mutter/clutter/clutter-texture.c

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/*
* 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-texture
* @short_description: An actor for displaying and manipulating images.
*
* #ClutterTexture is a base class for displaying and manipulating pixel
* buffer type data.
*/
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#include "clutter-texture.h"
#include "clutter-main.h"
#include "clutter-marshal.h"
#include "clutter-feature.h"
#include "clutter-util.h"
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#include "clutter-private.h" /* for DBG */
#include <GL/glx.h>
#include <GL/gl.h>
G_DEFINE_TYPE (ClutterTexture, clutter_texture, CLUTTER_TYPE_ACTOR);
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#if G_BYTE_ORDER == G_LITTLE_ENDIAN
#define PIXEL_TYPE GL_UNSIGNED_BYTE
#else
#define PIXEL_TYPE GL_UNSIGNED_INT_8_8_8_8_REV
#endif
typedef struct ClutterTextureTileDimention
{
gint pos, size, waste;
}
ClutterTextureTileDimention;
struct ClutterTexturePrivate
{
GdkPixbuf *pixbuf;
gint width, height;
GLenum pixel_format;
GLenum pixel_type;
GLenum target_type;
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gboolean sync_actor_size;
gint max_tile_waste;
guint filter_quality;
gboolean repeat_x, repeat_y; /* non working */
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gboolean tiled;
ClutterTextureTileDimention *x_tiles, *y_tiles;
gint n_x_tiles, n_y_tiles;
GLuint *tiles;
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};
enum
{
PROP_0,
PROP_PIXBUF,
PROP_USE_TILES,
PROP_MAX_TILE_WASTE,
PROP_PIXEL_TYPE, /* Texture type */
PROP_PIXEL_FORMAT, /* Texture format */
PROP_SYNC_SIZE,
PROP_REPEAT_Y,
PROP_REPEAT_X,
PROP_FILTER_QUALITY
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};
enum
{
SIGNAL_SIZE_CHANGE,
SIGNAL_PIXBUF_CHANGE,
LAST_SIGNAL
};
static int texture_signals[LAST_SIGNAL] = { 0 };
static void
init_tiles (ClutterTexture *texture);
static gboolean
can_create (int width,
int height,
GLenum pixel_format,
GLenum pixel_type)
{
GLint new_width = 0;
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CLUTTER_DBG("checking %ix%i", width, height);
glTexImage2D (GL_PROXY_TEXTURE_2D, 0, GL_RGBA,
width, height, 0 /* border */,
pixel_format, pixel_type, NULL);
CLUTTER_GLERR();
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glGetTexLevelParameteriv (GL_PROXY_TEXTURE_2D, 0,
GL_TEXTURE_WIDTH, &new_width);
return new_width != 0;
}
static gboolean
can_create_rect_arb (int width,
int height,
GLenum pixel_format,
GLenum pixel_type)
{
/* FIXME: How to correctly query what max size of NPOTS text can be */
if (width > 4096 || height > 4096)
return FALSE;
return TRUE;
}
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static int
tile_dimension (int to_fill,
int start_size,
int waste,
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ClutterTextureTileDimention *tiles)
{
int pos = 0;
int n_tiles = 0;
int size = start_size;
while (TRUE)
{
if (tiles)
{
tiles[n_tiles].pos = pos;
tiles[n_tiles].size = size;
tiles[n_tiles].waste = 0;
}
n_tiles++;
if (to_fill <= size)
{
if (tiles)
tiles[n_tiles-1].waste = size - to_fill;
break;
}
else
{
to_fill -= size; pos += size;
while (size >= 2 * to_fill || size - to_fill > waste)
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size /= 2;
}
}
return n_tiles;
}
static void
init_tiles (ClutterTexture *texture)
{
ClutterTexturePrivate *priv;
gint x_pot, y_pot;
priv = texture->priv;
x_pot = clutter_util_next_p2 (priv->width);
y_pot = clutter_util_next_p2 (priv->height);
