2007-12-24 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/cogl/cogl.h: Update cogl_clip_set() to accept the clip components as ClutterFixed values * clutter/cogl/gl/cogl.c (cogl_clip_set): Update the GL implementation of cogl_clip_set() * clutter/cogl/gles/cogl.c: (cogl_rectangle_internal): Provide an internal, inlined rectangle drawing function using fixed point values, to be shared by cogl_clip_set() and cogl_rectangle() (cogl_clip_set), (cogl_rectangle): Update the GLES implementation of cogl_clip_set() and cogl_rectangle() to use the new internal rectangle drawing function * clutter/clutter-actor.c: Make the clip an array of ClutterUnit values instead of pixel-based; this allows higher precision and device independence (_clutter_actor_apply_modelview_transform): Pass the clip components converting from units to fixed point values, using the new cogl_clip_set() signature (clutter_actor_get_property), (clutter_actor_set_clip), (clutter_actor_get_clip): Update the accessors of the clip property
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ChangeLog
29
ChangeLog
@ -1,3 +1,32 @@
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2007-12-24 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/cogl/cogl.h: Update cogl_clip_set() to accept the
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clip components as ClutterFixed values
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* clutter/cogl/gl/cogl.c (cogl_clip_set): Update the GL implementation
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of cogl_clip_set()
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* clutter/cogl/gles/cogl.c:
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(cogl_rectangle_internal): Provide an internal, inlined rectangle
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drawing function using fixed point values, to be shared by
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cogl_clip_set() and cogl_rectangle()
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(cogl_clip_set), (cogl_rectangle): Update the GLES implementation
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of cogl_clip_set() and cogl_rectangle() to use the new internal
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rectangle drawing function
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* clutter/clutter-actor.c: Make the clip an array of ClutterUnit
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values instead of pixel-based; this allows higher precision and
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device independence
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(_clutter_actor_apply_modelview_transform): Pass the clip
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components converting from units to fixed point values, using
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the new cogl_clip_set() signature
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(clutter_actor_get_property), (clutter_actor_set_clip),
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(clutter_actor_get_clip): Update the accessors of the clip
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property
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2007-12-21 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-actor.h: Remove the unused ::set_depth() and
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@ -151,29 +151,53 @@
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static guint32 __id = 0;
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typedef struct _ShaderData ShaderData;
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#define CLUTTER_ACTOR_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
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typedef struct _ShaderData ShaderData;
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struct _ClutterActorPrivate
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{
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ClutterActorBox coords;
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ClutterGeometry clip; /* FIXME: Should be Units */
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ClutterUnit clip[4];
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guint has_clip : 1;
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ClutterFixed rxang, ryang, rzang; /* Rotation*/
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ClutterUnit rzx, rzy, rxy, rxz, ryx, ryz;
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/* Rotation angles */
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ClutterFixed rxang;
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ClutterFixed ryang;
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ClutterFixed rzang;
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/* Rotation center: X axis */
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ClutterUnit rxy;
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ClutterUnit rxz;
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/* Rotation center: Y axis */
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ClutterUnit ryx;
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ClutterUnit ryz;
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/* Rotation center: Z axis */
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ClutterUnit rzx;
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ClutterUnit rzy;
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/* Anchor point coordinates */
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ClutterUnit anchor_x;
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ClutterUnit anchor_y;
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/* depth */
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ClutterUnit z;
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guint8 opacity;
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ClutterActor *parent_actor;
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gchar *name;
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ClutterFixed scale_x, scale_y;
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guint32 id; /* Unique ID */
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ClutterFixed scale_x;
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ClutterFixed scale_y;
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ShaderData *shader_data;
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ClutterUnit anchor_x, anchor_y;
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};
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enum
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@ -841,7 +865,10 @@ _clutter_actor_apply_modelview_transform (ClutterActor * self)
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cogl_translatex (0, 0, priv->z);
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if (priv->has_clip)
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cogl_clip_set (&(priv->clip));
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cogl_clip_set (CLUTTER_UNITS_TO_FIXED (priv->clip[0]),
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CLUTTER_UNITS_TO_FIXED (priv->clip[1]),
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CLUTTER_UNITS_TO_FIXED (priv->clip[2]),
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CLUTTER_UNITS_TO_FIXED (priv->clip[3]));
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}
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/* Recursively applies the transforms associated with this actor and
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@ -1223,7 +1250,16 @@ clutter_actor_get_property (GObject *object,
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g_value_set_boolean (value, priv->has_clip);
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break;
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case PROP_CLIP:
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g_value_set_boxed (value, &(priv->clip));
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{
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ClutterGeometry clip = { 0, };
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clip.x = CLUTTER_UNITS_TO_DEVICE (priv->clip[0]);
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clip.y = CLUTTER_UNITS_TO_DEVICE (priv->clip[1]);
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clip.width = CLUTTER_UNITS_TO_DEVICE (priv->clip[2]);
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clip.height = CLUTTER_UNITS_TO_DEVICE (priv->clip[3]);
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g_value_set_boxed (value, &clip);
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}
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break;
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case PROP_SCALE_X:
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g_value_set_double (value, CLUTTER_FIXED_TO_DOUBLE (priv->scale_x));
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@ -3366,18 +3402,18 @@ clutter_actor_set_clip (ClutterActor *self,
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gint width,
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gint height)
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{
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ClutterGeometry *clip;
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ClutterActorPrivate *priv;
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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clip = &(self->priv->clip);
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priv = self->priv;
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clip->x = xoff;
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clip->y = yoff;
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clip->width = width;
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clip->height = height;
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priv->clip[0] = CLUTTER_UNITS_FROM_DEVICE (xoff);
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priv->clip[1] = CLUTTER_UNITS_FROM_DEVICE (yoff);
