renderer: Remove render_texture from Frame
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7a7f1217d8
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011a7da665
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@ -22,6 +22,7 @@
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- All winit backend internal event types now use `WinitInput` as the backend type.
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- `WinitEventLoop::dispatch_new_events` is now used to receive some `WinitEvent`s.
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- Added `TabletToolType::Unknown` as an option for tablet events
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- `render_texture` was removed from `Frame`, use `render_texture_at` or `render_texture_from_to` instead or use `Gles2Renderer::render_texture` as a direct replacement.
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### Additions
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@ -11,7 +11,7 @@ use std::sync::{
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};
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use std::{collections::HashSet, os::raw::c_char};
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use cgmath::{prelude::*, Matrix3, Vector2};
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use cgmath::{prelude::*, Matrix3, Vector2, Vector3};
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mod shaders;
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mod version;
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@ -26,7 +26,7 @@ use crate::backend::egl::{
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EGLContext, EGLSurface, MakeCurrentError,
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};
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use crate::backend::SwapBuffersError;
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use crate::utils::{Buffer, Physical, Size};
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use crate::utils::{Buffer, Physical, Rectangle, Size};
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#[cfg(all(feature = "wayland_frontend", feature = "use_system_lib"))]
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use super::ImportEgl;
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@ -35,8 +35,6 @@ use super::{ImportDma, ImportShm};
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#[cfg(all(feature = "wayland_frontend", feature = "use_system_lib"))]
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use crate::backend::egl::{display::EGLBufferReader, Format as EGLFormat};
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#[cfg(feature = "wayland_frontend")]
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use crate::utils::Rectangle;
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#[cfg(feature = "wayland_frontend")]
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use wayland_server::protocol::{wl_buffer, wl_shm};
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use slog::{debug, error, info, o, trace, warn};
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@ -515,8 +513,8 @@ impl Gles2Renderer {
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logger: log,
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_not_send: std::ptr::null_mut(),
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};
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renderer.downscale_filter(TextureFilter::Nearest);
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renderer.upscale_filter(TextureFilter::Linear);
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renderer.downscale_filter(TextureFilter::Nearest)?;
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renderer.upscale_filter(TextureFilter::Linear)?;
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renderer.egl.unbind()?;
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Ok(renderer)
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}
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@ -1013,25 +1011,32 @@ impl Renderer for Gles2Renderer {
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fn downscale_filter(&mut self, filter: TextureFilter) -> Result<(), Self::Error> {
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self.make_current()?;
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unsafe {
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self.gl.TexParameteri(ffi::TEXTURE_2D, ffi::TEXTURE_MIN_FILTER, match filter {
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self.gl.TexParameteri(
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ffi::TEXTURE_2D,
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ffi::TEXTURE_MIN_FILTER,
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match filter {
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TextureFilter::Nearest => ffi::NEAREST as i32,
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TextureFilter::Linear => ffi::LINEAR as i32,
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});
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},
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);
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}
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Ok(())
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}
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fn upscale_filter(&mut self, filter: TextureFilter) -> Result<(), Self::Error> {
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self.make_current()?;
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unsafe {
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self.gl.TexParameteri(ffi::TEXTURE_2D, ffi::TEXTURE_MAG_FILTER, match filter {
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self.gl.TexParameteri(
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ffi::TEXTURE_2D,
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ffi::TEXTURE_MAG_FILTER,
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match filter {
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TextureFilter::Nearest => ffi::NEAREST as i32,
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TextureFilter::Linear => ffi::LINEAR as i32,
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});
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},
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);
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}
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Ok(())
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}
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fn render<F, R>(
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&mut self,
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size: Size<i32, Physical>,
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@ -1125,13 +1130,60 @@ impl Frame for Gles2Frame {
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Ok(())
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}
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fn render_texture(
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fn render_texture_from_to(
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&mut self,
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tex: &Self::TextureId,
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texture: &Self::TextureId,
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src: Rectangle<i32, Buffer>,
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dest: Rectangle<f64, Physical>,
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transform: Transform,
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alpha: f32,
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) -> Result<(), Self::Error> {
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let mut mat = Matrix3::<f32>::identity();
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// position and scale
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mat = mat * Matrix3::from_translation(Vector2::new(dest.loc.x as f32, dest.loc.y as f32));
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mat = mat * Matrix3::from_nonuniform_scale(dest.size.w as f32, dest.size.h as f32);
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//apply surface transformation
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mat = mat * Matrix3::from_translation(Vector2::new(0.5, 0.5));
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if transform == Transform::Normal {
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assert_eq!(mat, mat * transform.invert().matrix());
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assert_eq!(transform.matrix(), Matrix3::<f32>::identity());
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}
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mat = mat * transform.invert().matrix();
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mat = mat * Matrix3::from_translation(Vector2::new(-0.5, -0.5));
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// this matrix should be regular, we can expect invert to succeed
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let tex_size = texture.size();
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let texture_mat = Matrix3::from_nonuniform_scale(tex_size.w as f32, tex_size.h as f32)
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.invert()
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.unwrap();
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let verts = [
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(texture_mat * Vector3::new((src.loc.x + src.size.w) as f32, src.loc.y as f32, 0.0)).truncate(), // top-right
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(texture_mat * Vector3::new(src.loc.x as f32, src.loc.y as f32, 0.0)).truncate(), // top-left
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(texture_mat
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* Vector3::new(
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(src.loc.x + src.size.w) as f32,
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(src.loc.y + src.size.h) as f32,
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0.0,
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))
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.truncate(), // bottom-right
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(texture_mat * Vector3::new(src.loc.x as f32, (src.loc.y + src.size.h) as f32, 0.0)).truncate(), // bottom-left
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];
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self.render_texture(texture, mat, verts, alpha)
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}
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}
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impl Gles2Frame {
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/// Render a texture to the current target using given projection matrix and alpha.
