bf71cb2e3c
In cogl use cogl-config.h and in clutter use clutter-build-config.h. We can't use clutter-config.h in clutter because its already used and installed. https://bugzilla.gnome.org/show_bug.cgi?id=768976
1603 lines
44 KiB
C
1603 lines
44 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2007,2008,2009,2010,2013 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Authors:
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* Ivan Leben <ivan@openedhand.com>
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* Øyvind Kolås <pippin@linux.intel.com>
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* Neil Roberts <neil@linux.intel.com>
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* Robert Bragg <robert@linux.intel.com>
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*/
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#include "cogl-config.h"
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#include "cogl-util.h"
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#include "cogl-object.h"
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#include "cogl-context-private.h"
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#include "cogl-journal-private.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-primitive-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-primitives-private.h"
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#include "cogl-private.h"
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#include "cogl-attribute-private.h"
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#include "cogl1-context.h"
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#include "tesselator/tesselator.h"
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#include "cogl-path/cogl-path.h"
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#include "cogl-path-private.h"
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#include "cogl-gtype-private.h"
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#include <string.h>
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#include <math.h>
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#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
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static void _cogl_path_free (CoglPath *path);
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static void _cogl_path_build_fill_attribute_buffer (CoglPath *path);
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static CoglPrimitive *_cogl_path_get_fill_primitive (CoglPath *path);
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static void _cogl_path_build_stroke_attribute_buffer (CoglPath *path);
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COGL_OBJECT_DEFINE (Path, path);
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COGL_GTYPE_DEFINE_CLASS (Path, path);
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static void
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_cogl_path_data_clear_vbos (CoglPathData *data)
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{
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int i;
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if (data->fill_attribute_buffer)
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{
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cogl_object_unref (data->fill_attribute_buffer);
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cogl_object_unref (data->fill_vbo_indices);
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for (i = 0; i < COGL_PATH_N_ATTRIBUTES; i++)
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cogl_object_unref (data->fill_attributes[i]);
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data->fill_attribute_buffer = NULL;
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}
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if (data->fill_primitive)
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{
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cogl_object_unref (data->fill_primitive);
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data->fill_primitive = NULL;
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}
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if (data->stroke_attribute_buffer)
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{
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cogl_object_unref (data->stroke_attribute_buffer);
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for (i = 0; i < data->stroke_n_attributes; i++)
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cogl_object_unref (data->stroke_attributes[i]);
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g_free (data->stroke_attributes);
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data->stroke_attribute_buffer = NULL;
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}
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}
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static void
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_cogl_path_data_unref (CoglPathData *data)
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{
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if (--data->ref_count <= 0)
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{
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_cogl_path_data_clear_vbos (data);
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g_array_free (data->path_nodes, TRUE);
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g_slice_free (CoglPathData, data);
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}
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}
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static void
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_cogl_path_modify (CoglPath *path)
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{
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/* This needs to be called whenever the path is about to be modified
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to implement copy-on-write semantics */
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/* If there is more than one path using the data then we need to
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copy the data instead */
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if (path->data->ref_count != 1)
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{
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CoglPathData *old_data = path->data;
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path->data = g_slice_dup (CoglPathData, old_data);
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path->data->path_nodes = g_array_new (FALSE, FALSE,
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sizeof (CoglPathNode));
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g_array_append_vals (path->data->path_nodes,
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old_data->path_nodes->data,
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old_data->path_nodes->len);
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path->data->fill_attribute_buffer = NULL;
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path->data->fill_primitive = NULL;
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path->data->stroke_attribute_buffer = NULL;
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path->data->ref_count = 1;
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_cogl_path_data_unref (old_data);
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}
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else
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/* The path is altered so the vbos will now be invalid */
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_cogl_path_data_clear_vbos (path->data);
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}
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void
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cogl2_path_set_fill_rule (CoglPath *path,
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CoglPathFillRule fill_rule)
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{
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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if (path->data->fill_rule != fill_rule)
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{
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_cogl_path_modify (path);
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path->data->fill_rule = fill_rule;
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}
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}
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CoglPathFillRule
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cogl2_path_get_fill_rule (CoglPath *path)
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{
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_COGL_RETURN_VAL_IF_FAIL (cogl_is_path (path), COGL_PATH_FILL_RULE_NON_ZERO);
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return path->data->fill_rule;
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}
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static void
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_cogl_path_add_node (CoglPath *path,
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CoglBool new_sub_path,
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float x,
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float y)
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{
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CoglPathNode new_node;
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CoglPathData *data;
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_cogl_path_modify (path);
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data = path->data;
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new_node.x = x;
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new_node.y = y;
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new_node.path_size = 0;
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if (new_sub_path || data->path_nodes->len == 0)
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data->last_path = data->path_nodes->len;
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g_array_append_val (data->path_nodes, new_node);
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g_array_index (data->path_nodes, CoglPathNode, data->last_path).path_size++;
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if (data->path_nodes->len == 1)
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{
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data->path_nodes_min.x = data->path_nodes_max.x = x;
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data->path_nodes_min.y = data->path_nodes_max.y = y;
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}
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else
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{
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if (x < data->path_nodes_min.x)
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data->path_nodes_min.x = x;
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if (x > data->path_nodes_max.x)
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data->path_nodes_max.x = x;
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if (y < data->path_nodes_min.y)
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data->path_nodes_min.y = y;
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if (y > data->path_nodes_max.y)
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data->path_nodes_max.y = y;
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}
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/* Once the path nodes have been modified then we'll assume it's no
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longer a rectangle. cogl2_path_rectangle will set this back to
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TRUE if this has been called from there */
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data->is_rectangle = FALSE;
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}
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static void
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_cogl_path_stroke_nodes (CoglPath *path,
