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7365c3aa77
This splits out the cogl_path_ api into a separate cogl-path sub-library like cogl-pango and cogl-gst. This enables developers to build Cogl with this sub-library disabled if they don't need it which can be useful when its important to keep the size of an application and its dependencies down to a minimum. The functions cogl_framebuffer_{fill,stroke}_path have been renamed to cogl_path_{fill,stroke}. There were a few places in core cogl and cogl-gst that referenced the CoglPath api and these have been decoupled by using the CoglPrimitive api instead. In the case of cogl_framebuffer_push_path_clip() the core clip stack no longer accepts path clips directly but it's now possible to get a CoglPrimitive for the fill of a path and so the implementation of cogl_framebuffer_push_path_clip() now lives in cogl-path and works as a shim that first gets a CoglPrimitive and uses cogl_framebuffer_push_primitive_clip instead. We may want to consider renaming cogl_framebuffer_push_path_clip to put it in the cogl_path_ namespace. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 8aadfd829239534fb4ec8255cdea813d698c5a3f) So as to avoid breaking the 1.x API or even the ABI since we are quite late in the 1.16 development cycle the patch was modified to build cogl-path as a noinst_LTLIBRARY before building cogl and link the code directly into libcogl.so as it was previously. This way we can wait until the start of the 1.18 cycle before splitting the code into a separate libcogl-path.so. This also adds shims for cogl_framebuffer_fill/stroke_path() to avoid breaking the 1.x API/ABI.
621 lines
22 KiB
C
621 lines
22 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2007,2008,2009,2010,2011,2012 Intel Corporation.
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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, see <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Neil Roberts <neil@linux.intel.com>
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* Robert Bragg <robert@linux.intel.com>
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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-context-private.h"
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#include "cogl-util-gl-private.h"
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#include "cogl-primitives-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#include "cogl-clip-stack-gl-private.h"
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#include "cogl-primitive-private.h"
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#ifndef GL_CLIP_PLANE0
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#define GL_CLIP_PLANE0 0x3000
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#define GL_CLIP_PLANE1 0x3001
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#define GL_CLIP_PLANE2 0x3002
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#define GL_CLIP_PLANE3 0x3003
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#define GL_CLIP_PLANE4 0x3004
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#define GL_CLIP_PLANE5 0x3005
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#endif
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static void
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project_vertex (const CoglMatrix *modelview_projection,
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float *vertex)
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{
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int i;
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cogl_matrix_transform_point (modelview_projection,
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&vertex[0], &vertex[1],
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&vertex[2], &vertex[3]);
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/* Convert from homogenized coordinates */
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for (i = 0; i < 4; i++)
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vertex[i] /= vertex[3];
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}
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static void
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set_clip_plane (CoglFramebuffer *framebuffer,
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int plane_num,
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const float *vertex_a,
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const float *vertex_b)
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{
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CoglContext *ctx = framebuffer->context;
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float planef[4];
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double planed[4];
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float angle;
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CoglMatrixStack *modelview_stack =
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_cogl_framebuffer_get_modelview_stack (framebuffer);
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CoglMatrixStack *projection_stack =
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_cogl_framebuffer_get_projection_stack (framebuffer);
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CoglMatrix inverse_projection;
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cogl_matrix_stack_get_inverse (projection_stack, &inverse_projection);
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/* Calculate the angle between the axes and the line crossing the
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two points */
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angle = atan2f (vertex_b[1] - vertex_a[1],
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vertex_b[0] - vertex_a[0]) * (180.0/G_PI);
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cogl_matrix_stack_push (modelview_stack);
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/* Load the inverse of the projection matrix so we can specify the plane
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* in screen coordinates */
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cogl_matrix_stack_set (modelview_stack, &inverse_projection);
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/* Rotate about point a */
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cogl_matrix_stack_translate (modelview_stack,
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vertex_a[0], vertex_a[1], vertex_a[2]);
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/* Rotate the plane by the calculated angle so that it will connect
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the two points */
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cogl_matrix_stack_rotate (modelview_stack, angle, 0.0f, 0.0f, 1.0f);
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cogl_matrix_stack_translate (modelview_stack,
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-vertex_a[0], -vertex_a[1], -vertex_a[2]);
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/* Clip planes can only be used when a fixed function backend is in
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use so we know we can directly push this matrix to the builtin
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state */
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_cogl_matrix_entry_flush_to_gl_builtins (ctx,
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modelview_stack->last_entry,
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COGL_MATRIX_MODELVIEW,
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framebuffer,
