mutter/clutter/clutter-clone-texture.c
Robert Bragg 5985eef44c Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.

It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions

It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.

"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.

cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.

Most code that previously did:
  cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
  cogl_set_source_texture (tex_handle);
  cogl_rectangle_with_texture_coords (x, y,....);

In the less likely case where you were blending your source texture with a color
like:
  cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
  cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
  mat = cogl_material_new ();
  cogl_material_set_color4ub (r,g,b,a);
  cogl_material_set_layer (mat, 0, tex_handle));
  cogl_set_source_material (mat);

Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.

For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
  cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
  cogl_set_source_texture (tex_handle);
  cogl_polygon (verts, 3, TRUE);

All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.

Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-27 14:26:39 +00:00

474 lines
14 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* 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-clone-texture
* @short_description: Actor for cloning existing textures in an
* efficient way.
*
* #ClutterCloneTexture allows the cloning of existing #ClutterTexture based
* actors whilst saving underlying graphics resources.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-clone-texture.h"
#include "clutter-main.h"
#include "clutter-feature.h"
#include "clutter-actor.h"
#include "clutter-util.h"
#include "clutter-enum-types.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "cogl/cogl.h"
enum
{
PROP_0,
PROP_PARENT_TEXTURE,
PROP_REPEAT_Y,
PROP_REPEAT_X
};
G_DEFINE_TYPE (ClutterCloneTexture,
clutter_clone_texture,
CLUTTER_TYPE_ACTOR);
#define CLUTTER_CLONE_TEXTURE_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_CLONE_TEXTURE, ClutterCloneTexturePrivate))
#define USE_COGL_MATERIAL 1
struct _ClutterCloneTexturePrivate
{
ClutterTexture *parent_texture;
guint repeat_x : 1;
guint repeat_y : 1;
};
static void
clutter_clone_texture_get_preferred_width (ClutterActor *self,
ClutterUnit for_height,
ClutterUnit *min_width_p,
ClutterUnit *natural_width_p)
{
ClutterCloneTexturePrivate *priv = CLUTTER_CLONE_TEXTURE (self)->priv;
ClutterActor *parent_texture;
ClutterActorClass *parent_texture_class;
/* Note that by calling the get_width_request virtual method directly
* and skipping the clutter_actor_get_preferred_width() wrapper, we
* are ignoring any size request override set on the parent texture
* and just getting the normal size of the parent texture.
*/
parent_texture = CLUTTER_ACTOR (priv->parent_texture);
if (!parent_texture)
{
if (min_width_p)
*min_width_p = 0;
if (natural_width_p)
*natural_width_p = 0;
return;
}
parent_texture_class = CLUTTER_ACTOR_GET_CLASS (parent_texture);
parent_texture_class->get_preferred_width (parent_texture,
for_height,
min_width_p,
natural_width_p);
}
static void
clutter_clone_texture_get_preferred_height (ClutterActor *self,
ClutterUnit for_width,
ClutterUnit *min_height_p,
ClutterUnit *natural_height_p)
{
ClutterCloneTexturePrivate *priv = CLUTTER_CLONE_TEXTURE (self)->priv;
ClutterActor *parent_texture;
ClutterActorClass *parent_texture_class;
/* Note that by calling the get_height_request virtual method directly
* and skipping the clutter_actor_get_preferred_height() wrapper, we
* are ignoring any size request override set on the parent texture and
* just getting the normal size of the parent texture.
*/
parent_texture = CLUTTER_ACTOR (priv->parent_texture);
if (!parent_texture)
{
if (min_height_p)
