cogl-path: Stroke using the vertex attribute API

Previously when stroking a path it was flushing a pipeline and then
directly calling glDrawArrays to draw the line strip from the path
nodes array. This patch changes it to build a CoglVertexArray and a
series of attributes to paint with instead. The vertex array and
attributes are attached to the CoglPath so it can be reused later. The
old vertex array for filling has been renamed to fill_vbo.
This commit is contained in:
Neil Roberts 2010-12-03 11:31:09 +00:00
parent 79732c6641
commit 12b3d21aaa
2 changed files with 143 additions and 70 deletions

View File

@ -79,10 +79,14 @@ struct _CoglPathData
floatVec2 path_nodes_min;
floatVec2 path_nodes_max;
CoglVertexArray *vbo;
CoglIndices *vbo_indices;
unsigned int vbo_n_indices;
CoglVertexAttribute *vbo_attributes[COGL_PATH_N_ATTRIBUTES + 1];
CoglVertexArray *fill_vbo;
CoglIndices *fill_vbo_indices;
unsigned int fill_vbo_n_indices;
CoglVertexAttribute *fill_vbo_attributes[COGL_PATH_N_ATTRIBUTES + 1];
CoglVertexArray *stroke_vbo;
CoglVertexAttribute **stroke_vbo_attributes;
unsigned int stroke_vbo_n_attributes;
};
void

