scene: add wlr_scene_buffer_set_source_box
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fdc22449d6
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63040d6744
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@ -94,6 +94,7 @@ struct wlr_scene_buffer {
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// private state
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// private state
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struct wlr_texture *texture;
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struct wlr_texture *texture;
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struct wlr_fbox src_box;
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};
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};
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/** A viewport for an output in the scene-graph */
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/** A viewport for an output in the scene-graph */
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@ -211,6 +212,15 @@ void wlr_scene_rect_set_color(struct wlr_scene_rect *rect, const float color[sta
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struct wlr_scene_buffer *wlr_scene_buffer_create(struct wlr_scene_node *parent,
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struct wlr_scene_buffer *wlr_scene_buffer_create(struct wlr_scene_node *parent,
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struct wlr_buffer *buffer);
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struct wlr_buffer *buffer);
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/**
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* Set the source rectangle describing the region of the buffer which will be
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* sampled to render this node. This allows cropping the buffer.
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*
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* If NULL, the whole buffer is sampled. By default, the source box is NULL.
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*/
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void wlr_scene_buffer_set_source_box(struct wlr_scene_buffer *scene_buffer,
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const struct wlr_fbox *box);
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/**
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/**
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* Add a viewport for the specified output to the scene-graph.
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* Add a viewport for the specified output to the scene-graph.
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*
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*
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@ -266,6 +266,23 @@ struct wlr_scene_buffer *wlr_scene_buffer_create(struct wlr_scene_node *parent,
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return scene_buffer;
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return scene_buffer;
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}
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}
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void wlr_scene_buffer_set_source_box(struct wlr_scene_buffer *scene_buffer,
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const struct wlr_fbox *box) {
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struct wlr_fbox *cur = &scene_buffer->src_box;
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if ((wlr_fbox_empty(box) && wlr_fbox_empty(cur)) ||
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(box != NULL && memcmp(cur, box, sizeof(*box)) == 0)) {
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return;
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}
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if (box != NULL) {
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memcpy(cur, box, sizeof(*box));
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} else {
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memset(cur, 0, sizeof(*cur));
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}
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scene_node_damage_whole(&scene_buffer->node);
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}
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static struct wlr_texture *scene_buffer_get_texture(
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static struct wlr_texture *scene_buffer_get_texture(
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struct wlr_scene_buffer *scene_buffer, struct wlr_renderer *renderer) {
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struct wlr_scene_buffer *scene_buffer, struct wlr_renderer *renderer) {
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struct wlr_client_buffer *client_buffer =
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struct wlr_client_buffer *client_buffer =
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@ -571,20 +588,29 @@ static void render_rect(struct wlr_output *output,
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static void render_texture(struct wlr_output *output,
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static void render_texture(struct wlr_output *output,
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pixman_region32_t *output_damage, struct wlr_texture *texture,
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pixman_region32_t *output_damage, struct wlr_texture *texture,
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const struct wlr_box *box, const float matrix[static 9]) {
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const struct wlr_fbox *src_box, const struct wlr_box *dst_box,
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const float matrix[static 9]) {
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struct wlr_renderer *renderer = wlr_backend_get_renderer(output->backend);
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struct wlr_renderer *renderer = wlr_backend_get_renderer(output->backend);
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assert(renderer);
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assert(renderer);
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struct wlr_fbox default_src_box = {0};
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if (wlr_fbox_empty(src_box)) {
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default_src_box.width = dst_box->width;
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default_src_box.height = dst_box->height;
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src_box = &default_src_box;
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}
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pixman_region32_t damage;
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pixman_region32_t damage;
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pixman_region32_init(&damage);
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pixman_region32_init(&damage);
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pixman_region32_init_rect(&damage, box->x, box->y, box->width, box->height);
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pixman_region32_init_rect(&damage, dst_box->x, dst_box->y,
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dst_box->width, dst_box->height);
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pixman_region32_intersect(&damage, &damage, output_damage);
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pixman_region32_intersect(&damage, &damage, output_damage);
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int nrects;
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int nrects;
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pixman_box32_t *rects = pixman_region32_rectangles(&damage, &nrects);