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while (!(can_create (x_pot, y_pot, priv->pixel_format, priv->pixel_type)
&& (x_pot - priv->width < priv->max_tile_waste)
&& (y_pot - priv->height < priv->max_tile_waste)))
{
CLUTTER_DBG("x_pot:%i - width:%i < max_waste:%i",
x_pot, priv->width, priv->max_tile_waste);
CLUTTER_DBG("y_pot:%i - height:%i < max_waste:%i",
y_pot, priv->height, priv->max_tile_waste);
if (x_pot > y_pot)
x_pot /= 2;
else
y_pot /= 2;
}
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if (priv->x_tiles)
g_free(priv->x_tiles);
priv->n_x_tiles = tile_dimension (priv->width, x_pot,
priv->max_tile_waste, NULL);
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priv->x_tiles = g_new (ClutterTextureTileDimention, priv->n_x_tiles);
tile_dimension (priv->width, x_pot, priv->max_tile_waste, priv->x_tiles);
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if (priv->y_tiles)
g_free(priv->y_tiles);
priv->n_y_tiles = tile_dimension (priv->height, y_pot,
priv->max_tile_waste, NULL);
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priv->y_tiles = g_new (ClutterTextureTileDimention, priv->n_y_tiles);
tile_dimension (priv->height, y_pot, priv->max_tile_waste, priv->y_tiles);
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CLUTTER_DBG("x_pot:%i, width:%i, y_pot:%i, height: %i max_waste:%i, "
" n_x_tiles: %i, n_y_tiles: %i",
x_pot, priv->width, y_pot, priv->height, priv->max_tile_waste,
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priv->n_x_tiles, priv->n_y_tiles);
}
static void
texture_render_to_gl_quad (ClutterTexture *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;
ClutterTexturePrivate *priv;
priv = texture->priv;
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qwidth = x2-x1;
qheight = y2-y1;
if (!CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR(texture)))
clutter_actor_realize (CLUTTER_ACTOR(texture));
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g_return_if_fail(priv->tiles != NULL);
/* OPT: Put in display list */
/* OPT: Optionally avoid tiling and use texture rectangles ext if
* supported.
*/
if (!priv->tiled)
{
glBindTexture(priv->target_type, priv->tiles[0]);
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if (priv->target_type == GL_TEXTURE_2D) /* POT */
{
tx = (float) priv->width / clutter_util_next_p2 (priv->width);
ty = (float) priv->height / clutter_util_next_p2 (priv->height);
}
else
{
tx = (float) priv->width;
ty = (float) priv->height;
}
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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 < priv->n_x_tiles; x++)
{
lasty = 0;
for (y=0; y < priv->n_y_tiles; y++)
{
int actual_w, actual_h;
glBindTexture(priv->target_type, priv->tiles[i]);
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actual_w = priv->x_tiles[x].size - priv->x_tiles[x].waste;
actual_h = priv->y_tiles[y].size - priv->y_tiles[y].waste;
CLUTTER_DBG("rendering text tile x: %i, y: %i - %ix%i",
x, y, actual_w, actual_h);
tx = (float) actual_w / priv->x_tiles[x].size;
ty = (float) actual_h / priv->y_tiles[y].size;
qx1 = x1 + lastx;
qx2 = qx1 + ((qwidth * actual_w ) / priv->width );
qy1 = y1 + lasty;
qy2 = qy1 + ((qheight * actual_h) / priv->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) ;
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i++;
}
lastx += (qx2 - qx1);
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}
}
static void
clutter_texture_unrealize (ClutterActor *actor)
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{
ClutterTexture *texture;
