mutter/pango/cogl-pango-display-list.c

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/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Neil Roberts <neil@linux.intel.com>
*
* Copyright (C) 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, see <http://www.gnu.org/licenses/>.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <glib.h>
#include <cogl/cogl.h>
#include <cogl/cogl-texture-private.h>
#include <string.h>
#include "cogl-pango-display-list.h"
typedef enum
{
COGL_PANGO_DISPLAY_LIST_TEXTURE,
COGL_PANGO_DISPLAY_LIST_RECTANGLE,
COGL_PANGO_DISPLAY_LIST_TRAPEZOID
} CoglPangoDisplayListNodeType;
typedef struct _CoglPangoDisplayListNode CoglPangoDisplayListNode;
typedef struct _CoglPangoDisplayListVertex CoglPangoDisplayListVertex;
struct _CoglPangoDisplayList
{
gboolean color_override;
CoglColor color;
GSList *nodes;
GSList *last_node;
};
struct _CoglPangoDisplayListNode
{
CoglPangoDisplayListNodeType type;
gboolean color_override;
CoglColor color;
union
{
struct
{
/* The texture to render these coords from */
CoglHandle texture;
/* Array of vertex data to render out of this texture */
GArray *verts;
/* A VBO representing those vertices */
CoglHandle vertex_buffer;
} texture;
struct
{
float x_1, y_1;
float x_2, y_2;
} rectangle;
struct
{
float y_1;
float x_11;
float x_21;
float y_2;
float x_12;
float x_22;
} trapezoid;
} d;
};
struct _CoglPangoDisplayListVertex
{
float x, y, t_x, t_y;
};
CoglPangoDisplayList *
_cogl_pango_display_list_new (void)
{
return g_slice_new0 (CoglPangoDisplayList);
}
static void
_cogl_pango_display_list_append_node (CoglPangoDisplayList *dl,
CoglPangoDisplayListNode *node)
{
if (dl->last_node)
dl->last_node = dl->last_node->next = g_slist_prepend (NULL, node);
else
dl->last_node = dl->nodes = g_slist_prepend (NULL, node);
}
void
_cogl_pango_display_list_set_color_override (CoglPangoDisplayList *dl,
const CoglColor *color)
{
dl->color_override = TRUE;
dl->color = *color;
}
void
_cogl_pango_display_list_remove_color_override (CoglPangoDisplayList *dl)
{
dl->color_override = FALSE;
}
void
_cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
CoglHandle texture,
float x_1, float y_1,
float x_2, float y_2,
float tx_1, float ty_1,
float tx_2, float ty_2)
{
CoglPangoDisplayListNode *node;
CoglPangoDisplayListVertex *verts;
/* Add to the last node if it is a texture node with the same
target texture */
if (dl->last_node
&& (node = dl->last_node->data)->type == COGL_PANGO_DISPLAY_LIST_TEXTURE
&& node->d.texture.texture == texture
&& (dl->color_override
? (node->color_override && cogl_color_equal (&dl->color, &node->color))
: !node->color_override))
{
/* Get rid of the vertex buffer so that it will be recreated */
if (node->d.texture.vertex_buffer != COGL_INVALID_HANDLE)
{
cogl_handle_unref (node->d.texture.vertex_buffer);
node->d.texture.vertex_buffer = COGL_INVALID_HANDLE;
}
}
else
{
/* Otherwise create a new node */
node = g_slice_new (CoglPangoDisplayListNode);
node->type = COGL_PANGO_DISPLAY_LIST_TEXTURE;
node->color_override = dl->color_override;
node->color = dl->color;
node->d.texture.texture = cogl_handle_ref (texture);
node->d.texture.verts
= g_array_new (FALSE, FALSE, sizeof (CoglPangoDisplayListVertex));
node->d.texture.vertex_buffer = COGL_INVALID_HANDLE;
_cogl_pango_display_list_append_node (dl, node);
}
g_array_set_size (node->d.texture.verts,
node->d.texture.verts->len + 4);
verts = &g_array_index (node->d.texture.verts,
