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a25aad954e
Previously there was a check to avoid filling the path if there are zero nodes. However the tesselator also won't generate any triangles if there are less than 3 nodes so we might as well bail out in that case too. If we don't emit any triangles then we would end up trying to create an empty VBO. Although I don't think this should necessarily be a problem, this seems to cause Mesa to segfault in version 7.8.1 when calling glBufferSubData (although not in master). test-cogl-primitives tries to fill a path with only two points so it's convenient to be able to avoid the crash in this case.
1511 lines
40 KiB
C
1511 lines
40 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 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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-object.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-journal-private.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-path-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-primitives-private.h"
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#include "cogl-path.h"
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#include "cogl-private.h"
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#include "cogl-vertex-attribute-private.h"
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#include "tesselator/tesselator.h"
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#include <string.h>
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#include <math.h>
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#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
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#ifdef HAVE_COGL_GL
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#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
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#endif
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static void _cogl_path_free (CoglPath *path);
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static void _cogl_path_build_vbo (CoglPath *path);
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COGL_OBJECT_DEFINE (Path, path);
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static void
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_cogl_path_data_unref (CoglPathData *data)
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{
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if (--data->ref_count <= 0)
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{
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g_array_free (data->path_nodes, TRUE);
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if (data->vbo)
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{
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int i;
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cogl_object_unref (data->vbo);
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cogl_object_unref (data->vbo_indices);
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for (i = 0; i < COGL_PATH_N_ATTRIBUTES; i++)
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cogl_object_unref (data->vbo_attributes[i]);
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}
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g_slice_free (CoglPathData, data);
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}
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}
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static void
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_cogl_path_modify (CoglPath *path)
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{
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/* This needs to be called whenever the path is about to be modified
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to implement copy-on-write semantics */
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/* If there is more than one path using the data then we need to
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copy the data instead */
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if (path->data->ref_count != 1)
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{
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CoglPathData *old_data = path->data;
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path->data = g_slice_dup (CoglPathData, old_data);
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path->data->path_nodes = g_array_new (FALSE, FALSE,
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sizeof (CoglPathNode));
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g_array_append_vals (path->data->path_nodes,
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old_data->path_nodes->data,
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old_data->path_nodes->len);
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path->data->vbo = COGL_INVALID_HANDLE;
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path->data->ref_count = 1;
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_cogl_path_data_unref (old_data);
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}
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/* The path is altered so the vbo will now be invalid */
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else if (path->data->vbo)
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{
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int i;
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cogl_object_unref (path->data->vbo);
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cogl_object_unref (path->data->vbo_indices);
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for (i = 0; i < COGL_PATH_N_ATTRIBUTES; i++)
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cogl_object_unref (path->data->vbo_attributes[i]);
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path->data->vbo = COGL_INVALID_HANDLE;
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}
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}
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void
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cogl_path_set_fill_rule (CoglPathFillRule fill_rule)
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{
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CoglPath *path;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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path = COGL_PATH (ctx->current_path);
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if (path->data->fill_rule != fill_rule)
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{
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_cogl_path_modify (path);
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path->data->fill_rule = fill_rule;
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}
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}
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CoglPathFillRule
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cogl_path_get_fill_rule (void)
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{
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CoglPath *path;
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_COGL_GET_CONTEXT (ctx, 0);
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path = COGL_PATH (ctx->current_path);
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return path->data->fill_rule;
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}
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static void
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_cogl_path_add_node (gboolean new_sub_path,
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float x,
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float y)
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{
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CoglPathNode new_node;
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CoglPath *path;
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CoglPathData *data;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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path = COGL_PATH (ctx->current_path);
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_cogl_path_modify (path);
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data = path->data;
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new_node.x = x;
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new_node.y = y;
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new_node.path_size = 0;
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if (new_sub_path || data->path_nodes->len == 0)
