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* clutter/clutter-texture.c: made the filter-quality proeprty also
control the use of mipmapping. * clutter/clutter-texture.h: added ClutterTextureQuality enum. * tests/test-texture-quality.c: new test. * tests/Makefile.am: added test-texture-quality
This commit is contained in:
parent
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commit
4582ab12b8
@ -1,3 +1,11 @@
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2008-06-07 Øyvind Kolås <pippin@gimp.org>
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* clutter/clutter-texture.c: made the filter-quality proeprty also
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control the use of mipmapping.
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* clutter/clutter-texture.h: added ClutterTextureQuality enum.
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* tests/test-texture-quality.c: new test.
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* tests/Makefile.am: added test-texture-quality
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2008-06-06 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-texture.c:
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@ -59,6 +59,7 @@
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#include "clutter-scriptable.h"
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#include "clutter-debug.h"
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#include "clutter-fixed.h"
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#include "clutter-enum-types.h"
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#include "cogl/cogl.h"
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@ -78,7 +79,7 @@ struct _ClutterTexturePrivate
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gint height;
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guint sync_actor_size : 1;
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gint max_tile_waste;
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guint filter_quality;
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ClutterTextureQuality filter_quality;
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guint repeat_x : 1;
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guint repeat_y : 1;
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CoglHandle texture;
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@ -132,6 +133,54 @@ clutter_texture_error_quark (void)
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return g_quark_from_static_string ("clutter-texture-error-quark");
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}
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static COGLenum
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clutter_texture_quality_to_cogl_min_filter (ClutterTextureQuality buf_filter)
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{
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switch (buf_filter)
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{
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case CLUTTER_TEXTURE_QUALITY_LOW:
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return CGL_NEAREST;
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case CLUTTER_TEXTURE_QUALITY_MEDIUM:
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return CGL_LINEAR;
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case CLUTTER_TEXTURE_QUALITY_HIGH:
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return CGL_LINEAR_MIPMAP_LINEAR;
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}
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return 0;
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}
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static COGLenum
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clutter_texture_quality_to_cogl_mag_filter (ClutterTextureQuality buf_filter)
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{
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switch (buf_filter)
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{
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case CLUTTER_TEXTURE_QUALITY_LOW:
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return CGL_NEAREST;
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case CLUTTER_TEXTURE_QUALITY_MEDIUM:
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case CLUTTER_TEXTURE_QUALITY_HIGH:
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return CGL_LINEAR;
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}
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return 0;
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}
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static ClutterTextureQuality
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cogl_filters_to_clutter_texture_quality (COGLenum min,
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COGLenum mag)
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{
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switch (min)
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{
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case CGL_NEAREST:
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g_assert (mag == min); /* just for sanity */
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return CLUTTER_TEXTURE_QUALITY_LOW;
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case CGL_LINEAR:
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g_assert (mag == min); /* just for sanity */
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return CLUTTER_TEXTURE_QUALITY_MEDIUM;
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case CGL_LINEAR_MIPMAP_LINEAR:
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g_assert (mag == CGL_LINEAR); /* just for sanity */
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return CLUTTER_TEXTURE_QUALITY_HIGH;
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}
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return 0;
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}
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static void
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texture_free_gl_resources (ClutterTexture *texture)
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{
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@ -221,14 +270,12 @@ clutter_texture_realize (ClutterActor *actor)
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(priv->width,
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priv->height,
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priv->no_slice ? -1 : priv->max_tile_waste,
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FALSE,
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priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH,
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COGL_PIXEL_FORMAT_RGBA_8888);
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cogl_texture_set_filters (priv->texture,
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priv->filter_quality
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? CGL_LINEAR : CGL_NEAREST,
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priv->filter_quality
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? CGL_LINEAR : CGL_NEAREST);
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clutter_texture_quality_to_cogl_min_filter (priv->filter_quality),
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clutter_texture_quality_to_cogl_mag_filter (priv->filter_quality));
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priv->fbo_handle = cogl_offscreen_new_to_texture (priv->texture);
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@ -428,7 +475,7 @@ clutter_texture_set_property (GObject *object,
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break;
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case PROP_FILTER_QUALITY:
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clutter_texture_set_filter_quality (texture,
