mutter/cogl/cogl-clip-stack.c

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/*
* 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
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
#include <string.h>
#include <math.h>
#include <glib.h>
#include "cogl.h"
#include "cogl-clip-stack.h"
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
#include "cogl-primitives.h"
#include "cogl-context.h"
#include "cogl-internal.h"
#include "cogl-framebuffer-private.h"
void _cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
floatVec2 nodes_max,
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
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guint path_size,
CoglPathNode *path,
gboolean merge,
gboolean need_clear);
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
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typedef struct _CoglClipStack CoglClipStack;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
typedef struct _CoglClipStackEntryRect CoglClipStackEntryRect;
typedef struct _CoglClipStackEntryWindowRect CoglClipStackEntryWindowRect;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
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typedef struct _CoglClipStackEntryPath CoglClipStackEntryPath;
typedef enum
{
COGL_CLIP_STACK_RECT,
COGL_CLIP_STACK_WINDOW_RECT,
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
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COGL_CLIP_STACK_PATH
} CoglClipStackEntryType;
struct _CoglClipStack
{
GList *stack_top;
};
struct _CoglClipStackEntryRect
{
CoglClipStackEntryType type;
/* The rectangle for this clip */
float x0;
float y0;
float x1;
float y1;
/* The matrix that was current when the clip was set */
CoglMatrix matrix;
};
struct _CoglClipStackEntryWindowRect
{
CoglClipStackEntryType type;
/* The window space rectangle for this clip */
float x0;
float y0;
float x1;
float y1;
};
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
struct _CoglClipStackEntryPath
{
CoglClipStackEntryType type;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
/* The matrix that was current when the clip was set */
CoglMatrix matrix;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
floatVec2 path_nodes_min;
floatVec2 path_nodes_max;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
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guint path_size;
CoglPathNode path[1];
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
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};
static void
project_vertex (const CoglMatrix *modelview_matrix,
const CoglMatrix *projection_matrix,
float *vertex)
{
int i;
/* Apply the modelview matrix */
cogl_matrix_transform_point (modelview_matrix,
&vertex[0], &vertex[1],
&vertex[2], &vertex[3]);
/* Apply the projection matrix */
cogl_matrix_transform_point (projection_matrix,
&vertex[0], &vertex[1],
&vertex[2], &vertex[3]);
/* Convert from homogenized coordinates */
for (i = 0; i < 4; i++)
vertex[i] /= vertex[3];
}
static void
set_clip_plane (GLint plane_num,
const float *vertex_a,
const float *vertex_b)
{
#if defined (HAVE_COGL_GLES2) || defined (HAVE_COGL_GLES)
GLfloat plane[4];
#else
GLdouble plane[4];
#endif
GLfloat angle;
CoglHandle framebuffer = _cogl_get_framebuffer ();
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (framebuffer);
CoglMatrixStack *projection_stack =
_cogl_framebuffer_get_projection_stack (framebuffer);
CoglMatrix inverse_projection;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_matrix_stack_get_inverse (projection_stack, &inverse_projection);
/* Calculate the angle between the axes and the line crossing the
two points */
angle = atan2f (vertex_b[1] - vertex_a[1],
vertex_b[0] - vertex_a[0]) * (180.0/G_PI);
_cogl_matrix_stack_push (modelview_stack);
/* Load the inverse of the projection matrix so we can specify the plane
* in screen coordinates */
_cogl_matrix_stack_set (modelview_stack, &inverse_projection);
/* Rotate about point a */
_cogl_matrix_stack_translate (modelview_stack,
vertex_a[0], vertex_a[1], vertex_a[2]);
/* Rotate the plane by the calculated angle so that it will connect
the two points */
_cogl_matrix_stack_rotate (modelview_stack, angle, 0.0f, 0.0f, 1.0f);
_cogl_matrix_stack_translate (modelview_stack,
-vertex_a[0], -vertex_a[1], -vertex_a[2]);
_cogl_matrix_stack_flush_to_gl (modelview_stack, COGL_MATRIX_MODELVIEW);
plane[0] = 0;
plane[1] = -1.0;
plane[2] = 0;
plane[3] = vertex_a[1];
#if defined (HAVE_COGL_GLES2) || defined (HAVE_COGL_GLES)
GE( glClipPlanef (plane_num, plane) );
#else
