2503f7b321
This glues CoglMaterial in as the fundamental way that Cogl describes how to fill in geometry. It adds cogl_set_source (), which is used to set the material which will be used by all subsequent drawing functions It adds cogl_set_source_texture as a convenience for setting up a default material with a single texture layer, and cogl_set_source_color is now also a convenience for setting up a material with a solid fill. "drawing functions" include, cogl_rectangle, cogl_texture_rectangle, cogl_texture_multiple_rectangles, cogl_texture_polygon (though the cogl_texture_* funcs have been renamed; see below for details), cogl_path_fill/stroke and cogl_vertex_buffer_draw*. cogl_texture_rectangle, cogl_texture_multiple_rectangles and cogl_texture_polygon no longer take a texture handle; instead the current source material is referenced. The functions have also been renamed to: cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords and cogl_polygon respectivly. Most code that previously did: cogl_texture_rectangle (tex_handle, x, y,...); needs to be changed to now do: cogl_set_source_texture (tex_handle); cogl_rectangle_with_texture_coords (x, y,....); In the less likely case where you were blending your source texture with a color like: cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */ cogl_texture_rectangle (tex_handle, x, y,...); you will need your own material to do that: mat = cogl_material_new (); cogl_material_set_color4ub (r,g,b,a); cogl_material_set_layer (mat, 0, tex_handle)); cogl_set_source_material (mat); Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use cog_rectangle_with_texure_coords since these are the coordinates that cogl_rectangle will use. For cogl_texture_polygon; as well as dropping the texture handle, the n_vertices and vertices arguments were transposed for consistency. So code previously written as: cogl_texture_polygon (tex_handle, 3, verts, TRUE); need to be written as: cogl_set_source_texture (tex_handle); cogl_polygon (verts, 3, TRUE); All of the unit tests have been updated to now use the material API and test-cogl-material has been renamed to test-cogl-multitexture since any textured quad is now technically a test of CoglMaterial but this test specifically creates a material with multiple texture layers. Note: The GLES backend has not been updated yet; that will be done in a following commit.
633 lines
14 KiB
C
633 lines
14 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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#include <math.h>
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#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
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/* these are defined in the particular backend(float in gl vs fixed in gles)*/
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void _cogl_path_add_node (gboolean new_sub_path,
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float x,
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float y);
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void _cogl_path_fill_nodes ();
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void _cogl_path_stroke_nodes ();
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void
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cogl_rectangle (float x,
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float y,
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float width,
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float height)
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{
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cogl_rectangle_with_multitexture_coords (x, y,
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x+width,
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y+height,
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NULL,
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0);
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}
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void
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cogl_path_fill (void)
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{
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cogl_path_fill_preserve ();
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cogl_path_new ();
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}
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void
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cogl_path_fill_preserve (void)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_clip_ensure ();
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if (ctx->path_nodes->len == 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_path_stroke (void)
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{
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cogl_path_stroke_preserve ();
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cogl_path_new ();
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}
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void
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cogl_path_stroke_preserve (void)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_clip_ensure ();
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if (ctx->path_nodes->len == 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 (float x,
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float 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_add_node (TRUE, 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 (float x,
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float 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 (float x,
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float y)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_path_add_node (FALSE, 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 (float x,
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float 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 (void)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_path_add_node (FALSE, 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_path_new (void)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_array_set_size (ctx->path_nodes, 0);
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}
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void
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cogl_path_line (float x1,
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float y1,
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float x2,
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float 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_path_polyline (float *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_path_polygon (float *coords,
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gint num_points)
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{
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cogl_path_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 (float x,
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float y,
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float width,
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float 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_path_arc (float center_x,
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float center_y,
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float radius_x,
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float radius_y,
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float angle_1,
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float angle_2,
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float angle_step,
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guint move_first)
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{
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float a = 0x0;
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float cosa = 0x0;
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float sina = 0x0;
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float px = 0x0;
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float 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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/* Walk the arc by given step */
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a = angle_1;
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while (a != angle_2)
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{
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cosa = cosf (a * (G_PI/180.0));
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sina = sinf (a * (G_PI/180.0));
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px = center_x + (cosa * radius_x);
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py = center_y + (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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if (G_LIKELY (angle_2 > angle_1))
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{
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a += angle_step;
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if (a > angle_2)
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a = angle_2;
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}
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else
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{
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a -= angle_step;
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if (a < angle_2)
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a = angle_2;
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}
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}
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/* Make sure the final point is drawn */
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cosa = cosf (angle_2 * (G_PI/180.0));
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sina = sinf (angle_2 * (G_PI/180.0));
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px = center_x + (cosa * radius_x);
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py = center_y + (sina * radius_y);
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cogl_path_line_to (px, py);
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}
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void
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cogl_path_arc (float center_x,
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float center_y,
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float radius_x,
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float radius_y,
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float angle_1,
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float angle_2)
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{
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float angle_step = 10;
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/* it is documented that a move to is needed to create a freestanding
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* arc
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*/
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_cogl_path_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 (float center_x,
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float center_y,
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float radius_x,
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float radius_y,
