6a4cdd6e49
primitives and path API a bit smaller and more resembling cairo. * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: * clutter/clutter-actor.c: * clutter/clutter-rectangle.c: * tests/test-cogl-offscreen.c: * tests/test-cogl-primitives.c: * tests/test-cogl-tex-convert.c: * tests/test-cogl-tex-foreign.c: * tests/test-cogl-tex-getset.c: * tests/test-cogl-tex-tile.c: updated according to changes in cogl.
760 lines
18 KiB
C
760 lines
18 KiB
C
/*
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* Clutter COGL
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*
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* A basic GL/GLES Abstraction/Utility Layer
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2007 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include <string.h>
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#include <gmodule.h>
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#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
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void
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cogl_rectangle (gint x,
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gint y,
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guint width,
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guint height)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* 32-bit integers are not supported as coord types
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in GLES . Fixed type has got 16 bits left of the
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point which is equal to short anyway. */
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GLshort rect_verts[8] = {
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(GLshort) x, (GLshort) y,
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(GLshort) (x + width), (GLshort) y,
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(GLshort) x, (GLshort) (y + height),
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(GLshort) (x + width), (GLshort) (y + height)
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};
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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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GE ( glVertexPointer (2, GL_SHORT, 0, rect_verts ) );
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GE ( glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
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}
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void
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cogl_rectanglex (ClutterFixed x,
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ClutterFixed y,
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ClutterFixed width,
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ClutterFixed height)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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GLfixed rect_verts[8] = {
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x, y,
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x + width, y,
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x, y + height,
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x + width, y + height
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};
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cogl_enable (COGL_ENABLE_VERTEX_ARRAY
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| (ctx->color_alpha < 255
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? COGL_ENABLE_BLEND : 0));
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GE( glVertexPointer (2, GL_FIXED, 0, rect_verts) );
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GE( glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
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}
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#if 0
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void
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cogl_trapezoid (gint y1,
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gint x11,
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gint x21,
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gint y2,
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gint x12,
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gint x22)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_enable (ctx->color_alpha < 255
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? COGL_ENABLE_BLEND : 0);
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GE( glBegin (GL_QUADS) );
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GE( glVertex2i (x11, y1) );
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GE( glVertex2i (x21, y1) );
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GE( glVertex2i (x22, y2) );
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GE( glVertex2i (x12, y2) );
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GE( glEnd () );
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}
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void
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cogl_trapezoidx (ClutterFixed y1,
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ClutterFixed x11,
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ClutterFixed x21,
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ClutterFixed y2,
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ClutterFixed x12,
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ClutterFixed x22)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_enable (ctx->color_alpha < 255
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? COGL_ENABLE_BLEND : 0);
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GE( glBegin (GL_QUADS) );
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GE( glVertex2f (CLUTTER_FIXED_TO_FLOAT (x11),
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CLUTTER_FIXED_TO_FLOAT (y1)) );
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GE( glVertex2f (CLUTTER_FIXED_TO_FLOAT (x21),
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CLUTTER_FIXED_TO_FLOAT (y1)) );
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GE( glVertex2f (CLUTTER_FIXED_TO_FLOAT (x22),
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CLUTTER_FIXED_TO_FLOAT (y2)) );
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GE( glVertex2f (CLUTTER_FIXED_TO_FLOAT (x12),
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CLUTTER_FIXED_TO_FLOAT (y2)) );
