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6377d3646b
If we do project() → get_bounding_box(), we'll try to complete the volume twice, which whacks out all the lazily computed vertices. Reviewed-by: Robert Bragg <robert@linux.intel.com>
1192 lines
34 KiB
C
1192 lines
34 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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* Copyright (C) 2010 Intel Corporation.
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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, see
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* <http://www.gnu.org/licenses/>.
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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* Emmanuele Bassi <ebassi@linux.intel.com>
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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 <string.h>
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#include <glib-object.h>
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#include <math.h>
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#include "clutter-actor-private.h"
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#include "clutter-paint-volume-private.h"
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#include "clutter-private.h"
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#include "clutter-stage-private.h"
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G_DEFINE_BOXED_TYPE (ClutterPaintVolume, clutter_paint_volume,
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clutter_paint_volume_copy,
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clutter_paint_volume_free);
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/*<private>
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* _clutter_paint_volume_new:
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* @actor: a #ClutterActor
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*
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* Creates a new #ClutterPaintVolume for the given @actor.
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*
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* Return value: the newly allocated #ClutterPaintVolume. Use
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* clutter_paint_volume_free() to free the resources it uses
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*
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* Since: 1.6
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*/
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ClutterPaintVolume *
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_clutter_paint_volume_new (ClutterActor *actor)
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{
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ClutterPaintVolume *pv;
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g_return_val_if_fail (actor != NULL, NULL);
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pv = g_slice_new (ClutterPaintVolume);
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pv->actor = actor;
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memset (pv->vertices, 0, 8 * sizeof (ClutterVertex));
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pv->is_static = FALSE;
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pv->is_empty = TRUE;
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pv->is_axis_aligned = TRUE;
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pv->is_complete = TRUE;
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pv->is_2d = TRUE;
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return pv;
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}
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/* Since paint volumes are used so heavily in a typical paint
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* traversal of a Clutter scene graph and since paint volumes often
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* have a very short life cycle that maps well to stack allocation we
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* allow initializing a static ClutterPaintVolume variable to avoid
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* hammering the slice allocator.
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*
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* We were seeing slice allocation take about 1% cumulative CPU time
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* for some very simple clutter tests which although it isn't a *lot*
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* this is an easy way to basically drop that to 0%.
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*
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* The PaintVolume will be internally marked as static and
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* clutter_paint_volume_free should still be used to "free" static
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* volumes. This allows us to potentially store dynamically allocated
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* data inside paint volumes in the future since we would be able to
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* free it during _paint_volume_free().
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*/
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void
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_clutter_paint_volume_init_static (ClutterPaintVolume *pv,
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ClutterActor *actor)
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{
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pv->actor = actor;
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memset (pv->vertices, 0, 8 * sizeof (ClutterVertex));
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pv->is_static = TRUE;
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pv->is_empty = TRUE;
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pv->is_axis_aligned = TRUE;
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pv->is_complete = TRUE;
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pv->is_2d = TRUE;
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}
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void
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_clutter_paint_volume_copy_static (const ClutterPaintVolume *src_pv,
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ClutterPaintVolume *dst_pv)
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{
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g_return_if_fail (src_pv != NULL && dst_pv != NULL);
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memcpy (dst_pv, src_pv, sizeof (ClutterPaintVolume));
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dst_pv->is_static = TRUE;
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}
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/**
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* clutter_paint_volume_copy:
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* @pv: a #ClutterPaintVolume
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*
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* Copies @pv into a new #ClutterPaintVolume
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*
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* Return value: a newly allocated copy of a #ClutterPaintVolume
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*
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* Since: 1.6
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*/
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ClutterPaintVolume *
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clutter_paint_volume_copy (const ClutterPaintVolume *pv)
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{
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ClutterPaintVolume *copy;
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g_return_val_if_fail (pv != NULL, NULL);
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copy = g_slice_dup (ClutterPaintVolume, pv);
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copy->is_static = FALSE;
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return copy;
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}
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void
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_clutter_paint_volume_set_from_volume (ClutterPaintVolume *pv,
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const ClutterPaintVolume *src)
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{
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gboolean is_static = pv->is_static;
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memcpy (pv, src, sizeof (ClutterPaintVolume));
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pv->is_static = is_static;
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}
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/**
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* clutter_paint_volume_free:
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* @pv: a #ClutterPaintVolume
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*
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* Frees the resources allocated by @pv
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*
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* Since: 1.6
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*/
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void
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clutter_paint_volume_free (ClutterPaintVolume *pv)
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{
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g_return_if_fail (pv != NULL);
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if (G_LIKELY (pv->is_static))
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return;
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g_slice_free (ClutterPaintVolume, pv);
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}
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/**
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* clutter_paint_volume_set_origin:
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* @pv: a #ClutterPaintVolume
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* @origin: a #ClutterVertex
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*
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* Sets the origin of the paint volume.
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*
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* The origin is defined as the X, Y and Z coordinates of the top-left
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* corner of an actor's paint volume, in actor coordinates.
