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Added texture tiling code
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parent
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15
ChangeLog
15
ChangeLog
@ -1,3 +1,17 @@
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2005-03-30 mallum,,, <mallum@openedhand.com>
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* Makefile:
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* cltr-photo-grid.c: (cltr_photo_grid_populate),
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(cltr_photo_grid_redraw):
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* cltr-photo-grid.h:
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* cltr-tex.c:
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* cltr-tex.h:
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* cltr.c: (main):
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* cltr.h:
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* pixbuf.c: (pixbuf_unref), (pixbuf_copy):
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* pixbuf.h:
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Add intial new texture tiling code.
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2005-03-27 mallum,,, <mallum@openedhand.com>
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* Makefile:
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@ -10,6 +24,7 @@
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(main):
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* cltr.h:
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Add a very hacky threaded image loader.
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Make event handling a little more efficient, though still hacky
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* pixbuf.c: (pixel_set_vals), pixbuf.h:
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Add copy func ( unused as yet )
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4
Makefile
4
Makefile
@ -4,12 +4,12 @@ CFLAGS=`pkg-config --cflags pangoft2 pango glib-2.0 gthread-2.0`
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.c.o:
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$(CC) -g -Wall $(CFLAGS) $(INCS) -c $*.c
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OBJS=cltr.o pixbuf.o util.o fonts.o cltr-photo-grid.o
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OBJS=cltr.o pixbuf.o util.o fonts.o cltr-photo-grid.o cltr-tex.o
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clutter: $(OBJS)
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$(CC) -g -Wall -o $@ $(OBJS) $(LIBS)
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$(OBJS): pixbuf.h util.h fonts.h cltr.h cltr-photo-grid.h
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$(OBJS): pixbuf.h util.h fonts.h cltr.h cltr-photo-grid.h cltr-tex.h
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clean:
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rm -fr *.o clutter test
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@ -219,8 +219,10 @@ cltr_photo_grid_populate(gpointer data)
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CLTR_DBG("estamited %i pixb's\n", n_pixb);
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/*
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grid->texs = util_malloc0(sizeof(GLuint)*n_pixb);
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glGenTextures(n_pixb, grid->texs);
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*/
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g_dir_rewind (dir);
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@ -241,38 +243,9 @@ cltr_photo_grid_populate(gpointer data)
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g_snprintf(&buf[0], 24, "%i", i);
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font_draw(font, cell->pixb, buf, 10, 10);
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cell->texref = grid->texs[i];
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g_mutex_lock(Mutex_GRID);
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glBindTexture(GL_TEXTURE_2D, cell->texref);
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CLTR_GLERR();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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CLTR_GLERR();
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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grid->tex_w,
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grid->tex_h,
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0, GL_RGBA,
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GL_UNSIGNED_INT_8_8_8_8,
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grid->tex_data);
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CLTR_GLERR();
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glTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0,
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(GLsizei)cell->pixb->width,
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(GLsizei)cell->pixb->height,
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GL_RGBA, GL_UNSIGNED_INT_8_8_8_8,
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cell->pixb->data);
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CLTR_GLERR();
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cell->img = cltr_image_new(cell->pixb);
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g_mutex_unlock(Mutex_GRID);
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@ -312,25 +285,40 @@ cltr_photo_grid_redraw(ClutterPhotoGrid *grid)
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor( 0.6, 0.6, 0.62, 1.0);
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if (grid->cells_tail == NULL)
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{
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glPopMatrix();
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glXSwapBuffers(CltrCntx.xdpy, grid->parent->xwin);
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return;
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/* No pictures to paint yet */
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glColor3f(0.6, 0.6, 0.62);
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glRecti(0, 0, 640, 480);
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glPopMatrix();
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glXSwapBuffers(CltrCntx.xdpy, grid->parent->xwin);
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return;
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}
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glEnable(GL_TEXTURE_2D);
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/*
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* Using GL_POLYGON_SMOOTH with 'regular' alpha blends causes ugly seems
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* in the textures and texture tile borders. We therefore do this 'saturate'
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* trick painting front -> back.
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*
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* see http://blog.metawrap.com/blog/PermaLink.aspx?guid=db82f92e-9fc8-4635-b3e5-e37a1ca6ee0a
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* for more info
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*
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* Is there a better way.?