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GE( glEnd () );
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}
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#endif
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static void
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_cogl_path_clear_nodes ()
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (ctx->path_nodes)
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g_free(ctx->path_nodes);
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ctx->path_nodes = (CoglFixedVec2*) g_malloc (2 * sizeof(CoglFixedVec2));
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ctx->path_nodes_size = 0;
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ctx->path_nodes_cap = 2;
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}
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static void
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_cogl_path_add_node (ClutterFixed x,
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ClutterFixed y)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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CoglFixedVec2 *new_nodes = NULL;
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if (ctx->path_nodes_size == ctx->path_nodes_cap)
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{
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new_nodes = g_realloc (ctx->path_nodes,
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2 * ctx->path_nodes_cap
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* sizeof (CoglFixedVec2));
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if (new_nodes == NULL) return;
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ctx->path_nodes = new_nodes;
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ctx->path_nodes_cap *= 2;
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}
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ctx->path_nodes [ctx->path_nodes_size] .x = CLUTTER_FIXED_TO_FLOAT (x);
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ctx->path_nodes [ctx->path_nodes_size] .y = CLUTTER_FIXED_TO_FLOAT (y);
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ctx->path_nodes_size++;
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if (ctx->path_nodes_size == 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 ()
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_enable (COGL_ENABLE_VERTEX_ARRAY
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| (ctx->color_alpha < 255
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? COGL_ENABLE_BLEND : 0));
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GE( glVertexPointer (2, GL_FLOAT, 0, ctx->path_nodes) );
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GE( glDrawArrays (GL_LINE_STRIP, 0, ctx->path_nodes_size) );
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}
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static void
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_cogl_path_fill_nodes ()
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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guint bounds_x;
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guint bounds_y;
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guint bounds_w;
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guint bounds_h;
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GE( glClear (GL_STENCIL_BUFFER_BIT) );
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GE( glEnable (GL_STENCIL_TEST) );
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GE( glStencilFunc (GL_ALWAYS, 0x0, 0x0) );
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GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
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GE( glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE) );
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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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GE( glVertexPointer (2, GL_FLOAT, 0, ctx->path_nodes) );
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GE( glDrawArrays (GL_TRIANGLE_FAN, 0, ctx->path_nodes_size) );
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GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
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GE( glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) );
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GE( glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
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bounds_x = CLUTTER_FIXED_FLOOR (ctx->path_nodes_min.x);
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bounds_y = CLUTTER_FIXED_FLOOR (ctx->path_nodes_min.y);
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bounds_w = CLUTTER_FIXED_CEIL (ctx->path_nodes_max.x - ctx->path_nodes_min.x);
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bounds_h = CLUTTER_FIXED_CEIL (ctx->path_nodes_max.y - ctx->path_nodes_min.y);
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cogl_rectangle (bounds_x, bounds_y, bounds_w, bounds_h);
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GE( glDisable (GL_STENCIL_TEST) );
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}
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void
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cogl_fill ()
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (ctx->path_nodes_size == 0)
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return;
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_cogl_path_fill_nodes();
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}
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void
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cogl_stroke ()
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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if (ctx->path_nodes_size == 0)
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return;
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_cogl_path_stroke_nodes();
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}
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void
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cogl_path_move_to (ClutterFixed x,
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ClutterFixed y)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* FIXME: handle multiple contours maybe? */
