mirror of
https://github.com/brl/mutter.git
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377f114046
The API has been changed to take an explicit length for the number of texture coordinates passed, and it's now documented that if there are more layers to the current material than the number of texture coords passed, then default coordinates will be generated for the other layers. cogl_material_rectangle should now handle the case where a single sliced texture is supplied as a material layer by falling back to cogl_texture_rectangle. We are nearly at the point that cogl_texture_rectangle could be deprecated. A few issues remain though, such as not considering waste in cogl_material_rectangle.
480 lines
14 KiB
C
480 lines
14 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but 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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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:clutter-clone-texture
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* @short_description: Actor for cloning existing textures in an
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* efficient way.
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*
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* #ClutterCloneTexture allows the cloning of existing #ClutterTexture based
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* actors whilst saving underlying graphics resources.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-clone-texture.h"
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#include "clutter-main.h"
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#include "clutter-feature.h"
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#include "clutter-actor.h"
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#include "clutter-util.h"
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#include "clutter-enum-types.h"
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#include "clutter-private.h"
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#include "clutter-debug.h"
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#include "cogl/cogl.h"
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enum
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{
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PROP_0,
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PROP_PARENT_TEXTURE,
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PROP_REPEAT_Y,
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PROP_REPEAT_X
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};
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G_DEFINE_TYPE (ClutterCloneTexture,
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clutter_clone_texture,
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CLUTTER_TYPE_ACTOR);
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#define CLUTTER_CLONE_TEXTURE_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_CLONE_TEXTURE, ClutterCloneTexturePrivate))
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#define USE_COGL_MATERIAL 1
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struct _ClutterCloneTexturePrivate
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{
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ClutterTexture *parent_texture;
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guint repeat_x : 1;
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guint repeat_y : 1;
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};
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static void
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clutter_clone_texture_get_preferred_width (ClutterActor *self,
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ClutterUnit for_height,
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ClutterUnit *min_width_p,
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ClutterUnit *natural_width_p)
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{
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ClutterCloneTexturePrivate *priv = CLUTTER_CLONE_TEXTURE (self)->priv;
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ClutterActor *parent_texture;
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ClutterActorClass *parent_texture_class;
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/* Note that by calling the get_width_request virtual method directly
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* and skipping the clutter_actor_get_preferred_width() wrapper, we
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* are ignoring any size request override set on the parent texture
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* and just getting the normal size of the parent texture.
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*/
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parent_texture = CLUTTER_ACTOR (priv->parent_texture);
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if (!parent_texture)
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{
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if (min_width_p)
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*min_width_p = 0;
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if (natural_width_p)
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*natural_width_p = 0;
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return;
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}
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parent_texture_class = CLUTTER_ACTOR_GET_CLASS (parent_texture);
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parent_texture_class->get_preferred_width (parent_texture,
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for_height,
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min_width_p,
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natural_width_p);
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}
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static void
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clutter_clone_texture_get_preferred_height (ClutterActor *self,
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ClutterUnit for_width,
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ClutterUnit *min_height_p,
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ClutterUnit *natural_height_p)
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{
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ClutterCloneTexturePrivate *priv = CLUTTER_CLONE_TEXTURE (self)->priv;
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ClutterActor *parent_texture;
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ClutterActorClass *parent_texture_class;
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/* Note that by calling the get_height_request virtual method directly
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* and skipping the clutter_actor_get_preferred_height() wrapper, we
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* are ignoring any size request override set on the parent texture and
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* just getting the normal size of the parent texture.
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*/
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parent_texture = CLUTTER_ACTOR (priv->parent_texture);
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if (!parent_texture)
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{
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if (min_height_p)
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*min_height_p = 0;
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if (natural_height_p)
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*natural_height_p = 0;
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return;
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}
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parent_texture_class = CLUTTER_ACTOR_GET_CLASS (parent_texture);
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parent_texture_class->get_preferred_height (parent_texture,
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for_width,
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min_height_p,
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natural_height_p);
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}
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static void
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clutter_clone_texture_paint (ClutterActor *self)
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{
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ClutterCloneTexturePrivate *priv;
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ClutterActor *parent_texture;
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gint x_1, y_1, x_2, y_2;
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CoglHandle cogl_texture;
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ClutterFixed t_w, t_h;
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guint tex_width, tex_height;
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#if USE_COGL_MATERIAL
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CoglHandle cogl_material;
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CoglFixed tex_coords[4];
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#endif
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priv = CLUTTER_CLONE_TEXTURE (self)->priv;
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/* no need to paint stuff if we don't have a texture to clone */
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if (!priv->parent_texture)
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return;
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CLUTTER_NOTE (PAINT,
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"painting clone texture '%s'",
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clutter_actor_get_name (self) ? clutter_actor_get_name (self)
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: "unknown");
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/* parent texture may have been hidden, there for need to make sure its
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* realised with resources available.
