[cogl-primitives] Get rid of driver specific cogl-primitives code
These files were practically identical, except the gles code had additional support for filling paths without a stencil buffer. All the driver code has now been moved into cogl/cogl-primitives.c
This commit is contained in:
parent
8ba13d6495
commit
c52d878032
@ -39,6 +39,10 @@
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#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
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#ifdef HAVE_COGL_GL
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#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
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#endif
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typedef struct _TextureSlicedQuadState
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{
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@ -62,12 +66,6 @@ typedef struct _TextureSlicedPolygonState
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int stride;
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} TextureSlicedPolygonState;
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/* these are defined in the particular backend */
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void _cogl_path_add_node (gboolean new_sub_path,
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float x,
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float y);
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void _cogl_path_fill_nodes ();
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void _cogl_path_stroke_nodes ();
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static void
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log_quad_sub_textures_cb (CoglHandle texture_handle,
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@ -1019,6 +1017,484 @@ cogl_polygon (CoglTextureVertex *vertices,
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g_array_set_size (ctx->logged_vertices, 0);
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}
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static void
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_cogl_path_add_node (gboolean new_sub_path,
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float x,
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float y)
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{
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CoglPathNode new_node;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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new_node.x = x;
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new_node.y = y;
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new_node.path_size = 0;
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if (new_sub_path || ctx->path_nodes->len == 0)
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ctx->last_path = ctx->path_nodes->len;
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g_array_append_val (ctx->path_nodes, new_node);
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g_array_index (ctx->path_nodes, CoglPathNode, ctx->last_path).path_size++;
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if (ctx->path_nodes->len == 1)
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{
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ctx->path_nodes_min.x = ctx->path_nodes_max.x = x;
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ctx->path_nodes_min.y = ctx->path_nodes_max.y = y;
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}
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else
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{
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if (x < ctx->path_nodes_min.x) ctx->path_nodes_min.x = x;
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if (x > ctx->path_nodes_max.x) ctx->path_nodes_max.x = x;
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if (y < ctx->path_nodes_min.y) ctx->path_nodes_min.y = y;
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if (y > ctx->path_nodes_max.y) ctx->path_nodes_max.y = y;
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}
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}
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static void
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_cogl_path_stroke_nodes (void)
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{
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unsigned int path_start = 0;
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unsigned long enable_flags = COGL_ENABLE_VERTEX_ARRAY;
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CoglMaterialFlushOptions options;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_journal_flush ();
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/* NB: _cogl_draw_buffer_flush_state may disrupt various state (such
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* as the material state) when flushing the clip stack, so should
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* always be done first when preparing to draw. */
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_cogl_draw_buffer_flush_state (_cogl_get_draw_buffer (), 0);
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enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
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cogl_enable (enable_flags);
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options.flags = COGL_MATERIAL_FLUSH_DISABLE_MASK;
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/* disable all texture layers */
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options.disable_layers = (guint32)~0;
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_cogl_material_flush_gl_state (ctx->source_material, &options);
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while (path_start < ctx->path_nodes->len)
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{
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CoglPathNode *path = &g_array_index (ctx->path_nodes, CoglPathNode,
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path_start);
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GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
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(guchar *) path
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+ G_STRUCT_OFFSET (CoglPathNode, x)) );
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GE( glDrawArrays (GL_LINE_STRIP, 0, path->path_size) );
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path_start += path->path_size;
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}
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}
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static void
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_cogl_path_get_bounds (floatVec2 nodes_min,
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floatVec2 nodes_max,
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float *bounds_x,
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float *bounds_y,
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float *bounds_w,
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float *bounds_h)
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{
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*bounds_x = nodes_min.x;
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*bounds_y = nodes_min.y;
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*bounds_w = nodes_max.x - *bounds_x;
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*bounds_h = nodes_max.y - *bounds_y;
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}
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void
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_cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
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floatVec2 nodes_max,
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unsigned int path_size,
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CoglPathNode *path,
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gboolean merge)
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{
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unsigned int path_start = 0;
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unsigned int sub_path_num = 0;
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float bounds_x;
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float bounds_y;
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float bounds_w;
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float bounds_h;
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unsigned long enable_flags = COGL_ENABLE_VERTEX_ARRAY;
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CoglHandle prev_source;
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int i;
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CoglHandle draw_buffer = _cogl_get_draw_buffer ();
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CoglMatrixStack *modelview_stack =
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_cogl_draw_buffer_get_modelview_stack (draw_buffer);
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CoglMatrixStack *projection_stack =
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_cogl_draw_buffer_get_projection_stack (draw_buffer);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* We don't track changes to the stencil buffer in the journal
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* so we need to flush any batched geometry first */
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_cogl_journal_flush ();
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/* NB: _cogl_draw_buffer_flush_state may disrupt various state (such
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* as the material state) when flushing the clip stack, so should
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* always be done first when preparing to draw. */
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_cogl_draw_buffer_flush_state (draw_buffer, 0);
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/* Just setup a simple material that doesn't use texturing... */
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prev_source = cogl_handle_ref (ctx->source_material);
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cogl_set_source (ctx->stencil_material);
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_cogl_material_flush_gl_state (ctx->source_material, NULL);
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enable_flags |=
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_cogl_material_get_cogl_enable_flags (ctx->source_material);
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cogl_enable (enable_flags);
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_cogl_path_get_bounds (nodes_min, nodes_max,
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&bounds_x, &bounds_y, &bounds_w, &bounds_h);
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if (merge)
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{
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GE (glStencilMask (2));
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GE (glStencilFunc (GL_LEQUAL, 0x2, 0x6));
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}
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else
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{
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cogl_clear (NULL, COGL_BUFFER_BIT_STENCIL);
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GE (glStencilMask (1));
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GE (glStencilFunc (GL_LEQUAL, 0x1, 0x3));
