/* * 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_rgb_data() and * clutter_texture_set_from_file() functions are used to copy image * data into texture memory and subsequently realize the texture. * * If texture reads are supported by underlying GL implementation, * unrealizing 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. * * Note: a ClutterTexture will scale its contents to fit the bounding * box requested using clutter_actor_set_size(). To display an area of * a texture without scaling, you should set the clip area using * clutter_actor_set_clip(). */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #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-scriptable.h" #include "clutter-debug.h" #include "clutter-fixed.h" #include "clutter-enum-types.h" #include "cogl/cogl.h" static void clutter_scriptable_iface_init (ClutterScriptableIface *iface); G_DEFINE_TYPE_WITH_CODE (ClutterTexture, clutter_texture, CLUTTER_TYPE_ACTOR, G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE, clutter_scriptable_iface_init)); #define CLUTTER_TEXTURE_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_TEXTURE, ClutterTexturePrivate)) typedef struct _ClutterTextureAsyncData ClutterTextureAsyncData; struct _ClutterTexturePrivate { gint width; gint height; gint max_tile_waste; ClutterTextureQuality filter_quality; CoglHandle material; CoglHandle fbo_texture; gboolean no_slice; ClutterActor *fbo_source; CoglHandle fbo_handle; /* Non video memory copy of image data */ guint local_data_width, local_data_height; guint local_data_rowstride; guint local_data_has_alpha; guchar *local_data; guint sync_actor_size : 1; guint repeat_x : 1; guint repeat_y : 1; guint in_dispose : 1; guint keep_aspect_ratio : 1; guint load_size_async : 1; guint load_data_async : 1; guint load_async_set : 1; /* used to make load_async possible */ ClutterTextureAsyncData *async_data; }; struct _ClutterTextureAsyncData { /* Mutex used to synchronize setting the abort flag */ GMutex *mutex; /* If set to true, the loaded data will be discarded */ gboolean abort; /* The texture for which the data is being loaded */ ClutterTexture *texture; /* Source ID of the idle handler for loading. If this is zero then the data is being loaded in a thread from the thread pool. Once the thread is finished it will be converted to idle load handler and load_idle will be nonzero. If load_idle is nonzero then the rest of the load can safely be aborted by just removing the source, otherwise the abort flag needs to be set and the data should be disowned */ guint load_idle; gchar *load_filename; CoglBitmap *load_bitmap; GError *load_error; }; enum { PROP_0, PROP_NO_SLICE, PROP_MAX_TILE_WASTE, PROP_PIXEL_FORMAT, /* Texture format */ PROP_SYNC_SIZE, PROP_REPEAT_Y, PROP_REPEAT_X, PROP_FILTER_QUALITY, PROP_COGL_TEXTURE, PROP_COGL_MATERIAL, PROP_FILENAME, PROP_KEEP_ASPECT_RATIO, PROP_LOAD_ASYNC, PROP_LOAD_DATA_ASYNC, }; enum { SIZE_CHANGE, PIXBUF_CHANGE, LOAD_SUCCESS, LOAD_FINISHED, LAST_SIGNAL }; static int texture_signals[LAST_SIGNAL] = { 0 }; static GThreadPool *async_thread_pool = NULL; static void texture_fbo_free_resources (ClutterTexture *texture); static void clutter_texture_save_to_local_data (ClutterTexture *texture); static void clutter_texture_load_from_local_data (ClutterTexture *texture); GQuark clutter_texture_error_quark (void) { return g_quark_from_static_string ("clutter-texture-error-quark"); } static inline void clutter_texture_quality_to_filters (ClutterTextureQuality quality, gint *min_filter_p, gint *mag_filter_p) { gint min_filter, mag_filter; switch (quality) { case CLUTTER_TEXTURE_QUALITY_LOW: min_filter = CGL_NEAREST; mag_filter = CGL_NEAREST; break; case CLUTTER_TEXTURE_QUALITY_MEDIUM: min_filter = CGL_LINEAR; mag_filter = CGL_LINEAR; break; case CLUTTER_TEXTURE_QUALITY_HIGH: min_filter = CGL_LINEAR_MIPMAP_LINEAR; mag_filter = CGL_LINEAR; break; } if (min_filter_p) *min_filter_p = min_filter; if (mag_filter_p) *mag_filter_p = mag_filter; } static void texture_free_gl_resources (ClutterTexture *texture) { ClutterTexturePrivate *priv = texture->priv; CLUTTER_MARK(); if (priv->material != COGL_INVALID_HANDLE) cogl_material_remove_layer (priv->material, 0); } static void clutter_texture_unrealize (ClutterActor *actor) { ClutterTexture *texture; ClutterTexturePrivate *priv; texture = CLUTTER_TEXTURE(actor); priv = texture->priv; if (priv->material == COGL_INVALID_HANDLE) return; /* there's no need to read the pixels back when unrealizing inside * a dispose run, and the dispose() call will release the GL * texture data as well, so we can safely bail out now */ if ((CLUTTER_PRIVATE_FLAGS (actor) & CLUTTER_ACTOR_IN_DESTRUCTION) || priv->in_dispose) return; CLUTTER_MARK(); if (priv->fbo_source != COGL_INVALID_HANDLE) { /* Free up our fbo handle and texture resources, realize will recreate */ cogl_handle_unref (priv->fbo_handle); priv->fbo_handle = COGL_INVALID_HANDLE; texture_free_gl_resources (texture); return; } if (clutter_feature_available (CLUTTER_FEATURE_TEXTURE_READ_PIXELS)) { /* Move image data from video to main memory. * GL/ES cant do this - it probably makes sense * to move this kind of thing into a ClutterProxyTexture * where this behaviour can be better controlled. * * Or make it controllable via a property. */ if (priv->local_data == NULL) { clutter_texture_save_to_local_data (texture); CLUTTER_NOTE (TEXTURE, "moved pixels into system mem"); } 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->fbo_source) { CoglTextureFlags flags = COGL_TEXTURE_NONE; gint min_filter, mag_filter; gint max_waste = -1; /* Handle FBO's */ if (priv->fbo_texture != COGL_INVALID_HANDLE) cogl_handle_unref (priv->fbo_texture); if (!priv->no_slice) max_waste = priv->max_tile_waste; if (priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH) flags |= COGL_TEXTURE_AUTO_MIPMAP; priv->fbo_texture = cogl_texture_new_with_size (priv->width, priv->height, max_waste, flags, COGL_PIXEL_FORMAT_RGBA_8888); clutter_texture_quality_to_filters (priv->filter_quality, &min_filter, &mag_filter); cogl_texture_set_filters (priv->fbo_texture, min_filter, mag_filter); priv->fbo_handle = cogl_offscreen_new_to_texture (priv->fbo_texture); if (priv->fbo_handle == COGL_INVALID_HANDLE) { g_warning ("%s: Offscreen texture creation failed", G_STRLOC); CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED); return; } clutter_actor_set_size (actor, priv->width, priv->height); return; } if (priv->local_data != NULL) { /* Move any local image data we have from unrealization * back into video memory. */ clutter_texture_load_from_local_data (texture); } else { /* If we have no data, then realization is a no-op but * we still want to be in REALIZED state to maintain * invariants. We may have already created the texture * if someone set some data earlier, or we may create it * later if someone sets some data later. The fact that * we may have created it earlier is really a bug, since * it means ClutterTexture can have GL resources without * being realized. */ } CLUTTER_NOTE (TEXTURE, "Texture realized"); } static void clutter_texture_get_preferred_width (ClutterActor *self, ClutterUnit for_height, ClutterUnit *min_width_p, ClutterUnit *natural_width_p) { ClutterTexture *texture = CLUTTER_TEXTURE (self); ClutterTexturePrivate *priv = texture->priv; /* Min request is always 0 since we can scale down or clip */ if (min_width_p) *min_width_p = 0; if (priv->sync_actor_size) { if (natural_width_p) { if (!priv->keep_aspect_ratio || for_height < 0 || priv->height <= 0) { *natural_width_p = CLUTTER_UNITS_FROM_DEVICE (priv->width); } else { /* Set