GE( glClipPlane (plane_num, plane) );
#endif
_cogl_matrix_stack_pop (modelview_stack);
}
static void
set_clip_planes (float x_1,
float y_1,
float x_2,
float y_2)
{
CoglHandle framebuffer = _cogl_get_framebuffer ();
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (framebuffer);
CoglMatrix modelview_matrix;
CoglMatrixStack *projection_stack =
_cogl_framebuffer_get_projection_stack (framebuffer);
CoglMatrix projection_matrix;
float vertex_tl[4] = { x_1, y_1, 0, 1.0 };
float vertex_tr[4] = { x_2, y_1, 0, 1.0 };
float vertex_bl[4] = { x_1, y_2, 0, 1.0 };
float vertex_br[4] = { x_2, y_2, 0, 1.0 };
_cogl_matrix_stack_get (projection_stack, &projection_matrix);
_cogl_matrix_stack_get (modelview_stack, &modelview_matrix);
project_vertex (&modelview_matrix, &projection_matrix, vertex_tl);
project_vertex (&modelview_matrix, &projection_matrix, vertex_tr);
project_vertex (&modelview_matrix, &projection_matrix, vertex_bl);
project_vertex (&modelview_matrix, &projection_matrix, vertex_br);
/* If the order of the top and bottom lines is different from the
order of the left and right lines then the clip rect must have
been transformed so that the back is visible. We therefore need
to swap one pair of vertices otherwise all of the planes will be
the wrong way around */
if ((vertex_tl[0] < vertex_tr[0] ? 1 : 0)
!= (vertex_bl[1] < vertex_tl[1] ? 1 : 0))
{
float temp[4];
memcpy (temp, vertex_tl, sizeof (temp));
memcpy (vertex_tl, vertex_tr, sizeof (temp));
memcpy (vertex_tr, temp, sizeof (temp));
memcpy (temp, vertex_bl, sizeof (temp));
memcpy (vertex_bl, vertex_br, sizeof (temp));
memcpy (vertex_br, temp, sizeof (temp));
}
set_clip_plane (GL_CLIP_PLANE0, vertex_tl, vertex_tr);
set_clip_plane (GL_CLIP_PLANE1, vertex_tr, vertex_br);
set_clip_plane (GL_CLIP_PLANE2, vertex_br, vertex_bl);
set_clip_plane (GL_CLIP_PLANE3, vertex_bl, vertex_tl);
}
void
add_stencil_clip_rectangle (float x_1,
float y_1,
float x_2,
float y_2,
gboolean first)
{
CoglHandle current_source;
CoglHandle framebuffer = _cogl_get_framebuffer ();
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* We don't log changes to the stencil buffer so need to flush any
* batched geometry before we start... */
_cogl_journal_flush ();
_cogl_framebuffer_flush_state (framebuffer, 0);
/* temporarily swap in our special stenciling material */
current_source = cogl_handle_ref (ctx->source_material);
cogl_set_source (ctx->stencil_material);
if (first)
{
GE( glEnable (GL_STENCIL_TEST) );
/* Initially disallow everything */
GE( glClearStencil (0) );
GE( glClear (GL_STENCIL_BUFFER_BIT) );
/* Punch out a hole to allow the rectangle */
GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
GE( glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE) );
cogl_rectangle (x_1, y_1, x_2, y_2);
}
else
{
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (framebuffer);
CoglMatrixStack *projection_stack =
_cogl_framebuffer_get_projection_stack (framebuffer);
/* Add one to every pixel of the stencil buffer in the
rectangle */
GE( glStencilFunc (GL_NEVER, 0x1, 0x3) );
GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
cogl_rectangle (x_1, y_1, x_2, y_2);
/* make sure our rectangle hits the stencil buffer before we
* change the stencil operation */
_cogl_journal_flush ();
/* Subtract one from all pixels in the stencil buffer so that
only pixels where both the original stencil buffer and the
rectangle are set will be valid */
GE( glStencilOp (GL_DECR, GL_DECR, GL_DECR) );
_cogl_matrix_stack_push (projection_stack);
_cogl_matrix_stack_load_identity (projection_stack);
_cogl_matrix_stack_push (modelview_stack);
_cogl_matrix_stack_load_identity (modelview_stack);
cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
_cogl_matrix_stack_pop (modelview_stack);
_cogl_matrix_stack_pop (projection_stack);
}
/* make sure our rectangles hit the stencil buffer before we restore
* the stencil function / operation */
_cogl_journal_flush ();
/* Restore the stencil mode */
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
/* restore the original source material */
cogl_set_source (current_source);
cogl_handle_unref (current_source);
}
static void
disable_stencil_buffer (void)
{
GE( glDisable (GL_STENCIL_TEST) );
}
static void
enable_clip_planes (void)
{
GE( glEnable (GL_CLIP_PLANE0) );
GE( glEnable (GL_CLIP_PLANE1) );
GE( glEnable (GL_CLIP_PLANE2) );
GE( glEnable (GL_CLIP_PLANE3) );
}
static void
disable_clip_planes (void)
{
GE( glDisable (GL_CLIP_PLANE3) );
GE( glDisable (GL_CLIP_PLANE2) );
GE( glDisable (GL_CLIP_PLANE1) );
GE( glDisable (GL_CLIP_PLANE0) );
