/* * 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-journal-private.h" #include "cogl-texture-private.h" #include "cogl-material-private.h" #include "cogl-vertex-buffer-private.h" #include "cogl-framebuffer-private.h" #include #include #define _COGL_MAX_BEZ_RECURSE_DEPTH 16 #ifdef HAVE_COGL_GL #define glClientActiveTexture ctx->drv.pf_glClientActiveTexture #endif typedef struct _TextureSlicedQuadState { CoglHandle material; float tex_virtual_origin_x; float tex_virtual_origin_y; float quad_origin_x; float quad_origin_y; float v_to_q_scale_x; float v_to_q_scale_y; float quad_len_x; float quad_len_y; gboolean flipped_x; gboolean flipped_y; } TextureSlicedQuadState; typedef struct _TextureSlicedPolygonState { const CoglTextureVertex *vertices; int n_vertices; int stride; } TextureSlicedPolygonState; static void log_quad_sub_textures_cb (CoglHandle texture_handle, GLuint gl_handle, GLenum gl_target, float *subtexture_coords, float *virtual_coords, void *user_data) { TextureSlicedQuadState *state = user_data; float quad_coords[4]; #define TEX_VIRTUAL_TO_QUAD(V, Q, AXIS) \ do { \ Q = V - state->tex_virtual_origin_##AXIS; \ Q *= state->v_to_q_scale_##AXIS; \ if (state->flipped_##AXIS) \ Q = state->quad_len_##AXIS - Q; \ Q += state->quad_origin_##AXIS; \ } while (0); TEX_VIRTUAL_TO_QUAD (virtual_coords[0], quad_coords[0], x); TEX_VIRTUAL_TO_QUAD (virtual_coords[1], quad_coords[1], y); TEX_VIRTUAL_TO_QUAD (virtual_coords[2], quad_coords[2], x); TEX_VIRTUAL_TO_QUAD (virtual_coords[3], quad_coords[3], y); #undef TEX_VIRTUAL_TO_QUAD COGL_NOTE (DRAW, "~~~~~ slice\n" "qx1: %f\t" "qy1: %f\n" "qx2: %f\t" "qy2: %f\n" "tx1: %f\t" "ty1: %f\n" "tx2: %f\t" "ty2: %f\n", quad_coords[0], quad_coords[1], quad_coords[2], quad_coords[3], subtexture_coords[0], subtexture_coords[1], subtexture_coords[2], subtexture_coords[3]); /* FIXME: when the wrap mode becomes part of the material we need to * be able to override the wrap mode when logging a quad. */ _cogl_journal_log_quad (quad_coords[0], quad_coords[1], quad_coords[2], quad_coords[3], state->material, 1, /* one layer */ 0, /* don't need to use fallbacks */ gl_handle, /* replace the layer0 texture */ subtexture_coords, 4); } /* This path doesn't currently support multitexturing but is used for * CoglTextures that don't support repeating using the GPU so we need to * manually emit extra geometry to fake the repeating. This includes: * * - CoglTexture2DSliced: when made of > 1 slice or if the users given * texture coordinates require repeating, * - CoglTexture2DAtlas: if the users given texture coordinates require * repeating, * - CoglTextureRectangle: if the users given texture coordinates require * repeating, * - CoglTexturePixmap: if the users given texture coordinates require * repeating */ /* TODO: support multitexturing */ static void _cogl_texture_quad_multiple_primitives (CoglHandle tex_handle, CoglHandle material, float x_1, float y_1, float x_2, float y_2, float tx_1, float ty_1, float tx_2, float ty_2) { TextureSlicedQuadState state; gboolean tex_virtual_flipped_x; gboolean tex_virtual_flipped_y; gboolean quad_flipped_x; gboolean quad_flipped_y; _COGL_GET_CONTEXT (ctx, NO_RETVAL); COGL_NOTE (DRAW, "Drawing Tex Quad (Multi-Prim Mode)"); /* We can't use hardware repeat so we need to set clamp to edge otherwise it might pull in edge pixels from the other side */ /* FIXME: wrap modes should be part of the material! */ _cogl_texture_set_wrap_mode_parameter (tex_handle, GL_CLAMP_TO_EDGE); state.material = material; /* Get together the data we need to transform the virtual texture * coordinates of each slice into quad coordinates... * * NB: We need to consider that the quad coordinates and the texture * coordinates may be inverted along the x or y axis, and must preserve the * inversions when we emit the final geometry. */ tex_virtual_flipped_x = (tx_1 > tx_2) ? TRUE : FALSE; tex_virtual_flipped_y = (ty_1 > ty_2) ? TRUE : FALSE; state.tex_virtual_origin_x = tex_virtual_flipped_x ? tx_2 : tx_1; state.tex_virtual_origin_y = tex_virtual_flipped_y ? ty_2 : ty_1; quad_flipped_x = (x_1 > x_2) ? TRUE : FALSE; quad_flipped_y = (y_1 > y_2) ? TRUE : FALSE; state.quad_origin_x = quad_flipped_x ? x_2 : x_1; state.quad_origin_y = quad_flipped_y ? y_2 : y_1; /* flatten the two forms of coordinate inversion into one... */ state.flipped_x = tex_virtual_flipped_x ^ quad_flipped_x; state.flipped_y = tex_virtual_flipped_y ^ quad_flipped_y; /* We use the _len_AXIS naming here instead of _width and _height because * log_quad_slice_cb uses a macro with symbol concatenation to handle both * axis, so this is more convenient... */ state.quad_len_x = fabs (x_2 - x_1); state.quad_len_y = fabs (y_2 - y_1); state.v_to_q_scale_x = fabs (state.quad_len_x / (tx_2 - tx_1)); state.v_to_q_scale_y = fabs (state.quad_len_y / (ty_2 - ty_1)); _cogl_texture_foreach_sub_texture_in_region (tex_handle, tx_1, ty_1, tx_2, ty_2, log_quad_sub_textures_cb, &state); } /* This path supports multitexturing but only when each of the layers is * handled with a single GL texture. Also if repeating is necessary then * _cogl_texture_can_hardware_repeat() must return TRUE. * This includes layers made from: * * - CoglTexture2DSliced: if only comprised of a single slice with optional * waste, assuming the users given texture coordinates don't require * repeating. * - CoglTexture{1D,2D,3D}: always. * - CoglTexture2DAtlas: assuming the users given texture coordinates don't * require repeating. * - CoglTextureRectangle: assuming the users given texture coordinates don't * require repeating. * - CoglTexturePixmap: assuming the users given texture coordinates don't * require repeating. */ static gboolean _cogl_multitexture_quad_single_primitive (float x_1, float y_1, float x_2, float y_2, CoglHandle material, guint32 fallback_layers, const float *user_tex_coords, int user_tex_coords_len) { int n_layers = cogl_material_get_n_layers (material); float *final_tex_coords = alloca (sizeof (float) * 4 * n_layers); const GList *layers; GList *tmp; int i; _COGL_GET_CONTEXT (ctx, FALSE); /* * Validate the texture coordinates for this rectangle. */ layers = cogl_material_get_layers (material); for (tmp = (GList *)layers, i = 0; tmp != NULL; tmp = tmp->next, i++) { CoglHandle layer = (CoglHandle)tmp->data; CoglHandle tex_handle; const float *in_tex_coords; float *out_tex_coords; float default_tex_coords[4] = {0.0, 0.0, 1.0, 1.0}; tex_handle = cogl_material_layer_get_texture (layer); /* COGL_INVALID_HANDLE textures are handled by * _cogl_material_flush_gl_state */ if (tex_handle == COGL_INVALID_HANDLE) continue; in_tex_coords = &user_tex_coords[i * 4]; out_tex_coords = &final_tex_coords[i * 4]; /* If the texture has waste or we are using GL_TEXTURE_RECT we * can't handle texture repeating so we check that the texture * coords lie in the range [0,1]. * * NB: We already know that the texture isn't sliced so we can assume * that the default coords (0,0) and (1,1) would only reference a single * GL texture. * * NB: We already know that no texture matrix is being used if the * texture doesn't support hardware repeat. */ if (!_cogl_texture_can_hardware_repeat (tex_handle) && i < user_tex_coords_len / 4 && (in_tex_coords[0] < 0 || in_tex_coords[0] > 1.0 || in_tex_coords[1] < 0 || in_tex_coords[1] > 1.0 || in_tex_coords[2] < 0 || in_tex_coords[2] > 1.0 || in_tex_coords[3] < 0 || in_tex_coords[3] > 1.0)) { if (i == 0) { if (n_layers > 1) { static gboolean warning_seen = FALSE; if (!warning_seen) g_warning ("Skipping layers 1..n of your material since " "the first layer doesn't support hardware " "repeat (e.g. because of waste or use of " "GL_TEXTURE_RECTANGLE_ARB) and you supplied " "texture coordinates outside the range [0,1]." "Falling back to software repeat assuming " "layer 0 is the most important one keep"); warning_seen = TRUE; } return FALSE; } else { static gboolean warning_seen = FALSE; if (!warning_seen) g_warning ("Skipping layer %d of your material " "since you have supplied texture coords " "outside the range [0,1] but the texture " "doesn't support hardware repeat (e.g. " "because of waste or use of " "GL_TEXTURE_RECTANGLE_ARB). This isn't " "supported with multi-texturing.", i); warning_seen = TRUE; /* NB: marking for fallback will replace the layer with * a default transparent texture */ fallback_layers |= (1 << i); } } /* * Setup the texture unit... */ /* NB: The user might not have supplied texture coordinates for all * layers... */ if (i < (user_tex_coords_len / 4)) { GLenum wrap_mode; /* If the texture coords are all in the range [0,1] then we want to clamp the coords to the edge otherwise it can pull in edge pixels from the wrong side when scaled */ if (in_tex_coords[0] >= 0 && in_tex_coords[0] <= 1.0 && in_tex_coords[1] >= 0 && in_tex_coords[1] <= 1.0 && in_tex_coords[2] >= 0 && in_tex_coords[2] <= 1.0 && in_tex_coords[3] >= 0 && in_tex_coords[3] <= 1.0) wrap_mode = GL_CLAMP_TO_EDGE; else wrap_mode = GL_REPEAT; memcpy (out_tex_coords, in_tex_coords, sizeof (GLfloat) * 4); _cogl_texture_set_wrap_mode_parameter (tex_handle, wrap_mode); } else { memcpy (out_tex_coords, default_tex_coords, sizeof (GLfloat) * 4); _cogl_texture_set_wrap_mode_parameter (tex_handle, GL_CLAMP_TO_EDGE); } _cogl_texture_transform_coords_to_gl (tex_handle, &out_tex_coords[0], &out_tex_coords[1]); _cogl_texture_transform_coords_to_gl (tex_handle, &out_tex_coords[2], &out_tex_coords[3]); } _cogl_journal_log_quad (x_1, y_1, x_2, y_2, material, n_layers, fallback_layers, 0, /* don't replace the layer0 texture */ final_tex_coords, n_layers * 4); return TRUE; } struct _CoglMutiTexturedRect { float x_1; float