1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
|
/* -*- 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 (ClutterVertex *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;
}
/* Check if an actor is "untransformed" - which actually means transformed by
* at most a integer-translation. The integer translation, if any, is returned.
*/
gboolean
meta_actor_is_untransformed (ClutterActor *actor,
int *x_origin,
int *y_origin)
{
gfloat widthf, heightf;
ClutterVertex verts[4];
clutter_actor_get_size (actor, &widthf, &heightf);
clutter_actor_get_abs_allocation_vertices (actor, verts);
return meta_actor_vertices_are_untransformed (verts, widthf, heightf, x_origin, y_origin);
}
/**
* meta_actor_painting_untransformed:
* @paint_width: the width of the painted area
* @paint_height: the height of the painted area
* @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 *x_origin,
int *y_origin)
{
CoglMatrix modelview, projection, modelview_projection;
ClutterVertex vertices[4];
float viewport[4];
int i;
cogl_framebuffer_get_modelview_matrix (fb, &modelview);
cogl_framebuffer_get_projection_matrix (fb, &projection);
cogl_matrix_multiply (&modelview_projection,
&projection,
&modelview);
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_matrix_transform_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, paint_width, paint_height, x_origin, y_origin);
}
|