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data->last_path = data->path_nodes->len;
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g_array_append_val (data->path_nodes, new_node);
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g_array_index (data->path_nodes, CoglPathNode, data->last_path).path_size++;
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if (data->path_nodes->len == 1)
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{
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data->path_nodes_min.x = data->path_nodes_max.x = x;
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data->path_nodes_min.y = data->path_nodes_max.y = y;
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}
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else
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{
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if (x < data->path_nodes_min.x) data->path_nodes_min.x = x;
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if (x > data->path_nodes_max.x) data->path_nodes_max.x = x;
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if (y < data->path_nodes_min.y) data->path_nodes_min.y = y;
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if (y > data->path_nodes_max.y) data->path_nodes_max.y = y;
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}
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}
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static void
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_cogl_path_stroke_nodes (void)
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{
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unsigned int path_start = 0;
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unsigned long enable_flags = COGL_ENABLE_VERTEX_ARRAY;
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CoglPathData *data;
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CoglPipeline *copy = NULL;
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CoglPipeline *source;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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data = COGL_PATH (ctx->current_path)->data;
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_cogl_journal_flush ();
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/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
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* as the pipeline state) when flushing the clip stack, so should
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* always be done first when preparing to draw. */
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_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
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_cogl_enable (enable_flags);
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if (G_UNLIKELY (ctx->legacy_state_set))
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{
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CoglPipeline *users_source = cogl_get_source ();
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copy = cogl_pipeline_copy (users_source);
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_cogl_pipeline_apply_legacy_state (copy);
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source = copy;
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}
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else
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source = cogl_get_source ();
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if (cogl_pipeline_get_n_layers (source) != 0)
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{
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/* If we haven't already created a derivative pipeline... */
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if (!copy)
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copy = cogl_pipeline_copy (source);
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_cogl_pipeline_prune_to_n_layers (copy, 0);
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source = copy;
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}
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cogl_push_source (source);
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_cogl_pipeline_flush_gl_state (source, FALSE);
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/* Disable all client texture coordinate arrays */
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_cogl_bitmask_clear_all (&ctx->temp_bitmask);
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_cogl_disable_other_texcoord_arrays (&ctx->temp_bitmask);
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while (path_start < data->path_nodes->len)
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{
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CoglPathNode *node = &g_array_index (data->path_nodes, CoglPathNode,
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path_start);
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GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode), &node->x) );
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GE( glDrawArrays (GL_LINE_STRIP, 0, node->path_size) );
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path_start += node->path_size;
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}
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cogl_pop_source ();
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}
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void
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_cogl_path_get_bounds (CoglPath *path,
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float *min_x,
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float *min_y,
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float *max_x,
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float *max_y)
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{
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CoglPathData *data = path->data;
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if (data->path_nodes->len == 0)
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{
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*min_x = 0.0f;
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*min_y = 0.0f;
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*max_x = 0.0f;
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*max_y = 0.0f;
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}
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else
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{
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*min_x = data->path_nodes_min.x;
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*min_y = data->path_nodes_min.y;
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*max_x = data->path_nodes_max.x;
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*max_y = data->path_nodes_max.y;
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}
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}
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static void
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_cogl_path_fill_nodes_with_stencil_buffer (CoglPath *path)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_assert (ctx->current_clip_stack_valid);
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_cogl_add_path_to_stencil_buffer (path,
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ctx->current_clip_stack_uses_stencil,
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FALSE);
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_cogl_rectangle_immediate (path->data->path_nodes_min.x,
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path->data->path_nodes_min.y,
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path->data->path_nodes_max.x,
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path->data->path_nodes_max.y);
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/* The stencil buffer now contains garbage so the clip area needs to
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* be rebuilt.
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*
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* NB: We only ever try and update the clip state during
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* _cogl_journal_init (when we flush the framebuffer state) which is
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* only called when the journal first gets something logged in it; so
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* we call cogl_flush() to emtpy the journal.
