Beispiel #1
0
static void
_cogl_sub_texture_map_quad (CoglSubTexture *sub_tex,
                            float *coords)
{
  CoglTexture *tex = COGL_TEXTURE (sub_tex);

  /* NB: coords[] always come in as normalized coordinates but may go
   * out as non-normalized if sub_tex->full_texture is a
   * CoglTextureRectangle.
   *
   * NB: sub_tex->sub_x/y/width/height are in non-normalized
   * coordinates.
   */

  if (cogl_is_texture_rectangle (sub_tex->full_texture))
    {
      coords[0] = coords[0] * tex->width + sub_tex->sub_x;
      coords[1] = coords[1] * tex->height + sub_tex->sub_y;
      coords[2] = coords[2] * tex->width + sub_tex->sub_x;
      coords[3] = coords[3] * tex->height + sub_tex->sub_y;
    }
  else
    {
      float width = cogl_texture_get_width (sub_tex->full_texture);
      float height = cogl_texture_get_height (sub_tex->full_texture);
      coords[0] = (coords[0] * tex->width + sub_tex->sub_x) / width;
      coords[1] = (coords[1] * tex->height + sub_tex->sub_y) / height;
      coords[2] = (coords[2] * tex->width + sub_tex->sub_x) / width;
      coords[3] = (coords[3] * tex->height + sub_tex->sub_y) / height;
    }
}
Beispiel #2
0
static void
_cogl_sub_texture_unmap_quad (CoglSubTexture *sub_tex,
                              float *coords)
{
  CoglTexture *tex = COGL_TEXTURE (sub_tex);

  /* NB: coords[] come in as non-normalized if sub_tex->full_texture
   * is a CoglTextureRectangle otherwhise they are normalized. The
   * coordinates we write out though must always be normalized.
   *
   * NB: sub_tex->sub_x/y/width/height are in non-normalized
   * coordinates.
   */
  if (cogl_is_texture_rectangle (sub_tex->full_texture))
    {
      coords[0] = (coords[0] - sub_tex->sub_x) / tex->width;
      coords[1] = (coords[1] - sub_tex->sub_y) / tex->height;
      coords[2] = (coords[2] - sub_tex->sub_x) / tex->width;
      coords[3] = (coords[3] - sub_tex->sub_y) / tex->height;
    }
  else
    {
      float width = cogl_texture_get_width (sub_tex->full_texture);
      float height = cogl_texture_get_height (sub_tex->full_texture);
      coords[0] = (coords[0] * width - sub_tex->sub_x) / tex->width;
      coords[1] = (coords[1] * height - sub_tex->sub_y) / tex->height;
      coords[2] = (coords[2] * width - sub_tex->sub_x) / tex->width;
      coords[3] = (coords[3] * height - sub_tex->sub_y) / tex->height;
    }
}
static void
_cogl_texture_pixmap_x11_foreach_sub_texture_in_region
                                  (CoglTexture              *tex,
                                   float                     virtual_tx_1,
                                   float                     virtual_ty_1,
                                   float                     virtual_tx_2,
                                   float                     virtual_ty_2,
                                   CoglMetaTextureCallback   callback,
                                   void                     *user_data)
{
  CoglTexturePixmapX11 *tex_pixmap = COGL_TEXTURE_PIXMAP_X11 (tex);
  CoglTexture *child_tex = _cogl_texture_pixmap_x11_get_texture (tex_pixmap);

  /* Forward on to the child texture */

  /* tfp textures may be implemented in terms of a
   * CoglTextureRectangle texture which uses un-normalized texture
   * coordinates but we want to consistently deal with normalized
   * texture coordinates with CoglTexturePixmapX11... */
  if (cogl_is_texture_rectangle (child_tex))
    {
      NormalizeCoordsWrapperData data;
      int width = tex->width;
      int height = tex->height;

      virtual_tx_1 *= width;
      virtual_ty_1 *= height;
      virtual_tx_2 *= width;
      virtual_ty_2 *= height;

      data.width = width;
      data.height = height;
      data.callback = callback;
      data.user_data = user_data;

