Add an actor for drawing textures clipped to a list rectangles

This commit is contained in:
Neil Roberts 2008-09-24 21:36:38 +01:00
parent d6f340eb96
commit 99d3cc1b2b
3 changed files with 581 additions and 0 deletions

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@ -105,6 +105,8 @@ metacity_SOURCES= \
if WITH_CLUTTER if WITH_CLUTTER
metacity_SOURCES += compositor/compositor-clutter.c \ metacity_SOURCES += compositor/compositor-clutter.c \
compositor/compositor-clutter.h \ compositor/compositor-clutter.h \
compositor/shaped-texture.c \
compositor/shaped-texture.h \
include/compositor-clutter-plugin.h \ include/compositor-clutter-plugin.h \
compositor/compositor-clutter-plugin-manager.c \ compositor/compositor-clutter-plugin-manager.c \
compositor/compositor-clutter-plugin-manager.h compositor/compositor-clutter-plugin-manager.h

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@ -0,0 +1,495 @@
/*
* shaped texture
*
* An actor to draw a texture clipped to a list of rectangles
*
* Authored By Neil Roberts <neil@linux.intel.com>
*
* Copyright (C) 2008 Intel Corporation
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program 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
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*/
#include <clutter/clutter-texture.h>
#include <cogl/cogl.h>
#include <string.h>
#include "shaped-texture.h"
static void meta_shaped_texture_dispose (GObject *object);
static void meta_shaped_texture_finalize (GObject *object);
static void meta_shaped_texture_paint (ClutterActor *actor);
static void meta_shaped_texture_pick (ClutterActor *actor,
const ClutterColor *color);
static void meta_shaped_texture_dirty_mask (MetaShapedTexture *stex);
G_DEFINE_TYPE (MetaShapedTexture, meta_shaped_texture,
CLUTTER_TYPE_TEXTURE);
#define META_SHAPED_TEXTURE_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), META_TYPE_SHAPED_TEXTURE, \
MetaShapedTexturePrivate))
enum TstMultiTexSupport
{
TST_MULTI_TEX_SUPPORT_UNKNOWN = 0,
TST_MULTI_TEX_SUPPORT_YES,
TST_MULTI_TEX_SUPPORT_NO
};
static enum TstMultiTexSupport
tst_multi_tex_support = TST_MULTI_TEX_SUPPORT_UNKNOWN;
typedef void (* TstActiveTextureFunc) (GLenum texture);
typedef void (* TstClientActiveTextureFunc) (GLenum texture);
static TstActiveTextureFunc tst_active_texture;
static TstClientActiveTextureFunc tst_client_active_texture;
struct _MetaShapedTexturePrivate
{
CoglHandle mask_texture;
guint mask_width, mask_height;
GLint mask_gl_width, mask_gl_height;
GLfloat mask_tex_coords[8];
GArray *rectangles;
};
static void
meta_shaped_texture_class_init (MetaShapedTextureClass *klass)
{
GObjectClass *gobject_class = (GObjectClass *) klass;
ClutterActorClass *actor_class = (ClutterActorClass *) klass;
gobject_class->dispose = meta_shaped_texture_dispose;
gobject_class->finalize = meta_shaped_texture_finalize;
actor_class->paint = meta_shaped_texture_paint;
actor_class->pick = meta_shaped_texture_pick;
g_type_class_add_private (klass, sizeof (MetaShapedTexturePrivate));
}
static void
meta_shaped_texture_init (MetaShapedTexture *self)
{
MetaShapedTexturePrivate *priv;
priv = self->priv = META_SHAPED_TEXTURE_GET_PRIVATE (self);