}
void
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cogl_clip_push_window_rectangle (int x_offset,
int y_offset,
int width,
int height)
{
CoglHandle framebuffer;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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CoglClipStackState *clip_state;
CoglClipStack *stack;
int framebuffer_height;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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CoglClipStackEntryWindowRect *entry;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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/* We don't log clip stack changes in the journal so we must flush
* it before making modifications */
_cogl_journal_flush ();
framebuffer = _cogl_get_framebuffer ();
clip_state = _cogl_framebuffer_get_clip_state (framebuffer);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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stack = clip_state->stacks->data;
framebuffer_height = _cogl_framebuffer_get_height (framebuffer);
entry = g_slice_new (CoglClipStackEntryWindowRect);
/* We store the entry coordinates in OpenGL window coordinate space and so
* because Cogl defines the window origin to be top left but OpenGL defines
* it as bottom left we may need to convert the incoming coordinates.
*
* NB: Cogl forces all offscreen rendering to be done upside down so in this
* case no conversion is needed.
*/
entry->type = COGL_CLIP_STACK_WINDOW_RECT;
entry->x0 = x_offset;
entry->x1 = x_offset + width;
if (cogl_is_offscreen (framebuffer))
{
entry->y0 = y_offset;
entry->y1 = y_offset + height;
}
else
{
entry->y0 = framebuffer_height - y_offset - height;
entry->y1 = framebuffer_height - y_offset;
}
/* Store it in the stack */
stack->stack_top = g_list_prepend (stack->stack_top, entry);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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clip_state->stack_dirty = TRUE;
}
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/* XXX: This is deprecated API */
void
cogl_clip_push_window_rect (float x_offset,
float y_offset,
float width,
float height)
{
cogl_clip_push_window_rectangle (x_offset, y_offset, width, height);
}
/* Scale from OpenGL normalized device coordinates (ranging from -1 to 1)
* to Cogl window/framebuffer coordinates (ranging from 0 to buffer-size) with
* (0,0) being top left. */
#define VIEWPORT_TRANSFORM_X(x, vp_origin_x, vp_width) \
( ( ((x) + 1.0) * ((vp_width) / 2.0) ) + (vp_origin_x) )
/* Note: for Y we first flip all coordinates around the X axis while in
* normalized device coodinates */
#define VIEWPORT_TRANSFORM_Y(y, vp_origin_y, vp_height) \
( ( ((-(y)) + 1.0) * ((vp_height) / 2.0) ) + (vp_origin_y) )
/* Transform a homogeneous vertex position from model space to Cogl
* window coordinates (with 0,0 being top left) */
static void
transform_point (CoglMatrix *matrix_mv,
CoglMatrix *matrix_p,
float *viewport,
float *x,
float *y)
{
float z = 0;
float w = 1;
/* Apply the modelview matrix transform */
cogl_matrix_transform_point (matrix_mv, x, y, &z, &w);
/* Apply the projection matrix transform */
cogl_matrix_transform_point (matrix_p, x, y, &z, &w);
/* Perform perspective division */
*x /= w;
*y /= w;
/* Apply viewport transform */
*x = VIEWPORT_TRANSFORM_X (*x, viewport[0], viewport[2]);
*y = VIEWPORT_TRANSFORM_Y (*y, viewport[1], viewport[3]);
}
#undef VIEWPORT_SCALE_X
#undef VIEWPORT_SCALE_Y
/* Try to push a rectangle given in object coordinates as a rectangle in window
* coordinates instead of object coordinates */
gboolean
try_pushing_rect_as_window_rect (float x_1,
float y_1,
float x_2,
float y_2)
{
CoglMatrix matrix;
CoglMatrix matrix_p;
float v[4];
cogl_get_modelview_matrix (&matrix);
/* If the modelview meets these constraints then a transformed rectangle
* should still be a rectangle when it reaches screen coordinates.
*
* FIXME: we are are making certain assumptions about the projection
* matrix a.t.m and should really be looking at the combined modelview
* and projection matrix.
* FIXME: we don't consider rotations that are a multiple of 90 degrees
* which could be quite common.
*/
if (matrix.xy != 0 || matrix.xz != 0 ||
matrix.yx != 0 || matrix.yz != 0 ||
matrix.zx != 0 || matrix.zy != 0)
return FALSE;
cogl_get_projection_matrix (&matrix_p);
cogl_get_viewport (v);
transform_point (&matrix, &matrix_p, v, &x_1, &y_1);
transform_point (&matrix, &matrix_p, v, &x_2, &y_2);
/* Consider that the modelview matrix may flip the rectangle
* along the x or y axis... */