      cogl_meta_texture_foreach_in_region (COGL_META_TEXTURE (child_tex),
                                           virtual_tx_1,
                                           virtual_ty_1,
                                           virtual_tx_2,
                                           virtual_ty_2,
                                           COGL_PIPELINE_WRAP_MODE_REPEAT,
                                           COGL_PIPELINE_WRAP_MODE_REPEAT,
                                           normalize_coords_wrapper_cb,
                                           &data);
    }
  else
    cogl_meta_texture_foreach_in_region (COGL_META_TEXTURE (child_tex),
                                         virtual_tx_1,
                                         virtual_ty_1,
                                         virtual_tx_2,
                                         virtual_ty_2,
                                         COGL_PIPELINE_WRAP_MODE_REPEAT,
                                         COGL_PIPELINE_WRAP_MODE_REPEAT,
                                         callback,
                                         user_data);
}
static void
texture_rectangle_check_cb (CoglTexture *sub_texture,
                            const float *sub_texture_coords,
                            const float *meta_coords,
                            void *user_data)
{
  gboolean *result = user_data;

  if (cogl_is_texture_rectangle (sub_texture))
    *result = TRUE;
}
Beispiel #5
0
static void
_cogl_sub_texture_foreach_sub_texture_in_region (
                                       CoglTexture *tex,
                                       float virtual_tx_1,
                                       float virtual_ty_1,
                                       float virtual_tx_2,
                                       float virtual_ty_2,
                                       CoglMetaTextureCallback callback,
                                       void *user_data)
{
  CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
  CoglTexture *full_texture = sub_tex->full_texture;
  float mapped_coords[4] =
    { virtual_tx_1, virtual_ty_1, virtual_tx_2, virtual_ty_2};
  float virtual_coords[4] =
    { virtual_tx_1, virtual_ty_1, virtual_tx_2, virtual_ty_2};

  /* map the virtual coordinates to ->full_texture coordinates */
  _cogl_sub_texture_map_quad (sub_tex, mapped_coords);

  /* TODO: Add something like cogl_is_low_level_texture() */
  if (cogl_is_texture_2d (full_texture) ||
      cogl_is_texture_rectangle (full_texture))
    {
      callback (sub_tex->full_texture,
                mapped_coords,
                virtual_coords,
                user_data);
    }
  else
    {
      CoglSubTextureForeachData data;

      data.sub_tex = sub_tex;
      data.callback = callback;
      data.user_data = user_data;

      cogl_meta_texture_foreach_in_region (COGL_META_TEXTURE (full_texture),
                                           mapped_coords[0],
                                           mapped_coords[1],
                                           mapped_coords[2],
                                           mapped_coords[3],
                                           COGL_PIPELINE_WRAP_MODE_REPEAT,
                                           COGL_PIPELINE_WRAP_MODE_REPEAT,
                                           unmap_coords_cb,
                                           &data);
    }
}
Beispiel #6
0
void
cogl_meta_texture_foreach_in_region (CoglMetaTexture *meta_texture,
                                     float tx_1,
                                     float ty_1,
                                     float tx_2,
                                     float ty_2,
                                     CoglPipelineWrapMode wrap_s,
                                     CoglPipelineWrapMode wrap_t,
                                     CoglMetaTextureCallback callback,
                                     void *user_data)
{
  CoglTexture *texture = COGL_TEXTURE (meta_texture);
  float width = cogl_texture_get_width (texture);
  float height = cogl_texture_get_height (texture);
  NormalizeData normalize_data;

  if (wrap_s == COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
    wrap_s = COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE;
  if (wrap_t == COGL_PIPELINE_WRAP_MODE_AUTOMATIC)
    wrap_t = COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE;

  if (wrap_s == COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE ||
      wrap_t == COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE)
    {
      CoglBool finished = foreach_clamped_region (meta_texture,
                                                  &tx_1, &ty_1, &tx_2, &ty_2,
                                                  wrap_s, wrap_t,
                                                  callback,
                                                  user_data);
      if (finished)
        return;

      /* Since clamping has been handled we now want to normalize our
       * wrap modes we se can assume from this point on we don't
       * need to consider CLAMP_TO_EDGE. (NB: The spans code will
       * assert that CLAMP_TO_EDGE isn't requested) */
      if (wrap_s == COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE)
        wrap_s = COGL_PIPELINE_WRAP_MODE_REPEAT;
      if (wrap_t == COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE)
        wrap_t = COGL_PIPELINE_WRAP_MODE_REPEAT;
    }

