#include "cltr-texture.h" #include "cltr-private.h" /* IDEAS or less memory + texture compression - made no difference ? + mipmaps - make zoom faster ? ( vs memory ) + check max texture size *DONE* + how much texture mem available ? */ static int next_p2 ( int a ) { int rval=1; while(rval < a) rval <<= 1; return rval; } void cltr_texture_render_to_gl_quad(CltrTexture *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; qwidth = x2-x1; qheight = y2-y1; if (texture->tiles == NULL) cltr_texture_realize(texture); if (!texture->tiled) { glBindTexture(GL_TEXTURE_2D, texture->tiles[0]); tx = (float) texture->pixb->width / texture->width; ty = (float) texture->pixb->height / texture->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 < texture->n_x_tiles; x++) { lasty = 0; for (y=0; y < texture->n_y_tiles; y++) { int actual_w, actual_h; glBindTexture(GL_TEXTURE_2D, texture->tiles[i]); actual_w = texture->tile_x_size[x] - texture->tile_x_waste[x]; actual_h = texture->tile_y_size[y] - texture->tile_y_waste[y]; tx = (float) actual_w / texture->tile_x_size[x]; ty = (float) actual_h / texture->tile_y_size[y]; qx1 = x1 + lastx; qx2 = qx1 + ((qwidth * actual_w ) / texture->width ); qy1 = y1 + lasty; qy2 = qy1 + ((qheight * actual_h) / texture->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; } } /* Code below based heavily from luminocity - copyright Owen Taylor */ /* MAX_WASTE: The maximum dimension of blank area we'll accept * in a pixmap. Bigger values use less textures, smaller * values less texture memory. The current value of * 256 means that the smallest texture we'll split to * save texture memory is 513x512. (That will be split into * a 512x512 and, if overlap is 32, a 64x512 texture) */ #define MAX_WASTE 64 /* * OVERLAP: when we divide the full-resolution image into * tiles to deal with hardware limitations, we overlap * tiles by this much. This means that we can scale * down by up to OVERLAP before we start getting * seems. */ #define OVERLAP 0 /* 32 */ static gboolean can_create (int width, int height) { GLint new_width; glTexImage2D (GL_PROXY_TEXTURE_2D, 0, GL_RGBA, width, height, 0 /* border */, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); glGetTexLevelParameteriv (GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &new_width); return new_width != 0; } static int tile_dimension (int to_fill, int start_size, int *positions, int *sizes, int *waste) { int pos = 0; int n_tiles = 0; int size = start_size; while (TRUE) { if (positions) positions[n_tiles] = pos; if (sizes) sizes[n_tiles] = size; if (waste) waste[n_tiles] = 0; n_tiles++; if (to_fill <= size) { if (waste) waste[n_tiles-1] = size - to_fill; break; } else { to_fill -= (size - OVERLAP); pos += size - OVERLAP; while (size >= 2 * to_fill || size - to_fill > MAX_WASTE) size /= 2; } } return n_tiles; } static void init_tiles (CltrTexture *texture) { int x_pot = next_p2 (texture->width); int y_pot = next_p2 (texture->height); while (!(can_create (x_pot, y_pot) && (x_pot - texture->width < MAX_WASTE) && (y_pot - texture->height < MAX_WASTE))) { if (x_pot > y_pot) x_pot /= 2; else y_pot /= 2; } texture->n_x_tiles = tile_dimension (texture->width, x_pot, NULL, NULL, NULL); texture->tile_x_position = g_new (int, texture->n_x_tiles); texture->tile_x_size = g_new (int, texture->n_x_tiles); texture->tile_x_waste = g_new (int, texture->n_x_tiles); tile_dimension (texture->width, x_pot, texture->tile_x_position, texture->tile_x_size, texture->tile_x_waste); texture->n_y_tiles = tile_dimension (texture->height, y_pot, NULL, NULL, NULL); texture->tile_y_position = g_new (int, texture->n_y_tiles); texture->tile_y_size = g_new (int, texture->n_y_tiles); texture->tile_y_waste = g_new (int, texture->n_y_tiles); tile_dimension (texture->height, y_pot, texture->tile_y_position, texture->tile_y_size, texture->tile_y_waste); #if 0 /* debug info */ { int i; g_print("n_x_tiles %i, n_y_tiles %i\n", texture->n_x_tiles, texture->n_y_tiles); g_print ("Tiled %d x %d texture as [", texture->width, texture->height); for (i = 0; i < texture->n_x_tiles; i++) { if (i != 0) g_print (","); g_print ("%d(%d)", texture->tile_x_size[i], texture->tile_x_position[i]); } g_print ("]x["); for (i = 0; i < texture->n_y_tiles; i++) { if (i != 0) g_print (","); g_print ("%d(%d)", texture->tile_y_size[i], texture->tile_y_position[i]); } g_print ("]\n"); } #endif } /* End borrowed luminocity code */ void cltr_texture_unrealize(CltrTexture *texture) { if (texture->tiles == NULL) return; if (!texture->tiled) glDeleteTextures(1, texture->tiles); else glDeleteTextures(texture->n_x_tiles * texture->n_y_tiles, texture->tiles); g_free(texture->tiles); texture->tiles = NULL; } void cltr_texture_realize(CltrTexture *texture) { int x, y, i = 0; if (!texture->tiled) { if (!texture->tiles) { texture->tiles = g_new (GLuint, 1); glGenTextures (1, texture->tiles); } glBindTexture(GL_TEXTURE_2D, texture->tiles[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexImage2D(GL_TEXTURE_2D, 0, /*GL_COMPRESSED_RGBA_ARB*/ GL_RGBA, texture->width, texture->height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, NULL); CLTR_GLERR(); cltr_texture_sync_pixbuf(texture); return; } if (!texture->tiles) { texture->tiles = g_new (GLuint, texture->n_x_tiles * texture->n_y_tiles); glGenTextures (texture->n_x_tiles * texture->n_y_tiles, texture->tiles); } for (x=0; x < texture->n_x_tiles; x++) for (y=0; y < texture->n_y_tiles; y++) { Pixbuf *pixtmp; int src_h, src_w; src_w = texture->tile_x_size[x]; src_h = texture->tile_y_size[y]; /* CLTR_DBG("%i+%i, %ix%i to %ix%i, waste %ix%i", texture->tile_x_position[x], texture->tile_y_position[y], texture->tile_x_size[x], texture->tile_y_size[y], texture->width, texture->height, texture->tile_x_waste[x], texture->tile_y_waste[y]); */ /* Only break the pixbuf up if we have multiple tiles */ /* if (texture->n_x_tiles > 1 && texture->n_y_tiles >1) */ { pixtmp = pixbuf_new(texture->tile_x_size[x], texture->tile_y_size[y]); pixbuf_copy(texture->pixb, pixtmp, texture->tile_x_position[x], texture->tile_y_position[y], texture->tile_x_size[x], texture->tile_y_size[y], 0,0); } /* else pixtmp = texture->pixb; */ glBindTexture(GL_TEXTURE_2D, texture->tiles[i]); CLTR_GLERR(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /* glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_); */ /* glPixelStorei (GL_UNPACK_ALIGNMENT, 4); */ /* glPixelStorei (GL_UNPACK_ROW_LENGTH, texture->tile_x_size[x]); */ glTexImage2D(GL_TEXTURE_2D, 0, /*GL_COMPRESSED_RGBA_ARB*/ GL_RGBA, pixtmp->width, pixtmp->height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, /* GL_UNSIGNED_BYTE, */ pixtmp->data); CLTR_GLERR(); CLTR_DBG("pixtmp is %ix%i texture %ix%i\n", pixtmp->width, pixtmp->height, texture->width, texture->height); pixbuf_unref(pixtmp); i++; } } CltrTexture* cltr_texture_new(Pixbuf *pixb) { CltrTexture *texture; CLTR_MARK(); texture = g_malloc0(sizeof(CltrTexture)); texture->width = pixb->width; texture->height = pixb->height; texture->tiled = TRUE; /* maybe we should copy the pixbuf - a change to refed one would explode */ texture->pixb = pixb; texture->mutex = g_mutex_new(); pixbuf_ref(pixb); init_tiles (texture); cltr_texture_ref(texture); return texture; } void cltr_texture_ref(CltrTexture *texture) { texture->refcnt++; } void cltr_texture_unref(CltrTexture *texture) { texture->refcnt--; if (texture->refcnt <= 0) { cltr_texture_unrealize(texture); g_free(texture); pixbuf_unref(texture->pixb); } } CltrTexture* cltr_texture_no_tile_new(Pixbuf *pixb) { CltrTexture *texture; CLTR_MARK(); texture = g_malloc0(sizeof(CltrTexture)); texture->tiled = FALSE; texture->width = next_p2(pixb->width); texture->height = next_p2(pixb->height); if (!can_create (texture->width, texture->height)) { free(texture); return NULL; } texture->pixb = pixb; texture->mutex = g_mutex_new(); pixbuf_ref(pixb); cltr_texture_ref(texture); return texture; } Pixbuf* cltr_texture_get_pixbuf(CltrTexture* texture) { return texture->pixb; } void cltr_texture_lock(CltrTexture* texture) { g_mutex_lock(texture->mutex); } void cltr_texture_unlock(CltrTexture* texture) { g_mutex_unlock(texture->mutex); } void cltr_texture_sync_pixbuf(CltrTexture* texture) { if (texture->tiled) { cltr_texture_realize(texture); } else { glBindTexture(GL_TEXTURE_2D, texture->tiles[0]); glTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, texture->pixb->width, texture->pixb->height, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, texture->pixb->data); } } /* * This is a nasty hack to work round me not figuring out * how to get RGBA data out of gstreamer in a format clutters * GL setup can handle :( * * The good side is it probably speeds video playback up by * avoiding copys of frame data. */ void cltr_texture_force_rgb_data(CltrTexture *texture, int width, int height, int *data) { if (texture->tiled) return; if (!texture->tiles) cltr_texture_realize(texture); glBindTexture(GL_TEXTURE_2D, texture->tiles[0]); glTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, data); }