#define SWAP(A,B) do { float tmp = B; B = A; A = tmp; } while (0)
if (x_1 > x_2)
SWAP (x_1, x_2);
if (y_1 > y_2)
SWAP (y_1, y_2);
#undef SWAP
cogl_clip_push_window_rectangle (x_1, y_1, x_2 - x_1, y_2 - y_1);
return TRUE;
}
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void
cogl_clip_push_rectangle (float x_1,
float y_1,
float x_2,
float y_2)
{
CoglHandle framebuffer;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
CoglClipStackState *clip_state;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
CoglClipStack *stack;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
CoglClipStackEntryRect *entry;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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/* We don't log clip stack changes in the journal so we must flush
* it before making modifications */
_cogl_journal_flush ();
/* Try and catch window space rectangles so we can redirect to
* cogl_clip_push_window_rect which will use scissoring. */
if (try_pushing_rect_as_window_rect (x_1, y_1, x_2, y_2))
return;
framebuffer = _cogl_get_framebuffer ();
clip_state = _cogl_framebuffer_get_clip_state (framebuffer);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
stack = clip_state->stacks->data;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
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entry = g_slice_new (CoglClipStackEntryRect);
/* Make a new entry */
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
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entry->type = COGL_CLIP_STACK_RECT;
entry->x0 = x_1;
entry->y0 = y_1;
entry->x1 = x_2;
entry->y1 = y_2;
cogl_get_modelview_matrix (&entry->matrix);
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
/* Store it in the stack */
stack->stack_top = g_list_prepend (stack->stack_top, entry);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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clip_state->stack_dirty = TRUE;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
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}
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/* XXX: Deprecated API */
void
cogl_clip_push (float x_offset,
float y_offset,
float width,
float height)
{
2009-11-04 14:31:43 -05:00
cogl_clip_push_rectangle (x_offset,
y_offset,
x_offset + width,
y_offset + height);
}
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
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void
cogl_clip_push_from_path_preserve (void)
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
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{
CoglHandle framebuffer;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
CoglClipStackState *clip_state;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
CoglClipStack *stack;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
CoglClipStackEntryPath *entry;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
/* We don't log clip stack changes in the journal so we must flush
* it before making modifications */
_cogl_journal_flush ();
framebuffer = _cogl_get_framebuffer ();
clip_state = _cogl_framebuffer_get_clip_state (framebuffer);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
stack = clip_state->stacks->data;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
entry = g_malloc (sizeof (CoglClipStackEntryPath)
+ sizeof (CoglPathNode) * (ctx->path_nodes->len - 1));
entry->type = COGL_CLIP_STACK_PATH;
entry->path_nodes_min = ctx->path_nodes_min;
entry->path_nodes_max = ctx->path_nodes_max;
entry->path_size = ctx->path_nodes->len;
memcpy (entry->path, ctx->path_nodes->data,
sizeof (CoglPathNode) * ctx->path_nodes->len);
cogl_get_modelview_matrix (&entry->matrix);
/* Store it in the stack */
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
stack->stack_top = g_list_prepend (stack->stack_top, entry);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
clip_state->stack_dirty = TRUE;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
}
void
cogl_clip_push_from_path (void)
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
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{
cogl_clip_push_from_path_preserve ();
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
cogl_path_new ();
}
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
static void
_cogl_clip_pop_real (CoglClipStackState *clip_state)
{
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
CoglClipStack *stack;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
gpointer entry;
CoglClipStackEntryType type;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