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}
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GE (glEnable (GL_STENCIL_TEST));
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GE (glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT));
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GE (glColorMask (FALSE, FALSE, FALSE, FALSE));
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GE (glDepthMask (FALSE));
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for (i = 0; i < ctx->n_texcoord_arrays_enabled; i++)
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{
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GE (glClientActiveTexture (GL_TEXTURE0 + i));
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GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
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}
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ctx->n_texcoord_arrays_enabled = 0;
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while (path_start < path_size)
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{
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GE (glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
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(guchar *) path
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+ G_STRUCT_OFFSET (CoglPathNode, x)));
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GE (glDrawArrays (GL_TRIANGLE_FAN, 0, path->path_size));
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if (sub_path_num > 0)
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{
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/* Union the two stencil buffers bits into the least
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significant bit */
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GE (glStencilMask (merge ? 6 : 3));
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GE (glStencilOp (GL_ZERO, GL_REPLACE, GL_REPLACE));
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cogl_rectangle (bounds_x, bounds_y,
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bounds_x + bounds_w, bounds_y + bounds_h);
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/* Make sure the rectangle hits the stencil buffer before
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* directly changing other GL state. */
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_cogl_journal_flush ();
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/* NB: The journal flushing may trash the modelview state and
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* enable flags */
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_cogl_matrix_stack_flush_to_gl (modelview_stack,
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COGL_MATRIX_MODELVIEW);
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cogl_enable (enable_flags);
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GE (glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT));
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}
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GE (glStencilMask (merge ? 4 : 2));
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path_start += path->path_size;
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path += path->path_size;
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sub_path_num++;
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}
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if (merge)
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{
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/* Now we have the new stencil buffer in bit 1 and the old
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stencil buffer in bit 0 so we need to intersect them */
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GE (glStencilMask (3));
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GE (glStencilFunc (GL_NEVER, 0x2, 0x3));
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GE (glStencilOp (GL_DECR, GL_DECR, GL_DECR));
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/* Decrement all of the bits twice so that only pixels where the
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value is 3 will remain */
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_cogl_matrix_stack_push (projection_stack);
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_cogl_matrix_stack_load_identity (projection_stack);
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_cogl_matrix_stack_flush_to_gl (projection_stack,
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COGL_MATRIX_PROJECTION);
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_cogl_matrix_stack_push (modelview_stack);
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_cogl_matrix_stack_load_identity (modelview_stack);
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_cogl_matrix_stack_flush_to_gl (modelview_stack,
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COGL_MATRIX_MODELVIEW);
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cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
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cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
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/* Make sure these rectangles hit the stencil buffer before we
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* restore the stencil op/func. */
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_cogl_journal_flush ();
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_cogl_matrix_stack_pop (modelview_stack);
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_cogl_matrix_stack_pop (projection_stack);
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}
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GE (glStencilMask (~(GLuint) 0));
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GE (glDepthMask (TRUE));
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GE (glColorMask (TRUE, TRUE, TRUE, TRUE));
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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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/* restore the original material */
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cogl_set_source (prev_source);
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cogl_handle_unref (prev_source);
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}
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static gint
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compare_ints (gconstpointer a,
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gconstpointer b)
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{
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return GPOINTER_TO_INT(a)-GPOINTER_TO_INT(b);
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}
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static void
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_cogl_path_fill_nodes_scanlines (CoglPathNode *path,
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unsigned int path_size,
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int bounds_x,
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int bounds_y,
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unsigned int bounds_w,
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unsigned int bounds_h)
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{
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/* This is our edge list it stores intersections between our
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* curve and scanlines, it should probably be implemented with a
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* data structure that has smaller overhead for inserting the
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* curve/scanline intersections.
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*/
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GSList *scanlines[bounds_h];
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int i;
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int prev_x;
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int prev_y;
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int first_x;
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int first_y;
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int lastdir = -2; /* last direction we vere moving */
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int lastline = -1; /* the previous scanline we added to */
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* We are going to use GL to draw directly so make sure any
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* previously batched geometry gets to GL before we start...
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*/
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_cogl_journal_flush ();
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/* NB: _cogl_draw_buffer_flush_state may disrupt various state (such
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* as the material state) when flushing the clip stack, so should
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* always be done first when preparing to draw. */
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_cogl_draw_buffer_flush_state (_cogl_get_draw_buffer (), 0);
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_cogl_material_flush_gl_state (ctx->source_material, NULL);
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cogl_enable (COGL_ENABLE_VERTEX_ARRAY
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| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
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/* clear scanline intersection lists */
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for (i = 0; i < bounds_h; i++)
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scanlines[i]=NULL;
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first_x = prev_x = path->x;
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first_y = prev_y = path->y;
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/* create scanline intersection list */
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for (i=1; i < path_size; i++)
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{
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int dest_x = path[i].x;
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int dest_y = path[i].y;
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int ydir;
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int dx;
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int dy;
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int y;
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fill_close:
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dx = dest_x - prev_x;
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dy = dest_y - prev_y;
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if (dy < 0)
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ydir = -1;
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else if (dy > 0)
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ydir = 1;
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else
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ydir = 0;
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/* do linear interpolation between vertices */
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for (y = prev_y; y != dest_y; y += ydir)
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{
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/* only add a point if the scanline has changed and we're
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* within bounds.