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*
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* The default is origin is assumed at: (0, 0, 0)
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*
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* Since: 1.6
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*/
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void
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clutter_paint_volume_set_origin (ClutterPaintVolume *pv,
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const ClutterVertex *origin)
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{
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static const int key_vertices[4] = { 0, 1, 3, 4 };
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float dx, dy, dz;
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int i;
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g_return_if_fail (pv != NULL);
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dx = origin->x - pv->vertices[0].x;
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dy = origin->y - pv->vertices[0].y;
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dz = origin->z - pv->vertices[0].z;
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/* If we change the origin then all the key vertices of the paint
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* volume need to be shifted too... */
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for (i = 0; i < 4; i++)
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{
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pv->vertices[key_vertices[i]].x += dx;
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pv->vertices[key_vertices[i]].y += dy;
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pv->vertices[key_vertices[i]].z += dz;
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}
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pv->is_complete = FALSE;
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}
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/**
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* clutter_paint_volume_get_origin:
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* @pv: a #ClutterPaintVolume
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* @vertex: (out): the return location for a #ClutterVertex
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*
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* Retrieves the origin of the #ClutterPaintVolume.
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*
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* Since: 1.6
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*/
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void
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clutter_paint_volume_get_origin (const ClutterPaintVolume *pv,
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ClutterVertex *vertex)
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{
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g_return_if_fail (pv != NULL);
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g_return_if_fail (vertex != NULL);
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*vertex = pv->vertices[0];
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}
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static void
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_clutter_paint_volume_update_is_empty (ClutterPaintVolume *pv)
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{
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if (pv->vertices[0].x == pv->vertices[1].x &&
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pv->vertices[0].y == pv->vertices[3].y &&
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pv->vertices[0].z == pv->vertices[4].z)
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pv->is_empty = TRUE;
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else
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pv->is_empty = FALSE;
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}
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/**
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* clutter_paint_volume_set_width:
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* @pv: a #ClutterPaintVolume
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* @width: the width of the paint volume, in pixels
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*
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* Sets the width of the paint volume. The width is measured along
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* the x axis in the actor coordinates that @pv is associated with.
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*
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* Since: 1.6
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*/
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void
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clutter_paint_volume_set_width (ClutterPaintVolume *pv,
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gfloat width)
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{
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gfloat right_xpos;
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g_return_if_fail (pv != NULL);
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g_return_if_fail (width >= 0.0f);
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/* If the volume is currently empty then only the origin is
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* currently valid */
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if (pv->is_empty)
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pv->vertices[1] = pv->vertices[3] = pv->vertices[4] = pv->vertices[0];
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if (!pv->is_axis_aligned)
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_clutter_paint_volume_axis_align (pv);
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right_xpos = pv->vertices[0].x + width;
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/* Move the right vertices of the paint box relative to the
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* origin... */
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pv->vertices[1].x = right_xpos;
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/* pv->vertices[2].x = right_xpos; NB: updated lazily */
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/* pv->vertices[5].x = right_xpos; NB: updated lazily */
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/* pv->vertices[6].x = right_xpos; NB: updated lazily */
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pv->is_complete = FALSE;
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_clutter_paint_volume_update_is_empty (pv);
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}
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/**
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* clutter_paint_volume_get_width:
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* @pv: a #ClutterPaintVolume
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*
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* Retrieves the width of the volume's, axis aligned, bounding box.
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*
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* In other words; this takes into account what actor's coordinate
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* space @pv belongs too and conceptually fits an axis aligned box
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* around the volume. It returns the size of that bounding box as
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* measured along the x-axis.
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*
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* <note><para>If, for example, clutter_actor_get_transformed_paint_volume()
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* is used to transform a 2D child actor that is 100px wide, 100px
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* high and 0px deep into container coordinates then the width might
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* not simply be 100px if the child actor has a 3D rotation applied to
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* it.</para>
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* <para>Remember; after clutter_actor_get_transformed_paint_volume() is
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* used then a transformed child volume will be defined relative to the
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* ancestor container actor and so a 2D child actor
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* can have a 3D bounding volume.</para></note>
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*
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* <note>There are no accuracy guarantees for the reported width,
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* except that it must always be >= to the true width. This is
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* because actors may report simple, loose fitting paint-volumes
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* for efficiency</note>
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* Return value: the width, in units of @pv's local coordinate system.
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*
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* Since: 1.6
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*/
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gfloat
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clutter_paint_volume_get_width (const ClutterPaintVolume *pv)
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{
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g_return_val_if_fail (pv != NULL, 0.0);
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if (pv->is_empty)
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return 0;
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else if (!pv->is_axis_aligned)
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{
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ClutterPaintVolume tmp;
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float width;
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_clutter_paint_volume_copy_static (pv, &tmp);
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_clutter_paint_volume_axis_align (&tmp);
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width = tmp.vertices[1].x - tmp.vertices[0].x;
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clutter_paint_volume_free (&tmp);
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return width;
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}
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else
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return pv->vertices[1].x - pv->vertices[0].x;
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}
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/**
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* clutter_paint_volume_set_height:
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* @pv: a #ClutterPaintVolume
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* @height: the height of the paint volume, in pixels
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*
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* Sets the height of the paint volume. The height is measured along
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* the y axis in the actor coordinates that @pv is associated with.
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*
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* Since: 1.6
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*/
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void
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clutter_paint_volume_set_height (ClutterPaintVolume *pv,
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gfloat height)
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{
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gfloat height_ypos;
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g_return_if_fail (pv != NULL);
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g_return_if_fail (height >= 0.0f);
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/* If the volume is currently empty then only the origin is
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* currently valid */
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if (pv->is_empty)
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pv->vertices[1] = pv->vertices[3] = pv->vertices[4] = pv->vertices[0];
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if (!pv->is_axis_aligned)
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_clutter_paint_volume_axis_align (pv);
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height_ypos = pv->vertices[0].y + height;
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/* Move the bottom vertices of the paint box relative to the
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* origin... */
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/* pv->vertices[2].y = height_ypos; NB: updated lazily */
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pv->vertices[3].y = height_ypos;
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/* pv->vertices[6].y = height_ypos; NB: updated lazily */
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/* pv->vertices[7].y = height_ypos; NB: updated lazily */
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pv->is_complete = FALSE;
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_clutter_paint_volume_update_is_empty (pv);
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}
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/**
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* clutter_paint_volume_get_height:
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* @pv: a #ClutterPaintVolume
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*
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* Retrieves the height of the volume's, axis aligned, bounding box.