*min_height_p = 0;
if (natural_height_p)
*natural_height_p = 0;
return;
}
parent_texture_class = CLUTTER_ACTOR_GET_CLASS (parent_texture);
parent_texture_class->get_preferred_height (parent_texture,
for_width,
min_height_p,
natural_height_p);
}
static void
clutter_clone_texture_paint (ClutterActor *self)
{
ClutterCloneTexturePrivate *priv;
ClutterActor *parent_texture;
gint x_1, y_1, x_2, y_2;
CoglHandle cogl_texture;
ClutterFixed t_w, t_h;
guint tex_width, tex_height;
#if USE_COGL_MATERIAL
CoglHandle cogl_material;
CoglFixed tex_coords[4];
#endif
priv = CLUTTER_CLONE_TEXTURE (self)->priv;
/* no need to paint stuff if we don't have a texture to clone */
if (!priv->parent_texture)
return;
CLUTTER_NOTE (PAINT,
"painting clone texture '%s'",
clutter_actor_get_name (self) ? clutter_actor_get_name (self)
: "unknown");
/* parent texture may have been hidden, there for need to make sure its
* realised with resources available.
*/
parent_texture = CLUTTER_ACTOR (priv->parent_texture);
if (!CLUTTER_ACTOR_IS_REALIZED (parent_texture))
clutter_actor_realize (parent_texture);
/* If 'parent' texture isn't visible we run its paint to be sure it
* updates. Needed for TFP and likely FBOs.
* Potentially could cause issues
*/
if (!clutter_actor_get_paint_visibility(parent_texture))
{
CLUTTER_SET_PRIVATE_FLAGS(parent_texture,
CLUTTER_TEXTURE_IN_CLONE_PAINT);
g_signal_emit_by_name (priv->parent_texture, "paint", NULL);
CLUTTER_UNSET_PRIVATE_FLAGS(parent_texture,
CLUTTER_TEXTURE_IN_CLONE_PAINT);
}
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 USE_COGL_MATERIAL
cogl_material = clutter_texture_get_cogl_material (priv->parent_texture);
/* This is just a convenient way of extracting the cogl_texture for the
* the first layer of the above material... */
cogl_texture = clutter_texture_get_cogl_texture (priv->parent_texture);
#else
cogl_texture = clutter_texture_get_cogl_texture (priv->parent_texture);
#endif
if (cogl_texture == COGL_INVALID_HANDLE)
return;
tex_width = cogl_texture_get_width (cogl_texture);
tex_height = cogl_texture_get_height (cogl_texture);
if (priv->repeat_x && tex_width > 0)
t_w = CLUTTER_FIXED_DIV ((float)(x_2 - x_1),
(float)(tex_width));
else
t_w = 1.0;
if (priv->repeat_y && tex_height > 0)
t_h = CLUTTER_FIXED_DIV ((float)(y_2 - y_1),
(float)(tex_height));
else
t_h = 1.0;
#if USE_COGL_MATERIAL
cogl_set_source (cogl_material);
#else
cogl_set_source_texture (cogl_texture);
#endif
/* Parent paint translated us into position */
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
set_parent_texture (ClutterCloneTexture *ctexture,
ClutterTexture *texture)
{
ClutterCloneTexturePrivate *priv = ctexture->priv;
ClutterActor *actor = CLUTTER_ACTOR (ctexture);
gboolean was_visible = CLUTTER_ACTOR_IS_VISIBLE (ctexture);
if (priv->parent_texture == texture)
return;
if (priv->parent_texture)
{
g_object_unref (priv->parent_texture);
priv->parent_texture = NULL;
if (was_visible)
clutter_actor_hide (actor);
}
if (texture)
{
priv->parent_texture = g_object_ref (texture);
/* queue a redraw if the cloned texture is already visible */
if (CLUTTER_ACTOR_IS_VISIBLE (priv->parent_texture) &&
was_visible)
{
clutter_actor_show (actor);
clutter_actor_queue_redraw (actor);
}
clutter_actor_queue_relayout (actor);
}
}
static void
clutter_clone_texture_dispose (GObject *object)
{
ClutterCloneTexture *self = CLUTTER_CLONE_TEXTURE(object);
ClutterCloneTexturePrivate *priv = self->priv;
if (priv->parent_texture)
g_object_unref (priv->parent_texture);
priv->parent_texture = NULL;
G_OBJECT_CLASS (clutter_clone_texture_parent_class)->dispose (object);
}
static void
clutter_clone_texture_finalize (GObject *object)
{
G_OBJECT_CLASS (clutter_clone_texture_parent_class)->finalize (object);
}
static void
clutter_clone_texture_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterCloneTexture *ctexture = CLUTTER_CLONE_TEXTURE (object);
