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0b76ba332d
Typos, missing symbols, and missing documentation.
624 lines
20 KiB
C
624 lines
20 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 <http://www.gnu.org/licenses/>.
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*
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* Authors:
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* Emmanuele Bassi <ebassi@linux.intel.com>
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* Robert Bragg <robert@linux.intel.com>
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*/
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/**
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* SECTION:clutter-offscreen-effect
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* @short_description: Base class for effects using offscreen buffers
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* @see_also: #ClutterBlurEffect, #ClutterEffect
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*
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* #ClutterOffscreenEffect is an abstract class that can be used by
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* #ClutterEffect sub-classes requiring access to an offscreen buffer.
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*
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* Some effects, like the fragment shader based effects, can only use GL
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* textures, and in order to apply those effects to any kind of actor they
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* require that all drawing operations are applied to an offscreen framebuffer
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* that gets redirected to a texture.
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*
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* #ClutterOffscreenEffect provides all the heavy-lifting for creating the
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* offscreen framebuffer, the redirection and the final paint of the texture on
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* the desired stage.
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*
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* <refsect2 id="ClutterOffscreenEffect-implementing">
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* <title>Implementing a ClutterOffscreenEffect</title>
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* <para>Creating a sub-class of #ClutterOffscreenEffect requires, in case
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* of overriding the #ClutterEffect virtual functions, to chain up to the
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* #ClutterOffscreenEffect's implementation.</para>
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* <para>On top of the #ClutterEffect's virtual functions,
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* #ClutterOffscreenEffect also provides a #ClutterOffscreenEffectClass.paint_target()
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* function, which encapsulates the effective painting of the texture that
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* contains the result of the offscreen redirection.</para>
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* <para>The size of the target material is defined to be as big as the
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* transformed size of the #ClutterActor using the offscreen effect.
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* Sub-classes of #ClutterOffscreenEffect can change the texture creation
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* code to provide bigger textures by overriding the
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* #ClutterOffscreenEffectClass.create_texture() virtual function; no chain up
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* to the #ClutterOffscreenEffect implementation is required in this
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* case.</para>
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* </refsect2>
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*
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* #ClutterOffscreenEffect is available since Clutter 1.4
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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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#define CLUTTER_ENABLE_EXPERIMENTAL_API
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#include "clutter-offscreen-effect.h"
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#include "cogl/cogl.h"
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#include "clutter-actor-private.h"
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#include "clutter-debug.h"
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#include "clutter-private.h"
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#include "clutter-stage-private.h"
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struct _ClutterOffscreenEffectPrivate
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{
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CoglHandle offscreen;
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CoglPipeline *target;
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CoglHandle texture;
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ClutterActor *actor;
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ClutterActor *stage;
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gfloat x_offset;
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gfloat y_offset;
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/* This is the calculated size of the fbo before being passed
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through create_texture(). This needs to be tracked separately so
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that we can detect when a different size is calculated and
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regenerate the fbo */
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int fbo_width;
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int fbo_height;
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gint old_opacity_override;
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/* The matrix that was current the last time the fbo was updated. We
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need to keep track of this to detect when we can reuse the
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contents of the fbo without redrawing the actor. We need the
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actual matrix rather than just detecting queued redraws on the
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actor because any change in the parent hierarchy (even just a
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translation) could cause the actor to look completely different
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and it won't cause a redraw to be queued on the parent's
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children. */
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CoglMatrix last_matrix_drawn;
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};
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G_DEFINE_ABSTRACT_TYPE (ClutterOffscreenEffect,
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clutter_offscreen_effect,
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CLUTTER_TYPE_EFFECT);
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static void
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clutter_offscreen_effect_set_actor (ClutterActorMeta *meta,
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ClutterActor *actor)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (meta);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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ClutterActorMetaClass *meta_class;
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meta_class = CLUTTER_ACTOR_META_CLASS (clutter_offscreen_effect_parent_class);
