_util_next_p2(priv->height); } glTexImage2D(priv->target_type, 0, /* (has_alpha) ? GL_RGBA : GL_RGB, */ GL_RGBA, width, height, 0, priv->pixel_format, priv->pixel_type, NULL); } glTexSubImage2D (priv->target_type, 0, 0, 0, priv->width, priv->height, priv->pixel_format, priv->pixel_type, data); return; } /* Multiple tiled texture */ CLUTTER_NOTE (TEXTURE, "syncing for multiple tiles for %ix%i pixbuf", priv->width, priv->height); g_return_if_fail (priv->x_tiles != NULL && priv->y_tiles != NULL); if (priv->tiles == NULL) { priv->tiles = g_new (GLuint, priv->n_x_tiles * priv->n_y_tiles); glGenTextures (priv->n_x_tiles * priv->n_y_tiles, priv->tiles); create_textures = TRUE; } for (x=0; x < priv->n_x_tiles; x++) for (y=0; y < priv->n_y_tiles; y++) { guchar *tmp; gint src_h, src_w, dy; src_w = priv->x_tiles[x].size; src_h = priv->y_tiles[y].size; /* fixme - gslice ? */ tmp = g_malloc (sizeof(guchar) * priv->x_tiles[x].size * priv->y_tiles[y].size * bpp); /* clip */ if (priv->x_tiles[x].pos + src_w > priv->width) { src_w = priv->width - priv->x_tiles[x].pos; } if (priv->y_tiles[y].pos + src_h > priv->height) { src_h = priv->height - priv->y_tiles[y].pos; } CLUTTER_NOTE (TEXTURE, "copying tile %i,%i - %ix%i to 0,0 %ix%i", priv->x_tiles[x].pos, priv->y_tiles[y].pos, src_w, src_h, priv->x_tiles[x].size, priv->y_tiles[y].size); for (dy = 0; dy < src_h; dy++) { memcpy (tmp + (dy * src_w * bpp), data + ((priv->y_tiles[y].pos + dy) * rowstride) + (priv->x_tiles[x].pos * bpp), (src_w * bpp)); } #ifdef CLUTTER_DUMP_TILES { gchar *filename; filename = g_strdup_printf("/tmp/%i-%i-%i.png", clutter_actor_get_id(CLUTTER_ACTOR(texture)), x, y); printf("saving %s\n", filename); gdk_pixbuf_save (pixtmp, filename , "png", NULL, NULL); } #endif glBindTexture(priv->target_type, priv->tiles[i]); glTexParameteri(priv->target_type, GL_TEXTURE_WRAP_S, priv->repeat_x ? GL_REPEAT : GL_CLAMP_TO_EDGE); glTexParameteri(priv->target_type, GL_TEXTURE_WRAP_T, priv->repeat_y ? GL_REPEAT : GL_CLAMP_TO_EDGE); glTexParameteri(priv->target_type, GL_TEXTURE_MAG_FILTER, priv->filter_quality ? GL_LINEAR : GL_NEAREST); glTexParameteri(priv->target_type, GL_TEXTURE_MIN_FILTER, priv->filter_quality ? GL_LINEAR : GL_NEAREST); glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glPixelStorei (GL_UNPACK_ROW_LENGTH, priv->width); glPixelStorei (GL_UNPACK_ALIGNMENT, 4); if (create_textures) { glTexImage2D(priv->target_type, 0, (bpp == 4) ? GL_RGBA : GL_RGB, priv->x_tiles[x].size, priv->y_tiles[y].size, 0, priv->pixel_format, priv->pixel_type, tmp); } else { /* Textures already created, so just update whats inside */ glTexSubImage2D (priv->target_type, 0, 0, 0, priv->x_tiles[x].size, priv->y_tiles[y].size, priv->pixel_format, priv->pixel_type, tmp); } g_free(tmp); i++; } } static void clutter_texture_unrealize (ClutterActor *actor) { ClutterTexture *texture; ClutterTexturePrivate *priv; texture = CLUTTER_TEXTURE(actor); priv = texture->priv; if (priv->tiles == NULL) return; CLUTTER_MARK(); /* Move image data from video to main memory */ if (priv->local_pixbuf == NULL) priv->local_pixbuf = clutter_texture_get_pixbuf (texture); texture_free_gl_resources (texture); CLUTTER_NOTE (TEXTURE, "Texture unrealized"); } static void clutter_texture_realize (ClutterActor *actor) { ClutterTexture *texture; ClutterTexturePrivate *priv; texture = CLUTTER_TEXTURE(actor); priv = texture->priv; CLUTTER_MARK(); if (priv->local_pixbuf != NULL) { /* Move any local image data we have from unrealization * back into video memory. */ clutter_texture_set_pixbuf (texture, priv->local_pixbuf); g_object_unref (priv->local_pixbuf); priv->local_pixbuf = NULL; } else { /* Dont allow realization with no pixbuf - note