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* clutter/cogl/gles/cogl-gles2-wrapper.h (CoglGles2Wrapper): Added
uniforms for alpha testing. * clutter/cogl/gles/cogl-gles2-wrapper.c (cogl_gles2_wrapper_init): Get the uniforms for alpha testing settings. (cogl_wrap_glEnable, cogl_wrap_glDisable): Enable/disable alpha testing. (cogl_wrap_glAlphaFunc): Filled in the wrapper. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: Added alpha testing. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c (cogl_wrap_glGetIntegerv): Added a wrapper for glGetIntegerv so that it can report zero clip planes. * clutter/cogl/gles/cogl.c: * clutter/cogl/gles/cogl-texture.c: Use the wrapped version of glGetIntegerv * clutter/cogl/gles/cogl-primitives.c (_cogl_path_fill_nodes): Use _cogl_features_available to check for the stencil buffer instead of an #ifdef. The stencil buffer is available in the default profile for the GLES 2 simulator.
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ChangeLog
30
ChangeLog
@ -1,3 +1,33 @@
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2008-05-29 Neil Roberts <neil@o-hand.com>
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* clutter/cogl/gles/cogl-gles2-wrapper.h (CoglGles2Wrapper): Added
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uniforms for alpha testing.
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* clutter/cogl/gles/cogl-gles2-wrapper.c
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(cogl_gles2_wrapper_init): Get the uniforms for alpha testing
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settings.
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(cogl_wrap_glEnable, cogl_wrap_glDisable): Enable/disable alpha
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testing.
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(cogl_wrap_glAlphaFunc): Filled in the wrapper.
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* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: Added alpha
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testing.
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* clutter/cogl/gles/cogl-gles2-wrapper.h:
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* clutter/cogl/gles/cogl-gles2-wrapper.c
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(cogl_wrap_glGetIntegerv): Added a wrapper for glGetIntegerv so
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that it can report zero clip planes.
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* clutter/cogl/gles/cogl.c:
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* clutter/cogl/gles/cogl-texture.c: Use the wrapped version of
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glGetIntegerv
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* clutter/cogl/gles/cogl-primitives.c (_cogl_path_fill_nodes): Use
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_cogl_features_available to check for the stencil buffer instead
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of an #ifdef. The stencil buffer is available in the default
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profile for the GLES 2 simulator.
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2008-05-29 Emmanuele Bassi <ebassi@openedhand.com>
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* configure.ac: Check the --with switches as soon as we have them,
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@ -12,6 +12,20 @@ uniform bool alpha_only;
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uniform bool fog_enabled;
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uniform vec4 fog_color;
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/* Alpha test options */
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uniform bool alpha_test_enabled;
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uniform int alpha_test_func;
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uniform float alpha_test_ref;
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/* Alpha test functions */
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const int GL_NEVER = 0x0200;
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const int GL_LESS = 0x0201;
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const int GL_EQUAL = 0x0202;
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const int GL_LEQUAL = 0x0203;
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const int GL_GREATER = 0x0204;
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const int GL_NOTEQUAL = 0x0205;
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const int GL_GEQUAL = 0x0206;
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void
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main (void)
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{
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@ -35,4 +49,41 @@ main (void)
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if (fog_enabled)
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/* Mix the calculated color with the fog color */
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gl_FragColor.rgb = mix (fog_color.rgb, gl_FragColor.rgb, fog_amount);
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/* Alpha testing */
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if (alpha_test_enabled)
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{
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if (alpha_test_func == GL_NEVER)
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discard;
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else if (alpha_test_func == GL_LESS)
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{
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if (gl_FragColor.a >= alpha_test_ref)
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discard;
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}
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else if (alpha_test_func == GL_EQUAL)
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{
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if (gl_FragColor.a != alpha_test_ref)
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discard;
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}
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else if (alpha_test_func == GL_LEQUAL)
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{
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if (gl_FragColor.a > alpha_test_ref)
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discard;
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}
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else if (alpha_test_func == GL_GREATER)
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{
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if (gl_FragColor.a <= alpha_test_ref)
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discard;
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}
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else if (alpha_test_func == GL_NOTEQUAL)
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{
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if (gl_FragColor.a == alpha_test_ref)
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discard;
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}
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else if (alpha_test_func == GL_GEQUAL)
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{
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if (gl_FragColor.a < alpha_test_ref)
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discard;
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}
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}
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}
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@ -164,6 +164,13 @@ cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper)
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wrapper->fog_color_uniform
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= glGetUniformLocation (wrapper->program, "fog_color");
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wrapper->alpha_test_enabled_uniform
