/* * Cogl * * A Low Level GPU Graphics and Utilities API * * Copyright (C) 2011 Intel Corporation. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * * Authors: * Robert Bragg */ #include "cogl-config.h" #include "cogl-texture.h" #include "cogl-matrix.h" #include "cogl-spans.h" #include "cogl-meta-texture.h" #include "cogl-texture-private.h" #include #include typedef struct _ForeachData { float meta_region_coords[4]; CoglPipelineWrapMode wrap_s; CoglPipelineWrapMode wrap_t; CoglMetaTextureCallback callback; void *user_data; int width; int height; CoglTexture *padded_textures[9]; const float *grid_slice_texture_coords; float slice_offset_s; float slice_offset_t; float slice_range_s; float slice_range_t; } ForeachData; static void padded_grid_repeat_cb (CoglTexture *slice_texture, const float *slice_texture_coords, const float *meta_coords, void *user_data) { ForeachData *data; float mapped_coords[4]; /* Ignore padding slices for the current grid */ if (!slice_texture) return; data = user_data; /* NB: the slice_texture_coords[] we get here will always be * normalized. * * We now need to map the normalized slice_texture_coords[] we have * here back to the real slice coordinates we saved in the previous * stage... */ mapped_coords[0] = slice_texture_coords[0] * data->slice_range_s + data->slice_offset_s; mapped_coords[1] = slice_texture_coords[1] * data->slice_range_t + data->slice_offset_t; mapped_coords[2] = slice_texture_coords[2] * data->slice_range_s + data->slice_offset_s; mapped_coords[3] = slice_texture_coords[3] * data->slice_range_t + data->slice_offset_t; data->callback (slice_texture, mapped_coords, meta_coords, data->user_data); } static int setup_padded_spans (CoglSpan *spans, float start, float end, float range, int *real_index) { int span_index = 0; if (start > 0) { spans[0].start = 0; spans[0].size = start; spans[0].waste = 0; span_index++; spans[1].start = spans[0].size; } else spans[span_index].start = 0; spans[span_index].size = end - start; spans[span_index].waste = 0; *real_index = span_index; span_index++; if (end < range) { spans[span_index].start = spans[span_index - 1].start + spans[span_index - 1].size; spans[span_index].size = range - end; spans[span_index].waste = 0; span_index++; } return span_index; } /* This handles each sub-texture within the range [0,1] of our * original meta texture and repeats each one separately across the * users requested virtual texture coordinates. * * A notable advantage of this approach is that we will batch * together callbacks corresponding to the same underlying slice * together. */ static void create_grid_and_repeat_cb (CoglTexture *slice_texture, const float *slice_texture_coords, const float *meta_coords, void *user_data) { ForeachData *data = user_data; CoglSpan x_spans[3]; int n_x_spans; int x_real_index; CoglSpan y_spans[3]; int n_y_spans; int y_real_index; /* NB: This callback is called for each slice of the meta-texture * in the range [0,1]. * * We define a "padded grid" for each slice of the meta-texture in * the range [0,1]. The x axis and y axis grid lines are defined * using CoglSpans. * * The padded grid maps over the meta-texture coordinates in the * range [0,1] but only contains one valid cell that corresponds to * current slice being iterated and all the surrounding cells just * provide padding. * * Once we've defined our padded grid we then repeat that across * the user's original region, calling their callback whenever * we see our current slice - ignoring padding. * * NB: we can assume meta_coords[] are normalized at this point * since TextureRectangles aren't iterated with this code-path. * * NB: spans are always defined using non-normalized coordinates */ n_x_spans = setup_padded_spans (x_spans, meta_coords[0] * data->width, meta_coords[2] * data->width, data->width, &x_real_index); n_y_spans = setup_padded_spans (y_spans, meta_coords[1] * data->height, meta_coords[3] * data->height, data->height, &y_real_index); data->padded_textures[n_x_spans * y_real_index + x_real_index] = slice_texture; /* Our callback is going to be passed normalized slice texture * coordinates, and we will need to map the range [0,1] to the real * slice_texture_coords we have here... */ data->grid_slice_texture_coords = slice_texture_coords; data->slice_range_s = fabs (data->grid_slice_texture_coords[2] - data->grid_slice_texture_coords[0]); data->slice_range_t = fabs (data->grid_slice_texture_coords[3] - data->grid_slice_texture_coords[1]); data->slice_offset_s = MIN (data->grid_slice_texture_coords[0], data->grid_slice_texture_coords[2]); data->slice_offset_t = MIN (data->grid_slice_texture_coords[1], data->grid_slice_texture_coords[3]); /* Now