the natural width so as to preserve the aspect ratio */ gfloat ratio, height; ratio = (float)(priv->width) / (float)(priv->height); height = CLUTTER_UNITS_TO_FLOAT (for_height); *natural_width_p = CLUTTER_UNITS_FROM_FLOAT (ratio * height); } } } else { if (natural_width_p) *natural_width_p = 0; } } static void clutter_texture_get_preferred_height (ClutterActor *self, ClutterUnit for_width, ClutterUnit *min_height_p, ClutterUnit *natural_height_p) { ClutterTexture *texture = CLUTTER_TEXTURE (self); ClutterTexturePrivate *priv = texture->priv; /* Min request is always 0 since we can scale down or clip */ if (min_height_p) *min_height_p = 0; if (priv->sync_actor_size) { if (natural_height_p) { if (!priv->keep_aspect_ratio || for_width < 0 || priv->width <= 0) { *natural_height_p = CLUTTER_UNITS_FROM_DEVICE (priv->height); } else { /* Set the natural height so as to preserve the aspect ratio */ gfloat ratio, width; ratio = (float)(priv->height) / (float)(priv->width); width = CLUTTER_UNITS_TO_FLOAT (for_width); *natural_height_p = CLUTTER_UNITS_FROM_FLOAT (ratio * width); } } } else { if (natural_height_p) *natural_height_p = 0; } } static void clutter_texture_allocate (ClutterActor *self, const ClutterActorBox *box, gboolean origin_changed) { ClutterTexturePrivate *priv = CLUTTER_TEXTURE (self)->priv; /* chain up to set actor->allocation */ CLUTTER_ACTOR_CLASS (clutter_texture_parent_class)->allocate (self, box, origin_changed); /* If we adopted the source fbo then allocate that at its preferred size */ if (priv->fbo_source && clutter_actor_get_parent (priv->fbo_source) == self) clutter_actor_allocate_preferred_size (priv->fbo_source, origin_changed); } static void clutter_texture_set_fbo_projection (ClutterActor *self) { ClutterTexturePrivate *priv = CLUTTER_TEXTURE (self)->priv; ClutterVertex verts[4]; gfloat viewport[4]; ClutterUnit x_min, x_max, y_min, y_max; gfloat tx_min, tx_max, ty_min, ty_max; gfloat tan_angle, near_size; ClutterPerspective perspective; ClutterStage *stage; int i; /* Get the bounding rectangle of the source as drawn in screen coordinates */ clutter_actor_get_abs_allocation_vertices (priv->fbo_source, verts); x_min = x_max = verts[0].x; y_min = y_max = verts[0].y; for (i = 1; i < G_N_ELEMENTS (verts); ++i) { if (verts[i].x < x_min) x_min = verts[i].x; if (verts[i].x > x_max) x_max = verts[i].x; if (verts[i].y < y_min) y_min = verts[i].y; if (verts[i].y > y_max) y_max = verts[i].y; } stage = CLUTTER_STAGE (clutter_actor_get_stage (self)); clutter_stage_get_perspective (stage, &perspective); /* Convert the coordinates back to [-1,1] range */ cogl_get_viewport (viewport); tx_min = (CLUTTER_UNITS_TO_FLOAT (x_min) / viewport[2]) * 2 - 1.0; tx_max = (CLUTTER_UNITS_TO_FLOAT (x_max) / viewport[2]) * 2 - 1.0; ty_min = (CLUTTER_UNITS_TO_FLOAT (y_min) / viewport[3]) * 2 - 1.0; ty_max = (CLUTTER_UNITS_TO_FLOAT (y_max) / viewport[3]) * 2 - 1.0; /* Set up a projection matrix so that the actor will be projected as if it was drawn at its original location */ tan_angle = tanf ((perspective.fovy / 2) * (G_PI / 180.0)); near_size = perspective.z_near * tan_angle; cogl_frustum ((tx_min * near_size), (tx_max * near_size), (-ty_min * near_size), (-ty_max * near_size), perspective.z_near, perspective.z_far); } static void clutter_texture_paint (ClutterActor *self) { ClutterTexture *texture = CLUTTER_TEXTURE (self); ClutterTexturePrivate *priv = texture->priv; gint x_1, y_1, x_2, y_2; CoglColor transparent_col; gfloat t_w, t_h; guint8 paint_opacity = clutter_actor_get_paint_opacity (self); if (paint_opacity == 0) { /* Bail early if painting the actor would be a no-op, custom actors that * might cause a lot of work/state changes should all do this. */ return; } if (priv->fbo_handle != COGL_INVALID_HANDLE) { ClutterMainContext *context; ClutterShader *shader = NULL; ClutterActor *stage = NULL; ClutterPerspective perspective; context = clutter_context_get_default (); if (context->shaders) shader = clutter_actor_get_shader (context->shaders->data); /* Temporarily turn of the shader on the top of the context's * shader stack, to restore the GL pipeline to it's natural state. */ if (shader) clutter_shader_set_is_enabled (shader, FALSE); /* Redirect drawing to the fbo */ cogl_draw_buffer (COGL_OFFSCREEN_BUFFER, priv->fbo_handle); if ((stage = clutter_actor_get_stage (self))) { guint stage_width, stage_height; ClutterActor *source_parent; clutter_stage_get_perspective (CLUTTER_STAGE (stage), &perspective); clutter_actor_get_size (stage, &stage_width, &stage_height); /* Use below to set the modelview matrix as if the viewport was still the same size as the stage */ cogl_setup_viewport (stage_width, stage_height, perspective.fovy, perspective.aspect, perspective.z_near, perspective.z_far); /* Use a projection matrix that makes the actor appear as it would if it was rendered at its normal screen location */ clutter_texture_set_fbo_projection (self); /* Reset the viewport to the size of the FBO */ cogl_viewport (priv->width, priv->height); /* Reapply the source's parent transformations */ if ((source_parent = clutter_actor_get_parent (priv->fbo_source))) _clutter_actor_apply_modelview_transform_recursive (source_parent, NULL); } /* cogl_clear is called to clear the buffers */ cogl_color_set_from_4ub (&transparent_col, 0, 0, 0, 0); cogl_clear (&transparent_col); cogl_disable_fog (); /* Clear the clipping stack so that if the FBO actor is being clipped then it won't affect drawing the source */ cogl_clip_stack_save (); /* Render out actor scene to fbo */ clutter_actor_paint (priv->fbo_source); cogl_clip_stack_restore (); /* Restore drawing to the frame buffer */ cogl_draw_buffer (COGL_WINDOW_BUFFER, COGL_INVALID_HANDLE); /* Restore the perspective matrix using cogl_perspective so that the inverse matrix will be right */ cogl_perspective (perspective.fovy, perspective.aspect, perspective.z_near, perspective.z_far); /* If there is a shader on top of the shader stack, turn it back on. */ if (shader) clutter_shader_set_is_enabled (shader, TRUE); } /* A clone may need to fire above if were a TFP/FBO but not visible. * Ultimatly needs some reworking with maybe an extra prepare_paint * method or some such. */ if (CLUTTER_PRIVATE_FLAGS(self) & CLUTTER_TEXTURE_IN_CLONE_PAINT) return; CLUTTER_NOTE (PAINT, "painting texture '%s'", clutter_actor_get_name (self) ? clutter_actor_get_name (self) : "unknown"); cogl_material_set_color4ub (priv->material, 0xff, 0xff, 0xff, paint_opacity); clutter_actor_get_allocation_coords (self, &x_1, &y_1, &x_2, &y_2); CLUTTER_NOTE (PAINT, "paint to x1: %i, y1: %i x2: %i, y2: %i " "opacity: %i", x_1, y_1, x_2, y_2, clutter_actor_get_opacity (self)); if (priv->repeat_x && priv->width > 0) t_w = (float) (x_2 - x_1) / (float) (priv->width); else t_w = 1.0; if (priv->repeat_y && priv->height > 0) t_h = (float) (y_2 - y_1) / (float) (priv->height); else t_h = 1.0; /* Paint will have translated us */ cogl_set_source (priv->material); cogl_rectangle_with_texture_coords (0, 0, (float) (x_2 - x_1), (float) (y_2 - y_1), 0, 0, t_w, t_h); } static void clutter_texture_async_data_free (ClutterTextureAsyncData *data) { /* This function should only be called either from the main thread once it is known that the load thread has completed or from the load thread itself if the abort flag is true (in which case the main thread has disowned the data) */ if (data->load_filename) g_free (data->load_filename); if (data->load_bitmap) cogl_bitmap_free (data->load_bitmap); if (data->load_error) g_error_free (data->load_error); if (data->mutex) g_mutex_free (data->mutex); g_slice_free (ClutterTextureAsyncData, data); } /* * clutter_texture_async_load_cancel: * @texture: a #ClutterTexture * * Cancels an asynchronous loading operation, whether done * with threads enabled or just using the main loop */ static void clutter_texture_async_load_cancel (ClutterTexture *texture) { ClutterTexturePrivate *priv = texture->priv; if (priv->async_data) { GMutex *mutex = priv->async_data->mutex; /* The mutex will only be NULL if the no thread was used for this load, in which case there's no need for any synchronization */ if (mutex) g_mutex_lock (mutex); /* If there is no thread behind this load then we can just abort the idle handler and destroy the load data immediately */ if (priv->async_data->load_idle) { g_source_remove (priv->async_data->load_idle); priv->async_data->load_idle = 0; if (mutex) g_mutex_unlock (mutex); clutter_texture_async_data_free (priv->async_data); } else { /* Otherwise we need to tell the thread to abort and disown the data */ priv->async_data->abort = TRUE; if (mutex) g_mutex_unlock (mutex); } priv->async_data = NULL; } } static void clutter_texture_dispose (GObject *object) { ClutterTexture *texture = CLUTTER_TEXTURE (object); ClutterTexturePrivate *priv; priv = texture->priv; /* mark that we are in dispose, so when the parent class' * dispose implementation will call unrealize on us we'll * not try to copy back the resources from video memory * to system memory */ if (!priv->in_dispose) priv->in_dispose = TRUE; texture_free_gl_resources (texture); texture_fbo_free_resources (texture); if (priv->local_data != NULL) { g_free (priv->local_data); priv->local_data = NULL; } clutter_texture_async_load_cancel (texture); G_OBJECT_CLASS (clutter_texture_parent_class)->dispose (object); } static void clutter_texture_finalize (GObject *object) { ClutterTexture *texture = CLUTTER_TEXTURE (object); ClutterTexturePrivate *priv = texture->priv; if (priv->material != COGL_INVALID_HANDLE) { cogl_handle_unref (priv->material); priv->material = COGL_INVALID_HANDLE; } 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_MAX_TILE_WASTE: clutter_texture_set_max_tile_waste (texture, g_value_get_int (value)); break; case PROP_SYNC_SIZE: priv->sync_actor_size = g_value_get_boolean (value); clutter_actor_queue_relayout (CLUTTER_ACTOR (texture)); break; case PROP_REPEAT_X: if (priv->repeat_x != g_value_get_boolean (value)) { priv->repeat_x = !priv->repeat_x; if (CLUTTER_ACTOR_IS_VISIBLE (texture)) clutter_actor_queue_redraw (CLUTTER_ACTOR (texture)); } break; case PROP_REPEAT_Y: if (priv->repeat_y != g_value_get_boolean (value)) { priv->repeat_y = !priv->repeat_y; if (CLUTTER_ACTOR_IS_VISIBLE (texture)) clutter_actor_queue_redraw (CLUTTER_ACTOR (texture)); } break; case PROP_FILTER_QUALITY: clutter_texture_set_filter_quality (texture, g_value_get_enum (value)); break; case PROP_COGL_TEXTURE: clutter_texture_set_cogl_texture (texture, (CoglHandle) g_value_get_boxed (value)); break; #if EXPOSE_COGL_MATERIAL_PROP case PROP_COGL_MATERIAL: clutter_texture_set_cogl_material (texture, (CoglHandle) g_value_get_boxed (value)); break; #endif case PROP_FILENAME: clutter_texture_set_from_file (texture, g_value_get_string (value), NULL); break; case PROP_NO_SLICE: priv->no_slice = g_value_get_boolean (value); break; case PROP_KEEP_ASPECT_RATIO: priv->keep_aspect_ratio = g_value_get_boolean (value); clutter_actor_queue_relayout (CLUTTER_ACTOR (object)); break; case PROP_LOAD_DATA_ASYNC: if (g_value_get_boolean (value)) { priv->load_async_set = TRUE; priv->load_data_async = TRUE; } break; case PROP_LOAD_ASYNC: if (g_value_get_boolean (value)) { priv->load_data_async = TRUE; priv->load_async_set = TRUE; priv->load_size_async = TRUE; } 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; CoglHandle cogl_texture; texture = CLUTTER_TEXTURE(object); priv = texture->priv; switch (prop_id) { case PROP_MAX_TILE_WASTE: g_value_set_int (value, clutter_texture_get_max_tile_waste (texture)); break; case PROP_PIXEL_FORMAT: cogl_texture = clutter_texture_get_cogl_texture (texture); if (cogl_texture == COGL_INVALID_HANDLE) g_value_set_int (value, COGL_PIXEL_FORMAT_ANY); else g_value_set_int (value, cogl_texture_get_format (cogl_texture)); 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_enum (value, clutter_texture_get_filter_quality (texture)); break; case PROP_COGL_TEXTURE: g_value_set_boxed (value, clutter_texture_get_cogl_texture (texture)); break; case PROP_COGL_MATERIAL: g_value_set_boxed (value, clutter_texture_get_cogl_material (texture)); break; case PROP_NO_SLICE: g_value_set_boolean (value, priv->no_slice); break; case PROP_KEEP_ASPECT_RATIO: g_value_set_boolean (value, priv->keep_aspect_ratio); 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; g_type_class_add_private (klass, sizeof (ClutterTexturePrivate)); actor_class->paint = clutter_texture_paint; actor_class->realize = clutter_texture_realize; actor_class->unrealize = clutter_texture_unrealize; actor_class->get_preferred_width = clutter_texture_get_preferred_width; actor_class->get_preferred_height = clutter_texture_get_preferred_height; actor_class->allocate = clutter_texture_allocate; 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_SYNC_SIZE, g_param_spec_boolean ("sync-size", "Sync size of actor", "Auto sync size of actor to underlying pixbuf " "dimensions", TRUE, CLUTTER_PARAM_READWRITE)); g_object_class_install_property (gobject_class, PROP_NO_SLICE, g_param_spec_boolean ("disable-slicing", "Disable Slicing", "Force the underlying texture to be singlular" "and not made of of smaller space saving " "inidivual textures.", FALSE, G_PARAM_CONSTRUCT_ONLY | 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", "Repeat underlying pixbuf rather than scale " "in x direction.", FALSE, 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", "Repeat underlying pixbuf rather than scale " "in y direction.", FALSE, CLUTTER_PARAM_READWRITE)); g_object_class_install_property (gobject_class, PROP_FILTER_QUALITY, g_param_spec_enum ("filter-quality", "Filter Quality", "Rendering quality used when drawing the texture.", CLUTTER_TYPE_TEXTURE_QUALITY, CLUTTER_TEXTURE_QUALITY_MEDIUM, G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)); g_object_class_install_property (gobject_class, PROP_MAX_TILE_WASTE, g_param_spec_int ("tile-waste", "Tile dimension to waste", "Max wastage dimension of a texture when using " "sliced textures or -1 to disable slicing. " "Bigger values use less textures, " "smaller values less texture memory.", -1, G_MAXINT, 63, 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", "CoglPixelFormat to use.", 0, G_MAXINT, COGL_PIXEL_FORMAT_RGBA_8888, G_PARAM_READABLE)); g_object_class_install_property (gobject_class, PROP_COGL_TEXTURE, g_param_spec_boxed ("cogl-texture", "COGL Texture", "The underlying COGL texture handle used to draw " "this actor", COGL_TYPE_HANDLE, G_PARAM_READWRITE)); g_object_class_install_property (gobject_class, PROP_COGL_MATERIAL, g_param_spec_boxed ("cogl-material", "COGL Material", "The underlying COGL material handle used to draw " "this actor", COGL_TYPE_HANDLE, G_PARAM_READWRITE)); g_object_class_install_property (gobject_class, PROP_FILENAME, g_param_spec_string ("filename", "Filename", "The full path of the file containing the texture", NULL, G_PARAM_WRITABLE)); g_object_class_install_property (gobject_class, PROP_KEEP_ASPECT_RATIO, g_param_spec_boolean ("keep-aspect-ratio", "Keep Aspect Ratio", "Keep the aspect ratio of the texture when " "requesting the preferred width or height", FALSE, CLUTTER_PARAM_READWRITE)); /** * ClutterTexture:load-async: * * Tries to