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*
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* In other words; this takes into account what actor's coordinate
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|
* space @pv belongs too and conceptually fits an axis aligned box
|
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* around the volume. It returns the size of that bounding box as
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* measured along the y-axis.
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*
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* <note><para>If, for example, clutter_actor_get_transformed_paint_volume()
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* is used to transform a 2D child actor that is 100px wide, 100px
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* high and 0px deep into container coordinates then the height might
|
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* not simply be 100px if the child actor has a 3D rotation applied to
|
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* it.</para>
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* <para>Remember; after clutter_actor_get_transformed_paint_volume() is
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* used then a transformed child volume will be defined relative to the
|
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* ancestor container actor and so a 2D child actor
|
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* can have a 3D bounding volume.</para></note>
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*
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* <note>There are no accuracy guarantees for the reported height,
|
|
* except that it must always be >= to the true height. This is
|
|
* because actors may report simple, loose fitting paint-volumes
|
|
* for efficiency</note>
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*
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* Return value: the height, in units of @pv's local coordinate system.
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*
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* Since: 1.6
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*/
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gfloat
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clutter_paint_volume_get_height (const ClutterPaintVolume *pv)
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{
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g_return_val_if_fail (pv != NULL, 0.0);
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if (pv->is_empty)
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return 0;
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else if (!pv->is_axis_aligned)
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{
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ClutterPaintVolume tmp;
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float height;
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_clutter_paint_volume_copy_static (pv, &tmp);
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_clutter_paint_volume_axis_align (&tmp);
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height = tmp.vertices[3].y - tmp.vertices[0].y;
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clutter_paint_volume_free (&tmp);
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return height;
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}
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else
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return pv->vertices[3].y - pv->vertices[0].y;
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}
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/**
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* clutter_paint_volume_set_depth:
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* @pv: a #ClutterPaintVolume
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* @depth: the depth of the paint volume, in pixels
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*
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* Sets the depth of the paint volume. The depth is measured along
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* the z axis in the actor coordinates that @pv is associated with.
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*
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* Since: 1.6
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*/
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void
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clutter_paint_volume_set_depth (ClutterPaintVolume *pv,
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gfloat depth)
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{
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gfloat depth_zpos;
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|
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g_return_if_fail (pv != NULL);
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g_return_if_fail (depth >= 0.0f);
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/* If the volume is currently empty then only the origin is
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* currently valid */
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if (pv->is_empty)
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pv->vertices[1] = pv->vertices[3] = pv->vertices[4] = pv->vertices[0];
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|
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if (!pv->is_axis_aligned)
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_clutter_paint_volume_axis_align (pv);
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depth_zpos = pv->vertices[0].z + depth;
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/* Move the back vertices of the paint box relative to the
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* origin... */
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pv->vertices[4].z = depth_zpos;
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/* pv->vertices[5].z = depth_zpos; NB: updated lazily */
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/* pv->vertices[6].z = depth_zpos; NB: updated lazily */
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/* pv->vertices[7].z = depth_zpos; NB: updated lazily */
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pv->is_complete = FALSE;
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pv->is_2d = depth ? FALSE : TRUE;
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_clutter_paint_volume_update_is_empty (pv);
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}
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|
|
/**
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|
* clutter_paint_volume_get_depth:
|
|
* @pv: a #ClutterPaintVolume
|
|
*
|
|
* Retrieves the depth of the volume's, axis aligned, bounding box.
|
|
*
|
|
* In other words; this takes into account what actor's coordinate
|
|
* space @pv belongs too and conceptually fits an axis aligned box
|
|
* around the volume. It returns the size of that bounding box as
|
|
* measured along the z-axis.
|
|
*
|
|
* <note><para>If, for example, clutter_actor_get_transformed_paint_volume()
|
|
* is used to transform a 2D child actor that is 100px wide, 100px
|
|
* high and 0px deep into container coordinates then the depth might
|
|
* not simply be 0px if the child actor has a 3D rotation applied to
|
|
* it.</para>
|
|
* <para>Remember; after clutter_actor_get_transformed_paint_volume() is
|
|
* used then the transformed volume will be defined relative to the
|
|
* container actor and in container coordinates a 2D child actor
|
|
* can have a 3D bounding volume.</para></note>
|
|
*
|
|
* <note>There are no accuracy guarantees for the reported depth,
|
|
* except that it must always be >= to the true depth. This is
|
|
* because actors may report simple, loose fitting paint-volumes
|
|
* for efficiency.</note>
|
|
*
|
|
* Return value: the depth, in units of @pv's local coordinate system.