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FALSE /* don't disable flip */);
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planef[0] = 0;
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planef[1] = -1.0;
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planef[2] = 0;
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planef[3] = vertex_a[1];
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switch (ctx->driver)
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{
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default:
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g_assert_not_reached ();
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break;
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case COGL_DRIVER_GLES1:
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GE( ctx, glClipPlanef (plane_num, planef) );
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break;
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case COGL_DRIVER_GL:
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case COGL_DRIVER_GL3:
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planed[0] = planef[0];
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planed[1] = planef[1];
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planed[2] = planef[2];
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planed[3] = planef[3];
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GE( ctx, glClipPlane (plane_num, planed) );
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break;
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}
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cogl_matrix_stack_pop (modelview_stack);
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}
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static void
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set_clip_planes (CoglFramebuffer *framebuffer,
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CoglMatrixEntry *modelview_entry,
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float x_1,
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float y_1,
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float x_2,
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float y_2)
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{
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CoglMatrix modelview_matrix;
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CoglMatrixStack *projection_stack =
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_cogl_framebuffer_get_projection_stack (framebuffer);
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CoglMatrix projection_matrix;
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CoglMatrix modelview_projection;
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float signed_area;
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float vertex_tl[4] = { x_1, y_1, 0, 1.0 };
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float vertex_tr[4] = { x_2, y_1, 0, 1.0 };
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float vertex_bl[4] = { x_1, y_2, 0, 1.0 };
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float vertex_br[4] = { x_2, y_2, 0, 1.0 };
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cogl_matrix_stack_get (projection_stack, &projection_matrix);
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cogl_matrix_entry_get (modelview_entry, &modelview_matrix);
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cogl_matrix_multiply (&modelview_projection,
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&projection_matrix,
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&modelview_matrix);
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project_vertex (&modelview_projection, vertex_tl);
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project_vertex (&modelview_projection, vertex_tr);
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project_vertex (&modelview_projection, vertex_bl);
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project_vertex (&modelview_projection, vertex_br);
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/* Calculate the signed area of the polygon formed by the four
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vertices so that we can know its orientation */
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signed_area = (vertex_tl[0] * (vertex_tr[1] - vertex_bl[1])
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+ vertex_tr[0] * (vertex_br[1] - vertex_tl[1])
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+ vertex_br[0] * (vertex_bl[1] - vertex_tr[1])
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+ vertex_bl[0] * (vertex_tl[1] - vertex_br[1]));
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/* Set the clip planes to form lines between all of the vertices
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using the same orientation as we calculated */
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if (signed_area > 0.0f)
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{
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/* counter-clockwise */
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set_clip_plane (framebuffer, GL_CLIP_PLANE0, vertex_tl, vertex_bl);
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set_clip_plane (framebuffer, GL_CLIP_PLANE1, vertex_bl, vertex_br);
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set_clip_plane (framebuffer, GL_CLIP_PLANE2, vertex_br, vertex_tr);
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set_clip_plane (framebuffer, GL_CLIP_PLANE3, vertex_tr, vertex_tl);
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}
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else
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{
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/* clockwise */
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set_clip_plane (framebuffer, GL_CLIP_PLANE0, vertex_tl, vertex_tr);
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set_clip_plane (framebuffer, GL_CLIP_PLANE1, vertex_tr, vertex_br);
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set_clip_plane (framebuffer, GL_CLIP_PLANE2, vertex_br, vertex_bl);
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set_clip_plane (framebuffer, GL_CLIP_PLANE3, vertex_bl, vertex_tl);
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}
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}
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static void
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add_stencil_clip_rectangle (CoglFramebuffer *framebuffer,
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CoglMatrixEntry *modelview_entry,
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float x_1,
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float y_1,
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float x_2,
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float y_2,
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CoglBool first)
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{
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CoglMatrixStack *projection_stack =
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_cogl_framebuffer_get_projection_stack (framebuffer);
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CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
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/* NB: This can be called while flushing the journal so we need
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* to be very conservative with what state we change.