actually iterate the region the user originally requested * using the current padded grid */ _cogl_texture_spans_foreach_in_region (x_spans, n_x_spans, y_spans, n_y_spans, data->padded_textures, data->meta_region_coords, data->width, data->height, data->wrap_s, data->wrap_t, padded_grid_repeat_cb, data); /* Clear the padded_textures ready for the next iteration */ data->padded_textures[n_x_spans * y_real_index + x_real_index] = NULL; } #define SWAP(A,B) do { float tmp = B; B = A; A = tmp; } while (0) typedef struct _ClampData { float start; float end; gboolean s_flipped; gboolean t_flipped; CoglMetaTextureCallback callback; void *user_data; } ClampData; static void clamp_s_cb (CoglTexture *sub_texture, const float *sub_texture_coords, const float *meta_coords, void *user_data) { ClampData *clamp_data = user_data; float mapped_meta_coords[4] = { clamp_data->start, meta_coords[1], clamp_data->end, meta_coords[3] }; if (clamp_data->s_flipped) SWAP (mapped_meta_coords[0], mapped_meta_coords[2]); /* NB: we never need to flip the t coords when dealing with * s-axis clamping so no need to check if ->t_flipped */ clamp_data->callback (sub_texture, sub_texture_coords, mapped_meta_coords, clamp_data->user_data); } static void clamp_t_cb (CoglTexture *sub_texture, const float *sub_texture_coords, const float *meta_coords, void *user_data) { ClampData *clamp_data = user_data; float mapped_meta_coords[4] = { meta_coords[0], clamp_data->start, meta_coords[2], clamp_data->end, }; if (clamp_data->s_flipped) SWAP (mapped_meta_coords[0], mapped_meta_coords[2]); if (clamp_data->t_flipped) SWAP (mapped_meta_coords[1], mapped_meta_coords[3]); clamp_data->callback (sub_texture, sub_texture_coords, mapped_meta_coords, clamp_data->user_data); } static gboolean foreach_clamped_region (CoglMetaTexture *meta_texture, float *tx_1, float *ty_1, float *tx_2, float *ty_2, CoglPipelineWrapMode wrap_s, CoglPipelineWrapMode wrap_t, CoglMetaTextureCallback callback, void *user_data) { float width = cogl_texture_get_width (COGL_TEXTURE (meta_texture)); ClampData clamp_data; /* Consider that *tx_1 may be > *tx_2 and to simplify things * we just flip them around if that's the case and keep a note * of the fact that they are flipped. */ if (*tx_1 > *tx_2) { SWAP (*tx_1, *tx_2); clamp_data.s_flipped = TRUE; } else clamp_data.s_flipped = FALSE; /* The same goes for ty_1 and ty_2... */ if (*ty_1 > *ty_2) { SWAP (*ty_1, *ty_2); clamp_data.t_flipped = TRUE; } else clamp_data.t_flipped = FALSE; clamp_data.callback = callback; clamp_data.user_data = user_data; if (wrap_s == COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE) { float max_s_coord = 1.0; float half_texel_width; half_texel_width = max_s_coord / (width * 2); /* Handle any left clamped region */ if (*tx_1 < 0) { clamp_data.start = *tx_1; clamp_data.end = MIN (0, *tx_2);; cogl_meta_texture_foreach_in_region (meta_texture, half_texel_width, *ty_1, half_texel_width, *ty_2, COGL_PIPELINE_WRAP_MODE_REPEAT, wrap_t, clamp_s_cb, &clamp_data); /* Have we handled everything? */ if (*tx_2 <= 0) return TRUE; /* clamp tx_1 since we've handled everything with x < 0 */ *tx_1 = 0; } /* Handle any right clamped region - including the corners */ if (*tx_2 > max_s_coord) { clamp_data.start = MAX (max_s_coord, *tx_1); clamp_data.end = *tx_2; cogl_meta_texture_foreach_in_region (meta_texture, max_s_coord - half_texel_width, *ty_1, max_s_coord - half_texel_width, *ty_2, COGL_PIPELINE_WRAP_MODE_REPEAT, wrap_t, clamp_s_cb, &clamp_data); /* Have we handled everything? */ if (*tx_1 >= max_s_coord) return TRUE; /* clamp tx_2 since we've handled everything with x > * max_s_coord */ *tx_2 = max_s_coord; } } if (wrap_t == COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE) { float height = cogl_texture_get_height (COGL_TEXTURE (meta_texture)); float max_t_coord = 1.0; float half_texel_height; half_texel_height = max_t_coord / (height * 2); /* Handle any top clamped region */ if (*ty_1 < 0) { clamp_data.start = *ty_1; clamp_data.end = MIN (0, *ty_2);; cogl_meta_texture_foreach_in_region (meta_texture, *tx_1, half_texel_height, *tx_2, half_texel_height, wrap_s, COGL_PIPELINE_WRAP_MODE_REPEAT, clamp_t_cb, &clamp_data); /* Have we handled everything? */ if (*tx_2 <= 0) return TRUE; /* clamp ty_1 since we've handled everything with y < 0 */ *ty_1 = 0; } /* Handle any bottom clamped region */ if (*ty_2 > max_t_coord) { clamp_data.start = MAX (max_t_coord, *ty_1);; clamp_data.end = *ty_2; cogl_meta_texture_foreach_in_region (meta_texture, *tx_1, max_t_coord - half_texel_height, *tx_2, max_t_coord - half_texel_height, wrap_s, COGL_PIPELINE_WRAP_MODE_REPEAT, clamp_t_cb, &clamp_data); /* Have