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*/
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if (y - bounds_y >= 0 &&
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y - bounds_y < bounds_h &&
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lastline != y)
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{
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gint x = prev_x + (dx * (y-prev_y)) / dy;
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scanlines[ y - bounds_y ]=
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g_slist_insert_sorted (scanlines[ y - bounds_y],
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GINT_TO_POINTER(x),
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compare_ints);
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if (ydir != lastdir && /* add a double entry when changing */
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lastdir != -2) /* vertical direction */
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scanlines[ y - bounds_y ]=
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g_slist_insert_sorted (scanlines[ y - bounds_y],
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GINT_TO_POINTER(x),
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compare_ints);
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lastdir = ydir;
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lastline = y;
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}
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}
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prev_x = dest_x;
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prev_y = dest_y;
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/* if we're on the last knot, fake the first vertex being a
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next one */
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if (path_size == i+1)
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{
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dest_x = first_x;
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dest_y = first_y;
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i++; /* to make the loop finally end */
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goto fill_close;
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}
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}
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{
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int spans = 0;
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int span_no;
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GLfloat *coords;
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/* count number of spans */
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for (i = 0; i < bounds_h; i++)
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{
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GSList *iter = scanlines[i];
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while (iter)
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{
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GSList *next = iter->next;
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if (!next)
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{
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break;
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}
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/* draw the segments that should be visible */
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spans ++;
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iter = next->next;
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}
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}
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coords = g_malloc0 (spans * sizeof (GLfloat) * 3 * 2 * 2);
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span_no = 0;
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/* build list of triangles */
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for (i = 0; i < bounds_h; i++)
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{
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GSList *iter = scanlines[i];
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while (iter)
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{
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GSList *next = iter->next;
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GLfloat x_0, x_1;
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GLfloat y_0, y_1;
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if (!next)
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break;
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x_0 = GPOINTER_TO_INT (iter->data);
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x_1 = GPOINTER_TO_INT (next->data);
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y_0 = bounds_y + i;
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y_1 = bounds_y + i + 1.0625f;
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/* render scanlines 1.0625 high to avoid gaps when
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transformed */
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coords[span_no * 12 + 0] = x_0;
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coords[span_no * 12 + 1] = y_0;
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coords[span_no * 12 + 2] = x_1;
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coords[span_no * 12 + 3] = y_0;
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coords[span_no * 12 + 4] = x_1;
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coords[span_no * 12 + 5] = y_1;
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coords[span_no * 12 + 6] = x_0;
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coords[span_no * 12 + 7] = y_0;
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coords[span_no * 12 + 8] = x_0;
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coords[span_no * 12 + 9] = y_1;
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coords[span_no * 12 + 10] = x_1;
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coords[span_no * 12 + 11] = y_1;
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span_no ++;
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iter = next->next;
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}
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}
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for (i = 0; i < bounds_h; i++)
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g_slist_free (scanlines[i]);
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/* render triangles */
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GE (glVertexPointer (2, GL_FLOAT, 0, coords ));
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GE (glDrawArrays (GL_TRIANGLES, 0, spans * 2 * 3));
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g_free (coords);
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}
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}
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static void
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_cogl_path_fill_nodes (void)
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{
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float bounds_x;
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float bounds_y;
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float bounds_w;
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float bounds_h;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_path_get_bounds (ctx->path_nodes_min, ctx->path_nodes_max,
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&bounds_x, &bounds_y, &bounds_w, &bounds_h);
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if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
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{
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CoglHandle draw_buffer;
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CoglClipStackState *clip_state;
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_cogl_journal_flush ();
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draw_buffer = _cogl_get_draw_buffer ();
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clip_state = _cogl_draw_buffer_get_clip_state (draw_buffer);
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_cogl_add_path_to_stencil_buffer (ctx->path_nodes_min,
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ctx->path_nodes_max,
|
||||
ctx->path_nodes->len,
|
||||
&g_array_index (ctx->path_nodes,
|
||||
CoglPathNode, 0),
|
||||
clip_state->stencil_used);
|
||||
|
||||
cogl_rectangle (bounds_x, bounds_y,
|
||||
bounds_x + bounds_w, bounds_y + bounds_h);
|
||||
|
||||
/* The stencil buffer now contains garbage so the clip area needs to
|
||||
be rebuilt */
|
||||
_cogl_clip_stack_state_dirty (clip_state);
|
||||
}
|
||||
else
|
||||
{
|
||||
unsigned int path_start = 0;
|
||||
|
||||
while (path_start < ctx->path_nodes->len)
|
||||
{
|
||||
CoglPathNode *path = &g_array_index (ctx->path_nodes, CoglPathNode,
|
||||
path_start);
|
||||
|
||||
_cogl_path_fill_nodes_scanlines (path,
|
||||
path->path_size,
|
||||
bounds_x, bounds_y,
|
||||
bounds_w, bounds_h);
|
||||
|
||||
path_start += path->path_size;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
cogl_path_fill (void)
|
||||
{
|
||||
|
@ -23,7 +23,6 @@ libclutter_cogl_driver_la_CPPFLAGS = \
|
||||
$(MAINTAINER_CFLAGS)
|
||||
libclutter_cogl_driver_la_SOURCES = \
|
||||
cogl.c \
|
||||
cogl-primitives.c \
|
||||
cogl-texture-driver.c \
|
||||
cogl-shader-private.h \
|
||||
cogl-shader.c \
|
||||
|
@ -1,313 +0,0 @@
|
||||
/*
|
||||
* Cogl
|
||||
*
|
||||
* An object oriented GL/GLES Abstraction/Utility Layer
|
||||
*
|
||||
* Copyright (C) 2007,2008,2009 Intel Corporation.
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation; either
|
||||
* version 2 of the License, or (at your option) any later version.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the
|
||||
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
|
||||
* Boston, MA 02111-1307, USA.