ClutterTexturePrivate *priv;
texture = CLUTTER_TEXTURE(actor);
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priv = texture->priv;
if (priv->tiles == NULL)
return;
CLUTTER_MARK();
clutter_threads_enter ();
/* Free up texture memory */
if (!priv->tiled)
glDeleteTextures(1, priv->tiles);
else
glDeleteTextures(priv->n_x_tiles * priv->n_y_tiles, priv->tiles);
clutter_threads_leave ();
CLUTTER_MARK();
if (priv->tiles)
{
g_free(priv->tiles);
priv->tiles = NULL;
}
if (priv->x_tiles)
{
g_free(priv->x_tiles);
priv->x_tiles = NULL;
}
if (priv->y_tiles)
{
g_free(priv->y_tiles);
priv->y_tiles = NULL;
}
CLUTTER_DBG("Texture unrealized");
}
static void
clutter_texture_sync_pixbuf (ClutterTexture *texture)
{
ClutterTexturePrivate *priv;
int x, y, i = 0;
gboolean create_textures = FALSE;
priv = texture->priv;
g_return_if_fail (priv->pixbuf != NULL);
CLUTTER_MARK();
if (!priv->tiled)
{
/* Single Texture
*
*/
if (!priv->tiles)
{
priv->tiles = g_new (GLuint, 1);
glGenTextures (1, priv->tiles);
create_textures = TRUE;
}
CLUTTER_DBG("syncing for single tile");
glBindTexture(priv->target_type, priv->tiles[0]);
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glTexParameteri(priv->target_type,
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GL_TEXTURE_WRAP_S,
priv->repeat_x ? GL_REPEAT : GL_CLAMP_TO_EDGE);
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glTexParameteri(priv->target_type,
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GL_TEXTURE_WRAP_T,
priv->repeat_y ? GL_REPEAT : GL_CLAMP_TO_EDGE);
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priv->filter_quality = 1;
glTexParameteri(priv->target_type, GL_TEXTURE_MAG_FILTER,
priv->filter_quality ? GL_LINEAR : GL_NEAREST);
glTexParameteri(priv->target_type, GL_TEXTURE_MIN_FILTER,
priv->filter_quality ? GL_LINEAR : GL_NEAREST);
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glPixelStorei (GL_UNPACK_ROW_LENGTH,
gdk_pixbuf_get_width(priv->pixbuf));
glPixelStorei (GL_UNPACK_ALIGNMENT,
gdk_pixbuf_get_n_channels (priv->pixbuf));
if (create_textures)
{
gint width, height;
width = priv->width;
height = priv->height;
if (priv->target_type == GL_TEXTURE_2D) /* POT */
{
width = clutter_util_next_p2(priv->width);
height = clutter_util_next_p2(priv->height);
}
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/* NOTE: Change to GL_RGB for non alpha textures */
glTexImage2D(priv->target_type,
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0,
(gdk_pixbuf_get_n_channels (priv->pixbuf) == 4) ?
GL_RGBA : GL_RGB,
width,
height,
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0,
priv->pixel_format,
priv->pixel_type,
NULL);
}
glTexSubImage2D (priv->target_type, 0, 0, 0,
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priv->width,
priv->height,
priv->pixel_format,
priv->pixel_type,
gdk_pixbuf_get_pixels(priv->pixbuf));
return;
}
/* Multiple tiled texture */
CLUTTER_DBG("syncing for multiple tiles for %ix%i pixbuf",
priv->width, priv->height);
g_return_if_fail (priv->x_tiles != NULL && priv->y_tiles != NULL);
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if (priv->tiles == NULL)
{
priv->tiles = g_new (GLuint, priv->n_x_tiles * priv->n_y_tiles);
glGenTextures (priv->n_x_tiles * priv->n_y_tiles, priv->tiles);
create_textures = TRUE;
}
for (x=0; x < priv->n_x_tiles; x++)
for (y=0; y < priv->n_y_tiles; y++)
{
GdkPixbuf *pixtmp;
int src_h, src_w;
src_w = priv->x_tiles[x].size;
src_h = priv->y_tiles[y].size;
pixtmp
= gdk_pixbuf_new(GDK_COLORSPACE_RGB,
(gdk_pixbuf_get_n_channels (priv->pixbuf) == 4) ?