CoglPangoDisplayListVertex,
node->d.texture.verts->len - 4);
verts->x = x_1;
verts->y = y_1;
verts->t_x = tx_1;
verts->t_y = ty_1;
verts++;
verts->x = x_1;
verts->y = y_2;
verts->t_x = tx_1;
verts->t_y = ty_2;
verts++;
verts->x = x_2;
verts->y = y_2;
verts->t_x = tx_2;
verts->t_y = ty_2;
verts++;
verts->x = x_2;
verts->y = y_1;
verts->t_x = tx_2;
verts->t_y = ty_1;
}
void
_cogl_pango_display_list_add_rectangle (CoglPangoDisplayList *dl,
float x_1, float y_1,
float x_2, float y_2)
{
CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
node->type = COGL_PANGO_DISPLAY_LIST_RECTANGLE;
node->color_override = dl->color_override;
node->color = dl->color;
node->d.rectangle.x_1 = x_1;
node->d.rectangle.y_1 = y_1;
node->d.rectangle.x_2 = x_2;
node->d.rectangle.y_2 = y_2;
_cogl_pango_display_list_append_node (dl, node);
}
void
_cogl_pango_display_list_add_trapezoid (CoglPangoDisplayList *dl,
float y_1,
float x_11,
float x_21,
float y_2,
float x_12,
float x_22)
{
CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
node->type = COGL_PANGO_DISPLAY_LIST_TRAPEZOID;
node->color_override = dl->color_override;
node->color = dl->color;
node->d.trapezoid.y_1 = y_1;
node->d.trapezoid.x_11 = x_11;
node->d.trapezoid.x_21 = x_21;
node->d.trapezoid.y_2 = y_2;
node->d.trapezoid.x_12 = x_12;
node->d.trapezoid.x_22 = x_22;
_cogl_pango_display_list_append_node (dl, node);
}
static void
emit_rectangles_through_journal (CoglPangoDisplayListNode *node)
{
int i;
for (i = 0; i < node->d.texture.verts->len; i += 4)
{
CoglPangoDisplayListVertex *v0 =
&g_array_index (node->d.texture.verts,
CoglPangoDisplayListVertex, i);
CoglPangoDisplayListVertex *v1 =
&g_array_index (node->d.texture.verts,
CoglPangoDisplayListVertex, i + 2);
cogl_rectangle_with_texture_coords (v0->x, v0->y, v1->x, v1->y,
v0->t_x, v0->t_y,
v1->t_x, v1->t_y);
}
}
static void
emit_vertex_buffer_geometry (CoglPangoDisplayListNode *node)
{
/* It's expensive to go through the Cogl journal for large runs
* of text in part because the journal transforms the quads in software
* to avoid changing the modelview matrix. So for larger runs of text
* we load the vertices into a VBO, and this has the added advantage
* that if the text doesn't change from frame to frame the VBO can
* be re-used avoiding the repeated cost of validating the data and
* mapping it into the GPU... */
if (node->d.texture.vertex_buffer == COGL_INVALID_HANDLE)
{
CoglHandle vb = cogl_vertex_buffer_new (node->d.texture.verts->len);
cogl_vertex_buffer_add (vb, "gl_Vertex", 2,
COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
sizeof (CoglPangoDisplayListVertex),
&g_array_index (node->d.texture.verts,
CoglPangoDisplayListVertex, 0).x);
cogl_vertex_buffer_add (vb, "gl_MultiTexCoord0", 2,
COGL_ATTRIBUTE_TYPE_FLOAT, FALSE,
sizeof (CoglPangoDisplayListVertex),
&g_array_index (node->d.texture.verts,
CoglPangoDisplayListVertex,
0).t_x);
cogl_vertex_buffer_submit (vb);
node->d.texture.vertex_buffer = vb;
}
#ifdef CLUTTER_COGL_HAS_GL
cogl_vertex_buffer_draw (node->d.texture.vertex_buffer,
GL_QUADS,
0, node->d.texture.verts->len);
#else /* CLUTTER_COGL_HAS_GL */
{
/* GLES doesn't support GL_QUADS so instead we use a VBO with
indexed vertices to generate GL_TRIANGLES from the quads */
int n_indices = node->d.texture.verts->len / 4 * 6;
CoglHandle indices_vbo
= cogl_vertex_buffer_indices_get_for_quads (n_indices);
cogl_vertex_buffer_draw_elements (node->d.texture.vertex_buffer,