|
||||
*/
|
||||
|
||||
#ifdef HAVE_CONFIG_H
|
||||
#include "config.h"
|
||||
#endif
|
||||
|
||||
#include "cogl.h"
|
||||
#include "cogl-internal.h"
|
||||
#include "cogl-context.h"
|
||||
#include "cogl-clip-stack.h"
|
||||
#include "cogl-material-private.h"
|
||||
#include "cogl-clip-stack.h"
|
||||
#include "cogl-draw-buffer-private.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <gmodule.h>
|
||||
#include <math.h>
|
||||
|
||||
#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
|
||||
|
||||
#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
|
||||
|
||||
void
|
||||
_cogl_path_add_node (gboolean new_sub_path,
|
||||
float x,
|
||||
float y)
|
||||
{
|
||||
CoglPathNode new_node;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
new_node.x = x;
|
||||
new_node.y = y;
|
||||
new_node.path_size = 0;
|
||||
|
||||
if (new_sub_path || ctx->path_nodes->len == 0)
|
||||
ctx->last_path = ctx->path_nodes->len;
|
||||
|
||||
g_array_append_val (ctx->path_nodes, new_node);
|
||||
|
||||
g_array_index (ctx->path_nodes, CoglPathNode, ctx->last_path).path_size++;
|
||||
|
||||
if (ctx->path_nodes->len == 1)
|
||||
{
|
||||
ctx->path_nodes_min.x = ctx->path_nodes_max.x = x;
|
||||
ctx->path_nodes_min.y = ctx->path_nodes_max.y = y;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (x < ctx->path_nodes_min.x) ctx->path_nodes_min.x = x;
|
||||
if (x > ctx->path_nodes_max.x) ctx->path_nodes_max.x = x;
|
||||
if (y < ctx->path_nodes_min.y) ctx->path_nodes_min.y = y;
|
||||
if (y > ctx->path_nodes_max.y) ctx->path_nodes_max.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
_cogl_path_stroke_nodes (void)
|
||||
{
|
||||
guint path_start = 0;
|
||||
gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
|
||||
CoglMaterialFlushOptions options;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
_cogl_journal_flush ();
|
||||
|
||||
/* NB: _cogl_draw_buffer_flush_state may disrupt various state (such
|
||||
* as the material state) when flushing the clip stack, so should
|
||||
* always be done first when preparing to draw. */
|
||||
_cogl_draw_buffer_flush_state (_cogl_get_draw_buffer (), 0);
|
||||
|
||||
enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
|
||||
cogl_enable (enable_flags);
|
||||
|
||||
options.flags = COGL_MATERIAL_FLUSH_DISABLE_MASK;
|
||||
/* disable all texture layers */
|
||||
options.disable_layers = (guint32)~0;
|
||||
|
||||
_cogl_material_flush_gl_state (ctx->source_material, &options);
|
||||
|
||||
while (path_start < ctx->path_nodes->len)
|
||||
{
|
||||
CoglPathNode *path = &g_array_index (ctx->path_nodes, CoglPathNode,
|
||||
path_start);
|
||||
|
||||
GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
|
||||
(guchar *) path
|
||||
+ G_STRUCT_OFFSET (CoglPathNode, x)) );
|
||||
GE( glDrawArrays (GL_LINE_STRIP, 0, path->path_size) );
|
||||
|
||||
path_start += path->path_size;
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
_cogl_path_get_bounds (floatVec2 nodes_min,
|
||||
floatVec2 nodes_max,
|
||||
float *bounds_x,
|
||||
float *bounds_y,
|
||||
float *bounds_w,
|
||||
float *bounds_h)
|
||||
{
|
||||
*bounds_x = nodes_min.x;
|
||||
*bounds_y = nodes_min.y;
|
||||
*bounds_w = nodes_max.x - *bounds_x;
|
||||
*bounds_h = nodes_max.y - *bounds_y;
|
||||
}
|
||||
|
||||
void
|
||||
_cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
|
||||
floatVec2 nodes_max,
|
||||
guint path_size,
|
||||
CoglPathNode *path,
|
||||
gboolean merge)
|
||||
{
|
||||
guint path_start = 0;
|
||||
guint sub_path_num = 0;
|
||||
float bounds_x;
|
||||
float bounds_y;
|
||||
float bounds_w;
|
||||
float bounds_h;
|
||||
gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
|
||||
CoglHandle prev_source;
|
||||
int i;
|
||||
CoglHandle draw_buffer = _cogl_get_draw_buffer ();
|
||||
CoglMatrixStack *modelview_stack =
|
||||
_cogl_draw_buffer_get_modelview_stack (draw_buffer);
|
||||
CoglMatrixStack *projection_stack =
|
||||
_cogl_draw_buffer_get_projection_stack (draw_buffer);
|
||||
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
/* We don't track changes to the stencil buffer in the journal
|
||||
* so we need to flush any batched geometry first */
|
||||
_cogl_journal_flush ();
|
||||
|
||||
/* NB: _cogl_draw_buffer_flush_state may disrupt various state (such
|
||||
* as the material state) when flushing the clip stack, so should
|
||||
* always be done first when preparing to draw. */
|
||||
_cogl_draw_buffer_flush_state (draw_buffer, 0);
|
||||
|
||||
/* Just setup a simple material that doesn't use texturing... */
|
||||
prev_source = cogl_handle_ref (ctx->source_material);
|
||||
cogl_set_source (ctx->stencil_material);
|
||||
|
||||
_cogl_material_flush_gl_state (ctx->source_material, NULL);
|
||||
|
||||
enable_flags |=
|
||||
_cogl_material_get_cogl_enable_flags (ctx->source_material);
|
||||
cogl_enable (enable_flags);
|
||||
|
||||
_cogl_path_get_bounds (nodes_min, nodes_max,
|
||||
&bounds_x, &bounds_y, &bounds_w, &bounds_h);
|
||||
|
||||
if (merge)
|
||||
{
|
||||
GE( glStencilMask (2) );
|
||||
GE( glStencilFunc (GL_LEQUAL, 0x2, 0x6) );
|
||||
}
|
||||
else
|
||||
{
|
||||