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/// The given vertices are used to source the texture. This is mostly useful for cropping the texture.
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pub fn render_texture(
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&mut self,
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tex: &Gles2Texture,
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mut matrix: Matrix3<f32>,
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tex_coords: [Vector2<f32>; 4],
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alpha: f32,
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) -> Result<(), Self::Error> {
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) -> Result<(), Gles2Error> {
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//apply output transformation
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matrix = self.current_projection * matrix;
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@ -14,7 +14,7 @@ use crate::utils::{Buffer, Physical, Point, Rectangle, Size};
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#[cfg(feature = "wayland_frontend")]
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use crate::wayland::compositor::SurfaceData;
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use cgmath::{prelude::*, Matrix3, Vector2, Vector3};
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use cgmath::Matrix3;
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#[cfg(feature = "wayland_frontend")]
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use wayland_server::protocol::{wl_buffer, wl_shm};
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@ -172,15 +172,6 @@ pub trait Frame {
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/// This operation is only valid in between a `begin` and `finish`-call.
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/// If called outside this operation may error-out, do nothing or modify future rendering results in any way.
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fn clear(&mut self, color: [f32; 4]) -> Result<(), Self::Error>;
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/// Render a texture to the current target using given projection matrix and alpha.
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/// The given vertices are used to source the texture. This is mostly useful for cropping the texture.
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fn render_texture(
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&mut self,
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texture: &Self::TextureId,
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matrix: Matrix3<f32>,
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tex_coords: [Vector2<f32>; 4],
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alpha: f32,
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) -> Result<(), Self::Error>;
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/// Render a texture to the current target as a flat 2d-plane at a given
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/// position and applying the given transformation with the given alpha value.
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@ -218,41 +209,7 @@ pub trait Frame {
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dest: Rectangle<f64, Physical>,
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transform: Transform,
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alpha: f32,
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) -> Result<(), Self::Error> {
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let mut mat = Matrix3::<f32>::identity();
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// position and scale
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mat = mat * Matrix3::from_translation(Vector2::new(dest.loc.x as f32, dest.loc.y as f32));
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mat = mat * Matrix3::from_nonuniform_scale(dest.size.w as f32, dest.size.h as f32);
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//apply surface transformation
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mat = mat * Matrix3::from_translation(Vector2::new(0.5, 0.5));
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if transform == Transform::Normal {
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assert_eq!(mat, mat * transform.invert().matrix());
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assert_eq!(transform.matrix(), Matrix3::<f32>::identity());
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}
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mat = mat * transform.invert().matrix();
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mat = mat * Matrix3::from_translation(Vector2::new(-0.5, -0.5));
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// this matrix should be regular, we can expect invert to succeed
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let tex_size = texture.size();
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let texture_mat = Matrix3::from_nonuniform_scale(tex_size.w as f32, tex_size.h as f32)
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.invert()
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.unwrap();
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let verts = [
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(texture_mat * Vector3::new((src.loc.x + src.size.w) as f32, src.loc.y as f32, 0.0)).truncate(), // top-right
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(texture_mat * Vector3::new(src.loc.x as f32, src.loc.y as f32, 0.0)).truncate(), // top-left
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(texture_mat
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* Vector3::new(
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(src.loc.x + src.size.w) as f32,
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(src.loc.y + src.size.h) as f32,
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0.0,
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))
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.truncate(), // bottom-right
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(texture_mat * Vector3::new(src.loc.x as f32, (src.loc.y + src.size.h) as f32, 0.0)).truncate(), // bottom-left
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];
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self.render_texture(texture, mat, verts, alpha)
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}
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) -> Result<(), Self::Error>;
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}
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/// Abstraction of commonly used rendering operations for compositors.
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