priv->rectangles = g_array_new (FALSE, FALSE, sizeof (ClutterGeometry));
priv->mask_texture = COGL_INVALID_HANDLE;
}
static void
meta_shaped_texture_dispose (GObject *object)
{
MetaShapedTexture *self = (MetaShapedTexture *) object;
meta_shaped_texture_dirty_mask (self);
G_OBJECT_CLASS (meta_shaped_texture_parent_class)->dispose (object);
}
static void
meta_shaped_texture_finalize (GObject *object)
{
MetaShapedTexture *self = (MetaShapedTexture *) object;
MetaShapedTexturePrivate *priv = self->priv;
g_array_free (priv->rectangles, TRUE);
G_OBJECT_CLASS (meta_shaped_texture_parent_class)->finalize (object);
}
static void
meta_shaped_texture_dirty_mask (MetaShapedTexture *stex)
{
MetaShapedTexturePrivate *priv = stex->priv;
if (priv->mask_texture != COGL_INVALID_HANDLE)
{
cogl_texture_unref (priv->mask_texture);
priv->mask_texture = COGL_INVALID_HANDLE;
}
}
static gboolean
meta_shaped_texture_is_multi_tex_supported (void)
{
const gchar *extensions;
GLint max_tex_units = 0;
if (tst_multi_tex_support != TST_MULTI_TEX_SUPPORT_UNKNOWN)
return tst_multi_tex_support == TST_MULTI_TEX_SUPPORT_YES;
extensions = (const gchar *) glGetString (GL_EXTENSIONS);
tst_active_texture = (TstActiveTextureFunc)
cogl_get_proc_address ("glActiveTextureARB");
tst_client_active_texture = (TstClientActiveTextureFunc)
cogl_get_proc_address ("glClientActiveTextureARB");
glGetIntegerv (GL_MAX_TEXTURE_UNITS, &max_tex_units);
if (extensions
&& cogl_check_extension ("GL_ARB_multitexture", extensions)
&& tst_active_texture
&& tst_client_active_texture
&& max_tex_units > 1)
{
tst_multi_tex_support = TST_MULTI_TEX_SUPPORT_YES;
return TRUE;
}
else
{
g_warning ("multi texturing not supported");
tst_multi_tex_support = TST_MULTI_TEX_SUPPORT_NO;
return FALSE;
}
}
static void
meta_shaped_texture_set_coord_array (GLfloat x1, GLfloat y1,
GLfloat x2, GLfloat y2,
GLfloat *coords)
{
coords[0] = x1;
coords[1] = y2;
coords[2] = x2;
coords[3] = y2;
coords[4] = x1;
coords[5] = y1;
coords[6] = x2;
coords[7] = y1;
}
static void
meta_shaped_texture_ensure_mask (MetaShapedTexture *stex)
{
MetaShapedTexturePrivate *priv = stex->priv;
CoglHandle paint_tex;
guint tex_width, tex_height;
GLuint mask_gl_tex;
paint_tex = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (stex));
if (paint_tex == COGL_INVALID_HANDLE)
return;
tex_width = cogl_texture_get_width (paint_tex);
tex_height = cogl_texture_get_height (paint_tex);
/* If the mask texture we have was created for a different size then
recreate it */
if (priv->mask_texture != COGL_INVALID_HANDLE
&& (priv->mask_width != tex_width || priv->mask_height != tex_height))
meta_shaped_texture_dirty_mask (stex);
/* If we don't have a mask texture yet then create one */
if (priv->mask_texture == COGL_INVALID_HANDLE)
{
guchar *mask_data;
const ClutterGeometry *rect;
/* Create data for an empty image */
mask_data = g_malloc0 (tex_width * tex_height);
/* Cut out a hole for each rectangle */
for (rect = (ClutterGeometry *) priv->rectangles->data
+ priv->rectangles->len;
rect-- > (ClutterGeometry *) priv->rectangles->data;)
{
gint x1 = rect->x, x2 = x1 + rect->width;
gint y1 = rect->y, y2 = y1 + rect->height;
guchar *p;