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meta_class->set_actor (meta, actor);
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/* clear out the previous state */
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if (priv->offscreen != NULL)
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{
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cogl_handle_unref (priv->offscreen);
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priv->offscreen = NULL;
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}
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/* we keep a back pointer here, to avoid going through the ActorMeta */
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priv->actor = clutter_actor_meta_get_actor (meta);
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}
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static CoglHandle
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clutter_offscreen_effect_real_create_texture (ClutterOffscreenEffect *effect,
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gfloat width,
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gfloat height)
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{
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return cogl_texture_new_with_size (MAX (width, 1), MAX (height, 1),
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE);
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}
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static gboolean
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update_fbo (ClutterEffect *effect, int fbo_width, int fbo_height)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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priv->stage = clutter_actor_get_stage (priv->actor);
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if (priv->stage == NULL)
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{
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CLUTTER_NOTE (MISC, "The actor '%s' is not part of a stage",
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clutter_actor_get_name (priv->actor) == NULL
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? G_OBJECT_TYPE_NAME (priv->actor)
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: clutter_actor_get_name (priv->actor));
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return FALSE;
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}
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if (priv->fbo_width == fbo_width &&
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priv->fbo_height == fbo_height &&
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priv->offscreen != NULL)
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return TRUE;
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if (priv->target == NULL)
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{
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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priv->target = cogl_pipeline_new (ctx);
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/* We're always going to render the texture at a 1:1 texel:pixel
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ratio so we can use 'nearest' filtering to decrease the
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effects of rounding errors in the geometry calculation */
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cogl_pipeline_set_layer_filters (priv->target,
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0, /* layer_index */
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COGL_PIPELINE_FILTER_NEAREST,
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COGL_PIPELINE_FILTER_NEAREST);
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}
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if (priv->texture != NULL)
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{
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cogl_handle_unref (priv->texture);
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priv->texture = NULL;
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}
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priv->texture =
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clutter_offscreen_effect_create_texture (self, fbo_width, fbo_height);
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if (priv->texture == NULL)
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return FALSE;
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cogl_pipeline_set_layer_texture (priv->target, 0, priv->texture);
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priv->fbo_width = fbo_width;
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priv->fbo_height = fbo_height;
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if (priv->offscreen != NULL)
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cogl_handle_unref (priv->offscreen);
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priv->offscreen = cogl_offscreen_new_to_texture (priv->texture);
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if (priv->offscreen == NULL)
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{
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g_warning ("%s: Unable to create an Offscreen buffer", G_STRLOC);
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cogl_handle_unref (priv->target);
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priv->target = NULL;
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priv->fbo_width = 0;
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priv->fbo_height = 0;
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return FALSE;
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}
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return TRUE;
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}
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static gboolean
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clutter_offscreen_effect_pre_paint (ClutterEffect *effect)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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ClutterActorBox box;
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CoglMatrix projection;
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CoglColor transparent;
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gfloat fbo_width, fbo_height;
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gfloat width, height;
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gfloat xexpand, yexpand;
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int texture_width, texture_height;
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if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
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return FALSE;
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if (priv->actor == NULL)
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return FALSE;
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/* The paint box is the bounding box of the actor's paint volume in
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* stage coordinates. This will give us the size for the framebuffer
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* we need to redirect its rendering offscreen and its position will
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* be used to setup an offset viewport */
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if (clutter_actor_get_paint_box (priv->actor, &box))
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{
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clutter_actor_box_get_size (&box, &fbo_width, &fbo_height);
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clutter_actor_box_get_origin (&box, &priv->x_offset, &priv->y_offset);
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}
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else
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{
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/* If we can't get a valid paint box then we fallback to
