Added texture tiling code

This commit is contained in:
Matthew Allum 2005-03-29 23:26:36 +00:00
parent bc2e4f9b70
commit 99bb51a5be
10 changed files with 447 additions and 94 deletions

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@ -1,3 +1,17 @@
2005-03-30 mallum,,, <mallum@openedhand.com>
* Makefile:
* cltr-photo-grid.c: (cltr_photo_grid_populate),
(cltr_photo_grid_redraw):
* cltr-photo-grid.h:
* cltr-tex.c:
* cltr-tex.h:
* cltr.c: (main):
* cltr.h:
* pixbuf.c: (pixbuf_unref), (pixbuf_copy):
* pixbuf.h:
Add intial new texture tiling code.
2005-03-27 mallum,,, <mallum@openedhand.com>
* Makefile:
@ -10,6 +24,7 @@
(main):
* cltr.h:
Add a very hacky threaded image loader.
Make event handling a little more efficient, though still hacky
* pixbuf.c: (pixel_set_vals), pixbuf.h:
Add copy func ( unused as yet )

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@ -4,12 +4,12 @@ CFLAGS=`pkg-config --cflags pangoft2 pango glib-2.0 gthread-2.0`
.c.o:
$(CC) -g -Wall $(CFLAGS) $(INCS) -c $*.c
OBJS=cltr.o pixbuf.o util.o fonts.o cltr-photo-grid.o
OBJS=cltr.o pixbuf.o util.o fonts.o cltr-photo-grid.o cltr-tex.o
clutter: $(OBJS)
$(CC) -g -Wall -o $@ $(OBJS) $(LIBS)
$(OBJS): pixbuf.h util.h fonts.h cltr.h cltr-photo-grid.h
$(OBJS): pixbuf.h util.h fonts.h cltr.h cltr-photo-grid.h cltr-tex.h
clean:
rm -fr *.o clutter test