|
|
*
|
|
* Since: 1.6
|
|
*/
|
|
gfloat
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clutter_paint_volume_get_depth (const ClutterPaintVolume *pv)
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{
|
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g_return_val_if_fail (pv != NULL, 0.0);
|
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|
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if (pv->is_empty)
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return 0;
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else if (!pv->is_axis_aligned)
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|
{
|
|
ClutterPaintVolume tmp;
|
|
float depth;
|
|
_clutter_paint_volume_copy_static (pv, &tmp);
|
|
_clutter_paint_volume_axis_align (&tmp);
|
|
depth = tmp.vertices[4].z - tmp.vertices[0].z;
|
|
clutter_paint_volume_free (&tmp);
|
|
return depth;
|
|
}
|
|
else
|
|
return pv->vertices[4].z - pv->vertices[0].z;
|
|
}
|
|
|
|
/**
|
|
* clutter_paint_volume_union:
|
|
* @pv: The first #ClutterPaintVolume and destination for resulting
|
|
* union
|
|
* @another_pv: A second #ClutterPaintVolume to union with @pv
|
|
*
|
|
* Updates the geometry of @pv to encompass @pv and @another_pv.
|
|
*
|
|
* <note>There are no guarantees about how precisely the two volumes
|
|
* will be encompassed.</note>
|
|
*
|
|
* Since: 1.6
|
|
*/
|
|
void
|
|
clutter_paint_volume_union (ClutterPaintVolume *pv,
|
|
const ClutterPaintVolume *another_pv)
|
|
{
|
|
ClutterPaintVolume aligned_pv;
|
|
|
|
g_return_if_fail (pv != NULL);
|
|
g_return_if_fail (another_pv != NULL);
|
|
|
|
/* Both volumes have to belong to the same local coordinate space */
|
|
g_return_if_fail (pv->actor == another_pv->actor);
|
|
|
|
/* NB: we only have to update vertices 0, 1, 3 and 4
|
|
* (See the ClutterPaintVolume typedef for more details) */
|
|
|
|
/* We special case empty volumes because otherwise we'd end up
|
|
* calculating a bounding box that would enclose the origin of
|
|
* the empty volume which isn't desired.
|
|
*/
|
|
if (another_pv->is_empty)
|
|
return;
|
|
|
|
if (pv->is_empty)
|
|
{
|
|
_clutter_paint_volume_set_from_volume (pv, another_pv);
|
|
goto done;
|
|
}
|
|
|
|
if (!pv->is_axis_aligned)
|
|
_clutter_paint_volume_axis_align (pv);
|
|
|
|
if (!another_pv->is_axis_aligned)
|
|
{
|
|
_clutter_paint_volume_copy_static (another_pv, &aligned_pv);
|
|
_clutter_paint_volume_axis_align (&aligned_pv);
|
|
another_pv = &aligned_pv;
|
|
}
|
|
|
|
/* grow left*/
|
|
/* left vertices 0, 3, 4, 7 */
|
|
if (another_pv->vertices[0].x < pv->vertices[0].x)
|
|
{
|
|
int min_x = another_pv->vertices[0].x;
|
|
pv->vertices[0].x = min_x;
|
|
pv->vertices[3].x = min_x;
|
|
pv->vertices[4].x = min_x;
|
|
/* pv->vertices[7].x = min_x; */
|
|
}
|
|
|
|
/* grow right */
|
|
/* right vertices 1, 2, 5, 6 */
|
|
if (another_pv->vertices[1].x > pv->vertices[1].x)
|
|
{
|
|
int max_x = another_pv->vertices[1].x;
|
|
pv->vertices[1].x = max_x;
|
|
/* pv->vertices[2].x = max_x; */
|
|
/* pv->vertices[5].x = max_x; */
|
|
/* pv->vertices[6].x = max_x; */
|
|
}
|
|
|
|
/* grow up */
|
|
/* top vertices 0, 1, 4, 5 */
|
|
if (another_pv->vertices[0].y < pv->vertices[0].y)
|
|
{
|
|
int min_y = another_pv->vertices[0].y;
|
|
pv->vertices[0].y = min_y;
|
|
pv->vertices[1].y = min_y;
|
|
pv->vertices[4].y = min_y;
|
|
/* pv->vertices[5].y = min_y; */
|
|
}
|
|
|
|
/* grow down */
|
|
/* bottom vertices 2, 3, 6, 7 */
|
|
if (another_pv->vertices[3].y > pv->vertices[3].y)
|
|
{
|
|
int may_y = another_pv->vertices[3].y;
|
|
/* pv->vertices[2].y = may_y; */
|
|
pv->vertices[3].y = may_y;
|
|
/* pv->vertices[6].y = may_y; */
|
|
/* pv->vertices[7].y = may_y; */
|
|
}
|
|
|
|
/* grow forward */
|
|
/* front vertices 0, 1, 2, 3 */
|
|
if (another_pv->vertices[0].z < pv->vertices[0].z)
|
|
{
|
|
int min_z = another_pv->vertices[0].z;
|
|
pv->vertices[0].z = min_z;
|
|
pv->vertices[1].z = min_z;
|
|
/* pv->vertices[2].z = min_z; */
|
|
pv->vertices[3].z = min_z;
|
|
}
|
|
|
|
/* grow backward */
|
|
/* back vertices 4, 5, 6, 7 */
|
|
if (another_pv->vertices[4].z > pv->vertices[4].z)
|
|
{
|
|
int maz_z = another_pv->vertices[4].z;
|
|
pv->vertices[4].z = maz_z;
|
|
/* pv->vertices[5].z = maz_z; */
|
|
/* pv->vertices[6].z = maz_z; */
|
|
/* pv->vertices[7].z = maz_z; */
|
|
}
|
|
|
|
if (pv->vertices[4].z == pv->vertices[0].z)
|
|
pv->is_2d = TRUE;
|
|
else
|
|
pv->is_2d = FALSE;
|
|
|
|
done:
|
|
pv->is_empty = FALSE;
|
|
pv->is_complete = FALSE;
|
|
}
|
|
|
|
/* The paint_volume setters only update vertices 0, 1, 3 and
|
|
* 4 since the others can be drived from them.