cogl_clear (NULL, COGL_BUFFER_BIT_STENCIL);
|
||||
GE( glStencilMask (1) );
|
||||
GE( glStencilFunc (GL_LEQUAL, 0x1, 0x3) );
|
||||
}
|
||||
|
||||
GE( glEnable (GL_STENCIL_TEST) );
|
||||
GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
|
||||
|
||||
GE( glColorMask (FALSE, FALSE, FALSE, FALSE) );
|
||||
GE( glDepthMask (FALSE) );
|
||||
|
||||
for (i = 0; i < ctx->n_texcoord_arrays_enabled; i++)
|
||||
{
|
||||
GE (glClientActiveTexture (GL_TEXTURE0 + i));
|
||||
GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
|
||||
}
|
||||
ctx->n_texcoord_arrays_enabled = 0;
|
||||
|
||||
while (path_start < path_size)
|
||||
{
|
||||
GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
|
||||
(guchar *) path
|
||||
+ G_STRUCT_OFFSET (CoglPathNode, x)) );
|
||||
GE( glDrawArrays (GL_TRIANGLE_FAN, 0, path->path_size) );
|
||||
|
||||
if (sub_path_num > 0)
|
||||
{
|
||||
/* Union the two stencil buffers bits into the least
|
||||
significant bit */
|
||||
GE( glStencilMask (merge ? 6 : 3) );
|
||||
GE( glStencilOp (GL_ZERO, GL_REPLACE, GL_REPLACE) );
|
||||
cogl_rectangle (bounds_x, bounds_y,
|
||||
bounds_x + bounds_w, bounds_y + bounds_h);
|
||||
/* Make sure the rectangle hits the stencil buffer before
|
||||
* directly changing other GL state. */
|
||||
_cogl_journal_flush ();
|
||||
/* NB: The journal flushing may trash the modelview state and
|
||||
* enable flags */
|
||||
_cogl_matrix_stack_flush_to_gl (modelview_stack,
|
||||
COGL_MATRIX_MODELVIEW);
|
||||
cogl_enable (enable_flags);
|
||||
|
||||
GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
|
||||
}
|
||||
|
||||
GE( glStencilMask (merge ? 4 : 2) );
|
||||
|
||||
path_start += path->path_size;
|
||||
path += path->path_size;
|
||||
sub_path_num++;
|
||||
}
|
||||
|
||||
if (merge)
|
||||
{
|
||||
/* Now we have the new stencil buffer in bit 1 and the old
|
||||
stencil buffer in bit 0 so we need to intersect them */
|
||||
GE( glStencilMask (3) );
|
||||
GE( glStencilFunc (GL_NEVER, 0x2, 0x3) );
|
||||
GE( glStencilOp (GL_DECR, GL_DECR, GL_DECR) );
|
||||
/* Decrement all of the bits twice so that only pixels where the
|
||||
value is 3 will remain */
|
||||
|
||||
_cogl_matrix_stack_push (projection_stack);
|
||||
_cogl_matrix_stack_load_identity (projection_stack);
|
||||
_cogl_matrix_stack_flush_to_gl (projection_stack,
|
||||
COGL_MATRIX_PROJECTION);
|
||||
|
||||
_cogl_matrix_stack_push (modelview_stack);
|
||||
_cogl_matrix_stack_load_identity (modelview_stack);
|
||||
_cogl_matrix_stack_flush_to_gl (modelview_stack,
|
||||
COGL_MATRIX_MODELVIEW);
|
||||
|
||||
cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
|
||||
cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
|
||||
/* Make sure these rectangles hit the stencil buffer before we
|
||||
* restore the stencil op/func. */
|
||||
_cogl_journal_flush ();
|
||||
|
||||
_cogl_matrix_stack_pop (modelview_stack);
|
||||
_cogl_matrix_stack_pop (projection_stack);
|
||||
}
|
||||
|
||||
GE( glStencilMask (~(GLuint) 0) );
|
||||
GE( glDepthMask (TRUE) );
|
||||
GE( glColorMask (TRUE, TRUE, TRUE, TRUE) );
|
||||
|
||||
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
|
||||
GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
|
||||
|
||||
/* restore the original material */
|
||||
cogl_set_source (prev_source);
|
||||
cogl_handle_unref (prev_source);
|
||||
}
|
||||
|
||||
void
|
||||
_cogl_path_fill_nodes (void)
|
||||
{
|
||||
CoglHandle draw_buffer;
|
||||
CoglClipStackState *clip_state;
|
||||
float bounds_x;
|
||||
float bounds_y;
|
||||
float bounds_w;
|
||||
float bounds_h;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
_cogl_journal_flush ();
|
||||
|
||||
draw_buffer = _cogl_get_draw_buffer ();
|
||||
clip_state = _cogl_draw_buffer_get_clip_state (draw_buffer);
|
||||
|
||||
_cogl_path_get_bounds (ctx->path_nodes_min, ctx->path_nodes_max,
|
||||
&bounds_x, &bounds_y, &bounds_w, &bounds_h);
|
||||
|
||||
_cogl_add_path_to_stencil_buffer (ctx->path_nodes_min,
|
||||
ctx->path_nodes_max,
|
||||
ctx->path_nodes->len,
|
||||
&g_array_index (ctx->path_nodes,
|
||||
CoglPathNode, 0),
|
||||
clip_state->stencil_used);
|
||||
|
||||
cogl_rectangle (bounds_x, bounds_y,
|
||||
bounds_x + bounds_w, bounds_y + bounds_h);
|
||||
|
||||
/* The stencil buffer now contains garbage so the clip area needs to
|
||||
be rebuilt */
|
||||
_cogl_clip_stack_state_dirty (clip_state);
|
||||
}
|
||||
|
@ -23,7 +23,6 @@ libclutter_cogl_driver_la_CPPFLAGS = \
|
||||
$(MAINTAINER_CFLAGS)
|
||||
libclutter_cogl_driver_la_SOURCES = \
|
||||
cogl.c \
|
||||
cogl-primitives.c \
|
||||
cogl-texture-driver.c \
|
||||
cogl-context-driver.c \
|
||||
cogl-context-driver.h \
|
||||
|
@ -1,516 +0,0 @@
|
||||
/*
|
||||
* Cogl
|
||||
*
|
||||
* An object oriented GL/GLES Abstraction/Utility Layer
|
||||
*
|
||||
* Copyright (C) 2007,2008,2009 Intel Corporation.
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation; either
|
||||
* version 2 of the License, or (at your option) any later version.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the
|
||||
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
|
||||
* Boston, MA 02111-1307, USA.