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CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline)
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{
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CoglPathData *data;
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CoglPipeline *copy = NULL;
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unsigned int path_start;
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int path_num = 0;
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CoglPathNode *node;
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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_COGL_RETURN_IF_FAIL (cogl_is_framebuffer (framebuffer));
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_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
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data = path->data;
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if (data->path_nodes->len == 0)
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return;
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if (cogl_pipeline_get_n_layers (pipeline) != 0)
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{
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copy = cogl_pipeline_copy (pipeline);
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_cogl_pipeline_prune_to_n_layers (copy, 0);
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pipeline = copy;
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}
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_cogl_path_build_stroke_attribute_buffer (path);
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for (path_start = 0;
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path_start < data->path_nodes->len;
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path_start += node->path_size)
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{
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CoglPrimitive *primitive;
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node = &g_array_index (data->path_nodes, CoglPathNode, path_start);
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primitive =
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cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_LINE_STRIP,
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node->path_size,
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&data->stroke_attributes[path_num],
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1);
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cogl_primitive_draw (primitive, framebuffer, pipeline);
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cogl_object_unref (primitive);
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path_num++;
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}
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if (copy)
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cogl_object_unref (copy);
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}
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void
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_cogl_path_get_bounds (CoglPath *path,
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float *min_x,
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float *min_y,
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float *max_x,
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float *max_y)
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{
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CoglPathData *data = path->data;
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if (data->path_nodes->len == 0)
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{
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*min_x = 0.0f;
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*min_y = 0.0f;
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*max_x = 0.0f;
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*max_y = 0.0f;
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}
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else
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{
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*min_x = data->path_nodes_min.x;
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*min_y = data->path_nodes_min.y;
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*max_x = data->path_nodes_max.x;
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*max_y = data->path_nodes_max.y;
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}
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}
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static void
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_cogl_path_fill_nodes_with_clipped_rectangle (CoglPath *path,
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CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline)
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{
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/* We need at least three stencil bits to combine clips */
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if (_cogl_framebuffer_get_stencil_bits (framebuffer) >= 3)
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{
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static CoglBool seen_warning = FALSE;
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if (!seen_warning)
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{
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g_warning ("Paths can not be filled using materials with "
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"sliced textures unless there is a stencil "
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"buffer");
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seen_warning = TRUE;
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}
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}
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cogl_framebuffer_push_path_clip (framebuffer, path);
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cogl_framebuffer_draw_rectangle (framebuffer,
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pipeline,
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path->data->path_nodes_min.x,
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path->data->path_nodes_min.y,
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path->data->path_nodes_max.x,
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path->data->path_nodes_max.y);
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cogl_framebuffer_pop_clip (framebuffer);
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}
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static CoglBool
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validate_layer_cb (CoglPipelineLayer *layer, void *user_data)
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{
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CoglBool *needs_fallback = user_data;
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CoglTexture *texture = _cogl_pipeline_layer_get_texture (layer);
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/* If any of the layers of the current pipeline contain sliced
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* textures or textures with waste then it won't work to draw the
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* path directly. Instead we fallback to pushing the path as a clip
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* on the clip-stack and drawing the path's bounding rectangle
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* instead.
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*/
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if (texture != NULL && (cogl_texture_is_sliced (texture) ||
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!_cogl_texture_can_hardware_repeat (texture)))
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*needs_fallback = TRUE;
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return !*needs_fallback;
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}
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static void
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_cogl_path_fill_nodes (CoglPath *path,
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CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline,
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CoglDrawFlags flags)
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{
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if (path->data->path_nodes->len == 0)
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return;
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/* If the path is a simple rectangle then we can divert to using
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cogl_framebuffer_draw_rectangle which should be faster because it
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can go through the journal instead of uploading the geometry just
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for two triangles */
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if (path->data->is_rectangle && flags == 0)
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{
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float x_1, y_1, x_2, y_2;
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_cogl_path_get_bounds (path, &x_1, &y_1, &x_2, &y_2);
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cogl_framebuffer_draw_rectangle (framebuffer,
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pipeline,
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x_1, y_1,
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x_2, y_2);
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}
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else
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{
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CoglBool needs_fallback = FALSE;
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CoglPrimitive *primitive;
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_cogl_pipeline_foreach_layer_internal (pipeline,
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validate_layer_cb,
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&needs_fallback);
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if (needs_fallback)
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{
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_cogl_path_fill_nodes_with_clipped_rectangle (path,
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framebuffer,
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pipeline);
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return;
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}
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primitive = _cogl_path_get_fill_primitive (path);
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_cogl_primitive_draw (primitive, framebuffer, pipeline, flags);
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}
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}
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/* TODO: Update to the protoype used in the Cogl master branch.
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* This is experimental API but not in sync with the cogl_path_fill()
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* api in Cogl master which takes explicit framebuffer and pipeline
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* arguments */
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void
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cogl2_path_fill (CoglPath *path)
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{
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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_cogl_path_fill_nodes (path,
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cogl_get_draw_framebuffer (),
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cogl_get_source (),
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0 /* flags */);
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}
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/* TODO: Update to the protoype used in the Cogl master branch.