  /* It makes things simpler to deal with non-normalized region
   * coordinates beyond this point and only re-normalize just before
   * calling the user's callback... */

  if (!cogl_is_texture_rectangle (COGL_TEXTURE (meta_texture)))
    {
      normalize_data.callback = callback;
      normalize_data.user_data = user_data;
      normalize_data.s_normalize_factor = 1.0f / width;
      normalize_data.t_normalize_factor = 1.0f / height;
      callback = normalize_meta_coords_cb;
      user_data = &normalize_data;
      tx_1 *= width;
      ty_1 *= height;
      tx_2 *= width;
      ty_2 *= height;
    }

  /* XXX: at some point this wont be routed through the CoglTexture
   * vtable, instead there will be a separate CoglMetaTexture
   * interface vtable. */

  if (texture->vtable->foreach_sub_texture_in_region)
    {
      ForeachData data;

      data.meta_region_coords[0] = tx_1;
      data.meta_region_coords[1] = ty_1;
      data.meta_region_coords[2] = tx_2;
      data.meta_region_coords[3] = ty_2;
      data.wrap_s = wrap_s;
      data.wrap_t = wrap_t;
      data.callback = callback;
      data.user_data = user_data;

      data.width = width;
      data.height = height;

      memset (data.padded_textures, 0, sizeof (data.padded_textures));

      /*
       * 1) We iterate all the slices of the meta-texture only within
       *    the range [0,1].
       *
       * 2) We define a "padded grid" for each slice of the
       *    meta-texture in the range [0,1].
       *
       *    The padded grid maps over the meta-texture coordinates in
       *    the range [0,1] but only contains one valid cell that
       *    corresponds to current slice being iterated and all the
       *    surrounding cells just provide padding.
       *
       * 3) Once we've defined our padded grid we then repeat that
       *    across the user's original region, calling their callback
       *    whenever we see our current slice - ignoring padding.
       *
       * A notable benefit of this design is that repeating a texture
       * made of multiple slices will result in us repeating each
       * slice in-turn so the user gets repeat callbacks for the same
       * texture batched together. For manual emulation of texture
       * repeats done by drawing geometry this makes it more likely
       * that we can batch geometry.
       */

      texture->vtable->foreach_sub_texture_in_region (texture,
                                                      0, 0, 1, 1,
                                                      create_grid_and_repeat_cb,
                                                      &data);
    }
  else
    {
      CoglSpan x_span = { 0, width, 0 };
      CoglSpan y_span = { 0, height, 0 };
      float meta_region_coords[4] = { tx_1, ty_1, tx_2, ty_2 };
      UnNormalizeData un_normalize_data;

      /* If we are dealing with a CoglTextureRectangle then we need a shim
       * callback that un_normalizes the slice coordinates we get from
       * _cogl_texture_spans_foreach_in_region before passing them to
       * the user's callback. */
      if (cogl_is_texture_rectangle (meta_texture))
        {
          un_normalize_data.callback = callback;
          un_normalize_data.user_data = user_data;
          un_normalize_data.width = width;
          un_normalize_data.height = height;
          callback = un_normalize_slice_coords_cb;
          user_data = &un_normalize_data;
        }

      _cogl_texture_spans_foreach_in_region (&x_span, 1,
                                             &y_span, 1,
                                             &texture,
                                             meta_region_coords,
                                             width,
                                             height,
                                             wrap_s,
                                             wrap_t,
                                             callback,
                                             user_data);
    }
}
Beispiel #7
0
static CoglBool
foreach_clamped_region (CoglMetaTexture *meta_texture,
                        float *tx_1,
                        float *ty_1,
                        float *tx_2,
                        float *ty_2,
                        CoglPipelineWrapMode wrap_s,
                        CoglPipelineWrapMode wrap_t,
                        CoglMetaTextureCallback callback,
                        void *user_data)
{
  float width = cogl_texture_get_width (COGL_TEXTURE (meta_texture));
  ClampData clamp_data;

  /* Consider that *tx_1 may be > *tx_2 and to simplify things
   * we just flip them around if that's the case and keep a note
   * of the fact that they are flipped. */
  if (*tx_1 > *tx_2)
    {
      SWAP (*tx_1, *tx_2);
      clamp_data.s_flipped = TRUE;
    }
  else
    clamp_data.s_flipped = FALSE;

