scene: iterate nodes instead of surfaces when rendering

This will allow us to create node types which are rendered but not
surface-based, such as a solid color or image.
This commit is contained in:
Devin J. Pohly 2021-08-13 15:18:29 -05:00 committed by Simon Ser
parent b0972a94c3
commit 526652a554
2 changed files with 49 additions and 18 deletions

View File

@ -67,6 +67,9 @@ struct wlr_scene_surface {
struct wl_listener surface_destroy;
};
typedef void (*wlr_scene_node_iterator_func_t)(struct wlr_scene_node *node,
int sx, int sy, void *data);
/**
* Immediately destroy the scene-graph node.
*/

View File

@ -270,12 +270,20 @@ struct render_data {
pixman_region32_t *damage;
};
static void render_surface_iterator(struct wlr_surface *surface,
static void render_node_iterator(struct wlr_scene_node *node,
int x, int y, void *_data) {
struct render_data *data = _data;
struct wlr_output *output = data->output;
pixman_region32_t *output_damage = data->damage;
switch (node->type) {
case WLR_SCENE_NODE_ROOT:;
/* Root node has nothing to render itself */
break;
case WLR_SCENE_NODE_SURFACE:;
struct wlr_scene_surface *scene_surface = scene_surface_from_node(node);
struct wlr_surface *surface = scene_surface->surface;
struct wlr_texture *texture = wlr_surface_get_texture(surface);
if (texture == NULL) {
return;
@ -296,6 +304,26 @@ static void render_surface_iterator(struct wlr_surface *surface,
output->transform_matrix);
render_texture(output, output_damage, texture, &box, matrix);
break;
}
}
static void scene_node_for_each_node(struct wlr_scene_node *node,
int lx, int ly, wlr_scene_node_iterator_func_t user_iterator,
void *user_data) {
if (!node->state.enabled) {
return;
}
lx += node->state.x;
ly += node->state.y;
user_iterator(node, lx, ly, user_data);
struct wlr_scene_node *child;
wl_list_for_each(child, &node->state.children, state.link) {
scene_node_for_each_node(child, lx, ly, user_iterator, user_data);
}
}
void wlr_scene_render_output(struct wlr_scene *scene, struct wlr_output *output,
@ -315,8 +343,8 @@ void wlr_scene_render_output(struct wlr_scene *scene, struct wlr_output *output,
.output = output,
.damage = damage,
};
scene_node_for_each_surface(&scene->node, lx, ly,
render_surface_iterator, &data);
scene_node_for_each_node(&scene->node, lx, ly,
render_node_iterator, &data);
wlr_renderer_scissor(renderer, NULL);
}