mutter/cogl/cogl-sub-texture.c

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/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2009,2010,2011 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/>.
*
*
*
* Authors:
* Neil Roberts <neil@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-util.h"
#include "cogl-texture-private.h"
#include "cogl-sub-texture-private.h"
#include "cogl-context-private.h"
#include "cogl-object.h"
#include "cogl-texture-driver.h"
#include "cogl-texture-rectangle-private.h"
#include <string.h>
#include <math.h>
static void _cogl_sub_texture_free (CoglSubTexture *sub_tex);
COGL_TEXTURE_DEFINE (SubTexture, sub_texture);
static const CoglTextureVtable cogl_sub_texture_vtable;
static void
_cogl_sub_texture_unmap_quad (CoglSubTexture *sub_tex,
float *coords)
{
/* NB: coords[] come in as non-normalized if sub_tex->full_texture
* is a CoglTextureRectangle otherwhise they are normalized. The
* coordinates we write out though must always be normalized.
*
* NB: sub_tex->sub_x/y/width/height are in non-normalized
* coordinates.
*/
if (cogl_is_texture_rectangle (sub_tex->full_texture))
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{
coords[0] = (coords[0] - sub_tex->sub_x) / sub_tex->sub_width;
coords[1] = (coords[1] - sub_tex->sub_y) / sub_tex->sub_height;
coords[2] = (coords[2] - sub_tex->sub_x) / sub_tex->sub_width;
coords[3] = (coords[3] - sub_tex->sub_y) / sub_tex->sub_height;
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}
else
{
float width = cogl_texture_get_width (sub_tex->full_texture);
float height = cogl_texture_get_height (sub_tex->full_texture);
coords[0] = (coords[0] * width - sub_tex->sub_x) / sub_tex->sub_width;
coords[1] = (coords[1] * height - sub_tex->sub_y) / sub_tex->sub_height;
coords[2] = (coords[2] * width - sub_tex->sub_x) / sub_tex->sub_width;
coords[3] = (coords[3] * height - sub_tex->sub_y) / sub_tex->sub_height;
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}
}
static void
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_cogl_sub_texture_map_quad (CoglSubTexture *sub_tex,
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
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float *coords)
{
/* NB: coords[] always come in as normalized coordinates but may go
* out as non-normalized if sub_tex->full_texture is a
* CoglTextureRectangle.
*
* NB: sub_tex->sub_x/y/width/height are in non-normalized
* coordinates.
*/
if (cogl_is_texture_rectangle (sub_tex->full_texture))
{
coords[0] = coords[0] * sub_tex->sub_width + sub_tex->sub_x;
coords[1] = coords[1] * sub_tex->sub_height + sub_tex->sub_y;
coords[2] = coords[2] * sub_tex->sub_width + sub_tex->sub_x;
coords[3] = coords[3] * sub_tex->sub_height + sub_tex->sub_y;
}
else
{
float width = cogl_texture_get_width (sub_tex->full_texture);
float height = cogl_texture_get_height (sub_tex->full_texture);
coords[0] = (coords[0] * sub_tex->sub_width + sub_tex->sub_x) / width;
coords[1] = (coords[1] * sub_tex->sub_height + sub_tex->sub_y) / height;
coords[2] = (coords[2] * sub_tex->sub_width + sub_tex->sub_x) / width;
coords[3] = (coords[3] * sub_tex->sub_height + sub_tex->sub_y) / height;
}
}
typedef struct _CoglSubTextureForeachData
{
CoglSubTexture *sub_tex;
CoglMetaTextureCallback callback;
void *user_data;
} CoglSubTextureForeachData;
static void
unmap_coords_cb (CoglTexture *slice_texture,
const float *slice_texture_coords,
const float *meta_coords,
void *user_data)
{
CoglSubTextureForeachData *data = user_data;
float unmapped_coords[4];
memcpy (unmapped_coords, meta_coords, sizeof (unmapped_coords));
_cogl_sub_texture_unmap_quad (data->sub_tex, unmapped_coords);
data->callback (slice_texture,
slice_texture_coords,
unmapped_coords,
data->user_data);
}
static void
_cogl_sub_texture_foreach_sub_texture_in_region (
CoglTexture *tex,
float virtual_tx_1,
float virtual_ty_1,
float virtual_tx_2,
float virtual_ty_2,
CoglMetaTextureCallback callback,
void *user_data)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
CoglTexture *full_texture = sub_tex->full_texture;
float mapped_coords[4] =
{ virtual_tx_1, virtual_ty_1, virtual_tx_2, virtual_ty_2};
float virtual_coords[4] =
{ virtual_tx_1, virtual_ty_1, virtual_tx_2, virtual_ty_2};
/* map the virtual coordinates to ->full_texture coordinates */
_cogl_sub_texture_map_quad (sub_tex, mapped_coords);
/* TODO: Add something like cogl_is_low_level_texture() */
if (cogl_is_texture_2d (full_texture) ||
cogl_is_texture_rectangle (full_texture))
{
callback (sub_tex->full_texture,
mapped_coords,
virtual_coords,
user_data);
}
else
{
CoglSubTextureForeachData data;
data.sub_tex = sub_tex;
data.callback = callback;