|
|
*
|
|
* This will set pv->completed = TRUE;
|
|
*/
|
|
void
|
|
_clutter_paint_volume_complete (ClutterPaintVolume *pv)
|
|
{
|
|
float dx_l2r, dy_l2r, dz_l2r;
|
|
float dx_t2b, dy_t2b, dz_t2b;
|
|
|
|
if (pv->is_empty)
|
|
return;
|
|
|
|
if (pv->is_complete)
|
|
return;
|
|
|
|
/* Find the vector that takes us from any vertex on the left face to
|
|
* the corresponding vertex on the right face. */
|
|
dx_l2r = pv->vertices[1].x - pv->vertices[0].x;
|
|
dy_l2r = pv->vertices[1].y - pv->vertices[0].y;
|
|
dz_l2r = pv->vertices[1].z - pv->vertices[0].z;
|
|
|
|
/* Find the vector that takes us from any vertex on the top face to
|
|
* the corresponding vertex on the bottom face. */
|
|
dx_t2b = pv->vertices[3].x - pv->vertices[0].x;
|
|
dy_t2b = pv->vertices[3].y - pv->vertices[0].y;
|
|
dz_t2b = pv->vertices[3].z - pv->vertices[0].z;
|
|
|
|
/* front-bottom-right */
|
|
pv->vertices[2].x = pv->vertices[3].x + dx_l2r;
|
|
pv->vertices[2].y = pv->vertices[3].y + dy_l2r;
|
|
pv->vertices[2].z = pv->vertices[3].z + dz_l2r;
|
|
|
|
if (G_UNLIKELY (!pv->is_2d))
|
|
{
|
|
/* back-top-right */
|
|
pv->vertices[5].x = pv->vertices[4].x + dx_l2r;
|
|
pv->vertices[5].y = pv->vertices[4].y + dy_l2r;
|
|
pv->vertices[5].z = pv->vertices[4].z + dz_l2r;
|
|
|
|
/* back-bottom-right */
|
|
pv->vertices[6].x = pv->vertices[5].x + dx_t2b;
|
|
pv->vertices[6].y = pv->vertices[5].y + dy_t2b;
|
|
pv->vertices[6].z = pv->vertices[5].z + dz_t2b;
|
|
|
|
/* back-bottom-left */
|
|
pv->vertices[7].x = pv->vertices[4].x + dx_t2b;
|
|
pv->vertices[7].y = pv->vertices[4].y + dy_t2b;
|
|
pv->vertices[7].z = pv->vertices[4].z + dz_t2b;
|
|
}
|
|
|
|
pv->is_complete = TRUE;
|
|
}
|
|
|
|
/*<private>
|
|
* _clutter_paint_volume_get_box:
|
|
* @pv: a #ClutterPaintVolume
|
|
* @box: a pixel aligned #ClutterGeometry
|
|
*
|
|
* Transforms a 3D paint volume into a 2D bounding box in the
|
|
* same coordinate space as the 3D paint volume.
|
|
*
|
|
* To get an actors "paint box" you should first project
|
|
* the paint volume into window coordinates before getting
|
|
* the 2D bounding box.
|
|
*
|
|
* <note>The coordinates of the returned box are not clamped to
|
|
* integer pixel values, if you need them to be clamped you can use
|
|
* clutter_actor_box_clamp_to_pixel()</note>
|
|
*
|
|
* Since: 1.6
|
|
*/
|
|
void
|
|
_clutter_paint_volume_get_bounding_box (ClutterPaintVolume *pv,
|
|
ClutterActorBox *box)
|
|
{
|
|
gfloat x_min, y_min, x_max, y_max;
|
|
ClutterVertex *vertices;
|
|
int count;
|
|
gint i;
|
|
|
|
g_return_if_fail (pv != NULL);
|
|
g_return_if_fail (box != NULL);
|
|
|
|
if (pv->is_empty)
|
|
{
|
|
box->x1 = box->x2 = pv->vertices[0].x;
|
|
box->y1 = box->y2 = pv->vertices[0].y;
|
|
return;
|
|
}
|
|
|
|
/* Updates the vertices we calculate lazily
|
|
* (See ClutterPaintVolume typedef for more details) */
|
|
_clutter_paint_volume_complete (pv);
|
|
|
|
vertices = pv->vertices;
|
|
|
|
x_min = x_max = vertices[0].x;
|
|
y_min = y_max = vertices[0].y;
|
|
|
|
/* Most actors are 2D so we only have to look at the front 4
|
|
* vertices of the paint volume... */
|
|
if (G_LIKELY (pv->is_2d))
|
|
count = 4;
|
|
else
|
|
count = 8;
|
|
|
|
for (i = 1; i < count; i++)
|
|
{
|
|
if (vertices[i].x < x_min)
|
|
x_min = vertices[i].x;
|
|
else if (vertices[i].x > x_max)
|
|
x_max = vertices[i].x;
|
|
|
|
if (vertices[i].y < y_min)
|
|
y_min = vertices[i].y;
|
|
else if (vertices[i].y > y_max)
|
|
y_max = vertices[i].y;
|
|
}
|
|
|
|
box->x1 = x_min;
|
|
box->y1 = y_min;
|
|
box->x2 = x_max;
|
|
box->y2 = y_max;
|
|
}
|
|
|
|
void
|
|
_clutter_paint_volume_project (ClutterPaintVolume *pv,
|
|
const CoglMatrix *modelview,
|
|
const CoglMatrix *projection,
|
|
const float *viewport)
|
|
{
|
|
int transform_count;
|
|
|
|
if (pv->is_empty)
|
|
{
|
|
/* Just transform the origin... */
|
|
_clutter_util_fully_transform_vertices (modelview,
