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Diffstat (limited to 'src/compositor/clutter-utils.c')
-rw-r--r-- | src/compositor/clutter-utils.c | 188 |
1 files changed, 0 insertions, 188 deletions
diff --git a/src/compositor/clutter-utils.c b/src/compositor/clutter-utils.c deleted file mode 100644 index 86d788562..000000000 --- a/src/compositor/clutter-utils.c +++ /dev/null @@ -1,188 +0,0 @@ -/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ -/* - * Utilities for use with Cogl - * - * Copyright 2010 Red Hat, Inc. - * Copyright 2010 Intel Corporation - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License as - * published by the Free Software Foundation; either version 2 of the - * License, or (at your option) any later version. - * - * This program 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 - * General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, see <http://www.gnu.org/licenses/>. - */ - -#include "config.h" - -#include "compositor/clutter-utils.h" - -#include <math.h> - -/* This file uses pixel-aligned region computation to determine what - * can be clipped out. This only really works if everything is aligned - * to the pixel grid - not scaled or rotated and at integer offsets. - * - * (This could be relaxed - if we turned off filtering for unscaled - * windows then windows would be, by definition aligned to the pixel - * grid. And for rectangular windows without a shape, the outline that - * we draw for an unrotated window is always a rectangle because we - * don't use antialasing for the window boundary - with or without - * filtering, with or without a scale. But figuring out exactly - * what pixels will be drawn by the graphics system in these cases - * gets tricky, so we just go for the easiest part - no scale, - * and at integer offsets.) - * - * The way we check for pixel-aligned is by looking at the - * transformation into screen space of the allocation box of an actor - * and and checking if the corners are "close enough" to integral - * pixel values. - */ - -/* The definition of "close enough" to integral pixel values is - * equality when we convert to 24.8 fixed-point. - */ -static inline int -round_to_fixed (float x) -{ - return roundf (x * 256); -} - -/* Help macros to scale from OpenGL <-1,1> coordinates system to - * window coordinates ranging [0,window-size]. Borrowed from clutter-utils.c - */ -#define MTX_GL_SCALE_X(x,w,v1,v2) ((((((x) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2)) -#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - (((((y) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2)) - -/* This helper function checks if (according to our fixed point precision) - * the vertices @verts form a box of width @widthf and height @heightf - * located at integral coordinates. These coordinates are returned - * in @x_origin and @y_origin. - */ -gboolean -meta_actor_vertices_are_untransformed (graphene_point3d_t *verts, - float widthf, - float heightf, - int *x_origin, - int *y_origin) -{ - int width, height; - int v0x, v0y, v1x, v1y, v2x, v2y, v3x, v3y; - int x, y; - - width = round_to_fixed (widthf); - height = round_to_fixed (heightf); - - v0x = round_to_fixed (verts[0].x); v0y = round_to_fixed (verts[0].y); - v1x = round_to_fixed (verts[1].x); v1y = round_to_fixed (verts[1].y); - v2x = round_to_fixed (verts[2].x); v2y = round_to_fixed (verts[2].y); - v3x = round_to_fixed (verts[3].x); v3y = round_to_fixed (verts[3].y); - - /* Using shifting for converting fixed => int, gets things right for - * negative values. / 256. wouldn't do the same - */ - x = v0x >> 8; - y = v0y >> 8; - - /* At integral coordinates? */ - if (x * 256 != v0x || y * 256 != v0y) - return FALSE; - - /* Not scaled? */ - if (v1x - v0x != width || v2y - v0y != height) - return FALSE; - - /* Not rotated/skewed? */ - if (v0x != v2x || v0y != v1y || - v3x != v1x || v3y != v2y) - return FALSE; - - if (x_origin) - *x_origin = x; - if (y_origin) - *y_origin = y; - - return TRUE; -} - -/** - * meta_actor_painting_untransformed: - * @paint_width: the width of the painted area - * @paint_height: the height of the painted area - * @sample_width: the width of the sampled area of the texture - * @sample_height: the height of the sampled area of the texture - * @x_origin: if the transform is only an integer translation - * then the X coordinate of the location of the origin under the transformation - * from drawing space to screen pixel space is returned here. - * @y_origin: if the transform is only an integer translation - * then the X coordinate of the location of the origin under the transformation - * from drawing space to screen pixel space is returned here. - * - * Determines if the current painting transform is an integer translation. - * This can differ from the result of meta_actor_is_untransformed() when - * painting an actor if we're inside a inside a clone paint. @paint_width - * and @paint_height are used to determine the vertices of the rectangle - * we check to see if the painted area is "close enough" to the integer - * transform. - */ -gboolean -meta_actor_painting_untransformed (CoglFramebuffer *fb, - int paint_width, - int paint_height, - int sample_width, - int sample_height, - int *x_origin, - int *y_origin) -{ - graphene_matrix_t modelview, projection, modelview_projection; - graphene_point3d_t vertices[4]; - float viewport[4]; - int i; - - cogl_framebuffer_get_modelview_matrix (fb, &modelview); - cogl_framebuffer_get_projection_matrix (fb, &projection); - - graphene_matrix_multiply (&modelview, - &projection, - &modelview_projection); - - vertices[0].x = 0; - vertices[0].y = 0; - vertices[0].z = 0; - vertices[1].x = paint_width; - vertices[1].y = 0; - vertices[1].z = 0; - vertices[2].x = 0; - vertices[2].y = paint_height; - vertices[2].z = 0; - vertices[3].x = paint_width; - vertices[3].y = paint_height; - vertices[3].z = 0; - - cogl_framebuffer_get_viewport4fv (fb, viewport); - - for (i = 0; i < 4; i++) - { - float w = 1; - cogl_graphene_matrix_project_point (&modelview_projection, - &vertices[i].x, - &vertices[i].y, - &vertices[i].z, - &w); - vertices[i].x = MTX_GL_SCALE_X (vertices[i].x, w, - viewport[2], viewport[0]); - vertices[i].y = MTX_GL_SCALE_Y (vertices[i].y, w, - viewport[3], viewport[1]); - } - - return meta_actor_vertices_are_untransformed (vertices, - sample_width, sample_height, - x_origin, y_origin); -} - |