View File

@ -52,28 +52,49 @@
static void _cogl_path_free (CoglPath *path);
static void _cogl_path_build_vbo (CoglPath *path);
static void _cogl_path_build_fill_vbo (CoglPath *path);
static void _cogl_path_build_stroke_vbo (CoglPath *path);
COGL_OBJECT_DEFINE (Path, path);
static void
_cogl_path_data_clear_vbos (CoglPathData *data)
{
int i;
if (data->fill_vbo)
{
cogl_object_unref (data->fill_vbo);
cogl_object_unref (data->fill_vbo_indices);
for (i = 0; i < COGL_PATH_N_ATTRIBUTES; i++)
cogl_object_unref (data->fill_vbo_attributes[i]);
data->fill_vbo = NULL;
}
if (data->stroke_vbo)
{
cogl_object_unref (data->stroke_vbo);
for (i = 0; i < data->stroke_vbo_n_attributes; i++)
cogl_object_unref (data->stroke_vbo_attributes[i]);
g_free (data->stroke_vbo_attributes);
data->stroke_vbo = NULL;
}
}
static void
_cogl_path_data_unref (CoglPathData *data)
{
if (--data->ref_count <= 0)
{
_cogl_path_data_clear_vbos (data);
g_array_free (data->path_nodes, TRUE);
if (data->vbo)
{
int i;
cogl_object_unref (data->vbo);
cogl_object_unref (data->vbo_indices);
for (i = 0; i < COGL_PATH_N_ATTRIBUTES; i++)
cogl_object_unref (data->vbo_attributes[i]);
}
g_slice_free (CoglPathData, data);
}
}
@ -97,23 +118,14 @@ _cogl_path_modify (CoglPath *path)
old_data->path_nodes->data,
old_data->path_nodes->len);
path->data->vbo = COGL_INVALID_HANDLE;
path->data->fill_vbo = COGL_INVALID_HANDLE;
path->data->ref_count = 1;
_cogl_path_data_unref (old_data);
}
/* The path is altered so the vbo will now be invalid */
else if (path->data->vbo)
{
int i;
cogl_object_unref (path->data->vbo);
cogl_object_unref (path->data->vbo_indices);
for (i = 0; i < COGL_PATH_N_ATTRIBUTES; i++)
cogl_object_unref (path->data->vbo_attributes[i]);
path->data->vbo = COGL_INVALID_HANDLE;
}
else if (path->data->fill_vbo)
_cogl_path_data_clear_vbos (path->data);
}
void
@ -183,23 +195,15 @@ _cogl_path_add_node (CoglPath *path,
static void
_cogl_path_stroke_nodes (CoglPath *path)
{
unsigned int path_start = 0;
unsigned long enable_flags = COGL_ENABLE_VERTEX_ARRAY;
CoglPathData *data = path->data;
CoglPipeline *copy = NULL;
CoglPipeline *source;
unsigned int path_start;
int path_num = 0;
CoglPathNode *node;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_journal_flush ();
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
* as the pipeline state) when flushing the clip stack, so should
* always be done first when preparing to draw. */
_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
_cogl_enable (enable_flags);
if (G_UNLIKELY (ctx->legacy_state_set))
{
CoglPipeline *users_source = cogl_get_source ();
@ -219,26 +223,28 @@ _cogl_path_stroke_nodes (CoglPath *path)
source = copy;
}
_cogl_path_build_stroke_vbo (path);
cogl_push_source (source);
_cogl_pipeline_flush_gl_state (source, FALSE, 0);
/* Disable all client texture coordinate arrays */
_cogl_bitmask_clear_all (&ctx->temp_bitmask);
_cogl_disable_other_texcoord_arrays (&ctx->temp_bitmask);
while (path_start < data->path_nodes->len)
for (path_start = 0;
path_start < data->path_nodes->len;
path_start += node->path_size)
{
CoglPathNode *node = &g_array_index (data->path_nodes, CoglPathNode,
path_start);
node = &g_array_index (data->path_nodes, CoglPathNode, path_start);
GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode), &node->x) );
GE( glDrawArrays (GL_LINE_STRIP, 0, node->path_size) );
cogl_draw_vertex_attributes (COGL_VERTICES_MODE_LINE_STRIP,
0, node->path_size,
data->stroke_vbo_attributes[path_num],
NULL);
path_start += node->path_size;
path_num++;
}
cogl_pop_source ();
if (copy)
cogl_object_unref (copy);
}
void
@ -330,13 +336,13 @@ _cogl_path_fill_nodes (CoglPath *path)
}
}
_cogl_path_build_vbo (path);
_cogl_path_build_fill_vbo (path);
_cogl_draw_indexed_vertex_attributes_array (COGL_VERTICES_MODE_TRIANGLES,
0, /* first_vertex */
path->data->vbo_n_indices,
path->data->vbo_indices,
path->data->vbo_attributes);
path->data->fill_vbo_n_indices,
path->data->fill_vbo_indices,
path->data->fill_vbo_attributes);
}
void
@ -962,7 +968,8 @@ cogl2_path_new (void)
data->fill_rule = COGL_PATH_FILL_RULE_EVEN_ODD;
data->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode));
data->last_path = 0;
data->vbo = COGL_INVALID_HANDLE;
data->fill_vbo = COGL_INVALID_HANDLE;
data->stroke_vbo = NULL;
return _cogl_path_object_new (path);
}
@ -1340,7 +1347,7 @@ _cogl_path_tesselator_combine (double coords[3],
}
static void
_cogl_path_build_vbo (CoglPath *path)
_cogl_path_build_fill_vbo (CoglPath *path)
{
CoglPathTesselator tess;
unsigned int path_start = 0;
@ -1348,7 +1355,7 @@ _cogl_path_build_vbo (CoglPath *path)
int i;
/* If we've already got a vbo then we don't need to do anything */
if (data->vbo)
if (data->fill_vbo)
return;
tess.primitive_type = FALSE;
@ -1431,32 +1438,94 @@ _cogl_path_build_vbo (CoglPath *path)
gluDeleteTess (tess.glu_tess);
data->vbo = cogl_vertex_array_new (sizeof (CoglPathTesselatorVertex) *
tess.vertices->len,
tess.vertices->data);
data->fill_vbo = cogl_vertex_array_new (sizeof (CoglPathTesselatorVertex) *
tess.vertices->len,
tess.vertices->data);
g_array_free (tess.vertices, TRUE);
data->vbo_attributes[0] =
cogl_vertex_attribute_new (data->vbo,
data->fill_vbo_attributes[0] =
cogl_vertex_attribute_new (data->fill_vbo,
"cogl_position_in",
sizeof (CoglPathTesselatorVertex),
G_STRUCT_OFFSET (CoglPathTesselatorVertex, x),
2, /* n_components */
COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT);
data->vbo_attributes[1] =
cogl_vertex_attribute_new (data->vbo,
data->fill_vbo_attributes[1] =
cogl_vertex_attribute_new (data->fill_vbo,
"cogl_tex_coord0_in",
sizeof (CoglPathTesselatorVertex),
G_STRUCT_OFFSET (CoglPathTesselatorVertex, s),
2, /* n_components */
COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT);
/* NULL terminator */
data->vbo_attributes[2] = NULL;
data->fill_vbo_attributes[2] = NULL;
data->vbo_indices = cogl_indices_new (tess.indices_type,
tess.indices->data,
tess.indices->len);
data->vbo_n_indices = tess.indices->len;
data->fill_vbo_indices = cogl_indices_new (tess.indices_type,
tess.indices->data,
tess.indices->len);
data->fill_vbo_n_indices = tess.indices->len;
g_array_free (tess.indices, TRUE);
}
static void
_cogl_path_build_stroke_vbo (CoglPath *path)
{
CoglPathData *data = path->data;
unsigned int n_attributes = 0;
unsigned int path_start;
CoglPathNode *node;
floatVec2 *vbo_p;
unsigned int i;
/* If we've already got a cached vbo then we don't need to do anything */
if (data->stroke_vbo)
return;
data->stroke_vbo = cogl_vertex_array_new (data->path_nodes->len *
sizeof (floatVec2),
NULL);
vbo_p = cogl_buffer_map (COGL_BUFFER (data->stroke_vbo),
COGL_BUFFER_ACCESS_WRITE,
COGL_BUFFER_MAP_HINT_DISCARD);
/* Copy the vertices in and count the number of sub paths. Each sub
path will form a separate attribute so we can paint the disjoint
line strips */
for (path_start = 0;
path_start < data->path_nodes->len;
path_start += node->path_size)
{
node = &g_array_index (data->path_nodes, CoglPathNode, path_start);
for (i = 0; i < node->path_size; i++)
{
vbo_p[path_start + i].x = node[i].x;
vbo_p[path_start + i].y = node[i].y;
}
n_attributes++;
}
cogl_buffer_unmap (COGL_BUFFER (data->stroke_vbo));
data->stroke_vbo_attributes = g_new (CoglVertexAttribute *, n_attributes);
/* Now we can loop the sub paths again to create the attributes */
for (i = 0, path_start = 0;
path_start < data->path_nodes->len;
i++, path_start += node->path_size)
{
node = &g_array_index (data->path_nodes, CoglPathNode, path_start);
data->stroke_vbo_attributes[i] =
cogl_vertex_attribute_new (data->stroke_vbo,
"cogl_position_in",
sizeof (floatVec2),
path_start * sizeof (floatVec2),
2, /* n_components */
COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT);
}
data->stroke_vbo_n_attributes = n_attributes;
}