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* This is experimental API but not in sync with the cogl_path_fill()
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* api in Cogl master which takes explicit framebuffer and pipeline
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* arguments */
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void
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cogl2_path_stroke (CoglPath *path)
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{
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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if (path->data->path_nodes->len == 0)
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return;
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_cogl_path_stroke_nodes (path,
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cogl_get_draw_framebuffer (),
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cogl_get_source ());
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}
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void
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cogl2_path_move_to (CoglPath *path,
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float x,
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float y)
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{
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CoglPathData *data;
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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_cogl_path_add_node (path, TRUE, x, y);
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data = path->data;
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data->path_start.x = x;
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data->path_start.y = y;
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data->path_pen = data->path_start;
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}
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void
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cogl2_path_rel_move_to (CoglPath *path,
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float x,
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float y)
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{
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CoglPathData *data;
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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data = path->data;
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cogl2_path_move_to (path,
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data->path_pen.x + x,
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data->path_pen.y + y);
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}
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void
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cogl2_path_line_to (CoglPath *path,
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float x,
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float y)
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{
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CoglPathData *data;
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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_cogl_path_add_node (path, FALSE, x, y);
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data = path->data;
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data->path_pen.x = x;
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data->path_pen.y = y;
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}
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void
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cogl2_path_rel_line_to (CoglPath *path,
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float x,
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float y)
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{
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CoglPathData *data;
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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data = path->data;
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cogl2_path_line_to (path,
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data->path_pen.x + x,
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data->path_pen.y + y);
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}
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void
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cogl2_path_close (CoglPath *path)
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{
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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_cogl_path_add_node (path, FALSE, path->data->path_start.x,
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path->data->path_start.y);
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path->data->path_pen = path->data->path_start;
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}
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void
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cogl2_path_line (CoglPath *path,
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float x_1,
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float y_1,
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float x_2,
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float y_2)
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{
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cogl2_path_move_to (path, x_1, y_1);
