mutter/clutter/cogl/gl/cogl-primitives.c
Øyvind Kolås 0e6ad06db4 * clutter/cogl/cogl.h.in: api review touch ups.
* clutter/cogl/common/cogl-primitives.c: api review touch ups.
* clutter/cogl/gl/cogl-primitives.c: (cogl_path_fill),
(cogl_path_stroke): indentation.
* clutter/cogl/gles/cogl-primitives.c:
(_cogl_path_fill_nodes): free allocated resources.
* tests/test-cogl-primitives.c: updated to new API, added rotation to
test to show that cogl renders paths correct under perspective
distortion.
2008-05-05 10:25:11 +00:00

194 lines
4.8 KiB
C

/*
* Clutter COGL
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2007 OpenedHand
*
* 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-context.h"
#include <string.h>
#include <gmodule.h>
#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
void
cogl_rectangle (gint x,
gint y,
guint width,
guint height)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_enable (ctx->color_alpha < 255
? COGL_ENABLE_BLEND : 0);
GE( glRecti (x, y, x + width, y + height) );
}
void
cogl_rectanglex (ClutterFixed x,
ClutterFixed y,
ClutterFixed width,
ClutterFixed height)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_enable (ctx->color_alpha < 255
? COGL_ENABLE_BLEND : 0);
GE( glRectf (CLUTTER_FIXED_TO_FLOAT (x),
CLUTTER_FIXED_TO_FLOAT (y),
CLUTTER_FIXED_TO_FLOAT (x + width),
CLUTTER_FIXED_TO_FLOAT (y + height)) );
}
void
_cogl_path_clear_nodes ()
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->path_nodes)
g_free(ctx->path_nodes);
ctx->path_nodes = (CoglFloatVec2*) g_malloc (2 * sizeof(CoglFloatVec2));
ctx->path_nodes_size = 0;
ctx->path_nodes_cap = 2;
}
void
_cogl_path_add_node (ClutterFixed x,
ClutterFixed y)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
CoglFloatVec2 *new_nodes = NULL;
if (ctx->path_nodes_size == ctx->path_nodes_cap)
{
new_nodes = g_realloc (ctx->path_nodes,
2 * ctx->path_nodes_cap
* sizeof (CoglFloatVec2));
if (new_nodes == NULL) return;
ctx->path_nodes = new_nodes;
ctx->path_nodes_cap *= 2;
}
ctx->path_nodes [ctx->path_nodes_size] .x = CLUTTER_FIXED_TO_FLOAT (x);
ctx->path_nodes [ctx->path_nodes_size] .y = CLUTTER_FIXED_TO_FLOAT (y);
ctx->path_nodes_size++;
if (ctx->path_nodes_size == 1)
{
ctx->path_nodes_min.x = ctx->path_nodes_max.x = x;
ctx->path_nodes_min.y = ctx->path_nodes_max.y = y;
}
else
{
if (x < ctx->path_nodes_min.x) ctx->path_nodes_min.x = x;
if (x > ctx->path_nodes_max.x) ctx->path_nodes_max.x = x;
if (y < ctx->path_nodes_min.y) ctx->path_nodes_min.y = y;
if (y > ctx->path_nodes_max.y) ctx->path_nodes_max.y = y;
}
}
void
_cogl_path_stroke_nodes ()
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_enable (COGL_ENABLE_VERTEX_ARRAY
| (ctx->color_alpha < 255
? COGL_ENABLE_BLEND : 0));
GE( glVertexPointer (2, GL_FLOAT, 0, ctx->path_nodes) );
GE( glDrawArrays (GL_LINE_STRIP, 0, ctx->path_nodes_size) );
}
static void
_cogl_path_fill_nodes ()
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
guint bounds_x;
guint bounds_y;
guint bounds_w;
guint bounds_h;
GE( glClear (GL_STENCIL_BUFFER_BIT) );
GE( glEnable (GL_STENCIL_TEST) );
GE( glStencilFunc (GL_ALWAYS, 0x0, 0x0) );
GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
GE( glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE) );
cogl_enable (COGL_ENABLE_VERTEX_ARRAY
| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
GE( glVertexPointer (2, GL_FLOAT, 0, ctx->path_nodes) );
GE( glDrawArrays (GL_TRIANGLE_FAN, 0, ctx->path_nodes_size) );
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
GE( glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) );
GE( glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
bounds_x = CLUTTER_FIXED_FLOOR (ctx->path_nodes_min.x);
bounds_y = CLUTTER_FIXED_FLOOR (ctx->path_nodes_min.y);
bounds_w = CLUTTER_FIXED_CEIL (ctx->path_nodes_max.x - ctx->path_nodes_min.x);
bounds_h = CLUTTER_FIXED_CEIL (ctx->path_nodes_max.y - ctx->path_nodes_min.y);
cogl_rectangle (bounds_x, bounds_y, bounds_w, bounds_h);
GE( glDisable (GL_STENCIL_TEST) );
}
void
cogl_path_fill (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->path_nodes_size == 0)
return;
_cogl_path_fill_nodes();
}
void
cogl_path_stroke (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->path_nodes_size == 0)
return;
_cogl_path_stroke_nodes();
}