/* We don't log clip stack changes in the journal so we must flush
* it before making modifications */
_cogl_journal_flush ();
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
stack = clip_state->stacks->data;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
g_return_if_fail (stack->stack_top != NULL);
entry = stack->stack_top->data;
type = *(CoglClipStackEntryType *) entry;
/* Remove the top entry from the stack */
if (type == COGL_CLIP_STACK_RECT)
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
g_slice_free (CoglClipStackEntryRect, entry);
else if (type == COGL_CLIP_STACK_WINDOW_RECT)
g_slice_free (CoglClipStackEntryWindowRect, entry);
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
else
g_free (entry);
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
stack->stack_top = g_list_delete_link (stack->stack_top,
stack->stack_top);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
clip_state->stack_dirty = TRUE;
}
void
cogl_clip_pop (void)
{
CoglHandle framebuffer;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
CoglClipStackState *clip_state;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
framebuffer = _cogl_get_framebuffer ();
clip_state = _cogl_framebuffer_get_clip_state (framebuffer);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
_cogl_clip_pop_real (clip_state);
}
void
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
_cogl_flush_clip_state (CoglClipStackState *clip_state)
{
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
CoglClipStack *stack;
int has_clip_planes;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
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gboolean using_clip_planes = FALSE;
gboolean using_stencil_buffer = FALSE;
GList *node;
gint scissor_x0 = 0;
gint scissor_y0 = 0;
gint scissor_x1 = G_MAXINT;
gint scissor_y1 = G_MAXINT;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
CoglMatrixStack *modelview_stack =
_cogl_framebuffer_get_modelview_stack (_cogl_get_framebuffer ());
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
if (!clip_state->stack_dirty)
return;
[cogl] Improving Cogl journal to minimize driver overheads + GPU state changes Previously the journal was always flushed at the end of _cogl_rectangles_with_multitexture_coords, (i.e. the end of any cogl_rectangle* calls) but now we have broadened the potential for batching geometry. In ideal circumstances we will only flush once per scene. In summary the journal works like this: When you use any of the cogl_rectangle* APIs then nothing is emitted to the GPU at this point, we just log one or more quads into the journal. A journal entry consists of the quad coordinates, an associated material reference, and a modelview matrix. Ideally the journal only gets flushed once at the end of a scene, but in fact there are things to consider that may cause unwanted flushing, including: - modifying materials mid-scene This is because each quad in the journal has an associated material reference (i.e. not copy), so if you try and modify a material that is already referenced in the journal we force a flush first) NOTE: For now this means you should avoid using cogl_set_source_color() since that currently uses a single shared material. Later we should change it to use a pool of materials that is recycled when the journal is flushed. - modifying any state that isn't currently logged, such as depth, fog and backface culling enables. The first thing that happens when flushing, is to upload all the vertex data associated with the journal into a single VBO. We then go through a process of splitting up the journal into batches that have compatible state so they can be emitted to the GPU together. This is currently broken up into 3 levels so we can stagger the state changes: 1) we break the journal up according to changes in the number of material layers associated with logged quads. The number of layers in a material determines the stride of the associated vertices, so we have to update our vertex array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc) 2) we further split batches up according to material compatability. (e.g. materials with different textures) We flush material state at this level. 3) Finally we split batches up according to modelview changes. At this level we update the modelview matrix and actually emit the actual draw command. This commit is largely about putting the initial design in-place; this will be followed by other changes that take advantage of the extended batching.