set_pixbuf/data * will set realize flags. */ CLUTTER_NOTE (TEXTURE, "Texture has no image data cannot realize"); CLUTTER_NOTE (TEXTURE, "flags %i", actor->flags); CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED); CLUTTER_NOTE (TEXTURE, "flags %i", actor->flags); return; } CLUTTER_NOTE (TEXTURE, "Texture realized"); } static void clutter_texture_show (ClutterActor *self) { ClutterActorClass *parent_class; /* chain up parent show */ parent_class = CLUTTER_ACTOR_CLASS (clutter_texture_parent_class); if (parent_class->show) parent_class->show (self); clutter_actor_realize (self); } static void clutter_texture_hide (ClutterActor *self) { ClutterActorClass *parent_class; /* chain up parent hide */ parent_class = CLUTTER_ACTOR_CLASS (clutter_texture_parent_class); if (parent_class->hide) parent_class->hide (self); clutter_actor_unrealize (self); } static void clutter_texture_paint (ClutterActor *self) { ClutterTexture *texture = CLUTTER_TEXTURE(self); gint x1, y1, x2, y2; guint8 opacity; CLUTTER_NOTE (PAINT, "@@@ for '%s' @@@", clutter_actor_get_name (self) ? clutter_actor_get_name (self) : "unknown"); glPushMatrix(); glEnable(GL_BLEND); glEnable(texture->priv->target_type); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); opacity = clutter_actor_get_opacity(self); CLUTTER_NOTE (PAINT, "setting opacity to %i\n", opacity); glColor4ub(255, 255, 255, opacity); clutter_actor_get_coords (self, &x1, &y1, &x2, &y2); /* Paint will of translated us */ texture_render_to_gl_quad (texture, 0, 0, x2 - x1, y2 - y1); glDisable(texture->priv->target_type); glDisable(GL_BLEND); glPopMatrix(); } static void clutter_texture_dispose (GObject *object) { ClutterTexture *texture = CLUTTER_TEXTURE(object); ClutterTexturePrivate *priv; priv = texture->priv; if (priv != NULL) { texture_free_gl_resources (texture); if (priv->local_pixbuf != NULL) { g_object_unref (priv->local_pixbuf); priv->local_pixbuf = NULL; } } G_OBJECT_CLASS (clutter_texture_parent_class)->dispose (object); } static void clutter_texture_finalize (GObject *object) { ClutterTexture *self = CLUTTER_TEXTURE(object); if (self->priv) { g_free(self->priv); self->priv = NULL; } G_OBJECT_CLASS (clutter_texture_parent_class)->finalize (object); } static void clutter_texture_set_property (GObject *object, guint prop_id, const GValue *value, GParamSpec *pspec) { ClutterTexture *texture; ClutterTexturePrivate *priv; texture = CLUTTER_TEXTURE(object); priv = texture->priv; switch (prop_id) { case PROP_PIXBUF: clutter_texture_set_pixbuf (texture, (GdkPixbuf*)g_value_get_pointer(value)); break; case PROP_USE_TILES: priv->tiled = g_value_get_boolean (value); if (priv->target_type == GL_TEXTURE_RECTANGLE_ARB && priv->tiled == TRUE) priv->target_type = GL_TEXTURE_2D; CLUTTER_NOTE (TEXTURE, "Texture is tiled ? %s", priv->tiled ? "yes" : "no"); break; case PROP_MAX_TILE_WASTE: priv->max_tile_waste = g_value_get_int (value); break; case PROP_PIXEL_TYPE: priv->pixel_type = g_value_get_int (value); break; case PROP_PIXEL_FORMAT: priv->pixel_format = g_value_get_int (value); break; case PROP_SYNC_SIZE: priv->sync_actor_size = g_value_get_boolean (value); break; case PROP_REPEAT_X: priv->repeat_x = g_value_get_boolean (value); break; case PROP_REPEAT_Y: priv->repeat_y = g_value_get_boolean (value); break; case PROP_FILTER_QUALITY: priv->filter_quality = g_value_get_int (value); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void clutter_texture_get_property (GObject *object, guint prop_id, GValue *value, GParamSpec *pspec) { ClutterTexture *texture; ClutterTexturePrivate *priv; texture = CLUTTER_TEXTURE(object); priv = texture->priv; switch (prop_id) { case PROP_PIXBUF: { GdkPixbuf *pixb; pixb = clutter_texture_get_pixbuf (texture); g_value_set_pointer (value, pixb); } break; case PROP_USE_TILES: g_value_set_boolean (value, priv->tiled); break; case PROP_MAX_TILE_WASTE: g_value_set_int (value, priv->max_tile_waste); break; case PROP_PIXEL_TYPE: g_value_set_int (value, priv->pixel_type); break; case PROP_PIXEL_FORMAT: g_value_set_int (value, priv->pixel_format); break; case PROP_SYNC_SIZE: g_value_set_boolean (value, priv->sync_actor_size); break; case PROP_REPEAT_X: g_value_set_boolean (value, priv->repeat_x); break; case PROP_REPEAT_Y: g_value_set_boolean (value, priv->repeat_y); break; case PROP_FILTER_QUALITY: g_value_set_int (value, priv->filter_quality); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void clutter_texture_class_init (ClutterTextureClass *klass) { GObjectClass *gobject_class; ClutterActorClass *actor_class; gobject_class = (GObjectClass*)klass; actor_class = (ClutterActorClass*)klass; actor_class->paint = clutter_texture_paint; actor_class->realize = clutter_texture_realize; actor_class->unrealize = clutter_texture_unrealize; actor_class->show = clutter_texture_show; actor_class->hide = clutter_texture_hide; gobject_class->dispose = clutter_texture_dispose; gobject_class->finalize = clutter_texture_finalize; gobject_class->set_property = clutter_texture_set_property; gobject_class->get_property = clutter_texture_get_property; g_object_class_install_property (gobject_class, PROP_PIXBUF, g_param_spec_pointer ("pixbuf", "Pixbuf source for Texture.", "Pixbuf source for Texture.", CLUTTER_PARAM_READWRITE)); g_object_class_install_property (gobject_class, PROP_USE_TILES, g_param_spec_boolean ("tiled", "Enable use of tiled textures", "Enables the use of tiled GL textures to more " "efficiently use available texture memory", /* FIXME: This default set at runtime :/ * As tiling depends on what GL features available. * Need to figure out better solution */ (clutter_feature_available (CLUTTER_FEATURE_TEXTURE_RECTANGLE) == FALSE), G_PARAM_CONSTRUCT_ONLY | CLUTTER_PARAM_READWRITE)); g_object_class_install_property (gobject_class, PROP_SYNC_SIZE, g_param_spec_boolean ("sync-size", "Sync size of actor", "Auto sync size of actor to underlying pixbuf" "dimentions", TRUE, G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)); g_object_class_install_property (gobject_class, PROP_REPEAT_X, g_param_spec_boolean ("repeat-x", "Tile underlying pixbuf in x direction", "Reapeat underlying pixbuf rather than scale" "in x direction. Currently UNWORKING", FALSE, G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)); g_object_class_install_property (gobject_class, PROP_REPEAT_Y, g_param_spec_boolean ("repeat-y", "Tile underlying pixbuf in y direction", "Reapeat underlying pixbuf rather than scale" "in y direction. Currently UNWORKING", FALSE, G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)); /* FIXME: Ideally this option needs to have some kind of global * overide as to imporve performance. */ g_object_class_install_property (gobject_class, PROP_FILTER_QUALITY, g_param_spec_int ("filter-quality", "Quality of filter used when scaling a texture", "Values 0 and 1 current only supported, with 0" "being lower quality but fast, 1 being better " "quality but slower. ( Currently just maps to " " GL_NEAREST / GL_LINEAR )", 0, G_MAXINT, 1, G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)); g_object_class_install_property (gobject_class, PROP_MAX_TILE_WASTE, g_param_spec_int ("tile-waste", "Tile dimention to waste", "Max wastage dimention of a texture when using " "tiled textures. Bigger values use less textures, " "smaller values less texture memory. ", 0, G_MAXINT, 64, G_PARAM_CONSTRUCT_ONLY | CLUTTER_PARAM_READWRITE)); g_object_class_install_property (gobject_class, PROP_PIXEL_TYPE, g_param_spec_int ("pixel-type", "Texture Pixel Type", "GL texture pixel type used", 0, G_MAXINT, PIXEL_TYPE, G_PARAM_CONSTRUCT_ONLY | CLUTTER_PARAM_READWRITE)); g_object_class_install_property (gobject_class, PROP_PIXEL_FORMAT, g_param_spec_int ("pixel-format", "Texture pixel format", "GL texture pixel format used", 0, G_MAXINT, GL_RGBA, G_PARAM_CONSTRUCT_ONLY | CLUTTER_PARAM_READWRITE)); texture_signals[SIGNAL_SIZE_CHANGE] = g_signal_new ("size-change", G_TYPE_FROM_CLASS (gobject_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterTextureClass, size_change), NULL, NULL, clutter_marshal_VOID__INT_INT, G_TYPE_NONE, 2, G_TYPE_INT, G_TYPE_INT); texture_signals[SIGNAL_PIXBUF_CHANGE] = g_signal_new ("pixbuf-change", G_TYPE_FROM_CLASS (gobject_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterTextureClass, pixbuf_change), NULL, NULL, g_cclosure_marshal_VOID__VOID, G_TYPE_NONE, 0); } static void clutter_texture_init (ClutterTexture *self) { ClutterTexturePrivate *priv; priv = g_new0 (ClutterTexturePrivate, 1); priv->max_tile_waste = 64; priv->filter_quality = 0; priv->tiled = TRUE; priv->pixel_type = PIXEL_TYPE; priv->pixel_format = GL_RGBA; priv->repeat_x = FALSE; priv->repeat_y = FALSE; if (clutter_feature_available (CLUTTER_FEATURE_TEXTURE_RECTANGLE)) { priv->target_type = GL_TEXTURE_RECTANGLE_ARB; priv->tiled = FALSE; } else priv->target_type = GL_TEXTURE_2D; self->priv = priv; } static void pixbuf_destroy_notify (guchar *pixels, gpointer data) { g_free (pixels); } /** * clutter_texture_get_pixbuf: * @texture: A #ClutterTexture * * Gets a #GdkPixbuf representation of the #ClutterTexture data. * The created #GdkPixbuf is not owned by the texture but the caller. * * Return value: A #GdkPixbuf **/ GdkPixbuf* clutter_texture_get_pixbuf (ClutterTexture* texture) { ClutterTexturePrivate *priv; GdkPixbuf *pixbuf = NULL; guchar *pixels = NULL; priv = texture->priv; if (priv->tiles == NULL) return NULL; if (!priv->tiled) { pixels = g_malloc (priv->width * priv->height * 4); if (pixels == NULL) return NULL; glBindTexture(priv->target_type, priv->tiles[0]); glPixelStorei (GL_UNPACK_ROW_LENGTH, priv->width); glPixelStorei (GL_UNPACK_ALIGNMENT, 4); /* read data from gl text and return as pixbuf */ glGetTexImage (priv->target_type, 0, priv->pixel_format, priv->pixel_type, (GLvoid*)pixels); pixbuf = gdk_pixbuf_new_from_data ((const guchar*)pixels, GDK_COLORSPACE_RGB, (priv->pixel_format == GL_RGBA), 8, priv->width, priv->height, priv->width * 4, pixbuf_destroy_notify, NULL); } else { int x,y,i; i = 0; pixbuf = gdk_pixbuf_new (GDK_COLORSPACE_RGB, (priv->pixel_format == GL_RGBA), 8, priv->width, priv->height); for (x=0; x < priv->n_x_tiles; x++) for (y=0; y < priv->n_y_tiles; y++) { GdkPixbuf *tmp_pixb; gint src_h, src_w; src_w = priv->x_tiles[x].size; src_h = priv->y_tiles[y].size; pixels = g_malloc (src_w * src_h *4); glBindTexture(priv->target_type, priv->tiles[i]); glPixelStorei (GL_UNPACK_ROW_LENGTH, src_w); glPixelStorei (GL_UNPACK_ALIGNMENT, 4); glGetTexImage (priv->target_type, 0, priv->pixel_format, priv->pixel_type, (GLvoid*)pixels); tmp_pixb = gdk_pixbuf_new_from_data ((const guchar*)pixels, GDK_COLORSPACE_RGB, (priv->pixel_format == GL_RGBA), 8, src_w, src_h, src_w * 4, pixbuf_destroy_notify, NULL); gdk_pixbuf_copy_area (tmp_pixb, 0, 0, src_w, src_h, pixbuf, priv->x_tiles[x].pos, priv->x_tiles[y].pos); g_object_unref (tmp_pixb); i++; } } return pixbuf; } /** * clutter_texture_set_from_data: * @texture: A #ClutterTexture * @data: Image data in RGB type colorspace. * @has_alpha: Set to TRUE if image data has a alpha channel. * @width: Width in pixels of image