load a texture from a filename by using a local thread to perform * the read operations. The initially created texture has dimensions 0x0 when * the true size becomes available the #ClutterTexture::size-change signal is * emitted and when the image has completed loading the * #ClutterTexture::load-finished signal is emitted. * * Threading is only enabled if g_thread_init() has been called prior to * clutter_init(), otherwise #ClutterTexture will use the main loop to load * the image. * * The upload of the texture data on the GL pipeline is not asynchronous, as * it must be performed from within the same thread that called * clutter_main(). * * Since: 1.0 */ g_object_class_install_property (gobject_class, PROP_LOAD_ASYNC, g_param_spec_boolean ("load-async", "Load asynchronously", "Load files inside a thread to avoid blocking when " "loading images.", FALSE, CLUTTER_PARAM_WRITABLE | G_PARAM_CONSTRUCT)); /** * ClutterTexture:load-data-async: * * Like #ClutterTexture:load-async but loads the width and height * synchronously causing some blocking. * * Since: 1.0 */ g_object_class_install_property (gobject_class, PROP_LOAD_DATA_ASYNC, g_param_spec_boolean ("load-data-async", "Load data asynchronously", "Decode image data files inside a thread to reduce " "blocking when loading images.", FALSE, CLUTTER_PARAM_WRITABLE | G_PARAM_CONSTRUCT)); /** * ClutterTexture::size-change: * @texture: the texture which received the signal * @width: the width of the new texture * @height: the height of the new texture * * The ::size-change signal is emitted each time the size of the * pixbuf used by @texture changes. The new size is given as * argument to the callback. */ texture_signals[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); /** * ClutterTexture::pixbuf-change: * @texture: the texture which received the signal * * The ::pixbuf-change signal is emitted each time the pixbuf * used by @texture changes. */ texture_signals[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); /** * ClutterTexture::load-finished: * @texture: the texture which received the signal * @error: A set error, or %NULL * * The ::load-finished signal is emitted when a texture load has * completed. If there was an error during loading, @error will * be set, otherwise it will be %NULL * * Since: 1.0 */ texture_signals[LOAD_FINISHED] = g_signal_new (I_("load-finished"), G_TYPE_FROM_CLASS (gobject_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterTextureClass, load_finished), NULL, NULL, g_cclosure_marshal_VOID__POINTER, G_TYPE_NONE, 1, G_TYPE_POINTER); } static ClutterScriptableIface *parent_scriptable_iface = NULL; static void clutter_texture_set_custom_property (ClutterScriptable *scriptable, ClutterScript *script, const gchar *name, const GValue *value) { ClutterTexture *texture = CLUTTER_TEXTURE (scriptable); if (strcmp ("filename", name) == 0) { const gchar *str = g_value_get_string (value); gchar *path; GError *error; path = clutter_script_lookup_filename (script, str); if (G_UNLIKELY (!path)) return; error = NULL; clutter_texture_set_from_file (texture, path, &error); if (error) { g_warning ("Unable to open image path at '%s': %s", path, error->message); g_error_free (error); } g_free (path); } else { /* chain up */ if (parent_scriptable_iface->set_custom_property) parent_scriptable_iface->set_custom_property (scriptable, script, name, value); } } static void clutter_scriptable_iface_init (ClutterScriptableIface *iface) { parent_scriptable_iface = g_type_interface_peek_parent (iface); if (!parent_scriptable_iface) parent_scriptable_iface = g_type_default_interface_peek (CLUTTER_TYPE_SCRIPTABLE); iface->set_custom_property = clutter_texture_set_custom_property; } static void clutter_texture_init (ClutterTexture *self) { ClutterTexturePrivate *priv; self->priv = priv = CLUTTER_TEXTURE_GET_PRIVATE (self); priv->max_tile_waste = 63; priv->filter_quality = CLUTTER_TEXTURE_QUALITY_MEDIUM; priv->repeat_x = FALSE; priv->repeat_y = FALSE; priv->sync_actor_size = TRUE; priv->material = cogl_material_new (); priv->fbo_texture = COGL_INVALID_HANDLE; priv->fbo_handle = COGL_INVALID_HANDLE; priv->local_data = NULL; priv->keep_aspect_ratio = FALSE; } static void clutter_texture_save_to_local_data (ClutterTexture *texture) { ClutterTexturePrivate *priv; int bpp; CoglPixelFormat pixel_format; CoglHandle cogl_texture; priv = texture->priv; if (priv->local_data) { g_free (priv->local_data); priv->local_data = NULL; } if (priv->material == COGL_INVALID_HANDLE) return; cogl_texture = clutter_texture_get_cogl_texture (texture); priv->local_data_width = cogl_texture_get_width (cogl_texture); priv->local_data_height = cogl_texture_get_height (cogl_texture); pixel_format = cogl_texture_get_format (cogl_texture); priv->local_data_has_alpha = pixel_format & COGL_A_BIT; bpp = priv->local_data_has_alpha ? 4 : 3; /* Align to 4 bytes */ priv->local_data_rowstride = (priv->local_data_width * bpp + 3) & ~3; /* Store the filter quality and max_tile_waste from the texture properties so that they will be restored the data is loaded again */ priv->max_tile_waste = clutter_texture_get_max_tile_waste (texture); priv->filter_quality = clutter_texture_get_filter_quality (texture); priv->local_data = g_malloc (priv->local_data_rowstride * priv->local_data_height); if (cogl_texture_get_data (cogl_texture, priv->local_data_has_alpha ? COGL_PIXEL_FORMAT_RGBA_8888 : COGL_PIXEL_FORMAT_RGB_888, priv->local_data_rowstride, priv->local_data) == 0) { g_free (priv->local_data); priv->local_data = NULL; } } static void clutter_texture_load_from_local_data (ClutterTexture *texture) { ClutterTexturePrivate *priv; priv = texture->priv; if (priv->local_data == NULL) return; clutter_texture_set_from_rgb_data (texture, priv->local_data, priv->local_data_has_alpha, priv->local_data_width, priv->local_data_height, priv->local_data_rowstride, priv->local_data_has_alpha ? 4: 3, 0, NULL); g_free (priv->local_data); priv->local_data = NULL; } /** * clutter_texture_get_cogl_material: * @texture: A #ClutterTexture * * Returns a handle to the underlying COGL material used for drawing * the actor. No extra reference is taken so if you need to keep the * handle then you should call cogl_handle_ref() on it. * * Since: 1.0 * * Return value: COGL material handle */ CoglHandle clutter_texture_get_cogl_material (ClutterTexture *texture) { g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), COGL_INVALID_HANDLE); return texture->priv->material; } /** * clutter_texture_set_cogl_material: * @texture: A #ClutterTexture * @cogl_material: A CoglHandle for a material * * Replaces the underlying COGL texture drawn by this actor with * @cogl_tex. A reference to the texture is taken so if the handle is * no longer needed it should be deref'd with cogl_handle_unref. * * Since: 0.8 * */ void clutter_texture_set_cogl_material (ClutterTexture *texture, CoglHandle cogl_material) { CoglHandle cogl_texture; g_return_if_fail (CLUTTER_IS_TEXTURE (texture)); /* This */ if (texture->priv->material) cogl_handle_unref (texture->priv->material); texture->priv->material = cogl_material; /* XXX: We are re-asserting the first layer of the new material to ensure the * priv state is in sync with the contents of the material. */ cogl_texture = clutter_texture_get_cogl_texture (texture); clutter_texture_set_cogl_texture (texture, cogl_texture); /* XXX: If we add support for more material layers, this will need * extending */ } /** * clutter_texture_get_cogl_texture * @texture: A #ClutterTexture * * Retrieves the handle to the underlying COGL texture used for drawing * the actor. No extra