ClutterCloneTexturePrivate *priv;
priv = ctexture->priv;
switch (prop_id)
{
case PROP_PARENT_TEXTURE:
set_parent_texture (ctexture, g_value_get_object (value));
break;
case PROP_REPEAT_X:
if (priv->repeat_x != g_value_get_boolean (value))
{
priv->repeat_x = !priv->repeat_x;
clutter_actor_queue_redraw (CLUTTER_ACTOR (ctexture));
}
break;
case PROP_REPEAT_Y:
if (priv->repeat_y != g_value_get_boolean (value))
{
priv->repeat_y = !priv->repeat_y;
clutter_actor_queue_redraw (CLUTTER_ACTOR (ctexture));
}
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_clone_texture_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterCloneTexture *ctexture = CLUTTER_CLONE_TEXTURE (object);
ClutterCloneTexturePrivate *priv;
priv = ctexture->priv;
switch (prop_id)
{
case PROP_PARENT_TEXTURE:
g_value_set_object (value, ctexture->priv->parent_texture);
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;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_clone_texture_class_init (ClutterCloneTextureClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
actor_class->paint =
clutter_clone_texture_paint;
actor_class->get_preferred_width =
clutter_clone_texture_get_preferred_width;
actor_class->get_preferred_height =
clutter_clone_texture_get_preferred_height;
gobject_class->finalize = clutter_clone_texture_finalize;
gobject_class->dispose = clutter_clone_texture_dispose;
gobject_class->set_property = clutter_clone_texture_set_property;
gobject_class->get_property = clutter_clone_texture_get_property;
g_object_class_install_property
(gobject_class, PROP_PARENT_TEXTURE,
g_param_spec_object ("parent-texture",
"Parent Texture",
"The parent texture to clone",
CLUTTER_TYPE_TEXTURE,
CLUTTER_PARAM_READWRITE));
g_object_class_install_property
(gobject_class, PROP_REPEAT_X,
g_param_spec_boolean ("repeat-x",
"Tile underlying pixbuf in x direction",
"Reapeat underlying pixbuf rather than scale "
"in x direction.",
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",
"Reapeat underlying pixbuf rather than scale "
"in y direction.",
FALSE,
CLUTTER_PARAM_READWRITE));
g_type_class_add_private (gobject_class, sizeof (ClutterCloneTexturePrivate));
}
static void
clutter_clone_texture_init (ClutterCloneTexture *self)
{
ClutterCloneTexturePrivate *priv;
self->priv = priv = CLUTTER_CLONE_TEXTURE_GET_PRIVATE (self);
priv->parent_texture = NULL;
}
/**
* clutter_clone_texture_new:
* @texture: a #ClutterTexture, or %NULL
*
* Creates an efficient 'clone' of a pre-existing texture with which it
* shares the underlying pixbuf data.
*
* You can use clutter_clone_texture_set_parent_texture() to change the
* cloned texture.
*
* Return value: the newly created #ClutterCloneTexture
*/
ClutterActor *
clutter_clone_texture_new (ClutterTexture *texture)
{
g_return_val_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture), NULL);
return g_object_new (CLUTTER_TYPE_CLONE_TEXTURE,
"parent-texture", texture,
NULL);
}
/**
* clutter_clone_texture_get_parent_texture:
* @clone: a #ClutterCloneTexture
*
* Retrieves the parent #ClutterTexture used by @clone.
*
* Return value: a #ClutterTexture actor, or %NULL
*
* Since: 0.2
*/
ClutterTexture *
clutter_clone_texture_get_parent_texture (ClutterCloneTexture *clone)
{
g_return_val_if_fail (CLUTTER_IS_CLONE_TEXTURE (clone), NULL);
return clone->priv->parent_texture;
}
/**
* clutter_clone_texture_set_parent_texture:
* @clone: a #ClutterCloneTexture
* @texture: a #ClutterTexture or %NULL
*
* Sets the parent texture cloned by the #ClutterCloneTexture.
*
* Since: 0.2
*/
void
clutter_clone_texture_set_parent_texture (ClutterCloneTexture *clone,
ClutterTexture *texture)
{
g_return_if_fail (CLUTTER_IS_CLONE_TEXTURE (clone));
g_return_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture));
g_object_ref (clone);
set_parent_texture (clone, texture);
g_object_notify (G_OBJECT (clone), "parent-texture");
g_object_unref (clone);
}