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cogl2_path_line_to (path, x_2, y_2);
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}
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void
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cogl2_path_polyline (CoglPath *path,
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const float *coords,
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int num_points)
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{
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int c = 0;
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_COGL_RETURN_IF_FAIL (cogl_is_path (path));
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cogl2_path_move_to (path, coords[0], coords[1]);
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for (c = 1; c < num_points; ++c)
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cogl2_path_line_to (path, coords[2*c], coords[2*c+1]);
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}
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void
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cogl2_path_polygon (CoglPath *path,
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const float *coords,
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int num_points)
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{
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cogl2_path_polyline (path, coords, num_points);
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cogl2_path_close (path);
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}
|
|
|
|
void
|
|
cogl2_path_rectangle (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
CoglBool is_rectangle;
|
|
|
|
/* If the path was previously empty and the rectangle isn't mirrored
|
|
then we'll record that this is a simple rectangle path so that we
|
|
can optimise it */
|
|
is_rectangle = (path->data->path_nodes->len == 0 &&
|
|
x_2 >= x_1 &&
|
|
y_2 >= y_1);
|
|
|
|
cogl2_path_move_to (path, x_1, y_1);
|
|
cogl2_path_line_to (path, x_2, y_1);
|
|
cogl2_path_line_to (path, x_2, y_2);
|
|
cogl2_path_line_to (path, x_1, y_2);
|
|
cogl2_path_close (path);
|
|
|
|
path->data->is_rectangle = is_rectangle;
|
|
}
|
|
|
|
CoglBool
|
|
_cogl_path_is_rectangle (CoglPath *path)
|
|
{
|
|
return path->data->is_rectangle;
|
|
}
|
|
|
|
static void
|
|
_cogl_path_arc (CoglPath *path,
|
|
float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y,
|
|
float angle_1,
|
|
float angle_2,
|
|
float angle_step,
|
|
unsigned int move_first)
|
|
{
|
|
float a = 0x0;
|
|
float cosa = 0x0;
|
|
float sina = 0x0;
|
|
float px = 0x0;
|
|
float py = 0x0;
|
|
|
|
/* Fix invalid angles */
|
|
|
|
if (angle_1 == angle_2 || angle_step == 0x0)
|
|
return;
|
|
|
|
if (angle_step < 0x0)
|
|
angle_step = -angle_step;
|
|
|
|
/* Walk the arc by given step */
|
|
|
|
a = angle_1;
|
|
while (a != angle_2)
|
|
{
|
|
cosa = cosf (a * (G_PI/180.0));
|
|
sina = sinf (a * (G_PI/180.0));
|
|
|
|
px = center_x + (cosa * radius_x);
|
|
py = center_y + (sina * radius_y);
|
|
|
|
if (a == angle_1 && move_first)
|
|
cogl2_path_move_to (path, px, py);
|
|
else
|
|
cogl2_path_line_to (path, px, py);
|
|
|
|
if (G_LIKELY (angle_2 > angle_1))
|
|
{
|
|
a += angle_step;
|
|
if (a > angle_2)
|
|
a = angle_2;
|
|
}
|
|
else
|
|
{
|
|
a -= angle_step;
|
|
if (a < angle_2)
|
|
a = angle_2;
|
|
}
|
|
}
|
|
|
|
/* Make sure the final point is drawn */
|
|
|
|
cosa = cosf (angle_2 * (G_PI/180.0));
|
|
sina = sinf (angle_2 * (G_PI/180.0));
|
|
|
|
px = center_x + (cosa * radius_x);
|
|
py = center_y + (sina * radius_y);
|
|
|
|
cogl2_path_line_to (path, px, py);
|
|
}
|
|
|
|
void
|
|
cogl2_path_arc (CoglPath *path,
|
|
float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y,
|
|
float angle_1,
|
|
float angle_2)
|
|
{
|
|
float angle_step = 10;
|
|
|
|
_COGL_RETURN_IF_FAIL (cogl_is_path (path));
|
|
|
|
/* it is documented that a move to is needed to create a freestanding
|
|
* arc
|
|
*/
|
|
_cogl_path_arc (path,
|
|
center_x, center_y,
|
|
radius_x, radius_y,
|
|
angle_1, angle_2,
|
|
angle_step, 0 /* no move */);
|
|
}
|
|
|
|
|
|
static void
|
|
_cogl_path_rel_arc (CoglPath *path,
|
|
float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y,
|
|
float angle_1,
|
|
float angle_2,
|
|
float angle_step)
|
|
{
|
|
CoglPathData *data;
|
|
|
|
data = path->data;
|
|
|
|
_cogl_path_arc (path,
|
|
data->path_pen.x + center_x,
|
|
data->path_pen.y + center_y,
|
|
radius_x, radius_y,
|
|
angle_1, angle_2,
|
|
angle_step, 0 /* no move */);
|
|
}
|
|
|
|
void
|
|
cogl2_path_ellipse (CoglPath *path,
|
|
float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y)
|
|
{
|
|
float angle_step = 10;
|
|
|
|
_COGL_RETURN_IF_FAIL (cogl_is_path (path));
|
|
|
|
/* FIXME: if shows to be slow might be optimized
|
|
* by mirroring just a quarter of it */
|
|
|
|
_cogl_path_arc (path,
|
|
center_x, center_y,
|
|
radius_x, radius_y,
|
|
0, 360,
|
|
angle_step, 1 /* move first */);
|
|
|
|
cogl2_path_close (path);
|
|
}
|
|
|
|
void
|
|
cogl2_path_round_rectangle (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
float radius,
|
|
float arc_step)
|
|
{
|
|
float inner_width = x_2 - x_1 - radius * 2;
|
|
float inner_height = y_2 - y_1 - radius * 2;
|
|
|
|
_COGL_RETURN_IF_FAIL (cogl_is_path (path));
|
|
|
|
cogl2_path_move_to (path, x_1, y_1 + radius);
|
|
_cogl_path_rel_arc (path,
|
|
radius, 0,
|
|
radius, radius,
|
|
180,
|
|
270,
|
|
arc_step);
|
|
|
|