data. * @height: Height in pixels of image data * @rowstride: Distance in bytes between row starts. * @bpp: bytes per pixel ( Currently only 4 supported ) * * Sets #ClutterTexture image data. * * Since 0.2. This function is likely to change in future versions. **/ void clutter_texture_set_from_data (ClutterTexture *texture, const guchar *data, gboolean has_alpha, gint width, gint height, gint rowstride, gint bpp) { ClutterTexturePrivate *priv; gboolean texture_dirty = TRUE; priv = texture->priv; g_return_if_fail (data != NULL); g_return_if_fail (bpp == 4); /* FIXME: check other image props */ texture_dirty = (width != priv->width || height != priv->height); priv->width = width; priv->height = height; if (has_alpha) priv->pixel_format = GL_RGBA; else priv->pixel_format = GL_RGB; if (texture_dirty) { texture_free_gl_resources (texture); if (priv->tiled == FALSE) { if (priv->target_type == GL_TEXTURE_RECTANGLE_ARB && !can_create_rect_arb (priv->width, priv->height, priv->pixel_format, priv->pixel_type)) { /* If we cant create NPOT tex of this size fall back to tiles */ priv->tiled = TRUE; priv->target_type = GL_TEXTURE_2D; } else if (priv->target_type == GL_TEXTURE_2D && !can_create(clutter_util_next_p2(priv->width), clutter_util_next_p2(priv->height), priv->pixel_format, priv->pixel_type)) { priv->tiled = TRUE; } } /* Figure our tiling etc */ if (priv->tiled) texture_init_tiles (texture); } CLUTTER_NOTE (TEXTURE, "set size %ix%i\n", priv->width, priv->height); texture_upload_data (texture, data, has_alpha, width, height, rowstride, bpp); CLUTTER_ACTOR_SET_FLAGS (CLUTTER_ACTOR(texture), CLUTTER_ACTOR_REALIZED); if (texture_dirty) { g_signal_emit (texture, texture_signals[SIGNAL_SIZE_CHANGE], 0, priv->width, priv->height); if (priv->sync_actor_size) clutter_actor_set_size (CLUTTER_ACTOR(texture), priv->width, priv->height); } /* rename signal */ g_signal_emit (texture, texture_signals[SIGNAL_PIXBUF_CHANGE], 0); /* If resized actor may need resizing but paint() will do this */ if (CLUTTER_ACTOR_IS_MAPPED (CLUTTER_ACTOR(texture))) clutter_actor_queue_redraw (CLUTTER_ACTOR(texture)); } /** * clutter_texture_set_pixbuf: * @texture: A #ClutterTexture * @pixbuf: A #GdkPixbuf * * Sets a #ClutterTexture image data from a #GdkPixbuf * **/ void clutter_texture_set_pixbuf (ClutterTexture *texture, GdkPixbuf *pixbuf) { ClutterTexturePrivate *priv; priv = texture->priv; g_return_if_fail (pixbuf != NULL); clutter_texture_set_from_data (texture, gdk_pixbuf_get_pixels (pixbuf), gdk_pixbuf_get_has_alpha (pixbuf), gdk_pixbuf_get_width (pixbuf), gdk_pixbuf_get_height (pixbuf), gdk_pixbuf_get_rowstride (pixbuf), 4); } /** * clutter_texture_new_from_pixbuf: * @pixbuf: A #GdkPixbuf * * Creates a new #ClutterTexture object. * * Return value: A newly created #ClutterTexture object. **/ ClutterActor* clutter_texture_new_from_pixbuf (GdkPixbuf *pixbuf) { ClutterTexture *texture; texture = g_object_new (CLUTTER_TYPE_TEXTURE, "pixbuf", pixbuf, NULL); return CLUTTER_ACTOR(texture); } /** * clutter_texture_new: * * Creates a new empty #ClutterTexture object. * * Return value: A newly created #ClutterTexture object. **/ ClutterActor* clutter_texture_new (void) { ClutterTexture *texture; texture = g_object_new (CLUTTER_TYPE_TEXTURE, NULL); return CLUTTER_ACTOR(texture); } /** * clutter_texture_get_base_size: * @texture: A #ClutterTexture * @width: Pointer to gint to be populated with width value if non NULL. * @height: Pointer to gint to be populated with height value if non NULL. * * Gets the size in pixels of the untransformed underlying texture pixbuf data. * **/ void /* FIXME: rename to get_image_size */ clutter_texture_get_base_size (ClutterTexture *texture, gint *width, gint *height) { /* Attempt to realize, mainly for subclasses ( such as labels ) * which maynot create pixbuf data and thus base size until * realization happens. */ if (!CLUTTER_ACTOR_IS_REALIZED(CLUTTER_ACTOR(texture))) clutter_actor_realize (CLUTTER_ACTOR(texture)); if (width) *width = texture->priv->width; if (height) *height = texture->priv->height; } /** * clutter_texture_bind_tile: * @texture: A #ClutterTexture * @index: Tile index to bind * * Proxys a call to glBindTexture a to bind an internal 'tile'. * * This function is only useful for sub class implementations * and never should be called by an application. **/ void clutter_texture_bind_tile (ClutterTexture *texture, gint index) { ClutterTexturePrivate *priv; priv = texture->priv; glBindTexture(priv->target_type, priv->tiles[index]); } /** * clutter_texture_get_n_tiles: * @texture: A #ClutterTexture * @n_x_tiles: Location to store number of tiles in horizonally axis * @n_y_tiles: Location to store number of tiles in vertical axis * * Retreives internal tile dimentioning. * * This function is only useful for sub class implementations * and never should be called by an application. **/ void clutter_texture_get_n_tiles (ClutterTexture *texture, gint *n_x_tiles, gint *n_y_tiles) { if (n_x_tiles) *n_x_tiles = texture->priv->n_x_tiles; if (n_y_tiles) *n_y_tiles = texture->priv->n_y_tiles; } /** * clutter_texture_get_x_tile_detail: * @texture: A #ClutterTexture * @x_index: X index of tile to query * @pos: Location to store tiles X position * @size: Location to store tiles horizontal size in pixels * @waste: Location to store tiles horizontal wastage in pixels * * Retreives details of a tile on x axis. * * This function is only useful for sub class implementations * and never should be called by an application. **/ void clutter_texture_get_x_tile_detail (ClutterTexture *texture, gint x_index, gint *pos, gint *size, gint *waste) { g_return_if_fail(x_index < texture->priv->n_x_tiles); if (pos) *pos = texture->priv->x_tiles[x_index].pos; if (size) *size = texture->priv->x_tiles[x_index].size; if (waste) *waste = texture->priv->x_tiles[x_index].waste; } /** * clutter_texture_get_y_tile_detail: * @texture: A #ClutterTexture * @y_index: Y index of tile to query * @pos: Location to store tiles Y position * @size: Location to store tiles vertical size in pixels * @waste: Location to store tiles vertical wastage in pixels * * Retreives details of a tile on y axis. * * This function is only useful for sub class implementations * and never should be called by an application. **/ void clutter_texture_get_y_tile_detail (ClutterTexture *texture, gint y_index, gint *pos, gint *size, gint *waste) { g_return_if_fail(y_index < texture->priv->n_y_tiles); if (pos) *pos = texture->priv->y_tiles[y_index].pos; if (size) *size = texture->priv->y_tiles[y_index].size; if (waste) *waste = texture->priv->y_tiles[y_index].waste; } /** * clutter_texture_has_generated_tiles: * @texture: A #ClutterTexture * * Checks if #ClutterTexture has generated underlying GL texture tiles. * * This function is only useful for sub class implementations * and never should be called by an application. * * Return value: TRUE if texture has pregenerated GL tiles. **/ gboolean clutter_texture_has_generated_tiles (ClutterTexture *texture) { return (texture->priv->tiles != NULL); } /** * clutter_texture_is_tiled: * @texture: A #ClutterTexture * * Checks if #ClutterTexture is tiled. * * This function is only useful for sub class implementations * and never should be called by an application. * * Return value: TRUE if texture is tiled **/ gboolean clutter_texture_is_tiled (ClutterTexture *texture) { return texture->priv->tiled; }