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*/
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glClearColor( 0.0, 0.0, 0.0, 0.0 ); /* needed for saturate to work */
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glEnable(GL_BLEND);
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glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); /* needed */
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glEnable(GL_POLYGON_SMOOTH);
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_POLYGON_SMOOTH);
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glBlendFunc(GL_SRC_ALPHA_SATURATE,GL_ONE);
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/* Assume zoomed out */
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zoom = grid->zoom_min;
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@ -456,11 +444,6 @@ cltr_photo_grid_redraw(ClutterPhotoGrid *grid)
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thumb_w -= (2 * ew_border);
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thumb_h -= (2 * ns_border);
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/*
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x1 = x + ew_border;
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y1 = y + ns_border;
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*/
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x1 = x + ((grid->cell_width - thumb_w)/2);
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y1 = y + ((grid->cell_height - thumb_h)/2);
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@ -479,8 +462,20 @@ cltr_photo_grid_redraw(ClutterPhotoGrid *grid)
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/* Rotate around Z axis */
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glRotatef ( cell->angle, 0.0, 0.0, 1.0);
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/* Border - why need tex disabled ? */
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glEnable(GL_TEXTURE_2D);
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g_mutex_lock(Mutex_GRID);
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cltr_image_render_to_gl_quad(cell->img,
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-(thumb_w/2),
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-(thumb_h/2),
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(thumb_w/2),
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(thumb_h/2));
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g_mutex_unlock(Mutex_GRID);
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glDisable(GL_TEXTURE_2D);
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if (cell_item == grid->cell_active
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&& grid->state == CLTR_PHOTO_GRID_STATE_BROWSE)
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glColor4f(1.0, 1.0, 1.0, 1.0);
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@ -493,35 +488,6 @@ cltr_photo_grid_redraw(ClutterPhotoGrid *grid)
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(thumb_w/2)+4, (thumb_h/2)+ns_border);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_SMOOTH);
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g_mutex_lock(Mutex_GRID);
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glBindTexture(GL_TEXTURE_2D, cell->texref);
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/*
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if (cell == grid->cell_active
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&& grid->state == CLTR_PHOTO_GRID_STATE_BROWSE)
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{
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glBegin (GL_QUADS);
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glTexCoord2f (tx, ty); glVertex2i (x2+5, y2+5);
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glTexCoord2f (0, ty); glVertex2i (x1-5, y2+5);
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glTexCoord2f (0, 0); glVertex2i (x1-5, y1-5);
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glTexCoord2f (tx, 0); glVertex2i (x2+5, y1-5);
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glEnd ();
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}
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else
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*/
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{
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glBegin (GL_QUADS);
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glTexCoord2f (tx, ty); glVertex2i ((thumb_w/2), (thumb_h/2));
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glTexCoord2f (0, ty); glVertex2i (-(thumb_w/2), (thumb_h/2));
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glTexCoord2f (0, 0); glVertex2i (-(thumb_w/2), -(thumb_h/2));
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glTexCoord2f (tx, 0); glVertex2i ((thumb_w/2), -(thumb_h/2));
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glEnd ();
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}
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g_mutex_unlock(Mutex_GRID);
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/* back to regular non translated matrix */
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glPopMatrix();
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@ -541,17 +507,11 @@ cltr_photo_grid_redraw(ClutterPhotoGrid *grid)
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glPopMatrix();
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/*
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/* finally paint background */
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_ONE, GL_SRC_ALPHA);
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glColor4f(1.0, 1.0, 1.0, xxx);
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glColor3f(0.6, 0.6, 0.62);
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glRecti(0, 0, 640, 480);
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xxx += 0.01;
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*/
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glXSwapBuffers(CltrCntx.xdpy, grid->parent->xwin);
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g_mutex_lock(Mutex_GRID);
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@ -32,8 +32,8 @@ struct ClutterPhotoGridCell
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Pixbuf *pixb;
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float angle;
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GLuint texref;
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gint anim_step;
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CltrImage *img;
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gint anim_step;
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ClutterPhotoGridCellState state;
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};
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307
cltr-tex.c
Normal file
307
cltr-tex.c
Normal file
@ -0,0 +1,307 @@
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#include "cltr-tex.h"
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/*
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IDEAS or less memory
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+ up to 4 textures tiled per image *DONE*
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+ texture compression ?
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+ mipmaps - make zoom faster ? ( vs memory )
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+ check max texture size *DONE*
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+ how much texture mem available ?
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*/
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static int
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next_p2 ( int a )
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{
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int rval=1;
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while(rval < a)
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rval <<= 1;
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return rval;
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}
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void
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cltr_image_render_to_gl_quad(CltrImage *img, int x1, int y1, int x2, int y2)
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{
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int qx1, qx2, qy1, qy2;
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int qwidth, qheight;
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int x, y, i =0, lastx = 0, lasty = 0;
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float tx, ty;
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qwidth = x2-x1;
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qheight = y2-y1;
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for (x=0; x < img->n_x_tiles; x++)
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{
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lasty = 0;
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for (y=0; y < img->n_y_tiles; y++)
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{
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int actual_w, actual_h;
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glBindTexture(GL_TEXTURE_2D, img->tiles[i]);
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actual_w = img->tile_x_size[x] - img->tile_x_waste[x];
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actual_h = img->tile_y_size[y] - img->tile_y_waste[y];
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tx = (float) actual_w / img->tile_x_size[x];
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ty = (float) actual_h / img->tile_y_size[y];
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qx1 = x1 + lastx;
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qx2 = qx1 + ((qwidth * actual_w ) / img->width );
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qy1 = y1 + lasty;
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qy2 = qy1 + ((qheight * actual_h) / img->height );
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glBegin (GL_QUADS);
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glTexCoord2f (tx, ty); glVertex2i (qx2, qy2);
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glTexCoord2f (0, ty); glVertex2i (qx1, qy2);
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glTexCoord2f (0, 0); glVertex2i (qx1, qy1);
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glTexCoord2f (tx, 0); glVertex2i (qx2, qy1);
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glEnd ();
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lasty += qy2 - qy1;
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i++;
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}
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lastx += qx2 - qx1;
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}
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}
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/* Code below based heavily from luminocity - copyright Owen Taylor */
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/* MAX_WASTE: The maximum dimension of blank area we'll accept
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* in a pixmap. Bigger values use less textures, smaller
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* values less texture memory. The current value of
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* 256 means that the smallest texture we'll split to
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* save texture memory is 513x512. (That will be split into
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* a 512x512 and, if overlap is 32, a 64x512 texture)
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*/
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#define MAX_WASTE 64
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/*
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* OVERLAP: when we divide the full-resolution image into
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* tiles to deal with hardware limitations, we overlap
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* tiles by this much. This means that we can scale
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* down by up to OVERLAP before we start getting
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* seems.