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= glGetUniformLocation (wrapper->program, "alpha_test_enabled");
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wrapper->alpha_test_func_uniform
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= glGetUniformLocation (wrapper->program, "alpha_test_func");
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wrapper->alpha_test_ref_uniform
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= glGetUniformLocation (wrapper->program, "alpha_test_ref");
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/* Always use the first texture unit */
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glUniform1i (wrapper->bound_texture_uniform, 0);
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@ -184,6 +191,10 @@ cogl_gles2_wrapper_init (CoglGles2Wrapper *wrapper)
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cogl_wrap_glFogx (GL_FOG_START, 0);
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cogl_wrap_glFogx (GL_FOG_END, 1);
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cogl_wrap_glFogxv (GL_FOG_COLOR, default_fog_color);
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/* Initialize alpha testing */
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cogl_wrap_glDisable (GL_ALPHA_TEST);
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cogl_wrap_glAlphaFunc (GL_ALWAYS, 0.0f);
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}
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void
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@ -567,6 +578,10 @@ cogl_wrap_glEnable (GLenum cap)
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glUniform1i (w->fog_enabled_uniform, GL_TRUE);
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break;
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case GL_ALPHA_TEST:
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glUniform1i (w->alpha_test_enabled_uniform, GL_TRUE);
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break;
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default:
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glEnable (cap);
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}
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@ -587,6 +602,10 @@ cogl_wrap_glDisable (GLenum cap)
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glUniform1i (w->fog_enabled_uniform, GL_FALSE);
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break;
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case GL_ALPHA_TEST:
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glUniform1i (w->alpha_test_enabled_uniform, GL_FALSE);
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break;
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default:
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glDisable (cap);
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}
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@ -629,7 +648,15 @@ cogl_wrap_glDisableClientState (GLenum array)
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void
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cogl_wrap_glAlphaFunc (GLenum func, GLclampf ref)
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{
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/* FIXME */
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_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
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if (ref < 0.0f)
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ref = 0.0f;
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else if (ref > 1.0f)
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ref = 1.0f;
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glUniform1i (w->alpha_test_func_uniform, func);
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glUniform1f (w->alpha_test_ref_uniform, ref);
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}
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void
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@ -656,6 +683,23 @@ cogl_gles2_float_array_to_fixed (int size, const GLfloat *floats,
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*(fixeds++) = CLUTTER_FLOAT_TO_FIXED (*(floats++));
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}
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void
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cogl_wrap_glGetIntegerv (GLenum pname, GLint *params)
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{
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_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
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switch (pname)
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{
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case GL_MAX_CLIP_PLANES:
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*params = 0;
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break;
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default:
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glGetIntegerv (pname, params);
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break;
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}
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}
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void
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cogl_wrap_glGetFixedv (GLenum pname, GLfixed *params)
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{
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@ -57,6 +57,10 @@ struct _CoglGles2Wrapper
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GLint fog_end_uniform;
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GLint fog_color_uniform;
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GLint alpha_test_enabled_uniform;
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GLint alpha_test_func_uniform;
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GLint alpha_test_ref_uniform;
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GLuint matrix_mode;
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GLfloat modelview_stack[COGL_GLES2_MODELVIEW_STACK_SIZE * 16];
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GLuint modelview_stack_pos;
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@ -149,6 +153,7 @@ void cogl_wrap_glColor4x (GLclampx r, GLclampx g, GLclampx b, GLclampx a);
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void cogl_wrap_glClipPlanex (GLenum plane, GLfixed *equation);
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void cogl_wrap_glGetIntegerv (GLenum pname, GLint *params);
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void cogl_wrap_glGetFixedv (GLenum pname, GLfixed *params);
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void cogl_wrap_glFogx (GLenum pname, GLfixed param);
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@ -191,6 +196,7 @@ void cogl_gles2_wrapper_bind_texture (GLenum target, GLuint texture,
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#define cogl_wrap_glAlphaFunc glAlphaFunc
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#define cogl_wrap_glColor4x glColor4x
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#define cogl_wrap_glClipPlanex glClipPlanex
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#define cogl_wrap_glGetIntegerv glGetIntegerv
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#define cogl_wrap_glGetFixedv glGetFixedv
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#define cogl_wrap_glFogx glFogx
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#define cogl_wrap_glFogxv glFogxv
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@ -172,186 +172,188 @@ _cogl_path_fill_nodes ()
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bounds_w = CLUTTER_FIXED_CEIL (ctx->path_nodes_max.x - ctx->path_nodes_min.x);
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bounds_h = CLUTTER_FIXED_CEIL (ctx->path_nodes_max.y - ctx->path_nodes_min.y);
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#if GOT_WORKING_STENCIL_BUFFER
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GE( glClear (GL_STENCIL_BUFFER_BIT) );
