0bce7eac53
As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
283 lines
8.3 KiB
C
283 lines
8.3 KiB
C
/*
|
|
* Cogl
|
|
*
|
|
* An object oriented GL/GLES Abstraction/Utility Layer
|
|
*
|
|
* Copyright (C) 2007,2008,2009 Intel Corporation.
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2 of the License, or (at your option) any later version.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the
|
|
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
|
|
* Boston, MA 02111-1307, USA.
|
|
*/
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
#include "config.h"
|
|
#endif
|
|
|
|
#include "cogl.h"
|
|
#include "cogl-internal.h"
|
|
#include "cogl-context.h"
|
|
#include "cogl-clip-stack.h"
|
|
#include "cogl-material-private.h"
|
|
|
|
#include <string.h>
|
|
#include <gmodule.h>
|
|
#include <math.h>
|
|
|
|
#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
|
|
|
|
#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
|
|
|
|
void
|
|
_cogl_path_add_node (gboolean new_sub_path,
|
|
float x,
|
|
float y)
|
|
{
|
|
CoglPathNode new_node;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
new_node.x = x;
|
|
new_node.y = y;
|
|
new_node.path_size = 0;
|
|
|
|
if (new_sub_path || ctx->path_nodes->len == 0)
|
|
ctx->last_path = ctx->path_nodes->len;
|
|
|
|
g_array_append_val (ctx->path_nodes, new_node);
|
|
|
|
g_array_index (ctx->path_nodes, CoglPathNode, ctx->last_path).path_size++;
|
|
|
|
if (ctx->path_nodes->len == 1)
|
|
{
|
|
ctx->path_nodes_min.x = ctx->path_nodes_max.x = x;
|
|
ctx->path_nodes_min.y = ctx->path_nodes_max.y = y;
|
|
}
|
|
else
|
|
{
|
|
if (x < ctx->path_nodes_min.x) ctx->path_nodes_min.x = x;
|
|
if (x > ctx->path_nodes_max.x) ctx->path_nodes_max.x = x;
|
|
if (y < ctx->path_nodes_min.y) ctx->path_nodes_min.y = y;
|
|
if (y > ctx->path_nodes_max.y) ctx->path_nodes_max.y = y;
|
|
}
|
|
}
|
|
|
|
void
|
|
_cogl_path_stroke_nodes ()
|
|
{
|
|
guint path_start = 0;
|
|
gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
|
|
CoglMaterialFlushOptions options;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
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);
|
|
_cogl_flush_matrix_stacks ();
|
|
|
|
while (path_start < ctx->path_nodes->len)
|
|
{
|
|
CoglPathNode *path = &g_array_index (ctx->path_nodes, CoglPathNode,
|
|
path_start);
|
|
|
|
GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
|
|
(guchar *) path
|
|
+ G_STRUCT_OFFSET (CoglPathNode, x)) );
|
|
GE( glDrawArrays (GL_LINE_STRIP, 0, path->path_size) );
|
|
|
|
path_start += path->path_size;
|
|
}
|
|
}
|
|
|
|
static void
|
|
_cogl_path_get_bounds (floatVec2 nodes_min,
|
|
floatVec2 nodes_max,
|
|
float *bounds_x,
|
|
float *bounds_y,
|
|
float *bounds_w,
|
|
float *bounds_h)
|
|
{
|
|
*bounds_x = nodes_min.x;
|
|
*bounds_y = nodes_min.y;
|
|
*bounds_w = nodes_max.x - *bounds_x;
|
|
*bounds_h = nodes_max.y - *bounds_y;
|
|
}
|
|
|
|
void
|
|
_cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
|
|
floatVec2 nodes_max,
|
|
guint path_size,
|
|
CoglPathNode *path,
|
|
gboolean merge)
|
|
{
|
|
guint path_start = 0;
|
|
guint sub_path_num = 0;
|
|
float bounds_x;
|
|
float bounds_y;
|
|
float bounds_w;
|
|
float bounds_h;
|
|
gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
|
|
CoglHandle prev_source;
|
|
int i;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
_cogl_journal_flush ();
|
|
|
|
/* Just setup a simple material that doesn't use texturing... */
|
|
prev_source = cogl_handle_ref (ctx->source_material);
|
|
cogl_set_source (ctx->stencil_material);
|
|
|
|
_cogl_material_flush_gl_state (ctx->source_material, NULL);
|
|
|
|
enable_flags |=
|
|
_cogl_material_get_cogl_enable_flags (ctx->source_material);
|
|
cogl_enable (enable_flags);
|
|
|
|
_cogl_path_get_bounds (nodes_min, nodes_max,
|
|
&bounds_x, &bounds_y, &bounds_w, &bounds_h);
|
|
|
|
if (merge)
|
|
{
|
|
GE( glStencilMask (2) );
|
|
GE( glStencilFunc (GL_LEQUAL, 0x2, 0x6) );
|
|
}
|
|
else
|
|
{
|
|
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) );
|
|
|
|
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;
|
|
|
|
_cogl_flush_matrix_stacks ();
|
|
|
|
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) );
|
|
glRectf (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 */
|
|
|
|
_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
|
|
_cogl_current_matrix_push ();
|
|
_cogl_current_matrix_identity ();
|
|
|
|
/* Cogl generally assumes the modelview matrix is current, so since
|
|
* cogl_rectangle will be flushing GL state and emitting geometry
|
|
* to OpenGL it will be confused if we leave the projection matrix
|
|
* active... */
|
|
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
|
|
_cogl_current_matrix_push ();
|
|
_cogl_current_matrix_identity ();
|
|
|
|
_cogl_flush_matrix_stacks ();
|
|
|
|
glRectf (-1.0, -1.0, 1.0, 1.0);
|
|
glRectf (-1.0, -1.0, 1.0, 1.0);
|
|
|
|
_cogl_current_matrix_pop ();
|
|
|
|
_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
|
|
_cogl_current_matrix_pop ();
|
|
|
|
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
|
|
}
|
|
|
|
GE( glStencilMask (~(GLuint) 0) );
|
|
GE( glDepthMask (TRUE) );
|
|
GE( glColorMask (TRUE, TRUE, TRUE, TRUE) );
|
|
|
|
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
|
|
GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
|
|
|
|
/* restore the original material */
|
|
cogl_set_source (prev_source);
|
|
cogl_handle_unref (prev_source);
|
|
}
|
|
|
|
void
|
|
_cogl_path_fill_nodes ()
|
|
{
|
|
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;
|
|
}
|