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*/
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_cogl_context_set_current_projection_entry (ctx,
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projection_stack->last_entry);
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_cogl_context_set_current_modelview_entry (ctx, modelview_entry);
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if (first)
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{
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GE( ctx, glEnable (GL_STENCIL_TEST) );
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/* Initially disallow everything */
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GE( ctx, glClearStencil (0) );
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GE( ctx, glClear (GL_STENCIL_BUFFER_BIT) );
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/* Punch out a hole to allow the rectangle */
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GE( ctx, glStencilFunc (GL_NEVER, 0x1, 0x1) );
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GE( ctx, glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE) );
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_cogl_rectangle_immediate (framebuffer,
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ctx->stencil_pipeline,
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x_1, y_1, x_2, y_2);
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}
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else
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{
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/* Add one to every pixel of the stencil buffer in the
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rectangle */
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GE( ctx, glStencilFunc (GL_NEVER, 0x1, 0x3) );
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GE( ctx, glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
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_cogl_rectangle_immediate (framebuffer,
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ctx->stencil_pipeline,
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x_1, y_1, x_2, y_2);
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/* Subtract one from all pixels in the stencil buffer so that
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only pixels where both the original stencil buffer and the
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rectangle are set will be valid */
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GE( ctx, glStencilOp (GL_DECR, GL_DECR, GL_DECR) );
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_cogl_context_set_current_projection_entry (ctx, &ctx->identity_entry);
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_cogl_context_set_current_modelview_entry (ctx, &ctx->identity_entry);
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_cogl_rectangle_immediate (framebuffer,
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ctx->stencil_pipeline,
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-1.0, -1.0, 1.0, 1.0);
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}
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/* Restore the stencil mode */
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GE( ctx, glStencilFunc (GL_EQUAL, 0x1, 0x1) );
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GE( ctx, glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
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}
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typedef void (*SilhouettePaintCallback) (CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline,
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void *user_data);
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static void
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add_stencil_clip_silhouette (CoglFramebuffer *framebuffer,
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SilhouettePaintCallback silhouette_callback,
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CoglMatrixEntry *modelview_entry,
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float bounds_x1,
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float bounds_y1,
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float bounds_x2,
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float bounds_y2,
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CoglBool merge,
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CoglBool need_clear,
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void *user_data)
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{
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CoglMatrixStack *projection_stack =
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_cogl_framebuffer_get_projection_stack (framebuffer);
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CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
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/* NB: This can be called while flushing the journal so we need
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* to be very conservative with what state we change.