TRUE : FALSE,
8,
priv->x_tiles[x].size,
priv->y_tiles[y].size);
/* clip */
if (priv->x_tiles[x].pos + src_w > priv->width)
{
src_w = priv->width - priv->x_tiles[x].pos;
}
if (priv->y_tiles[y].pos + src_h > priv->height)
{
src_h = priv->height - priv->y_tiles[y].pos;
}
CLUTTER_DBG("copying tile %i,%i - %ix%i to 0,0 %ix%i",
priv->x_tiles[x].pos,
priv->y_tiles[y].pos,
src_w,
src_h,
priv->x_tiles[x].size,
priv->y_tiles[y].size);
gdk_pixbuf_copy_area(priv->pixbuf,
priv->x_tiles[x].pos,
priv->y_tiles[y].pos,
src_w,
src_h,
pixtmp,
0,0);
#ifdef CLUTTER_DUMP_TILES
{
gchar *filename;
filename = g_strdup_printf("/tmp/%i-%i-%i.png",
clutter_actor_get_id(CLUTTER_ACTOR(texture)),
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x, y);
printf("saving %s\n", filename);
gdk_pixbuf_save (pixtmp, filename , "png", NULL, NULL);
}
#endif
glBindTexture(priv->target_type, priv->tiles[i]);
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glTexParameteri(priv->target_type,
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GL_TEXTURE_WRAP_S,
priv->repeat_x ? GL_REPEAT : GL_CLAMP_TO_EDGE);
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glTexParameteri(priv->target_type,
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GL_TEXTURE_WRAP_T,
priv->repeat_y ? GL_REPEAT : GL_CLAMP_TO_EDGE);
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glTexParameteri(priv->target_type, GL_TEXTURE_MAG_FILTER,
priv->filter_quality ? GL_LINEAR : GL_NEAREST);
glTexParameteri(priv->target_type, GL_TEXTURE_MIN_FILTER,
priv->filter_quality ? GL_LINEAR : GL_NEAREST);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glPixelStorei (GL_UNPACK_ROW_LENGTH, gdk_pixbuf_get_width(pixtmp));
glPixelStorei (GL_UNPACK_ALIGNMENT,
gdk_pixbuf_get_n_channels (priv->pixbuf));
if (create_textures)
{
glTexImage2D(priv->target_type,
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0,
(gdk_pixbuf_get_n_channels (priv->pixbuf) == 4) ?
GL_RGBA : GL_RGB,
priv->x_tiles[x].size,
priv->y_tiles[y].size,
0,
priv->pixel_format,
priv->pixel_type,
gdk_pixbuf_get_pixels(pixtmp));
}
else
{
/* Textures already created, so just update whats inside
*/
glTexSubImage2D (priv->target_type, 0,
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0, 0,
priv->x_tiles[x].size,
priv->y_tiles[y].size,
priv->pixel_format,
priv->pixel_type,
gdk_pixbuf_get_pixels(pixtmp));
}
g_object_unref(pixtmp);
i++;
}
}
static void
clutter_texture_realize (ClutterActor *actor)
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{
ClutterTexture *texture;
texture = CLUTTER_TEXTURE(actor);
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CLUTTER_MARK();
if (texture->priv->pixbuf == NULL)
{
/* Dont allow realization with no pixbuf */
CLUTTER_DBG("*** Texture has no pixbuf cannot realize ***");
CLUTTER_DBG("*** flags %i ***", actor->flags);
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
CLUTTER_DBG("*** flags %i ***", actor->flags);
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return;
}
CLUTTER_DBG("Texture realized");
if (texture->priv->tiled)
init_tiles(texture);
clutter_texture_sync_pixbuf (texture);
}
static void
clutter_texture_show (ClutterActor *self)
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{
clutter_actor_realize (self);
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}
static void
clutter_texture_hide (ClutterActor *self)
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{
clutter_actor_unrealize (self);
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}
static void
clutter_texture_paint (ClutterActor *self)
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{
ClutterTexture *texture = CLUTTER_TEXTURE(self);
gint x1, y1, x2, y2;
guint8 opacity;
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CLUTTER_DBG("@@@ for '%s' @@@",
clutter_actor_get_name(self) ?