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if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
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{
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GE( glClear (GL_STENCIL_BUFFER_BIT) );
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GE( cogl_wrap_glEnable (GL_STENCIL_TEST) );
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GE( glStencilFunc (GL_ALWAYS, 0x0, 0x0) );
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GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
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GE( glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE) );
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GE( cogl_wrap_glEnable (GL_STENCIL_TEST) );
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GE( glStencilFunc (GL_ALWAYS, 0x0, 0x0) );
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GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
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GE( glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE) );
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cogl_enable (COGL_ENABLE_VERTEX_ARRAY
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| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
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cogl_enable (COGL_ENABLE_VERTEX_ARRAY
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| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
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GE( cogl_wrap_glVertexPointer (2, GL_FIXED, 0, ctx->path_nodes) );
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GE( cogl_wrap_glDrawArrays (GL_TRIANGLE_FAN, 0, ctx->path_nodes_size) );
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GE( cogl_wrap_glVertexPointer (2, GL_FIXED, 0, ctx->path_nodes) );
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GE( cogl_wrap_glDrawArrays (GL_TRIANGLE_FAN, 0, ctx->path_nodes_size) );
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GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
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GE( glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) );
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GE( glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
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GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
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GE( glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) );
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GE( glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
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cogl_rectangle (bounds_x, bounds_y, bounds_w, bounds_h);
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cogl_rectangle (bounds_x, bounds_y, bounds_w, bounds_h);
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GE( cogl_wrap_glDisable (GL_STENCIL_TEST) );
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#else
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{
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/* This is our edge list it stores intersections between our curve and
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* scanlines, it should probably be implemented with a data structure
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* that has smaller overhead for inserting the curve/scanline intersections.
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*/
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GSList *scanlines[bounds_h];
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GE( cogl_wrap_glDisable (GL_STENCIL_TEST) );
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}
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else
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{
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/* This is our edge list it stores intersections between our
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* curve and scanlines, it should probably be implemented with a
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* data structure that has smaller overhead for inserting the
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* curve/scanline intersections.
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*/
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GSList *scanlines[bounds_h];
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gint i;
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gint prev_x;
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gint prev_y;
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gint first_x;
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gint first_y;
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gint lastdir=-2; /* last direction we vere moving */
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gint lastline=-1; /* the previous scanline we added to */
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gint i;
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gint prev_x;
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gint prev_y;
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gint first_x;
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gint first_y;
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gint lastdir=-2; /* last direction we vere moving */
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gint lastline=-1; /* the previous scanline we added to */
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/* clear scanline intersection lists */
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for (i=0; i < bounds_h; i++)
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scanlines[i]=NULL;
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/* clear scanline intersection lists */
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for (i=0; i < bounds_h; i++)
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scanlines[i]=NULL;
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first_x = prev_x = CLUTTER_FIXED_TO_INT (ctx->path_nodes[0].x);
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first_y = prev_y = CLUTTER_FIXED_TO_INT (ctx->path_nodes[0].y);
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first_x = prev_x = CLUTTER_FIXED_TO_INT (ctx->path_nodes[0].x);
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first_y = prev_y = CLUTTER_FIXED_TO_INT (ctx->path_nodes[0].y);
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/* create scanline intersection list */
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for (i=1; i<ctx->path_nodes_size; i++)
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{
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gint dest_x = CLUTTER_FIXED_TO_INT (ctx->path_nodes[i].x);
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gint dest_y = CLUTTER_FIXED_TO_INT (ctx->path_nodes[i].y);
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gint ydir;
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gint dx;
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gint dy;
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gint y;
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fill_close:
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dx = dest_x - prev_x;
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dy = dest_y - prev_y;
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if (dy < 0)
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ydir = -1;
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else if (dy > 0)
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ydir = 1;
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else
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ydir = 0;
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/* do linear interpolation between vertexes */
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for (y=prev_y; y!= dest_y; y += ydir)
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{
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/* only add a point if the scanline has changed and we're
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* within bounds.
