/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By Matthew Allum * * Copyright (C) 2006 OpenedHand * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ /** * SECTION:clutter-clone-texture * @short_description: Actor for cloning existing textures in an * efficient way. * * #ClutterCloneTexture allows the cloning of existing #ClutterTexture based * actors whilst saving underlying graphics resources. */ #include "clutter-clone-texture.h" #include "clutter-main.h" #include "clutter-feature.h" #include "clutter-util.h" #include "clutter-enum-types.h" #include "clutter-private.h" /* for DBG */ enum { PROP_0, PROP_PARENT_TEXTURE }; G_DEFINE_TYPE (ClutterCloneTexture, clutter_clone_texture, CLUTTER_TYPE_ACTOR); #define CLUTTER_CLONE_TEXTURE_GET_PRIVATE(obj) \ (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_CLONE_TEXTURE, ClutterCloneTexturePrivate)) struct _ClutterCloneTexturePrivate { ClutterTexture *parent_texture; }; static void clone_texture_render_to_gl_quad (ClutterCloneTexture *ctexture, int x1, int y1, int x2, int y2) { gint qx1 = 0, qx2 = 0, qy1 = 0, qy2 = 0; gint qwidth = 0, qheight = 0; gint x, y, i =0, lastx = 0, lasty = 0; gint n_x_tiles, n_y_tiles; gint pwidth, pheight; float tx, ty; ClutterCloneTexturePrivate *priv = ctexture->priv; ClutterActor *parent_actor = CLUTTER_ACTOR (priv->parent_texture); priv = ctexture->priv; qwidth = x2 - x1; qheight = y2 - y1; if (!CLUTTER_ACTOR_IS_REALIZED (parent_actor)) clutter_actor_realize (parent_actor); /* Only paint if parent is in a state to do so */ if (!clutter_texture_has_generated_tiles (priv->parent_texture)) return; clutter_texture_get_base_size (priv->parent_texture, &pwidth, &pheight); if (!clutter_texture_is_tiled (priv->parent_texture)) { clutter_texture_bind_tile (priv->parent_texture, 0); /* NPOTS textures *always* used if extension available */ if (clutter_feature_available (CLUTTER_FEATURE_TEXTURE_RECTANGLE)) { tx = (float) pwidth; ty = (float) pheight; } else { tx = (float) pwidth / clutter_util_next_p2 (pwidth); ty = (float) pheight / clutter_util_next_p2 (pheight); } qx1 = x1; qx2 = x2; qy1 = y1; qy2 = y2; glBegin (GL_QUADS); glTexCoord2f (tx, ty); glVertex2i (qx2, qy2); glTexCoord2f (0, ty); glVertex2i (qx1, qy2); glTexCoord2f (0, 0); glVertex2i (qx1, qy1); glTexCoord2f (tx, 0); glVertex2i (qx2, qy1); glEnd (); return; } clutter_texture_get_n_tiles (priv->parent_texture, &n_x_tiles, &n_y_tiles); for (x=0; x < n_x_tiles; x++) { lasty = 0; for (y=0; y < n_y_tiles; y++) { gint actual_w, actual_h; gint xpos, ypos, xsize, ysize, ywaste, xwaste; clutter_texture_bind_tile (priv->parent_texture, i); clutter_texture_get_x_tile_detail (priv->parent_texture, x, &xpos, &xsize, &xwaste); clutter_texture_get_y_tile_detail (priv->parent_texture, y, &ypos, &ysize, &ywaste); actual_w = xsize - xwaste; actual_h = ysize - ywaste; tx = (float) actual_w / xsize; ty = (float) actual_h / ysize; qx1 = x1 + lastx; qx2 = qx1 + ((qwidth * actual_w ) / pwidth ); qy1 = y1 + lasty; qy2 = qy1 + ((qheight * actual_h) / pheight ); CLUTTER_DBG("rendering text tile x: %i, y: %i - %ix%i", x, y, actual_w, actual_h); glBegin (GL_QUADS); glTexCoord2f (tx, ty); glVertex2i (qx2, qy2); glTexCoord2f (0, ty); glVertex2i (qx1, qy2); glTexCoord2f (0, 0); glVertex2i (qx1, qy1); glTexCoord2f (tx, 0); glVertex2i (qx2, qy1); glEnd (); lasty += qy2 - qy1; i++; } lastx += qx2 - qx1; } } static void clutter_clone_texture_paint (ClutterActor *self) { ClutterCloneTexturePrivate *priv; ClutterActor *parent_texture; gint x1, y1, x2, y2; GLenum target_type; priv = CLUTTER_CLONE_TEXTURE (self)->priv; /* parent texture may have been hidden, there for need to make sure its * realised with resources available. */ parent_texture = CLUTTER_ACTOR (priv->parent_texture); if (!CLUTTER_ACTOR_IS_REALIZED (parent_texture)) clutter_actor_realize (parent_texture); /* FIXME: figure out nicer way of getting at this info... */ if (clutter_feature_available (CLUTTER_FEATURE_TEXTURE_RECTANGLE) && clutter_texture_is_tiled (CLUTTER_TEXTURE(parent_texture)) == FALSE) target_type = GL_TEXTURE_RECTANGLE_ARB; else target_type = GL_TEXTURE_2D; glEnable(GL_BLEND); glEnable(target_type); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4ub(255, 255, 255, clutter_actor_get_opacity(self)); clutter_actor_get_coords (self, &x1, &y1, &x2, &y2); CLUTTER_DBG("paint to x1: %i, y1: %i x2: %i, y2: %i opacity: %i", x1, y1, x2, y2, clutter_actor_get_opacity(self) ); /* Parent paint translated us into position */ clone_texture_render_to_gl_quad (CLUTTER_CLONE_TEXTURE(self), 0, 0, x2 - x1, y2 - y1); glDisable(target_type); glDisable(GL_BLEND); } static void set_parent_texture (ClutterCloneTexture *ctexture, ClutterTexture *texture) { ClutterCloneTexturePrivate *priv = ctexture->priv; if (priv->parent_texture) { g_object_unref (priv->parent_texture); priv->parent_texture = NULL; } if (texture) { gint width, height; priv->parent_texture = g_object_ref (texture); /* Sync up the size to parent texture base pixbuf size. */ clutter_texture_get_base_size (texture, &width, &height); clutter_actor_set_size (CLUTTER_ACTOR(ctexture), width, height); } } static void clutter_clone_texture_dispose (GObject *object) { ClutterCloneTexture *self = CLUTTER_CLONE_TEXTURE(object); ClutterCloneTexturePrivate *priv = self->priv; if (priv->parent_texture) g_object_unref (priv->parent_texture); priv->parent_texture = NULL; G_OBJECT_CLASS (clutter_clone_texture_parent_class)->dispose (object); } static void clutter_clone_texture_finalize (GObject *object) { G_OBJECT_CLASS (clutter_clone_texture_parent_class)->finalize (object); } static void clutter_clone_texture_set_property (GObject *object, guint prop_id, const GValue *value, GParamSpec *pspec) { ClutterCloneTexture *ctexture = CLUTTER_CLONE_TEXTURE (object); switch (prop_id) { case PROP_PARENT_TEXTURE: set_parent_texture (ctexture, g_value_get_object (value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void clutter_clone_texture_get_property (GObject *object, guint prop_id, GValue *value, GParamSpec *pspec) { ClutterCloneTexture *ctexture = CLUTTER_CLONE_TEXTURE (object); switch (prop_id) { case PROP_PARENT_TEXTURE: g_value_set_object (value, ctexture->priv->parent_texture); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void clutter_clone_texture_class_init (ClutterCloneTextureClass *klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass); actor_class->paint = clutter_clone_texture_paint; gobject_class->finalize = clutter_clone_texture_finalize; gobject_class->dispose = clutter_clone_texture_dispose; gobject_class->set_property = clutter_clone_texture_set_property; gobject_class->get_property = clutter_clone_texture_get_property; g_object_class_install_property (gobject_class, PROP_PARENT_TEXTURE, g_param_spec_object ("parent-texture", "Parent Texture", "The parent texture to clone", CLUTTER_TYPE_TEXTURE, (G_PARAM_CONSTRUCT_ONLY | G_PARAM_READWRITE))); g_type_class_add_private (gobject_class, sizeof (ClutterCloneTexturePrivate)); } static void clutter_clone_texture_init (ClutterCloneTexture *self) { ClutterCloneTexturePrivate *priv; self->priv = priv = CLUTTER_CLONE_TEXTURE_GET_PRIVATE (self); priv->parent_texture = NULL; } /** * clutter_clone_texture_new: * @texture: a #ClutterTexture * * Creates an efficient 'clone' of a pre-existing texture if which it * shares the underlying pixbuf data. * * Return value: the newly created #ClutterCloneTexture */ ClutterActor * clutter_clone_texture_new (ClutterTexture *texture) { g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), NULL); return g_object_new (CLUTTER_TYPE_CLONE_TEXTURE, "parent-texture", texture, NULL); }