clutter_actor_get_name(self) : "unknown");
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glPushMatrix();
glEnable(GL_BLEND);
glEnable(texture->priv->target_type);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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opacity = clutter_actor_get_opacity(self);
CLUTTER_DBG("setting opacity to %i\n", opacity);
glColor4ub(255, 255, 255, opacity);
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clutter_actor_get_coords (self, &x1, &y1, &x2, &y2);
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texture_render_to_gl_quad (texture, x1, y1, x2, y2);
glDisable(texture->priv->target_type);
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glDisable(GL_BLEND);
glPopMatrix();
}
static void
clutter_texture_dispose (GObject *object)
{
ClutterTexture *self = CLUTTER_TEXTURE(object);
ClutterTexturePrivate *priv;
priv = self->priv;
if (priv != NULL)
{
clutter_actor_unrealize (CLUTTER_ACTOR(self));
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if (priv->pixbuf != NULL)
{
g_object_unref (priv->pixbuf);
priv->pixbuf = NULL;
}
}
G_OBJECT_CLASS (clutter_texture_parent_class)->dispose (object);
}
static void
clutter_texture_finalize (GObject *object)
{
ClutterTexture *self = CLUTTER_TEXTURE(object);
if (self->priv)
{
g_free(self->priv);
self->priv = NULL;
}
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_PIXBUF:
clutter_texture_set_pixbuf (texture,
(GdkPixbuf*)g_value_get_pointer(value));
break;
case PROP_USE_TILES:
priv->tiled = g_value_get_boolean (value);
if (priv->target_type == GL_TEXTURE_RECTANGLE_ARB
&& priv->tiled == TRUE)
priv->target_type = GL_TEXTURE_2D;
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CLUTTER_DBG("Texture is tiled ? %i", priv->tiled);
break;
case PROP_MAX_TILE_WASTE:
priv->max_tile_waste = g_value_get_int (value);
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break;
case PROP_PIXEL_TYPE:
priv->pixel_type = g_value_get_int (value);
break;
case PROP_PIXEL_FORMAT:
priv->pixel_format = g_value_get_int (value);
break;
case PROP_SYNC_SIZE:
priv->sync_actor_size = g_value_get_boolean (value);
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break;
case PROP_REPEAT_X:
priv->repeat_x = g_value_get_boolean (value);
break;
case PROP_REPEAT_Y:
priv->repeat_y = g_value_get_boolean (value);
break;
case PROP_FILTER_QUALITY:
priv->filter_quality = g_value_get_int (value);
break;
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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_PIXBUF:
g_value_set_pointer (value, priv->pixbuf);
break;
case PROP_USE_TILES:
g_value_set_boolean (value, priv->tiled);
break;
case PROP_MAX_TILE_WASTE:
g_value_set_int (value, priv->max_tile_waste);
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break;
case PROP_PIXEL_TYPE:
g_value_set_int (value, priv->pixel_type);
break;
case PROP_PIXEL_FORMAT:
g_value_set_int (value, priv->pixel_format);
break;
case PROP_SYNC_SIZE:
g_value_set_boolean (value, priv->sync_actor_size);
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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_int (value, priv->filter_quality);
break;
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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;
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gobject_class = (GObjectClass*)klass;
actor_class = (ClutterActorClass*)klass;
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actor_class->paint = clutter_texture_paint;
actor_class->realize = clutter_texture_realize;
actor_class->unrealize = clutter_texture_unrealize;
actor_class->show = clutter_texture_show;
actor_class->hide = clutter_texture_hide;
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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_PIXBUF,
g_param_spec_pointer ("pixbuf",
"Pixbuf source for Texture.",
"Pixbuf source for Texture.",
G_PARAM_READWRITE));
g_object_class_install_property
(gobject_class, PROP_USE_TILES,
g_param_spec_boolean ("tiled",
"Enable use of tiled textures",
"Enables the use of tiled GL textures to more "
"efficiently use available texture memory",
/* FIXME: This default set at runtime :/
* As tiling depends on what GL features available.
