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path: root/cogl/cogl-sub-texture.c
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/*
 * Cogl
 *
 * A Low-Level GPU Graphics and Utilities API
 *
 * Copyright (C) 2009,2010,2011 Intel Corporation.
 *
 * Permission is hereby granted, free of charge, to any person
 * obtaining a copy of this software and associated documentation
 * files (the "Software"), to deal in the Software without
 * restriction, including without limitation the rights to use, copy,
 * modify, merge, publish, distribute, sublicense, and/or sell copies
 * of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be
 * included in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 *
 *
 *
 * Authors:
 *  Neil Roberts   <neil@linux.intel.com>
 */

#ifdef HAVE_CONFIG_H
#include "config.h"
#endif

#include "cogl-util.h"
#include "cogl-texture-private.h"
#include "cogl-sub-texture-private.h"
#include "cogl-sub-texture.h"
#include "cogl-context-private.h"
#include "cogl-object.h"
#include "cogl-texture-driver.h"
#include "cogl-texture-rectangle-private.h"
#include "cogl-texture-2d.h"
#include "cogl-texture-gl-private.h"

#include <string.h>
#include <math.h>

static void _cogl_sub_texture_free (CoglSubTexture *sub_tex);

COGL_TEXTURE_DEFINE (SubTexture, sub_texture);

static const CoglTextureVtable cogl_sub_texture_vtable;

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_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;
    }
}

typedef struct _CoglSubTextureForeachData
{
  CoglSubTexture *sub_tex;
  CoglMetaTextureCallback callback;
  void *user_data;
} CoglSubTextureForeachData;

static void
unmap_coords_cb (CoglTexture *slice_texture,
                 const float *slice_texture_coords,
                 const float *meta_coords,
                 void *user_data)
{
  CoglSubTextureForeachData *data = user_data;
  float unmapped_coords[4];

  memcpy (unmapped_coords, meta_coords, sizeof (unmapped_coords));

  _cogl_sub_texture_unmap_quad (data->sub_tex, unmapped_coords);

  data->callback (slice_texture,
                  slice_texture_coords,
                  unmapped_coords,
                  data->user_data);
}

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);
    }
}

static void
_cogl_sub_texture_gl_flush_legacy_texobj_wrap_modes (CoglTexture *tex,
                                                     GLenum wrap_mode_s,
                                                     GLenum wrap_mode_t,
                                                     GLenum wrap_mode_p)
{
  CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);

  _cogl_texture_gl_flush_legacy_texobj_wrap_modes (sub_tex->full_texture,
                                                   wrap_mode_s,
                                                   wrap_mode_t,
                                                   wrap_mode_p);
}

static void
_cogl_sub_texture_free (CoglSubTexture *sub_tex)
{
  cogl_object_unref (sub_tex->next_texture);
  cogl_object_unref (sub_tex->full_texture);

  /* Chain up */
  _cogl_texture_free (COGL_TEXTURE (sub_tex));
}

CoglSubTexture *
cogl_sub_texture_new (CoglContext *ctx,
                      CoglTexture *next_texture,
                      int sub_x, int sub_y,
                      int sub_width, int sub_height)
{
  CoglTexture    *full_texture;
  CoglSubTexture *sub_tex;
  CoglTexture    *tex;
  unsigned int    next_width, next_height;

  next_width = cogl_texture_get_width (next_texture);
  next_height = cogl_texture_get_height (next_texture);

  /* The region must specify a non-zero subset of the full texture */
  _COGL_RETURN_VAL_IF_FAIL (sub_x >= 0 && sub_y >= 0, NULL);
  _COGL_RETURN_VAL_IF_FAIL (sub_width > 0 && sub_height > 0, NULL);
  _COGL_RETURN_VAL_IF_FAIL (sub_x + sub_width <= next_width, NULL);
  _COGL_RETURN_VAL_IF_FAIL (sub_y + sub_height <= next_height, NULL);

  sub_tex = g_new (CoglSubTexture, 1);

  tex = COGL_TEXTURE (sub_tex);

  _cogl_texture_init (tex, ctx, sub_width, sub_height,
                      _cogl_texture_get_format (next_texture),
                      NULL, /* no loader */
                      &cogl_sub_texture_vtable);

  /* If the next texture is also a sub texture we can avoid one level
     of indirection by referencing the full texture of that texture
     instead. */
  if (cogl_is_sub_texture (next_texture))
    {
      CoglSubTexture *other_sub_tex = COGL_SUB_TEXTURE (next_texture);
      full_texture = other_sub_tex->full_texture;
      sub_x += other_sub_tex->sub_x;
      sub_y += other_sub_tex->sub_y;
    }
  else
    full_texture = next_texture;

  sub_tex->next_texture = cogl_object_ref (next_texture);
  sub_tex->full_texture = cogl_object_ref (full_texture);

  sub_tex->sub_x = sub_x;
  sub_tex->sub_y = sub_y;

  return _cogl_sub_texture_object_new (sub_tex);
}

static CoglBool
_cogl_sub_texture_allocate (CoglTexture *tex,
                            CoglError **error)
{
  CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
  CoglBool status = cogl_texture_allocate (sub_tex->full_texture, error);

  _cogl_texture_set_allocated (tex,
                               _cogl_texture_get_format (sub_tex->full_texture),
                               tex->width, tex->height);

  return status;
}

CoglTexture *
cogl_sub_texture_get_parent (CoglSubTexture *sub_texture)
{
  return sub_texture->next_texture;
}

static CoglBool
_cogl_sub_texture_is_sliced (CoglTexture *tex)
{
  CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);

  return cogl_texture_is_sliced (sub_tex->full_texture);
}

static CoglBool
_cogl_sub_texture_can_hardware_repeat (CoglTexture *tex)
{
  CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);