y_1; float x_2; float y_2; const float *tex_coords; gint tex_coords_len; }; static void _cogl_rectangles_with_multitexture_coords ( struct _CoglMutiTexturedRect *rects, gint n_rects) { CoglHandle material; const GList *layers; int n_layers; const GList *tmp; guint32 fallback_layers = 0; gboolean all_use_sliced_quad_fallback = FALSE; int i; _COGL_GET_CONTEXT (ctx, NO_RETVAL); material = ctx->source_material; layers = cogl_material_get_layers (material); n_layers = cogl_material_get_n_layers (material); /* * Validate all the layers of the current source material... */ for (tmp = layers, i = 0; tmp != NULL; tmp = tmp->next, i++) { CoglHandle layer = tmp->data; CoglHandle tex_handle; gulong flags; if (cogl_material_layer_get_type (layer) != COGL_MATERIAL_LAYER_TYPE_TEXTURE) continue; tex_handle = cogl_material_layer_get_texture (layer); /* COGL_INVALID_HANDLE textures are handled by * _cogl_material_flush_gl_state */ if (tex_handle == COGL_INVALID_HANDLE) continue; /* XXX: * For now, if the first layer is sliced then all other layers are * ignored since we currently don't support multi-texturing with * sliced textures. If the first layer is not sliced then any other * layers found to be sliced will be skipped. (with a warning) * * TODO: Add support for multi-texturing rectangles with sliced * textures if no texture matrices are in use. */ if (cogl_texture_is_sliced (tex_handle)) { if (i == 0) { fallback_layers = ~1; /* fallback all except the first layer */ all_use_sliced_quad_fallback = TRUE; if (tmp->next) { static gboolean warning_seen = FALSE; if (!warning_seen) g_warning ("Skipping layers 1..n of your material since " "the first layer is sliced. We don't currently " "support any multi-texturing with sliced " "textures but assume layer 0 is the most " "important to keep"); warning_seen = TRUE; } break; } else { static gboolean warning_seen = FALSE; if (!warning_seen) g_warning ("Skipping layer %d of your material consisting of " "a sliced texture (unsuported for multi texturing)", i); warning_seen = TRUE; /* NB: marking for fallback will replace the layer with * a default transparent texture */ fallback_layers |= (1 << i); continue; } } /* If the texture can't be repeated with the GPU (e.g. because it has * waste or if using GL_TEXTURE_RECTANGLE_ARB) then we don't support * multi texturing since we don't know if the result will end up trying * to texture from the waste area. */ flags = _cogl_material_layer_get_flags (layer); if (flags & COGL_MATERIAL_LAYER_FLAG_HAS_USER_MATRIX && !_cogl_texture_can_hardware_repeat (tex_handle)) { static gboolean warning_seen = FALSE; if (!warning_seen) g_warning ("Skipping layer %d of your material since a custom " "texture matrix was given for a texture that can't be " "repeated using the GPU and the result may try to " "sample beyond the bounds of the texture ", i); warning_seen = TRUE; /* NB: marking for fallback will replace the layer with * a default transparent texture */ fallback_layers |= (1 << i); continue; } } /* * Emit geometry for each of the rectangles... */ for (i = 0; i < n_rects; i++) { CoglHandle first_layer, tex_handle; const float default_tex_coords[4] = {0.0, 0.0, 1.0, 1.0}; const float *tex_coords; if (!all_use_sliced_quad_fallback) { gboolean success = _cogl_multitexture_quad_single_primitive (rects[i].x_1, rects[i].y_1, rects[i].x_2, rects[i].y_2, material, fallback_layers, rects[i].tex_coords, rects[i].tex_coords_len); /* NB: If _cogl_multitexture_quad_single_primitive fails then it * means the user tried to use texture repeat with a texture that * can't be repeated by the GPU (e.g. due to waste or use of * GL_TEXTURE_RECTANGLE_ARB) */ if (success) continue; } /* If multitexturing failed or we are drawing with a sliced texture * then we only support a single layer so we pluck out the texture * from the first material layer... */ first_layer = layers->data; tex_handle = cogl_material_layer_get_texture (first_layer); if (rects[i].tex_coords) tex_coords = rects[i].tex_coords; else tex_coords = default_tex_coords; _cogl_texture_quad_multiple_primitives (tex_handle, material, rects[i].x_1, rects[i].y_1, rects[i].x_2, rects[i].y_2, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]); } #if 0 /* XXX: The current journal doesn't handle changes to the model view matrix * so for now we force a flush at the end of every primitive. */ _cogl_journal_flush (); #endif } void cogl_rectangles (const float *verts, guint n_rects) { struct _CoglMutiTexturedRect *rects; int i; rects = g_alloca (n_rects * sizeof (struct _CoglMutiTexturedRect)); for (i = 0; i < n_rects; i++) { rects[i].x_1 = verts[i * 4]; rects[i].y_1 = verts[i * 4 + 1]; rects[i].x_2 = verts[i * 4 + 2]; rects[i].y_2 = verts[i * 4 + 3]; rects[i].tex_coords = NULL; rects[i].tex_coords_len = 0; } _cogl_rectangles_with_multitexture_coords (rects, n_rects); } void cogl_rectangles_with_texture_coords (const float *verts, guint n_rects) { struct _CoglMutiTexturedRect *rects; int i; rects = g_alloca (n_rects * sizeof (struct _CoglMutiTexturedRect)); for (i = 0; i < n_rects; i++) { rects[i].x_1 = verts[i * 8]; rects[i].y_1 = verts[i * 8 + 1]; rects[i].x_2 = verts[i * 8 + 2]; rects[i].y_2 = verts[i * 8 + 3]; /* FIXME: rect should be defined to have a const float *geom; * instead, to avoid this copy * rect[i].geom = &verts[n_rects * 8]; */ rects[i].tex_coords = &verts[i * 8 + 4]; rects[i].tex_coords_len = 4; } _cogl_rectangles_with_multitexture_coords (rects, n_rects); } void cogl_rectangle_with_texture_coords (float x_1, float y_1, float x_2, float y_2, float tx_1, float ty_1, float tx_2, float ty_2) { float verts[8]; verts[0] = x_1; verts[1] = y_1; verts[2] = x_2; verts[3] = y_2; verts[4] = tx_1; verts[5] = ty_1; verts[6] = tx_2; verts[7] = ty_2; cogl_rectangles_with_texture_coords (verts, 1); } void cogl_rectangle_with_multitexture_coords (float x_1, float y_1, float x_2, float y_2, const float *user_tex_coords, gint user_tex_coords_len) { struct _CoglMutiTexturedRect rect; rect.x_1 = x_1; rect.y_1 = y_1; rect.x_2 = x_2; rect.y_2 = y_2; rect.tex_coords = user_tex_coords; rect.tex_coords_len = user_tex_coords_len; _cogl_rectangles_with_multitexture_coords (&rect, 1); } void cogl_rectangle (float x_1, float y_1, float x_2, float y_2) { cogl_rectangle_with_multitexture_coords (x_1, y_1, x_2, y_2, NULL, 0); } void draw_polygon_sub_texture_cb (CoglHandle tex_handle, GLuint gl_handle, GLenum gl_target, float *subtexture_coords, float *virtual_coords, void *user_data) { TextureSlicedPolygonState *state = user_data; GLfloat *v; int i; CoglMaterialFlushOptions options; float slice_origin_x; float slice_origin_y; float virtual_origin_x; float virtual_origin_y; float v_to_s_scale_x; float v_to_s_scale_y; _COGL_GET_CONTEXT (ctx, NO_RETVAL); slice_origin_x = subtexture_coords[0]; slice_origin_y = subtexture_coords[1]; virtual_origin_x = virtual_coords[0]; virtual_origin_y = virtual_coords[1]; v_to_s_scale_x = ((virtual_coords[2] - virtual_coords[0]) / (subtexture_coords[2] - subtexture_coords[0])); v_to_s_scale_y = ((virtual_coords[3] - virtual_coords[1]) / (subtexture_coords[3] - subtexture_coords[1])); /* Convert the vertices into an array of GLfloats ready to pass to * OpenGL */ v = (GLfloat *)ctx->logged_vertices->data; for (i = 0; i < state->n_vertices; i++) { /* NB: layout = [X,Y,Z,TX,TY,R,G,B,A,...] */ GLfloat *t = v + 3; t[0] = ((state->vertices[i].tx - virtual_origin_x) * v_to_s_scale_x + slice_origin_x); t[1] = ((state->vertices[i].ty - virtual_origin_y) * v_to_s_scale_y + slice_origin_y); v += state->stride; } options.flags = COGL_MATERIAL_FLUSH_DISABLE_MASK | COGL_MATERIAL_FLUSH_LAYER0_OVERRIDE; /* disable all except the first layer */ options.disable_layers = (guint32)~1; options.layer0_override_texture = gl_handle; _cogl_material_flush_gl_state (ctx->source_material, &options); GE (glDrawArrays (GL_TRIANGLE_FAN, 0, state->n_vertices)); } /* handles 2d-sliced textures with > 1 slice */ static void _cogl_texture_polygon_multiple_primitives (const CoglTextureVertex *vertices, unsigned int n_vertices, unsigned int stride, gboolean use_color) { const GList *layers; CoglHandle layer0; CoglHandle tex_handle; GLfloat *v; int i; TextureSlicedPolygonState state; _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* We can assume in this case that we have at least one layer in the * material that corresponds to a sliced cogl texture */ layers = cogl_material_get_layers (ctx->source_material); layer0 = (CoglHandle)layers->data; tex_handle = cogl_material_layer_get_texture (layer0); v = (GLfloat *)ctx->logged_vertices->data; for (i = 0; i < n_vertices; i++) { guint8 *c; v[0] = vertices[i].x; v[1] = vertices[i].y; v[2] = vertices[i].z; if (use_color) { /* NB: [X,Y,Z,TX,TY,R,G,B,A,...] */ c = (guint8 *) (v + 5); c[0] = cogl_color_get_red_byte (&vertices[i].color); c[1] = cogl_color_get_green_byte (&vertices[i].color); c[2] = cogl_color_get_blue_byte (&vertices[i].color); c[3] = cogl_color_get_alpha_byte (&vertices[i].color); } v += stride; } state.stride = stride; state.vertices = vertices; state.n_vertices = n_vertices; _cogl_texture_foreach_sub_texture_in_region (tex_handle, 0, 0, 1, 1, draw_polygon_sub_texture_cb, &state); } static void _cogl_multitexture_polygon_single_primitive (const CoglTextureVertex *vertices, guint n_vertices, guint n_layers, guint stride, gboolean use_color, guint32 fallback_layers) { CoglHandle material; const GList *layers; int i; GList *tmp; GLfloat *v; CoglMaterialFlushOptions options; _COGL_GET_CONTEXT (ctx, NO_RETVAL); material = ctx->source_material; layers = cogl_material_get_layers (material); /* Convert the vertices