cogl2_path_line_to (path,
|
|
path->data->path_pen.x + inner_width,
|
|
path->data->path_pen.y);
|
|
_cogl_path_rel_arc (path,
|
|
0, radius,
|
|
radius, radius,
|
|
-90,
|
|
0,
|
|
arc_step);
|
|
|
|
cogl2_path_line_to (path,
|
|
path->data->path_pen.x,
|
|
path->data->path_pen.y + inner_height);
|
|
|
|
_cogl_path_rel_arc (path,
|
|
-radius, 0,
|
|
radius, radius,
|
|
0,
|
|
90,
|
|
arc_step);
|
|
|
|
cogl2_path_line_to (path,
|
|
path->data->path_pen.x - inner_width,
|
|
path->data->path_pen.y);
|
|
_cogl_path_rel_arc (path,
|
|
0, -radius,
|
|
radius, radius,
|
|
90,
|
|
180,
|
|
arc_step);
|
|
|
|
cogl2_path_close (path);
|
|
}
|
|
|
|
static void
|
|
_cogl_path_bezier3_sub (CoglPath *path,
|
|
CoglBezCubic *cubic)
|
|
{
|
|
CoglBezCubic cubics[_COGL_MAX_BEZ_RECURSE_DEPTH];
|
|
CoglBezCubic *cleft;
|
|
CoglBezCubic *cright;
|
|
CoglBezCubic *c;
|
|
floatVec2 dif1;
|
|
floatVec2 dif2;
|
|
floatVec2 mm;
|
|
floatVec2 c1;
|
|
floatVec2 c2;
|
|
floatVec2 c3;
|
|
floatVec2 c4;
|
|
floatVec2 c5;
|
|
int cindex;
|
|
|
|
/* Put first curve on stack */
|
|
cubics[0] = *cubic;
|
|
cindex = 0;
|
|
|
|
while (cindex >= 0)
|
|
{
|
|
c = &cubics[cindex];
|
|
|
|
|
|
/* Calculate distance of control points from their
|
|
* counterparts on the line between end points */
|
|
dif1.x = (c->p2.x * 3) - (c->p1.x * 2) - c->p4.x;
|
|
dif1.y = (c->p2.y * 3) - (c->p1.y * 2) - c->p4.y;
|
|
dif2.x = (c->p3.x * 3) - (c->p4.x * 2) - c->p1.x;
|
|
dif2.y = (c->p3.y * 3) - (c->p4.y * 2) - c->p1.y;
|
|
|
|
if (dif1.x < 0)
|
|
dif1.x = -dif1.x;
|
|
if (dif1.y < 0)
|
|
dif1.y = -dif1.y;
|
|
if (dif2.x < 0)
|
|
dif2.x = -dif2.x;
|
|
if (dif2.y < 0)
|
|
dif2.y = -dif2.y;
|
|
|
|
|
|
/* Pick the greatest of two distances */
|
|
if (dif1.x < dif2.x) dif1.x = dif2.x;
|
|
if (dif1.y < dif2.y) dif1.y = dif2.y;
|
|
|
|
/* Cancel if the curve is flat enough */
|
|
if (dif1.x + dif1.y <= 1.0 ||
|
|
cindex == _COGL_MAX_BEZ_RECURSE_DEPTH-1)
|
|
{
|
|
/* Add subdivision point (skip last) */
|
|
if (cindex == 0)
|
|
return;
|
|
|
|
_cogl_path_add_node (path, FALSE, c->p4.x, c->p4.y);
|
|
|
|
--cindex;
|
|
|
|
continue;
|
|
}
|
|
|
|
/* Left recursion goes on top of stack! */
|
|
cright = c; cleft = &cubics[++cindex];
|
|
|
|
/* Subdivide into 2 sub-curves */
|
|
c1.x = ((c->p1.x + c->p2.x) / 2);
|
|
c1.y = ((c->p1.y + c->p2.y) / 2);
|
|
mm.x = ((c->p2.x + c->p3.x) / 2);
|
|
mm.y = ((c->p2.y + c->p3.y) / 2);
|
|
c5.x = ((c->p3.x + c->p4.x) / 2);
|
|
c5.y = ((c->p3.y + c->p4.y) / 2);
|
|
|
|
c2.x = ((c1.x + mm.x) / 2);
|
|
c2.y = ((c1.y + mm.y) / 2);
|
|
c4.x = ((mm.x + c5.x) / 2);
|
|
c4.y = ((mm.y + c5.y) / 2);
|
|
|
|
c3.x = ((c2.x + c4.x) / 2);
|
|
c3.y = ((c2.y + c4.y) / 2);
|
|
|
|
/* Add left recursion to stack */
|
|
cleft->p1 = c->p1;
|
|
cleft->p2 = c1;
|
|
cleft->p3 = c2;
|
|
cleft->p4 = c3;
|
|
|
|
/* Add right recursion to stack */
|
|
cright->p1 = c3;
|
|
cright->p2 = c4;
|
|
cright->p3 = c5;
|
|
cright->p4 = c->p4;
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl2_path_curve_to (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
float x_3,
|
|
float y_3)
|
|
{
|
|
CoglBezCubic cubic;
|
|
|
|
_COGL_RETURN_IF_FAIL (cogl_is_path (path));
|
|
|
|
/* Prepare cubic curve */
|
|
cubic.p1 = path->data->path_pen;
|
|
cubic.p2.x = x_1;
|
|
cubic.p2.y = y_1;
|
|
cubic.p3.x = x_2;
|
|
cubic.p3.y = y_2;
|
|
cubic.p4.x = x_3;
|
|
cubic.p4.y = y_3;
|
|
|
|
/* Run subdivision */
|
|
_cogl_path_bezier3_sub (path, &cubic);
|
|
|
|
/* Add last point */
|
|
_cogl_path_add_node (path, FALSE, cubic.p4.x, cubic.p4.y);
|
|
path->data->path_pen = cubic.p4;
|
|
}
|
|
|
|
void
|
|
cogl2_path_rel_curve_to (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
float x_3,
|
|
float y_3)
|
|
{
|
|
CoglPathData *data;
|
|
|
|
_COGL_RETURN_IF_FAIL (cogl_is_path (path));
|
|
|
|
data = path->data;
|
|
|
|
cogl2_path_curve_to (path,
|
|
data->path_pen.x + x_1,
|
|
data->path_pen.y + y_1,
|
|
data->path_pen.x + x_2,
|
|
data->path_pen.y + y_2,
|
|
data->path_pen.x + x_3,
|
|
data->path_pen.y + y_3);
|
|
}
|
|
|
|
CoglPath *
|
|
cogl2_path_new (void)
|
|
{
|
|
CoglPath *path;
|
|
CoglPathData *data;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NULL);
|
|
|
|
path = g_slice_new (CoglPath);
|
|
data = path->data = g_slice_new (CoglPathData);
|
|
|
|
data->ref_count = 1;
|
|
data->context = ctx;
|
|
data->fill_rule = COGL_PATH_FILL_RULE_EVEN_ODD;
|
|
data->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode));
|
|
data->last_path = 0;
|
|
data->fill_attribute_buffer = NULL;
|
|
data->stroke_attribute_buffer = NULL;
|
|
data->fill_primitive = NULL;
|
|
data->is_rectangle = FALSE;
|
|
|
|
return _cogl_path_object_new (path);
|
|
}
|
|
|
|
CoglPath *
|
|
cogl_path_copy (CoglPath *old_path)
|
|
{
|
|
CoglPath *new_path;
|
|
|
|
_COGL_RETURN_VAL_IF_FAIL (cogl_is_path (old_path), NULL);
|
|
|
|
new_path = g_slice_new (CoglPath);
|
|
new_path->data = old_path->data;
|
|
new_path->data->ref_count++;
|
|
|
|
return _cogl_path_object_new (new_path);
|
|
}
|
|
|
|
static void
|
|
_cogl_path_free (CoglPath *path)
|
|
{
|
|
_cogl_path_data_unref (path->data);
|
|
g_slice_free (CoglPath, path);
|
|
}
|
|
|
|
/* If second order beziers were needed the following code could
|
|
* be re-enabled:
|
|
*/
|
|
#if 0
|
|
|
|
static void
|
|
_cogl_path_bezier2_sub (CoglPath *path,
|
|
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;
|
|
int 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 (path, 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 (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