* Need to figure out better solution
*/
(clutter_feature_available
(CLUTTER_FEATURE_TEXTURE_RECTANGLE) == FALSE),
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G_PARAM_CONSTRUCT_ONLY | G_PARAM_READWRITE));
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"
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"dimentions",
TRUE,
G_PARAM_CONSTRUCT | G_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. Currently UNWORKING",
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FALSE,
G_PARAM_CONSTRUCT | G_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. Currently UNWORKING",
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FALSE,
G_PARAM_CONSTRUCT | G_PARAM_READWRITE));
/* FIXME: Ideally this option needs to have some kind of global
* overide as to imporve performance.
*/
g_object_class_install_property
(gobject_class, PROP_FILTER_QUALITY,
g_param_spec_int ("filter-quality",
"Quality of filter used when scaling a texture",
"Values 0 and 1 current only supported, with 0"
"being lower quality but fast, 1 being better "
"quality but slower. ( Currently just maps to "
" GL_NEAREST / GL_LINEAR )",
0,
G_MAXINT,
1,
G_PARAM_CONSTRUCT | G_PARAM_READWRITE));
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g_object_class_install_property
(gobject_class, PROP_MAX_TILE_WASTE,
g_param_spec_int ("tile-waste",
"Tile dimention to waste",
"Max wastage dimention of a texture when using "
"tiled textures. Bigger values use less textures, "
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"smaller values less texture memory. ",
0,
G_MAXINT,
64,
G_PARAM_CONSTRUCT_ONLY | G_PARAM_READWRITE));
g_object_class_install_property
(gobject_class, PROP_PIXEL_TYPE,
g_param_spec_int ("pixel-type",
"Texture Pixel Type",
"GL texture pixel type used",
0,
G_MAXINT,
PIXEL_TYPE,
G_PARAM_CONSTRUCT_ONLY | G_PARAM_READWRITE));
g_object_class_install_property
(gobject_class, PROP_PIXEL_FORMAT,
g_param_spec_int ("pixel-format",
"Texture pixel format",
"GL texture pixel format used",
0,
G_MAXINT,
GL_RGBA,
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G_PARAM_CONSTRUCT_ONLY | G_PARAM_READWRITE));
texture_signals[SIGNAL_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);
texture_signals[SIGNAL_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);
}
static void
clutter_texture_init (ClutterTexture *self)
{
ClutterTexturePrivate *priv;
priv = g_new0 (ClutterTexturePrivate, 1);
/* FIXME: It seems defaults via props do not get set
* on all props for sub classes ( ie labels ).
* Should they be ?
*
* Setting them here also to be sure + safe.
*/
priv->max_tile_waste = 64;
priv->filter_quality = 0;
priv->tiled = TRUE;
priv->pixel_type = PIXEL_TYPE;
priv->pixel_format = GL_RGBA;
priv->repeat_x = FALSE;
priv->repeat_y = FALSE;
priv->pixbuf = NULL;
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if (clutter_feature_available (CLUTTER_FEATURE_TEXTURE_RECTANGLE))
{
priv->target_type = GL_TEXTURE_RECTANGLE_ARB;
priv->tiled = FALSE;
}
else
priv->target_type = GL_TEXTURE_2D;
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self->priv = priv;
}
/**
* clutter_texture_get_pixbuf:
* @texture: A #ClutterTexture
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*
* Gets the underlying #GdkPixbuf for the #ClutterTexture.
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*
* Return value: The underlying #GdkPixbuf
**/
GdkPixbuf*
clutter_texture_get_pixbuf (ClutterTexture* texture)
{
return texture->priv->pixbuf;
}
/**
* clutter_texture_set_pixbuf:
* @texture: A #ClutterTexture
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* @pixbuf: A #GdkPixbuf
*
* Sets the underlying #GdkPixbuf for the #ClutterTexture
*
**/
void
clutter_texture_set_pixbuf (ClutterTexture *texture, GdkPixbuf *pixbuf)
{
ClutterTexturePrivate *priv;
gboolean texture_dirty = TRUE;
priv = texture->priv;
g_return_if_fail (pixbuf != NULL);
if (priv->pixbuf != NULL)
{
texture_dirty = (gdk_pixbuf_get_width (pixbuf)
!= gdk_pixbuf_get_width (priv->pixbuf)
||
gdk_pixbuf_get_height (pixbuf)
!= gdk_pixbuf_get_height (priv->pixbuf)
||
gdk_pixbuf_get_n_channels (pixbuf)
!= gdk_pixbuf_get_n_channels (priv->pixbuf));
g_object_unref(priv->pixbuf);
/* If the actual pixbuf has changed size/format destroy
* existing textures ready for recreation. If
* size matches we can reuse.