we handled everything? */ if (*ty_1 >= max_t_coord) return TRUE; /* clamp ty_2 since we've handled everything with y > * max_t_coord */ *ty_2 = max_t_coord; } } if (clamp_data.s_flipped) SWAP (*tx_1, *tx_2); if (clamp_data.t_flipped) SWAP (*ty_1, *ty_2); return FALSE; } typedef struct _NormalizeData { CoglMetaTextureCallback callback; void *user_data; float s_normalize_factor; float t_normalize_factor; } NormalizeData; static void normalize_meta_coords_cb (CoglTexture *slice_texture, const float *slice_coords, const float *meta_coords, void *user_data) { NormalizeData *data = user_data; float normalized_meta_coords[4] = { meta_coords[0] * data->s_normalize_factor, meta_coords[1] * data->t_normalize_factor, meta_coords[2] * data->s_normalize_factor, meta_coords[3] * data->t_normalize_factor }; data->callback (slice_texture, slice_coords, normalized_meta_coords, data->user_data); } void cogl_meta_texture_foreach_in_region (CoglMetaTexture *meta_texture, float tx_1, float ty_1, float tx_2, float ty_2, CoglPipelineWrapMode wrap_s, CoglPipelineWrapMode wrap_t, CoglMetaTextureCallback callback, void *user_data) { CoglTexture *texture = COGL_TEXTURE (meta_texture); float width = cogl_texture_get_width (texture); float height = cogl_texture_get_height (texture); NormalizeData normalize_data; if (wrap_s == COGL_PIPELINE_WRAP_MODE_AUTOMATIC) wrap_s = COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE; if (wrap_t == COGL_PIPELINE_WRAP_MODE_AUTOMATIC) wrap_t = COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE; if (wrap_s == COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE || wrap_t == COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE) { gboolean finished = foreach_clamped_region (meta_texture, &tx_1, &ty_1, &tx_2, &ty_2, wrap_s, wrap_t, callback, user_data); if (finished) return; /* Since clamping has been handled we now want to normalize our * wrap modes we se can assume from this point on we don't * need to consider CLAMP_TO_EDGE. (NB: The spans code will * assert that CLAMP_TO_EDGE isn't requested) */ if (wrap_s == COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE) wrap_s = COGL_PIPELINE_WRAP_MODE_REPEAT; if (wrap_t == COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE) wrap_t = COGL_PIPELINE_WRAP_MODE_REPEAT; } /* It makes things simpler to deal with non-normalized region * coordinates beyond this point and only re-normalize just before * calling the user's callback... */ normalize_data.callback = callback; normalize_data.user_data = user_data; normalize_data.s_normalize_factor = 1.0f / width; normalize_data.t_normalize_factor = 1.0f / height; callback = normalize_meta_coords_cb; user_data = &normalize_data; tx_1 *= width; ty_1 *= height; tx_2 *= width; ty_2 *= height; /* XXX: at some point this wont be routed through the CoglTexture * vtable, instead there will be a separate CoglMetaTexture * interface vtable. */ if (texture->vtable->foreach_sub_texture_in_region) { ForeachData data; data.meta_region_coords[0] = tx_1; data.meta_region_coords[1] = ty_1; data.meta_region_coords[2] = tx_2; data.meta_region_coords[3] = ty_2; data.wrap_s = wrap_s; data.wrap_t = wrap_t; data.callback = callback; data.user_data = user_data; data.width = width; data.height = height; memset (data.padded_textures, 0, sizeof (data.padded_textures)); /* * 1) We iterate all the slices of the meta-texture only within * the range [0,1]. * * 2) We define a "padded grid" for each slice of the * meta-texture in the range [0,1]. * * The padded grid maps over the meta-texture coordinates in * the range [0,1] but only contains one valid cell that * corresponds to current slice being iterated and all the * surrounding cells just provide padding. * * 3) Once we've defined our padded grid we then repeat that * across the user's original region, calling their callback * whenever we see our current slice - ignoring padding. * * A notable benefit of this design is that repeating a texture * made of multiple slices will result in us repeating each * slice in-turn so the user gets repeat callbacks for the same * texture batched together. For manual emulation of texture * repeats done by drawing geometry this makes it more likely * that we can batch geometry. */ texture->vtable->foreach_sub_texture_in_region (texture, 0, 0, 1, 1, create_grid_and_repeat_cb, &data); } else { CoglSpan x_span = { 0, width, 0 }; CoglSpan y_span = { 0, height, 0 }; float meta_region_coords[4] = { tx_1, ty_1, tx_2, ty_2 }; _cogl_texture_spans_foreach_in_region (&x_span, 1, &y_span, 1, &texture, meta_region_coords, width, height, wrap_s, wrap_t, callback, user_data); } } #undef SWAP