mutter/cogl/cogl/cogl-sub-texture.c
Jonas Ådahl bf71cb2e3c Don't use config.h in clutter and cogl
In cogl use cogl-config.h and in clutter use clutter-build-config.h. We
can't use clutter-config.h in clutter because its already used and
installed.

https://bugzilla.gnome.org/show_bug.cgi?id=768976
2016-07-20 14:23:48 +08:00

481 lines
16 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2009,2010,2011 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:
* Neil Roberts <neil@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "cogl-config.h"
#endif
#include "cogl-util.h"
#include "cogl-texture-private.h"
#include "cogl-sub-texture-private.h"
#include "cogl-sub-texture.h"
#include "cogl-context-private.h"
#include "cogl-object.h"
#include "cogl-texture-driver.h"
#include "cogl-texture-rectangle-private.h"
#include "cogl-texture-2d.h"
#include "cogl-texture-gl-private.h"
#include "cogl-gtype-private.h"
#include <string.h>
#include <math.h>
static void _cogl_sub_texture_free (CoglSubTexture *sub_tex);
COGL_TEXTURE_DEFINE (SubTexture, sub_texture);
COGL_GTYPE_DEFINE_CLASS (SubTexture, sub_texture);
static const CoglTextureVtable cogl_sub_texture_vtable;
static void
_cogl_sub_texture_unmap_quad (CoglSubTexture *sub_tex,
float *coords)
{
CoglTexture *tex = COGL_TEXTURE (sub_tex);
/* NB: coords[] come in as non-normalized if sub_tex->full_texture
* is a CoglTextureRectangle otherwhise they are normalized. The
* coordinates we write out though must always be normalized.
*
* NB: sub_tex->sub_x/y/width/height are in non-normalized
* coordinates.
*/
if (cogl_is_texture_rectangle (sub_tex->full_texture))
{
coords[0] = (coords[0] - sub_tex->sub_x) / tex->width;
coords[1] = (coords[1] - sub_tex->sub_y) / tex->height;
coords[2] = (coords[2] - sub_tex->sub_x) / tex->width;
coords[3] = (coords[3] - sub_tex->sub_y) / tex->height;
}
else
{
float width = cogl_texture_get_width (sub_tex->full_texture);
float height = cogl_texture_get_height (sub_tex->full_texture);
coords[0] = (coords[0] * width - sub_tex->sub_x) / tex->width;
coords[1] = (coords[1] * height - sub_tex->sub_y) / tex->height;
coords[2] = (coords[2] * width - sub_tex->sub_x) / tex->width;
coords[3] = (coords[3] * height - sub_tex->sub_y) / tex->height;
}
}
static void
_cogl_sub_texture_map_quad (CoglSubTexture *sub_tex,
float *coords)
{
CoglTexture *tex = COGL_TEXTURE (sub_tex);
/* NB: coords[] always come in as normalized coordinates but may go
* out as non-normalized if sub_tex->full_texture is a
* CoglTextureRectangle.
*
* NB: sub_tex->sub_x/y/width/height are in non-normalized
* coordinates.
*/
if (cogl_is_texture_rectangle (sub_tex->full_texture))
{
coords[0] = coords[0] * tex->width + sub_tex->sub_x;
coords[1] = coords[1] * tex->height + sub_tex->sub_y;
coords[2] = coords[2] * tex->width + sub_tex->sub_x;
coords[3] = coords[3] * tex->height + sub_tex->sub_y;
}
else
{
float width = cogl_texture_get_width (sub_tex->full_texture);
float height = cogl_texture_get_height (sub_tex->full_texture);
coords[0] = (coords[0] * tex->width + sub_tex->sub_x) / width;
coords[1] = (coords[1] * tex->height + sub_tex->sub_y) / height;
coords[2] = (coords[2] * tex->width + sub_tex->sub_x) / width;
coords[3] = (coords[3] * tex->height + sub_tex->sub_y) / height;
}
}
typedef struct _CoglSubTextureForeachData
{
CoglSubTexture *sub_tex;
CoglMetaTextureCallback callback;
void *user_data;
} CoglSubTextureForeachData;
static void
unmap_coords_cb (CoglTexture *slice_texture,
const float *slice_texture_coords,
const float *meta_coords,
void *user_data)
{
CoglSubTextureForeachData *data = user_data;
float unmapped_coords[4];
memcpy (unmapped_coords, meta_coords, sizeof (unmapped_coords));
_cogl_sub_texture_unmap_quad (data->sub_tex, unmapped_coords);
data->callback (slice_texture,
slice_texture_coords,
unmapped_coords,
data->user_data);
}
static void
_cogl_sub_texture_foreach_sub_texture_in_region (
CoglTexture *tex,
float virtual_tx_1,
float virtual_ty_1,
float virtual_tx_2,
float virtual_ty_2,
CoglMetaTextureCallback callback,