*/
if (texture_dirty)
{
clutter_actor_unrealize (CLUTTER_ACTOR(texture));
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}
else
{
/* If texture realised sync things for change */
if (CLUTTER_ACTOR_IS_REALIZED(CLUTTER_ACTOR(texture)))
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{
priv->pixbuf = pixbuf;
/* FIXME: better locking stratergy
*/
clutter_threads_enter();
clutter_texture_sync_pixbuf (texture);
clutter_threads_leave();
}
}
}
clutter_threads_enter();
priv->pixbuf = pixbuf;
priv->width = gdk_pixbuf_get_width (pixbuf);
priv->height = gdk_pixbuf_get_height (pixbuf);
g_object_ref (pixbuf);
if (gdk_pixbuf_get_n_channels (pixbuf) == 3)
priv->pixel_format = GL_RGB;
else
priv->pixel_format = GL_RGBA;
/* Force tiling if pixbuf is too big for single texture */
if (priv->tiled == FALSE && texture_dirty)
{
if (priv->target_type == GL_TEXTURE_RECTANGLE_ARB
&& !can_create_rect_arb (priv->width,
priv->height,
priv->pixel_format,
priv->pixel_type))
{
/* If we cant create NPOT tex of this size fall back to tiles */
priv->tiled = TRUE;
priv->target_type = GL_TEXTURE_2D;
}
else if (priv->target_type == GL_TEXTURE_2D
&& !can_create(clutter_util_next_p2(priv->width),
clutter_util_next_p2(priv->height),
priv->pixel_format,
priv->pixel_type))
{
priv->tiled = TRUE;
}
}
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clutter_threads_leave();
if (priv->sync_actor_size)
clutter_actor_set_size (CLUTTER_ACTOR(texture),
priv->width,
priv->height);
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CLUTTER_DBG("set size %ix%i\n", priv->width, priv->height);
if (texture_dirty)
g_signal_emit (texture, texture_signals[SIGNAL_SIZE_CHANGE],
0, priv->width, priv->height);
if (priv->tiled && texture_dirty)
init_tiles (texture);
g_signal_emit (texture, texture_signals[SIGNAL_PIXBUF_CHANGE], 0);
/* If resized actor may need resizing but paint() will do this */
if (CLUTTER_ACTOR_IS_MAPPED (CLUTTER_ACTOR(texture)))
clutter_actor_queue_redraw (CLUTTER_ACTOR(texture));
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}
/**
* clutter_texture_new_from_pixbuf:
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* @pixbuf: A #GdkPixbuf
*
* Creates a new #ClutterTexture object.
*
* Return value: A newly created #ClutterTexture object.
**/
ClutterActor*
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clutter_texture_new_from_pixbuf (GdkPixbuf *pixbuf)
{
ClutterTexture *texture;
texture = g_object_new (CLUTTER_TYPE_TEXTURE, "pixbuf", pixbuf, NULL);
return CLUTTER_ACTOR(texture);
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}
/**
* clutter_texture_new:
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*
* Creates a new empty #ClutterTexture object.
*
* Return value: A newly created #ClutterTexture object.
**/
ClutterActor*
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clutter_texture_new (void)
{
ClutterTexture *texture;
texture = g_object_new (CLUTTER_TYPE_TEXTURE, NULL);
return CLUTTER_ACTOR(texture);
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}
/**
* clutter_texture_get_base_size:
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* @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
clutter_texture_get_base_size (ClutterTexture *texture,
gint *width,
gint *height)
{
/* Attempt to realize, mainly for subclasses ( such as labels )
* which maynot create pixbuf data and thus base size until
* realization happens.