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_cogl_path_clear_nodes ();
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_cogl_path_add_node (x, y);
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ctx->path_start.x = x;
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ctx->path_start.y = y;
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ctx->path_pen = ctx->path_start;
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}
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void
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cogl_path_rel_move_to (ClutterFixed x,
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ClutterFixed y)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_path_move_to (ctx->path_pen.x + x,
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ctx->path_pen.y + y);
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}
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void
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cogl_path_line_to (ClutterFixed x,
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ClutterFixed y)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_path_add_node (x, y);
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ctx->path_pen.x = x;
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ctx->path_pen.y = y;
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}
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void
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cogl_path_rel_line_to (ClutterFixed x,
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ClutterFixed y)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_path_line_to (ctx->path_pen.x + x,
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ctx->path_pen.y + y);
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}
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void
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cogl_path_close ()
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_path_add_node (ctx->path_start.x, ctx->path_start.y);
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ctx->path_pen = ctx->path_start;
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}
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void
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cogl_line (ClutterFixed x1,
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ClutterFixed y1,
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ClutterFixed x2,
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ClutterFixed y2)
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{
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cogl_path_move_to (x1, y1);
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cogl_path_line_to (x2, y2);
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}
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void
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cogl_polyline (ClutterFixed *coords,
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gint num_points)
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{
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gint c = 0;
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cogl_path_move_to (coords[0], coords[1]);
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for (c = 1; c < num_points; ++c)
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cogl_path_line_to (coords[2*c], coords[2*c+1]);
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}
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void
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cogl_polygon (ClutterFixed *coords,
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gint num_points)
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{
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cogl_polyline (coords, num_points);
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cogl_path_close ();
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}
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void
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cogl_path_rectangle (ClutterFixed x,
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ClutterFixed y,
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ClutterFixed width,
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ClutterFixed height)
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{
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cogl_path_move_to (x, y);
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cogl_path_line_to (x + width, y);
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cogl_path_line_to (x + width, y + height);
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cogl_path_line_to (x, y + height);
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cogl_path_close ();
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}
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static void
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_cogl_arc (ClutterFixed center_x,
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ClutterFixed center_y,
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ClutterFixed radius_x,
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ClutterFixed radius_y,
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ClutterAngle angle_1,
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ClutterAngle angle_2,
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ClutterAngle angle_step,
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guint move_first)
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{
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ClutterAngle a = 0x0;
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ClutterAngle temp = 0x0;
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ClutterFixed cosa = 0x0;
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ClutterFixed sina = 0x0;
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ClutterFixed px = 0x0;
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ClutterFixed py = 0x0;
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/* Fix invalid angles */
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if (angle_1 == angle_2 || angle_step == 0x0)
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return;
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if (angle_step < 0x0)
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angle_step = -angle_step;