/* Clip the rectangle to the size of the texture */
x1 = CLAMP (x1, 0, (gint) tex_width - 1);
x2 = CLAMP (x2, x1, (gint) tex_width);
y1 = CLAMP (y1, 0, (gint) tex_height - 1);
y2 = CLAMP (y2, y1, (gint) tex_height);
/* Fill the rectangle */
for (p = mask_data + y1 * tex_width + x1;
y1 < y2;
y1++, p += tex_width)
memset (p, 255, x2 - x1);
}
priv->mask_texture = cogl_texture_new_from_data (tex_width, tex_height,
-1, FALSE,
COGL_PIXEL_FORMAT_A_8,
COGL_PIXEL_FORMAT_ANY,
tex_width,
mask_data);
g_free (mask_data);
priv->mask_width = tex_width;
priv->mask_height = tex_height;
cogl_texture_get_gl_texture (priv->mask_texture, &mask_gl_tex, NULL);
glBindTexture (GL_TEXTURE_2D, mask_gl_tex);
glGetTexLevelParameteriv (GL_TEXTURE_2D, 0,
GL_TEXTURE_WIDTH,
&priv->mask_gl_width);
glGetTexLevelParameteriv (GL_TEXTURE_2D, 0,
GL_TEXTURE_HEIGHT,
&priv->mask_gl_height);
if (priv->mask_gl_width == tex_width
&& priv->mask_gl_height == tex_height)
meta_shaped_texture_set_coord_array (0.0f, 0.0f, 1.0f, 1.0f,
priv->mask_tex_coords);
else
meta_shaped_texture_set_coord_array (0.0f, 0.0f,
tex_width
/ (GLfloat) priv->mask_gl_width,
tex_height
/ (GLfloat) priv->mask_gl_height,
priv->mask_tex_coords);
}
}
static void
meta_shaped_texture_paint (ClutterActor *actor)
{
MetaShapedTexture *stex = (MetaShapedTexture *) actor;
MetaShapedTexturePrivate *priv = stex->priv;
CoglHandle paint_tex;
guint tex_width, tex_height;
GLboolean texture_was_enabled, blend_was_enabled;
GLboolean vertex_array_was_enabled, tex_coord_array_was_enabled;
GLboolean color_array_was_enabled;
GLuint paint_gl_tex, mask_gl_tex;
GLint paint_gl_width, paint_gl_height;
GLfloat vertex_coords[8], paint_tex_coords[8];
ClutterActorBox alloc;
static const ClutterColor white = { 0xff, 0xff, 0xff, 0xff };
/* If there are no rectangles or multi-texturing isn't supported,
fallback to the regular paint method */
if (priv->rectangles->len < 1
|| !meta_shaped_texture_is_multi_tex_supported ())
{
CLUTTER_ACTOR_CLASS (meta_shaped_texture_parent_class)
->paint (actor);
return;
}
if (!CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (stex)))
clutter_actor_realize (CLUTTER_ACTOR (stex));
paint_tex = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (stex));
if (paint_tex == COGL_INVALID_HANDLE)
return;
tex_width = cogl_texture_get_width (paint_tex);
tex_height = cogl_texture_get_height (paint_tex);
meta_shaped_texture_ensure_mask (stex);
cogl_texture_get_gl_texture (paint_tex, &paint_gl_tex, NULL);
cogl_texture_get_gl_texture (priv->mask_texture, &mask_gl_tex, NULL);
/* We need to keep track of the some of the old state so that we
don't confuse Cogl */
texture_was_enabled = glIsEnabled (GL_TEXTURE_2D);
blend_was_enabled = glIsEnabled (GL_BLEND);
vertex_array_was_enabled = glIsEnabled (GL_VERTEX_ARRAY);
tex_coord_array_was_enabled = glIsEnabled (GL_TEXTURE_COORD_ARRAY);
color_array_was_enabled = glIsEnabled (GL_COLOR_ARRAY);
glEnable (GL_TEXTURE_2D);
glEnable (GL_BLEND);
glEnableClientState (GL_VERTEX_ARRAY);
glEnableClientState (GL_TEXTURE_COORD_ARRAY);
glDisableClientState (GL_COLOR_ARRAY);
glVertexPointer (2, GL_FLOAT, 0, vertex_coords);
glTexCoordPointer (2, GL_FLOAT, 0, paint_tex_coords);
