/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2007,2008,2009,2010 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, see . * * */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl.h" #include "cogl-internal.h" #include "cogl-context.h" #include "cogl-journal-private.h" #include "cogl-material-private.h" #include "cogl-framebuffer-private.h" #include "cogl-path-private.h" #include #include #define _COGL_MAX_BEZ_RECURSE_DEPTH 16 #ifdef HAVE_COGL_GL #define glClientActiveTexture ctx->drv.pf_glClientActiveTexture #endif static void _cogl_path_free (CoglPath *path); COGL_HANDLE_DEFINE (Path, path); static void _cogl_path_data_unref (CoglPathData *data) { if (--data->ref_count <= 0) { g_array_free (data->path_nodes, TRUE); g_slice_free (CoglPathData, data); } } static void _cogl_path_modify (CoglPath *path) { /* This needs to be called whenever the path is about to be modified to implement copy-on-write semantics */ /* If there is more than one path using the data then we need to copy the data instead */ if (path->data->ref_count != 1) { CoglPathData *old_data = path->data; path->data = g_slice_dup (CoglPathData, old_data); path->data->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode)); g_array_append_vals (path->data->path_nodes, old_data->path_nodes->data, old_data->path_nodes->len); path->data->ref_count = 1; _cogl_path_data_unref (old_data); } } static void _cogl_path_add_node (gboolean new_sub_path, float x, float y) { CoglPathNode new_node; CoglPath *path; CoglPathData *data; _COGL_GET_CONTEXT (ctx, NO_RETVAL); path = COGL_PATH (ctx->current_path); _cogl_path_modify (path); data = path->data; new_node.x = x; new_node.y = y; new_node.path_size = 0; if (new_sub_path || data->path_nodes->len == 0) data->last_path = data->path_nodes->len; g_array_append_val (data->path_nodes, new_node); g_array_index (data->path_nodes, CoglPathNode, data->last_path).path_size++; if (data->path_nodes->len == 1) { data->path_nodes_min.x = data->path_nodes_max.x = x; data->path_nodes_min.y = data->path_nodes_max.y = y; } else { if (x < data->path_nodes_min.x) data->path_nodes_min.x = x; if (x > data->path_nodes_max.x) data->path_nodes_max.x = x; if (y < data->path_nodes_min.y) data->path_nodes_min.y = y; if (y > data->path_nodes_max.y) data->path_nodes_max.y = y; } } static void _cogl_path_stroke_nodes (void) { unsigned int path_start = 0; unsigned long enable_flags = COGL_ENABLE_VERTEX_ARRAY; CoglPathData *data; CoglMaterialFlushOptions options; _COGL_GET_CONTEXT (ctx, NO_RETVAL); data = COGL_PATH (ctx->current_path)->data; _cogl_journal_flush (); /* NB: _cogl_framebuffer_flush_state may disrupt various state (such * as the material state) when flushing the clip stack, so should * always be done first when preparing to draw. */ _cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0); enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material); _cogl_enable (enable_flags); options.flags = COGL_MATERIAL_FLUSH_DISABLE_MASK; /* disable all texture layers */ options.disable_layers = (guint32)~0; _cogl_material_flush_gl_state (ctx->source_material, &options); while (path_start < data->path_nodes->len) { CoglPathNode *node = &g_array_index (data->path_nodes, CoglPathNode, path_start); GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode), &node->x) ); GE( glDrawArrays (GL_LINE_STRIP, 0, node->path_size) ); path_start += node->path_size; } } static