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g_value_get_int (value));
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g_value_get_enum (value));
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break;
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case PROP_COGL_TEXTURE:
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clutter_texture_set_cogl_texture
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@ -481,7 +528,7 @@ clutter_texture_get_property (GObject *object,
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g_value_set_boolean (value, priv->repeat_y);
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break;
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case PROP_FILTER_QUALITY:
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g_value_set_int (value, clutter_texture_get_filter_quality (texture));
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g_value_set_enum (value, clutter_texture_get_filter_quality (texture));
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break;
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case PROP_COGL_TEXTURE:
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g_value_set_boxed (value, clutter_texture_get_cogl_texture (texture));
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@ -558,16 +605,12 @@ clutter_texture_class_init (ClutterTextureClass *klass)
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*/
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g_object_class_install_property
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(gobject_class, PROP_FILTER_QUALITY,
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g_param_spec_int ("filter-quality",
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"Quality of filter used when scaling a texture",
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"Values 0 and 1 current only supported, with 0 "
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"being lower quality but fast, 1 being better "
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"quality but slower. ( Currently just maps to "
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"GL_NEAREST / GL_LINEAR )",
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0,
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G_MAXINT,
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1,
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CLUTTER_PARAM_READWRITE));
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g_param_spec_enum ("filter-quality",
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"Filter Quality",
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"Rendering quality used when drawing the texture.",
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CLUTTER_TYPE_TEXTURE_QUALITY,
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CLUTTER_TEXTURE_QUALITY_MEDIUM,
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G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
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g_object_class_install_property
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(gobject_class, PROP_MAX_TILE_WASTE,
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@ -727,7 +770,7 @@ clutter_texture_init (ClutterTexture *self)
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self->priv = priv = CLUTTER_TEXTURE_GET_PRIVATE (self);
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priv->max_tile_waste = 64;
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priv->filter_quality = 1;
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priv->filter_quality = CLUTTER_TEXTURE_QUALITY_MEDIUM;
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priv->repeat_x = FALSE;
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priv->repeat_y = FALSE;
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priv->sync_actor_size = TRUE;
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@ -917,13 +960,13 @@ clutter_texture_set_from_data (ClutterTexture *texture,
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priv = texture->priv;
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if ((new_texture = cogl_texture_new_from_data
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(width, height,
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priv->no_slice ? -1 : priv->max_tile_waste,
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FALSE,
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source_format,
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COGL_PIXEL_FORMAT_ANY,
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rowstride,
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data)) == COGL_INVALID_HANDLE)
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(width, height,
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priv->no_slice ? -1 : priv->max_tile_waste,
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priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH,
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source_format,
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COGL_PIXEL_FORMAT_ANY,
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rowstride,
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data)) == COGL_INVALID_HANDLE)
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{
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g_set_error (error, CLUTTER_TEXTURE_ERROR,
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CLUTTER_TEXTURE_ERROR_BAD_FORMAT,
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@ -933,10 +976,8 @@ clutter_texture_set_from_data (ClutterTexture *texture,
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}
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cogl_texture_set_filters (new_texture,
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priv->filter_quality
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? CGL_LINEAR : CGL_NEAREST,
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priv->filter_quality
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? CGL_LINEAR : CGL_NEAREST);
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clutter_texture_quality_to_cogl_min_filter (priv->filter_quality),
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clutter_texture_quality_to_cogl_mag_filter (priv->filter_quality));
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clutter_texture_set_cogl_texture (texture, new_texture);
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@ -1100,11 +1141,11 @@ clutter_texture_set_from_file (ClutterTexture *texture,
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g_return_val_if_fail (error == NULL || *error == NULL, FALSE);
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if ((new_texture = cogl_texture_new_from_file
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(filename,
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priv->no_slice ? -1 : priv->max_tile_waste,
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FALSE,
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COGL_PIXEL_FORMAT_ANY,
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error))
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(filename,
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priv->no_slice ? -1 : priv->max_tile_waste,
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priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH,
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COGL_PIXEL_FORMAT_ANY,
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error))
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== COGL_INVALID_HANDLE)
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{
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/* If COGL didn't give an error then make one up */
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@ -1119,10 +1160,8 @@ clutter_texture_set_from_file (ClutterTexture *texture,
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}