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* creating a full stage size fbo. */
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ClutterActor *stage = _clutter_actor_get_stage_internal (priv->actor);
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clutter_actor_get_size (stage, &fbo_width, &fbo_height);
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priv->x_offset = 0.0f;
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priv->y_offset = 0.0f;
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}
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/* First assert that the framebuffer is the right size... */
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if (!update_fbo (effect, fbo_width, fbo_height))
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return FALSE;
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texture_width = cogl_texture_get_width (priv->texture);
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texture_height = cogl_texture_get_height (priv->texture);
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/* get the current modelview matrix so that we can copy it to the
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* framebuffer. We also store the matrix that was last used when we
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* updated the FBO so that we can detect when we don't need to
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* update the FBO to paint a second time */
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cogl_get_modelview_matrix (&priv->last_matrix_drawn);
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/* let's draw offscreen */
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cogl_push_framebuffer (priv->offscreen);
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/* Copy the modelview that would have been used if rendering onscreen */
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cogl_set_modelview_matrix (&priv->last_matrix_drawn);
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/* Set up the viewport so that it has the same size as the stage,
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* but offset it so that the actor of interest lands on our
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* framebuffer. */
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clutter_actor_get_size (priv->stage, &width, &height);
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/* Expand the viewport if the actor is partially off-stage,
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* otherwise the actor will end up clipped to the stage viewport
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*/
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xexpand = 0.f;
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if (priv->x_offset < 0.f)
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xexpand = -priv->x_offset;
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if (priv->x_offset + texture_width > width)
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xexpand = MAX (xexpand, (priv->x_offset + texture_width) - width);
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yexpand = 0.f;
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if (priv->y_offset < 0.f)
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yexpand = -priv->y_offset;
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if (priv->y_offset + texture_height > height)
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yexpand = MAX (yexpand, (priv->y_offset + texture_height) - height);
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/* Set the viewport */
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cogl_set_viewport (-(priv->x_offset + xexpand), -(priv->y_offset + yexpand),
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width + (2 * xexpand), height + (2 * yexpand));
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/* Copy the stage's projection matrix across to the framebuffer */
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_clutter_stage_get_projection_matrix (CLUTTER_STAGE (priv->stage),
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&projection);
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/* If we've expanded the viewport, make sure to scale the projection
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* matrix accordingly (as it's been initialised to work with the
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* original viewport and not our expanded one).
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*/
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if (xexpand > 0.f || yexpand > 0.f)
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{
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gfloat new_width, new_height;
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new_width = width + (2 * xexpand);
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new_height = height + (2 * yexpand);
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cogl_matrix_scale (&projection,
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width / new_width,
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height / new_height,
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1);
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}
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cogl_set_projection_matrix (&projection);
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cogl_color_init_from_4ub (&transparent, 0, 0, 0, 0);
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cogl_clear (&transparent,
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COGL_BUFFER_BIT_COLOR |
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COGL_BUFFER_BIT_DEPTH);
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cogl_push_matrix ();
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/* Override the actor's opacity to fully opaque - we paint the offscreen
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* texture with the actor's paint opacity, so we need to do this to avoid
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* multiplying the opacity twice.
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*/
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priv->old_opacity_override =
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_clutter_actor_get_opacity_override (priv->actor);
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_clutter_actor_set_opacity_override (priv->actor, 0xff);
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return TRUE;
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}
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static void
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clutter_offscreen_effect_real_paint_target (ClutterOffscreenEffect *effect)
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{
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ClutterOffscreenEffectPrivate *priv = effect->priv;
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guint8 paint_opacity;
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paint_opacity = clutter_actor_get_paint_opacity (priv->actor);
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cogl_pipeline_set_color4ub (priv->target,
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paint_opacity,
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paint_opacity,
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paint_opacity,
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paint_opacity);
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cogl_set_source (priv->target);
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/* At this point we are in stage coordinates translated so if
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* we draw our texture using a textured quad the size of the paint
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* box then we will overlay where the actor would have drawn if it
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* hadn't been redirected offscreen.
