/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Copyright (C) 2010 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . */ #ifndef __CLUTTER_PAINT_VOLUME_PRIVATE_H__ #define __CLUTTER_PAINT_VOLUME_PRIVATE_H__ #include #include G_BEGIN_DECLS struct _ClutterPaintVolume { /* A paint volume represents a volume in a given actors private * coordinate system. */ ClutterActor *actor; /* cuboid for the volume: * * 4━━━━━━━┓5 * ┏━━━━━━━━┓╱┃ * ┃0 ┊7 1┃ ┃ * ┃ ┄┄┄┄┄┃┄┃6 * ┃3 2┃╱ * ┗━━━━━━━━┛ * * 0: top, left (origin) : always valid * 1: top, right : always valid * 2: bottom, right : updated lazily * 3: bottom, left : always valid * * 4: top, left, back : always valid * 5: top, right, back : updated lazily * 6: bottom, right, back : updated lazily * 7: bottom, left, back : updated lazily * * Elements 0, 1, 3 and 4 are filled in by the PaintVolume setters * * Note: the reason for this ordering is that we can simply ignore * elements 4, 5, 6 and 7 most of the time for 2D actors when * calculating the projected paint box. */ graphene_point3d_t vertices[8]; /* As an optimization for internally managed PaintVolumes we allow * initializing ClutterPaintVolume variables allocated on the stack * so we can avoid hammering the slice allocator. */ guint is_static:1; /* A newly initialized PaintVolume is considered empty as it is * degenerate on all three axis. * * We consider this carefully when we union an empty volume with * another so that the union simply results in a copy of the other * volume instead of also bounding the origin of the empty volume. * * For example this is a convenient property when calculating the * volume of a container as the union of the volume of its children * where the initial volume passed to the containers * ->get_paint_volume method will be empty. */ guint is_empty:1; /* TRUE when we've updated the values we calculate lazily */ guint is_complete:1; /* TRUE if vertices 4-7 can be ignored. (Only valid if complete is * TRUE) */ guint is_2d:1; /* Set to TRUE initially but cleared if the paint volume is * transformed by a matrix. */ guint is_axis_aligned:1; /* Note: There is a precedence to the above bitfields that should be * considered whenever we implement code that manipulates * PaintVolumes... * * Firstly if ->is_empty == TRUE then the values for ->is_complete * and ->is_2d are undefined, so you should typically check * ->is_empty as the first priority. * * XXX: document other invariables... */ }; void _clutter_paint_volume_init_static (ClutterPaintVolume *pv, ClutterActor *actor); ClutterPaintVolume *_clutter_paint_volume_new (ClutterActor *actor); void _clutter_paint_volume_copy_static (const ClutterPaintVolume *src_pv, ClutterPaintVolume *dst_pv); void _clutter_paint_volume_set_from_volume (ClutterPaintVolume *pv, const ClutterPaintVolume *src); void _clutter_paint_volume_complete (ClutterPaintVolume *pv); void _clutter_paint_volume_transform (ClutterPaintVolume *pv, const graphene_matrix_t *matrix); void _clutter_paint_volume_project (ClutterPaintVolume *pv, const graphene_matrix_t *modelview, const graphene_matrix_t *projection, const float *viewport); void _clutter_paint_volume_get_bounding_box (ClutterPaintVolume *pv, ClutterActorBox *box); void _clutter_paint_volume_axis_align (ClutterPaintVolume *pv); void _clutter_paint_volume_set_reference_actor (ClutterPaintVolume *pv, ClutterActor *actor); ClutterCullResult _clutter_paint_volume_cull (ClutterPaintVolume *pv, const graphene_frustum_t *frustum); void _clutter_paint_volume_get_stage_paint_box (ClutterPaintVolume *pv, ClutterStage *stage, ClutterActorBox *box); void _clutter_paint_volume_transform_relative (ClutterPaintVolume *pv, ClutterActor *relative_to_ancestor); void clutter_paint_volume_to_box (ClutterPaintVolume *pv, graphene_box_t *box); G_END_DECLS #endif /* __CLUTTER_PAINT_VOLUME_PRIVATE_H__ */