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*/
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_cogl_context_set_current_projection_entry (ctx,
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projection_stack->last_entry);
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_cogl_context_set_current_modelview_entry (ctx, modelview_entry);
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_cogl_pipeline_flush_gl_state (ctx, ctx->stencil_pipeline,
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framebuffer, FALSE, FALSE);
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GE( ctx, glEnable (GL_STENCIL_TEST) );
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GE( ctx, glColorMask (FALSE, FALSE, FALSE, FALSE) );
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GE( ctx, glDepthMask (FALSE) );
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if (merge)
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{
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GE (ctx, glStencilMask (2));
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GE (ctx, glStencilFunc (GL_LEQUAL, 0x2, 0x6));
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}
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else
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{
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/* If we're not using the stencil buffer for clipping then we
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don't need to clear the whole stencil buffer, just the area
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that will be drawn */
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if (need_clear)
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/* If this is being called from the clip stack code then it
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will have set up a scissor for the minimum bounding box of
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all of the clips. That box will likely mean that this
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_cogl_clear won't need to clear the entire
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buffer. _cogl_framebuffer_clear_without_flush4f is used instead
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of cogl_clear because it won't try to flush the journal */
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_cogl_framebuffer_clear_without_flush4f (framebuffer,
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COGL_BUFFER_BIT_STENCIL,
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0, 0, 0, 0);
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else
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{
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/* Just clear the bounding box */
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GE( ctx, glStencilMask (~(GLuint) 0) );
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GE( ctx, glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) );
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_cogl_rectangle_immediate (framebuffer,
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ctx->stencil_pipeline,
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bounds_x1, bounds_y1,
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bounds_x2, bounds_y2);
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}
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GE (ctx, glStencilMask (1));
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GE (ctx, glStencilFunc (GL_LEQUAL, 0x1, 0x3));
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}
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GE (ctx, glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT));
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silhouette_callback (framebuffer, ctx->stencil_pipeline, user_data);
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if (merge)
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{
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/* Now we have the new stencil buffer in bit 1 and the old
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stencil buffer in bit 0 so we need to intersect them */
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GE (ctx, glStencilMask (3));
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GE (ctx, glStencilFunc (GL_NEVER, 0x2, 0x3));
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GE (ctx, glStencilOp (GL_DECR, GL_DECR, GL_DECR));
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/* Decrement all of the bits twice so that only pixels where the
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value is 3 will remain */
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_cogl_context_set_current_projection_entry (ctx, &ctx->identity_entry);
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_cogl_context_set_current_modelview_entry (ctx, &ctx->identity_entry);
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_cogl_rectangle_immediate (framebuffer, ctx->stencil_pipeline,
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-1.0, -1.0, 1.0, 1.0);
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_cogl_rectangle_immediate (framebuffer, ctx->stencil_pipeline,
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-1.0, -1.0, 1.0, 1.0);
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}
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GE (ctx, glStencilMask (~(GLuint) 0));
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GE (ctx, glDepthMask (TRUE));
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GE (ctx, glColorMask (TRUE, TRUE, TRUE, TRUE));
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GE (ctx, glStencilFunc (GL_EQUAL, 0x1, 0x1));
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GE (ctx, glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP));
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}
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static void
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paint_primitive_silhouette (CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline,
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void *user_data)
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{
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_cogl_primitive_draw (user_data,
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framebuffer,
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pipeline,
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COGL_DRAW_SKIP_JOURNAL_FLUSH |
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COGL_DRAW_SKIP_PIPELINE_VALIDATION |
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COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH |
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COGL_DRAW_SKIP_LEGACY_STATE);
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}
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static void
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add_stencil_clip_primitive (CoglFramebuffer *framebuffer,
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CoglMatrixEntry *modelview_entry,
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CoglPrimitive *primitive,