cogl_color (&white);
/* Put the main painting texture in the first texture unit */
glBindTexture (GL_TEXTURE_2D, paint_gl_tex);
/* We need the actual size of the texture so that we can calculate
the right texture coordinates if NPOTs textures are not supported
and Cogl has oversized the texture */
glGetTexLevelParameteriv (GL_TEXTURE_2D, 0,
GL_TEXTURE_WIDTH,
&paint_gl_width);
glGetTexLevelParameteriv (GL_TEXTURE_2D, 0,
GL_TEXTURE_HEIGHT,
&paint_gl_height);
/* Put the mask texture in the second texture unit */
tst_active_texture (GL_TEXTURE1);
tst_client_active_texture (GL_TEXTURE1);
glBindTexture (GL_TEXTURE_2D, mask_gl_tex);
glEnable (GL_TEXTURE_2D);
glEnableClientState (GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer (2, GL_FLOAT, 0, priv->mask_tex_coords);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
/* Multiply the alpha by the alpha in the second texture */
glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE);
glTexEnvi (GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_PREVIOUS);
/* Replace the RGB in the second texture with that of the first
texture */
glTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
glTexEnvi (GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
clutter_actor_get_allocation_box (actor, &alloc);
meta_shaped_texture_set_coord_array (0, 0,
CLUTTER_UNITS_TO_FLOAT (alloc.x2
- alloc.x1),
CLUTTER_UNITS_TO_FLOAT (alloc.y2
- alloc.y1),
vertex_coords);
if (paint_gl_width == tex_width && paint_gl_height == tex_height)
meta_shaped_texture_set_coord_array (0.0f, 0.0f, 1.0f, 1.0f,
paint_tex_coords);
else
meta_shaped_texture_set_coord_array (0.0f, 0.0f,
tex_width
/ (GLfloat) paint_gl_width,
tex_height
/ (GLfloat) paint_gl_height,
paint_tex_coords);
glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
/* Disable the second texture unit and coord array */
glDisable (GL_TEXTURE_2D);
glDisableClientState (GL_TEXTURE_COORD_ARRAY);
/* Go back to operating on the first texture unit */
tst_active_texture (GL_TEXTURE0);
tst_client_active_texture (GL_TEXTURE0);
/* Restore the old state */
if (!texture_was_enabled)
glDisable (GL_TEXTURE_2D);
if (!blend_was_enabled)
glDisable (GL_BLEND);
if (!vertex_array_was_enabled)
glDisableClientState (GL_VERTEX_ARRAY);
if (!tex_coord_array_was_enabled)
glDisableClientState (GL_TEXTURE_COORD_ARRAY);
if (color_array_was_enabled)
glEnableClientState (GL_COLOR_ARRAY);
}
static void
meta_shaped_texture_pick (ClutterActor *actor,
const ClutterColor *color)
{
MetaShapedTexture *stex = (MetaShapedTexture *) actor;
MetaShapedTexturePrivate *priv = stex->priv;
/* If there are no rectangles then use the regular pick */
if (priv->rectangles->len < 1
|| !meta_shaped_texture_is_multi_tex_supported ())
CLUTTER_ACTOR_CLASS (meta_shaped_texture_parent_class)
->pick (actor, color);
else if (clutter_actor_should_pick_paint (actor))
{
CoglHandle paint_tex;
ClutterActorBox alloc;
paint_tex = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (stex));
if (paint_tex == COGL_INVALID_HANDLE)
return;
meta_shaped_texture_ensure_mask (stex);
cogl_color (color);
clutter_actor_get_allocation_box (actor, &alloc);
/* Paint the mask rectangle in the given color */