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*/
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if (y-bounds_y >= 0 &&
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y-bounds_y < bounds_h &&
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lastline != y)
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{
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gint x = prev_x + (dx * (y-prev_y)) / dy;
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scanlines[ y - bounds_y ]=
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g_slist_insert_sorted (scanlines[ y - bounds_y],
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GINT_TO_POINTER(x),
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compare_ints);
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if (ydir != lastdir && /* add a double entry when changing */
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lastdir!=-2) /* vertical direction */
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scanlines[ y - bounds_y ]=
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g_slist_insert_sorted (scanlines[ y - bounds_y],
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GINT_TO_POINTER(x),
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compare_ints);
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lastdir = ydir;
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lastline = y;
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}
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}
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prev_x = dest_x;
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prev_y = dest_y;
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/* if we're on the last knot, fake the first vertex being a
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next one */
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if (ctx->path_nodes_size == i+1)
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{
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dest_x = first_x;
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dest_y = first_y;
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i++; /* to make the loop finally end */
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goto fill_close;
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}
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}
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/* create scanline intersection list */
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for (i=1; i<ctx->path_nodes_size; i++)
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{
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gint dest_x = CLUTTER_FIXED_TO_INT (ctx->path_nodes[i].x);
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gint dest_y = CLUTTER_FIXED_TO_INT (ctx->path_nodes[i].y);
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gint ydir;
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gint dx;
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gint dy;
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gint y;
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gint spans = 0;
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gint span_no;
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GLfixed *coords;
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fill_close:
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dx = dest_x - prev_x;
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dy = dest_y - prev_y;
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/* count number of spans */
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for (i=0; i < bounds_h; i++)
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{
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GSList *iter = scanlines[i];
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while (iter)
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{
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GSList *next = iter->next;
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if (!next)
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{
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break;
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}
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/* draw the segments that should be visible */
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spans ++;
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iter = next->next;
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}
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}
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coords = g_malloc0 (spans * sizeof (GLfixed) * 3 * 2 * 2);
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if (dy < 0)
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ydir = -1;
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else if (dy > 0)
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ydir = 1;
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else
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ydir = 0;
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span_no = 0;
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/* build list of triangles */
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for (i=0; i < bounds_h; i++)
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{
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GSList *iter = scanlines[i];
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while (iter)
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{
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GSList *next = iter->next;
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GLfixed x0, x1;
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GLfixed y0, y1;
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if (!next)
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break;
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/* do linear interpolation between vertexes */
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for (y=prev_y; y!= dest_y; y += ydir)
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{
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x0 = CLUTTER_INT_TO_FIXED (GPOINTER_TO_INT (iter->data));
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x1 = CLUTTER_INT_TO_FIXED (GPOINTER_TO_INT (next->data));
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y0 = CLUTTER_INT_TO_FIXED (bounds_y + i);
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y1 = CLUTTER_INT_TO_FIXED (bounds_y + i + 1) + 2048;
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/* render scanlines 1.0625 high to avoid gaps when
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transformed */
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/* only add a point if the scanline has changed and we're
|
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* within bounds.