|
||||
*/
|
||||
|
||||
#ifdef HAVE_CONFIG_H
|
||||
#include "config.h"
|
||||
#endif
|
||||
|
||||
#include "cogl.h"
|
||||
#include "cogl-internal.h"
|
||||
#include "cogl-context.h"
|
||||
#include "cogl-clip-stack.h"
|
||||
#include "cogl-material-private.h"
|
||||
#include "cogl-clip-stack.h"
|
||||
#include "cogl-draw-buffer-private.h"
|
||||
#include "cogl-clip-stack.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <gmodule.h>
|
||||
#include <math.h>
|
||||
|
||||
#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
|
||||
|
||||
void
|
||||
_cogl_path_add_node (gboolean new_sub_path,
|
||||
float x,
|
||||
float y)
|
||||
{
|
||||
CoglPathNode new_node;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
new_node.x = x;
|
||||
new_node.y = y;
|
||||
new_node.path_size = 0;
|
||||
|
||||
if (new_sub_path || ctx->path_nodes->len == 0)
|
||||
ctx->last_path = ctx->path_nodes->len;
|
||||
|
||||
g_array_append_val (ctx->path_nodes, new_node);
|
||||
|
||||
g_array_index (ctx->path_nodes, CoglPathNode, ctx->last_path).path_size++;
|
||||
|
||||
if (ctx->path_nodes->len == 1)
|
||||
{
|
||||
ctx->path_nodes_min.x = ctx->path_nodes_max.x = x;
|
||||
ctx->path_nodes_min.y = ctx->path_nodes_max.y = y;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (x < ctx->path_nodes_min.x) ctx->path_nodes_min.x = x;
|
||||
if (x > ctx->path_nodes_max.x) ctx->path_nodes_max.x = x;
|
||||
if (y < ctx->path_nodes_min.y) ctx->path_nodes_min.y = y;
|
||||
if (y > ctx->path_nodes_max.y) ctx->path_nodes_max.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
_cogl_path_stroke_nodes (void)
|
||||
{
|
||||
guint path_start = 0;
|
||||
gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
|
||||
CoglMaterialFlushOptions options;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
_cogl_journal_flush ();
|
||||
|
||||
/* NB: _cogl_draw_buffer_flush_state may disrupt various state (such
|
||||
* as the material state) when flushing the clip stack, so should
|
||||
* always be done first when preparing to draw. */
|
||||
_cogl_draw_buffer_flush_state (_cogl_get_draw_buffer (), 0);
|
||||
|
||||
enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
|
||||
cogl_enable (enable_flags);
|
||||
|
||||
options.flags = COGL_MATERIAL_FLUSH_DISABLE_MASK;
|
||||
/* disable all texture layers */
|
||||
options.disable_layers = (guint32)~0;
|
||||
|
||||
_cogl_material_flush_gl_state (ctx->source_material, &options);
|
||||
|
||||
while (path_start < ctx->path_nodes->len)
|
||||
{
|
||||
CoglPathNode *path = &g_array_index (ctx->path_nodes, CoglPathNode,
|
||||
path_start);
|
||||
|
||||
GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
|
||||
(guchar *) path
|
||||
+ G_STRUCT_OFFSET (CoglPathNode, x)) );
|
||||
GE( glDrawArrays (GL_LINE_STRIP, 0, path->path_size) );
|
||||
|
||||
path_start += path->path_size;
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
_cogl_path_get_bounds (floatVec2 nodes_min,
|
||||
floatVec2 nodes_max,
|
||||
float *bounds_x,
|
||||
float *bounds_y,
|
||||
float *bounds_w,
|
||||
float *bounds_h)
|
||||
{
|
||||
*bounds_x = nodes_min.x;
|
||||
*bounds_y = nodes_min.y;
|
||||
*bounds_w = nodes_max.x - *bounds_x;
|
||||
*bounds_h = nodes_max.y - *bounds_y;
|
||||
}
|
||||
|
||||
static gint compare_ints (gconstpointer a,
|
||||
gconstpointer b)
|
||||
{
|
||||
return GPOINTER_TO_INT(a)-GPOINTER_TO_INT(b);
|
||||
}
|
||||
|
||||
void
|
||||
_cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
|
||||
floatVec2 nodes_max,
|
||||
guint path_size,
|
||||
CoglPathNode *path,
|
||||
gboolean merge)
|
||||
{
|
||||
guint path_start = 0;
|
||||
guint sub_path_num = 0;
|
||||
float bounds_x;
|
||||
float bounds_y;
|
||||
float bounds_w;
|
||||
float bounds_h;
|
||||
gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
|
||||
CoglHandle prev_source;
|
||||
int i;
|
||||
CoglHandle draw_buffer = _cogl_get_draw_buffer ();
|
||||
CoglMatrixStack *modelview_stack =
|
||||
_cogl_draw_buffer_get_modelview_stack (draw_buffer);
|
||||
CoglMatrixStack *projection_stack =
|
||||
_cogl_draw_buffer_get_projection_stack (draw_buffer);
|
||||
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
/* We don't track changes to the stencil buffer in the journal
|
||||
* so we need to flush any batched geometry first */
|
||||
_cogl_journal_flush ();
|
||||
|
||||
/* NB: _cogl_draw_buffer_flush_state may disrupt various state (such
|
||||
* as the material state) when flushing the clip stack, so should
|
||||
* always be done first when preparing to draw. */
|
||||
_cogl_draw_buffer_flush_state (draw_buffer, 0);
|
||||
|
||||
/* Just setup a simple material that doesn't use texturing... */
|
||||
prev_source = cogl_handle_ref (ctx->source_material);
|
||||
cogl_set_source (ctx->stencil_material);
|
||||
|
||||
_cogl_material_flush_gl_state (ctx->source_material, NULL);
|
||||
|
||||
enable_flags |=
|
||||
_cogl_material_get_cogl_enable_flags (ctx->source_material);
|
||||
cogl_enable (enable_flags);
|
||||
|
||||
_cogl_path_get_bounds (nodes_min, nodes_max,
|
||||
&bounds_x, &bounds_y, &bounds_w, &bounds_h);
|
||||
|
||||
if (merge)
|
||||
{
|
||||
GE( glStencilMask (2) );
|
||||
GE( glStencilFunc (GL_LEQUAL, 0x2, 0x6) );
|
||||
}
|
||||
else
|
||||
{
|
||||
cogl_clear (NULL, COGL_BUFFER_BIT_STENCIL);
|
||||
GE( glStencilMask (1) );
|
||||
GE( glStencilFunc (GL_LEQUAL, 0x1, 0x3) );