void *user_data)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
CoglTexture *full_texture = sub_tex->full_texture;
float mapped_coords[4] =
{ virtual_tx_1, virtual_ty_1, virtual_tx_2, virtual_ty_2};
float virtual_coords[4] =
{ virtual_tx_1, virtual_ty_1, virtual_tx_2, virtual_ty_2};
/* map the virtual coordinates to ->full_texture coordinates */
_cogl_sub_texture_map_quad (sub_tex, mapped_coords);
/* TODO: Add something like cogl_is_low_level_texture() */
if (cogl_is_texture_2d (full_texture) ||
cogl_is_texture_rectangle (full_texture))
{
callback (sub_tex->full_texture,
mapped_coords,
virtual_coords,
user_data);
}
else
{
CoglSubTextureForeachData data;
data.sub_tex = sub_tex;
data.callback = callback;
data.user_data = user_data;
cogl_meta_texture_foreach_in_region (COGL_META_TEXTURE (full_texture),
mapped_coords[0],
mapped_coords[1],
mapped_coords[2],
mapped_coords[3],
COGL_PIPELINE_WRAP_MODE_REPEAT,
COGL_PIPELINE_WRAP_MODE_REPEAT,
unmap_coords_cb,
&data);
}
}
static void
_cogl_sub_texture_gl_flush_legacy_texobj_wrap_modes (CoglTexture *tex,
GLenum wrap_mode_s,
GLenum wrap_mode_t,
GLenum wrap_mode_p)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
_cogl_texture_gl_flush_legacy_texobj_wrap_modes (sub_tex->full_texture,
wrap_mode_s,
wrap_mode_t,
wrap_mode_p);
}
static void
_cogl_sub_texture_free (CoglSubTexture *sub_tex)
{
cogl_object_unref (sub_tex->next_texture);
cogl_object_unref (sub_tex->full_texture);
/* Chain up */
_cogl_texture_free (COGL_TEXTURE (sub_tex));
}
CoglSubTexture *
cogl_sub_texture_new (CoglContext *ctx,
CoglTexture *next_texture,
int sub_x, int sub_y,
int sub_width, int sub_height)
{
CoglTexture *full_texture;
CoglSubTexture *sub_tex;
CoglTexture *tex;
unsigned int next_width, next_height;
next_width = cogl_texture_get_width (next_texture);
next_height = cogl_texture_get_height (next_texture);
/* The region must specify a non-zero subset of the full texture */
_COGL_RETURN_VAL_IF_FAIL (sub_x >= 0 && sub_y >= 0, NULL);
_COGL_RETURN_VAL_IF_FAIL (sub_width > 0 && sub_height > 0, NULL);
_COGL_RETURN_VAL_IF_FAIL (sub_x + sub_width <= next_width, NULL);
_COGL_RETURN_VAL_IF_FAIL (sub_y + sub_height <= next_height, NULL);
sub_tex = g_new (CoglSubTexture, 1);
tex = COGL_TEXTURE (sub_tex);
_cogl_texture_init (tex, ctx, sub_width, sub_height,
_cogl_texture_get_format (next_texture),
NULL, /* no loader */
&cogl_sub_texture_vtable);
/* If the next texture is also a sub texture we can avoid one level
of indirection by referencing the full texture of that texture
instead. */
if (cogl_is_sub_texture (next_texture))
{
CoglSubTexture *other_sub_tex = COGL_SUB_TEXTURE (next_texture);
full_texture = other_sub_tex->full_texture;
sub_x += other_sub_tex->sub_x;
sub_y += other_sub_tex->sub_y;
}
else
full_texture = next_texture;
sub_tex->next_texture = cogl_object_ref (next_texture);
sub_tex->full_texture = cogl_object_ref (full_texture);
sub_tex->sub_x = sub_x;
sub_tex->sub_y = sub_y;
return _cogl_sub_texture_object_new (sub_tex);
}
static CoglBool
_cogl_sub_texture_allocate (CoglTexture *tex,
CoglError **error)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
CoglBool status = cogl_texture_allocate (sub_tex->full_texture, error);
_cogl_texture_set_allocated (tex,
_cogl_texture_get_format (sub_tex->full_texture),
tex->width, tex->height);
return status;
}
CoglTexture *
cogl_sub_texture_get_parent (CoglSubTexture *sub_texture)
{
return sub_texture->next_texture;
}
static int
_cogl_sub_texture_get_max_waste (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return cogl_texture_get_max_waste (sub_tex->full_texture);
}
static CoglBool
_cogl_sub_texture_is_sliced (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return cogl_texture_is_sliced (sub_tex->full_texture);
}
static CoglBool
_cogl_sub_texture_can_hardware_repeat (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
/* We can hardware repeat if the subtexture actually represents all of the
of the full texture */
return (tex->width ==
cogl_texture_get_width (sub_tex->full_texture) &&