2009-06-17 13:46:42 -04:00
/* The current primitive journal does not support tracking changes to the
* clip stack... */
_cogl_journal_flush ();
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
/* XXX: the handling of clipping is quite complex. It may involve use of
* the Cogl Journal or other Cogl APIs which may end up recursively
* wanting to ensure the clip state is flushed. We need to ensure we
* don't recurse infinitely...
*/
clip_state->stack_dirty = FALSE;
has_clip_planes = cogl_features_available (COGL_FEATURE_FOUR_CLIP_PLANES);
stack = clip_state->stacks->data;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
clip_state->stencil_used = FALSE;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
disable_clip_planes ();
disable_stencil_buffer ();
GE (glDisable (GL_SCISSOR_TEST));
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
/* If the stack is empty then there's nothing else to do */
if (stack->stack_top == NULL)
return;
/* Find the bottom of the stack */
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
for (node = stack->stack_top; node->next; node = node->next);
/* Re-add every entry from the bottom of the stack up */
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
for (; node; node = node->prev)
{
gpointer entry = node->data;
CoglClipStackEntryType type = *(CoglClipStackEntryType *) entry;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
if (type == COGL_CLIP_STACK_PATH)
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
{
CoglClipStackEntryPath *path = (CoglClipStackEntryPath *) entry;
_cogl_matrix_stack_push (modelview_stack);
_cogl_matrix_stack_set (modelview_stack, &path->matrix);
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
_cogl_add_path_to_stencil_buffer (path->path_nodes_min,
path->path_nodes_max,
path->path_size,
path->path,
using_stencil_buffer,
TRUE);
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
_cogl_matrix_stack_pop (modelview_stack);
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
using_stencil_buffer = TRUE;
/* We can't use clip planes any more */
has_clip_planes = FALSE;
}
else if (type == COGL_CLIP_STACK_RECT)
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
{
CoglClipStackEntryRect *rect = (CoglClipStackEntryRect *) entry;
_cogl_matrix_stack_push (modelview_stack);
_cogl_matrix_stack_set (modelview_stack, &rect->matrix);
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
/* If this is the first entry and we support clip planes then use
that instead */
if (has_clip_planes)
{
set_clip_planes (rect->x0,
rect->y0,
rect->x1,
rect->y1);
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
using_clip_planes = TRUE;
/* We can't use clip planes a second time */
has_clip_planes = FALSE;
}
else
{
add_stencil_clip_rectangle (rect->x0,
rect->y0,
rect->x1,
rect->y1,
!using_stencil_buffer);
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
using_stencil_buffer = TRUE;
}
_cogl_matrix_stack_pop (modelview_stack);
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
}
else
{
/* Get the intersection of all window space rectangles in the clip
* stack */
CoglClipStackEntryWindowRect *window_rect = entry;
scissor_x0 = MAX (scissor_x0, window_rect->x0);
scissor_y0 = MAX (scissor_y0, window_rect->y0);
scissor_x1 = MIN (scissor_x1, window_rect->x1);
scissor_y1 = MIN (scissor_y1, window_rect->y1);
}
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
}
/* Enabling clip planes is delayed to now so that they won't affect
setting up the stencil buffer */
if (using_clip_planes)
enable_clip_planes ();
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
if (scissor_x0 >= scissor_x1 || scissor_y0 >= scissor_y1)
scissor_x0 = scissor_y0 = scissor_x1 = scissor_y1 = 0;
if (!(scissor_x0 == 0 && scissor_y0 == 0 &&
scissor_x1 == G_MAXINT && scissor_y1 == G_MAXINT))
{
GE (glEnable (GL_SCISSOR_TEST));
GE (glScissor (scissor_x0, scissor_y0,
scissor_x1 - scissor_x0,
scissor_y1 - scissor_y0));
}
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
clip_state->stencil_used = using_stencil_buffer;
}
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
/* XXX: This should never have been made public API! */
void
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
cogl_clip_ensure (void)