CoglBezQuad quad;
|
|
|
|
/* Prepare quadratic curve */
|
|
quad.p1 = path->data->path_pen;
|
|
quad.p2.x = x_1;
|
|
quad.p2.y = y_1;
|
|
quad.p3.x = x_2;
|
|
quad.p3.y = y_2;
|
|
|
|
/* Run subdivision */
|
|
_cogl_path_bezier2_sub (&quad);
|
|
|
|
/* Add last point */
|
|
_cogl_path_add_node (FALSE, quad.p3.x, quad.p3.y);
|
|
path->data->path_pen = quad.p3;
|
|
}
|
|
|
|
void
|
|
cogl_rel_curve2_to (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
CoglPathData *data;
|
|
|
|
_COGL_RETURN_IF_FAIL (cogl_is_path (path));
|
|
|
|
data = path->data;
|
|
|
|
cogl_path_curve2_to (data->path_pen.x + x_1,
|
|
data->path_pen.y + y_1,
|
|
data->path_pen.x + x_2,
|
|
data->path_pen.y + y_2);
|
|
}
|
|
|
|
#endif
|
|
|
|
typedef struct _CoglPathTesselator CoglPathTesselator;
|
|
typedef struct _CoglPathTesselatorVertex CoglPathTesselatorVertex;
|
|
|
|
struct _CoglPathTesselator
|
|
{
|
|
GLUtesselator *glu_tess;
|
|
GLenum primitive_type;
|
|
int vertex_number;
|
|
/* Array of CoglPathTesselatorVertex. This needs to grow when the
|
|
combine callback is called */
|
|
GArray *vertices;
|
|
/* Array of integers for the indices into the vertices array. Each
|
|
element will either be uint8_t, uint16_t or uint32_t depending on
|
|
the number of vertices */
|
|
GArray *indices;
|
|
CoglIndicesType indices_type;
|
|
/* Indices used to split fans and strips */
|
|
int index_a, index_b;
|
|
};
|
|
|
|
struct _CoglPathTesselatorVertex
|
|
{
|
|
float x, y, s, t;
|
|
};
|
|
|
|
static void
|
|
_cogl_path_tesselator_begin (GLenum type,
|
|
CoglPathTesselator *tess)
|
|
{
|
|
g_assert (type == GL_TRIANGLES ||
|
|
type == GL_TRIANGLE_FAN ||
|
|
type == GL_TRIANGLE_STRIP);
|
|
|
|
tess->primitive_type = type;
|
|
tess->vertex_number = 0;
|
|
}
|
|
|
|
static CoglIndicesType
|
|
_cogl_path_tesselator_get_indices_type_for_size (int n_vertices)
|
|
{
|
|
if (n_vertices <= 256)
|
|
return COGL_INDICES_TYPE_UNSIGNED_BYTE;
|
|
else if (n_vertices <= 65536)
|
|
return COGL_INDICES_TYPE_UNSIGNED_SHORT;
|
|
else
|
|
return COGL_INDICES_TYPE_UNSIGNED_INT;
|
|
}
|
|
|
|
static void
|
|
_cogl_path_tesselator_allocate_indices_array (CoglPathTesselator *tess)
|
|
{
|
|
switch (tess->indices_type)
|
|
{
|
|
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
|
|
tess->indices = g_array_new (FALSE, FALSE, sizeof (uint8_t));
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
|
|
tess->indices = g_array_new (FALSE, FALSE, sizeof (uint16_t));
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_INT:
|
|
tess->indices = g_array_new (FALSE, FALSE, sizeof (uint32_t));
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
_cogl_path_tesselator_add_index (CoglPathTesselator *tess, int vertex_index)
|
|
{
|
|
switch (tess->indices_type)
|
|
{
|
|
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
|
|
{
|
|
uint8_t val = vertex_index;
|
|
g_array_append_val (tess->indices, val);
|
|
}
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
|
|
{
|
|
uint16_t val = vertex_index;
|
|
g_array_append_val (tess->indices, val);
|
|
}
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_INT:
|
|
{
|
|
uint32_t val = vertex_index;
|
|
g_array_append_val (tess->indices, val);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
_cogl_path_tesselator_vertex (void *vertex_data,
|
|
CoglPathTesselator *tess)
|
|
{
|
|
int vertex_index;
|
|
|
|
vertex_index = GPOINTER_TO_INT (vertex_data);
|
|
|
|
/* This tries to convert all of the primitives into GL_TRIANGLES
|
|
with indices to share vertices */
|
|
switch (tess->primitive_type)
|
|
{
|
|
case GL_TRIANGLES:
|
|
/* Directly use the vertex */
|
|
_cogl_path_tesselator_add_index (tess, vertex_index);
|
|
break;
|
|
|
|
case GL_TRIANGLE_FAN:
|
|
if (tess->vertex_number == 0)
|
|
tess->index_a = vertex_index;
|
|
else if (tess->vertex_number == 1)
|
|
tess->index_b = vertex_index;
|
|
else
|
|
{
|
|
/* Create a triangle with the first vertex, the previous
|
|
vertex and this vertex */
|
|
_cogl_path_tesselator_add_index (tess, tess->index_a);
|
|
_cogl_path_tesselator_add_index (tess, tess->index_b);
|
|
_cogl_path_tesselator_add_index (tess, vertex_index);
|
|
/* Next time we will use this vertex as the previous
|
|
vertex */
|
|
tess->index_b = vertex_index;
|
|
}
|
|
break;
|
|
|
|
case GL_TRIANGLE_STRIP:
|
|
if (tess->vertex_number == 0)
|
|
tess->index_a = vertex_index;
|
|
else if (tess->vertex_number == 1)
|
|
tess->index_b = vertex_index;
|
|
else
|
|
{
|
|
_cogl_path_tesselator_add_index (tess, tess->index_a);
|
|
_cogl_path_tesselator_add_index (tess, tess->index_b);
|
|
_cogl_path_tesselator_add_index (tess, vertex_index);
|
|
if (tess->vertex_number & 1)
|
|
tess->index_b = vertex_index;
|
|
else
|
|
tess->index_a = vertex_index;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
|
|
tess->vertex_number++;
|
|
}
|
|
|
|
static void
|
|
_cogl_path_tesselator_end (CoglPathTesselator *tess)
|
|
{
|
|
tess->primitive_type = GL_FALSE;
|
|
}
|
|
|
|
static void
|
|
_cogl_path_tesselator_combine (double coords[3],
|
|
void *vertex_data[4],
|
|
float weight[4],
|
|
void **out_data,
|
|
CoglPathTesselator *tess)
|
|
{
|
|
CoglPathTesselatorVertex *vertex;
|
|
CoglIndicesType new_indices_type;
|
|
int i;
|
|
|
|
/* Add a new vertex to the array */
|
|
g_array_set_size (tess->vertices, tess->vertices->len + 1);
|
|
vertex = &g_array_index (tess->vertices,
|
|
CoglPathTesselatorVertex,
|
|
tess->vertices->len - 1);
|
|