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if (angle_2 < angle_1)
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{
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temp = angle_1;
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angle_1 = angle_2;
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angle_2 = temp;
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}
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/* Walk the arc by given step */
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for (a = angle_1; a < angle_2; a += angle_step)
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{
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cosa = clutter_cosi (a);
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sina = clutter_sini (a);
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px = center_x + CFX_MUL (cosa, radius_x);
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py = center_y + CFX_MUL (sina, radius_y);
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if (a == angle_1 && move_first)
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cogl_path_move_to (px, py);
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else
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cogl_path_line_to (px, py);
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}
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}
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void
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cogl_path_arc (ClutterFixed center_x,
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ClutterFixed center_y,
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ClutterFixed radius_x,
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ClutterFixed radius_y,
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ClutterAngle angle_1,
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ClutterAngle angle_2)
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{
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ClutterAngle angle_step = 10;
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_cogl_arc (center_x, center_y,
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radius_x, radius_y,
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angle_1, angle_2,
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angle_step, 0 /* no move */);
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}
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void
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cogl_path_arc_rel (ClutterFixed center_x,
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ClutterFixed center_y,
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ClutterFixed radius_x,
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ClutterFixed radius_y,
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ClutterAngle angle_1,
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ClutterAngle angle_2,
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ClutterAngle angle_step)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_arc (ctx->path_pen.x + center_x,
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ctx->path_pen.y + center_y,
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radius_x, radius_y,
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angle_1, angle_2,
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angle_step, 0 /* no move */);
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}
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void
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cogl_arc (ClutterFixed center_x,
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ClutterFixed center_y,
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ClutterFixed radius_x,
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ClutterFixed radius_y,
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ClutterAngle angle_1,
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ClutterAngle angle_2)
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{
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ClutterAngle angle_step = 10;
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_cogl_arc (center_x, center_y,
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radius_x, radius_y,
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angle_1, angle_2,
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angle_step, 1 /* move first */);
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}
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void
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cogl_ellipse (ClutterFixed center_x,
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ClutterFixed center_y,
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ClutterFixed radius_x,
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ClutterFixed radius_y)
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{
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ClutterAngle angle_step = 10;
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/* FIXME: if shows to be slow might be optimized
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* by mirroring just a quarter of it */
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_cogl_arc (center_x, center_y,
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radius_x, radius_y,
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0, CLUTTER_ANGLE_FROM_DEG(360),
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angle_step, 1 /* move first */);
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cogl_path_close();
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}
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void
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cogl_round_rectangle (ClutterFixed x,
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ClutterFixed y,
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ClutterFixed width,
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ClutterFixed height,
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ClutterFixed radius,
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ClutterAngle arc_step)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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ClutterFixed inner_width = width - (radius << 1);
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ClutterFixed inner_height = height - (radius << 1);