void _cogl_path_get_bounds (floatVec2 nodes_min, floatVec2 nodes_max, float *bounds_x, float *bounds_y, float *bounds_w, float *bounds_h) { *bounds_x = nodes_min.x; *bounds_y = nodes_min.y; *bounds_w = nodes_max.x - *bounds_x; *bounds_h = nodes_max.y - *bounds_y; } void _cogl_add_path_to_stencil_buffer (CoglHandle path_handle, gboolean merge, gboolean need_clear) { unsigned int path_start = 0; float bounds_x; float bounds_y; float bounds_w; float bounds_h; unsigned long enable_flags = COGL_ENABLE_VERTEX_ARRAY; CoglHandle prev_source; CoglHandle framebuffer = _cogl_get_framebuffer (); CoglMatrixStack *modelview_stack = _cogl_framebuffer_get_modelview_stack (framebuffer); CoglMatrixStack *projection_stack = _cogl_framebuffer_get_projection_stack (framebuffer); CoglPath *path; _COGL_GET_CONTEXT (ctx, NO_RETVAL); path = COGL_PATH (path_handle); /* We don't track changes to the stencil buffer in the journal * so we need to flush any batched geometry first */ _cogl_journal_flush (); /* NB: _cogl_framebuffer_flush_state may disrupt various state (such * as the material state) when flushing the clip stack, so should * always be done first when preparing to draw. */ _cogl_framebuffer_flush_state (framebuffer, 0); /* Just setup a simple material that doesn't use texturing... */ prev_source = cogl_handle_ref (ctx->source_material); cogl_set_source (ctx->stencil_material); _cogl_material_flush_gl_state (ctx->source_material, NULL); enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material); _cogl_enable (enable_flags); _cogl_path_get_bounds (path->data->path_nodes_min, path->data->path_nodes_max, &bounds_x, &bounds_y, &bounds_w, &bounds_h); GE( glEnable (GL_STENCIL_TEST) ); GE( glColorMask (FALSE, FALSE, FALSE, FALSE) ); GE( glDepthMask (FALSE) ); if (merge) { GE (glStencilMask (2)); GE (glStencilFunc (GL_LEQUAL, 0x2, 0x6)); } else { /* If we're not using the stencil buffer for clipping then we don't need to clear the whole stencil buffer, just the area that will be drawn */ if (need_clear) cogl_clear (NULL, COGL_BUFFER_BIT_STENCIL); else { /* Just clear the bounding box */ GE( glStencilMask (~(GLuint) 0) ); GE( glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) ); cogl_rectangle (bounds_x, bounds_y, bounds_x + bounds_w, bounds_y + bounds_h); /* Make sure the rectangle hits the stencil buffer before * directly changing other GL state. */ _cogl_journal_flush (); /* NB: The journal flushing may trash the modelview state and * enable flags */ _cogl_matrix_stack_flush_to_gl (modelview_stack, COGL_MATRIX_MODELVIEW); _cogl_enable (enable_flags); } GE (glStencilMask (1)); GE (glStencilFunc (GL_LEQUAL, 0x1, 0x3)); } GE (glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT)); /* Disable all client texture coordinate arrays */ _cogl_bitmask_clear_all (&ctx->temp_bitmask); _cogl_disable_other_texcoord_arrays (&ctx->temp_bitmask); while (path_start < path->data->path_nodes->len) { CoglPathNode *node = &g_array_index (path->data->path_nodes, CoglPathNode, path_start); GE (glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode), &node->x)); GE (glDrawArrays (GL_TRIANGLE_FAN, 0, node->path_size)); path_start += node->path_size; } 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 */ _cogl_matrix_stack_push (projection_stack); _cogl_matrix_stack_load_identity (projection_stack); _cogl_matrix_stack_flush_to_gl (projection_stack, COGL_MATRIX_PROJECTION); _cogl_matrix_stack_push (modelview_stack); _cogl_matrix_stack_load_identity (modelview_stack); _cogl_matrix_stack_flush_to_gl (modelview_stack, COGL_MATRIX_MODELVIEW); cogl_rectangle (-1.0, -1.0, 1.0, 1.0); cogl_rectangle (-1.0, -1.0, 1.0, 1.0); /* Make sure these rectangles hit the stencil buffer before we * restore the stencil op/func. */ _cogl_journal_flush (); _cogl_matrix_stack_pop (modelview_stack); _cogl_matrix_stack_pop (projection_stack); } GE (glStencilMask (~(GLuint) 0)); GE (glDepthMask (TRUE)); GE (glColorMask (TRUE, TRUE, TRUE, TRUE)); GE (glStencilFunc (GL_EQUAL, 0x1, 0x1)); GE (glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP)); /* restore the original material */ cogl_set_source (prev_source); cogl_handle_unref (prev_source); } static int compare_ints (gconstpointer a, gconstpointer b) { return GPOINTER_TO_INT(a)-GPOINTER_TO_INT(b); } static void _cogl_path_fill_nodes_scanlines (CoglPathNode *path, unsigned int path_size, int bounds_x, int bounds_y, unsigned int bounds_w, unsigned int bounds_h) { /* This is our edge list it stores intersections between our * curve and scanlines, it should probably be implemented with a * data structure that has smaller overhead for inserting the * curve/scanline intersections. */ GSList **scanlines = g_alloca (bounds_h * sizeof (GSList *)); int i; int prev_x; int prev_y; int first_x; int first_y; int lastdir = -2; /* last direction we vere moving */ int lastline = -1; /* the previous scanline we added to */ _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* We are going to use GL to draw directly so make sure any * previously batched geometry gets to GL before we start... */ _cogl_journal_flush (); /* NB: _cogl_framebuffer_flush_state may disrupt various state (such * as the material state) when flushing the clip stack, so should * always be done first when preparing to draw. */ _cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0); _cogl_material_flush_gl_state (ctx->source_material, NULL); _cogl_enable (COGL_ENABLE_VERTEX_ARRAY | (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0)); /* clear scanline intersection lists */ for (i = 0; i < bounds_h; i++) scanlines[i]=NULL; first_x = prev_x = path->x; first_y = prev_y = path->y; /* create scanline intersection list */ for (i=1; i < path_size; i++) { int dest_x = path[i].x; int dest_y = path[i].y; int ydir; int dx; int dy; int y; fill_close: dx = dest_x - prev_x; dy = dest_y - prev_y; if (dy < 0) ydir = -1; else if (dy > 0) ydir = 1; else ydir = 0; /* do linear interpolation between vertices */ for (y = prev_y; y != dest_y; y += ydir) { /* only add a point if the scanline has changed and we're * within bounds. */ if (y - bounds_y >= 0 && y - bounds_y < bounds_h && lastline != y) { int 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 (path_size == i+1) { dest_x = first_x; dest_y = first_y; i++; /* to make the loop finally end */ goto fill_close; } } { int spans = 0; int span_no; GLfloat *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 (GLfloat) * 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; GLfloat x_0, x_1; GLfloat y_0, y_1; if (!next) break; x_0 = GPOINTER_TO_INT (iter->data); x_1 = GPOINTER_TO_INT (next->data); y_0 = bounds_y + i; y_1 = bounds_y + i + 1.0625f; /* render scanlines 1.0625 high to avoid gaps when transformed */ coords[span_no * 12 + 0] = x_0; coords[span_no * 12 + 1] = y_0; coords[span_no * 12 + 2] = x_1; coords[span_no * 12 + 3] = y_0; coords[span_no * 12 + 4] = x_1; coords[span_no * 12 + 5] = y_1; coords[span_no * 12 + 6] = x_0; coords[span_no * 12 + 7] = y_0; coords[span_no * 12 + 8] = x_0; coords[span_no * 12 + 9] = y_1; coords[span_no * 12 + 10] = x_1; coords[span_no * 12 + 11] = y_1; span_no ++; iter = next->next; } } for (i = 0; i < bounds_h; i++) g_slist_free (scanlines[i]); /* render triangles */ GE (glVertexPointer (2, GL_FLOAT, 0, coords )); GE (glDrawArrays (GL_TRIANGLES, 0, spans * 2 * 3)); g_free (coords); } } static void _cogl_path_fill_nodes (void) { CoglPathData *data; float bounds_x; float bounds_y; float bounds_w; float bounds_h; _COGL_GET_CONTEXT (ctx, NO_RETVAL); data = COGL_PATH (ctx->current_path)->data; _cogl_path_get_bounds (data->path_nodes_min, data->path_nodes_max, &bounds_x, &bounds_y, &bounds_w, &bounds_h); if (G_LIKELY (!(cogl_debug_flags & COGL_DEBUG_FORCE_SCANLINE_PATHS)) && cogl_features_available (COGL_FEATURE_STENCIL_BUFFER)) { CoglHandle framebuffer; CoglClipState *clip_state; _cogl_journal_flush (); framebuffer = _cogl_get_framebuffer (); clip_state = _cogl_framebuffer_get_clip_state (framebuffer); _cogl_add_path_to_stencil_buffer (ctx->current_path, clip_state->stencil_used, FALSE); cogl_rectangle (bounds_x, bounds_y, bounds_x + bounds_w, bounds_y + bounds_h); /* The stencil buffer now contains garbage so the clip area needs to * be rebuilt. * * NB: We only ever try and update the clip state during * _cogl_journal_init (when we flush the framebuffer state) which is * only called when the journal first gets something logged in it; so * we call cogl_flush() to emtpy the journal. */ cogl_flush (); _cogl_clip_state_dirty (clip_state); } else { unsigned int path_start = 0; while (path_start < data->path_nodes->len) { CoglPathNode *node = &g_array_index (data->path_nodes, CoglPathNode, path_start); _cogl_path_fill_nodes_scanlines (node, node->path_size, bounds_x, bounds_y, bounds_w, bounds_h); path_start += node->path_size; } } } void cogl_path_fill (void) { cogl_path_fill_preserve (); cogl_path_new (); } void cogl_path_fill_preserve (void) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (COGL_PATH (ctx->current_path)->data->path_nodes->len == 0) return; _cogl_path_fill_nodes (); } void cogl_path_stroke (void) { cogl_path_stroke_preserve (); cogl_path_new (); } void cogl_path_stroke_preserve (void) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (COGL_PATH (ctx->current_path)->data->path_nodes->len == 0) return; _cogl_path_stroke_nodes (); } void cogl_path_move_to (float x, float y) { CoglPathData *data; _COGL_GET_CONTEXT (ctx, NO_RETVAL); _cogl_path_add_node (TRUE, x, y); data = COGL_PATH (ctx->current_path)->data; data->path_start.x = x; data->path_start.y = y; data->path_pen = data->path_start; } void cogl_path_rel_move_to (float x, float y) { CoglPathData *data; _COGL_GET_CONTEXT (ctx, NO_RETVAL); data = COGL_PATH (ctx->current_path)->data; cogl_path_move_to (data->path_pen.x + x, data->path_pen.y + y); } void cogl_path_line_to (float x, float y) { CoglPathData *data; _COGL_GET_CONTEXT (ctx, NO_RETVAL); _cogl_path_add_node (FALSE, x, y); data = COGL_PATH (ctx->current_path)->data; data->path_pen.x = x; data->path_pen.y = y; } void cogl_path_rel_line_to (float x, float y) { CoglPathData *data; _COGL_GET_CONTEXT (ctx, NO_RETVAL); data = COGL_PATH (ctx->current_path)->data; cogl_path_line_to (data->path_pen.x + x, data->path_pen.y + y); } void cogl_path_close (void) { CoglPath *path; _COGL_GET_CONTEXT (ctx, NO_RETVAL); path = COGL_PATH (ctx->current_path); _cogl_path_add_node (FALSE, path->data->path_start.x, path->data->path_start.y); path->data->path_pen = path->data->path_start; } void cogl_path_new (void) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); cogl_handle_unref (ctx->current_path); ctx->current_path = _cogl_path_new (); } void cogl_path_line (float x_1, float y_1, float x_2, float y_2) { cogl_path_move_to (x_1, y_1); cogl_path_line_to (x_2, y_2); } void cogl_path_polyline (float *coords, int num_points) { int c = 0; cogl_path_move_to (coords[0], coords[1]); for (c = 1; c < num_points; ++c) cogl_path_line_to (coords[2*c], coords[2*c+1]); } void cogl_path_polygon (float *coords, int num_points) { cogl_path_polyline (coords, num_points); cogl_path_close (); } void cogl_path_rectangle (float x_1, float y_1, float x_2, float y_2) { cogl_path_move_to (x_1, y_1); cogl_path_line_to (x_2, y_1); cogl_path_line_to (x_2, y_2); cogl_path_line_to (x_1, y_2); cogl_path_close (); } static void _cogl_path_arc (float center_x, float center_y, float radius_x, float radius_y, float angle_1, float angle_2, float angle_step, unsigned int move_first) { float a = 0x0; float cosa = 0x0; float sina = 0x0; float px = 0x0; float py = 0x0; /* Fix invalid angles */ if (angle_1 == angle_2 || angle_step == 0x0) return; if (angle_step < 0x0) angle_step = -angle_step; /* Walk the arc by given step */ a = angle_1; while (a != angle_2) { cosa = cosf (a * (G_PI/180.0)); sina = sinf (a * (G_PI/180.0)); px = center_x + (cosa * radius_x); py = center_y + (sina * radius_y); if (a == angle_1 && move_first) cogl_path_move_to (px, py); else cogl_path_line_to (px, py); if (G_LIKELY (angle_2 > angle_1)) { a += angle_step; if (a > angle_2) a = angle_2; } else { a -= angle_step; if (a < angle_2) a = angle_2; } } /* Make sure the final point is drawn */ cosa = cosf (angle_2 * (G_PI/180.0)); sina = sinf (angle_2 * (G_PI/180.0)); px = center_x + (cosa * radius_x); py = center_y + (sina * radius_y); cogl_path_line_to (px, py); } void cogl_path_arc (float center_x, float center_y, float radius_x, float radius_y, float angle_1, float angle_2) { float angle_step = 10; /* it is documented that a move to is needed to create a freestanding * arc */ _cogl_path_arc (center_x, center_y, radius_x, radius_y, angle_1, angle_2, angle_step, 0 /* no move */); } static void _cogl_path_rel_arc (float center_x, float center_y, float radius_x, float radius_y, float angle_1, float angle_2, float angle_step) { CoglPathData *data; _COGL_GET_CONTEXT (ctx, NO_RETVAL); data = COGL_PATH (ctx->current_path)->data; _cogl_path_arc (data->path_pen.x + center_x, data->path_pen.y + center_y, radius_x, radius_y, angle_1, angle_2, angle_step, 0 /* no move */); } void cogl_path_ellipse (float center_x, float center_y, float radius_x, float radius_y) { float angle_step = 10; /* FIXME: if shows to be slow might be optimized * by mirroring just a quarter of it */ _cogl_path_arc (center_x, center_y, radius_x, radius_y, 0, 360, angle_step, 1 /* move first */); cogl_path_close(); } void cogl_path_round_rectangle (float x_1, float y_1, float x_2, float y_2, float radius, float arc_step) { CoglPath *path; float inner_width = x_2 - x_1 - radius * 2; float inner_height = y_2 - y_1 - radius * 2; _COGL_GET_CONTEXT (ctx, NO_RETVAL); path = COGL_PATH (ctx->current_path); cogl_path_move_to (x_1, y_1 + radius); _cogl_path_rel_arc (radius, 0, radius, radius, 180, 270, arc_step); cogl_path_line_to (path->data->path_pen.x + inner_width, path->data->path_pen.y); _cogl_path_rel_arc (0, radius, radius, radius, -90, 0, arc_step); cogl_path_line_to (path->data->path_pen.x, path->data->path_pen.y + inner_height); _cogl_path_rel_arc (-radius, 0, radius, radius, 0, 90, arc_step); cogl_path_line_to (path->data->path_pen.x - inner_width, path->data->path_pen.y); _cogl_path_rel_arc (0, -radius, radius, radius, 90, 180, arc_step); cogl_path_close (); } static void _cogl_path_bezier3_sub (CoglBezCubic *cubic) { CoglBezCubic cubics[_COGL_MAX_BEZ_RECURSE_DEPTH]; CoglBezCubic *cleft; CoglBezCubic *cright; CoglBezCubic *c; floatVec2 dif1; floatVec2 dif2; floatVec2 mm; floatVec2 c1; floatVec2 c2; floatVec2 c3; floatVec2 c4; floatVec2 c5; int cindex; /* Put first curve on stack */ cubics[0] = *cubic; cindex = 0; while (cindex >= 0) { c = &cubics[cindex]; /* Calculate distance of control points from their * counterparts on the line between end points */ dif1.x = (c->p2.x * 3) - (c->p1.x * 2) - c->p4.x; dif1.y = (c->p2.y * 3) - (c->p1.y * 2) - c->p4.y; dif2.x = (c->p3.x * 3) - (c->p4.x * 2) - c->p1.x; dif2.y = (c->p3.y * 3) - (c->p4.y * 2) - c->p1.y; if (dif1.x < 0) dif1.x = -dif1.x; if (dif1.y < 0) dif1.y = -dif1.y; if (dif2.x < 0) dif2.x = -dif2.x; if (dif2.y < 0) dif2.y = -dif2.y; /* Pick the greatest of two distances */ if (dif1.x < dif2.x) dif1.x = dif2.x; if (dif1.y < dif2.y) dif1.y = dif2.y; /* Cancel if the curve is flat enough */ if (dif1.x + dif1.y <= 1.0 || cindex == _COGL_MAX_BEZ_RECURSE_DEPTH-1) { /* Add subdivision point (skip last) */ if (cindex == 0) return; _cogl_path_add_node (FALSE, c->p4.x, c->p4.y); --cindex; continue; } /* Left recursion goes on top of stack! */ cright = c; cleft = &cubics[++cindex]; /* Subdivide into 2 sub-curves */ c1.x = ((c->p1.x + c->p2.x) / 2); c1.y = ((c->p1.y + c->p2.y) / 2); mm.x = ((c->p2.x + c->p3.x) / 2); mm.y = ((c->p2.y + c->p3.y) / 2); c5.x = ((c->p3.x + c->p4.x) / 2); c5.y = ((c->p3.y + c->p4.y) / 2); c2.x = ((c1.x + mm.x) / 2); c2.y = ((c1.y + mm.y) / 2); c4.x = ((mm.x + c5.x) / 2); c4.y = ((mm.y + c5.y) / 2); c3.x = ((c2.x + c4.x) / 2); c3.y = ((c2.y + c4.y) / 2); /* Add left recursion to stack */ cleft->p1 = c->p1; cleft->p2 = c1; cleft->p3 = c2; cleft->p4 = c3; /* Add right recursion to stack */ cright->p1 = c3; cright->p2 = c4; cright->p3 = c5; cright->p4 = c->p4; } } void cogl_path_curve_to (float x_1, float y_1, float x_2, float y_2, float x_3, float y_3) { CoglBezCubic cubic; CoglPath *path; _COGL_GET_CONTEXT (ctx, NO_RETVAL); path = COGL_PATH (ctx->current_path); /* Prepare cubic curve */ cubic.p1 = path->data->path_pen; cubic.p2.x = x_1; cubic.p2.y = y_1; cubic.p3.x = x_2; cubic.p3.y = y_2; cubic.p4.x = x_3; cubic.p4.y = y_3; /* Run subdivision */ _cogl_path_bezier3_sub (&cubic); /* Add last point */ _cogl_path_add_node (FALSE, cubic.p4.x, cubic.p4.y); path->data->path_pen = cubic.p4; } void cogl_path_rel_curve_to (float x_1, float y_1, float x_2, float y_2, float x_3, float y_3) { CoglPathData *data; _COGL_GET_CONTEXT (ctx, NO_RETVAL); data = COGL_PATH (ctx->current_path)->data; cogl_path_curve_to (data->path_pen.x + x_1, data->path_pen.y + y_1, data->path_pen.x + x_2, data->path_pen.y + y_2, data->path_pen.x + x_3, data->path_pen.y + y_3); } CoglHandle cogl_path_get (void) { _COGL_GET_CONTEXT (ctx, NULL); return ctx->current_path; } void cogl_path_set (CoglHandle handle) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); if (!cogl_is_path (handle)) return; /* Reference the new handle first in case it is the same as the old handle */ cogl_handle_ref (handle); cogl_handle_unref (ctx->current_path); ctx->current_path = handle; } CoglHandle _cogl_path_new (void) { CoglPath *path; CoglPathData *data; path = g_slice_new (CoglPath); data = path->data = g_slice_new (CoglPathData); data->ref_count = 1; data->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode)); data->last_path = 0; return _cogl_path_handle_new (path); } CoglHandle cogl_path_copy (CoglHandle handle) { CoglPath *old_path, *new_path; _COGL_GET_CONTEXT (ctx, NULL); if (!cogl_is_path (handle)) return COGL_INVALID_HANDLE; old_path = COGL_PATH (handle); new_path = g_slice_new (CoglPath); new_path->data = old_path->data; new_path->data->ref_count++; return _cogl_path_handle_new (new_path); } static void _cogl_path_free (CoglPath *path) { _cogl_path_data_unref (path->data); g_slice_free (CoglPath, path); } /* If second order beziers were needed the following code could * be re-enabled: */ #if 0 static void _cogl_path_bezier2_sub (CoglBezQuad *quad) { CoglBezQuad quads[_COGL_MAX_BEZ_RECURSE_DEPTH]; CoglBezQuad *qleft; CoglBezQuad *qright; CoglBezQuad *q; floatVec2 mid; floatVec2 dif; floatVec2 c1; floatVec2 c2; floatVec2 c3; int qindex; /* Put first curve on stack */ quads[0] = *quad; qindex = 0; /* While stack is not empty */ while (qindex >= 0) { q = &quads[qindex]; /* Calculate distance of control point from its * counterpart on the line between end points */ mid.x = ((q->p1.x + q->p3.x) / 2); mid.y = ((q->p1.y + q->p3.y) / 2); dif.x = (q->p2.x - mid.x); dif.y = (q->p2.y - mid.y); if (dif.x < 0) dif.x = -dif.x; if (dif.y < 0) dif.y = -dif.y; /* Cancel if the curve is flat enough */ if (dif.x + dif.y <= 1.0 || qindex == _COGL_MAX_BEZ_RECURSE_DEPTH - 1) { /* Add subdivision point (skip last) */ if (qindex == 0) return; _cogl_path_add_node (FALSE, q->p3.x, q->p3.y); --qindex; continue; } /* Left recursion goes on top of stack! */ qright = q; qleft = &quads[++qindex]; /* Subdivide into 2 sub-curves */ c1.x = ((q->p1.x + q->p2.x) / 2); c1.y = ((q->p1.y + q->p2.y) / 2); c3.x = ((q->p2.x + q->p3.x) / 2); c3.y = ((q->p2.y + q->p3.y) / 2); c2.x = ((c1.x + c3.x) / 2); c2.y = ((c1.y + c3.y) / 2); /* Add left recursion onto stack */ qleft->p1 = q->p1; qleft->p2 = c1; qleft->p3 = c2; /* Add right recursion onto stack */ qright->p1 = c2; qright->p2 = c3; qright->p3 = q->p3; } } void cogl_path_curve2_to (float x_1, float y_1, float x_2, float y_2) { CoglPath *path; CoglBezQuad quad; _COGL_GET_CONTEXT (ctx, NO_RETVAL); path = COGL_PATH (ctx->current_path); /* Prepare quadratic curve */ quad.p1 = path->data->path_pen; quad.p2.x = x_1; quad.p2.y = y_1; quad.p3.x = x_2; quad.p3.y = y_2; /* Run subdivision */ _cogl_path_bezier2_sub (&quad); /* Add last point */ _cogl_path_add_node (FALSE, quad.p3.x, quad.p3.y); path->data->path_pen = quad.p3; } void cogl_rel_curve2_to (float x_1, float y_1, float x_2, float y_2) { CoglPathData *data; _COGL_GET_CONTEXT (ctx, NO_RETVAL); data = COGL_PATH (ctx->current_path)->data; cogl_path_curve2_to (data->path_pen.x + x_1, data->path_pen.y + y_1, data->path_pen.x + x_2, data->path_pen.y + y_2); } #endif