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*/
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#define OVERLAP 0 /* 32 */
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static gboolean
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can_create (int width, int height)
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{
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GLint new_width;
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glTexImage2D (GL_PROXY_TEXTURE_2D, 0, GL_RGBA,
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width, height, 0 /* border */,
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GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
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glGetTexLevelParameteriv (GL_PROXY_TEXTURE_2D, 0,
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GL_TEXTURE_WIDTH, &new_width);
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return new_width != 0;
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}
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static int
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tile_dimension (int to_fill,
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int start_size,
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int *positions,
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int *sizes,
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int *waste)
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{
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int pos = 0;
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int n_tiles = 0;
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int size = start_size;
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while (TRUE)
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{
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if (positions)
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positions[n_tiles] = pos;
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if (sizes)
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sizes[n_tiles] = size;
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if (waste)
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waste[n_tiles] = 0;
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n_tiles++;
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if (to_fill <= size)
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{
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if (waste)
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waste[n_tiles-1] = size - to_fill;
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break;
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}
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else
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{
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to_fill -= (size - OVERLAP);
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pos += size - OVERLAP;
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while (size >= 2 * to_fill || size - to_fill > MAX_WASTE)
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size /= 2;
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}
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}
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return n_tiles;
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}
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static void
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init_tiles (CltrImage *texture)
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{
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int x_pot = next_p2 (texture->width);
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int y_pot = next_p2 (texture->height);
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while (!(can_create (x_pot, y_pot) &&
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(x_pot - texture->width < MAX_WASTE) &&
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(y_pot - texture->height < MAX_WASTE)))
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{
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if (x_pot > y_pot)
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x_pot /= 2;
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else
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y_pot /= 2;
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}
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texture->n_x_tiles = tile_dimension (texture->width, x_pot,
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NULL, NULL, NULL);
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texture->tile_x_position = g_new (int, texture->n_x_tiles);
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texture->tile_x_size = g_new (int, texture->n_x_tiles);
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texture->tile_x_waste = g_new (int, texture->n_x_tiles);
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tile_dimension (texture->width, x_pot,
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texture->tile_x_position,
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texture->tile_x_size,
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texture->tile_x_waste);
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texture->n_y_tiles = tile_dimension (texture->height, y_pot,
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NULL, NULL, NULL);
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texture->tile_y_position = g_new (int, texture->n_y_tiles);
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texture->tile_y_size = g_new (int, texture->n_y_tiles);
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texture->tile_y_waste = g_new (int, texture->n_y_tiles);
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tile_dimension (texture->height, y_pot,
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texture->tile_y_position,
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texture->tile_y_size,
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texture->tile_y_waste);
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texture->tiles = g_new (GLuint, texture->n_x_tiles * texture->n_y_tiles);
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glGenTextures (texture->n_x_tiles * texture->n_y_tiles, texture->tiles);
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#if 0
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/* debug info */
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{
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int i;
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g_print("n_x_tiles %i, n_y_tiles %i\n",
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texture->n_x_tiles, texture->n_y_tiles);
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g_print ("Tiled %d x %d texture as [", texture->width, texture->height);
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for (i = 0; i < texture->n_x_tiles; i++)
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{
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if (i != 0)
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g_print (",");
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g_print ("%d(%d)", texture->tile_x_size[i], texture->tile_x_position[i]);
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}
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g_print ("]x[");
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for (i = 0; i < texture->n_y_tiles; i++)
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{
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if (i != 0)
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g_print (",");
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g_print ("%d(%d)", texture->tile_y_size[i], texture->tile_y_position[i]);
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}
|
||||
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
12
cltr-tex.h
Normal file
@ -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
12
cltr.c
@ -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 */
|
||||
|
||||
|
42
cltr.h
42
cltr.h
@ -43,15 +43,25 @@
|
||||
|
||||
#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
|
||||
{
|
||||
Display *xdpy;
|
||||
Window xwin_root;
|
||||
int xscreen;
|
||||
GC xgc;
|
||||
GLXContext gl_context;
|
||||
Display *xdpy;
|
||||
Window xwin_root;
|
||||
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
|
||||
|
14
pixbuf.c
14
pixbuf.c
@ -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;
|
||||
|
Loading…
Reference in New Issue
Block a user