/* * 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)) struct _ClutterTexturePrivate { gint width; gint height; gint max_tile_waste; ClutterTextureQuality filter_quality; CoglHandle 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_async : 1; GThread *load_thread; 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_FILENAME, PROP_KEEP_ASPECT_RATIO, PROP_LOAD_ASYNC }; enum { SIZE_CHANGE, PIXBUF_CHANGE, LOAD_SUCCESS, LOAD_FINISHED, LAST_SIGNAL }; static int texture_signals[LAST_SIGNAL] = { 0 }; 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 COGLenum clutter_texture_quality_to_cogl_min_filter (ClutterTextureQuality buf_filter) { switch (buf_filter) { case CLUTTER_TEXTURE_QUALITY_LOW: return CGL_NEAREST; case CLUTTER_TEXTURE_QUALITY_MEDIUM: return CGL_LINEAR; case CLUTTER_TEXTURE_QUALITY_HIGH: return CGL_LINEAR_MIPMAP_LINEAR; } return 0; } static COGLenum clutter_texture_quality_to_cogl_mag_filter (ClutterTextureQuality buf_filter) { switch (buf_filter) { case CLUTTER_TEXTURE_QUALITY_LOW: return CGL_NEAREST; case CLUTTER_TEXTURE_QUALITY_MEDIUM: case CLUTTER_TEXTURE_QUALITY_HIGH: return CGL_LINEAR; } return 0; } static void texture_free_gl_resources (ClutterTexture *texture) { ClutterTexturePrivate *priv; priv = texture->priv; CLUTTER_MARK(); if (priv->texture != COGL_INVALID_HANDLE) { cogl_texture_unref (priv->texture); priv->texture = COGL_INVALID_HANDLE; } } static void clutter_texture_unrealize (ClutterActor *actor) { ClutterTexture *texture; ClutterTexturePrivate *priv; texture = CLUTTER_TEXTURE(actor); priv = texture->priv; if (priv->texture == 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_offscreen_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) { /* Handle FBO's */ if (priv->texture != COGL_INVALID_HANDLE) cogl_texture_unref (priv->texture); priv->texture = cogl_texture_new_with_size (priv->width, priv->height, priv->no_slice ? -1 : priv->max_tile_waste, priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH, COGL_PIXEL_FORMAT_RGBA_8888); cogl_texture_set_filters (priv->texture, clutter_texture_quality_to_cogl_min_filter (priv->filter_quality), clutter_texture_quality_to_cogl_mag_filter (priv->filter_quality)); priv->fbo_handle = cogl_offscreen_new_to_texture (priv->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 (clutter_feature_available (CLUTTER_FEATURE_TEXTURE_READ_PIXELS)) { /* Dont allow realization with no data - note set_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_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 */ ClutterFixed ratio, height; ratio = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (priv->width), COGL_FIXED_FROM_INT (priv->height)); height = CLUTTER_UNITS_TO_FIXED (for_height); *natural_width_p = CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL (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 */ ClutterFixed ratio, width; ratio = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (priv->height), COGL_FIXED_FROM_INT (priv->width)); width = CLUTTER_UNITS_TO_FIXED (for_width); *natural_height_p = CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL (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]; ClutterFixed viewport[4]; ClutterUnit x_min, x_max, y_min, y_max; ClutterFixed tx_min, tx_max, ty_min, ty_max; ClutterPerspective perspective; ClutterStage *stage; ClutterFixed tan_angle, near_size; 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_perspectivex (stage, &perspective); /* Convert the coordinates back to [-1,1] range */ cogl_get_viewport (viewport); tx_min = COGL_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (x_min), viewport[2]) * 2 - COGL_FIXED_1; tx_max = COGL_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (x_max), viewport[2]) * 2 - COGL_FIXED_1; ty_min = COGL_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (y_min), viewport[3]) * 2 - COGL_FIXED_1; ty_max = COGL_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (y_max), viewport[3]) * 2 - COGL_FIXED_1; /* Set up a projection matrix so that the actor will be projected as if it was drawn at its original location */ tan_angle = cogl_angle_tan (COGL_ANGLE_FROM_DEGX (perspective.fovy / 2)); near_size = COGL_FIXED_MUL (perspective.z_near, tan_angle); cogl_frustum (COGL_FIXED_MUL (tx_min, near_size), COGL_FIXED_MUL (tx_max, near_size), COGL_FIXED_MUL (-ty_min, near_size), COGL_FIXED_MUL (-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; ClutterFixed t_w, t_h; if (!CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR(texture))) clutter_actor_realize (CLUTTER_ACTOR(texture)); 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_perspectivex (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_paint_init is called to clear the buffers */ cogl_color_set_from_4ub (&transparent_col, 0, 0, 0, 0); cogl_paint_init (&transparent_col); /* 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_set_source_color4ub (255, 255, 255, clutter_actor_get_paint_opacity (self)); 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 = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (x_2 - x_1), COGL_FIXED_FROM_INT (priv->width)); else t_w = COGL_FIXED_1; if (priv->repeat_y && priv->height > 0) t_h = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (y_2 - y_1), COGL_FIXED_FROM_INT (priv->height)); else t_h = COGL_FIXED_1; /* Paint will have translated us */ cogl_texture_rectangle (priv->texture, 0, 0, COGL_FIXED_FROM_INT (x_2 - x_1), COGL_FIXED_FROM_INT (y_2 - y_1), 0, 0, t_w, t_h); } /* * 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->load_thread) { g_thread_join (priv->load_thread); priv->load_thread = NULL; } if (priv->load_idle) { g_source_remove (priv->load_idle); priv->load_idle = 0; } if (priv->load_error) { g_error_free (priv->load_error); priv->load_error = NULL; } if (priv->load_bitmap) { cogl_bitmap_free (priv->load_bitmap); priv->load_bitmap = NULL; } g_free (priv->load_filename); } 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_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; 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); break; case PROP_LOAD_ASYNC: priv->load_async = g_value_get_boolean (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_MAX_TILE_WASTE: g_value_set_int (value, clutter_texture_get_max_tile_waste (texture)); break; case PROP_PIXEL_FORMAT: if (priv->texture == COGL_INVALID_HANDLE) g_value_set_int (value, COGL_PIXEL_FORMAT_ANY); else g_value_set_int (value, cogl_texture_get_format (priv->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_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; case PROP_LOAD_ASYNC: g_value_set_boolean (value, priv->load_async); 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->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, 64, 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", CLUTTER_TYPE_TEXTURE_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. 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_READWRITE)); /** * 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 = 64; priv->filter_quality = CLUTTER_TEXTURE_QUALITY_MEDIUM; priv->repeat_x = FALSE; priv->repeat_y = FALSE; priv->sync_actor_size = TRUE; priv->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; priv = texture->priv; if (priv->local_data) { g_free (priv->local_data); priv->local_data = NULL; } if (priv->texture == COGL_INVALID_HANDLE) return; priv->local_data_width = cogl_texture_get_width (priv->texture); priv->local_data_height = cogl_texture_get_height (priv->texture); pixel_format = cogl_texture_get_format (priv->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 (priv->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_texture * @texture: A #ClutterTexture * * Returns a 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_texture_ref on it. * * Since: 0.8 * * Return value: COGL texture handle **/ CoglHandle clutter_texture_get_cogl_texture (ClutterTexture *texture) { g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), COGL_INVALID_HANDLE); return texture->priv->texture; } /** * 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_texture_unref. * * 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)); 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_texture_ref (cogl_tex); /* Remove FBO if exisiting */ if (priv->fbo_source) texture_fbo_free_resources (texture); /* Remove old texture */ texture_free_gl_resources (texture); /* Use the new texture */ priv->texture = 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); CLUTTER_ACTOR_SET_FLAGS (CLUTTER_ACTOR (texture), CLUTTER_ACTOR_REALIZED); if (size_change) { g_signal_emit (texture, texture_signals[SIZE_CHANGE], 0, priv->width, priv->height); 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) { CoglHandle new_texture; ClutterTexturePrivate *priv; priv = texture->priv; if ((new_texture = cogl_texture_new_from_data (width, height, priv->no_slice ? -1 : priv->max_tile_waste, priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH, source_format, COGL_PIXEL_FORMAT_ANY, rowstride, data)) == COGL_INVALID_HANDLE) { g_set_error (error, CLUTTER_TEXTURE_ERROR, CLUTTER_TEXTURE_ERROR_BAD_FORMAT, "Failed to create COGL texture"); return FALSE; } cogl_texture_set_filters (new_texture, clutter_texture_quality_to_cogl_min_filter (priv->filter_quality), clutter_texture_quality_to_cogl_mag_filter (priv->filter_quality)); clutter_texture_set_cogl_texture (texture, new_texture); cogl_texture_unref (new_texture); 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 * @error: load error * * If @error is %NULL, loads the #CoglBitmap into a #CoglTexture. * * This function emits the ::load-finished signal on @self. */ static void clutter_texture_async_load_complete (ClutterTexture *self, const GError *error) { ClutterTexturePrivate *priv = self->priv; CoglHandle handle; gboolean enable_mipmap = FALSE; gint waste = -1; if (error == NULL) { if (priv->no_slice) waste = priv->max_tile_waste; if (priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH) enable_mipmap = TRUE; handle = cogl_texture_new_from_bitmap (priv->load_bitmap, waste, enable_mipmap, COGL_PIXEL_FORMAT_ANY); clutter_texture_set_cogl_texture (self, handle); cogl_texture_unref (handle); cogl_bitmap_free (priv->load_bitmap); priv->load_bitmap = NULL; } g_signal_emit (self, texture_signals[LOAD_FINISHED], 0, error); clutter_actor_queue_relayout (CLUTTER_ACTOR (self)); } static gboolean clutter_texture_thread_cb (gpointer data) { ClutterTexture *self = data; ClutterTexturePrivate *priv = self->priv; priv->load_idle = 0; if (priv->load_thread) { g_thread_join (priv->load_thread); priv->load_thread = NULL; } else return FALSE; clutter_texture_async_load_complete (self, priv->load_error); if (priv->load_error) { g_error_free (priv->load_error); priv->load_error = NULL; } return FALSE; } static gpointer clutter_texture_thread_func (gpointer data) { ClutterTexture *self = data; ClutterTexturePrivate *priv = self->priv; /* Try loading with imaging backend */ priv->load_bitmap = cogl_bitmap_new_from_file (priv->load_filename, &priv->load_error); g_free (priv->load_filename); priv->load_filename = NULL; /* make sure we load the image in the main thread, where we * hold the main Clutter lock */ priv->load_idle = clutter_threads_add_idle (clutter_texture_thread_cb, self); return NULL; } static gboolean clutter_texture_idle_func (gpointer data) { ClutterTexture *self = data; ClutterTexturePrivate *priv = self->priv; GError *internal_error; internal_error = NULL; priv->load_bitmap = cogl_bitmap_new_from_file (priv->load_filename, &internal_error); clutter_texture_async_load_complete (self, internal_error); g_free (priv->load_filename); priv->load_filename = NULL; if (internal_error) g_error_free (internal_error); return FALSE; } /* * clutter_texture_async_load: * @self: a #ClutterTexture * @error: return location for a #GError * * Starts an asynchronous load of the file name stored inside * the load_filename private member. * * 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, GError **error) { ClutterTexturePrivate *priv = self->priv; gint width, height; gboolean res; g_assert (priv->load_filename != NULL); /* 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 */ res = cogl_bitmap_get_size_from_file (priv->load_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; } if (g_thread_supported ()) { priv->load_thread = g_thread_create ((GThreadFunc) clutter_texture_thread_func, self, TRUE, error); return priv->load_thread != NULL? TRUE : FALSE; } else { priv->load_idle = clutter_threads_add_idle (clutter_texture_idle_func, self); 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::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; gboolean enable_mipmap = FALSE; gint max_waste = -1; priv = texture->priv; g_return_val_if_fail (error == NULL || *error == NULL, FALSE); if (priv->load_async) { clutter_texture_async_load_cancel (texture); priv->load_filename = g_strdup (filename); return clutter_texture_async_load (texture, error); } if (priv->no_slice) max_waste = priv->max_tile_waste; if (priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH) enable_mipmap = TRUE; new_texture = cogl_texture_new_from_file (filename, max_waste, enable_mipmap, 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; } cogl_texture_set_filters (new_texture, clutter_texture_quality_to_cogl_min_filter (priv->filter_quality), clutter_texture_quality_to_cogl_mag_filter (priv->filter_quality)); clutter_texture_set_cogl_texture (texture, new_texture); cogl_texture_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) { priv->filter_quality = filter_quality; /* Is this actually needed - causes problems with TFP mipmaps */ if (priv->texture != COGL_INVALID_HANDLE) cogl_texture_set_filters (priv->texture, clutter_texture_quality_to_cogl_min_filter (priv->filter_quality), clutter_texture_quality_to_cogl_mag_filter (priv->filter_quality)); if ((old_quality == CLUTTER_TEXTURE_QUALITY_HIGH || filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH) && CLUTTER_ACTOR_IS_REALIZED (texture)) { gboolean was_visible; was_visible = CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (texture)); clutter_actor_unrealize (CLUTTER_ACTOR (texture)); clutter_actor_realize (CLUTTER_ACTOR (texture)); if (was_visible) clutter_actor_show (CLUTTER_ACTOR (texture)); } 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; g_return_if_fail (CLUTTER_IS_TEXTURE (texture)); priv = texture->priv; /* 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 (priv->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; g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), 0); priv = texture->priv; if (priv->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 (texture->priv->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 (!CLUTTER_ACTOR_IS_REALIZED (texture)) 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; 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; clutter_actor_realize (CLUTTER_ACTOR (texture)); if (priv->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 (priv->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) { /* tear down the FBO */ cogl_offscreen_unref (priv->fbo_handle); texture_free_gl_resources (texture); priv->width = w; priv->height = h; priv->texture = cogl_texture_new_with_size (MAX (priv->width, 1), MAX (priv->height, 1), -1, priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH, COGL_PIXEL_FORMAT_RGBA_8888); cogl_texture_set_filters (priv->texture, clutter_texture_quality_to_cogl_min_filter (priv->filter_quality), clutter_texture_quality_to_cogl_mag_filter (priv->filter_quality)); priv->fbo_handle = cogl_offscreen_new_to_texture (priv->texture); if (priv->fbo_handle == COGL_INVALID_HANDLE) { g_warning ("%s: Offscreen texture creation failed", G_STRLOC); CLUTTER_ACTOR_UNSET_FLAGS (CLUTTER_ACTOR (texture), CLUTTER_ACTOR_REALIZED); 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_offscreen_unref (priv->fbo_handle); priv->fbo_handle = COGL_INVALID_HANDLE; } } GType clutter_texture_handle_get_type (void) { static GType our_type = 0; if (G_UNLIKELY (!our_type)) { our_type = g_boxed_type_register_static (I_("ClutterTextureHandle"), (GBoxedCopyFunc) cogl_texture_ref, (GBoxedFreeFunc) cogl_texture_unref); } return our_type; }