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*/
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parent_texture = CLUTTER_ACTOR (priv->parent_texture);
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if (!CLUTTER_ACTOR_IS_REALIZED (parent_texture))
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clutter_actor_realize (parent_texture);
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/* If 'parent' texture isn't visible we run its paint to be sure it
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* updates. Needed for TFP and likely FBOs.
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* Potentially could cause issues
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*/
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if (!clutter_actor_get_paint_visibility(parent_texture))
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{
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CLUTTER_SET_PRIVATE_FLAGS(parent_texture,
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CLUTTER_TEXTURE_IN_CLONE_PAINT);
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g_signal_emit_by_name (priv->parent_texture, "paint", NULL);
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CLUTTER_UNSET_PRIVATE_FLAGS(parent_texture,
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CLUTTER_TEXTURE_IN_CLONE_PAINT);
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}
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cogl_set_source_color4ub (255, 255, 255,
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clutter_actor_get_paint_opacity (self));
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clutter_actor_get_allocation_coords (self, &x_1, &y_1, &x_2, &y_2);
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CLUTTER_NOTE (PAINT, "paint to x1: %i, y1: %i x2: %i, y2: %i "
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"opacity: %i",
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x_1, y_1, x_2, y_2,
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clutter_actor_get_opacity (self));
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#if USE_COGL_MATERIAL
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cogl_material = clutter_texture_get_cogl_material (priv->parent_texture);
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/* FIXME: This is a lazy way of extracting the cogl_texture for the
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* the first layer of the above material... */
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cogl_texture = clutter_texture_get_cogl_texture (priv->parent_texture);
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#else
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cogl_texture = clutter_texture_get_cogl_texture (priv->parent_texture);
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#endif
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if (cogl_texture == COGL_INVALID_HANDLE)
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return;
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tex_width = cogl_texture_get_width (cogl_texture);
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tex_height = cogl_texture_get_height (cogl_texture);
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if (priv->repeat_x && tex_width > 0)
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t_w = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (x_2 - x_1),
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COGL_FIXED_FROM_INT (tex_width));
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else
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t_w = COGL_FIXED_1;
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if (priv->repeat_y && tex_height > 0)
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t_h = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (y_2 - y_1),
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COGL_FIXED_FROM_INT (tex_height));
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else
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t_h = COGL_FIXED_1;
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#if USE_COGL_MATERIAL
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cogl_set_source (cogl_material);
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tex_coords[0] = 0;
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tex_coords[1] = 0;
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tex_coords[2] = t_w;
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tex_coords[3] = t_h;
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cogl_material_rectangle (0, 0,
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COGL_FIXED_FROM_INT (x_2 - x_1),
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COGL_FIXED_FROM_INT (y_2 - y_1),
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0,
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tex_coords);
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#else
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/* Parent paint translated us into position */
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cogl_texture_rectangle (cogl_texture, 0, 0,
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COGL_FIXED_FROM_INT (x_2 - x_1),
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COGL_FIXED_FROM_INT (y_2 - y_1),
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0, 0, t_w, t_h);
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#endif
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}
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static void
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set_parent_texture (ClutterCloneTexture *ctexture,
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ClutterTexture *texture)
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{
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ClutterCloneTexturePrivate *priv = ctexture->priv;
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ClutterActor *actor = CLUTTER_ACTOR (ctexture);
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gboolean was_visible = CLUTTER_ACTOR_IS_VISIBLE (ctexture);
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if (priv->parent_texture)
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{
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g_object_unref (priv->parent_texture);
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priv->parent_texture = NULL;
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if (was_visible)
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clutter_actor_hide (actor);
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}
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if (texture)
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{
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priv->parent_texture = g_object_ref (texture);
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/* queue a redraw if the cloned texture is already visible */
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if (CLUTTER_ACTOR_IS_VISIBLE (priv->parent_texture) &&
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was_visible)
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{
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clutter_actor_show (actor);
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clutter_actor_queue_redraw (actor);
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}
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clutter_actor_queue_relayout (actor);
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}
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}
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static void
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clutter_clone_texture_dispose (GObject *object)
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{
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ClutterCloneTexture *self = CLUTTER_CLONE_TEXTURE(object);
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ClutterCloneTexturePrivate *priv = self->priv;
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if (priv->parent_texture)
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g_object_unref (priv->parent_texture);
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priv->parent_texture = NULL;
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G_OBJECT_CLASS (clutter_clone_texture_parent_class)->dispose (object);
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}
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static void
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clutter_clone_texture_finalize (GObject *object)
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{
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G_OBJECT_CLASS (clutter_clone_texture_parent_class)->finalize (object);
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}
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static void
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clutter_clone_texture_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterCloneTexture *ctexture = CLUTTER_CLONE_TEXTURE (object);
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ClutterCloneTexturePrivate *priv;
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priv = ctexture->priv;
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switch (prop_id)
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{
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case PROP_PARENT_TEXTURE:
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set_parent_texture (ctexture, g_value_get_object (value));
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break;
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case PROP_REPEAT_X:
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if (priv->repeat_x != g_value_get_boolean (value))
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{
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priv->repeat_x = !priv->repeat_x;
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clutter_actor_queue_redraw (CLUTTER_ACTOR (ctexture));