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pixman_box32_t *rects = pixman_region32_rectangles(&damage, &nrects);
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for (int i = 0; i < nrects; ++i) {
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for (int i = 0; i < nrects; ++i) {
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scissor_output(output, &rects[i]);
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scissor_output(output, &rects[i]);
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wlr_render_texture_with_matrix(renderer, texture, matrix, 1.0);
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wlr_render_subtexture_with_matrix(renderer, texture, src_box, matrix, 1.0);
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}
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}
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pixman_region32_fini(&damage);
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pixman_region32_fini(&damage);
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@ -600,7 +626,7 @@ static void render_node_iterator(struct wlr_scene_node *node,
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struct render_data *data = _data;
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struct render_data *data = _data;
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struct wlr_output *output = data->output;
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struct wlr_output *output = data->output;
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pixman_region32_t *output_damage = data->damage;
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pixman_region32_t *output_damage = data->damage;
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struct wlr_box box = {
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struct wlr_box dst_box = {
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.x = x,
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.x = x,
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.y = y,
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.y = y,
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};
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};
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@ -621,25 +647,25 @@ static void render_node_iterator(struct wlr_scene_node *node,
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return;
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return;
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}
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}
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box.width = surface->current.width;
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dst_box.width = surface->current.width;
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box.height = surface->current.height;
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dst_box.height = surface->current.height;
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scale_box(&box, output->scale);
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scale_box(&dst_box, output->scale);
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enum wl_output_transform transform =
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enum wl_output_transform transform =
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wlr_output_transform_invert(surface->current.transform);
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wlr_output_transform_invert(surface->current.transform);
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wlr_matrix_project_box(matrix, &box, transform, 0.0,
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wlr_matrix_project_box(matrix, &dst_box, transform, 0.0,
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output->transform_matrix);
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output->transform_matrix);
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render_texture(output, output_damage, texture, &box, matrix);
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render_texture(output, output_damage, texture, NULL, &dst_box, matrix);
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break;
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break;
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case WLR_SCENE_NODE_RECT:;
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case WLR_SCENE_NODE_RECT:;
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struct wlr_scene_rect *scene_rect = scene_rect_from_node(node);
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struct wlr_scene_rect *scene_rect = scene_rect_from_node(node);
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box.width = scene_rect->width;
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dst_box.width = scene_rect->width;
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box.height = scene_rect->height;
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dst_box.height = scene_rect->height;
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scale_box(&box, data->output->scale);
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scale_box(&dst_box, data->output->scale);
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render_rect(output, output_damage, scene_rect->color, &box,
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render_rect(output, output_damage, scene_rect->color, &dst_box,
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output->transform_matrix);
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output->transform_matrix);
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break;
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break;
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case WLR_SCENE_NODE_BUFFER:;
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case WLR_SCENE_NODE_BUFFER:;
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@ -651,14 +677,15 @@ static void render_node_iterator(struct wlr_scene_node *node,
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return;
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return;
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}
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}
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box.width = scene_buffer->buffer->width;
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dst_box.width = scene_buffer->buffer->width;
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box.height = scene_buffer->buffer->height;
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dst_box.height = scene_buffer->buffer->height;
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scale_box(&box, data->output->scale);
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scale_box(&dst_box, data->output->scale);
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wlr_matrix_project_box(matrix, &box, WL_OUTPUT_TRANSFORM_NORMAL, 0.0,
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wlr_matrix_project_box(matrix, &dst_box, WL_OUTPUT_TRANSFORM_NORMAL, 0.0,
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output->transform_matrix);
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output->transform_matrix);
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render_texture(output, output_damage, texture, &box, matrix);
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render_texture(output, output_damage, texture, &scene_buffer->src_box,
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&dst_box, matrix);
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break;
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break;
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}
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}
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}
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}
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