/* The data is just the index to the vertex */
|
|
*out_data = GINT_TO_POINTER (tess->vertices->len - 1);
|
|
/* Set the coordinates of the new vertex */
|
|
vertex->x = coords[0];
|
|
vertex->y = coords[1];
|
|
/* Generate the texture coordinates as the weighted average of the
|
|
four incoming coordinates */
|
|
vertex->s = 0.0f;
|
|
vertex->t = 0.0f;
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
CoglPathTesselatorVertex *old_vertex =
|
|
&g_array_index (tess->vertices, CoglPathTesselatorVertex,
|
|
GPOINTER_TO_INT (vertex_data[i]));
|
|
vertex->s += old_vertex->s * weight[i];
|
|
vertex->t += old_vertex->t * weight[i];
|
|
}
|
|
|
|
/* Check if we've reached the limit for the data type of our indices */
|
|
new_indices_type =
|
|
_cogl_path_tesselator_get_indices_type_for_size (tess->vertices->len);
|
|
if (new_indices_type != tess->indices_type)
|
|
{
|
|
CoglIndicesType old_indices_type = new_indices_type;
|
|
GArray *old_vertices = tess->indices;
|
|
|
|
/* Copy the indices to an array of the new type */
|
|
tess->indices_type = new_indices_type;
|
|
_cogl_path_tesselator_allocate_indices_array (tess);
|
|
|
|
switch (old_indices_type)
|
|
{
|
|
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
|
|
for (i = 0; i < old_vertices->len; i++)
|
|
_cogl_path_tesselator_add_index (tess,
|
|
g_array_index (old_vertices,
|
|
uint8_t, i));
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
|
|
for (i = 0; i < old_vertices->len; i++)
|
|
_cogl_path_tesselator_add_index (tess,
|
|
g_array_index (old_vertices,
|
|
uint16_t, i));
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_INT:
|
|
for (i = 0; i < old_vertices->len; i++)
|
|
_cogl_path_tesselator_add_index (tess,
|
|
g_array_index (old_vertices,
|
|
uint32_t, i));
|
|
break;
|
|
}
|
|
|
|
g_array_free (old_vertices, TRUE);
|
|
}
|
|
}
|
|
|
|
static void
|
|
_cogl_path_build_fill_attribute_buffer (CoglPath *path)
|
|
{
|
|
CoglPathTesselator tess;
|
|
unsigned int path_start = 0;
|
|
CoglPathData *data = path->data;
|
|
int i;
|
|
|
|
/* If we've already got a vbo then we don't need to do anything */
|
|
if (data->fill_attribute_buffer)
|
|
return;
|
|
|
|
tess.primitive_type = FALSE;
|
|
|
|
/* Generate a vertex for each point on the path */
|
|
tess.vertices = g_array_new (FALSE, FALSE, sizeof (CoglPathTesselatorVertex));
|
|
g_array_set_size (tess.vertices, data->path_nodes->len);
|
|
for (i = 0; i < data->path_nodes->len; i++)
|
|
{
|
|
CoglPathNode *node =
|
|
&g_array_index (data->path_nodes, CoglPathNode, i);
|
|
CoglPathTesselatorVertex *vertex =
|
|
&g_array_index (tess.vertices, CoglPathTesselatorVertex, i);
|
|
|
|
vertex->x = node->x;
|
|
vertex->y = node->y;
|
|
|
|
/* Add texture coordinates so that a texture would be drawn to
|
|
fit the bounding box of the path and then cropped by the
|
|
path */
|
|
if (data->path_nodes_min.x == data->path_nodes_max.x)
|
|
vertex->s = 0.0f;
|
|
else
|
|
vertex->s = ((node->x - data->path_nodes_min.x)
|
|
/ (data->path_nodes_max.x - data->path_nodes_min.x));
|
|
if (data->path_nodes_min.y == data->path_nodes_max.y)
|
|
vertex->t = 0.0f;
|
|
else
|
|
vertex->t = ((node->y - data->path_nodes_min.y)
|
|
/ (data->path_nodes_max.y - data->path_nodes_min.y));
|
|
}
|
|
|
|
tess.indices_type =
|
|
_cogl_path_tesselator_get_indices_type_for_size (data->path_nodes->len);
|
|
_cogl_path_tesselator_allocate_indices_array (&tess);
|
|
|
|
tess.glu_tess = gluNewTess ();
|
|
|
|
if (data->fill_rule == COGL_PATH_FILL_RULE_EVEN_ODD)
|
|
gluTessProperty (tess.glu_tess, GLU_TESS_WINDING_RULE,
|
|
GLU_TESS_WINDING_ODD);
|
|
else
|
|
gluTessProperty (tess.glu_tess, GLU_TESS_WINDING_RULE,
|
|
GLU_TESS_WINDING_NONZERO);
|
|
|
|
/* All vertices are on the xy-plane */
|
|
gluTessNormal (tess.glu_tess, 0.0, 0.0, 1.0);
|
|
|
|
gluTessCallback (tess.glu_tess, GLU_TESS_BEGIN_DATA,
|
|
_cogl_path_tesselator_begin);
|
|
gluTessCallback (tess.glu_tess, GLU_TESS_VERTEX_DATA,
|
|
_cogl_path_tesselator_vertex);
|
|
gluTessCallback (tess.glu_tess, GLU_TESS_END_DATA,
|
|
_cogl_path_tesselator_end);
|
|
gluTessCallback (tess.glu_tess, GLU_TESS_COMBINE_DATA,
|
|
_cogl_path_tesselator_combine);
|
|
|
|
gluTessBeginPolygon (tess.glu_tess, &tess);
|
|
|
|
while (path_start < data->path_nodes->len)
|
|
{
|
|
CoglPathNode *node =
|
|
&g_array_index (data->path_nodes, CoglPathNode, path_start);
|
|
|
|
gluTessBeginContour (tess.glu_tess);
|
|
|
|
for (i = 0; i < node->path_size; i++)
|
|
{
|
|
double vertex[3] = { node[i].x, node[i].y, 0.0 };
|
|
gluTessVertex (tess.glu_tess, vertex,
|
|
GINT_TO_POINTER (i + path_start));
|
|
}
|
|
|
|
gluTessEndContour (tess.glu_tess);
|
|
|
|
path_start += node->path_size;
|
|
}
|
|
|
|
gluTessEndPolygon (tess.glu_tess);
|
|
|
|
gluDeleteTess (tess.glu_tess);
|
|
|
|
data->fill_attribute_buffer =
|
|
cogl_attribute_buffer_new (data->context,
|
|
sizeof (CoglPathTesselatorVertex) *
|
|
tess.vertices->len,
|
|
tess.vertices->data);
|
|
g_array_free (tess.vertices, TRUE);
|
|
|
|
data->fill_attributes[0] =
|
|
cogl_attribute_new (data->fill_attribute_buffer,
|
|
"cogl_position_in",
|
|
sizeof (CoglPathTesselatorVertex),
|
|
G_STRUCT_OFFSET (CoglPathTesselatorVertex, x),
|
|
2, /* n_components */
|
|
COGL_ATTRIBUTE_TYPE_FLOAT);
|
|
data->fill_attributes[1] =
|
|
cogl_attribute_new (data->fill_attribute_buffer,
|
|
"cogl_tex_coord0_in",
|
|
sizeof (CoglPathTesselatorVertex),
|
|
G_STRUCT_OFFSET (CoglPathTesselatorVertex, s),
|
|
2, /* n_components */
|
|
COGL_ATTRIBUTE_TYPE_FLOAT);
|
|
|
|