into an array of GLfloats ready to pass to OpenGL */ for (v = (GLfloat *)ctx->logged_vertices->data, i = 0; i < n_vertices; v += stride, i++) { guint8 *c; int j; /* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */ v[0] = vertices[i].x; v[1] = vertices[i].y; v[2] = vertices[i].z; for (tmp = (GList *)layers, j = 0; tmp != NULL; tmp = tmp->next, j++) { CoglHandle layer = (CoglHandle)tmp->data; CoglHandle tex_handle; GLfloat *t; float tx, ty; tex_handle = cogl_material_layer_get_texture (layer); /* COGL_INVALID_HANDLE textures will be handled in * _cogl_material_flush_layers_gl_state but there is no need to worry * about scaling texture coordinates in this case */ if (tex_handle == COGL_INVALID_HANDLE) continue; tx = vertices[i].tx; ty = vertices[i].ty; _cogl_texture_transform_coords_to_gl (tex_handle, &tx, &ty); /* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */ t = v + 3 + 2 * j; t[0] = tx; t[1] = ty; } if (use_color) { /* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */ c = (guint8 *) (v + 3 + 2 * n_layers); c[0] = cogl_color_get_red_byte (&vertices[i].color); c[1] = cogl_color_get_green_byte (&vertices[i].color); c[2] = cogl_color_get_blue_byte (&vertices[i].color); c[3] = cogl_color_get_alpha_byte (&vertices[i].color); } } options.flags = COGL_MATERIAL_FLUSH_FALLBACK_MASK; if (use_color) options.flags |= COGL_MATERIAL_FLUSH_SKIP_GL_COLOR; options.fallback_layers = fallback_layers; _cogl_material_flush_gl_state (ctx->source_material, &options); GE (glDrawArrays (GL_TRIANGLE_FAN, 0, n_vertices)); } void cogl_polygon (const CoglTextureVertex *vertices, guint n_vertices, gboolean use_color) { CoglHandle material; const GList *layers, *tmp; int n_layers; gboolean use_sliced_polygon_fallback = FALSE; guint32 fallback_layers = 0; int i; gulong enable_flags; guint stride; gsize stride_bytes; GLfloat *v; int prev_n_texcoord_arrays_enabled; _COGL_GET_CONTEXT (ctx, NO_RETVAL); _cogl_journal_flush (); /* NB: _cogl_framebuffer_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_framebuffer_flush_state (_cogl_get_framebuffer (), 0); material = ctx->source_material; layers = cogl_material_get_layers (ctx->source_material); n_layers = g_list_length ((GList *)layers); for (tmp = layers, i = 0; tmp != NULL; tmp = tmp->next, i++) { CoglHandle layer = tmp->data; CoglHandle tex_handle = cogl_material_layer_get_texture (layer); /* COGL_INVALID_HANDLE textures will be handled in * _cogl_material_flush_layers_gl_state */ if (tex_handle == COGL_INVALID_HANDLE) continue; if (i == 0 && cogl_texture_is_sliced (tex_handle)) { #if defined (HAVE_COGL_GLES) || defined (HAVE_COGL_GLES2) { static gboolean warning_seen = FALSE; if (!warning_seen) g_warning ("cogl_polygon does not work for sliced textures " "on GL ES"); warning_seen = TRUE; return; } #endif if (n_layers > 1) { static gboolean warning_seen = FALSE; if (!warning_seen) { g_warning ("Disabling layers 1..n since multi-texturing with " "cogl_polygon isn't supported when using sliced " "textures\n"); warning_seen = TRUE; } } use_sliced_polygon_fallback = TRUE; n_layers = 1; if (cogl_material_layer_get_min_filter (layer) != GL_NEAREST || cogl_material_layer_get_mag_filter (layer) != GL_NEAREST) { static gboolean warning_seen = FALSE; if (!warning_seen) { g_warning ("cogl_texture_polygon does not work for sliced textures " "when the minification and magnification filters are not " "COGL_MATERIAL_FILTER_NEAREST"); warning_seen = TRUE; } return; } #ifdef HAVE_COGL_GL { /* Temporarily change the wrapping mode on all of the slices to use * a transparent border * XXX: it's doesn't look like we save/restore this, like * the comment implies? */ _cogl_texture_set_wrap_mode_parameter (tex_handle, GL_CLAMP_TO_BORDER); } #endif break; } if (cogl_texture_is_sliced (tex_handle)) { static gboolean warning_seen = FALSE; if (!warning_seen) g_warning ("Disabling layer %d of the current source material, " "because texturing with the vertex buffer API is not " "currently supported using sliced textures, or " "textures with waste\n", i); warning_seen = TRUE; fallback_layers |= (1 << i); continue; } } /* Our data is arranged like: * [X, Y, Z, TX0, TY0, TX1, TY1..., R, G, B, A,...] */ stride = 3 + (2 * n_layers) + (use_color ? 