2008-04-25 13:37:36 +00:00
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/*
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* Clutter COGL
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*
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* A basic GL/GLES Abstraction/Utility Layer
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2007 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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2008-06-23 14:57:36 +00:00
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#include "cogl-clip-stack.h"
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2008-04-25 13:37:36 +00:00
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#include <string.h>
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#include <gmodule.h>
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2009-01-20 16:20:54 +00:00
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#include <math.h>
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2008-04-25 13:37:36 +00:00
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#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
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2008-04-30 15:05:17 +00:00
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void
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2008-12-04 13:45:09 +00:00
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_cogl_path_add_node (gboolean new_sub_path,
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2009-01-20 16:20:54 +00:00
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float x,
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float y)
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2008-04-25 13:37:36 +00:00
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{
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2008-12-04 13:45:09 +00:00
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CoglPathNode new_node;
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Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
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2008-06-23 11:01:30 +00:00
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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2008-04-25 13:37:36 +00:00
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2009-01-24 16:55:04 +00:00
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new_node.x = x;
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new_node.y = y;
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2008-12-04 13:45:09 +00:00
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new_node.path_size = 0;
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if (new_sub_path || ctx->path_nodes->len == 0)
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ctx->last_path = ctx->path_nodes->len;
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g_array_append_val (ctx->path_nodes, new_node);
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g_array_index (ctx->path_nodes, CoglPathNode, ctx->last_path).path_size++;
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if (ctx->path_nodes->len == 1)
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2008-04-25 13:37:36 +00:00
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{
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ctx->path_nodes_min.x = ctx->path_nodes_max.x = x;
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ctx->path_nodes_min.y = ctx->path_nodes_max.y = y;
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}
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else
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{
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if (x < ctx->path_nodes_min.x) ctx->path_nodes_min.x = x;
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if (x > ctx->path_nodes_max.x) ctx->path_nodes_max.x = x;
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if (y < ctx->path_nodes_min.y) ctx->path_nodes_min.y = y;
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if (y > ctx->path_nodes_max.y) ctx->path_nodes_max.y = y;
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}
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}
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2008-04-30 15:05:17 +00:00
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void
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2008-04-25 13:37:36 +00:00
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_cogl_path_stroke_nodes ()
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{
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Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
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guint path_start = 0;
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gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
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2008-12-04 13:45:09 +00:00
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2008-04-25 13:37:36 +00:00
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
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enable_flags |= cogl_material_get_cogl_enable_flags (ctx->source_material);
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cogl_enable (enable_flags);
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cogl_material_flush_gl_state (ctx->source_material,
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COGL_MATERIAL_FLUSH_DISABLE_MASK,
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(guint32)~0, /* disable all texture layers */
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NULL);
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2008-12-04 13:45:09 +00:00
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while (path_start < ctx->path_nodes->len)
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{
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CoglPathNode *path = &g_array_index (ctx->path_nodes, CoglPathNode,
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path_start);
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GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
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(guchar *) path
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+ G_STRUCT_OFFSET (CoglPathNode, x)) );
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GE( glDrawArrays (GL_LINE_STRIP, 0, path->path_size) );
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Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
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2008-12-04 13:45:09 +00:00
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path_start += path->path_size;
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}
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}
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static void
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2009-01-20 16:20:54 +00:00
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_cogl_path_get_bounds (floatVec2 nodes_min,
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floatVec2 nodes_max,
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2009-01-20 16:20:54 +00:00
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float *bounds_x,
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float *bounds_y,
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float *bounds_w,
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float *bounds_h)
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2008-12-04 13:45:09 +00:00
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{
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2009-01-20 16:20:54 +00:00
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*bounds_x = nodes_min.x;