reference is taken so if you need to keep the * handle then you should call cogl_handle_ref() on it. * * The texture handle returned is the first layer of the material * handle used by the #ClutterTexture. If you need to access the other * layers you should use clutter_texture_get_cogl_material() instead * and use the #CoglMaterial API. * * Since: 0.8 * * Return value: COGL texture handle */ CoglHandle clutter_texture_get_cogl_texture (ClutterTexture *texture) { const GList *layers; int n_layers; g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), COGL_INVALID_HANDLE); layers = cogl_material_get_layers (texture->priv->material); n_layers = g_list_length ((GList *)layers); if (n_layers == 0) return COGL_INVALID_HANDLE; return cogl_material_layer_get_texture (layers->data); } /** * clutter_texture_set_cogl_texture * @texture: A #ClutterTexture * @cogl_tex: A CoglHandle for a texture * * Replaces the underlying COGL texture drawn by this actor with * @cogl_tex. A reference to the texture is taken so if the handle is * no longer needed it should be deref'd with cogl_handle_unref. * * This should not be called on an unrealizable texture (one that * isn't inside a stage). (Currently the ClutterTexture * implementation relies on being able to have a GL texture while * unrealized, which means you can get away with it, but it's * not correct and may change in the future.) * * Since: 0.8 */ void clutter_texture_set_cogl_texture (ClutterTexture *texture, CoglHandle cogl_tex) { ClutterTexturePrivate *priv; gboolean size_change; guint width, height; g_return_if_fail (CLUTTER_IS_TEXTURE (texture)); g_return_if_fail (cogl_is_texture (cogl_tex)); /* FIXME this implementation should realize the actor if it's in a * stage, and warn and return if not in a stage yet. However, right * now everything would break if we did that, so we just fudge it * and we're broken: we can have a texture without being realized. */ priv = texture->priv; width = cogl_texture_get_width (cogl_tex); height = cogl_texture_get_height (cogl_tex); /* Reference the new texture now in case it is the same one we are already using */ cogl_handle_ref (cogl_tex); /* Remove FBO if exisiting */ if (priv->fbo_source) texture_fbo_free_resources (texture); /* Remove old texture */ texture_free_gl_resources (texture); /* Free any saved data so realization doesn't resend it to GL */ if (priv->local_data) { g_free (priv->local_data); priv->local_data = NULL; } /* Use the new texture */ cogl_material_set_layer (priv->material, 0, cogl_tex); /* The material now holds a reference to the texture so we can safely release the reference we claimed above */ cogl_handle_unref (cogl_tex); size_change = width != priv->width || height != priv->height; priv->width = width; priv->height = height; CLUTTER_NOTE (TEXTURE, "set size %ix%i\n", priv->width, priv->height); if (size_change) { g_signal_emit (texture, texture_signals[SIZE_CHANGE], 0, priv->width, priv->height); if (priv->sync_actor_size) clutter_actor_queue_relayout (CLUTTER_ACTOR (texture)); } /* rename signal */ g_signal_emit (texture, texture_signals[PIXBUF_CHANGE], 0); g_object_notify (G_OBJECT (texture), "cogl-texture"); /* If resized actor may need resizing but paint() will do this */ if (CLUTTER_ACTOR_IS_VISIBLE (texture)) clutter_actor_queue_redraw (CLUTTER_ACTOR (texture)); } static gboolean clutter_texture_set_from_data (ClutterTexture *texture, const guchar *data, CoglPixelFormat source_format, gint width, gint height, gint rowstride, gint bpp, GError **error) { ClutterTexturePrivate *priv = texture->priv; CoglHandle new_texture = COGL_INVALID_HANDLE; CoglTextureFlags flags = COGL_TEXTURE_NONE; gint min_filter, mag_filter; gint max_waste = -1; if (!priv->no_slice) max_waste = priv->max_tile_waste; if (priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH) flags |= COGL_TEXTURE_AUTO_MIPMAP; /* FIXME if we are not realized, we should store the data * for future use, instead of creating the texture. */ new_texture = cogl_texture_new_from_data (width, height, max_waste, flags, source_format, COGL_PIXEL_FORMAT_ANY, rowstride, data); if (G_UNLIKELY (new_texture == COGL_INVALID_HANDLE)) { g_set_error (error, CLUTTER_TEXTURE_ERROR, CLUTTER_TEXTURE_ERROR_BAD_FORMAT, "Failed to create COGL texture"); return FALSE; } clutter_texture_quality_to_filters (priv->filter_quality, &min_filter, &mag_filter); cogl_texture_set_filters (new_texture, min_filter, mag_filter); clutter_texture_set_cogl_texture (texture, new_texture); cogl_handle_unref (new_texture); g_signal_emit (texture, texture_signals[LOAD_FINISHED], 0, error); return TRUE; } /** * clutter_texture_set_from_rgb_data: * @texture: A #ClutterTexture * @data: Image data in RGBA type colorspace. * @has_alpha: Set to TRUE if image data has an 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 3 and 4 supported, * depending on @has_alpha) * @flags: #ClutterTextureFlags * @error: return location for a #GError, or %NULL. * * Sets #ClutterTexture image data. * * Note: This function is likely to change in future versions. * * Return value: %TRUE on success, %FALSE on failure. * * Since: 0.4. **/ gboolean clutter_texture_set_from_rgb_data (ClutterTexture *texture, const guchar *data, gboolean has_alpha, gint width, gint height, gint rowstride, gint bpp, ClutterTextureFlags flags, GError **error) { ClutterTexturePrivate *priv; CoglPixelFormat source_format; g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), FALSE); priv = texture->priv; /* Convert the flags to a CoglPixelFormat */ if (has_alpha) { if (bpp != 4) { g_set_error (error, CLUTTER_TEXTURE_ERROR, CLUTTER_TEXTURE_ERROR_BAD_FORMAT, "Unsupported BPP"); return FALSE; } source_format = COGL_PIXEL_FORMAT_RGBA_8888; } else { if (bpp != 3) { g_set_error (error, CLUTTER_TEXTURE_ERROR, CLUTTER_TEXTURE_ERROR_BAD_FORMAT, "Unsupported BPP"); return FALSE; } source_format = COGL_PIXEL_FORMAT_RGB_888; } if ((flags & CLUTTER_TEXTURE_RGB_FLAG_BGR)) source_format |= COGL_BGR_BIT; if ((flags & CLUTTER_TEXTURE_RGB_FLAG_PREMULT)) source_format |= COGL_PREMULT_BIT; return clutter_texture_set_from_data (texture, data, source_format, width, height, rowstride, bpp, error); } /** * clutter_texture_set_from_yuv_data: * @texture: A #ClutterTexture * @data: Image data in YUV type colorspace. * @width: Width in pixels of image data. * @height: Height in pixels of image data * @flags: #ClutterTextureFlags * @error: Return location for a #GError, or %NULL. * * Sets a #ClutterTexture from YUV image data. If an error occurred, * %FALSE is returned and @error is set. * * This function is likely to change in future versions. * * Return value: %TRUE if the texture was successfully updated * * Since: 0.4 */ gboolean clutter_texture_set_from_yuv_data (ClutterTexture *texture, const guchar *data, gint width, gint height, ClutterTextureFlags flags, GError **error) { ClutterTexturePrivate *priv; g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), FALSE); if (!clutter_feature_available (CLUTTER_FEATURE_TEXTURE_YUV)) { g_set_error (error, CLUTTER_TEXTURE_ERROR, CLUTTER_TEXTURE_ERROR_NO_YUV, "YUV textures are not supported"); return FALSE; } priv = texture->priv; /* Convert the flags to a CoglPixelFormat */ if ((flags & CLUTTER_TEXTURE_YUV_FLAG_YUV2)) { g_set_error (error, CLUTTER_TEXTURE_ERROR, CLUTTER_TEXTURE_ERROR_BAD_FORMAT, "YUV2 not supported"); return FALSE; } return clutter_texture_set_from_data (texture, data, COGL_PIXEL_FORMAT_YUV, width, height, width * 3, 3, error); } /* * clutter_texture_async_load_complete: * @self: a #ClutterTexture * @bitmap: a #CoglBitmap * @error: load error * * If @error is %NULL, loads @bitmap into a #CoglTexture. * * This function emits the ::load-finished signal on @self. */ static void clutter_texture_async_load_complete (ClutterTexture *self, CoglBitmap *bitmap, const GError *error) { ClutterTexturePrivate *priv = self->priv; CoglHandle handle; CoglTextureFlags flags = COGL_TEXTURE_NONE; gint waste = -1; priv->async_data = NULL; if (error == NULL) { if (!priv->no_slice) waste = priv->max_tile_waste; if (priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH) flags |= COGL_TEXTURE_AUTO_MIPMAP; handle = cogl_texture_new_from_bitmap (bitmap, waste, flags, COGL_PIXEL_FORMAT_ANY); clutter_texture_set_cogl_texture (self, handle); if (priv->load_size_async) { g_signal_emit (self, texture_signals[SIZE_CHANGE], 0, cogl_texture_get_width(handle), cogl_texture_get_height (handle)); } cogl_handle_unref (handle); } g_signal_emit (self, texture_signals[LOAD_FINISHED], 0, error); clutter_actor_queue_relayout (CLUTTER_ACTOR (self)); } static gboolean clutter_texture_thread_idle_func (gpointer user_data) { ClutterTextureAsyncData *data = user_data; /* Grab the mutex so we can be sure the thread has unlocked it before we destroy it */ g_mutex_lock (data->mutex); g_mutex_unlock (data->mutex); clutter_texture_async_load_complete (data->texture, data->load_bitmap, data->load_error); clutter_texture_async_data_free (data); return FALSE; } static void clutter_texture_thread_func (gpointer user_data, gpointer pool_data) { ClutterTextureAsyncData *data = user_data; gboolean should_abort; /* Make sure we haven't been told to abort before the thread had a chance to run */ g_mutex_lock (data->mutex); should_abort = data->abort; g_mutex_unlock (data->mutex); if (should_abort) { /* If we've been told to abort then main thread has disowned the async data and we need to free it */ clutter_texture_async_data_free (data); return; } data->load_bitmap = cogl_bitmap_new_from_file (data->load_filename, &data->load_error); /* Check again if we've been told to abort */ g_mutex_lock (data->mutex); if (data->abort) { g_mutex_unlock (data->mutex); clutter_texture_async_data_free (data); } else { /* Make sure we give the image to GL in the main thread, where we * hold the main Clutter lock. Once load_idle is non-NULL then the * main thread is guaranteed not to set the abort flag. It can't * set it while we're holding the mutex so we can safely start the * idle handler now without the possibility of calling the * callback after it is aborted */ data->load_idle = clutter_threads_add_idle_full (G_PRIORITY_LOW, clutter_texture_thread_idle_func, data, NULL); g_mutex_unlock (data->mutex); } return; } static gboolean clutter_texture_idle_func (gpointer user_data) { ClutterTextureAsyncData *data = user_data; GError *internal_error = NULL; data->load_bitmap = cogl_bitmap_new_from_file (data->load_filename, &internal_error); clutter_texture_async_load_complete (data->texture, data->load_bitmap, internal_error); if (internal_error) g_error_free (internal_error); clutter_texture_async_data_free (data); return FALSE; } /* * clutter_texture_async_load: * @self: a #ClutterTExture * @filename: name of the file to load * @error: return location for a #GError * * Starts an asynchronous load of the file name stored inside * the load_filename member of @data. * * If threading is enabled we use a GThread to perform the actual * I/O; if threading is not enabled, we use an idle GSource. * * The I/O is the only bit done in a thread -- uploading the * texture data to the GL pipeline must be done from within the * same thread that called clutter_main(). Threaded upload should * be part of the GL implementation. * * This function will block until we get a size from the file * so that we can effectively get the size the texture actor after * clutter_texture_set_from_file(). * * Return value: %TRUE if the asynchronous loading was successfully * initiated, %FALSE otherwise */ static gboolean clutter_texture_async_load (ClutterTexture *self, const gchar *filename, GError **error) { ClutterTexturePrivate *priv = self->priv; ClutterTextureAsyncData *data; gint width, height; gboolean res; /* ask the file for a size; if we cannot get the size then * there's no point in even continuing the asynchronous * loading, so we just stop there */ if (priv->load_size_async) { res = TRUE; width = 0; height = 0; } else { res = cogl_bitmap_get_size_from_file (filename, &width, &height); } if (!res) { g_set_error (error, CLUTTER_TEXTURE_ERROR, CLUTTER_TEXTURE_ERROR_BAD_FORMAT, "Failed to create COGL texture"); return FALSE; } else { priv->width = width; priv->height = height; } clutter_texture_async_load_cancel (self); data = g_slice_new (ClutterTextureAsyncData); data->abort = FALSE; data->texture = self; data->load_idle = 0; data->load_filename = g_strdup (filename); data->load_bitmap = NULL; data->load_error = NULL; priv->async_data = data; if (g_thread_supported ()) { data->mutex = g_mutex_new (); if (async_thread_pool == NULL) /* This apparently can't fail if exclusive == FALSE */ async_thread_pool = g_thread_pool_new (clutter_texture_thread_func, NULL, 1, FALSE, NULL); g_thread_pool_push (async_thread_pool, data, NULL); } else { data->mutex = NULL; data->load_idle = clutter_threads_add_idle (clutter_texture_idle_func, data); } return TRUE; } /** * clutter_texture_set_from_file: * @texture: A #ClutterTexture * @filename: The filename of the image in GLib file name encoding * @error: Return location for a #GError, or %NULL * * Sets the #ClutterTexture image data from an image file. In case of * failure, %FALSE is returned and @error is set. * * If #ClutterTexture:load-async is set to %TRUE, this function * will return as soon as possible, and the actual image loading * from disk will be performed asynchronously. #ClutterTexture::size-change * will be emitten when the size of the texture is available and * #ClutterTexture::load-finished will be emitted when the image has been * loaded or if an error occurred. * * Return value: %TRUE if the image was successfully loaded and set * * Since: 0.8 */ gboolean clutter_texture_set_from_file (ClutterTexture *texture, const gchar *filename, GError **error) { ClutterTexturePrivate *priv; CoglHandle new_texture = COGL_INVALID_HANDLE; GError *internal_error = NULL; CoglTextureFlags flags = COGL_TEXTURE_NONE; gint min_filter, mag_filter; gint max_waste = -1; priv = texture->priv; g_return_val_if_fail (error == NULL || *error == NULL, FALSE); if (priv->load_data_async) return clutter_texture_async_load (texture, filename, error); if (!priv->no_slice) max_waste = priv->max_tile_waste; if (priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH) flags |= COGL_TEXTURE_AUTO_MIPMAP; new_texture = cogl_texture_new_from_file (filename, max_waste, flags, COGL_PIXEL_FORMAT_ANY, &internal_error); if (new_texture == COGL_INVALID_HANDLE) { /* If COGL didn't give an error then make one up */ if (internal_error == NULL) { g_set_error (error, CLUTTER_TEXTURE_ERROR, CLUTTER_TEXTURE_ERROR_BAD_FORMAT, "Failed to create COGL texture"); } else g_propagate_error (error, internal_error); g_signal_emit (texture, texture_signals[LOAD_FINISHED], 0, error); return FALSE; } clutter_texture_quality_to_filters (priv->filter_quality, &min_filter, &mag_filter); cogl_texture_set_filters (new_texture, min_filter, mag_filter); clutter_texture_set_cogl_texture (texture, new_texture); cogl_handle_unref (new_texture); g_signal_emit (texture, texture_signals[LOAD_FINISHED], 0, error); return TRUE; } /** * clutter_texture_set_filter_quality: * @texture: a #ClutterTexture * @filter_quality: new filter