1 : 0); stride_bytes = stride * sizeof (GLfloat); /* Make sure there is enough space in the global vertex array. This is used so we can render the polygon with a single call to OpenGL but still support any number of vertices */ g_array_set_size (ctx->logged_vertices, n_vertices * stride); v = (GLfloat *)ctx->logged_vertices->data; /* Prepare GL state */ enable_flags = COGL_ENABLE_VERTEX_ARRAY; enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material); if (ctx->enable_backface_culling) enable_flags |= COGL_ENABLE_BACKFACE_CULLING; if (use_color) { enable_flags |= COGL_ENABLE_COLOR_ARRAY | COGL_ENABLE_BLEND; GE( glColorPointer (4, GL_UNSIGNED_BYTE, stride_bytes, /* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */ v + 3 + 2 * n_layers) ); } cogl_enable (enable_flags); _cogl_flush_face_winding (); GE (glVertexPointer (3, GL_FLOAT, stride_bytes, v)); for (i = 0; i < n_layers; i++) { GE (glClientActiveTexture (GL_TEXTURE0 + i)); GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY)); GE (glTexCoordPointer (2, GL_FLOAT, stride_bytes, /* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */ v + 3 + 2 * i)); } prev_n_texcoord_arrays_enabled = ctx->n_texcoord_arrays_enabled; ctx->n_texcoord_arrays_enabled = n_layers; for (; i < prev_n_texcoord_arrays_enabled; i++) { GE (glClientActiveTexture (GL_TEXTURE0 + i)); GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY)); } if (use_sliced_polygon_fallback) _cogl_texture_polygon_multiple_primitives (vertices, n_vertices, stride, use_color); else _cogl_multitexture_polygon_single_primitive (vertices, n_vertices, n_layers, stride, use_color, fallback_layers); /* Reset the size of the logged vertex array because rendering rectangles expects it to start at 0 */ g_array_set_size (ctx->logged_vertices, 0); } static 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; } } static void _cogl_path_stroke_nodes (void) { unsigned int path_start = 0; unsigned long enable_flags = COGL_ENABLE_VERTEX_ARRAY; CoglMaterialFlushOptions options; _COGL_GET_CONTEXT (ctx, NO_RETVAL); _cogl_journal_flush (); /* NB: _cogl_framebuffer_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_framebuffer_flush_state (_cogl_get_framebuffer (), 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, unsigned int path_size, CoglPathNode *path, gboolean merge, gboolean need_clear) { unsigned int path_start = 0; unsigned int sub_path_num = 0; float bounds_x; float bounds_y; float bounds_w; float bounds_h; unsigned long enable_flags = COGL_ENABLE_VERTEX_ARRAY; CoglHandle prev_source; int i; CoglHandle framebuffer = _cogl_get_framebuffer (); CoglMatrixStack *modelview_stack = _cogl_framebuffer_get_modelview_stack (framebuffer); CoglMatrixStack *projection_stack = _cogl_framebuffer_get_projection_stack (framebuffer); _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_framebuffer_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_framebuffer_flush_state (framebuffer, 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); GE( glEnable (GL_STENCIL_TEST) ); GE( glColorMask (FALSE, FALSE, FALSE, FALSE) ); GE( glDepthMask (FALSE) ); if (merge) { GE (glStencilMask (2)); GE (glStencilFunc (GL_LEQUAL, 0x2, 0x6)); } else { /* If we're not using the stencil buffer for clipping then we don't need to clear the whole stencil buffer, just the area that will be drawn */ if (need_clear) cogl_clear (NULL, COGL_BUFFER_BIT_STENCIL); else { /* Just clear the bounding box */ GE( glStencilMask (~(GLuint) 0) ); GE( glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) ); 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 (glStencilMask (1)); GE (glStencilFunc (GL_LEQUAL, 0x1, 0x3)); } GE (glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT)); 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); } static gint compare_ints (gconstpointer a, gconstpointer b) { return GPOINTER_TO_INT(a)-GPOINTER_TO_INT(b); } static void _cogl_path_fill_nodes_scanlines (CoglPathNode *path, unsigned int path_size, int bounds_x, int bounds_y, unsigned int bounds_w, unsigned int 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 = g_alloca (bounds_h * sizeof (GSList *)); int i; int prev_x; int prev_y; int first_x; int first_y; int lastdir = -2; /* last direction we vere moving */ int 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_framebuffer_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_framebuffer_flush_state (_cogl_get_framebuffer (), 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++) { int dest_x = path[i].x; int dest_y = path[i].y; int ydir; int dx; int dy; int 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 vertices */ 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; } } { int spans = 0; int 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); } } static 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 (G_LIKELY (!