data.user_data = user_data;
cogl_meta_texture_foreach_in_region (COGL_META_TEXTURE (full_texture),
mapped_coords[0],
mapped_coords[1],
mapped_coords[2],
mapped_coords[3],
COGL_PIPELINE_WRAP_MODE_REPEAT,
COGL_PIPELINE_WRAP_MODE_REPEAT,
unmap_coords_cb,
&data);
}
}
static void
_cogl_sub_texture_set_wrap_mode_parameters (CoglTexture *tex,
GLenum wrap_mode_s,
GLenum wrap_mode_t,
GLenum wrap_mode_p)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
_cogl_texture_set_wrap_mode_parameters (sub_tex->full_texture,
wrap_mode_s,
wrap_mode_t,
wrap_mode_p);
}
static void
_cogl_sub_texture_free (CoglSubTexture *sub_tex)
{
cogl_object_unref (sub_tex->next_texture);
cogl_object_unref (sub_tex->full_texture);
/* Chain up */
_cogl_texture_free (COGL_TEXTURE (sub_tex));
}
CoglSubTexture *
cogl_sub_texture_new (CoglContext *ctx,
CoglTexture *next_texture,
int sub_x, int sub_y,
int sub_width, int sub_height)
{
CoglTexture *full_texture;
CoglSubTexture *sub_tex;
CoglTexture *tex;
unsigned int next_width, next_height;
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next_width = cogl_texture_get_width (next_texture);
next_height = cogl_texture_get_height (next_texture);
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/* The region must specify a non-zero subset of the full texture */
_COGL_RETURN_VAL_IF_FAIL (sub_x >= 0 && sub_y >= 0, NULL);
_COGL_RETURN_VAL_IF_FAIL (sub_width > 0 && sub_height > 0, NULL);
_COGL_RETURN_VAL_IF_FAIL (sub_x + sub_width <= next_width, NULL);
_COGL_RETURN_VAL_IF_FAIL (sub_y + sub_height <= next_height, NULL);
sub_tex = g_new (CoglSubTexture, 1);
tex = COGL_TEXTURE (sub_tex);
_cogl_texture_init (tex, &cogl_sub_texture_vtable);
/* If the next texture is also a sub texture we can avoid one level
of indirection by referencing the full texture of that texture
instead. */
if (cogl_is_sub_texture (next_texture))
{
CoglSubTexture *other_sub_tex =
_cogl_sub_texture_pointer_from_handle (next_texture);
full_texture = other_sub_tex->full_texture;
sub_x += other_sub_tex->sub_x;
sub_y += other_sub_tex->sub_y;
}
else
full_texture = next_texture;
sub_tex->next_texture = cogl_object_ref (next_texture);
sub_tex->full_texture = cogl_object_ref (full_texture);
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sub_tex->sub_x = sub_x;
sub_tex->sub_y = sub_y;
sub_tex->sub_width = sub_width;
sub_tex->sub_height = sub_height;
return _cogl_sub_texture_handle_new (sub_tex);
}
CoglTexture *
cogl_sub_texture_get_parent (CoglSubTexture *sub_texture)
{
return sub_texture->next_texture;
}
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
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static int
_cogl_sub_texture_get_max_waste (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return cogl_texture_get_max_waste (sub_tex->full_texture);
}
static gboolean
_cogl_sub_texture_is_sliced (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return cogl_texture_is_sliced (sub_tex->full_texture);
}
static gboolean
_cogl_sub_texture_can_hardware_repeat (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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/* We can hardware repeat if the subtexture actually represents all of the
of the full texture */
return (sub_tex->sub_width ==
cogl_texture_get_width (sub_tex->full_texture) &&
sub_tex->sub_height ==
cogl_texture_get_height (sub_tex->full_texture) &&
_cogl_texture_can_hardware_repeat (sub_tex->full_texture));
}
static void
_cogl_sub_texture_transform_coords_to_gl (CoglTexture *tex,
float *s,
float *t)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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/* This won't work if the sub texture is not the size of the full
texture and the coordinates are outside the range [0,1] */
*s = ((*s * sub_tex->sub_width + sub_tex->sub_x) /
cogl_texture_get_width (sub_tex->full_texture));
*t = ((*t * sub_tex->sub_height + sub_tex->sub_y) /
cogl_texture_get_height (sub_tex->full_texture));
_cogl_texture_transform_coords_to_gl (sub_tex->full_texture, s, t);
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}
static CoglTransformResult
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_cogl_sub_texture_transform_quad_coords_to_gl (CoglTexture *tex,
float *coords)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
int i;
/* We can't support repeating with this method. In this case
cogl-primitives will resort to manual repeating */
for (i = 0; i < 4; i++)
if (coords[i] < 0.0f || coords[i] > 1.0f)
return COGL_TRANSFORM_SOFTWARE_REPEAT;
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_cogl_sub_texture_map_quad (sub_tex, coords);
return _cogl_texture_transform_quad_coords_to_gl (sub_tex->full_texture,