|
|
projection,
|
|
viewport,
|
|
pv->vertices,
|
|
pv->vertices,
|
|
1);
|
|
return;
|
|
}
|
|
|
|
/* All the vertices must be up to date, since after the projection
|
|
* it wont be trivial to derive the other vertices. */
|
|
_clutter_paint_volume_complete (pv);
|
|
|
|
/* Most actors are 2D so we only have to transform the front 4
|
|
* vertices of the paint volume... */
|
|
if (G_LIKELY (pv->is_2d))
|
|
transform_count = 4;
|
|
else
|
|
transform_count = 8;
|
|
|
|
_clutter_util_fully_transform_vertices (modelview,
|
|
projection,
|
|
viewport,
|
|
pv->vertices,
|
|
pv->vertices,
|
|
transform_count);
|
|
|
|
pv->is_axis_aligned = FALSE;
|
|
}
|
|
|
|
void
|
|
_clutter_paint_volume_transform (ClutterPaintVolume *pv,
|
|
const CoglMatrix *matrix)
|
|
{
|
|
int transform_count;
|
|
|
|
if (pv->is_empty)
|
|
{
|
|
gfloat w = 1;
|
|
/* Just transform the origin */
|
|
cogl_matrix_transform_point (matrix,
|
|
&pv->vertices[0].x,
|
|
&pv->vertices[0].y,
|
|
&pv->vertices[0].z,
|
|
&w);
|
|
return;
|
|
}
|
|
|
|
/* All the vertices must be up to date, since after the transform
|
|
* it wont be trivial to derive the other vertices. */
|
|
_clutter_paint_volume_complete (pv);
|
|
|
|
/* Most actors are 2D so we only have to transform the front 4
|
|
* vertices of the paint volume... */
|
|
if (G_LIKELY (pv->is_2d))
|
|
transform_count = 4;
|
|
else
|
|
transform_count = 8;
|
|
|
|
cogl_matrix_transform_points (matrix,
|
|
3,
|
|
sizeof (ClutterVertex),
|
|
pv->vertices,
|
|
sizeof (ClutterVertex),
|
|
pv->vertices,
|
|
transform_count);
|
|
|
|
pv->is_axis_aligned = FALSE;
|
|
}
|
|
|
|
|
|
/* Given a paint volume that has been transformed by an arbitrary
|
|
* modelview and is no longer axis aligned, this derives a replacement
|
|
* that is axis aligned. */
|
|
void
|
|
_clutter_paint_volume_axis_align (ClutterPaintVolume *pv)
|
|
{
|
|
int count;
|
|
int i;
|
|
ClutterVertex origin;
|
|
float max_x;
|
|
float max_y;
|
|
float max_z;
|
|
|
|
g_return_if_fail (pv != NULL);
|
|
|
|
if (pv->is_empty)
|
|
return;
|
|
|
|
if (G_LIKELY (pv->is_axis_aligned))
|
|
return;
|
|
|
|
if (G_LIKELY (pv->vertices[0].x == pv->vertices[1].x &&
|
|
pv->vertices[0].y == pv->vertices[3].y &&
|
|
pv->vertices[0].z == pv->vertices[4].y))
|
|
{
|
|
pv->is_axis_aligned = TRUE;
|
|
return;
|
|
}
|
|
|
|
if (!pv->is_complete)
|
|
_clutter_paint_volume_complete (pv);
|
|
|
|
origin = pv->vertices[0];
|
|
max_x = pv->vertices[0].x;
|
|
max_y = pv->vertices[0].y;
|
|
max_z = pv->vertices[0].z;
|
|
|
|
count = pv->is_2d ? 4 : 8;
|
|
for (i = 1; i < count; i++)
|
|
{
|
|
if (pv->vertices[i].x < origin.x)
|
|
origin.x = pv->vertices[i].x;
|
|
else if (pv->vertices[i].x > max_x)
|
|
max_x = pv->vertices[i].x;
|
|
|
|
if (pv->vertices[i].y < origin.y)
|
|
origin.y = pv->vertices[i].y;
|
|
else if (pv->vertices[i].y > max_y)
|
|
max_y = pv->vertices[i].y;
|
|
|
|
if (pv->vertices[i].z < origin.z)
|
|
origin.z = pv->vertices[i].z;
|
|
else if (pv->vertices[i].z > max_z)
|
|
max_z = pv->vertices[i].z;
|
|
}
|
|
|
|
pv->vertices[0] = origin;
|
|
|
|
pv->vertices[1].x = max_x;
|
|
pv->vertices[1].y = origin.y;
|
|
pv->vertices[1].z = origin.z;
|
|
|
|
pv->vertices[3].x = origin.x;
|
|
pv->vertices[3].y = max_y;
|
|
pv->vertices[3].z = origin.z;
|
|
|
|
pv->vertices[4].x = origin.x;
|
|
pv->vertices[4].y = origin.y;
|
|
pv->vertices[4].z = max_z;
|
|
|
|
pv->is_complete = FALSE;
|
|
pv->is_axis_aligned = TRUE;
|
|
|
|
if (pv->vertices[4].z == pv->vertices[0].z)
|
|
pv->is_2d = TRUE;
|
|
else
|
|
pv->is_2d = FALSE;
|
|
}
|
|
|
|
/*<private>
|
|
* _clutter_actor_set_default_paint_volume:
|
|
* @self: a #ClutterActor
|
|
* @check_gtype: if not %G_TYPE_INVALID, match the type of @self against
|
|
* this type
|
|
* @volume: the #ClutterPaintVolume to set
|
|
*
|
|
* Sets the default paint volume for @self.