tex->height ==
cogl_texture_get_height (sub_tex->full_texture) &&
_cogl_texture_can_hardware_repeat (sub_tex->full_texture));
}
static void
_cogl_sub_texture_transform_coords_to_gl (CoglTexture *tex,
float *s,
float *t)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
/* This won't work if the sub texture is not the size of the full
texture and the coordinates are outside the range [0,1] */
*s = ((*s * tex->width + sub_tex->sub_x) /
cogl_texture_get_width (sub_tex->full_texture));
*t = ((*t * tex->height + sub_tex->sub_y) /
cogl_texture_get_height (sub_tex->full_texture));
_cogl_texture_transform_coords_to_gl (sub_tex->full_texture, s, t);
}
static CoglTransformResult
_cogl_sub_texture_transform_quad_coords_to_gl (CoglTexture *tex,
float *coords)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
int i;
/* We can't support repeating with this method. In this case
cogl-primitives will resort to manual repeating */
for (i = 0; i < 4; i++)
if (coords[i] < 0.0f || coords[i] > 1.0f)
return COGL_TRANSFORM_SOFTWARE_REPEAT;
_cogl_sub_texture_map_quad (sub_tex, coords);
return _cogl_texture_transform_quad_coords_to_gl (sub_tex->full_texture,
coords);
}
static CoglBool
_cogl_sub_texture_get_gl_texture (CoglTexture *tex,
GLuint *out_gl_handle,
GLenum *out_gl_target)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return cogl_texture_get_gl_texture (sub_tex->full_texture,
out_gl_handle,
out_gl_target);
}
static void
_cogl_sub_texture_gl_flush_legacy_texobj_filters (CoglTexture *tex,
GLenum min_filter,
GLenum mag_filter)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
_cogl_texture_gl_flush_legacy_texobj_filters (sub_tex->full_texture,
min_filter, mag_filter);
}
static void
_cogl_sub_texture_pre_paint (CoglTexture *tex,
CoglTexturePrePaintFlags flags)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
_cogl_texture_pre_paint (sub_tex->full_texture, flags);
}
static void
_cogl_sub_texture_ensure_non_quad_rendering (CoglTexture *tex)
{
}
static CoglBool
_cogl_sub_texture_set_region (CoglTexture *tex,
int src_x,
int src_y,
int dst_x,
int dst_y,
int dst_width,
int dst_height,
int level,
CoglBitmap *bmp,
CoglError **error)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
if (level != 0)
{
int full_width = cogl_texture_get_width (sub_tex->full_texture);
int full_height = cogl_texture_get_width (sub_tex->full_texture);
_COGL_RETURN_VAL_IF_FAIL (sub_tex->sub_x == 0 &&
cogl_texture_get_width (tex) == full_width,
FALSE);
_COGL_RETURN_VAL_IF_FAIL (sub_tex->sub_y == 0 &&
cogl_texture_get_height (tex) == full_height,
FALSE);
}
return _cogl_texture_set_region_from_bitmap (sub_tex->full_texture,
src_x, src_y,
dst_width, dst_height,
bmp,
dst_x + sub_tex->sub_x,
dst_y + sub_tex->sub_y,
level,
error);
}
static CoglPixelFormat
_cogl_sub_texture_get_format (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return _cogl_texture_get_format (sub_tex->full_texture);
}
static GLenum
_cogl_sub_texture_get_gl_format (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return _cogl_texture_gl_get_format (sub_tex->full_texture);
}
static CoglTextureType
_cogl_sub_texture_get_type (CoglTexture *tex)
{
CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
return _cogl_texture_get_type (sub_tex->full_texture);
}
static const CoglTextureVtable
cogl_sub_texture_vtable =
{
FALSE, /* not primitive */
_cogl_sub_texture_allocate,
_cogl_sub_texture_set_region,
NULL, /* get_data */
_cogl_sub_texture_foreach_sub_texture_in_region,
_cogl_sub_texture_get_max_waste,
_cogl_sub_texture_is_sliced,
_cogl_sub_texture_can_hardware_repeat,
_cogl_sub_texture_transform_coords_to_gl,
_cogl_sub_texture_transform_quad_coords_to_gl,
_cogl_sub_texture_get_gl_texture,
_cogl_sub_texture_gl_flush_legacy_texobj_filters,
_cogl_sub_texture_pre_paint,
_cogl_sub_texture_ensure_non_quad_rendering,
_cogl_sub_texture_gl_flush_legacy_texobj_wrap_modes,
_cogl_sub_texture_get_format,
_cogl_sub_texture_get_gl_format,
_cogl_sub_texture_get_type,
NULL, /* is_foreign */
NULL /* set_auto_mipmap */
};