/* * Cogl * * A Low Level GPU Graphics and Utilities API * * Copyright (C) 2007,2008,2009 Intel Corporation. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * */ #ifdef HAVE_CONFIG_H #include "cogl-config.h" #endif #include "math.h" #include "cogl-util.h" #include "cogl-spans.h" void _cogl_span_iter_update (CoglSpanIter *iter) { /* Pick current span */ iter->span = &iter->spans[iter->index]; /* Offset next position by span size */ iter->next_pos = iter->pos + iter->span->size - iter->span->waste; /* Check if span intersects the area to cover */ if (iter->next_pos <= iter->cover_start || iter->pos >= iter->cover_end) { /* Intersection undefined */ iter->intersects = FALSE; return; } iter->intersects = TRUE; /* Clip start position to coverage area */ if (iter->pos < iter->cover_start) iter->intersect_start = iter->cover_start; else iter->intersect_start = iter->pos; /* Clip end position to coverage area */ if (iter->next_pos > iter->cover_end) iter->intersect_end = iter->cover_end; else iter->intersect_end = iter->next_pos; } void _cogl_span_iter_begin (CoglSpanIter *iter, const CoglSpan *spans, int n_spans, float normalize_factor, float cover_start, float cover_end, CoglPipelineWrapMode wrap_mode) { /* XXX: If CLAMP_TO_EDGE needs to be emulated then it needs to be * done at a higher level than here... */ _COGL_RETURN_IF_FAIL (wrap_mode == COGL_PIPELINE_WRAP_MODE_REPEAT || wrap_mode == COGL_PIPELINE_WRAP_MODE_MIRRORED_REPEAT); iter->span = NULL; iter->spans = spans; iter->n_spans = n_spans; /* We always iterate in a positive direction from the origin. If * iter->flipped == TRUE that means whoever is using this API should * interpreted the current span as extending in the opposite direction. I.e. * it extends to the left if iterating the X axis, or up if the Y axis. */ if (cover_start > cover_end) { float tmp = cover_start; cover_start = cover_end; cover_end = tmp; iter->flipped = TRUE; } else iter->flipped = FALSE; /* The texture spans cover the normalized texture coordinate space ranging * from [0,1] but to help support repeating of sliced textures we allow * iteration of any range so we need to relate the start of the range to the * nearest point equivalent to 0. */ if (normalize_factor != 1.0) { float cover_start_normalized = cover_start / normalize_factor; iter->origin = floorf (cover_start_normalized) * normalize_factor; } else iter->origin = floorf (cover_start); iter->wrap_mode = wrap_mode; if (wrap_mode == COGL_PIPELINE_WRAP_MODE_REPEAT) iter->index = 0; else if (wrap_mode == COGL_PIPELINE_WRAP_MODE_MIRRORED_REPEAT) { if ((int)iter->origin % 2) { iter->index = iter->n_spans - 1; iter->mirror_direction = -1; iter->flipped = !iter->flipped; } else { iter->index = 0; iter->mirror_direction = 1; } } else g_warn_if_reached (); iter->cover_start = cover_start; iter->cover_end = cover_end; iter->pos = iter->origin; /* Update intersection */ _cogl_span_iter_update (iter); while (iter->next_pos <= iter->cover_start) _cogl_span_iter_next (iter); } void _cogl_span_iter_next (CoglSpanIter *iter) { /* Move current position */ iter->pos = iter->next_pos; if (iter->wrap_mode == COGL_PIPELINE_WRAP_MODE_REPEAT) iter->index = (iter->index + 1) % iter->n_spans; else if (iter->wrap_mode == COGL_PIPELINE_WRAP_MODE_MIRRORED_REPEAT) { iter->index += iter->mirror_direction; if (iter->index == iter->n_spans || iter->index == -1) { iter->mirror_direction = -iter->mirror_direction; iter->index += iter->mirror_direction; iter->flipped = !iter->flipped; } } else g_warn_if_reached (); /* Update intersection */ _cogl_span_iter_update (iter); } CoglBool _cogl_span_iter_end (CoglSpanIter *iter) { /* End reached when whole area covered */ return iter->pos >= iter->cover_end; }