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}
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break;
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case PROP_REPEAT_Y:
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if (priv->repeat_y != g_value_get_boolean (value))
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{
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priv->repeat_y = !priv->repeat_y;
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clutter_actor_queue_redraw (CLUTTER_ACTOR (ctexture));
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}
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_clone_texture_get_property (GObject *object,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterCloneTexture *ctexture = CLUTTER_CLONE_TEXTURE (object);
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ClutterCloneTexturePrivate *priv;
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priv = ctexture->priv;
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switch (prop_id)
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{
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case PROP_PARENT_TEXTURE:
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g_value_set_object (value, ctexture->priv->parent_texture);
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break;
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case PROP_REPEAT_X:
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g_value_set_boolean (value, priv->repeat_x);
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break;
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case PROP_REPEAT_Y:
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g_value_set_boolean (value, priv->repeat_y);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_clone_texture_class_init (ClutterCloneTextureClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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actor_class->paint =
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clutter_clone_texture_paint;
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actor_class->get_preferred_width =
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clutter_clone_texture_get_preferred_width;
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actor_class->get_preferred_height =
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clutter_clone_texture_get_preferred_height;
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gobject_class->finalize = clutter_clone_texture_finalize;
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gobject_class->dispose = clutter_clone_texture_dispose;
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gobject_class->set_property = clutter_clone_texture_set_property;
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gobject_class->get_property = clutter_clone_texture_get_property;
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g_object_class_install_property
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(gobject_class, PROP_PARENT_TEXTURE,
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g_param_spec_object ("parent-texture",
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"Parent Texture",
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"The parent texture to clone",
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CLUTTER_TYPE_TEXTURE,
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CLUTTER_PARAM_READWRITE));
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g_object_class_install_property
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(gobject_class, PROP_REPEAT_X,
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g_param_spec_boolean ("repeat-x",
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"Tile underlying pixbuf in x direction",
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"Reapeat underlying pixbuf rather than scale "
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"in x direction.",
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FALSE,
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CLUTTER_PARAM_READWRITE));
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g_object_class_install_property
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(gobject_class, PROP_REPEAT_Y,
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g_param_spec_boolean ("repeat-y",
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"Tile underlying pixbuf in y direction",
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"Reapeat underlying pixbuf rather than scale "
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"in y direction.",
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FALSE,
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CLUTTER_PARAM_READWRITE));
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g_type_class_add_private (gobject_class, sizeof (ClutterCloneTexturePrivate));
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}
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static void
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clutter_clone_texture_init (ClutterCloneTexture *self)
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{
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ClutterCloneTexturePrivate *priv;
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self->priv = priv = CLUTTER_CLONE_TEXTURE_GET_PRIVATE (self);
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priv->parent_texture = NULL;
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}
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/**
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* clutter_clone_texture_new:
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* @texture: a #ClutterTexture, or %NULL
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*
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* Creates an efficient 'clone' of a pre-existing texture with which it
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* shares the underlying pixbuf data.
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*
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* You can use clutter_clone_texture_set_parent_texture() to change the
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* cloned texture.
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*
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* Return value: the newly created #ClutterCloneTexture
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*/
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ClutterActor *
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clutter_clone_texture_new (ClutterTexture *texture)
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{
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g_return_val_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture), NULL);
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return g_object_new (CLUTTER_TYPE_CLONE_TEXTURE,
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"parent-texture", texture,
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NULL);
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}
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/**
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* clutter_clone_texture_get_parent_texture:
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* @clone: a #ClutterCloneTexture
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*
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* Retrieves the parent #ClutterTexture used by @clone.
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*
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* Return value: a #ClutterTexture actor, or %NULL
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*
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* Since: 0.2
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*/
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ClutterTexture *
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clutter_clone_texture_get_parent_texture (ClutterCloneTexture *clone)
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{
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g_return_val_if_fail (CLUTTER_IS_CLONE_TEXTURE (clone), NULL);
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return clone->priv->parent_texture;
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}
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/**
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* clutter_clone_texture_set_parent_texture:
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* @clone: a #ClutterCloneTexture
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* @texture: a #ClutterTexture or %NULL
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*
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* Sets the parent texture cloned by the #ClutterCloneTexture.
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*
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* Since: 0.2
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*/
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void
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clutter_clone_texture_set_parent_texture (ClutterCloneTexture *clone,
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ClutterTexture *texture)
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{
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g_return_if_fail (CLUTTER_IS_CLONE_TEXTURE (clone));
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g_return_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture));
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g_object_ref (clone);
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set_parent_texture (clone, texture);
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g_object_notify (G_OBJECT (clone), "parent-texture");
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g_object_unref (clone);
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}
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