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@ -219,8 +219,10 @@ cltr_photo_grid_populate(gpointer data)
CLTR_DBG("estamited %i pixb's\n", n_pixb);
/*
grid->texs = util_malloc0(sizeof(GLuint)*n_pixb);
glGenTextures(n_pixb, grid->texs);
*/
g_dir_rewind (dir);
@ -241,38 +243,9 @@ cltr_photo_grid_populate(gpointer data)
g_snprintf(&buf[0], 24, "%i", i);
font_draw(font, cell->pixb, buf, 10, 10);
cell->texref = grid->texs[i];
g_mutex_lock(Mutex_GRID);
glBindTexture(GL_TEXTURE_2D, cell->texref);
CLTR_GLERR();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
CLTR_GLERR();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
grid->tex_w,
grid->tex_h,
0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8,
grid->tex_data);
CLTR_GLERR();
glTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0,
(GLsizei)cell->pixb->width,
(GLsizei)cell->pixb->height,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8,
cell->pixb->data);
CLTR_GLERR();
cell->img = cltr_image_new(cell->pixb);
g_mutex_unlock(Mutex_GRID);
@ -312,25 +285,40 @@ cltr_photo_grid_redraw(ClutterPhotoGrid *grid)
glClear(GL_COLOR_BUFFER_BIT);
glClearColor( 0.6, 0.6, 0.62, 1.0);
if (grid->cells_tail == NULL)
{
/* No pictures to paint yet */
glColor3f(0.6, 0.6, 0.62);
glRecti(0, 0, 640, 480);
glPopMatrix();
glXSwapBuffers(CltrCntx.xdpy, grid->parent->xwin);
return;
}
glEnable(GL_TEXTURE_2D);
/*
* Using GL_POLYGON_SMOOTH with 'regular' alpha blends causes ugly seems
* in the textures and texture tile borders. We therefore do this 'saturate'
* trick painting front -> back.
*
* see http://blog.metawrap.com/blog/PermaLink.aspx?guid=db82f92e-9fc8-4635-b3e5-e37a1ca6ee0a
* for more info
*
* Is there a better way.?
*/
glClearColor( 0.0, 0.0, 0.0, 0.0 ); /* needed for saturate to work */
glEnable(GL_BLEND);
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); /* needed */
glEnable(GL_POLYGON_SMOOTH);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_POLYGON_SMOOTH);
glBlendFunc(GL_SRC_ALPHA_SATURATE,GL_ONE);
/* Assume zoomed out */
zoom = grid->zoom_min;
@ -456,11 +444,6 @@ cltr_photo_grid_redraw(ClutterPhotoGrid *grid)
thumb_w -= (2 * ew_border);
thumb_h -= (2 * ns_border);
/*
x1 = x + ew_border;
y1 = y + ns_border;
*/
x1 = x + ((grid->cell_width - thumb_w)/2);
y1 = y + ((grid->cell_height - thumb_h)/2);
@ -479,8 +462,20 @@ cltr_photo_grid_redraw(ClutterPhotoGrid *grid)
/* Rotate around Z axis */
glRotatef ( cell->angle, 0.0, 0.0, 1.0);
/* Border - why need tex disabled ? */
glEnable(GL_TEXTURE_2D);
g_mutex_lock(Mutex_GRID);
cltr_image_render_to_gl_quad(cell->img,
-(thumb_w/2),
-(thumb_h/2),
(thumb_w/2),
(thumb_h/2));
g_mutex_unlock(Mutex_GRID);
glDisable(GL_TEXTURE_2D);
if (cell_item == grid->cell_active
&& grid->state == CLTR_PHOTO_GRID_STATE_BROWSE)
glColor4f(1.0, 1.0, 1.0, 1.0);
@ -493,35 +488,6 @@ cltr_photo_grid_redraw(ClutterPhotoGrid *grid)
(thumb_w/2)+4, (thumb_h/2)+ns_border);
glEnable(GL_TEXTURE_2D);
glEnable(GL_SMOOTH);
g_mutex_lock(Mutex_GRID);
glBindTexture(GL_TEXTURE_2D, cell->texref);
/*
if (cell == grid->cell_active
&& grid->state == CLTR_PHOTO_GRID_STATE_BROWSE)
{
glBegin (GL_QUADS);
glTexCoord2f (tx, ty); glVertex2i (x2+5, y2+5);
glTexCoord2f (0, ty); glVertex2i (x1-5, y2+5);
glTexCoord2f (0, 0); glVertex2i (x1-5, y1-5);
glTexCoord2f (tx, 0); glVertex2i (x2+5, y1-5);
glEnd ();
}
else
*/
{
glBegin (GL_QUADS);
glTexCoord2f (tx, ty); glVertex2i ((thumb_w/2), (thumb_h/2));
glTexCoord2f (0, ty); glVertex2i (-(thumb_w/2), (thumb_h/2));
glTexCoord2f (0, 0); glVertex2i (-(thumb_w/2), -(thumb_h/2));
glTexCoord2f (tx, 0); glVertex2i ((thumb_w/2), -(thumb_h/2));
glEnd ();
}
g_mutex_unlock(Mutex_GRID);
/* back to regular non translated matrix */
glPopMatrix();
@ -541,17 +507,11 @@ cltr_photo_grid_redraw(ClutterPhotoGrid *grid)
glPopMatrix();
/*
/* finally paint background */
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendFunc(GL_ONE, GL_SRC_ALPHA);
glColor4f(1.0, 1.0, 1.0, xxx);
glColor3f(0.6, 0.6, 0.62);
glRecti(0, 0, 640, 480);
xxx += 0.01;
*/
glXSwapBuffers(CltrCntx.xdpy, grid->parent->xwin);
g_mutex_lock(Mutex_GRID);

View File

@ -32,7 +32,7 @@ struct ClutterPhotoGridCell
Pixbuf *pixb;
float angle;
GLuint texref;
CltrImage *img;
gint anim_step;
ClutterPhotoGridCellState state;