|
||||
}
|
||||
|
||||
GE( glEnable (GL_STENCIL_TEST) );
|
||||
GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
|
||||
|
||||
GE( glColorMask (FALSE, FALSE, FALSE, FALSE) );
|
||||
GE( glDepthMask (FALSE) );
|
||||
|
||||
for (i = 0; i < ctx->n_texcoord_arrays_enabled; i++)
|
||||
{
|
||||
GE (glClientActiveTexture (GL_TEXTURE0 + i));
|
||||
GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
|
||||
}
|
||||
ctx->n_texcoord_arrays_enabled = 0;
|
||||
|
||||
while (path_start < path_size)
|
||||
{
|
||||
GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
|
||||
(guchar *) path
|
||||
+ G_STRUCT_OFFSET (CoglPathNode, x)) );
|
||||
GE( glDrawArrays (GL_TRIANGLE_FAN, 0, path->path_size) );
|
||||
|
||||
if (sub_path_num > 0)
|
||||
{
|
||||
/* Union the two stencil buffers bits into the least
|
||||
significant bit */
|
||||
GE( glStencilMask (merge ? 6 : 3) );
|
||||
GE( glStencilOp (GL_ZERO, GL_REPLACE, GL_REPLACE) );
|
||||
cogl_rectangle (bounds_x, bounds_y,
|
||||
bounds_x + bounds_w, bounds_y + bounds_h);
|
||||
/* Make sure the rectangle hits the stencil buffer before
|
||||
* directly changing other GL state. */
|
||||
_cogl_journal_flush ();
|
||||
/* NB: The journal flushing may trash the modelview state and
|
||||
* enable flags */
|
||||
_cogl_matrix_stack_flush_to_gl (modelview_stack,
|
||||
COGL_MATRIX_MODELVIEW);
|
||||
cogl_enable (enable_flags);
|
||||
|
||||
GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
|
||||
}
|
||||
|
||||
GE( glStencilMask (merge ? 4 : 2) );
|
||||
|
||||
path_start += path->path_size;
|
||||
path += path->path_size;
|
||||
sub_path_num++;
|
||||
}
|
||||
|
||||
if (merge)
|
||||
{
|
||||
/* Now we have the new stencil buffer in bit 1 and the old
|
||||
stencil buffer in bit 0 so we need to intersect them */
|
||||
GE( glStencilMask (3) );
|
||||
GE( glStencilFunc (GL_NEVER, 0x2, 0x3) );
|
||||
GE( glStencilOp (GL_DECR, GL_DECR, GL_DECR) );
|
||||
/* Decrement all of the bits twice so that only pixels where the
|
||||
value is 3 will remain */
|
||||
|
||||
_cogl_matrix_stack_push (projection_stack);
|
||||
_cogl_matrix_stack_load_identity (projection_stack);
|
||||
_cogl_matrix_stack_flush_to_gl (projection_stack,
|
||||
COGL_MATRIX_PROJECTION);
|
||||
|
||||
_cogl_matrix_stack_push (modelview_stack);
|
||||
_cogl_matrix_stack_load_identity (modelview_stack);
|
||||
_cogl_matrix_stack_flush_to_gl (modelview_stack,
|
||||
COGL_MATRIX_MODELVIEW);
|
||||
|
||||
cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
|
||||
cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
|
||||
/* Make sure these rectangles hit the stencil buffer before we
|
||||
* restore the stencil op/func. */
|
||||
_cogl_journal_flush ();
|
||||
|
||||
_cogl_matrix_stack_pop (modelview_stack);
|
||||
_cogl_matrix_stack_pop (projection_stack);
|
||||
}
|
||||
|
||||
GE( glStencilMask (~(GLuint) 0) );
|
||||
GE( glDepthMask (TRUE) );
|
||||
GE( glColorMask (TRUE, TRUE, TRUE, TRUE) );
|
||||
|
||||
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
|
||||
GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
|
||||
}
|
||||
|
||||
static void
|
||||
_cogl_path_fill_nodes_scanlines (CoglPathNode *path,
|
||||
guint path_size,
|
||||
gint bounds_x,
|
||||
gint bounds_y,
|
||||
guint bounds_w,
|
||||
guint bounds_h)
|
||||
{
|
||||
/* This is our edge list it stores intersections between our
|
||||
* curve and scanlines, it should probably be implemented with a
|
||||
* data structure that has smaller overhead for inserting the
|
||||
* curve/scanline intersections.
|
||||
*/
|
||||
GSList *scanlines[bounds_h];
|
||||
|
||||
gint i;
|
||||
gint prev_x;
|
||||
gint prev_y;
|
||||
gint first_x;
|
||||
gint first_y;
|
||||
gint lastdir=-2; /* last direction we vere moving */
|
||||
gint lastline=-1; /* the previous scanline we added to */
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
/* We are going to use GL to draw directly so make sure any
|
||||
* previously batched geometry gets to GL before we start...
|
||||
*/
|
||||
_cogl_journal_flush ();
|
||||
|
||||
/* NB: _cogl_draw_buffer_flush_state may disrupt various state (such
|
||||
* as the material state) when flushing the clip stack, so should
|
||||
* always be done first when preparing to draw. */
|
||||
_cogl_draw_buffer_flush_state (_cogl_get_draw_buffer (), 0);
|
||||
|
||||
_cogl_material_flush_gl_state (ctx->source_material, NULL);
|
||||
|
||||
cogl_enable (COGL_ENABLE_VERTEX_ARRAY
|
||||
| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
|
||||
|
||||
/* clear scanline intersection lists */
|
||||
for (i=0; i < bounds_h; i++)
|
||||
scanlines[i]=NULL;
|
||||
|
||||
first_x = prev_x = (path->x);
|
||||
first_y = prev_y = (path->y);
|
||||
|
||||
/* create scanline intersection list */
|
||||
for (i=1; i < path_size; i++)
|
||||
{
|
||||
gint dest_x = (path[i].x);
|
||||
gint dest_y = (path[i].y);
|
||||
gint ydir;
|
||||
gint dx;
|
||||
gint dy;
|
||||
gint y;
|
||||
|
||||
fill_close:
|
||||
dx = dest_x - prev_x;
|
||||
dy = dest_y - prev_y;
|
||||
|
||||
if (dy < 0)
|
||||
ydir = -1;
|
||||
else if (dy > 0)
|
||||
ydir = 1;
|
||||
else
|
||||
ydir = 0;
|
||||
|
||||
/* do linear interpolation between vertexes */
|
||||
for (y=prev_y; y!= dest_y; y += ydir)
|
||||
{
|
||||
|
||||
/* only add a point if the scanline has changed and we're
|
||||
* within bounds.
