mutter/gles/cogl-primitives.c
Neil Roberts 10d7cf3273 Bug 1172 - Disjoint paths and clip to path
* clutter/cogl/cogl-path.h:
	* clutter/cogl/common/cogl-primitives.c:
	* clutter/cogl/common/cogl-primitives.h:
	* clutter/cogl/gl/cogl-primitives.c:
	* clutter/cogl/gles/cogl-primitives.c: Changed the semantics of
	cogl_path_move_to. Previously this always started a new path but
	now it instead starts a new disjoint sub path. The path isn't
	cleared until you call either cogl_path_stroke, cogl_path_fill or
	cogl_path_new. There are also cogl_path_stroke_preserve and
	cogl_path_fill_preserve functions.

	* clutter/cogl/gl/cogl-context.c:
	* clutter/cogl/gl/cogl-context.h:
	* clutter/cogl/gles/cogl-context.c:
	* clutter/cogl/gles/cogl-context.h: Convert the path nodes array
	to a GArray.

	* clutter/cogl/gl/cogl-texture.c:
	* clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure

	* clutter/cogl/common/cogl-clip-stack.c:
	* clutter/cogl/common/cogl-clip-stack.h: Simplified the clip
	stack code quite a bit to make it more maintainable.  Previously
	whenever you added a new clip it would go through a separate route
	to immediately intersect with the current clip and when you
	removed it again it would immediately rebuild the entire clip. Now
	when you add or remove a clip it doesn't do anything immediately
	but just sets a dirty flag instead.

	* clutter/cogl/gl/cogl.c:
	* clutter/cogl/gles/cogl.c: Taken away the code to intersect
	stencil clips when there is exactly one stencil bit. It won't work
	with path clips and I don't know of any platform that doesn't have
	eight or zero stencil bits. It needs at least three bits to
	intersect a path with an existing clip. cogl_features_init now
	just decides you don't have a stencil buffer at all if you have
	less than three bits.

	* clutter/cogl/cogl.h.in: New functions and documentation.

	* tests/interactive/test-clip.c: Replaced with a different test
	that lets you add and remove clips. The three different mouse
	buttons add clips in different shapes. This makes it easier to
	test multiple levels of clipping.

	* tests/interactive/test-cogl-primitives.c: Use
	cogl_path_stroke_preserve when using the same path again.

	* doc/reference/cogl/cogl-sections.txt: Document the new
	functions.
2008-12-04 13:45:09 +00:00