307
cltr-tex.c Normal file
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@ -0,0 +1,307 @@
#include "cltr-tex.h"
/*
IDEAS or less memory
+ up to 4 textures tiled per image *DONE*
+ texture compression ?
+ mipmaps - make zoom faster ? ( vs memory )
+ check max texture size *DONE*
+ how much texture mem available ?
*/
static int
next_p2 ( int a )
{
int rval=1;
while(rval < a)
rval <<= 1;
return rval;
}
void
cltr_image_render_to_gl_quad(CltrImage *img, int x1, int y1, int x2, int y2)
{
int qx1, qx2, qy1, qy2;
int qwidth, qheight;
int x, y, i =0, lastx = 0, lasty = 0;
float tx, ty;
qwidth = x2-x1;
qheight = y2-y1;
for (x=0; x < img->n_x_tiles; x++)
{
lasty = 0;
for (y=0; y < img->n_y_tiles; y++)
{
int actual_w, actual_h;
glBindTexture(GL_TEXTURE_2D, img->tiles[i]);
actual_w = img->tile_x_size[x] - img->tile_x_waste[x];
actual_h = img->tile_y_size[y] - img->tile_y_waste[y];
tx = (float) actual_w / img->tile_x_size[x];
ty = (float) actual_h / img->tile_y_size[y];
qx1 = x1 + lastx;
qx2 = qx1 + ((qwidth * actual_w ) / img->width );
qy1 = y1 + lasty;
qy2 = qy1 + ((qheight * actual_h) / img->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;
i++;
}
lastx += qx2 - qx1;
}
}
/* Code below based heavily from luminocity - copyright Owen Taylor */
/* MAX_WASTE: The maximum dimension of blank area we'll accept
* in a pixmap. Bigger values use less textures, smaller
* values less texture memory. The current value of
* 256 means that the smallest texture we'll split to
* save texture memory is 513x512. (That will be split into
* a 512x512 and, if overlap is 32, a 64x512 texture)
*/
#define MAX_WASTE 64
/*
* OVERLAP: when we divide the full-resolution image into
* tiles to deal with hardware limitations, we overlap
* tiles by this much. This means that we can scale
* down by up to OVERLAP before we start getting
* seems.
*/
#define OVERLAP 0 /* 32 */
static gboolean
can_create (int width, int height)
{
GLint new_width;
glTexImage2D (GL_PROXY_TEXTURE_2D, 0, GL_RGBA,
width, height, 0 /* border */,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
glGetTexLevelParameteriv (GL_PROXY_TEXTURE_2D, 0,
GL_TEXTURE_WIDTH, &new_width);
return new_width != 0;
}
static int
tile_dimension (int to_fill,
int start_size,
int *positions,
int *sizes,
int *waste)
{
int pos = 0;
int n_tiles = 0;
int size = start_size;
while (TRUE)
{
if (positions)
positions[n_tiles] = pos;
if (sizes)
sizes[n_tiles] = size;
if (waste)
waste[n_tiles] = 0;
n_tiles++;
if (to_fill <= size)
{
if (waste)
waste[n_tiles-1] = size - to_fill;
break;
}
else
{
to_fill -= (size - OVERLAP);
pos += size - OVERLAP;
while (size >= 2 * to_fill || size - to_fill > MAX_WASTE)
size /= 2;
}
}
return n_tiles;
}
static void
init_tiles (CltrImage *texture)
{
int x_pot = next_p2 (texture->width);
int y_pot = next_p2 (texture->height);
while (!(can_create (x_pot, y_pot) &&
(x_pot - texture->width < MAX_WASTE) &&
(y_pot - texture->height < MAX_WASTE)))
{
if (x_pot > y_pot)
x_pot /= 2;
else
y_pot /= 2;
}
texture->n_x_tiles = tile_dimension (texture->width, x_pot,
NULL, NULL, NULL);
texture->tile_x_position = g_new (int, texture->n_x_tiles);
texture->tile_x_size = g_new (int, texture->n_x_tiles);
texture->tile_x_waste = g_new (int, texture->n_x_tiles);
tile_dimension (texture->width, x_pot,
texture->tile_x_position,
texture->tile_x_size,
texture->tile_x_waste);
texture->n_y_tiles = tile_dimension (texture->height, y_pot,
NULL, NULL, NULL);
texture->tile_y_position = g_new (int, texture->n_y_tiles);
texture->tile_y_size = g_new (int, texture->n_y_tiles);
texture->tile_y_waste = g_new (int, texture->n_y_tiles);
tile_dimension (texture->height, y_pot,
texture->tile_y_position,
texture->tile_y_size,
texture->tile_y_waste);
texture->tiles = g_new (GLuint, texture->n_x_tiles * texture->n_y_tiles);
glGenTextures (texture->n_x_tiles * texture->n_y_tiles, texture->tiles);
#if 0
/* debug info */
{
int i;
g_print("n_x_tiles %i, n_y_tiles %i\n",
texture->n_x_tiles, texture->n_y_tiles);
g_print ("Tiled %d x %d texture as [", texture->width, texture->height);
for (i = 0; i < texture->n_x_tiles; i++)
{
if (i != 0)
g_print (",");
g_print ("%d(%d)", texture->tile_x_size[i], texture->tile_x_position[i]);
}
g_print ("]x[");
for (i = 0; i < texture->n_y_tiles; i++)
{
if (i != 0)
g_print (",");
g_print ("%d(%d)", texture->tile_y_size[i], texture->tile_y_position[i]);
}
g_print ("]\n");
}
#endif
}
/* End borrowed luminocity code */
CltrImage*
cltr_image_new(Pixbuf *pixb)
{
CltrImage *img;
int x, y, i = 0;
CLTR_MARK();
img = g_malloc0(sizeof(CltrImage));
img->width = pixb->width;
img->height = pixb->height;
img->pixb = pixb;
pixbuf_ref(pixb);
init_tiles (img);
for (x=0; x < img->n_x_tiles; x++)
for (y=0; y < img->n_y_tiles; y++)
{
Pixbuf *pixtmp;
int src_h, src_w;
pixtmp = pixbuf_new(img->tile_x_size[x], img->tile_y_size[y]);
src_w = img->tile_x_size[x];
src_h = img->tile_y_size[y];
/*
CLTR_DBG("%i+%i, %ix%i to %ix%i, waste %ix%i",
img->tile_x_position[x],
img->tile_y_position[y],
img->tile_x_size[x],
img->tile_y_size[y],
img->width,
img->height,
img->tile_x_waste[x],
img->tile_y_waste[y]);
*/
pixbuf_copy(img->pixb,
pixtmp,
img->tile_x_position[x],
img->tile_y_position[y],
img->tile_x_size[x],
img->tile_y_size[y],
0,0);
glBindTexture(GL_TEXTURE_2D, img->tiles[i]);
CLTR_GLERR();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
pixtmp->width,
pixtmp->height,
0, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8,
pixtmp->data);
CLTR_GLERR();
pixbuf_unref(pixtmp);
i++;
}
return img;
}

