mutter/clutter/clutter-actor-private.h
Robert Bragg 19b8622983 Optimize culling by doing culling in eye-coordinates
This implements a variation of frustum culling whereby we convert screen
space clip rectangles into eye space mini-frustums so that we don't have
to repeatedly transform actor paint-volumes all the way into screen
coordinates to perform culling, we just have to apply the modelview
transform and then determine each points distance from the planes that
make up the clip frustum.

By avoiding the projective transform, perspective divide and viewport
scale for each point culled this makes culling much cheaper.
2011-03-07 13:26:20 +00:00

168 lines
7.1 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2010 Intel Corporation.
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#ifndef __CLUTTER_ACTOR_PRIVATE_H__
#define __CLUTTER_ACTOR_PRIVATE_H__
#include <clutter/clutter-actor.h>
G_BEGIN_DECLS
/*< private >
* ClutterRedrawFlags:
* @CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION: Tells clutter the maximum
* extents of what needs to be redrawn lies within the actors
* current allocation. (Only use this for 2D actors though because
* any actor with depth may be projected outside of its allocation)
*
* Flags passed to the clutter_actor_queue_redraw_with_clip ()
* function
*
* Since: 1.6
*/
typedef enum
{
CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION = 1 << 0
} ClutterRedrawFlags;
/*< private >
* ClutterActorTraverseFlags:
* CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST: Traverse the graph in
* a depth first order.
* CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST: Traverse the graph in a
* breadth first order.
*
* Controls some options for how clutter_actor_traverse() iterates
* through the graph.
*/
typedef enum {
CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST = 1L<<0,
CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST = 1L<<1
} ClutterActorTraverseFlags;
/*< private >
* ClutterActorTraverseVisitFlags:
* CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE: Continue traversing as
* normal
* CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN: Don't traverse the
* children of the last visited actor. (Not applicable when using
* %CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST_POST_ORDER since the children
* are visited before having an opportunity to bail out)
* CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK: Immediately bail out without
* visiting any more actors.
*
* Each time an actor is visited during a scenegraph traversal the
* ClutterTraverseCallback can return a set of flags that may affect
* the continuing traversal. It may stop traversal completely, just
* skip over children for the current actor or continue as normal.
*/
typedef enum {
CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE = 1L<<0,
CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN = 1L<<1,
CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK = 1L<<2
} ClutterActorTraverseVisitFlags;
/*< private >
* ClutterTraverseCallback:
*
* The callback prototype used with clutter_actor_traverse. The
* returned flags can be used to affect the continuing traversal
* either by continuing as normal, skipping over children of an
* actor or bailing out completely.
*/
typedef ClutterActorTraverseVisitFlags (*ClutterTraverseCallback) (ClutterActor *actor,
gint depth,
gpointer user_data);
/*< private >
* ClutterForeachCallback:
* @actor: The actor being iterated
* @user_data: The private data specified when starting the iteration
*
* A generic callback for iterating over actor, such as with
* _clutter_actor_foreach_child. The difference when compared to
* #ClutterCallback is that it returns a boolean so it is possible to break
* out of an iteration early.
*
* Return value: %TRUE to continue iterating or %FALSE to break iteration
* early.
*/
typedef gboolean (*ClutterForeachCallback) (ClutterActor *actor,
gpointer user_data);
gint _clutter_actor_get_n_children (ClutterActor *self);
gboolean _clutter_actor_foreach_child (ClutterActor *self,
ClutterForeachCallback callback,
gpointer user_data);
void _clutter_actor_traverse (ClutterActor *actor,
ClutterActorTraverseFlags flags,
ClutterTraverseCallback before_children_callback,
ClutterTraverseCallback after_children_callback,
gpointer user_data);
ClutterActor *_clutter_actor_get_stage_internal (ClutterActor *actor);
void _clutter_actor_apply_modelview_transform (ClutterActor *self,
CoglMatrix *matrix);
void _clutter_actor_apply_modelview_transform_recursive (ClutterActor *self,
ClutterActor *ancestor,
CoglMatrix *matrix);
void _clutter_actor_rerealize (ClutterActor *self,
ClutterCallback callback,
gpointer data);
void _clutter_actor_set_opacity_override (ClutterActor *self,
gint opacity);
gint _clutter_actor_get_opacity_override (ClutterActor *self);
void _clutter_actor_set_in_clone_paint (ClutterActor *self,
gboolean is_in_clone_paint);
void _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
gboolean enable);
void _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
gboolean enable);
void _clutter_actor_set_has_pointer (ClutterActor *self,
gboolean has_pointer);
void _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
ClutterRedrawFlags flags,
ClutterPaintVolume *clip_volume);
ClutterPaintVolume *_clutter_actor_get_queue_redraw_clip (ClutterActor *self);
void _clutter_actor_set_queue_redraw_clip (ClutterActor *self,
ClutterPaintVolume *clip_volume);
void _clutter_actor_finish_queue_redraw (ClutterActor *self,
ClutterPaintVolume *clip);
gboolean _clutter_actor_set_default_paint_volume (ClutterActor *self,
GType check_gtype,
ClutterPaintVolume *volume);
G_CONST_RETURN gchar *_clutter_actor_get_debug_name (ClutterActor *self);
void _clutter_actor_push_clone_paint (void);
void _clutter_actor_pop_clone_paint (void);
G_END_DECLS
#endif /* __CLUTTER_ACTOR_PRIVATE_H__ */