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*/
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_cogl_clip_stack_dirty ();
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}
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static void
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_cogl_path_fill_nodes (CoglPath *path)
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{
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const GList *l;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* If any of the layers of the current pipeline contain sliced
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textures or textures with waste then it won't work to draw the
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path directly. Instead we can use draw the texture as a quad
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clipped to the stencil buffer. */
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for (l = _cogl_pipeline_get_layers (cogl_get_source ()); l; l = l->next)
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{
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CoglHandle layer = l->data;
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CoglHandle texture = _cogl_pipeline_layer_get_texture (layer);
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if (texture != COGL_INVALID_HANDLE &&
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(cogl_texture_is_sliced (texture) ||
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!_cogl_texture_can_hardware_repeat (texture)))
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{
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if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
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_cogl_path_fill_nodes_with_stencil_buffer (path);
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else
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{
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static gboolean seen_warning = FALSE;
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if (!seen_warning)
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{
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g_warning ("Paths can not be filled using materials with "
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"sliced textures unless there is a stencil "
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"buffer");
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seen_warning = TRUE;
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}
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}
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return;
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}
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}
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_cogl_path_build_vbo (path);
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_cogl_draw_indexed_vertex_attributes_array (COGL_VERTICES_MODE_TRIANGLES,
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0, /* first_vertex */
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path->data->vbo_n_indices,
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path->data->vbo_indices,
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path->data->vbo_attributes);
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}
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void
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_cogl_add_path_to_stencil_buffer (CoglPath *path,
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gboolean merge,
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gboolean need_clear)
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{
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CoglPathData *data = path->data;
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unsigned long enable_flags = COGL_ENABLE_VERTEX_ARRAY;
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CoglFramebuffer *framebuffer = _cogl_get_framebuffer ();
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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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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* This can be called from the clip stack code which doesn't flush
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the matrix stacks between calls so we need to ensure they're
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flushed now */
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_cogl_matrix_stack_flush_to_gl (modelview_stack,
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COGL_MATRIX_MODELVIEW);
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_cogl_matrix_stack_flush_to_gl (projection_stack,
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COGL_MATRIX_PROJECTION);
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/* Just setup a simple pipeline that doesn't use texturing... */
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cogl_push_source (ctx->stencil_pipeline);
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_cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, FALSE);
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_cogl_enable (enable_flags);
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GE( glEnable (GL_STENCIL_TEST) );
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GE( glColorMask (FALSE, FALSE, FALSE, FALSE) );
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GE( glDepthMask (FALSE) );
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if (merge)
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{
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GE (glStencilMask (2));
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GE (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_clear is used instead of cogl_clear because