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float angle_1,
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float angle_2,
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float angle_step)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_path_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_path_ellipse (float center_x,
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float center_y,
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float radius_x,
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float radius_y)
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{
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float 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_path_arc (center_x, center_y,
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radius_x, radius_y,
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0, 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_path_round_rectangle (float x,
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float y,
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float width,
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float height,
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float radius,
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float arc_step)
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{
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float inner_width = width - (radius * 2);
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float inner_height = height - (radius * 2);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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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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180,
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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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-90,
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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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0,
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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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90,
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180,
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arc_step);
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cogl_path_close ();
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}
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static void
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_cogl_path_bezier3_sub (CoglBezCubic *cubic)
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{
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CoglBezCubic cubics[_COGL_MAX_BEZ_RECURSE_DEPTH];
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CoglBezCubic *cleft;
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CoglBezCubic *cright;
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CoglBezCubic *c;
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floatVec2 dif1;
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floatVec2 dif2;
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floatVec2 mm;
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floatVec2 c1;
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floatVec2 c2;
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floatVec2 c3;
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floatVec2 c4;
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floatVec2 c5;
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gint cindex;
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/* Put first curve on stack */
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cubics[0] = *cubic;
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cindex = 0;
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while (cindex >= 0)
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{
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c = &cubics[cindex];
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/* Calculate distance of control points from their
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* counterparts on the line between end points */
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dif1.x = (c->p2.x * 3) - (c->p1.x * 2) - c->p4.x;
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dif1.y = (c->p2.y * 3) - (c->p1.y * 2) - c->p4.y;
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dif2.x = (c->p3.x * 3) - (c->p4.x * 2) - c->p1.x;
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dif2.y = (c->p3.y * 3) - (c->p4.y * 2) - c->p1.y;
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if (dif1.x < 0)
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dif1.x = -dif1.x;
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if (dif1.y < 0)
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dif1.y = -dif1.y;
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if (dif2.x < 0)
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dif2.x = -dif2.x;
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if (dif2.y < 0)
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dif2.y = -dif2.y;
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/* Pick the greatest of two distances */
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if (dif1.x < dif2.x) dif1.x = dif2.x;
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if (dif1.y < dif2.y) dif1.y = dif2.y;
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/* Cancel if the curve is flat enough */
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if (dif1.x + dif1.y <= 1.0 ||
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cindex == _COGL_MAX_BEZ_RECURSE_DEPTH-1)
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{
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/* Add subdivision point (skip last) */
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if (cindex == 0)
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return;
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_cogl_path_add_node (FALSE, c->p4.x, c->p4.y);
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--cindex;
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continue;
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}
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/* Left recursion goes on top of stack! */
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cright = c; cleft = &cubics[++cindex];
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/* Subdivide into 2 sub-curves */
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c1.x = ((c->p1.x + c->p2.x) / 2);
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c1.y = ((c->p1.y + c->p2.y) / 2);
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mm.x = ((c->p2.x + c->p3.x) / 2);
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mm.y = ((c->p2.y + c->p3.y) / 2);
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c5.x = ((c->p3.x + c->p4.x) / 2);
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c5.y = ((c->p3.y + c->p4.y) / 2);
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c2.x = ((c1.x + mm.x) / 2);
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c2.y = ((c1.y + mm.y) / 2);
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c4.x = ((mm.x + c5.x) / 2);
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c4.y = ((mm.y + c5.y) / 2);
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c3.x = ((c2.x + c4.x) / 2);
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c3.y = ((c2.y + c4.y) / 2);
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/* Add left recursion to stack */
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cleft->p1 = c->p1;
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cleft->p2 = c1;
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cleft->p3 = c2;
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cleft->p4 = c3;
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/* Add right recursion to stack */
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cright->p1 = c3;
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cright->p2 = c4;
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cright->p3 = c5;
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cright->p4 = c->p4;
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}
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}
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void
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cogl_path_curve_to (float x1,
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float y1,
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float x2,
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float y2,
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float x3,
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float y3)
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{
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CoglBezCubic cubic;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Prepare cubic curve */
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cubic.p1 = ctx->path_pen;
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cubic.p2.x = x1;
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cubic.p2.y = y1;
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cubic.p3.x = x2;
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cubic.p3.y = y2;
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cubic.p4.x = x3;
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cubic.p4.y = y3;
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/* Run subdivision */
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_cogl_path_bezier3_sub (&cubic);
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/* Add last point */
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_cogl_path_add_node (FALSE, cubic.p4.x, cubic.p4.y);
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ctx->path_pen = cubic.p4;
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}
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void
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cogl_path_rel_curve_to (float x1,
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float y1,
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float x2,
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float y2,
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float x3,
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float y3)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_path_curve_to (ctx->path_pen.x + x1,
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ctx->path_pen.y + y1,
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ctx->path_pen.x + x2,
|
|
ctx->path_pen.y + y2,
|
|
ctx->path_pen.x + x3,
|
|
ctx->path_pen.y + y3);
|
|
}
|
|
|
|
|
|
/* 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 x1,
|
|
float y1,
|
|
float x2,
|
|
float 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 (FALSE, quad.p3.x, quad.p3.y);
|
|
ctx->path_pen = quad.p3;
|
|
}
|
|
|
|
void
|
|
cogl_rel_curve2_to (float x1,
|
|
float y1,
|
|
float x2,
|
|
float y2)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_path_curve2_to (ctx->path_pen.x + x1,
|
|
ctx->path_pen.y + y2,
|
|
ctx->path_pen.x + x2,
|
|
ctx->path_pen.y + y2);
|
|
}
|
|
#endif
|