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*bounds_y = nodes_min.y;
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*bounds_w = nodes_max.x - *bounds_x;
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*bounds_h = nodes_max.y - *bounds_y;
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2008-04-25 13:37:36 +00:00
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}
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2008-05-05 12:01:19 +00:00
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void
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2009-01-20 16:20:54 +00:00
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_cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
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floatVec2 nodes_max,
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2008-12-04 13:45:09 +00:00
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guint path_size,
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CoglPathNode *path,
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gboolean merge)
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2008-04-25 13:37:36 +00:00
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{
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2009-01-24 16:55:04 +00:00
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guint path_start = 0;
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guint sub_path_num = 0;
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float bounds_x;
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float bounds_y;
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float bounds_w;
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float bounds_h;
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gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
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2008-12-04 13:45:09 +00:00
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Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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2009-01-24 16:55:04 +00:00
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/* Just setup a simple material that doesn't use texturing... */
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cogl_material_flush_gl_state (ctx->stencil_material, NULL);
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enable_flags |=
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cogl_material_get_cogl_enable_flags (ctx->source_material);
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cogl_enable (enable_flags);
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2008-12-04 13:45:09 +00:00
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_cogl_path_get_bounds (nodes_min, nodes_max,
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&bounds_x, &bounds_y, &bounds_w, &bounds_h);
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if (merge)
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{
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GE( glStencilMask (2) );
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GE( glStencilFunc (GL_LEQUAL, 0x2, 0x6) );
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}
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else
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{
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GE( glClear (GL_STENCIL_BUFFER_BIT) );
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GE( glStencilMask (1) );
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GE( glStencilFunc (GL_LEQUAL, 0x1, 0x3) );
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}
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2008-04-25 13:37:36 +00:00
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GE( glEnable (GL_STENCIL_TEST) );
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GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
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2008-06-23 14:57:36 +00:00
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2008-12-04 13:45:09 +00:00
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GE( glColorMask (FALSE, FALSE, FALSE, FALSE) );
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GE( glDepthMask (FALSE) );
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Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2008-12-04 13:45:09 +00:00
|
|
|
while (path_start < path_size)
|
|
|
|
{
|
|
|
|
GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
|
|
|
|
(guchar *) path
|
|
|
|
+ G_STRUCT_OFFSET (CoglPathNode, x)) );
|
|
|
|
GE( glDrawArrays (GL_TRIANGLE_FAN, 0, path->path_size) );
|
|
|
|
|
|
|
|
if (sub_path_num > 0)
|
|
|
|
{
|
|
|
|
/* Union the two stencil buffers bits into the least
|
|
|
|
significant bit */
|
|
|
|
GE( glStencilMask (merge ? 6 : 3) );
|
|
|
|
GE( glStencilOp (GL_ZERO, GL_REPLACE, GL_REPLACE) );
|
2009-01-28 14:47:03 +00:00
|
|
|
cogl_rectangle (bounds_x, bounds_y,
|
|
|
|
bounds_x + bounds_w, bounds_y + bounds_h);
|
2008-12-04 13:45:09 +00:00
|
|
|
|
|
|
|
GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
|
|
|
|
}
|
|
|
|
|
|
|
|
GE( glStencilMask (merge ? 4 : 2) );
|
|
|
|
|
|
|
|
path_start += path->path_size;
|
|
|
|
path += path->path_size;
|
|
|
|
sub_path_num++;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (merge)
|
|
|
|
{
|
|
|
|
/* Now we have the new stencil buffer in bit 1 and the old
|
|
|
|
stencil buffer in bit 0 so we need to intersect them */
|
|
|
|
GE( glStencilMask (3) );
|
|
|
|
GE( glStencilFunc (GL_NEVER, 0x2, 0x3) );
|
|
|
|
GE( glStencilOp (GL_DECR, GL_DECR, GL_DECR) );
|
|
|
|
/* Decrement all of the bits twice so that only pixels where the
|
|
|
|
value is 3 will remain */
|
|
|
|
GE( glPushMatrix () );
|
|
|
|
GE( glLoadIdentity () );
|
|
|
|
GE( glMatrixMode (GL_PROJECTION) );
|
|
|
|
GE( glPushMatrix () );
|
|
|
|
GE( glLoadIdentity () );
|
2009-01-28 14:47:03 +00:00
|
|
|
cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
|
|
|
|
cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
|
2008-12-04 13:45:09 +00:00
|
|
|
GE( glPopMatrix () );
|
|
|
|
GE( glMatrixMode (GL_MODELVIEW) );
|
|
|
|
GE( glPopMatrix () );
|
|
|
|
}
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2008-06-23 14:57:36 +00:00
|
|
|
GE( glStencilMask (~(GLuint) 0) );
|
2008-12-04 13:45:09 +00:00
|
|
|
GE( glDepthMask (TRUE) );
|
|
|
|
GE( glColorMask (TRUE, TRUE, TRUE, TRUE) );
|
Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-23 16:15:40 +00:00
|
|
|
|
2008-06-23 14:57:36 +00:00
|
|
|
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
|
|
|
|
GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
|
2008-12-04 13:45:09 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
_cogl_path_fill_nodes ()
|
|
|
|
{
|
2009-01-20 16:20:54 +00:00
|
|
|
float bounds_x;
|
|
|
|
float bounds_y;
|
|
|
|
float bounds_w;
|
|
|
|
float bounds_h;
|
2008-12-04 13:45:09 +00:00
|
|
|
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
|
2009-01-24 16:55:04 +00:00
|
|
|
_cogl_path_get_bounds (ctx->path_nodes_min, ctx->path_nodes_max,
|
|
|
|
&bounds_x, &bounds_y, &bounds_w, &bounds_h);
|
|
|
|
|
2008-12-04 13:45:09 +00:00
|
|
|
_cogl_add_path_to_stencil_buffer (ctx->path_nodes_min,
|
|
|
|
ctx->path_nodes_max,
|
|
|
|
ctx->path_nodes->len,
|
|
|
|
&g_array_index (ctx->path_nodes,
|
|
|
|
CoglPathNode, 0),
|
|
|
|
ctx->clip.stencil_used);
|
|
|
|
|
2009-01-28 14:47:03 +00:00
|
|
|
cogl_rectangle (bounds_x, bounds_y,
|
|
|
|
bounds_x + bounds_w, bounds_y + bounds_h);
|
2008-12-04 13:45:09 +00:00
|
|
|
|
|
|
|
/* The stencil buffer now contains garbage so the clip area needs to
|
|
|
|
be rebuilt */
|
|
|
|
ctx->clip.stack_dirty = TRUE;
|
2008-04-25 13:37:36 +00:00
|
|
|
}
|