482 lines
14 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 "cogl-clip-stack.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)
{
/* 32-bit integers are not supported as coord types
in GLES . Fixed type has got 16 bits left of the
point which is equal to short anyway. */
GLshort rect_verts[8] = {
(GLshort) x, (GLshort) y,
(GLshort) (x + width), (GLshort) y,
(GLshort) x, (GLshort) (y + height),
(GLshort) (x + width), (GLshort) (y + height)
};
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_enable (COGL_ENABLE_VERTEX_ARRAY
| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
GE ( cogl_wrap_glVertexPointer (2, GL_SHORT, 0, rect_verts ) );
GE ( cogl_wrap_glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
}
void
_cogl_rectanglex (CoglFixed x,
CoglFixed y,
CoglFixed width,
CoglFixed height)
{
GLfixed rect_verts[8] = {
x, y,
x + width, y,
x, y + height,
x + width, y + height
};
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_enable (COGL_ENABLE_VERTEX_ARRAY
| (ctx->color_alpha < 255
? COGL_ENABLE_BLEND : 0));
GE( cogl_wrap_glVertexPointer (2, GL_FIXED, 0, rect_verts) );
GE( cogl_wrap_glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
}
void
_cogl_path_add_node (gboolean new_sub_path,
CoglFixed x,
CoglFixed y)
{
CoglPathNode new_node;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
new_node.x = x;
new_node.y = y;
new_node.path_size = 0;
if (new_sub_path || ctx->path_nodes->len == 0)
ctx->last_path = ctx->path_nodes->len;
g_array_append_val (ctx->path_nodes, new_node);
g_array_index (ctx->path_nodes, CoglPathNode, ctx->last_path).path_size++;
if (ctx->path_nodes->len == 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 ()
{
guint path_start = 0;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
cogl_enable (COGL_ENABLE_VERTEX_ARRAY
| (ctx->color_alpha < 255
? COGL_ENABLE_BLEND : 0));
while (path_start < ctx->path_nodes->len)
{
CoglPathNode *path = &g_array_index (ctx->path_nodes, CoglPathNode,
path_start);
GE( cogl_wrap_glVertexPointer (2, GL_FIXED, sizeof (CoglPathNode),
(guchar *) path
+ G_STRUCT_OFFSET (CoglPathNode, x)) );
GE( cogl_wrap_glDrawArrays (GL_LINE_STRIP, 0, path->path_size) );
path_start += path->path_size;
}
}
static void
_cogl_path_get_bounds (CoglFixedVec2 nodes_min,
CoglFixedVec2 nodes_max,
gint *bounds_x,
gint *bounds_y,
guint *bounds_w,
guint *bounds_h)
{
*bounds_x = COGL_FIXED_FLOOR (nodes_min.x);
*bounds_y = COGL_FIXED_FLOOR (nodes_min.y);
*bounds_w = COGL_FIXED_CEIL (nodes_max.x
- COGL_FIXED_FROM_INT (*bounds_x));
*bounds_h = COGL_FIXED_CEIL (nodes_max.y
- COGL_FIXED_FROM_INT (*bounds_y));
}
static gint compare_ints (gconstpointer a,
gconstpointer b)
{
return GPOINTER_TO_INT(a)-GPOINTER_TO_INT(b);
}
void
_cogl_add_path_to_stencil_buffer (CoglFixedVec2 nodes_min,
CoglFixedVec2 nodes_max,
guint path_size,
CoglPathNode *path,
gboolean merge)
{
guint path_start = 0;
guint sub_path_num = 0;
gint bounds_x;
gint bounds_y;
guint bounds_w;
guint bounds_h;
_cogl_path_get_bounds (nodes_min, nodes_max,
&bounds_x, &bounds_y, &bounds_w, &bounds_h);
if (merge)
{
GE( glStencilMask (2) );
GE( glStencilFunc (GL_LEQUAL, 0x2, 0x6) );
}
else
{
GE( glClear (GL_STENCIL_BUFFER_BIT) );
GE( glStencilMask (1) );
GE( glStencilFunc (GL_LEQUAL, 0x1, 0x3) );
}
GE( cogl_wrap_glEnable (GL_STENCIL_TEST) );
GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
GE( glColorMask (FALSE, FALSE, FALSE, FALSE) );
GE( glDepthMask (FALSE) );
while (path_start < path_size)
{
cogl_enable (COGL_ENABLE_VERTEX_ARRAY);
GE( cogl_wrap_glVertexPointer (2, GL_FIXED, sizeof (CoglPathNode),
(guchar *) path
+ G_STRUCT_OFFSET (CoglPathNode, x)) );
GE( cogl_wrap_glDrawArrays (GL_TRIANGLE_FAN, 0, path->path_size) );
if (sub_path_num > 0)
{
/* Union the two stencil buffers bits into the least
significant bit */
GE( glStencilMask (merge ? 6 : 3) );
GE( glStencilOp (GL_ZERO, GL_REPLACE, GL_REPLACE) );
cogl_rectangle (bounds_x, bounds_y, bounds_w, bounds_h);
GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
}
GE( glStencilMask (merge ? 4 : 2) );
path_start += path->path_size;
path += path->path_size;
sub_path_num++;
}
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 */
GE( cogl_wrap_glPushMatrix () );
GE( cogl_wrap_glLoadIdentity () );
GE( cogl_wrap_glMatrixMode (GL_PROJECTION) );
GE( cogl_wrap_glPushMatrix () );
GE( cogl_wrap_glLoadIdentity () );
cogl_rectanglex (-COGL_FIXED_1, -COGL_FIXED_1,
COGL_FIXED_FROM_INT (2),
COGL_FIXED_FROM_INT (2));
cogl_rectanglex (-COGL_FIXED_1, -COGL_FIXED_1,
COGL_FIXED_FROM_INT (2),
COGL_FIXED_FROM_INT (2));
GE( cogl_wrap_glPopMatrix () );
GE( cogl_wrap_glMatrixMode (GL_MODELVIEW) );
GE( cogl_wrap_glPopMatrix () );
}
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) );
}
static void
_cogl_path_fill_nodes_scanlines (CoglPathNode *path,
guint path_size,
gint bounds_x,
gint bounds_y,
guint bounds_w,
guint 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[bounds_h];
gint i;
gint prev_x;
gint prev_y;
gint first_x;
gint first_y;
gint lastdir=-2; /* last direction we vere moving */
gint lastline=-1; /* the previous scanline we added to */
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* clear scanline intersection lists */
for (i=0; i < bounds_h; i++)
scanlines[i]=NULL;
first_x = prev_x = COGL_FIXED_TO_INT (path->x);
first_y = prev_y = COGL_FIXED_TO_INT (path->y);
/* create scanline intersection list */
for (i=1; i < path_size; i++)
{
gint dest_x = COGL_FIXED_TO_INT (path[i].x);
gint dest_y = COGL_FIXED_TO_INT (path[i].y);
gint ydir;
gint dx;
gint dy;
gint 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 vertexes */
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)
{
gint 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;
}
}
{
gint spans = 0;
gint span_no;
GLfixed *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 (GLfixed) * 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;
GLfixed x0, x1;
GLfixed y0, y1;
if (!next)
break;
x0 = COGL_FIXED_FROM_INT (GPOINTER_TO_INT (iter->data));
x1 = COGL_FIXED_FROM_INT (GPOINTER_TO_INT (next->data));
y0 = COGL_FIXED_FROM_INT (bounds_y + i);
y1 = COGL_FIXED_FROM_INT (bounds_y + i + 1) + 2048;
/* render scanlines 1.0625 high to avoid gaps when
transformed */
coords[span_no * 12 + 0] = x0;
coords[span_no * 12 + 1] = y0;
coords[span_no * 12 + 2] = x1;
coords[span_no * 12 + 3] = y0;
coords[span_no * 12 + 4] = x1;
coords[span_no * 12 + 5] = y1;
coords[span_no * 12 + 6] = x0;
coords[span_no * 12 + 7] = y0;
coords[span_no * 12 + 8] = x0;
coords[span_no * 12 + 9] = y1;
coords[span_no * 12 + 10] = x1;
coords[span_no * 12 + 11] = y1;
span_no ++;
iter = next->next;
}
}
for (i=0; i < bounds_h; i++)
{
g_slist_free (scanlines[i]);
}
/* render triangles */
cogl_enable (COGL_ENABLE_VERTEX_ARRAY
| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
GE ( cogl_wrap_glVertexPointer (2, GL_FIXED, 0, coords ) );
GE ( cogl_wrap_glDrawArrays (GL_TRIANGLES, 0, spans * 2 * 3));
g_free (coords);
}
}
void
_cogl_path_fill_nodes ()
{
gint bounds_x;
gint bounds_y;
guint bounds_w;
guint bounds_h;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
_cogl_path_get_bounds (ctx->path_nodes_min, ctx->path_nodes_max,
&bounds_x, &bounds_y, &bounds_w, &bounds_h);
if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
{
_cogl_add_path_to_stencil_buffer (ctx->path_nodes_min,
ctx->path_nodes_max,
ctx->path_nodes->len,
&g_array_index (ctx->path_nodes,
CoglPathNode, 0),
ctx->clip.stencil_used);
cogl_rectangle (bounds_x, bounds_y, bounds_w, bounds_h);
/* The stencil buffer now contains garbage so the clip area needs to
be rebuilt */
ctx->clip.stack_dirty = TRUE;
}
else
{
guint path_start = 0;
while (path_start < ctx->path_nodes->len)
{
CoglPathNode *path = &g_array_index (ctx->path_nodes, CoglPathNode,
path_start);
_cogl_path_fill_nodes_scanlines (path,
path->path_size,
bounds_x, bounds_y,
bounds_w, bounds_h);
path_start += path->path_size;
}
}
}