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cogl_path_move_to (x, y + radius);
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cogl_path_arc_rel (radius, 0,
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radius, radius,
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CLUTTER_ANGLE_FROM_DEG (180),
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CLUTTER_ANGLE_FROM_DEG (270),
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arc_step);
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cogl_path_line_to (ctx->path_pen.x + inner_width,
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ctx->path_pen.y);
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cogl_path_arc_rel (0, radius,
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radius, radius,
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CLUTTER_ANGLE_FROM_DEG (-90),
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CLUTTER_ANGLE_FROM_DEG (0),
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arc_step);
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cogl_path_line_to (ctx->path_pen.x,
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ctx->path_pen.y + inner_height);
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cogl_path_arc_rel (-radius, 0,
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radius, radius,
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CLUTTER_ANGLE_FROM_DEG (0),
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CLUTTER_ANGLE_FROM_DEG (90),
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arc_step);
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cogl_path_line_to (ctx->path_pen.x - inner_width,
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ctx->path_pen.y);
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cogl_path_arc_rel (0, -radius,
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radius, radius,
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CLUTTER_ANGLE_FROM_DEG (90),
|
|
CLUTTER_ANGLE_FROM_DEG (180),
|
|
arc_step);
|
|
|
|
cogl_path_close ();
|
|
}
|
|
|
|
#if 0
|
|
static void
|
|
_cogl_path_bezier2_sub (CoglBezQuad *quad)
|
|
{
|
|
CoglBezQuad quads[_COGL_MAX_BEZ_RECURSE_DEPTH];
|
|
CoglBezQuad *qleft;
|
|
CoglBezQuad *qright;
|
|
CoglBezQuad *q;
|
|
CoglFixedVec2 mid;
|
|
CoglFixedVec2 dif;
|
|
CoglFixedVec2 c1;
|
|
CoglFixedVec2 c2;
|
|
CoglFixedVec2 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) >> 1);
|
|
mid.y = ((q->p1.y + q->p3.y) >> 1);
|
|
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 <= CFX_ONE
|
|
|| qindex == _COGL_MAX_BEZ_RECURSE_DEPTH - 1)
|
|
{
|
|
/* Add subdivision point (skip last) */
|
|
if (qindex == 0) return;
|
|
_cogl_path_add_node (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) >> 1);
|
|
c1.y = ((q->p1.y + q->p2.y) >> 1);
|
|
c3.x = ((q->p2.x + q->p3.x) >> 1);
|
|
c3.y = ((q->p2.y + q->p3.y) >> 1);
|
|
c2.x = ((c1.x + c3.x) >> 1);
|
|
c2.y = ((c1.y + c3.y) >> 1);
|
|
|
|
/* 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;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
static void
|
|
_cogl_path_bezier3_sub (CoglBezCubic *cubic)
|
|
{
|
|
CoglBezCubic cubics[_COGL_MAX_BEZ_RECURSE_DEPTH];
|
|
CoglBezCubic *cleft;
|
|
CoglBezCubic *cright;
|
|
CoglBezCubic *c;
|
|
CoglFixedVec2 dif1;
|
|
CoglFixedVec2 dif2;
|
|
CoglFixedVec2 mm;
|
|
CoglFixedVec2 c1;
|
|
CoglFixedVec2 c2;
|
|
CoglFixedVec2 c3;
|
|
CoglFixedVec2 c4;
|
|
CoglFixedVec2 c5;
|
|
gint cindex;
|
|
|
|
/* Put first curve on stack */
|
|
cubics[0] = *cubic;
|
|
cindex = 0;
|
|
|
|
while (cindex >= 0)
|
|
{
|
|
c = &cubics[cindex];
|
|
|
|
#define CFX_MUL2(x) ((x) << 1)
|
|
#define CFX_MUL3(x) (((x) << 1) + (x))
|
|
#define CFX_SQ(x) CFX_MUL (x, x)
|
|
|
|
/* Calculate distance of control points from their
|
|
* counterparts on the line between end points */
|
|
dif1.x = CFX_MUL3 (c->p2.x) - CFX_MUL2 (c->p1.x) - c->p4.x;
|
|
dif1.y = CFX_MUL3 (c->p2.y) - CFX_MUL2 (c->p1.y) - c->p4.y;
|
|
dif2.x = CFX_MUL3 (c->p3.x) - CFX_MUL2 (c->p4.x) - c->p1.x;
|
|
dif2.y = CFX_MUL3 (c->p3.y) - CFX_MUL2 (c->p4.y) - 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;
|
|
|
|
#undef CFX_MUL2
|
|
#undef CFX_MUL3
|
|
#undef CFX_SQ
|
|
|
|
/* 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 <= CFX_ONE
|
|
|| cindex == _COGL_MAX_BEZ_RECURSE_DEPTH-1)
|
|
{
|
|
/* Add subdivision point (skip last) */
|
|
if (cindex == 0) return;
|
|
_cogl_path_add_node (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) >> 1);
|
|
c1.y = ((c->p1.y + c->p2.y) >> 1);
|
|
mm.x = ((c->p2.x + c->p3.x) >> 1);
|
|
mm.y = ((c->p2.y + c->p3.y) >> 1);
|
|
c5.x = ((c->p3.x + c->p4.x) >> 1);
|
|
c5.y = ((c->p3.y + c->p4.y) >> 1);
|
|
|
|
c2.x = ((c1.x + mm.x) >> 1);
|
|
c2.y = ((c1.y + mm.y) >> 1);
|
|
c4.x = ((mm.x + c5.x) >> 1);
|
|
c4.y = ((mm.y + c5.y) >> 1);
|
|
|
|
c3.x = ((c2.x + c4.x) >> 1);
|
|
c3.y = ((c2.y + c4.y) >> 1);
|
|
|
|
/* 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;
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
void
|
|
cogl_path_bezier2_to (ClutterFixed x1,
|
|
ClutterFixed y1,
|
|
ClutterFixed x2,
|
|
ClutterFixed y2)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
CoglBezQuad quad;
|
|
|
|
/* Prepare quadratic curve */
|
|
quad.p1 = ctx->path_pen;
|
|
quad.p2.x = x1;
|
|
quad.p2.y = y1;
|
|
quad.p3.x = x2;
|
|
quad.p3.y = y2;
|
|
|
|
/* Run subdivision */
|
|
_cogl_path_bezier2_sub (&quad);
|
|
|
|
/* Add last point */
|
|
_cogl_path_add_node (quad.p3.x, quad.p3.y);
|
|
ctx->path_pen = quad.p3;
|
|
}
|
|
#endif
|
|
|
|
void
|
|
cogl_path_curve_to (ClutterFixed x1,
|
|
ClutterFixed y1,
|
|
ClutterFixed x2,
|
|
ClutterFixed y2,
|
|
ClutterFixed x3,
|
|
ClutterFixed y3)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
CoglBezCubic cubic;
|
|
|
|
/* Prepare cubic curve */
|
|
cubic.p1 = ctx->path_pen;
|
|
cubic.p2.x = x1;
|
|
cubic.p2.y = y1;
|
|
cubic.p3.x = x2;
|
|
cubic.p3.y = y2;
|
|
cubic.p4.x = x3;
|
|
cubic.p4.y = y3;
|
|
|
|
/* Run subdivision */
|
|
_cogl_path_bezier3_sub (&cubic);
|
|
|
|
/* Add last point */
|
|
_cogl_path_add_node (cubic.p4.x, cubic.p4.y);
|
|
ctx->path_pen = cubic.p4;
|
|
}
|
|
|
|
void
|
|
cogl_rel_curve_to (ClutterFixed x1,
|
|
ClutterFixed y1,
|
|
ClutterFixed x2,
|
|
ClutterFixed y2,
|
|
ClutterFixed x3,
|
|
ClutterFixed y3)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_path_curve_to (ctx->path_pen.x + x1,
|
|
ctx->path_pen.y + y2,
|
|
ctx->path_pen.x + x2,
|
|
ctx->path_pen.y + y2,
|
|
ctx->path_pen.x + x3,
|
|
ctx->path_pen.y + y3);
|
|
}
|