c4b4500059
This makes it consistent with cogl_rectangle_with_{multi,}texture_coords. Notably the reason cogl_rectangle_with_{multi,}texture_coords wasn't changed instead is that the former approach lets you describe back facing rectangles. (though technically you could pass negative width/height values to achieve this; it doesn't seem as neat.)
246 lines
7.2 KiB
C
246 lines
7.2 KiB
C
/*
|
|
* Clutter COGL
|
|
*
|
|
* A basic GL/GLES Abstraction/Utility Layer
|
|
*
|
|
* Authored By Matthew Allum <mallum@openedhand.com>
|
|
*
|
|
* Copyright (C) 2007 OpenedHand
|
|
*
|
|
* 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 <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 ()
|
|
{
|
|
guint path_start = 0;
|
|
gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
enable_flags |= cogl_material_get_cogl_enable_flags (ctx->source_material);
|
|
cogl_enable (enable_flags);
|
|
|
|
cogl_material_flush_gl_state (ctx->source_material,
|
|
COGL_MATERIAL_FLUSH_DISABLE_MASK,
|
|
(guint32)~0, /* disable all texture layers */
|
|
NULL);
|
|
|
|
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;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
/* Just setup a simple material that doesn't use texturing... */
|
|
cogl_material_flush_gl_state (ctx->stencil_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
|
|
{
|
|
GE( glClear (GL_STENCIL_BUFFER_BIT) );
|
|
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) );
|
|
|
|
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);
|
|
|
|
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 */
|
|
GE( glPushMatrix () );
|
|
GE( glLoadIdentity () );
|
|
GE( glMatrixMode (GL_PROJECTION) );
|
|
GE( glPushMatrix () );
|
|
GE( glLoadIdentity () );
|
|
cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
|
|
cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
|
|
GE( glPopMatrix () );
|
|
GE( glMatrixMode (GL_MODELVIEW) );
|
|
GE( glPopMatrix () );
|
|
}
|
|
|
|
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) );
|
|
}
|
|
|
|
void
|
|
_cogl_path_fill_nodes ()
|
|
{
|
|
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);
|
|
|
|
_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),
|
|
ctx->clip.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 */
|
|
ctx->clip.stack_dirty = TRUE;
|
|
}
|