|
|
*
|
|
* This function should be called by #ClutterActor sub-classes that follow
|
|
* the default assumption that their paint volume is defined by their
|
|
* allocation.
|
|
*
|
|
* If @check_gtype is not %G_TYPE_INVALID, this function will check the
|
|
* type of @self and only compute the paint volume if the type matches;
|
|
* this can be used to avoid computing the paint volume for sub-classes
|
|
* of an actor class
|
|
*
|
|
* Return value: %TRUE if the paint volume was set, and %FALSE otherwise
|
|
*/
|
|
gboolean
|
|
_clutter_actor_set_default_paint_volume (ClutterActor *self,
|
|
GType check_gtype,
|
|
ClutterPaintVolume *volume)
|
|
{
|
|
ClutterActorBox box;
|
|
|
|
if (check_gtype != G_TYPE_INVALID)
|
|
{
|
|
if (G_OBJECT_TYPE (self) != check_gtype)
|
|
return FALSE;
|
|
}
|
|
|
|
/* calling clutter_actor_get_allocation_* can potentially be very
|
|
* expensive, as it can result in a synchronous full stage relayout
|
|
* and redraw
|
|
*/
|
|
if (!clutter_actor_has_allocation (self))
|
|
return FALSE;
|
|
|
|
clutter_actor_get_allocation_box (self, &box);
|
|
|
|
clutter_paint_volume_set_width (volume, box.x2 - box.x1);
|
|
clutter_paint_volume_set_height (volume, box.y2 - box.y1);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/**
|
|
* clutter_paint_volume_set_from_allocation:
|
|
* @pv: a #ClutterPaintVolume
|
|
* @actor: a #ClutterActor
|
|
*
|
|
* Sets the #ClutterPaintVolume from the allocation of @actor.
|
|
*
|
|
* This function should be used when overriding the
|
|
* <function>get_paint_volume()</function> by #ClutterActor sub-classes that do
|
|
* not paint outside their allocation.
|
|
*
|
|
* A typical example is:
|
|
*
|
|
* |[
|
|
* static gboolean
|
|
* my_actor_get_paint_volume (ClutterActor *self,
|
|
* ClutterPaintVolume *volume)
|
|
* {
|
|
* return clutter_paint_volume_set_from_allocation (volume, self);
|
|
* }
|
|
* ]|
|
|
*
|
|
* Return value: %TRUE if the paint volume was successfully set, and %FALSE
|
|
* otherwise
|
|
*
|
|
* Since: 1.6
|
|
*/
|
|
gboolean
|
|
clutter_paint_volume_set_from_allocation (ClutterPaintVolume *pv,
|
|
ClutterActor *actor)
|
|
{
|
|
g_return_val_if_fail (pv != NULL, FALSE);
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
|
|
|
|
return _clutter_actor_set_default_paint_volume (actor, G_TYPE_INVALID, pv);
|
|
}
|
|
|
|
/* Currently paint volumes are defined relative to a given actor, but
|
|
* in some cases it is desireable to be able to change the actor that
|
|
* a volume relates too (For instance for ClutterClone actors where we
|
|
* need to masquarade the source actors volume as the volume for the
|
|
* clone). */
|
|
void
|
|
_clutter_paint_volume_set_reference_actor (ClutterPaintVolume *pv,
|
|
ClutterActor *actor)
|
|
{
|
|
g_return_if_fail (pv != NULL);
|
|
|
|
pv->actor = actor;
|
|
}
|
|
|
|
ClutterCullResult
|
|
_clutter_paint_volume_cull (ClutterPaintVolume *pv,
|
|
const ClutterPlane *planes)
|
|
{
|
|
int vertex_count;
|
|
ClutterVertex *vertices = pv->vertices;
|
|
gboolean partial = FALSE;
|
|
int i;
|
|
int j;
|
|
|
|
if (pv->is_empty)
|
|
return CLUTTER_CULL_RESULT_OUT;
|
|
|
|
/* We expect the volume to already be transformed into eye coordinates
|
|
*/
|
|
g_return_val_if_fail (pv->is_complete == TRUE, CLUTTER_CULL_RESULT_IN);
|
|
g_return_val_if_fail (pv->actor == NULL, CLUTTER_CULL_RESULT_IN);
|
|
|
|
/* Most actors are 2D so we only have to transform the front 4
|
|
* vertices of the paint volume... */
|
|
if (G_LIKELY (pv->is_2d))
|
|
vertex_count = 4;
|
|
else
|
|
vertex_count = 8;
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
int out = 0;
|
|
for (j = 0; j < vertex_count; j++)
|
|
{
|
|
ClutterVertex p;
|
|
float distance;
|
|
|
|
/* XXX: for perspective projections this can be optimized
|
|
* out because all the planes should pass through the origin
|
|
* so (0,0,0) is a valid v0. */
|
|
p.x = vertices[j].x - planes[i].v0.x;
|
|
p.y = vertices[j].y - planes[i].v0.y;
|
|
p.z = vertices[j].z - planes[i].v0.z;
|
|
|
|
distance =
|
|