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cogl_texture_set_filters (new_texture,
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priv->filter_quality
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? CGL_LINEAR : CGL_NEAREST,
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priv->filter_quality
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? CGL_LINEAR : CGL_NEAREST);
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clutter_texture_quality_to_cogl_min_filter (priv->filter_quality),
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clutter_texture_quality_to_cogl_mag_filter (priv->filter_quality));
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clutter_texture_set_cogl_texture (texture, new_texture);
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@ -1144,23 +1183,35 @@ clutter_texture_set_from_file (ClutterTexture *texture,
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* Since: 0.8
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*/
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void
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clutter_texture_set_filter_quality (ClutterTexture *texture,
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guint filter_quality)
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clutter_texture_set_filter_quality (ClutterTexture *texture,
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ClutterTextureQuality filter_quality)
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{
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ClutterTexturePrivate *priv;
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ClutterTextureQuality old_quality;
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g_return_if_fail (CLUTTER_IS_TEXTURE (texture));
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priv = texture->priv;
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if (filter_quality != clutter_texture_get_filter_quality (texture))
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old_quality = clutter_texture_get_filter_quality (texture);
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if (filter_quality != old_quality)
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{
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priv->filter_quality = filter_quality;
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if (priv->texture != COGL_INVALID_HANDLE)
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cogl_texture_set_filters (priv->texture,
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filter_quality ? CGL_LINEAR : CGL_NEAREST,
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filter_quality ? CGL_LINEAR : CGL_NEAREST);
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clutter_texture_quality_to_cogl_min_filter (priv->filter_quality),
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clutter_texture_quality_to_cogl_mag_filter (priv->filter_quality));
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if ((old_quality == CLUTTER_TEXTURE_QUALITY_HIGH ||
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filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH) &&
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CLUTTER_ACTOR_IS_REALIZED (texture))
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{
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clutter_texture_unrealize (CLUTTER_ACTOR (texture));
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clutter_texture_realize (CLUTTER_ACTOR (texture));
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}
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if (CLUTTER_ACTOR_IS_VISIBLE (texture))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (texture));
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@ -1177,7 +1228,7 @@ clutter_texture_set_filter_quality (ClutterTexture *texture,
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*
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* Since: 0.8
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*/
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guint
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ClutterTextureQuality
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clutter_texture_get_filter_quality (ClutterTexture *texture)
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{
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ClutterTexturePrivate *priv;
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@ -1191,8 +1242,10 @@ clutter_texture_get_filter_quality (ClutterTexture *texture)
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else
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/* If we have a valid texture handle then use the filter quality
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from that instead */
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return cogl_texture_get_min_filter (texture->priv->texture)
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== CGL_LINEAR ? 1 : 0;
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return cogl_filters_to_clutter_texture_quality (
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cogl_texture_get_min_filter (texture->priv->texture),
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cogl_texture_get_mag_filter (texture->priv->texture));
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}
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/**
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@ -1452,14 +1505,12 @@ on_fbo_source_size_change (GObject *object,
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priv->texture = cogl_texture_new_with_size (priv->width,
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priv->height,
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-1,
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FALSE,
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priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH,
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COGL_PIXEL_FORMAT_RGBA_8888);
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cogl_texture_set_filters (priv->texture,
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priv->filter_quality
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? CGL_LINEAR : CGL_NEAREST,
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priv->filter_quality
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? CGL_LINEAR : CGL_NEAREST);
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cogl_texture_set_filters (priv->texture,
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clutter_texture_quality_to_cogl_min_filter (priv->filter_quality),
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clutter_texture_quality_to_cogl_mag_filter (priv->filter_quality));
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priv->fbo_handle = cogl_offscreen_new_to_texture (priv->texture);
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@ -112,6 +112,22 @@ typedef enum { /*< prefix=CLUTTER_TEXTURE >*/
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/* FIXME: add compressed types ? */
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} ClutterTextureFlags;
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/**
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* ClutterTextureQuality:
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* @CLUTTER_TEXTURE_QUALITY_LOW: fastest rendering will use nearest neighbour
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* interpolation when rendering.
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* good setting.
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* @CLUTTER_TEXTURE_QUALITY_MEDIUM: higher quality rendering without using
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* extra resources.
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* @CLUTTER_TEXTURE_QUALITY_HIGH: render the texture with the best quality
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* available using extra memory.