*/
if (!CLUTTER_ACTOR_IS_REALIZED(CLUTTER_ACTOR(texture)))
clutter_actor_realize (CLUTTER_ACTOR(texture));
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if (width)
*width = texture->priv->width;
if (height)
*height = texture->priv->height;
}
/**
* clutter_texture_bind_tile:
* @texture: A #ClutterTexture
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* @index: Tile index to bind
*
* Proxys a call to glBindTexture a to bind an internal 'tile'.
*
* This function is only useful for sub class implementations
* and never should be called by an application.
**/
void
clutter_texture_bind_tile (ClutterTexture *texture, gint index)
{
ClutterTexturePrivate *priv;
priv = texture->priv;
glBindTexture(priv->target_type, priv->tiles[index]);
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}
/**
* clutter_texture_get_n_tiles:
* @texture: A #ClutterTexture
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* @n_x_tiles: Location to store number of tiles in horizonally axis
* @n_y_tiles: Location to store number of tiles in vertical axis
*
* Retreives internal tile dimentioning.
*
* This function is only useful for sub class implementations
* and never should be called by an application.
**/
void
clutter_texture_get_n_tiles (ClutterTexture *texture,
gint *n_x_tiles,
gint *n_y_tiles)
{
if (n_x_tiles)
*n_x_tiles = texture->priv->n_x_tiles;
if (n_y_tiles)
*n_y_tiles = texture->priv->n_y_tiles;
}
/**
* clutter_texture_get_x_tile_detail:
* @texture: A #ClutterTexture
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* @x_index: X index of tile to query
* @pos: Location to store tiles X position
* @size: Location to store tiles horizontal size in pixels
* @waste: Location to store tiles horizontal wastage in pixels
*
* Retreives details of a tile on x axis.
*
* This function is only useful for sub class implementations
* and never should be called by an application.
**/
void
clutter_texture_get_x_tile_detail (ClutterTexture *texture,
gint x_index,
gint *pos,
gint *size,
gint *waste)
{
g_return_if_fail(x_index < texture->priv->n_x_tiles);
if (pos)
*pos = texture->priv->x_tiles[x_index].pos;
if (size)
*size = texture->priv->x_tiles[x_index].size;
if (waste)
*waste = texture->priv->x_tiles[x_index].waste;
}
/**
* clutter_texture_get_y_tile_detail:
* @texture: A #ClutterTexture
* @y_index: Y index of tile to query
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* @pos: Location to store tiles Y position
* @size: Location to store tiles vertical size in pixels
* @waste: Location to store tiles vertical wastage in pixels
*
* Retreives details of a tile on y axis.
*
* This function is only useful for sub class implementations
* and never should be called by an application.
**/
void
clutter_texture_get_y_tile_detail (ClutterTexture *texture,
gint y_index,
gint *pos,
gint *size,
gint *waste)
{
g_return_if_fail(y_index < texture->priv->n_y_tiles);
if (pos)
*pos = texture->priv->y_tiles[y_index].pos;
if (size)
*size = texture->priv->y_tiles[y_index].size;
if (waste)
*waste = texture->priv->y_tiles[y_index].waste;
}
/**
* clutter_texture_has_generated_tiles:
* @texture: A #ClutterTexture
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*
* Checks if #ClutterTexture has generated underlying GL texture tiles.
*
* This function is only useful for sub class implementations
* and never should be called by an application.
*
* Return value: TRUE if texture has pregenerated GL tiles.
**/
gboolean
clutter_texture_has_generated_tiles (ClutterTexture *texture)
{
return (texture->priv->tiles != NULL);
}
/**
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* clutter_texture_is_tiled:
* @texture: A #ClutterTexture
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*
* Checks if #ClutterTexture is tiled.
*
* This function is only useful for sub class implementations
* and never should be called by an application.
*
* Return value: TRUE if texture is tiled
**/
gboolean
clutter_texture_is_tiled (ClutterTexture *texture)
{
return texture->priv->tiled;
}