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float bounds_x1,
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float bounds_y1,
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float bounds_x2,
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float bounds_y2,
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CoglBool merge,
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CoglBool need_clear)
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{
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add_stencil_clip_silhouette (framebuffer,
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paint_primitive_silhouette,
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modelview_entry,
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bounds_x1,
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bounds_y1,
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bounds_x2,
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bounds_y2,
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merge,
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need_clear,
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primitive);
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}
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static void
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enable_clip_planes (CoglContext *ctx)
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{
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GE( ctx, glEnable (GL_CLIP_PLANE0) );
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GE( ctx, glEnable (GL_CLIP_PLANE1) );
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GE( ctx, glEnable (GL_CLIP_PLANE2) );
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GE( ctx, glEnable (GL_CLIP_PLANE3) );
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}
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static void
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disable_clip_planes (CoglContext *ctx)
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{
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GE( ctx, glDisable (GL_CLIP_PLANE3) );
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GE( ctx, glDisable (GL_CLIP_PLANE2) );
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GE( ctx, glDisable (GL_CLIP_PLANE1) );
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GE( ctx, glDisable (GL_CLIP_PLANE0) );
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}
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void
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_cogl_clip_stack_gl_flush (CoglClipStack *stack,
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CoglFramebuffer *framebuffer)
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{
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CoglContext *ctx = framebuffer->context;
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int has_clip_planes;
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CoglBool using_clip_planes = FALSE;
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CoglBool using_stencil_buffer = FALSE;
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int scissor_x0;
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int scissor_y0;
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int scissor_x1;
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int scissor_y1;
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CoglClipStack *entry;
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int scissor_y_start;
|
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|
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/* If we have already flushed this state then we don't need to do
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anything */
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if (ctx->current_clip_stack_valid)
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{
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if (ctx->current_clip_stack == stack &&
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(ctx->needs_viewport_scissor_workaround == FALSE ||
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(framebuffer->viewport_age ==
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framebuffer->viewport_age_for_scissor_workaround &&
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ctx->viewport_scissor_workaround_framebuffer ==
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framebuffer)))
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return;
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_cogl_clip_stack_unref (ctx->current_clip_stack);
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}
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ctx->current_clip_stack_valid = TRUE;
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ctx->current_clip_stack = _cogl_clip_stack_ref (stack);
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has_clip_planes =
|
|
ctx->private_feature_flags & COGL_PRIVATE_FEATURE_FOUR_CLIP_PLANES;
|
|
|
|
if (has_clip_planes)
|
|
disable_clip_planes (ctx);
|
|
GE( ctx, glDisable (GL_STENCIL_TEST) );
|
|
|
|
/* If the stack is empty then there's nothing else to do
|
|
*
|
|
* See comment below about ctx->needs_viewport_scissor_workaround
|
|
*/
|
|
if (stack == NULL && !ctx->needs_viewport_scissor_workaround)
|
|
{
|
|
COGL_NOTE (CLIPPING, "Flushed empty clip stack");
|
|
|
|
ctx->current_clip_stack_uses_stencil = FALSE;
|
|
GE (ctx, glDisable (GL_SCISSOR_TEST));
|
|
return;
|
|
}
|
|
|
|
/* Calculate the scissor rect first so that if we eventually have to
|
|
clear the stencil buffer then the clear will be clipped to the
|
|
intersection of all of the bounding boxes. This saves having to
|
|
clear the whole stencil buffer */
|
|
_cogl_clip_stack_get_bounds (stack,
|
|
&scissor_x0, &scissor_y0,
|
|
&scissor_x1, &scissor_y1);
|
|
|
|
/* XXX: ONGOING BUG: Intel viewport scissor
|
|
*
|
|
* Intel gen6 drivers don't correctly handle offset viewports, since
|
|
* primitives aren't clipped within the bounds of the viewport. To
|
|
* workaround this we push our own clip for the viewport that will
|
|
* use scissoring to ensure we clip as expected.
|
|
*
|
|
* TODO: file a bug upstream!
|
|
*/
|
|
if (ctx->needs_viewport_scissor_workaround)
|
|
{
|
|
_cogl_util_scissor_intersect (framebuffer->viewport_x,
|
|
framebuffer->viewport_y,
|
|
framebuffer->viewport_x +
|
|
framebuffer->viewport_width,
|
|
framebuffer->viewport_y +
|
|
framebuffer->viewport_height,
|
|
&scissor_x0, &scissor_y0,
|
|
&scissor_x1, &scissor_y1);
|
|
framebuffer->viewport_age_for_scissor_workaround =
|
|
framebuffer->viewport_age;
|
|
ctx->viewport_scissor_workaround_framebuffer =
|
|
framebuffer;
|
|
}
|
|
|
|
/* Enable scissoring as soon as possible */
|
|
if (scissor_x0 >= scissor_x1 || scissor_y0 >= scissor_y1)
|
|
scissor_x0 = scissor_y0 = scissor_x1 = scissor_y1 = scissor_y_start = 0;
|
|
else
|
|
{
|
|
/* We store the entry coordinates in Cogl coordinate space
|
|
* but OpenGL requires the window origin to be the bottom
|
|
* left so we may need to convert the incoming coordinates.