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*/
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cogl_rectangle_with_texture_coords (0, 0,
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cogl_texture_get_width (priv->texture),
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cogl_texture_get_height (priv->texture),
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0.0, 0.0,
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1.0, 1.0);
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}
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static void
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clutter_offscreen_effect_paint_texture (ClutterOffscreenEffect *effect)
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{
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ClutterOffscreenEffectPrivate *priv = effect->priv;
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CoglMatrix modelview;
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cogl_push_matrix ();
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/* Now reset the modelview to put us in stage coordinates so
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* we can drawn the result of our offscreen render as a textured
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* quad... */
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cogl_matrix_init_identity (&modelview);
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_clutter_actor_apply_modelview_transform (priv->stage, &modelview);
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cogl_matrix_translate (&modelview, priv->x_offset, priv->y_offset, 0.0f);
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cogl_set_modelview_matrix (&modelview);
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/* paint the target material; this is virtualized for
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* sub-classes that require special hand-holding
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*/
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clutter_offscreen_effect_paint_target (effect);
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cogl_pop_matrix ();
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}
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static void
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clutter_offscreen_effect_post_paint (ClutterEffect *effect)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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if (priv->offscreen == NULL ||
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priv->target == NULL ||
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priv->actor == NULL)
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return;
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/* Restore the previous opacity override */
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_clutter_actor_set_opacity_override (priv->actor, priv->old_opacity_override);
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cogl_pop_matrix ();
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cogl_pop_framebuffer ();
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clutter_offscreen_effect_paint_texture (self);
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}
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static void
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clutter_offscreen_effect_paint (ClutterEffect *effect,
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ClutterEffectPaintFlags flags)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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CoglMatrix matrix;
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cogl_get_modelview_matrix (&matrix);
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/* If we've already got a cached image for the same matrix and the
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actor hasn't been redrawn then we can just use the cached image
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in the fbo */
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if (priv->offscreen == NULL ||
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(flags & CLUTTER_EFFECT_PAINT_ACTOR_DIRTY) ||
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!cogl_matrix_equal (&matrix, &priv->last_matrix_drawn))
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{
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/* Chain up to the parent paint method which will call the pre and
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post paint functions to update the image */
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CLUTTER_EFFECT_CLASS (clutter_offscreen_effect_parent_class)->
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paint (effect, flags);
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}
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else
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clutter_offscreen_effect_paint_texture (self);
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}
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static void
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clutter_offscreen_effect_finalize (GObject *gobject)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (gobject);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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if (priv->offscreen)
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cogl_handle_unref (priv->offscreen);
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if (priv->target)
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cogl_handle_unref (priv->target);
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if (priv->texture)
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cogl_handle_unref (priv->texture);
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G_OBJECT_CLASS (clutter_offscreen_effect_parent_class)->finalize (gobject);
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}
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static void
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clutter_offscreen_effect_class_init (ClutterOffscreenEffectClass *klass)
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{
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ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
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ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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g_type_class_add_private (klass, sizeof (ClutterOffscreenEffectPrivate));
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klass->create_texture = clutter_offscreen_effect_real_create_texture;
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klass->paint_target = clutter_offscreen_effect_real_paint_target;
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meta_class->set_actor = clutter_offscreen_effect_set_actor;
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effect_class->pre_paint = clutter_offscreen_effect_pre_paint;
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effect_class->post_paint = clutter_offscreen_effect_post_paint;
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effect_class->paint = clutter_offscreen_effect_paint;
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gobject_class->finalize = clutter_offscreen_effect_finalize;
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}
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static void
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clutter_offscreen_effect_init (ClutterOffscreenEffect *self)
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{
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self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self,
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CLUTTER_TYPE_OFFSCREEN_EFFECT,
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ClutterOffscreenEffectPrivate);
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}
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/**
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* clutter_offscreen_effect_get_texture:
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* @effect: a #ClutterOffscreenEffect
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*
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* Retrieves the texture used as a render target for the offscreen
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* buffer created by @effect
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*
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* You should only use the returned texture when painting. The texture
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* may change after ClutterEffect::pre_paint is called so the effect
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* implementation should update any references to the texture after
|
|
* chaining-up to the parent's pre_paint implementation. This can be
|
|
* used instead of clutter_offscreen_effect_get_target() when the
|
|
* effect subclass wants to paint using its own material.