(cogl_debug_flags & COGL_DEBUG_FORCE_SCANLINE_PATHS)) && cogl_features_available (COGL_FEATURE_STENCIL_BUFFER)) { CoglHandle framebuffer; CoglClipStackState *clip_state; _cogl_journal_flush (); framebuffer = _cogl_get_framebuffer (); clip_state = _cogl_framebuffer_get_clip_state (framebuffer); _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, FALSE); 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) { cogl_path_fill_preserve (); cogl_path_new (); } void cogl_path_fill_preserve (void) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (ctx->path_nodes->len == 0) return; _cogl_path_fill_nodes (); } void cogl_path_stroke (void) { cogl_path_stroke_preserve (); cogl_path_new (); } void cogl_path_stroke_preserve (void) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (ctx->path_nodes->len == 0) return; _cogl_path_stroke_nodes (); } void cogl_path_move_to (float x, float y) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* FIXME: handle multiple contours maybe? */ _cogl_path_add_node (TRUE, x, y); ctx->path_start.x = x; ctx->path_start.y = y; ctx->path_pen = ctx->path_start; } void cogl_path_rel_move_to (float x, float y) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_path_move_to (ctx->path_pen.x + x, ctx->path_pen.y + y); } void cogl_path_line_to (float x, float y) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); _cogl_path_add_node (FALSE, x, y); ctx->path_pen.x = x; ctx->path_pen.y = y; } void cogl_path_rel_line_to (float x, float y) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_path_line_to (ctx->path_pen.x + x, ctx->path_pen.y + y); } void cogl_path_close (void) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); _cogl_path_add_node (FALSE, ctx->path_start.x, ctx->path_start.y); ctx->path_pen = ctx->path_start; } void cogl_path_new (void) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); g_array_set_size (ctx->path_nodes, 0); } void cogl_path_line (float x_1, float y_1, float x_2, float y_2) { cogl_path_move_to (x_1, y_1); cogl_path_line_to (x_2, y_2); } void cogl_path_polyline (float *coords, gint num_points) { gint c = 0; cogl_path_move_to (coords[0], coords[1]); for (c = 1; c < num_points; ++c) cogl_path_line_to (coords[2*c], coords[2*c+1]); } void cogl_path_polygon (float *coords, gint num_points) { cogl_path_polyline (coords, num_points); cogl_path_close (); } void cogl_path_rectangle (float x_1, float y_1, float x_2, float y_2) { cogl_path_move_to (x_1, y_1); cogl_path_line_to (x_2, y_1); cogl_path_line_to (x_2, y_2); cogl_path_line_to (x_1, y_2); cogl_path_close (); } static void _cogl_path_arc (float center_x, float center_y, float radius_x, float radius_y, float angle_1, float angle_2, float angle_step, guint move_first) { float a = 0x0; float cosa = 0x0; float sina = 0x0; float px = 0x0; float py = 0x0; /* Fix invalid angles */ if (angle_1 == angle_2 || angle_step == 0x0) return; if (angle_step < 0x0) angle_step = -angle_step; /* Walk the arc by given step */ a = angle_1; while (a != angle_2) { cosa = cosf (a * (G_PI/180.0)); sina = sinf (a * (G_PI/180.0)); px = center_x + (cosa * radius_x); py = center_y + (sina * radius_y); if (a == angle_1 && move_first) cogl_path_move_to (px, py); else cogl_path_line_to (px, py); if (G_LIKELY (angle_2 > angle_1)) { a += angle_step; if (a > angle_2) a = angle_2; } else { a -= angle_step; if (a < angle_2) a = angle_2; } } /* Make sure the final point is drawn */ cosa = cosf (angle_2 * (G_PI/180.0)); sina = sinf (angle_2 * (G_PI/180.0)); px = center_x + (cosa * radius_x); py = center_y + (sina * radius_y); cogl_path_line_to (px, py); } void cogl_path_arc (float center_x, float center_y, float radius_x, float radius_y, float angle_1, float angle_2) { float angle_step = 10; /* it is documented that a move to is needed to create a freestanding * arc */ _cogl_path_arc (center_x, center_y, radius_x, radius_y, angle_1, angle_2, angle_step, 0 /* no move */); } void cogl_path_arc_rel (float center_x, float center_y, float radius_x, float radius_y, float angle_1, float angle_2, float angle_step) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); _cogl_path_arc (ctx->path_pen.x + center_x, ctx->path_pen.y + center_y, radius_x, radius_y, angle_1, angle_2, angle_step, 0 /* no move */); } void cogl_path_ellipse (float center_x, float center_y, float radius_x, float radius_y) { float angle_step = 10; /* FIXME: if shows to be slow might be optimized * by mirroring just a quarter of it */ _cogl_path_arc (center_x, center_y, radius_x, radius_y, 0, 360, angle_step, 1 /* move first */); cogl_path_close(); } void cogl_path_round_rectangle (float x_1, float y_1, float x_2, float y_2, float radius, float arc_step) { float inner_width = x_2 - x_1 - radius * 2; float inner_height = y_2 - y_1 - radius * 2; _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_path_move_to (x_1, y_1 + radius); cogl_path_arc_rel (radius, 0, radius, radius, 180, 270, arc_step); cogl_path_line_to (ctx->path_pen.x + inner_width, ctx->path_pen.y); cogl_path_arc_rel (0, radius, radius, radius, -90, 0, arc_step); cogl_path_line_to (ctx->path_pen.x, ctx->path_pen.y + inner_height); cogl_path_arc_rel (-radius, 0, radius, radius, 0, 90, arc_step); cogl_path_line_to (ctx->path_pen.x - inner_width, ctx->path_pen.y); cogl_path_arc_rel (0, -radius, radius, radius, 90, 180, arc_step); cogl_path_close (); } static void _cogl_path_bezier3_sub (CoglBezCubic *cubic) { CoglBezCubic cubics[_COGL_MAX_BEZ_RECURSE_DEPTH]; CoglBezCubic *cleft; CoglBezCubic *cright; CoglBezCubic *c; floatVec2 dif1; floatVec2 dif2; floatVec2 mm; floatVec2 c1; floatVec2 c2; floatVec2 c3; floatVec2 c4; floatVec2 c5; gint cindex; /* Put first curve on stack */ cubics[0] = *cubic; cindex = 0; while (cindex >= 0) { c = &cubics[cindex]; /* Calculate distance of control points from their * counterparts on the line between end points */ dif1.x = (c->p2.x * 3) - (c->p1.x * 2) - c->p4.x; dif1.y = (c->p2.y * 3) - (c->p1.y * 2) - c->p4.y; dif2.x = (c->p3.x * 3) - (c->p4.x * 2) - c->p1.x; dif2.y = (c->p3.y * 3) - (c->p4.y * 2) - c->p1.y; if (dif1.x < 0) dif1.x = -dif1.x; if (dif1.y < 0) dif1.y = -dif1.y; if (dif2.x < 0) dif2.x = -dif2.x; if (dif2.y < 0) dif2.y = -dif2.y; /* Pick the greatest of two distances */ if (dif1.x < dif2.x) dif1.x = dif2.x; if (dif1.y < dif2.y) dif1.y = dif2.y; /* Cancel if the curve is flat enough */ if (dif1.x + dif1.y <= 1.0 || cindex == _COGL_MAX_BEZ_RECURSE_DEPTH-1) { /* Add subdivision point (skip last) */ if (cindex == 0) return; _cogl_path_add_node (FALSE, c->p4.x, c->p4.y); --cindex; continue; } /* Left recursion goes on top of stack! */ cright = c; cleft = &cubics[++cindex]; /* Subdivide into 2 sub-curves */ c1.x = ((c->p1.x + c->p2.x) / 2); c1.y = ((c->p1.y + c->p2.y) / 2); mm.x = ((c->p2.x + c->p3.x) / 2); mm.y = ((c->p2.y + c->p3.y) / 2); c5.x = ((c->p3.x + c->p4.x) / 2); c5.y = ((c->p3.y + c->p4.y) / 2); c2.x = ((c1.x + mm.x) / 2); c2.y = ((c1.y + mm.y) / 2); c4.x = ((mm.x + c5.x) / 2); c4.y = ((mm.y + c5.y) / 2); c3.x = ((c2.x + c4.x) / 2); c3.y = ((c2.y + c4.y) / 2); /* Add left recursion to stack */ cleft->p1 = c->p1; cleft->p2 = c1; cleft->p3 = c2; cleft->p4 = c3; /* Add right recursion to stack */ cright->p1 = c3; cright->p2 = c4; cright->p3 = c5; cright->p4 = c->p4; } } void cogl_path_curve_to (float x_1, float y_1, float x_2, float y_2, float x_3, float y_3) { CoglBezCubic cubic; _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* Prepare cubic curve */ cubic.p1 = ctx->path_pen; cubic.p2.x = x_1; cubic.p2.y = y_1; cubic.p3.x = x_2; cubic.p3.y = y_2; cubic.p4.x = x_3; cubic.p4.y = y_3; /* Run subdivision */ _cogl_path_bezier3_sub (&cubic); /* Add last point */ _cogl_path_add_node (FALSE, cubic.p4.x, cubic.p4.y); ctx->path_pen = cubic.p4; } void cogl_path_rel_curve_to (float x_1, float y_1, float x_2, float y_2, float x_3, float y_3) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_path_curve_to (ctx->path_pen.x + x_1, ctx->path_pen.y + y_1, ctx->path_pen.x + x_2, ctx->path_pen.y + y_2, ctx->path_pen.x + x_3, ctx->path_pen.y + y_3); } /* If second order beziers were needed the following code could * be re-enabled: */ #if 0 static void _cogl_path_bezier2_sub (CoglBezQuad *quad) { CoglBezQuad quads[_COGL_MAX_BEZ_RECURSE_DEPTH]; CoglBezQuad *qleft; CoglBezQuad *qright; CoglBezQuad *q; floatVec2 mid; floatVec2 dif; floatVec2 c1; floatVec2 c2; floatVec2 c3; gint qindex; /* Put first curve on stack */ quads[0] = *quad; qindex = 0; /* While stack is not empty */ while (qindex >= 0) { q = &quads[qindex]; /* Calculate distance of control point from its * counterpart on the line between end points */ mid.x = ((q->p1.x + q->p3.x) / 2); mid.y = ((q->p1.y + q->p3.y) / 2); dif.x = (q->p2.x - mid.x); dif.y = (q->p2.y - mid.y); if (dif.x < 0) dif.x = -dif.x; if (dif.y < 0) dif.y = -dif.y; /* Cancel if the curve is flat enough */ if (dif.x + dif.y <= 1.0 || qindex == _COGL_MAX_BEZ_RECURSE_DEPTH - 1) { /* Add subdivision point (skip last) */ if (qindex == 0) return; _cogl_path_add_node (FALSE, q->p3.x, q->p3.y); --qindex; continue; } /* Left recursion goes on top of stack! */ qright = q; qleft = &quads[++qindex]; /* Subdivide into 2 sub-curves */ c1.x = ((q->p1.x + q->p2.x) / 2); c1.y = ((q->p1.y + q->p2.y) / 2); c3.x = ((q->p2.x + q->p3.x) / 2); c3.y = ((q->p2.y + q->p3.y) / 2); c2.x = ((c1.x + c3.x) / 2); c2.y = ((c1.y + c3.y) / 2); /* Add left recursion onto stack */ qleft->p1 = q->p1; qleft->p2 = c1; qleft->p3 = c2; /* Add right recursion onto stack */ qright->p1 = c2; qright->p2 = c3; qright->p3 = q->p3; } } void cogl_path_curve2_to (float x_1, float y_1, float x_2, float y_2) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); CoglBezQuad quad; /* Prepare quadratic curve */ quad.p1 = ctx->path_pen; quad.p2.x = x_1; quad.p2.y = y_1; quad.p3.x = x_2; quad.p3.y = y_2; /* Run subdivision */ _cogl_path_bezier2_sub (&quad); /* Add last point */ _cogl_path_add_node (FALSE, quad.p3.x, quad.p3.y); ctx->path_pen = quad.p3; } void cogl_rel_curve2_to (float x_1, float y_1, float x_2, float y_2) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_path_curve2_to (ctx->path_pen.x + x_1, ctx->path_pen.y + y_1, ctx->path_pen.x + x_2, ctx->path_pen.y + y_2); } #endif