coords);
}
static gboolean
_cogl_sub_texture_get_gl_texture (CoglTexture *tex,
GLuint *out_gl_handle,
GLenum *out_gl_target)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return cogl_texture_get_gl_texture (sub_tex->full_texture,
out_gl_handle,
out_gl_target);
}
static void
_cogl_sub_texture_set_filters (CoglTexture *tex,
GLenum min_filter,
GLenum mag_filter)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
_cogl_texture_set_filters (sub_tex->full_texture, min_filter, mag_filter);
}
static void
_cogl_sub_texture_pre_paint (CoglTexture *tex,
CoglTexturePrePaintFlags flags)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
_cogl_texture_pre_paint (sub_tex->full_texture, flags);
}
static void
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_cogl_sub_texture_ensure_non_quad_rendering (CoglTexture *tex)
{
}
static gboolean
_cogl_sub_texture_set_region (CoglTexture *tex,
int src_x,
int src_y,
int dst_x,
int dst_y,
unsigned int dst_width,
unsigned int dst_height,
CoglBitmap *bmp)
{
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CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return cogl_texture_set_region_from_bitmap (sub_tex->full_texture,
src_x, src_y,
dst_x + sub_tex->sub_x,
dst_y + sub_tex->sub_y,
dst_width, dst_height,
bmp);
}
static CoglPixelFormat
_cogl_sub_texture_get_format (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return cogl_texture_get_format (sub_tex->full_texture);
}
static GLenum
_cogl_sub_texture_get_gl_format (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return _cogl_texture_get_gl_format (sub_tex->full_texture);
}
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
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static int
_cogl_sub_texture_get_width (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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return sub_tex->sub_width;
}
cogl: improves header and coding style consistency We've had complaints that our Cogl code/headers are a bit "special" so this is a first pass at tidying things up by giving them some consistency. These changes are all consistent with how new code in Cogl is being written, but the style isn't consistently applied across all code yet. There are two parts to this patch; but since each one required a large amount of effort to maintain tidy indenting it made sense to combine the changes to reduce the time spent re indenting the same lines. The first change is to use a consistent style for declaring function prototypes in headers. Cogl headers now consistently use this style for prototypes: return_type cogl_function_name (CoglType arg0, CoglType arg1); Not everyone likes this style, but it seems that most of the currently active Cogl developers agree on it. The second change is to constrain the use of redundant glib data types in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all been replaced with int, unsigned int, float, long, unsigned long and char respectively. When talking about pixel data; use of guchar has been replaced with guint8, otherwise unsigned char can be used. The glib types that we continue to use for portability are gboolean, gint{8,16,32,64}, guint{8,16,32,64} and gsize. The general intention is that Cogl should look palatable to the widest range of C programmers including those outside the Gnome community so - especially for the public API - we want to minimize the number of foreign looking typedefs.
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static int
_cogl_sub_texture_get_height (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
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return sub_tex->sub_height;
}
static CoglTextureType
_cogl_sub_texture_get_type (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return _cogl_texture_get_type (sub_tex->full_texture);
}
static const CoglTextureVtable
cogl_sub_texture_vtable =
{
_cogl_sub_texture_set_region,
NULL, /* get_data */
_cogl_sub_texture_foreach_sub_texture_in_region,
_cogl_sub_texture_get_max_waste,
_cogl_sub_texture_is_sliced,
_cogl_sub_texture_can_hardware_repeat,
_cogl_sub_texture_transform_coords_to_gl,
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_cogl_sub_texture_transform_quad_coords_to_gl,
_cogl_sub_texture_get_gl_texture,
_cogl_sub_texture_set_filters,
_cogl_sub_texture_pre_paint,
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_cogl_sub_texture_ensure_non_quad_rendering,
_cogl_sub_texture_set_wrap_mode_parameters,
_cogl_sub_texture_get_format,
_cogl_sub_texture_get_gl_format,
_cogl_sub_texture_get_width,
_cogl_sub_texture_get_height,
_cogl_sub_texture_get_type,
NULL /* is_foreign */
};