cogl_texture_rectangle (priv->mask_texture,
0, 0,
CLUTTER_UNITS_TO_FIXED (alloc.x2 - alloc.x1),
CLUTTER_UNITS_TO_FIXED (alloc.y2 - alloc.y1),
0, 0, CFX_ONE, CFX_ONE);
}
}
ClutterActor *
meta_shaped_texture_new (void)
{
ClutterActor *self = g_object_new (META_TYPE_SHAPED_TEXTURE, NULL);
return self;
}
void
meta_shaped_texture_clear_rectangles (MetaShapedTexture *stex)
{
MetaShapedTexturePrivate *priv;
g_return_if_fail (META_IS_SHAPED_TEXTURE (stex));
priv = stex->priv;
g_array_set_size (priv->rectangles, 0);
meta_shaped_texture_dirty_mask (stex);
clutter_actor_queue_redraw (CLUTTER_ACTOR (stex));
}
void
meta_shaped_texture_add_rectangle (MetaShapedTexture *stex,
const ClutterGeometry *rect)
{
g_return_if_fail (META_IS_SHAPED_TEXTURE (stex));
meta_shaped_texture_add_rectangles (stex, 1, rect);
}
void
meta_shaped_texture_add_rectangles (MetaShapedTexture *stex,
size_t num_rects,
const ClutterGeometry *rects)
{
MetaShapedTexturePrivate *priv;
g_return_if_fail (META_IS_SHAPED_TEXTURE (stex));
priv = stex->priv;
g_array_append_vals (priv->rectangles, rects, num_rects);
meta_shaped_texture_dirty_mask (stex);
clutter_actor_queue_redraw (CLUTTER_ACTOR (stex));
}

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@ -0,0 +1,84 @@
/*
* shaped texture
*
* An actor to draw a texture clipped to a list of rectangles
*
* Authored By Neil Roberts <neil@linux.intel.com>
*
* Copyright (C) 2008 Intel Corporation
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program 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
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*/
#ifndef __META_SHAPED_TEXTURE_H__
#define __META_SHAPED_TEXTURE_H__
#include <clutter/clutter-texture.h>
G_BEGIN_DECLS
#define META_TYPE_SHAPED_TEXTURE \
(meta_shaped_texture_get_type())
#define META_SHAPED_TEXTURE(obj) \
(G_TYPE_CHECK_INSTANCE_CAST ((obj), \
META_TYPE_SHAPED_TEXTURE, \
MetaShapedTexture))
#define META_SHAPED_TEXTURE_CLASS(klass) \
(G_TYPE_CHECK_CLASS_CAST ((klass), \
META_TYPE_SHAPED_TEXTURE, \
MetaShapedTextureClass))
#define META_IS_SHAPED_TEXTURE(obj) \
(G_TYPE_CHECK_INSTANCE_TYPE ((obj), \
META_TYPE_SHAPED_TEXTURE))
#define META_IS_SHAPED_TEXTURE_CLASS(klass) \
(G_TYPE_CHECK_CLASS_TYPE ((klass), \
META_TYPE_SHAPED_TEXTURE))
#define META_SHAPED_TEXTURE_GET_CLASS(obj) \
(G_TYPE_INSTANCE_GET_CLASS ((obj), \
META_TYPE_SHAPED_TEXTURE, \
MetaShapedTextureClass))
typedef struct _MetaShapedTexture MetaShapedTexture;
typedef struct _MetaShapedTextureClass MetaShapedTextureClass;
typedef struct _MetaShapedTexturePrivate MetaShapedTexturePrivate;
struct _MetaShapedTextureClass
{
ClutterTextureClass parent_class;
};
struct _MetaShapedTexture
{
ClutterTexture parent;
MetaShapedTexturePrivate *priv;
};
GType meta_shaped_texture_get_type (void) G_GNUC_CONST;
ClutterActor *meta_shaped_texture_new (void);
void meta_shaped_texture_clear_rectangles (MetaShapedTexture *stex);
void meta_shaped_texture_add_rectangle (MetaShapedTexture *stex,
const ClutterGeometry *rect);
void meta_shaped_texture_add_rectangles (MetaShapedTexture *stex,
size_t num_rects,
const ClutterGeometry *rects);
G_END_DECLS
#endif /* __META_SHAPED_TEXTURE_H__ */