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2f4a68c8c3
The order and way include macros were structured was chaotic, with no real common thread between files. Try to tidy up the mess with some common scheme, to make things look less messy.
194 lines
6.8 KiB
C
194 lines
6.8 KiB
C
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/*
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* Utilities for use with Cogl
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*
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* Copyright 2010 Red Hat, Inc.
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* Copyright 2010 Intel Corporation
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://www.gnu.org/licenses/>.
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*/
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#include "config.h"
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#include "compositor/clutter-utils.h"
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#include <math.h>
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/* This file uses pixel-aligned region computation to determine what
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* can be clipped out. This only really works if everything is aligned
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* to the pixel grid - not scaled or rotated and at integer offsets.
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*
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* (This could be relaxed - if we turned off filtering for unscaled
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* windows then windows would be, by definition aligned to the pixel
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* grid. And for rectangular windows without a shape, the outline that
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* we draw for an unrotated window is always a rectangle because we
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* don't use antialasing for the window boundary - with or without
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* filtering, with or without a scale. But figuring out exactly
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* what pixels will be drawn by the graphics system in these cases
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* gets tricky, so we just go for the easiest part - no scale,
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* and at integer offsets.)
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*
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* The way we check for pixel-aligned is by looking at the
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* transformation into screen space of the allocation box of an actor
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* and and checking if the corners are "close enough" to integral
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* pixel values.
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*/
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/* The definition of "close enough" to integral pixel values is
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* equality when we convert to 24.8 fixed-point.
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*/
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static inline int
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round_to_fixed (float x)
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{
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return roundf (x * 256);
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}
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/* Help macros to scale from OpenGL <-1,1> coordinates system to
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* window coordinates ranging [0,window-size]. Borrowed from clutter-utils.c
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*/
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#define MTX_GL_SCALE_X(x,w,v1,v2) ((((((x) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
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#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - (((((y) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
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/* This helper function checks if (according to our fixed point precision)
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* the vertices @verts form a box of width @widthf and height @heightf
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* located at integral coordinates. These coordinates are returned
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* in @x_origin and @y_origin.
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*/
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gboolean
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meta_actor_vertices_are_untransformed (ClutterVertex *verts,
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float widthf,
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float heightf,
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int *x_origin,
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int *y_origin)
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{
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int width, height;
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int v0x, v0y, v1x, v1y, v2x, v2y, v3x, v3y;
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int x, y;
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width = round_to_fixed (widthf); height = round_to_fixed (heightf);
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v0x = round_to_fixed (verts[0].x); v0y = round_to_fixed (verts[0].y);
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v1x = round_to_fixed (verts[1].x); v1y = round_to_fixed (verts[1].y);
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v2x = round_to_fixed (verts[2].x); v2y = round_to_fixed (verts[2].y);
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v3x = round_to_fixed (verts[3].x); v3y = round_to_fixed (verts[3].y);
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/* Using shifting for converting fixed => int, gets things right for
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* negative values. / 256. wouldn't do the same
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*/
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x = v0x >> 8;
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y = v0y >> 8;
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/* At integral coordinates? */
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if (x * 256 != v0x || y * 256 != v0y)
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return FALSE;
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/* Not scaled? */
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if (v1x - v0x != width || v2y - v0y != height)
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return FALSE;
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/* Not rotated/skewed? */
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if (v0x != v2x || v0y != v1y ||
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v3x != v1x || v3y != v2y)
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return FALSE;
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if (x_origin)
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*x_origin = x;
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if (y_origin)
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*y_origin = y;
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return TRUE;
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}
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/* Check if an actor is "untransformed" - which actually means transformed by
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* at most a integer-translation. The integer translation, if any, is returned.
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*/
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gboolean
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meta_actor_is_untransformed (ClutterActor *actor,
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int *x_origin,
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int *y_origin)
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{
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gfloat widthf, heightf;
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ClutterVertex verts[4];
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clutter_actor_get_size (actor, &widthf, &heightf);
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clutter_actor_get_abs_allocation_vertices (actor, verts);
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return meta_actor_vertices_are_untransformed (verts, widthf, heightf, x_origin, y_origin);
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}
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/**
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* meta_actor_painting_untransformed:
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* @paint_width: the width of the painted area
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* @paint_height: the height of the painted area
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* @x_origin: if the transform is only an integer translation
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* then the X coordinate of the location of the origin under the transformation
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* from drawing space to screen pixel space is returned here.
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* @y_origin: if the transform is only an integer translation
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* then the X coordinate of the location of the origin under the transformation
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* from drawing space to screen pixel space is returned here.
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*
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* Determines if the current painting transform is an integer translation.
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* This can differ from the result of meta_actor_is_untransformed() when
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* painting an actor if we're inside a inside a clone paint. @paint_width
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* and @paint_height are used to determine the vertices of the rectangle
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* we check to see if the painted area is "close enough" to the integer
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* transform.
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*/
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gboolean
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meta_actor_painting_untransformed (int paint_width,
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int paint_height,
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int *x_origin,
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int *y_origin)
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{
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CoglMatrix modelview, projection, modelview_projection;
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ClutterVertex vertices[4];
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float viewport[4];
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int i;
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cogl_get_modelview_matrix (&modelview);
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cogl_get_projection_matrix (&projection);
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cogl_matrix_multiply (&modelview_projection,
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&projection,
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&modelview);
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vertices[0].x = 0;
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vertices[0].y = 0;
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vertices[0].z = 0;
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vertices[1].x = paint_width;
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vertices[1].y = 0;
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vertices[1].z = 0;
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vertices[2].x = 0;
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vertices[2].y = paint_height;
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vertices[2].z = 0;
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vertices[3].x = paint_width;
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vertices[3].y = paint_height;
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vertices[3].z = 0;
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cogl_get_viewport (viewport);
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for (i = 0; i < 4; i++)
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{
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float w = 1;
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cogl_matrix_transform_point (&modelview_projection, &vertices[i].x, &vertices[i].y, &vertices[i].z, &w);
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vertices[i].x = MTX_GL_SCALE_X (vertices[i].x, w,
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viewport[2], viewport[0]);
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vertices[i].y = MTX_GL_SCALE_Y (vertices[i].y, w,
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viewport[3], viewport[1]);
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}
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return meta_actor_vertices_are_untransformed (vertices, paint_width, paint_height, x_origin, y_origin);
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}
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