/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ /* * Utilities for use with Cogl * * Copyright 2010 Red Hat, Inc. * Copyright 2010 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, see . */ #include "config.h" #include "compositor/clutter-utils.h" #include /* This file uses pixel-aligned region computation to determine what * can be clipped out. This only really works if everything is aligned * to the pixel grid - not scaled or rotated and at integer offsets. * * (This could be relaxed - if we turned off filtering for unscaled * windows then windows would be, by definition aligned to the pixel * grid. And for rectangular windows without a shape, the outline that * we draw for an unrotated window is always a rectangle because we * don't use antialasing for the window boundary - with or without * filtering, with or without a scale. But figuring out exactly * what pixels will be drawn by the graphics system in these cases * gets tricky, so we just go for the easiest part - no scale, * and at integer offsets.) * * The way we check for pixel-aligned is by looking at the * transformation into screen space of the allocation box of an actor * and and checking if the corners are "close enough" to integral * pixel values. */ /* The definition of "close enough" to integral pixel values is * equality when we convert to 24.8 fixed-point. */ static inline int round_to_fixed (float x) { return roundf (x * 256); } /* Help macros to scale from OpenGL <-1,1> coordinates system to * window coordinates ranging [0,window-size]. Borrowed from clutter-utils.c */ #define MTX_GL_SCALE_X(x,w,v1,v2) ((((((x) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2)) #define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - (((((y) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2)) /* This helper function checks if (according to our fixed point precision) * the vertices @verts form a box of width @widthf and height @heightf * located at integral coordinates. These coordinates are returned * in @x_origin and @y_origin. */ gboolean meta_actor_vertices_are_untransformed (graphene_point3d_t *verts, float widthf, float heightf, int *x_origin, int *y_origin) { int width, height; int v0x, v0y, v1x, v1y, v2x, v2y, v3x, v3y; int x, y; width = round_to_fixed (widthf); height = round_to_fixed (heightf); v0x = round_to_fixed (verts[0].x); v0y = round_to_fixed (verts[0].y); v1x = round_to_fixed (verts[1].x); v1y = round_to_fixed (verts[1].y); v2x = round_to_fixed (verts[2].x); v2y = round_to_fixed (verts[2].y); v3x = round_to_fixed (verts[3].x); v3y = round_to_fixed (verts[3].y); /* Using shifting for converting fixed => int, gets things right for * negative values. / 256. wouldn't do the same */ x = v0x >> 8; y = v0y >> 8; /* At integral coordinates? */ if (x * 256 != v0x || y * 256 != v0y) return FALSE; /* Not scaled? */ if (v1x - v0x != width || v2y - v0y != height) return FALSE; /* Not rotated/skewed? */ if (v0x != v2x || v0y != v1y || v3x != v1x || v3y != v2y) return FALSE; if (x_origin) *x_origin = x; if (y_origin) *y_origin = y; return TRUE; } /** * meta_actor_painting_untransformed: * @paint_width: the width of the painted area * @paint_height: the height of the painted area * @sample_width: the width of the sampled area of the texture * @sample_height: the height of the sampled area of the texture * @x_origin: if the transform is only an integer translation * then the X coordinate of the location of the origin under the transformation * from drawing space to screen pixel space is returned here. * @y_origin: if the transform is only an integer translation * then the X coordinate of the location of the origin under the transformation * from drawing space to screen pixel space is returned here. * * Determines if the current painting transform is an integer translation. * This can differ from the result of meta_actor_is_untransformed() when * painting an actor if we're inside a inside a clone paint. @paint_width * and @paint_height are used to determine the vertices of the rectangle * we check to see if the painted area is "close enough" to the integer * transform. */ gboolean meta_actor_painting_untransformed (CoglFramebuffer *fb, int paint_width, int paint_height, int sample_width, int sample_height, int *x_origin, int *y_origin) { graphene_matrix_t modelview, projection, modelview_projection; graphene_point3d_t vertices[4]; float viewport[4]; int i; cogl_framebuffer_get_modelview_matrix (fb, &modelview); cogl_framebuffer_get_projection_matrix (fb, &projection); cogl_matrix_multiply (&modelview_projection, &projection, &modelview); vertices[0].x = 0; vertices[0].y = 0; vertices[0].z = 0; vertices[1].x = paint_width; vertices[1].y = 0; vertices[1].z = 0; vertices[2].x = 0; vertices[2].y = paint_height; vertices[2].z = 0; vertices[3].x = paint_width; vertices[3].y = paint_height; vertices[3].z = 0; cogl_framebuffer_get_viewport4fv (fb, viewport); for (i = 0; i < 4; i++) { float w = 1; cogl_graphene_matrix_project_point (&modelview_projection, &vertices[i].x, &vertices[i].y, &vertices[i].z, &w); vertices[i].x = MTX_GL_SCALE_X (vertices[i].x, w, viewport[2], viewport[0]); vertices[i].y = MTX_GL_SCALE_Y (vertices[i].y, w, viewport[3], viewport[1]); } return meta_actor_vertices_are_untransformed (vertices, sample_width, sample_height, x_origin, y_origin); }