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||||
*/
|
||||
if (y-bounds_y >= 0 &&
|
||||
y-bounds_y < bounds_h &&
|
||||
lastline != y)
|
||||
{
|
||||
gint x = prev_x + (dx * (y-prev_y)) / dy;
|
||||
|
||||
scanlines[ y - bounds_y ]=
|
||||
g_slist_insert_sorted (scanlines[ y - bounds_y],
|
||||
GINT_TO_POINTER(x),
|
||||
compare_ints);
|
||||
|
||||
if (ydir != lastdir && /* add a double entry when changing */
|
||||
lastdir!=-2) /* vertical direction */
|
||||
scanlines[ y - bounds_y ]=
|
||||
g_slist_insert_sorted (scanlines[ y - bounds_y],
|
||||
GINT_TO_POINTER(x),
|
||||
compare_ints);
|
||||
lastdir = ydir;
|
||||
lastline = y;
|
||||
}
|
||||
}
|
||||
|
||||
prev_x = dest_x;
|
||||
prev_y = dest_y;
|
||||
|
||||
/* if we're on the last knot, fake the first vertex being a next one */
|
||||
if (ctx->path_nodes_size == i+1)
|
||||
{
|
||||
dest_x = first_x;
|
||||
dest_y = first_y;
|
||||
i++; /* to make the loop finally end */
|
||||
goto fill_close;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
gint spans = 0;
|
||||
gint span_no;
|
||||
GLfixed *coords;
|
||||
|
||||
/* count number of spans */
|
||||
for (i=0; i < bounds_h; i++)
|
||||
{
|
||||
GSList *iter = scanlines[i];
|
||||
while (iter)
|
||||
{
|
||||
GSList *next = iter->next;
|
||||
if (!next)
|
||||
{
|
||||
break;
|
||||
}
|
||||
/* draw the segments that should be visible */
|
||||
spans ++;
|
||||
iter = next->next;
|
||||
}
|
||||
}
|
||||
coords = g_malloc0 (spans * sizeof (GLfixed) * 3 * 2 * 2);
|
||||
|
||||
span_no = 0;
|
||||
/* build list of triangles */
|
||||
for (i=0; i < bounds_h; i++)
|
||||
{
|
||||
GSList *iter = scanlines[i];
|
||||
while (iter)
|
||||
{
|
||||
GSList *next = iter->next;
|
||||
GLfixed x0, x1;
|
||||
GLfixed y0, y1;
|
||||
if (!next)
|
||||
break;
|
||||
|
||||
x0 = CLUTTER_INT_TO_FIXED (GPOINTER_TO_INT (iter->data));
|
||||
x1 = CLUTTER_INT_TO_FIXED (GPOINTER_TO_INT (next->data));
|
||||
y0 = CLUTTER_INT_TO_FIXED (bounds_y + i);
|
||||
y1 = CLUTTER_INT_TO_FIXED (bounds_y + i + 1) + 2048;
|
||||
/* render scanlines 1.0625 high to avoid gaps when transformed */
|
||||
|
||||
coords[span_no * 12 + 0] = x0;
|
||||
coords[span_no * 12 + 1] = y0;
|
||||
coords[span_no * 12 + 2] = x1;
|
||||
coords[span_no * 12 + 3] = y0;
|
||||
coords[span_no * 12 + 4] = x1;
|
||||
coords[span_no * 12 + 5] = y1;
|
||||
coords[span_no * 12 + 6] = x0;
|
||||
coords[span_no * 12 + 7] = y0;
|
||||
coords[span_no * 12 + 8] = x0;
|
||||
coords[span_no * 12 + 9] = y1;
|
||||
coords[span_no * 12 + 10] = x1;
|
||||
coords[span_no * 12 + 11] = y1;
|
||||
span_no ++;
|
||||
iter = next->next;
|
||||
}
|
||||
}
|
||||
for (i=0; i < bounds_h; i++)
|
||||
{
|
||||
g_slist_free (scanlines[i]);
|
||||
}
|
||||
coords[span_no * 12 + 0] = x0;
|
||||
coords[span_no * 12 + 1] = y0;
|
||||
coords[span_no * 12 + 2] = x1;
|
||||
coords[span_no * 12 + 3] = y0;
|
||||
coords[span_no * 12 + 4] = x1;
|
||||
coords[span_no * 12 + 5] = y1;
|
||||
coords[span_no * 12 + 6] = x0;
|
||||
coords[span_no * 12 + 7] = y0;
|
||||
coords[span_no * 12 + 8] = x0;
|
||||
coords[span_no * 12 + 9] = y1;
|
||||
coords[span_no * 12 + 10] = x1;
|
||||
coords[span_no * 12 + 11] = y1;
|
||||
span_no ++;
|
||||
iter = next->next;
|
||||
}
|
||||
}
|
||||
for (i=0; i < bounds_h; i++)
|
||||
{
|
||||
g_slist_free (scanlines[i]);
|
||||
}
|
||||
|
||||
/* render triangles */
|
||||
cogl_enable (COGL_ENABLE_VERTEX_ARRAY
|
||||
| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
|
||||
| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
|
||||
GE ( cogl_wrap_glVertexPointer (2, GL_FIXED, 0, coords ) );
|
||||
GE ( cogl_wrap_glDrawArrays (GL_TRIANGLES, 0, spans * 2 * 3));
|
||||
g_free (coords);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -381,7 +381,7 @@ _cogl_texture_download_from_gl (CoglTexture *tex,
|
||||
bpp = _cogl_get_format_bpp (COGL_PIXEL_FORMAT_RGBA_8888);
|
||||
|
||||
/* Viewport needs to have some size and be inside the window for this */
|
||||
GE( glGetIntegerv (GL_VIEWPORT, viewport) );
|
||||
GE( cogl_wrap_glGetIntegerv (GL_VIEWPORT, viewport) );
|
||||
|
||||
if (viewport[0] < 0 || viewport[1] < 0 ||
|
||||
viewport[2] <= 0 || viewport[3] <= 0)
|
||||
@ -422,10 +422,10 @@ _cogl_texture_download_from_gl (CoglTexture *tex,
|
||||
still doesn't seem to have an alpha buffer. This might be just
|
||||
a PowerVR issue.
