}
static inline void
-render_texture_node (GskGLRenderer *self,
- GskRenderNode *node,
- RenderOpBuilder *builder)
+render_texture_node (GskGLRenderer *self,
+ GskRenderNode *node,
+ RenderOpBuilder *builder)
{
- float min_x = builder->dx + node->bounds.origin.x;
- float min_y = builder->dy + node->bounds.origin.y;
- float max_x = min_x + node->bounds.size.width;
- float max_y = min_y + node->bounds.size.height;
+ const float min_x = builder->dx + node->bounds.origin.x;
+ const float min_y = builder->dy + node->bounds.origin.y;
+ const float max_x = min_x + node->bounds.size.width;
+ const float max_y = min_y + node->bounds.size.height;
GdkTexture *texture = gsk_texture_node_get_texture (node);
int gl_min_filter = GL_NEAREST, gl_mag_filter = GL_NEAREST;
int texture_id;
- const GskRoundedRect *clip = &builder->current_clip;
- graphene_rect_t node_bounds = node->bounds;
- float tx1, ty1, tx2, ty2; /* texture coords */
-
- /* Offset the node position and apply the modelview here already */
- graphene_rect_offset (&node_bounds, builder->dx, builder->dy);
- graphene_matrix_transform_bounds (&builder->current_modelview, &node_bounds, &node_bounds);
get_gl_scaling_filters (node, &gl_min_filter, &gl_mag_filter);
ops_set_program (builder, &self->blit_program);
ops_set_texture (builder, texture_id);
- if (!graphene_rect_contains_rect (&clip->bounds, &node_bounds))
- {
- const float scale_x = node->bounds.size.width / gdk_texture_get_width (texture);
- const float scale_y = node->bounds.size.height / gdk_texture_get_height (texture);
- graphene_matrix_t inverse_transform;
- graphene_rect_t intersection;
- graphene_rect_intersection (&clip->bounds, &node_bounds, &intersection);
-
- /* The texture is completely outside of the current clip bounds */
- if (graphene_rect_equal (&intersection, graphene_rect_zero ()))
- return;
-
- tx1 = (intersection.origin.x - node_bounds.origin.x) / gdk_texture_get_width (texture) / scale_x;
- ty1 = (intersection.origin.y - node_bounds.origin.y) / gdk_texture_get_height (texture) / scale_y;
- tx2 = tx1 + (intersection.size.width / gdk_texture_get_width (texture)) / scale_x;
- ty2 = ty1 + (intersection.size.height / gdk_texture_get_height (texture)) / scale_y;
-
- /* Invert intersection again, since we will apply the modelview once more in the shader */
- graphene_matrix_inverse (&builder->current_modelview, &inverse_transform);
- graphene_matrix_transform_bounds (&inverse_transform, &intersection, &intersection);
-
- min_x = intersection.origin.x;
- min_y = intersection.origin.y;
- max_x = min_x + intersection.size.width;
- max_y = min_y + intersection.size.height;
- }
- else
- {
- /* The whole thing */
- tx1 = 0;
- ty1 = 0;
- tx2 = 1;
- ty2 = 1;
- }
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
- { { min_x, min_y }, { tx1, ty1 }, },
- { { min_x, max_y }, { tx1, ty2 }, },
- { { max_x, min_y }, { tx2, ty1 }, },
+ { { min_x, min_y }, { 0, 0 }, },
+ { { min_x, max_y }, { 0, 1 }, },
+ { { max_x, min_y }, { 1, 0 }, },
- { { max_x, max_y }, { tx2, ty2 }, },
- { { min_x, max_y }, { tx1, ty2 }, },
- { { max_x, min_y }, { tx2, ty1 }, },
+ { { max_x, max_y }, { 1, 1 }, },
+ { { min_x, max_y }, { 0, 1 }, },
+ { { max_x, min_y }, { 1, 0 }, },
});
}