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*/
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typedef enum { /*< prefix=CLUTTER_TEXTURE_QUALITY >*/
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CLUTTER_TEXTURE_QUALITY_LOW = 0,
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CLUTTER_TEXTURE_QUALITY_MEDIUM,
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CLUTTER_TEXTURE_QUALITY_HIGH
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} ClutterTextureQuality;
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GType clutter_texture_get_type (void) G_GNUC_CONST;
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GType clutter_texture_handle_get_type (void) G_GNUC_CONST;
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@ -153,8 +169,10 @@ void clutter_texture_get_base_size (ClutterTexture *texture,
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gint *width,
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gint *height);
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void clutter_texture_set_filter_quality (ClutterTexture *texture,
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guint filter_quality);
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guint clutter_texture_get_filter_quality (ClutterTexture *texture);
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ClutterTextureQuality
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filter_quality);
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ClutterTextureQuality
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clutter_texture_get_filter_quality (ClutterTexture *texture);
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void clutter_texture_set_max_tile_waste (ClutterTexture *texture,
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gint max_tile_waste);
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gint clutter_texture_get_max_tile_waste (ClutterTexture *texture);
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@ -12,7 +12,8 @@ noinst_PROGRAMS = test-textures test-events test-offscreen test-scale \
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test-cogl-tex-convert test-cogl-tex-foreign \
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test-cogl-tex-getset test-cogl-offscreen \
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test-cogl-tex-polygon test-stage-read-pixels \
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test-random-text test-clip test-paint-wrapper
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test-random-text test-clip test-paint-wrapper \
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test-texture-quality
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if X11_TESTS
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noinst_PROGRAMS += test-pixmap
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@ -64,5 +65,6 @@ test_cogl_offscreen_SOURCES = test-cogl-offscreen.c
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test_stage_read_pixels_SOURCES = test-stage-read-pixels.c
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test_random_text_SOURCES = test-random-text.c
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test_paint_wrapper_SOURCES = test-paint-wrapper.c
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test_texture_quality_SOURCES = test-texture-quality.c
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EXTRA_DIST = redhand.png test-script.json
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98
tests/test-texture-quality.c
Normal file
98
tests/test-texture-quality.c
Normal file
@ -0,0 +1,98 @@
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#include <stdlib.h>
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#include <clutter/clutter.h>
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/* each time the timeline animating the label completes, swap the direction */
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static void
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timeline_completed (ClutterTimeline *timeline,
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gpointer user_data)
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{
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clutter_timeline_set_direction (timeline,
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!clutter_timeline_get_direction (timeline));
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clutter_timeline_start (timeline);
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}
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static gboolean
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change_filter (gpointer actor)
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{
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ClutterTextureQuality old_quality;
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old_quality = clutter_texture_get_filter_quality (actor);
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switch (old_quality)
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{
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case CLUTTER_TEXTURE_QUALITY_LOW:
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clutter_texture_set_filter_quality (actor,
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CLUTTER_TEXTURE_QUALITY_MEDIUM);
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g_print ("Setting texture rendering quality to medium\n");
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break;
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case CLUTTER_TEXTURE_QUALITY_MEDIUM:
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clutter_texture_set_filter_quality (actor,
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CLUTTER_TEXTURE_QUALITY_HIGH);
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g_print ("Setting texture rendering quality to high\n");
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break;
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case CLUTTER_TEXTURE_QUALITY_HIGH:
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clutter_texture_set_filter_quality (actor,
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CLUTTER_TEXTURE_QUALITY_LOW);
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g_print ("Setting texture rendering quality to low\n");
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break;
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}
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return TRUE;
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}
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gint
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main (int argc, char *argv[])
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{
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ClutterTimeline *timeline;
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ClutterBehaviour *depth_behavior;
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ClutterActor *stage;
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ClutterActor *image;
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ClutterColor stage_color = { 0x12, 0x34, 0x56, 0xff };
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GError *error;
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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clutter_stage_set_use_fog (CLUTTER_STAGE (stage), TRUE);
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clutter_stage_set_fog (CLUTTER_STAGE (stage), 1.0, 10, -50);
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g_signal_connect (stage,
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"button-press-event", G_CALLBACK (clutter_main_quit),
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NULL);
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error = NULL;
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image = clutter_texture_new_from_file (argv[1]?argv[1]:"redhand.png", &error);
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if (error)
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g_error ("Unable to load image.", error->message);
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if (!argv[1])
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g_print ("Hint: the redhand.png isn't a good test image for this, this test can take any clutter loadable image as an argument\n");
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/* center the image */
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clutter_actor_set_position (image,
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(clutter_actor_get_width (stage) - clutter_actor_get_width (image))/2,
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(clutter_actor_get_height (stage) - clutter_actor_get_height (image))/2);
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clutter_container_add (CLUTTER_CONTAINER (stage), image, NULL);
|
||||
|
||||
timeline = clutter_timeline_new (60*5, 60);
|
||||
g_signal_connect (timeline,
|
||||
"completed", G_CALLBACK (timeline_completed),
|
||||
NULL);
|
||||
|
||||
depth_behavior = clutter_behaviour_depth_new (
|
||||
clutter_alpha_new_full (timeline, CLUTTER_ALPHA_RAMP_INC, NULL, NULL),
|
||||
-2500, 400);
|
||||
|
||||
clutter_behaviour_apply (depth_behavior, image);
|
||||
|
||||
clutter_actor_show (stage);
|
||||
clutter_timeline_start (timeline);
|
||||
|
||||
g_timeout_add (10000, change_filter, image);
|
||||
|
||||
clutter_main ();
|
||||
|
||||
g_object_unref (depth_behavior);
|
||||
g_object_unref (timeline);
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
}
|
Loading…
Reference in New Issue
Block a user