|
|
*
|
|
* NB: Cogl forces all offscreen rendering to be done upside
|
|
* down so in this case no conversion is needed.
|
|
*/
|
|
|
|
if (cogl_is_offscreen (framebuffer))
|
|
scissor_y_start = scissor_y0;
|
|
else
|
|
{
|
|
int framebuffer_height =
|
|
cogl_framebuffer_get_height (framebuffer);
|
|
|
|
scissor_y_start = framebuffer_height - scissor_y1;
|
|
}
|
|
}
|
|
|
|
COGL_NOTE (CLIPPING, "Flushing scissor to (%i, %i, %i, %i)",
|
|
scissor_x0, scissor_y0,
|
|
scissor_x1, scissor_y1);
|
|
|
|
GE (ctx, glEnable (GL_SCISSOR_TEST));
|
|
GE (ctx, glScissor (scissor_x0, scissor_y_start,
|
|
scissor_x1 - scissor_x0,
|
|
scissor_y1 - scissor_y0));
|
|
|
|
/* Add all of the entries. This will end up adding them in the
|
|
reverse order that they were specified but as all of the clips
|
|
are intersecting it should work out the same regardless of the
|
|
order */
|
|
for (entry = stack; entry; entry = entry->parent)
|
|
{
|
|
switch (entry->type)
|
|
{
|
|
case COGL_CLIP_STACK_PRIMITIVE:
|
|
{
|
|
CoglClipStackPrimitive *primitive_entry =
|
|
(CoglClipStackPrimitive *) entry;
|
|
|
|
COGL_NOTE (CLIPPING, "Adding stencil clip for primitive");
|
|
|
|
add_stencil_clip_primitive (framebuffer,
|
|
primitive_entry->matrix_entry,
|
|
primitive_entry->primitive,
|
|
primitive_entry->bounds_x1,
|
|
primitive_entry->bounds_y1,
|
|
primitive_entry->bounds_x2,
|
|
primitive_entry->bounds_y2,
|
|
using_stencil_buffer,
|
|
TRUE);
|
|
|
|
using_stencil_buffer = TRUE;
|
|
break;
|
|
}
|
|
case COGL_CLIP_STACK_RECT:
|
|
{
|
|
CoglClipStackRect *rect = (CoglClipStackRect *) entry;
|
|
|
|
/* We don't need to do anything extra if the clip for this
|
|
rectangle was entirely described by its scissor bounds */
|
|
if (!rect->can_be_scissor)
|
|
{
|
|
/* If we support clip planes and we haven't already used
|
|
them then use that instead */
|
|
if (has_clip_planes)
|
|
{
|
|
COGL_NOTE (CLIPPING,
|
|
"Adding clip planes clip for rectangle");
|
|
|
|
set_clip_planes (framebuffer,
|
|
rect->matrix_entry,
|
|
rect->x0,
|
|
rect->y0,
|
|
rect->x1,
|
|
rect->y1);
|
|
using_clip_planes = TRUE;
|
|
/* We can't use clip planes a second time */
|
|
has_clip_planes = FALSE;
|
|
}
|
|
else
|
|
{
|
|
COGL_NOTE (CLIPPING, "Adding stencil clip for rectangle");
|
|
|
|
add_stencil_clip_rectangle (framebuffer,
|
|
rect->matrix_entry,
|
|
rect->x0,
|
|
rect->y0,
|
|
rect->x1,
|
|
rect->y1,
|
|
!using_stencil_buffer);
|
|
using_stencil_buffer = TRUE;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case COGL_CLIP_STACK_WINDOW_RECT:
|
|
break;
|
|
/* We don't need to do anything for window space rectangles because
|
|
* their functionality is entirely implemented by the entry bounding
|
|
* box */
|
|
}
|
|
}
|
|
|
|
/* Enabling clip planes is delayed to now so that they won't affect
|
|
setting up the stencil buffer */
|
|
if (using_clip_planes)
|
|
enable_clip_planes (ctx);
|
|
|
|
ctx->current_clip_stack_uses_stencil = using_stencil_buffer;
|
|
}
|