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it won't try to flush the journal */
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_cogl_clear (NULL, COGL_BUFFER_BIT_STENCIL);
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else
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{
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/* Just clear the bounding box */
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GE( glStencilMask (~(GLuint) 0) );
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GE( glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) );
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_cogl_rectangle_immediate (data->path_nodes_min.x,
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data->path_nodes_min.y,
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data->path_nodes_max.x,
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data->path_nodes_max.y);
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/* NB: The rectangle may trash the enable flags */
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_cogl_enable (enable_flags);
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}
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GE (glStencilMask (1));
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GE (glStencilFunc (GL_LEQUAL, 0x1, 0x3));
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}
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GE (glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT));
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if (path->data->path_nodes->len >= 3)
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_cogl_path_fill_nodes (path);
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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 (glStencilMask (3));
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GE (glStencilFunc (GL_NEVER, 0x2, 0x3));
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GE (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_matrix_stack_push (projection_stack);
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_cogl_matrix_stack_load_identity (projection_stack);
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_cogl_matrix_stack_flush_to_gl (projection_stack,
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COGL_MATRIX_PROJECTION);
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_cogl_matrix_stack_push (modelview_stack);
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_cogl_matrix_stack_load_identity (modelview_stack);
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_cogl_matrix_stack_flush_to_gl (modelview_stack,
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COGL_MATRIX_MODELVIEW);
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_cogl_rectangle_immediate (-1.0, -1.0, 1.0, 1.0);
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_cogl_rectangle_immediate (-1.0, -1.0, 1.0, 1.0);
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_cogl_matrix_stack_pop (modelview_stack);
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_cogl_matrix_stack_pop (projection_stack);
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}
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GE (glStencilMask (~(GLuint) 0));
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GE (glDepthMask (TRUE));
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GE (glColorMask (TRUE, TRUE, TRUE, TRUE));
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GE (glStencilFunc (GL_EQUAL, 0x1, 0x1));
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GE (glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP));
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/* restore the original pipeline */
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cogl_pop_source ();
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}
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void
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cogl_path_fill (void)
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{
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cogl_path_fill_preserve ();
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cogl_path_new ();
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}
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void
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cogl_path_fill_preserve (void)
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{
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CoglPath *path;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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path = COGL_PATH (ctx->current_path);
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if (path->data->path_nodes->len < 3)
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return;
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_cogl_journal_flush ();
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/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
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* as the pipeline state) when flushing the clip stack, so should
|
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* always be done first when preparing to draw. */
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_cogl_framebuffer_flush_state (_cogl_get_framebuffer (), 0);
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_cogl_path_fill_nodes (path);
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}
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void
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cogl_path_stroke (void)
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{
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cogl_path_stroke_preserve ();
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cogl_path_new ();
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}
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void