12
cltr-tex.h Normal file
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@ -0,0 +1,12 @@
#ifndef _HAVE_CLTR_TEX_H
#define _HAVE_CLTR_TEX_H
#include "cltr.h"
CltrImage*
cltr_image_new(Pixbuf *pixb);
void
cltr_image_render_to_gl_quad(CltrImage *img, int x1, int y1, int x2, int y2);
#endif

12
cltr.c
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@ -292,7 +292,17 @@ main(int argc, char **argv)
{
ClutterPhotoGrid *grid = NULL;
ClutterWindow *win = NULL;
/*
Pixbuf *p1, *p2, *p3;
p1 = pixbuf_new(2000,2000);
p2 = pixbuf_new(640,480);
p3 = pixbuf_scale_down(p1, 512, 512);
pixbuf_copy(p3, p2, 0,0, 1000, 1000,0,0);
exit(1);
*/
if (argc < 2)
{
g_printerr("usage: '%s' <path to not too heavily populated image dir>\n"
@ -304,7 +314,7 @@ main(int argc, char **argv)
win = cltr_window_new(640, 480);
grid = cltr_photo_grid_new(win, 4, 4, argv[1]);
grid = cltr_photo_grid_new(win, 5, 5, argv[1]);
Grid = grid; /* laaaaaazy globals */

32
cltr.h
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@ -43,6 +43,15 @@
#define CLTR_MARK() CLTR_DBG("mark")
typedef struct CltrTexturePool CltrTexturePool;
struct CltrTexturePool
{
GList *texture_items;
gint n_texture_items;
GLuint *gl_textures;
};
typedef struct ClutterMainContext ClutterMainContext;
struct ClutterMainContext
@ -52,6 +61,7 @@ struct ClutterMainContext
int xscreen;
GC xgc;
GLXContext gl_context;
CltrTexturePool texture_pool;
};
typedef enum CltrDirection
@ -86,6 +96,28 @@ typedef struct
}
CltrXEventSource;
/* texture stuff */
typedef struct CltrImage CltrImage;
struct CltrImage
{
Pixbuf *pixb;
int width, height;
int n_x_tiles, n_y_tiles;
int *tile_x_position, *tile_x_size, *tile_x_waste;
int *tile_y_position, *tile_y_size, *tile_y_waste;
GLuint *tiles;
gint refcnt;
};
/* ******************* */
#include "cltr-tex.h"
#include "cltr-photo-grid.h"
#endif

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@ -475,6 +475,12 @@ pixbuf_unref(Pixbuf *pixb)
}
}
void
pixbuf_ref(Pixbuf *pixb)
{
pixb->refcnt++;
}
Pixbuf*
pixbuf_new_from_file(const char *filename)
{
@ -553,6 +559,14 @@ pixbuf_copy(Pixbuf *src_pixb,
sp = src_pixb->data + (srcy * src_pixb->width) + srcx;
dp = dst_pixb->data + (dsty * dst_pixb->width) + dstx;
/* basic source clipping - needed by texture tiling code */
if (srcx + srcw > src_pixb->width)
srcw = src_pixb->width - srcx;
if (srcy + srch > src_pixb->height)
srch = src_pixb->height - srcy;
while (srch--)
{
j = srcw;

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@ -46,6 +46,9 @@ pixbuf_new(int width, int height);
void
pixbuf_unref(Pixbuf *pixb);
void
pixbuf_ref(Pixbuf *pixb);
void
pixbuf_set_pixel(Pixbuf *pixb, int x, int y, PixbufPixel *p);