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A simply wrapper around `CoglTexture`, making it easy to reuse content without roundtrip from GPU to CPU memory and back. It optionally takes a clip rectangle which is implemented by creating a `CoglSubTexture`. A limitation here is that floating point clips are not supported. Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1888>
170 lines
5.4 KiB
C
170 lines
5.4 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive image' library.
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*
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* Copyright (C) 2012 Intel Corporation.
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* Copyright (C) 2021 Robert Mader.
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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 <http://www.gnu.org/licenses/>.
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*
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* Author:
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* Emmanuele Bassi <ebassi@linux.intel.com>
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* Robert Mader <robert.mader@posteo.de>
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*/
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#include "clutter-build-config.h"
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#include "clutter-texture-content.h"
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#include "clutter-actor-private.h"
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#include "clutter-content-private.h"
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#include "clutter-paint-node.h"
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struct _ClutterTextureContent
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{
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GObject parent_instance;
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CoglTexture *texture;
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};
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static void clutter_content_iface_init (ClutterContentInterface *iface);
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G_DEFINE_TYPE_WITH_CODE (ClutterTextureContent, clutter_texture_content,
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G_TYPE_OBJECT,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTENT,
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clutter_content_iface_init))
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static void
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clutter_texture_content_finalize (GObject *gobject)
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{
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ClutterTextureContent *texture_content = CLUTTER_TEXTURE_CONTENT (gobject);
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g_clear_pointer (&texture_content->texture, cogl_object_unref);
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G_OBJECT_CLASS (clutter_texture_content_parent_class)->finalize (gobject);
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}
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static void
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clutter_texture_content_class_init (ClutterTextureContentClass *klass)
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{
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G_OBJECT_CLASS (klass)->finalize = clutter_texture_content_finalize;
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}
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static void
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clutter_texture_content_init (ClutterTextureContent *texture_content)
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{
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}
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static void
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clutter_texture_content_paint_content (ClutterContent *content,
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ClutterActor *actor,
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ClutterPaintNode *root,
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ClutterPaintContext *paint_context)
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{
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ClutterTextureContent *texture_content = CLUTTER_TEXTURE_CONTENT (content);
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ClutterPaintNode *node;
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node = clutter_actor_create_texture_paint_node (actor,
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texture_content->texture);
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clutter_paint_node_set_static_name (node, "Texture Content");
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clutter_paint_node_add_child (root, node);
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clutter_paint_node_unref (node);
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}
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static gboolean
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clutter_texture_content_get_preferred_size (ClutterContent *content,
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float *width,
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float *height)
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{
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ClutterTextureContent *texture_content = CLUTTER_TEXTURE_CONTENT (content);
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if (width != NULL)
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*width = cogl_texture_get_width (texture_content->texture);
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if (height != NULL)
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*height = cogl_texture_get_height (texture_content->texture);
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return TRUE;
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}
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static void
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clutter_content_iface_init (ClutterContentInterface *iface)
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{
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iface->get_preferred_size = clutter_texture_content_get_preferred_size;
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iface->paint_content = clutter_texture_content_paint_content;
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}
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/**
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* clutter_texture_content_new_from_texture:
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* @texture: a #CoglTexture
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* @clip: (nullable): A clipping rectangle
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*
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* Creates a new #ClutterTextureContent instance for @texture, taking an
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* internal reference to @texture.
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*
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* If you change the contents of the #CoglTexture you will need
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* to manually invalidate the @texture_content with clutter_content_invalidate()
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* in order to update the actors using @texture_content as their content.
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*
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* Return value: (transfer full): the newly created #ClutterTextureContent instance.
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* Use g_object_unref() when done.
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*/
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ClutterContent *
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clutter_texture_content_new_from_texture (CoglTexture *texture,
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cairo_rectangle_int_t *clip)
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{
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ClutterTextureContent *texture_content;
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g_return_val_if_fail (texture != NULL, NULL);
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texture_content = g_object_new (CLUTTER_TYPE_TEXTURE_CONTENT, NULL);
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if (clip)
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{
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texture_content->texture =
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cogl_texture_new_from_sub_texture (texture,
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clip->x,
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clip->y,
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clip->width,
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clip->height);
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}
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else
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{
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texture_content->texture = cogl_object_ref (texture);
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}
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return CLUTTER_CONTENT (texture_content);
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}
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/**
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* clutter_texture_content_get_texture:
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* @texture_content: a #ClutterTextureContent
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*
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* Retrieves a pointer to the #CoglTexture used by @texture_content.
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*
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* If you change the contents of the returned #CoglTexture you will need
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* to manually invalidate the @texture_content with clutter_content_invalidate()
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* in order to update the actors using @texture_content as their content.
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*
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* Return value: (transfer none): a pointer to the #CoglTexture
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*/
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CoglTexture *
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clutter_texture_content_get_texture (ClutterTextureContent *texture_content)
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{
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g_return_val_if_fail (CLUTTER_IS_TEXTURE_CONTENT (texture_content), NULL);
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return texture_content->texture;
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}
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