COGL_VERTICES_MODE_TRIANGLES,
indices_vbo,
0, node->d.texture.verts->len - 1,
0, n_indices);
}
#endif /* CLUTTER_COGL_HAS_GL */
}
static void
_cogl_pango_display_list_render_texture (CoglMaterial *material,
const CoglColor *color,
CoglPangoDisplayListNode *node)
{
CoglColor premult_color = *color;
cogl_material_set_layer (material, 0, node->d.texture.texture);
cogl_material_set_color (material, &premult_color);
cogl_push_source (material);
/* For small runs of text like icon labels, we can get better performance
* going through the Cogl journal since text may then be batched together
* with other geometry. */
/* FIXME: 100 is a number I plucked out of thin air; it would be good
* to determine this empirically! */
if (node->d.texture.verts->len < 100 ||
/* We can't use a VBO if the texture can't be hardware repeated
because Cogl will reject it */
!_cogl_texture_can_hardware_repeat (node->d.texture.texture))
emit_rectangles_through_journal (node);
else
emit_vertex_buffer_geometry (node);
cogl_pop_source ();
}
void
_cogl_pango_display_list_render (CoglPangoDisplayList *dl,
const CoglColor *color,
CoglMaterial *glyph_material,
CoglMaterial *solid_material)
{
GSList *l;
for (l = dl->nodes; l; l = l->next)
{
CoglPangoDisplayListNode *node = l->data;
CoglColor draw_color;
if (node->color_override)
/* Use the override color but preserve the alpha from the
draw color */
cogl_color_init_from_4ub (&draw_color,
cogl_color_get_red_byte (&node->color),
cogl_color_get_green_byte (&node->color),
cogl_color_get_blue_byte (&node->color),
cogl_color_get_alpha_byte (color));
else
draw_color = *color;
cogl_color_premultiply (&draw_color);
switch (node->type)
{
case COGL_PANGO_DISPLAY_LIST_TEXTURE:
_cogl_pango_display_list_render_texture (glyph_material,
&draw_color, node);
break;
case COGL_PANGO_DISPLAY_LIST_RECTANGLE:
cogl_material_set_color (solid_material, &draw_color);
cogl_push_source (solid_material);
cogl_rectangle (node->d.rectangle.x_1,
node->d.rectangle.y_1,
node->d.rectangle.x_2,
node->d.rectangle.y_2);
cogl_pop_source ();
break;
case COGL_PANGO_DISPLAY_LIST_TRAPEZOID:
{
float points[8];
CoglPath *path;
points[0] = node->d.trapezoid.x_11;
points[1] = node->d.trapezoid.y_1;
points[2] = node->d.trapezoid.x_12;
points[3] = node->d.trapezoid.y_2;
points[4] = node->d.trapezoid.x_22;
points[5] = node->d.trapezoid.y_2;
points[6] = node->d.trapezoid.x_21;
points[7] = node->d.trapezoid.y_1;
cogl_material_set_color (solid_material, &draw_color);
cogl_push_source (solid_material);
path = cogl_path_new ();
cogl_path_polygon (path, points, 4);
cogl_path_fill (path);
cogl_object_unref (path);
cogl_pop_source ();
}
break;
}
}
}
static void
_cogl_pango_display_list_node_free (CoglPangoDisplayListNode *node)
{
if (node->type == COGL_PANGO_DISPLAY_LIST_TEXTURE)
{
g_array_free (node->d.texture.verts, TRUE);
if (node->d.texture.texture != COGL_INVALID_HANDLE)
cogl_handle_unref (node->d.texture.texture);
if (node->d.texture.vertex_buffer != COGL_INVALID_HANDLE)
cogl_handle_unref (node->d.texture.vertex_buffer);
}
g_slice_free (CoglPangoDisplayListNode, node);
}
void
_cogl_pango_display_list_clear (CoglPangoDisplayList *dl)
{
g_slist_foreach (dl->nodes, (GFunc) _cogl_pango_display_list_node_free, NULL);
g_slist_free (dl->nodes);
dl->nodes = NULL;
dl->last_node = NULL;
}
void
_cogl_pango_display_list_free (CoglPangoDisplayList *dl)
{
_cogl_pango_display_list_clear (dl);
g_slice_free (CoglPangoDisplayList, dl);
}