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priv->clip[2] = CLUTTER_UNITS_FROM_DEVICE (width);
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priv->clip[3] = CLUTTER_UNITS_FROM_DEVICE (height);
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self->priv->has_clip = TRUE;
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priv->has_clip = TRUE;
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g_object_notify (G_OBJECT (self), "has-clip");
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g_object_notify (G_OBJECT (self), "clip");
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@ -3437,7 +3473,6 @@ clutter_actor_get_clip (ClutterActor *self,
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gint *height)
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{
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ClutterActorPrivate *priv;
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ClutterGeometry clip = { 0, };
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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@ -3446,16 +3481,17 @@ clutter_actor_get_clip (ClutterActor *self,
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if (!priv->has_clip)
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return;
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clip = priv->clip;
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if (xoff)
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*xoff = clip.x;
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*xoff = CLUTTER_UNITS_TO_DEVICE (priv->clip[0]);
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if (yoff)
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*yoff = clip.y;
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*yoff = CLUTTER_UNITS_TO_DEVICE (priv->clip[1]);
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if (width)
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*width = clip.width;
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*width = CLUTTER_UNITS_TO_DEVICE (priv->clip[2]);
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if (height)
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*height = clip.height;
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*height = CLUTTER_UNITS_TO_DEVICE (priv->clip[3]);
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}
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/**
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cogl_color (const ClutterColor *color);
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void
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cogl_clip_set (const ClutterGeometry *clip);
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cogl_clip_set (ClutterFixed x_offset,
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ClutterFixed y_offset,
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ClutterFixed width,
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ClutterFixed height);
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void
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cogl_clip_unset (void);
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@ -299,7 +299,10 @@ cogl_color (const ClutterColor *color)
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}
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void
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cogl_clip_set (const ClutterGeometry *clip)
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cogl_clip_set (ClutterFixed x_offset,
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ClutterFixed y_offset,
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ClutterFixed width,
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ClutterFixed height)
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{
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GE( glEnable (GL_STENCIL_TEST) );
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@ -311,13 +314,13 @@ cogl_clip_set (const ClutterGeometry *clip)
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GE( glColor3f (1.0f, 1.0f, 1.0f) );
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GE( glRecti (clip->x,
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clip->y,
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clip->x + clip->width,
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clip->y + clip->height) );
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GE( glRectf (CLUTTER_FIXED_TO_FLOAT (x_offset),
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CLUTTER_FIXED_TO_FLOAT (y_offset),
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CLUTTER_FIXED_TO_FLOAT (x_offset + width),
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CLUTTER_FIXED_TO_FLOAT (y_offset + height)) );
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GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
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; GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
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GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
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}
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void
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#endif
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}
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static inline void
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cogl_rectangle_internal (ClutterFixed x,
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ClutterFixed y,
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ClutterFixed width,
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ClutterFixed height)
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{
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GLfixed rect_verts[4] = {
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x, y,
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x + width, y,
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x, y + height,
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x + width, y + height
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};
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GE( glEnableClientState (GL_VERTEX_ARRAY) );
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GE( glVertexPointer (2, GL_FIXED, 0, rect_verts) );
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GE( glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
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GE( glDisableClientState (GL_VERTEX_ARRAY) );
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}
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void
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cogl_clip_set (const ClutterGeometry *clip)
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cogl_clip_set (ClutterFixed x_offset,
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ClutterFixed y_offset,
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ClutterFixed width,
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ClutterFixed height)
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{
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GE( glEnable (GL_STENCIL_TEST) );
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@ -275,8 +297,8 @@ cogl_clip_set (const ClutterGeometry *clip)
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GE( glColor4x (CFX_ONE, CFX_ONE, CFX_ONE, CFX_ONE ) );
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cogl_rectangle (clip->x, clip->y, clip->width, clip->height);
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cogl_rectangle_internal (x_offset, y_offset, width, height);
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GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
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GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
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}
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@ -432,23 +454,15 @@ cogl_texture_sub_image_2d (COGLenum target,
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}
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void
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cogl_rectangle (gint x, gint y, guint width, guint height)
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cogl_rectangle (gint x,
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gint y,
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guint width,
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guint height)
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{
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#define FIX CLUTTER_INT_TO_FIXED
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GLfixed rect_verts[] = {
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FIX(x), FIX(y),
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FIX((x + width)), FIX(y),
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FIX(x), FIX((y + height)),
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FIX((x + width)), FIX((y + height)),
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};
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#undef FIX
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GE( glEnableClientState(GL_VERTEX_ARRAY) );
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GE( glVertexPointer(2, GL_FIXED, 0, rect_verts) );
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GE( glDrawArrays(GL_TRIANGLE_STRIP, 0, 4) );
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GE( glDisableClientState(GL_VERTEX_ARRAY) );
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cogl_rectangle_internal (CLUTTER_INT_TO_FIXED (x),
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CLUTTER_INT_TO_FIXED (y),
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CLUTTER_INT_TO_FIXED (width),
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CLUTTER_INT_TO_FIXED (height));
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}
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/* FIXME: Should use ClutterReal or Fixed */
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