  /* The same goes for ty_1 and ty_2... */
  if (*ty_1 > *ty_2)
    {
      SWAP (*ty_1, *ty_2);
      clamp_data.t_flipped = TRUE;
    }
  else
    clamp_data.t_flipped = FALSE;

  clamp_data.callback = callback;
  clamp_data.user_data = user_data;

  if (wrap_s == COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE)
    {
      float max_s_coord;
      float half_texel_width;

      /* Consider that rectangle textures have non-normalized
       * coordinates... */
      if (cogl_is_texture_rectangle (meta_texture))
        max_s_coord = width;
      else
        max_s_coord = 1.0;

      half_texel_width = max_s_coord / (width * 2);

      /* Handle any left clamped region */
      if (*tx_1 < 0)
        {
          clamp_data.start = *tx_1;
          clamp_data.end = MIN (0, *tx_2);;
          cogl_meta_texture_foreach_in_region (meta_texture,
                                               half_texel_width, *ty_1,
                                               half_texel_width, *ty_2,
                                               COGL_PIPELINE_WRAP_MODE_REPEAT,
                                               wrap_t,
                                               clamp_s_cb,
                                               &clamp_data);
          /* Have we handled everything? */
          if (tx_2 <= 0)
            return TRUE;

          /* clamp tx_1 since we've handled everything with x < 0 */
          *tx_1 = 0;
        }

      /* Handle any right clamped region - including the corners */
      if (*tx_2 > max_s_coord)
        {
          clamp_data.start = MAX (max_s_coord, *tx_1);
          clamp_data.end = *tx_2;
          cogl_meta_texture_foreach_in_region (meta_texture,
                                               max_s_coord - half_texel_width,
                                               *ty_1,
                                               max_s_coord - half_texel_width,
                                               *ty_2,
                                               COGL_PIPELINE_WRAP_MODE_REPEAT,
                                               wrap_t,
                                               clamp_s_cb,
                                               &clamp_data);
          /* Have we handled everything? */
          if (*tx_1 >= max_s_coord)
            return TRUE;

          /* clamp tx_2 since we've handled everything with x >
           * max_s_coord */
          *tx_2 = max_s_coord;
        }
    }

  if (wrap_t == COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE)
    {
      float height = cogl_texture_get_height (COGL_TEXTURE (meta_texture));
      float max_t_coord;
      float half_texel_height;

      /* Consider that rectangle textures have non-normalized
       * coordinates... */
      if (cogl_is_texture_rectangle (meta_texture))
        max_t_coord = height;
      else
        max_t_coord = 1.0;

      half_texel_height = max_t_coord / (height * 2);

      /* Handle any top clamped region */
      if (*ty_1 < 0)
        {
          clamp_data.start = *ty_1;
          clamp_data.end = MIN (0, *ty_2);;
          cogl_meta_texture_foreach_in_region (meta_texture,
                                               *tx_1, half_texel_height,
                                               *tx_2, half_texel_height,
                                               wrap_s,
                                               COGL_PIPELINE_WRAP_MODE_REPEAT,
                                               clamp_t_cb,
                                               &clamp_data);
          /* Have we handled everything? */
          if (tx_2 <= 0)
            return TRUE;

          /* clamp ty_1 since we've handled everything with y < 0 */
          *ty_1 = 0;
        }

      /* Handle any bottom clamped region */
      if (*ty_2 > max_t_coord)
        {
          clamp_data.start = MAX (max_t_coord, *ty_1);;
          clamp_data.end = *ty_2;
          cogl_meta_texture_foreach_in_region (meta_texture,
                                               *tx_1,
                                               max_t_coord - half_texel_height,
                                               *tx_2,
                                               max_t_coord - half_texel_height,
                                               wrap_s,
                                               COGL_PIPELINE_WRAP_MODE_REPEAT,
                                               clamp_t_cb,
                                               &clamp_data);
          /* Have we handled everything? */
          if (*ty_1 >= max_t_coord)
            return TRUE;

          /* clamp ty_2 since we've handled everything with y >
           * max_t_coord */
          *ty_2 = max_t_coord;
        }
    }

  if (clamp_data.s_flipped)
    SWAP (*tx_1, *tx_2);
  if (clamp_data.t_flipped)
    SWAP (*ty_1, *ty_2);

  return FALSE;
}