|
||||
*/
|
||||
if (y-bounds_y >= 0 &&
|
||||
y-bounds_y < bounds_h &&
|
||||
lastline != y)
|
||||
{
|
||||
gint x = prev_x + (dx * (y-prev_y)) / dy;
|
||||
|
||||
scanlines[ y - bounds_y ]=
|
||||
g_slist_insert_sorted (scanlines[ y - bounds_y],
|
||||
GINT_TO_POINTER(x),
|
||||
compare_ints);
|
||||
|
||||
if (ydir != lastdir && /* add a double entry when changing */
|
||||
lastdir!=-2) /* vertical direction */
|
||||
scanlines[ y - bounds_y ]=
|
||||
g_slist_insert_sorted (scanlines[ y - bounds_y],
|
||||
GINT_TO_POINTER(x),
|
||||
compare_ints);
|
||||
lastdir = ydir;
|
||||
lastline = y;
|
||||
}
|
||||
}
|
||||
|
||||
prev_x = dest_x;
|
||||
prev_y = dest_y;
|
||||
|
||||
/* if we're on the last knot, fake the first vertex being a
|
||||
next one */
|
||||
if (path_size == i+1)
|
||||
{
|
||||
dest_x = first_x;
|
||||
dest_y = first_y;
|
||||
i++; /* to make the loop finally end */
|
||||
goto fill_close;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
gint spans = 0;
|
||||
gint span_no;
|
||||
GLfloat *coords;
|
||||
|
||||
/* count number of spans */
|
||||
for (i=0; i < bounds_h; i++)
|
||||
{
|
||||
GSList *iter = scanlines[i];
|
||||
while (iter)
|
||||
{
|
||||
GSList *next = iter->next;
|
||||
if (!next)
|
||||
{
|
||||
break;
|
||||
}
|
||||
/* draw the segments that should be visible */
|
||||
spans ++;
|
||||
iter = next->next;
|
||||
}
|
||||
}
|
||||
coords = g_malloc0 (spans * sizeof (GLfloat) * 3 * 2 * 2);
|
||||
|
||||
span_no = 0;
|
||||
/* build list of triangles */
|
||||
for (i=0; i < bounds_h; i++)
|
||||
{
|
||||
GSList *iter = scanlines[i];
|
||||
while (iter)
|
||||
{
|
||||
GSList *next = iter->next;
|
||||
GLfloat x_0, x_1;
|
||||
GLfloat y_0, y_1;
|
||||
if (!next)
|
||||
break;
|
||||
|
||||
x_0 = GPOINTER_TO_INT (iter->data);
|
||||
x_1 = GPOINTER_TO_INT (next->data);
|
||||
y_0 = bounds_y + i;
|
||||
y_1 = bounds_y + i + 1.0625f;
|
||||
/* render scanlines 1.0625 high to avoid gaps when
|
||||
transformed */
|
||||
|
||||
coords[span_no * 12 + 0] = x_0;
|
||||
coords[span_no * 12 + 1] = y_0;
|
||||
coords[span_no * 12 + 2] = x_1;
|
||||
coords[span_no * 12 + 3] = y_0;
|
||||
coords[span_no * 12 + 4] = x_1;
|
||||
coords[span_no * 12 + 5] = y_1;
|
||||
coords[span_no * 12 + 6] = x_0;
|
||||
coords[span_no * 12 + 7] = y_0;
|
||||
coords[span_no * 12 + 8] = x_0;
|
||||
coords[span_no * 12 + 9] = y_1;
|
||||
coords[span_no * 12 + 10] = x_1;
|
||||
coords[span_no * 12 + 11] = y_1;
|
||||
span_no ++;
|
||||
iter = next->next;
|
||||
}
|
||||
}
|
||||
for (i=0; i < bounds_h; i++)
|
||||
{
|
||||
g_slist_free (scanlines[i]);
|
||||
}
|
||||
|
||||
/* render triangles */
|
||||
GE ( glVertexPointer (2, GL_FLOAT, 0, coords ) );
|
||||
GE ( glDrawArrays (GL_TRIANGLES, 0, spans * 2 * 3));
|
||||
g_free (coords);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
_cogl_path_fill_nodes (void)
|
||||
{
|
||||
float bounds_x;
|
||||
float bounds_y;
|
||||
float bounds_w;
|
||||
float bounds_h;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
_cogl_path_get_bounds (ctx->path_nodes_min, ctx->path_nodes_max,
|
||||
&bounds_x, &bounds_y, &bounds_w, &bounds_h);
|
||||
|
||||
if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
|
||||
{
|
||||
CoglHandle draw_buffer;
|
||||
CoglClipStackState *clip_state;
|
||||
|
||||
_cogl_journal_flush ();
|
||||
|
||||
draw_buffer = _cogl_get_draw_buffer ();
|
||||
clip_state = _cogl_draw_buffer_get_clip_state (draw_buffer);
|
||||
|
||||
_cogl_add_path_to_stencil_buffer (ctx->path_nodes_min,
|
||||
ctx->path_nodes_max,
|
||||
ctx->path_nodes->len,
|
||||
&g_array_index (ctx->path_nodes,
|
||||
CoglPathNode, 0),
|
||||
clip_state->stencil_used);
|
||||
|
||||
cogl_rectangle (bounds_x, bounds_y,
|
||||
bounds_x + bounds_w, bounds_y + bounds_h);
|
||||
|
||||
/* The stencil buffer now contains garbage so the clip area needs to
|
||||
be rebuilt */
|
||||
_cogl_clip_stack_state_dirty (clip_state);
|
||||
}
|
||||
else
|
||||
{
|
||||
guint path_start = 0;
|
||||
|
||||
while (path_start < ctx->path_nodes->len)
|
||||
{
|
||||
CoglPathNode *path = &g_array_index (ctx->path_nodes, CoglPathNode,
|
||||
path_start);
|
||||
|
||||
_cogl_path_fill_nodes_scanlines (path,
|
||||
path->path_size,
|
||||
bounds_x, bounds_y,
|
||||
bounds_w, bounds_h);
|
||||
|
||||
path_start += path->path_size;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user