|
|
*
|
|
* Return value: (transfer none): a #CoglHandle or %COGL_INVALID_HANDLE. The
|
|
* returned texture is owned by Clutter and it should not be
|
|
* modified or freed
|
|
*
|
|
* Since: 1.10
|
|
*/
|
|
CoglHandle
|
|
clutter_offscreen_effect_get_texture (ClutterOffscreenEffect *effect)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
|
|
NULL);
|
|
|
|
return effect->priv->texture;
|
|
}
|
|
|
|
/**
|
|
* clutter_offscreen_effect_get_target:
|
|
* @effect: a #ClutterOffscreenEffect
|
|
*
|
|
* Retrieves the material used as a render target for the offscreen
|
|
* buffer created by @effect
|
|
*
|
|
* You should only use the returned #CoglMaterial when painting. The
|
|
* returned material might change between different frames.
|
|
*
|
|
* Return value: (transfer none): a #CoglMaterial or %NULL. The
|
|
* returned material is owned by Clutter and it should not be
|
|
* modified or freed
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
CoglMaterial *
|
|
clutter_offscreen_effect_get_target (ClutterOffscreenEffect *effect)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
|
|
NULL);
|
|
|
|
return (CoglMaterial *)effect->priv->target;
|
|
}
|
|
|
|
/**
|
|
* clutter_offscreen_effect_paint_target:
|
|
* @effect: a #ClutterOffscreenEffect
|
|
*
|
|
* Calls the paint_target() virtual function of the @effect
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
void
|
|
clutter_offscreen_effect_paint_target (ClutterOffscreenEffect *effect)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect));
|
|
|
|
CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->paint_target (effect);
|
|
}
|
|
|
|
/**
|
|
* clutter_offscreen_effect_create_texture:
|
|
* @effect: a #ClutterOffscreenEffect
|
|
* @width: the minimum width of the target texture
|
|
* @height: the minimum height of the target texture
|
|
*
|
|
* Calls the create_texture() virtual function of the @effect
|
|
*
|
|
* Return value: (transfer full): a handle to a Cogl texture, or
|
|
* %COGL_INVALID_HANDLE. The returned handle has its reference
|
|
* count increased.
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
CoglHandle
|
|
clutter_offscreen_effect_create_texture (ClutterOffscreenEffect *effect,
|
|
gfloat width,
|
|
gfloat height)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
|
|
NULL);
|
|
|
|
return CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->create_texture (effect,
|
|
width,
|
|
height);
|
|
}
|
|
|
|
/**
|
|
* clutter_offscreen_effect_get_target_size:
|
|
* @effect: a #ClutterOffscreenEffect
|
|
* @width: (out): return location for the target width, or %NULL
|
|
* @height: (out): return location for the target height, or %NULL
|
|
*
|
|
* Retrieves the size of the offscreen buffer used by @effect to
|
|
* paint the actor to which it has been applied.
|
|
*
|
|
* This function should only be called by #ClutterOffscreenEffect
|
|
* implementations, from within the <function>paint_target()</function>
|
|
* virtual function.
|
|
*
|
|
* Return value: %TRUE if the offscreen buffer has a valid size,
|
|
* and %FALSE otherwise
|
|
*
|
|
* Since: 1.8
|
|
*/
|
|
gboolean
|
|
clutter_offscreen_effect_get_target_size (ClutterOffscreenEffect *effect,
|
|
gfloat *width,
|
|
gfloat *height)
|
|
{
|
|
ClutterOffscreenEffectPrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect), FALSE);
|
|
|
|
priv = effect->priv;
|
|
|
|
if (priv->texture == NULL)
|
|
return FALSE;
|
|
|
|
if (width)
|
|
*width = cogl_texture_get_width (priv->texture);
|
|
|
|
if (height)
|
|
*height = cogl_texture_get_height (priv->texture);
|
|
|
|
return TRUE;
|
|
}
|