|
||||
GLint r_bits, g_bits, b_bits, a_bits;
|
||||
GE( glGetIntegerv (GL_ALPHA_BITS, &a_bits) );
|
||||
GE( glGetIntegerv (GL_RED_BITS, &r_bits) );
|
||||
GE( glGetIntegerv (GL_GREEN_BITS, &g_bits) );
|
||||
GE( glGetIntegerv (GL_BLUE_BITS, &b_bits) );
|
||||
GE( cogl_wrap_glGetIntegerv (GL_ALPHA_BITS, &a_bits) );
|
||||
GE( cogl_wrap_glGetIntegerv (GL_RED_BITS, &r_bits) );
|
||||
GE( cogl_wrap_glGetIntegerv (GL_GREEN_BITS, &g_bits) );
|
||||
GE( cogl_wrap_glGetIntegerv (GL_BLUE_BITS, &b_bits) );
|
||||
printf ("R bits: %d\n", r_bits);
|
||||
printf ("G bits: %d\n", g_bits);
|
||||
printf ("B bits: %d\n", b_bits);
|
||||
|
@ -482,11 +482,11 @@ _cogl_features_init ()
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
GE( glGetIntegerv (GL_STENCIL_BITS, &stencil_bits) );
|
||||
GE( cogl_wrap_glGetIntegerv (GL_STENCIL_BITS, &stencil_bits) );
|
||||
if (stencil_bits > 0)
|
||||
flags |= COGL_FEATURE_STENCIL_BUFFER;
|
||||
|
||||
GE( glGetIntegerv (GL_MAX_CLIP_PLANES, &max_clip_planes) );
|
||||
GE( cogl_wrap_glGetIntegerv (GL_MAX_CLIP_PLANES, &max_clip_planes) );
|
||||
if (max_clip_planes >= 4)
|
||||
flags |= COGL_FEATURE_FOUR_CLIP_PLANES;
|
||||
|
||||
@ -538,13 +538,13 @@ void
|
||||
cogl_get_bitmasks (gint *red, gint *green, gint *blue, gint *alpha)
|
||||
{
|
||||
if (red)
|
||||
GE( glGetIntegerv(GL_RED_BITS, red) );
|
||||
GE( cogl_wrap_glGetIntegerv(GL_RED_BITS, red) );
|
||||
if (green)
|
||||
GE( glGetIntegerv(GL_GREEN_BITS, green) );
|
||||
GE( cogl_wrap_glGetIntegerv(GL_GREEN_BITS, green) );
|
||||
if (blue)
|
||||
GE( glGetIntegerv(GL_BLUE_BITS, blue) );
|
||||
GE( cogl_wrap_glGetIntegerv(GL_BLUE_BITS, blue) );
|
||||
if (alpha)
|
||||
GE( glGetIntegerv(GL_ALPHA_BITS, alpha ) );
|
||||
GE( cogl_wrap_glGetIntegerv(GL_ALPHA_BITS, alpha ) );
|
||||
}
|
||||
|
||||
void
|
||||
|
Loading…
Reference in New Issue
Block a user