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* clutter/cogl/gles/cogl-primitives.c: (_cogl_path_fill_nodes): draw
the rasterized scanlines as an array of triangles.
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@ -1,3 +1,8 @@
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2008-05-01 Øyvind Kolås <pippin@o-hand.com>
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* clutter/cogl/gles/cogl-primitives.c: (_cogl_path_fill_nodes): draw
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the rasterized scanlines as an array of triangles.
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2008-05-01 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-behaviour.c:
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@ -243,11 +243,13 @@ _cogl_path_fill_nodes ()
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cogl_rectangle (bounds_x, bounds_y, bounds_w, bounds_h);
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GE( glDisable (GL_STENCIL_TEST) );
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#endif
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#else
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{
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GSList *scanlines[bounds_h];
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/* This is our edge list it stores intersections between our curve and
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* scanlines */
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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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gint i;
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gint prev_x;
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@ -264,7 +266,7 @@ _cogl_path_fill_nodes ()
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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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/* saturate scanline intersection list */
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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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@ -327,29 +329,74 @@ fill_close:
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}
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}
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/* for each scanline */
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{
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gint spans = 0;
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gint span_no;
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GLfixed *coords;
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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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gint startx, endx;
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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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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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startx = GPOINTER_TO_INT (iter->data);
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endx = GPOINTER_TO_INT (next->data);
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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) + 4096;
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/* render scanlines 1.0625 high to avoid gaps when transformed */
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/* draw the segments that should be visible */
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cogl_rectangle (startx, i + bounds_y, endx - startx, 1);
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coords[span_no * 12 + 0] = x0;
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coords[span_no * 12 + 1] = y0;
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coords[span_no * 12 + 2] = x1;
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coords[span_no * 12 + 3] = y0;
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coords[span_no * 12 + 4] = x1;
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coords[span_no * 12 + 5] = y1;
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coords[span_no * 12 + 6] = x0;
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coords[span_no * 12 + 7] = y0;
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coords[span_no * 12 + 8] = x0;
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coords[span_no * 12 + 9] = y1;
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coords[span_no * 12 + 10] = x1;
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coords[span_no * 12 + 11] = y1;
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span_no ++;
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iter = next->next;
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}
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if (scanlines[i])
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g_slist_free (scanlines[i]);
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}
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/* render triangles */
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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 ( glVertexPointer (2, GL_FIXED, 0, coords ) );
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GE ( glDrawArrays (GL_TRIANGLES, 0, spans * 2 * 3));
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g_free (coords);
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}
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}
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#endif
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}
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void
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