planes[i].n.x * p.x + planes[i].n.y * p.y + planes[i].n.z * p.z;
|
|
|
|
if (distance < 0)
|
|
out++;
|
|
}
|
|
|
|
if (out == vertex_count)
|
|
return CLUTTER_CULL_RESULT_OUT;
|
|
else if (out != 0)
|
|
partial = TRUE;
|
|
}
|
|
|
|
if (partial)
|
|
return CLUTTER_CULL_RESULT_PARTIAL;
|
|
else
|
|
return CLUTTER_CULL_RESULT_IN;
|
|
}
|
|
|
|
void
|
|
_clutter_paint_volume_get_stage_paint_box (ClutterPaintVolume *pv,
|
|
ClutterStage *stage,
|
|
ClutterActorBox *box)
|
|
{
|
|
ClutterPaintVolume projected_pv;
|
|
CoglMatrix modelview;
|
|
CoglMatrix projection;
|
|
float viewport[4];
|
|
float width;
|
|
float height;
|
|
|
|
_clutter_paint_volume_copy_static (pv, &projected_pv);
|
|
|
|
cogl_matrix_init_identity (&modelview);
|
|
|
|
/* If the paint volume isn't already in eye coordinates... */
|
|
if (pv->actor)
|
|
_clutter_actor_apply_relative_transformation_matrix (pv->actor, NULL,
|
|
&modelview);
|
|
|
|
_clutter_stage_get_projection_matrix (stage, &projection);
|
|
_clutter_stage_get_viewport (stage,
|
|
&viewport[0],
|
|
&viewport[1],
|
|
&viewport[2],
|
|
&viewport[3]);
|
|
|
|
_clutter_paint_volume_project (&projected_pv,
|
|
&modelview,
|
|
&projection,
|
|
viewport);
|
|
|
|
_clutter_paint_volume_get_bounding_box (&projected_pv, box);
|
|
|
|
/* The aim here is that for a given rectangle defined with floating point
|
|
* coordinates we want to determine a stable quantized size in pixels
|
|
* that doesn't vary due to the original box's sub-pixel position.
|
|
*
|
|
* The reason this is important is because effects will use this
|
|
* API to determine the size of offscreen framebuffers and so for
|
|
* a fixed-size object that may be animated accross the screen we
|
|
* want to make sure that the stage paint-box has an equally stable
|
|
* size so that effects aren't made to continuously re-allocate
|
|
* a corresponding fbo.
|
|
*
|
|
* The other thing we consider is that the calculation of this box is
|
|
* subject to floating point precision issues that might be slightly
|
|
* different to the precision issues involved with actually painting the
|
|
* actor, which might result in painting slightly leaking outside the
|
|
* user's calculated paint-volume. For this we simply aim to pad out the
|
|
* paint-volume by at least half a pixel all the way around.
|
|
*/
|
|
width = box->x2 - box->x1;
|
|
height = box->y2 - box->y1;
|
|
width = CLUTTER_NEARBYINT (width);
|
|
height = CLUTTER_NEARBYINT (height);
|
|
/* XXX: NB the width/height may now be up to 0.5px too small so we
|
|
* must also pad by 0.25px all around to account for this. In total we
|
|
* must padd by at least 0.75px around all sides. */
|
|
|
|
/* XXX: The furthest that we can overshoot the bottom right corner by
|
|
* here is 1.75px in total if you consider that the 0.75 padding could
|
|
* just cross an integer boundary and so ceil will effectively add 1.
|
|
*/
|
|
box->x2 = ceilf (box->x2 + 0.75);
|
|
box->y2 = ceilf (box->y2 + 0.75);
|
|
|
|
/* Now we redefine the top-left relative to the bottom right based on the
|
|
* rounded width/height determined above + a constant so that the overall
|
|
* size of the box will be stable and not dependant on the box's
|
|
* position.
|
|
*
|
|
* Adding 3px to the width/height will ensure we cover the maximum of
|
|
* 1.75px padding on the bottom/right and still ensure we have > 0.75px
|
|
* padding on the top/left.
|
|
*/
|
|
box->x1 = box->x2 - width - 3;
|
|
box->y1 = box->y2 - height - 3;
|
|
|
|
clutter_paint_volume_free (&projected_pv);
|
|
}
|
|
|
|
void
|
|
_clutter_paint_volume_transform_relative (ClutterPaintVolume *pv,
|
|
ClutterActor *relative_to_ancestor)
|
|
{
|
|
CoglMatrix matrix;
|
|
ClutterActor *actor;
|
|
|
|
actor = pv->actor;
|
|
|
|
g_return_if_fail (actor != NULL);
|
|
|
|
_clutter_paint_volume_set_reference_actor (pv, relative_to_ancestor);
|
|
|
|
cogl_matrix_init_identity (&matrix);
|
|
_clutter_actor_apply_relative_transformation_matrix (actor,
|
|
relative_to_ancestor,
|
|
&matrix);
|
|
|
|
_clutter_paint_volume_transform (pv, &matrix);
|
|
}
|