quality value * * Sets the filter quality when scaling a texture. The quality is an * enumeration currently the following values are supported: * %CLUTTER_TEXTURE_QUALITY_LOW which is fast but only uses nearest neighbour * interpolation. %CLUTTER_TEXTURE_QUALITY_MEDIUM which is computationally a * bit more expensive (bilinear interpolation), and * %CLUTTER_TEXTURE_QUALITY_HIGH which uses extra texture memory resources to * improve scaled down rendering as well (by using mipmaps). The default value * is %CLUTTER_TEXTURE_QUALITY_MEDIUM. * * Since: 0.8 */ void clutter_texture_set_filter_quality (ClutterTexture *texture, ClutterTextureQuality filter_quality) { ClutterTexturePrivate *priv; ClutterTextureQuality old_quality; g_return_if_fail (CLUTTER_IS_TEXTURE (texture)); priv = texture->priv; old_quality = clutter_texture_get_filter_quality (texture); if (filter_quality != old_quality) { CoglHandle cogl_texture = clutter_texture_get_cogl_texture (texture); gint min_filter, mag_filter; priv->filter_quality = filter_quality; clutter_texture_quality_to_filters (priv->filter_quality, &min_filter, &mag_filter); /* Is this actually needed - causes problems with TFP mipmaps */ if (cogl_texture != COGL_INVALID_HANDLE) cogl_texture_set_filters (cogl_texture, min_filter, mag_filter); if ((old_quality == CLUTTER_TEXTURE_QUALITY_HIGH || filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH) && CLUTTER_ACTOR_IS_REALIZED (texture)) { _clutter_actor_rerealize (CLUTTER_ACTOR (texture), NULL, NULL); } g_object_notify (G_OBJECT (texture), "filter-quality"); if (CLUTTER_ACTOR_IS_VISIBLE (texture)) clutter_actor_queue_redraw (CLUTTER_ACTOR (texture)); } } /** * clutter_texture_get_filter_quality * @texture: A #ClutterTexture * * Gets the filter quality used when scaling a texture. * * Return value: The filter quality value. * * Since: 0.8 */ ClutterTextureQuality clutter_texture_get_filter_quality (ClutterTexture *texture) { ClutterTexturePrivate *priv; g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), 0); priv = texture->priv; return priv->filter_quality; } /** * clutter_texture_set_max_tile_waste * @texture: A #ClutterTexture * @max_tile_waste: Maximum amount of waste in pixels or -1 * * Sets the maximum number of pixels in either axis that can be wasted * for an individual texture slice. If -1 is specified then the * texture is forced not to be sliced and the texture creation will * fail if the hardware can't create a texture large enough. * * The value is only used when first creating a texture so changing it * after the texture data has been set has no effect. * * Since: 0.8 */ void clutter_texture_set_max_tile_waste (ClutterTexture *texture, gint max_tile_waste) { ClutterTexturePrivate *priv; CoglHandle cogl_texture; g_return_if_fail (CLUTTER_IS_TEXTURE (texture)); priv = texture->priv; cogl_texture = clutter_texture_get_cogl_texture (texture); /* There's no point in changing the max_tile_waste if the texture has already been created because it will be overridden with the value from the texture handle */ if (cogl_texture == COGL_INVALID_HANDLE) priv->max_tile_waste = max_tile_waste; } /** * clutter_texture_get_max_tile_waste * @texture: A #ClutterTexture * * Gets the maximum waste that will be used when creating a texture or * -1 if slicing is disabled. * * Return value: The maximum waste or -1 if the texture waste is * unlimited. * * Since: 0.8 */ gint clutter_texture_get_max_tile_waste (ClutterTexture *texture) { ClutterTexturePrivate *priv; CoglHandle cogl_texture; g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), 0); priv = texture->priv; cogl_texture = clutter_texture_get_cogl_texture (texture); if (cogl_texture == COGL_INVALID_HANDLE) return texture->priv->max_tile_waste; else /* If we have a valid texture handle then use the value from that instead */ return cogl_texture_get_max_waste (cogl_texture); } /** * clutter_texture_new_from_file: * @filename: The name of an image file to load. * @error: Return locatoin for an error. * * Creates a new ClutterTexture actor to display the image contained a * file. If the image failed to load then NULL is returned and @error * is set. * * Return value: A newly created #ClutterTexture object or NULL on * error. * * Since: 0.8 **/ ClutterActor* clutter_texture_new_from_file (const gchar *filename, GError **error) { ClutterActor *texture = clutter_texture_new (); if (!clutter_texture_set_from_file (CLUTTER_TEXTURE (texture), filename, error)) { g_object_ref_sink (texture); g_object_unref (texture); return NULL; } else return texture; } /** * clutter_texture_new: * * Creates a new empty #ClutterTexture object. * * Return value: A newly created #ClutterTexture object. **/ ClutterActor * clutter_texture_new (void) { return g_object_new (CLUTTER_TYPE_TEXTURE, NULL); } /** * 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) { g_return_if_fail (CLUTTER_IS_TEXTURE (texture)); /* Attempt to realize, mainly for subclasses ( such as labels ) * which may not create pixbuf data and thus base size until * realization happens. If we aren't in a stage we can't realize * though. Doing this here is probably just broken; instead * we could virtualize get_base_size, or have the subclasses * create the pixbufs sooner, or something better. */ if (!CLUTTER_ACTOR_IS_REALIZED (texture) && clutter_actor_get_stage (CLUTTER_ACTOR (texture)) != NULL) clutter_actor_realize (CLUTTER_ACTOR (texture)); if (width) *width = texture->priv->width; if (height) *height = texture->priv->height; } /** * clutter_texture_set_area_from_rgb_data: * @texture: A #ClutterTexture * @data: Image data in RGB type colorspace. * @has_alpha: Set to TRUE if image data has an alpha channel. * @x: X coordinate of upper left corner of region to update. * @y: Y coordinate of upper left corner of region to update. * @width: Width in pixels of region to update. * @height: Height in pixels of region to update. * @rowstride: Distance in bytes between row starts on source buffer. * @bpp: bytes per pixel (Currently only 3 and 4 supported, * depending on @has_alpha) * @flags: #ClutterTextureFlags * @error: return location for a #GError, or %NULL * * Updates a sub-region of the pixel data in a #ClutterTexture. * * Return value: %TRUE on success, %FALSE on failure. * * Since: 0.6 */ gboolean clutter_texture_set_area_from_rgb_data (ClutterTexture *texture, const guchar *data, gboolean has_alpha, gint x, gint y, gint width, gint height, gint rowstride, gint bpp, ClutterTextureFlags flags, GError **error) { ClutterTexturePrivate *priv; CoglPixelFormat source_format; CoglHandle cogl_texture; priv = texture->priv; if (has_alpha) { if (bpp != 4) { g_set_error (error, CLUTTER_TEXTURE_ERROR, CLUTTER_TEXTURE_ERROR_BAD_FORMAT, "Unsupported BPP"); return FALSE; } source_format = COGL_PIXEL_FORMAT_RGBA_8888; } else { if (bpp != 3) { g_set_error (error, CLUTTER_TEXTURE_ERROR, CLUTTER_TEXTURE_ERROR_BAD_FORMAT, "Unsupported BPP"); return FALSE; } source_format = COGL_PIXEL_FORMAT_RGB_888; } if ((flags & CLUTTER_TEXTURE_RGB_FLAG_BGR)) source_format |= COGL_BGR_BIT; if ((flags & CLUTTER_TEXTURE_RGB_FLAG_PREMULT)) source_format |= COGL_PREMULT_BIT; /* attempt to realize ... */ if (!CLUTTER_ACTOR_IS_REALIZED (texture) && clutter_actor_get_stage (CLUTTER_ACTOR (texture)) != NULL) clutter_actor_realize (CLUTTER_ACTOR (texture)); /* due to the fudging of clutter_texture_set_cogl_texture() * which allows setting a texture pre-realize, we may end * up having a texture even if we couldn't realize yet. */ cogl_texture = clutter_texture_get_cogl_texture (texture); if (cogl_texture == COGL_INVALID_HANDLE) { g_set_error (error, CLUTTER_TEXTURE_ERROR, CLUTTER_TEXTURE_ERROR_BAD_FORMAT, "Failed to realize actor"); return FALSE; } if (!cogl_texture_set_region (cogl_texture, 0, 0, x, y, width, height, width, height, source_format, rowstride, data)) { g_set_error (error, CLUTTER_TEXTURE_ERROR, CLUTTER_TEXTURE_ERROR_BAD_FORMAT, "Failed to upload COGL texture data"); return FALSE; } /* rename signal */ g_signal_emit (texture, texture_signals[PIXBUF_CHANGE], 0); if (CLUTTER_ACTOR_IS_VISIBLE (texture)) clutter_actor_queue_redraw (CLUTTER_ACTOR (texture)); return TRUE; } static void on_fbo_source_size_change (GObject *object, GParamSpec *param_spec, ClutterTexture *texture) { ClutterTexturePrivate *priv = texture->priv; guint w, h; clutter_actor_get_transformed_size (priv->fbo_source, &w, &h); if (w != priv->width || h != priv->height) { CoglTextureFlags flags = COGL_TEXTURE_NONE; gint min_filter, mag_filter; /* tear down the FBO */ cogl_handle_unref (priv->fbo_handle); texture_free_gl_resources (texture); priv->width = w; priv->height = h; if (priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH) flags |= COGL_TEXTURE_AUTO_MIPMAP; priv->fbo_texture = cogl_texture_new_with_size (MAX (priv->width, 1), MAX (priv->height, 1), -1, flags, COGL_PIXEL_FORMAT_RGBA_8888); clutter_texture_quality_to_filters (priv->filter_quality, &min_filter, &mag_filter); cogl_texture_set_filters (priv->fbo_texture, min_filter, mag_filter); priv->fbo_handle = cogl_offscreen_new_to_texture (priv->fbo_texture); if (priv->fbo_handle == COGL_INVALID_HANDLE) { g_warning ("%s: Offscreen texture creation failed", G_STRLOC); return; } clutter_actor_set_size (CLUTTER_ACTOR (texture), w, h); } } static void on_fbo_parent_change (ClutterActor *actor, ClutterActor *old_parent, ClutterTexture *texture) { ClutterActor *parent = CLUTTER_ACTOR(texture); while ((parent = clutter_actor_get_parent (parent)) != NULL) if (parent == actor) { g_warning ("Offscreen texture is ancestor of source!"); /* Desperate but will avoid infinite loops */ clutter_actor_unparent (actor); } } /** * clutter_texture_new_from_actor: * @actor: A source #ClutterActor * * Creates a new #ClutterTexture object with its source a prexisting * actor (and associated children). The textures content will contain * 'live' redirected output of the actors scene. * * Note this function is intented as a utility call for uniformly applying * shaders to groups and other potential visual effects. It requires that * the %CLUTTER_FEATURE_OFFSCREEN feature is supported by the current backend * and the target system. * * Some tips on usage: * * * * The source actor must be made visible (i.e by calling * #clutter_actor_show). * * * The source actor must have a parent in order for it to be * allocated a size from the layouting mechanism. If the source * actor does not have a parent when this function is called then * the ClutterTexture will adopt it and allocate it at its * preferred size. Using this you can clone an actor that is * otherwise not displayed. Because of this feature if you do * intend to display the source actor then you must make sure that * the actor is parented before calling * clutter_texture_new_from_actor() or that you unparent it before * adding it to a container. * * * When getting the image for the clone texture, Clutter * will attempt to render the source actor exactly as it would * appear if it was rendered on screen. The source actor's parent * transformations are taken into account. Therefore if your * source actor is rotated along the X or Y axes so that it has * some depth, the texture will appear differently depending on * the on-screen location of the source actor. While painting the * source actor, Clutter will set up a temporary asymmetric * perspective matrix as the projection matrix so that the source * actor will be projected as if a small section of the screen was * being viewed. Before version 0.8.2, an orthogonal identity * projection was used which meant that the source actor would be * clipped if any part of it was not on the zero Z-plane. * * * Avoid reparenting the source with the created texture. * * * A group can be padded with a transparent rectangle as to * provide a border to contents for shader output (blurring text * for example). * * * The texture will automatically resize to contain a further * transformed source. However, this involves overhead and can be * avoided by placing the source actor in a bounding group * sized large enough to contain any child tranformations. * * * Uploading pixel data to the texture (e.g by using * clutter_actor_set_from_file()) will destroy the offscreen texture data * and end redirection. * * * cogl_texture_get_data() with the handle returned by * clutter_texture_get_cogl_texture() can be used to read the * offscreen texture pixels into a pixbuf. * * * * Return value: A newly created #ClutterTexture object, or %NULL on failure. * * Since: 0.6 */ ClutterActor * clutter_texture_new_from_actor (ClutterActor *actor) { ClutterTexture *texture; ClutterTexturePrivate *priv; guint w, h; g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL); if (clutter_feature_available (CLUTTER_FEATURE_OFFSCREEN) == FALSE) return NULL; if (!CLUTTER_ACTOR_IS_REALIZED (actor)) { clutter_actor_realize (actor); if (!CLUTTER_ACTOR_IS_REALIZED (actor)) return NULL; } clutter_actor_get_transformed_size (actor, &w, &h); if (w == 0 || h == 0) return NULL; /* Hopefully now were good.. */ texture = g_object_new (CLUTTER_TYPE_TEXTURE, "disable-slicing", TRUE, NULL); priv = texture->priv; priv->fbo_source = g_object_ref_sink (actor); /* If the actor doesn't have a parent then claim it so that it will get a size allocation during layout */ if (clutter_actor_get_parent (actor) == NULL) clutter_actor_set_parent (actor, CLUTTER_ACTOR (texture)); /* Connect up any signals which could change our underlying size */ g_signal_connect (actor, "notify::width", G_CALLBACK(on_fbo_source_size_change), texture); g_signal_connect (actor, "notify::height", G_CALLBACK(on_fbo_source_size_change), texture); g_signal_connect (actor, "notify::scale-x", G_CALLBACK(on_fbo_source_size_change), texture); g_signal_connect (actor, "notify::scale-y", G_CALLBACK(on_fbo_source_size_change), texture); g_signal_connect (actor, "notify::rotation-angle-x", G_CALLBACK(on_fbo_source_size_change), texture); g_signal_connect (actor, "notify::rotation-angle-y", G_CALLBACK(on_fbo_source_size_change), texture); g_signal_connect (actor, "notify::rotation-angle-z", G_CALLBACK(on_fbo_source_size_change), texture); /* And a warning if the source becomes a child of the texture */ g_signal_connect (actor, "parent-set", G_CALLBACK(on_fbo_parent_change), texture); priv->width = w; priv->height = h; clutter_actor_set_size (CLUTTER_ACTOR (texture), priv->width, priv->height); return CLUTTER_ACTOR (texture); } static void texture_fbo_free_resources (ClutterTexture *texture) { ClutterTexturePrivate *priv; priv = texture->priv; CLUTTER_MARK(); if (priv->fbo_source != NULL) { /* If we parented the texture then unparent it again so that it will lose the reference */ if (clutter_actor_get_parent (priv->fbo_source) == CLUTTER_ACTOR (texture)) clutter_actor_unparent (priv->fbo_source); g_signal_handlers_disconnect_by_func (priv->fbo_source, G_CALLBACK(on_fbo_parent_change), texture); g_signal_handlers_disconnect_by_func (priv->fbo_source, G_CALLBACK(on_fbo_source_size_change), texture); g_object_unref (priv->fbo_source); priv->fbo_source = NULL; } if (priv->fbo_handle != COGL_INVALID_HANDLE) { cogl_handle_unref (priv->fbo_handle); priv->fbo_handle = COGL_INVALID_HANDLE; } }