  /* We can hardware repeat if the subtexture actually represents all of the
     of the full texture */
  return (tex->width ==
          cogl_texture_get_width (sub_tex->full_texture) &&
          tex->height ==
          cogl_texture_get_height (sub_tex->full_texture) &&
          _cogl_texture_can_hardware_repeat (sub_tex->full_texture));
}

static void
_cogl_sub_texture_transform_coords_to_gl (CoglTexture *tex,
                                          float *s,
                                          float *t)
{
  CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);

  /* This won't work if the sub texture is not the size of the full
     texture and the coordinates are outside the range [0,1] */
  *s = ((*s * tex->width + sub_tex->sub_x) /
        cogl_texture_get_width (sub_tex->full_texture));
  *t = ((*t * tex->height + sub_tex->sub_y) /
        cogl_texture_get_height (sub_tex->full_texture));

  _cogl_texture_transform_coords_to_gl (sub_tex->full_texture, s, t);
}

static CoglTransformResult
_cogl_sub_texture_transform_quad_coords_to_gl (CoglTexture *tex,
                                               float *coords)
{
  CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);
  int i;

  /* We can't support repeating with this method. In this case
     cogl-primitives will resort to manual repeating */
  for (i = 0; i < 4; i++)
    if (coords[i] < 0.0f || coords[i] > 1.0f)
      return COGL_TRANSFORM_SOFTWARE_REPEAT;

  _cogl_sub_texture_map_quad (sub_tex, coords);

  return _cogl_texture_transform_quad_coords_to_gl (sub_tex->full_texture,
                                                    coords);
}

static CoglBool
_cogl_sub_texture_get_gl_texture (CoglTexture *tex,
                                  GLuint *out_gl_handle,
                                  GLenum *out_gl_target)
{
  CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);

  return cogl_texture_get_gl_texture (sub_tex->full_texture,
                                      out_gl_handle,
                                      out_gl_target);
}

static void
_cogl_sub_texture_gl_flush_legacy_texobj_filters (CoglTexture *tex,
                                                  GLenum min_filter,
                                                  GLenum mag_filter)
{
  CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);

  _cogl_texture_gl_flush_legacy_texobj_filters (sub_tex->full_texture,
                                                min_filter, mag_filter);
}

static void
_cogl_sub_texture_pre_paint (CoglTexture *tex,
                             CoglTexturePrePaintFlags flags)
{
  CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);

  _cogl_texture_pre_paint (sub_tex->full_texture, flags);
}

static void
_cogl_sub_texture_ensure_non_quad_rendering (CoglTexture *tex)
{
}

static CoglBool
_cogl_sub_texture_set_region (CoglTexture *tex,
                              int src_x,
                              int src_y,
                              int dst_x,
                              int dst_y,
                              int dst_width,
                              int dst_height,
                              int level,
                              CoglBitmap *bmp,
                              CoglError **error)
{
  CoglSubTexture  *sub_tex = COGL_SUB_TEXTURE (tex);

  if (level != 0)
    {
      int full_width = cogl_texture_get_width (sub_tex->full_texture);
      int full_height = cogl_texture_get_width (sub_tex->full_texture);

      _COGL_RETURN_VAL_IF_FAIL (sub_tex->sub_x == 0 &&
                                cogl_texture_get_width (tex) == full_width,
                                FALSE);
      _COGL_RETURN_VAL_IF_FAIL (sub_tex->sub_y == 0 &&
                                cogl_texture_get_height (tex) == full_height,
                                FALSE);
    }

  return cogl_texture_set_region_from_bitmap (sub_tex->full_texture,
                                              src_x, src_y,
                                              dst_width, dst_height,
                                              bmp,
                                              dst_x + sub_tex->sub_x,
                                              dst_y + sub_tex->sub_y,
                                              level,
                                              error);
}

static CoglPixelFormat
_cogl_sub_texture_get_format (CoglTexture *tex)
{
  CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);

  return _cogl_texture_get_format (sub_tex->full_texture);
}

static GLenum
_cogl_sub_texture_get_gl_format (CoglTexture *tex)
{
  CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);

  return _cogl_texture_gl_get_format (sub_tex->full_texture);
}

static CoglTextureType
_cogl_sub_texture_get_type (CoglTexture *tex)
{
  CoglSubTexture *sub_tex = COGL_SUB_TEXTURE (tex);

  return _cogl_texture_get_type (sub_tex->full_texture);
}

static const CoglTextureVtable
cogl_sub_texture_vtable =
  {
    FALSE, /* not primitive */
    _cogl_sub_texture_allocate,
    _cogl_sub_texture_set_region,
    NULL, /* get_data */
    _cogl_sub_texture_foreach_sub_texture_in_region,
    _cogl_sub_texture_is_sliced,
    _cogl_sub_texture_can_hardware_repeat,
    _cogl_sub_texture_transform_coords_to_gl,
    _cogl_sub_texture_transform_quad_coords_to_gl,
    _cogl_sub_texture_get_gl_texture,
    _cogl_sub_texture_gl_flush_legacy_texobj_filters,
    _cogl_sub_texture_pre_paint,
    _cogl_sub_texture_ensure_non_quad_rendering,
    _cogl_sub_texture_gl_flush_legacy_texobj_wrap_modes,
    _cogl_sub_texture_get_format,
    _cogl_sub_texture_get_gl_format,
    _cogl_sub_texture_get_type,
    NULL, /* is_foreign */
    NULL /* set_auto_mipmap */
  };