mutter/gl/cogl-primitives.c
Havoc Pennington 11349b6c74 Virtualize GL matrix operations and use a client-side matrix when GL is indirect
This is useful because sometimes we need to get the current matrix, which
is too expensive when indirect rendering.

In addition, this virtualization makes it easier to clean up the API in
the future.
2009-03-12 18:32:45 +00:00

250 lines
7.3 KiB
C

/*
* Clutter COGL
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2007 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include "cogl-clip-stack.h"
#include <string.h>
#include <gmodule.h>
#include <math.h>
#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
void
_cogl_path_add_node (gboolean new_sub_path,
float x,
float y)
{
CoglPathNode new_node;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
new_node.x = x;
new_node.y = y;
new_node.path_size = 0;
if (new_sub_path || ctx->path_nodes->len == 0)
ctx->last_path = ctx->path_nodes->len;
g_array_append_val (ctx->path_nodes, new_node);
g_array_index (ctx->path_nodes, CoglPathNode, ctx->last_path).path_size++;
if (ctx->path_nodes->len == 1)
{
ctx->path_nodes_min.x = ctx->path_nodes_max.x = x;
ctx->path_nodes_min.y = ctx->path_nodes_max.y = y;
}
else
{
if (x < ctx->path_nodes_min.x) ctx->path_nodes_min.x = x;
if (x > ctx->path_nodes_max.x) ctx->path_nodes_max.x = x;
if (y < ctx->path_nodes_min.y) ctx->path_nodes_min.y = y;
if (y > ctx->path_nodes_max.y) ctx->path_nodes_max.y = y;
}
}
void
_cogl_path_stroke_nodes ()
{
guint path_start = 0;
gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
enable_flags |= cogl_material_get_cogl_enable_flags (ctx->source_material);
cogl_enable (enable_flags);
cogl_material_flush_gl_state (ctx->source_material,
COGL_MATERIAL_FLUSH_DISABLE_MASK,
(guint32)~0, /* disable all texture layers */
NULL);
_cogl_current_matrix_state_flush ();
while (path_start < ctx->path_nodes->len)
{
CoglPathNode *path = &g_array_index (ctx->path_nodes, CoglPathNode,
path_start);
GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
(guchar *) path
+ G_STRUCT_OFFSET (CoglPathNode, x)) );
GE( glDrawArrays (GL_LINE_STRIP, 0, path->path_size) );
path_start += path->path_size;
}
}
static void
_cogl_path_get_bounds (floatVec2 nodes_min,
floatVec2 nodes_max,
float *bounds_x,
float *bounds_y,
float *bounds_w,
float *bounds_h)
{
*bounds_x = nodes_min.x;
*bounds_y = nodes_min.y;
*bounds_w = nodes_max.x - *bounds_x;
*bounds_h = nodes_max.y - *bounds_y;
}
void
_cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
floatVec2 nodes_max,
guint path_size,
CoglPathNode *path,
gboolean merge)
{
guint path_start = 0;
guint sub_path_num = 0;
float bounds_x;
float bounds_y;
float bounds_w;
float bounds_h;
gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Just setup a simple material that doesn't use texturing... */
cogl_material_flush_gl_state (ctx->stencil_material, NULL);
enable_flags |=
cogl_material_get_cogl_enable_flags (ctx->source_material);
cogl_enable (enable_flags);
_cogl_path_get_bounds (nodes_min, nodes_max,
&bounds_x, &bounds_y, &bounds_w, &bounds_h);
if (merge)
{
GE( glStencilMask (2) );
GE( glStencilFunc (GL_LEQUAL, 0x2, 0x6) );
}
else
{
GE( glClear (GL_STENCIL_BUFFER_BIT) );
GE( glStencilMask (1) );
GE( glStencilFunc (GL_LEQUAL, 0x1, 0x3) );
}
GE( glEnable (GL_STENCIL_TEST) );
GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
GE( glColorMask (FALSE, FALSE, FALSE, FALSE) );
GE( glDepthMask (FALSE) );
_cogl_current_matrix_state_flush ();
while (path_start < path_size)
{
GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
(guchar *) path
+ G_STRUCT_OFFSET (CoglPathNode, x)) );
GE( glDrawArrays (GL_TRIANGLE_FAN, 0, path->path_size) );
if (sub_path_num > 0)
{
/* Union the two stencil buffers bits into the least
significant bit */
GE( glStencilMask (merge ? 6 : 3) );
GE( glStencilOp (GL_ZERO, GL_REPLACE, GL_REPLACE) );
cogl_rectangle (bounds_x, bounds_y,
bounds_x + bounds_w, bounds_y + bounds_h);
GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
}
GE( glStencilMask (merge ? 4 : 2) );
path_start += path->path_size;
path += path->path_size;
sub_path_num++;
}
if (merge)
{
/* Now we have the new stencil buffer in bit 1 and the old
stencil buffer in bit 0 so we need to intersect them */
GE( glStencilMask (3) );
GE( glStencilFunc (GL_NEVER, 0x2, 0x3) );
GE( glStencilOp (GL_DECR, GL_DECR, GL_DECR) );
/* Decrement all of the bits twice so that only pixels where the
value is 3 will remain */
_cogl_current_matrix_push ();
_cogl_current_matrix_identity ();
_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
_cogl_current_matrix_push ();
_cogl_current_matrix_identity ();
cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
_cogl_current_matrix_pop ();
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
_cogl_current_matrix_pop ();
}
GE( glStencilMask (~(GLuint) 0) );
GE( glDepthMask (TRUE) );
GE( glColorMask (TRUE, TRUE, TRUE, TRUE) );
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
}
void
_cogl_path_fill_nodes ()
{
float bounds_x;
float bounds_y;
float bounds_w;
float bounds_h;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_path_get_bounds (ctx->path_nodes_min, ctx->path_nodes_max,
&bounds_x, &bounds_y, &bounds_w, &bounds_h);
_cogl_add_path_to_stencil_buffer (ctx->path_nodes_min,
ctx->path_nodes_max,
ctx->path_nodes->len,
&g_array_index (ctx->path_nodes,
CoglPathNode, 0),
ctx->clip.stencil_used);
cogl_rectangle (bounds_x, bounds_y,
bounds_x + bounds_w, bounds_y + bounds_h);
/* The stencil buffer now contains garbage so the clip area needs to
be rebuilt */
ctx->clip.stack_dirty = TRUE;
}