{
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
CoglClipStackState *clip_state;
clip_state = _cogl_framebuffer_get_clip_state (_cogl_get_framebuffer ());
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
_cogl_flush_clip_state (clip_state);
}
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
static void
_cogl_clip_stack_save_real (CoglClipStackState *clip_state)
{
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
CoglClipStack *stack;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
/* We don't log clip stack changes in the journal so we must flush
* it before making modifications */
_cogl_journal_flush ();
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
stack = g_slice_new (CoglClipStack);
stack->stack_top = NULL;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
clip_state->stacks = g_slist_prepend (clip_state->stacks, stack);
clip_state->stack_dirty = TRUE;
}
void
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
cogl_clip_stack_save (void)
{
CoglHandle framebuffer;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
CoglClipStackState *clip_state;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
framebuffer = _cogl_get_framebuffer ();
clip_state = _cogl_framebuffer_get_clip_state (framebuffer);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
_cogl_clip_stack_save_real (clip_state);
}
static void
_cogl_clip_stack_restore_real (CoglClipStackState *clip_state)
{
CoglClipStack *stack;
g_return_if_fail (clip_state->stacks != NULL);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
/* We don't log clip stack changes in the journal so we must flush
* it before making modifications */
_cogl_journal_flush ();
stack = clip_state->stacks->data;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
/* Empty the current stack */
while (stack->stack_top)
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
_cogl_clip_pop_real (clip_state);
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
/* Revert to an old stack */
g_slice_free (CoglClipStack, stack);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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clip_state->stacks = g_slist_delete_link (clip_state->stacks,
clip_state->stacks);
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
clip_state->stack_dirty = TRUE;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
}
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
void
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
cogl_clip_stack_restore (void)
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
{
CoglHandle framebuffer;
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
CoglClipStackState *clip_state;
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
framebuffer = _cogl_get_framebuffer ();
clip_state = _cogl_framebuffer_get_clip_state (framebuffer);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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_cogl_clip_stack_restore_real (clip_state);
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
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}
void
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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_cogl_clip_stack_state_init (CoglClipStackState *clip_state)
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
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{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
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clip_state->stacks = NULL;
clip_state->stack_dirty = TRUE;
/* Add an intial stack */
_cogl_clip_stack_save_real (clip_state);
}
void
_cogl_clip_stack_state_destroy (CoglClipStackState *clip_state)
{
Bug 1172 - Disjoint paths and clip to path * clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
2008-12-04 08:45:09 -05:00
/* Destroy all of the stacks */
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
while (clip_state->stacks)
_cogl_clip_stack_restore_real (clip_state);
}
[draw-buffers] First pass at overhauling Cogl's framebuffer management Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
2009-09-25 09:34:34 -04:00
void
_cogl_clip_stack_state_dirty (CoglClipStackState *clip_state)
{
clip_state->stack_dirty = TRUE;
}