data->fill_vbo_indices = cogl_indices_new (data->context,
|
|
tess.indices_type,
|
|
tess.indices->data,
|
|
tess.indices->len);
|
|
data->fill_vbo_n_indices = tess.indices->len;
|
|
g_array_free (tess.indices, TRUE);
|
|
}
|
|
|
|
static CoglPrimitive *
|
|
_cogl_path_get_fill_primitive (CoglPath *path)
|
|
{
|
|
if (path->data->fill_primitive)
|
|
return path->data->fill_primitive;
|
|
|
|
_cogl_path_build_fill_attribute_buffer (path);
|
|
|
|
path->data->fill_primitive =
|
|
cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLES,
|
|
path->data->fill_vbo_n_indices,
|
|
path->data->fill_attributes,
|
|
COGL_PATH_N_ATTRIBUTES);
|
|
cogl_primitive_set_indices (path->data->fill_primitive,
|
|
path->data->fill_vbo_indices,
|
|
path->data->fill_vbo_n_indices);
|
|
|
|
return path->data->fill_primitive;
|
|
}
|
|
|
|
static CoglClipStack *
|
|
_cogl_clip_stack_push_from_path (CoglClipStack *stack,
|
|
CoglPath *path,
|
|
CoglMatrixEntry *modelview_entry,
|
|
CoglMatrixEntry *projection_entry,
|
|
const float *viewport)
|
|
{
|
|
float x_1, y_1, x_2, y_2;
|
|
|
|
_cogl_path_get_bounds (path, &x_1, &y_1, &x_2, &y_2);
|
|
|
|
/* If the path is a simple rectangle then we can divert to pushing a
|
|
rectangle clip instead which usually won't involve the stencil
|
|
buffer */
|
|
if (_cogl_path_is_rectangle (path))
|
|
return _cogl_clip_stack_push_rectangle (stack,
|
|
x_1, y_1,
|
|
x_2, y_2,
|
|
modelview_entry,
|
|
projection_entry,
|
|
viewport);
|
|
else
|
|
{
|
|
CoglPrimitive *primitive = _cogl_path_get_fill_primitive (path);
|
|
|
|
return _cogl_clip_stack_push_primitive (stack,
|
|
primitive,
|
|
x_1, y_1, x_2, y_2,
|
|
modelview_entry,
|
|
projection_entry,
|
|
viewport);
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_framebuffer_push_path_clip (CoglFramebuffer *framebuffer,
|
|
CoglPath *path)
|
|
{
|
|
CoglMatrixEntry *modelview_entry =
|
|
_cogl_framebuffer_get_modelview_entry (framebuffer);
|
|
CoglMatrixEntry *projection_entry =
|
|
_cogl_framebuffer_get_projection_entry (framebuffer);
|
|
/* XXX: It would be nicer if we stored the private viewport as a
|
|
* vec4 so we could avoid this redundant copy. */
|
|
float viewport[] = {
|
|
framebuffer->viewport_x,
|
|
framebuffer->viewport_y,
|
|
framebuffer->viewport_width,
|
|
framebuffer->viewport_height
|
|
};
|
|
|
|
framebuffer->clip_stack =
|
|
_cogl_clip_stack_push_from_path (framebuffer->clip_stack,
|
|
path,
|
|
modelview_entry,
|
|
projection_entry,
|
|
viewport);
|
|
|
|
if (framebuffer->context->current_draw_buffer == framebuffer)
|
|
framebuffer->context->current_draw_buffer_changes |=
|
|
COGL_FRAMEBUFFER_STATE_CLIP;
|
|
}
|
|
|
|
/* XXX: deprecated */
|
|
void
|
|
cogl_clip_push_from_path (CoglPath *path)
|
|
{
|
|
cogl_framebuffer_push_path_clip (cogl_get_draw_framebuffer (), path);
|
|
}
|
|
|
|
static void
|
|
_cogl_path_build_stroke_attribute_buffer (CoglPath *path)
|
|
{
|
|
CoglPathData *data = path->data;
|
|
CoglBuffer *buffer;
|
|
unsigned int n_attributes = 0;
|
|
unsigned int path_start;
|
|
CoglPathNode *node;
|
|
floatVec2 *buffer_p;
|
|
unsigned int i;
|
|
|
|
/* If we've already got a cached vbo then we don't need to do anything */
|
|
if (data->stroke_attribute_buffer)
|
|
return;
|
|
|
|
data->stroke_attribute_buffer =
|
|
cogl_attribute_buffer_new_with_size (data->context,
|
|
data->path_nodes->len *
|
|
sizeof (floatVec2));
|
|
|
|
buffer = COGL_BUFFER (data->stroke_attribute_buffer);
|
|
buffer_p = _cogl_buffer_map_for_fill_or_fallback (buffer);
|
|
|
|
/* Copy the vertices in and count the number of sub paths. Each sub
|
|
path will form a separate attribute so we can paint the disjoint
|
|
line strips */
|
|
for (path_start = 0;
|
|
path_start < data->path_nodes->len;
|
|
path_start += node->path_size)
|
|
{
|
|
node = &g_array_index (data->path_nodes, CoglPathNode, path_start);
|
|
|
|
for (i = 0; i < node->path_size; i++)
|
|
{
|
|
buffer_p[path_start + i].x = node[i].x;
|
|
buffer_p[path_start + i].y = node[i].y;
|
|
}
|
|
|
|
n_attributes++;
|
|
}
|
|
|
|
_cogl_buffer_unmap_for_fill_or_fallback (buffer);
|
|
|
|
data->stroke_attributes = g_new (CoglAttribute *, n_attributes);
|
|
|
|
/* Now we can loop the sub paths again to create the attributes */
|
|
for (i = 0, path_start = 0;
|
|
path_start < data->path_nodes->len;
|
|
i++, path_start += node->path_size)
|
|
{
|
|
node = &g_array_index (data->path_nodes, CoglPathNode, path_start);
|
|
|
|
data->stroke_attributes[i] =
|
|
cogl_attribute_new (data->stroke_attribute_buffer,
|
|
"cogl_position_in",
|
|
sizeof (floatVec2),
|
|
path_start * sizeof (floatVec2),
|
|
2, /* n_components */
|
|
COGL_ATTRIBUTE_TYPE_FLOAT);
|
|
}
|
|
|
|
data->stroke_n_attributes = n_attributes;
|
|
}
|
|
|
|
/* XXX: deprecated */
|
|
void
|
|
cogl_framebuffer_fill_path (CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
CoglPath *path)
|
|
{
|
|
_COGL_RETURN_IF_FAIL (cogl_is_framebuffer (framebuffer));
|
|
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
|
|
_COGL_RETURN_IF_FAIL (cogl_is_path (path));
|
|
|
|
_cogl_path_fill_nodes (path, framebuffer, pipeline, 0 /* flags */);
|
|
}
|
|
|
|
/* XXX: deprecated */
|
|
void
|
|
cogl_framebuffer_stroke_path (CoglFramebuffer *framebuffer,
|
|
CoglPipeline *pipeline,
|
|
CoglPath *path)
|
|
{
|
|
_COGL_RETURN_IF_FAIL (cogl_is_framebuffer (framebuffer));
|
|
_COGL_RETURN_IF_FAIL (cogl_is_pipeline (pipeline));
|
|
_COGL_RETURN_IF_FAIL (cogl_is_path (path));
|
|
|
|
_cogl_path_stroke_nodes (path, framebuffer, pipeline);
|
|
}
|