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cogl_path_stroke_preserve (void)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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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_object_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 (const 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 (const 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);
|
|
}
|
|
|
|
CoglPath *
|
|
_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->fill_rule = COGL_PATH_FILL_RULE_EVEN_ODD;
|
|
data->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode));
|
|
data->last_path = 0;
|
|
data->vbo = COGL_INVALID_HANDLE;
|
|
|
|
return _cogl_path_object_new (path);
|
|
}
|
|
|
|
CoglPath *
|
|
cogl_path_copy (CoglPath *old_path)
|
|
{
|
|
CoglPath *new_path;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NULL);
|
|
|
|
if (!cogl_is_path (old_path))
|
|
return NULL;
|
|
|
|
new_path = g_slice_new (CoglPath);
|
|
new_path->data = old_path->data;
|
|
new_path->data->ref_count++;
|
|
|
|
return _cogl_path_object_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
|
|
|
|
CoglPath *
|
|
cogl_get_path (void)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NULL);
|
|
|
|
return ctx->current_path;
|
|
}
|
|
|
|
void
|
|
cogl_set_path (CoglPath *path)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (!cogl_is_path (path))
|
|
return;
|
|
|
|
/* Reference the new object first in case it is the same as the old
|
|
object */
|
|
cogl_object_ref (path);
|
|
cogl_object_unref (ctx->current_path);
|
|
ctx->current_path = path;
|
|
}
|
|
|
|
typedef struct _CoglPathTesselator CoglPathTesselator;
|
|
typedef struct _CoglPathTesselatorVertex CoglPathTesselatorVertex;
|
|
|
|
struct _CoglPathTesselator
|
|
{
|
|
GLUtesselator *glu_tess;
|
|
GLenum primitive_type;
|
|
int vertex_number;
|
|
/* Array of CoglPathTesselatorVertex. This needs to grow when the
|
|
combine callback is called */
|
|
GArray *vertices;
|
|
/* Array of integers for the indices into the vertices array. Each
|
|
element will either be guint8, guint16 or guint32 depending on
|
|
the number of vertices */
|
|
GArray *indices;
|
|
CoglIndicesType indices_type;
|
|
/* Indices used to split fans and strips */
|
|
int index_a, index_b;
|
|
};
|
|
|
|
struct _CoglPathTesselatorVertex
|
|
{
|
|
float x, y, s, t;
|
|
};
|
|
|
|
static void
|
|
_cogl_path_tesselator_begin (GLenum type,
|
|
CoglPathTesselator *tess)
|
|
{
|
|
g_assert (type == GL_TRIANGLES ||
|
|
type == GL_TRIANGLE_FAN ||
|
|
type == GL_TRIANGLE_STRIP);
|
|
|
|
tess->primitive_type = type;
|
|
tess->vertex_number = 0;
|
|
}
|
|
|
|
static CoglIndicesType
|
|
_cogl_path_tesselator_get_indices_type_for_size (int n_vertices)
|
|
{
|
|
if (n_vertices <= 256)
|
|
return COGL_INDICES_TYPE_UNSIGNED_BYTE;
|
|
else if (n_vertices <= 65536)
|
|
return COGL_INDICES_TYPE_UNSIGNED_SHORT;
|
|
else
|
|
return COGL_INDICES_TYPE_UNSIGNED_INT;
|
|
}
|
|
|
|
static void
|
|
_cogl_path_tesselator_allocate_indices_array (CoglPathTesselator *tess)
|
|
{
|
|
switch (tess->indices_type)
|
|
{
|
|
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
|
|
tess->indices = g_array_new (FALSE, FALSE, sizeof (guint8));
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
|
|
tess->indices = g_array_new (FALSE, FALSE, sizeof (guint16));
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_INT:
|
|
tess->indices = g_array_new (FALSE, FALSE, sizeof (guint32));
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
_cogl_path_tesselator_add_index (CoglPathTesselator *tess, int vertex_index)
|
|
{
|
|
switch (tess->indices_type)
|
|
{
|
|
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
|
|
{
|
|
guint8 val = vertex_index;
|
|
g_array_append_val (tess->indices, val);
|
|
}
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
|
|
{
|
|
guint16 val = vertex_index;
|
|
g_array_append_val (tess->indices, val);
|
|
}
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_INT:
|
|
{
|
|
guint32 val = vertex_index;
|
|
g_array_append_val (tess->indices, val);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
_cogl_path_tesselator_vertex (gpointer vertex_data,
|
|
CoglPathTesselator *tess)
|
|
{
|
|
int vertex_index;
|
|
|
|
vertex_index = GPOINTER_TO_INT (vertex_data);
|
|
|
|
/* This tries to convert all of the primitives into GL_TRIANGLES
|
|
with indices to share vertices */
|
|
switch (tess->primitive_type)
|
|
{
|
|
case GL_TRIANGLES:
|
|
/* Directly use the vertex */
|
|
_cogl_path_tesselator_add_index (tess, vertex_index);
|
|
break;
|
|
|
|
case GL_TRIANGLE_FAN:
|
|
if (tess->vertex_number == 0)
|
|
tess->index_a = vertex_index;
|
|
else if (tess->vertex_number == 1)
|
|
tess->index_b = vertex_index;
|
|
else
|
|
{
|
|
/* Create a triangle with the first vertex, the previous
|
|
vertex and this vertex */
|
|
_cogl_path_tesselator_add_index (tess, tess->index_a);
|
|
_cogl_path_tesselator_add_index (tess, tess->index_b);
|
|
_cogl_path_tesselator_add_index (tess, vertex_index);
|
|
/* Next time we will use this vertex as the previous
|
|
vertex */
|
|
tess->index_b = vertex_index;
|
|
}
|
|
break;
|
|
|
|
case GL_TRIANGLE_STRIP:
|
|
if (tess->vertex_number == 0)
|
|
tess->index_a = vertex_index;
|
|
else if (tess->vertex_number == 1)
|
|
tess->index_b = vertex_index;
|
|
else
|
|
{
|
|
_cogl_path_tesselator_add_index (tess, tess->index_a);
|
|
_cogl_path_tesselator_add_index (tess, tess->index_b);
|
|
_cogl_path_tesselator_add_index (tess, vertex_index);
|
|
if (tess->vertex_number & 1)
|
|
tess->index_b = vertex_index;
|
|
else
|
|
tess->index_a = vertex_index;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
|
|
tess->vertex_number++;
|
|
}
|
|
|
|
static void
|
|
_cogl_path_tesselator_end (CoglPathTesselator *tess)
|
|
{
|
|
tess->primitive_type = GL_FALSE;
|
|
}
|
|
|
|
static void
|
|
_cogl_path_tesselator_combine (double coords[3],
|
|
void *vertex_data[4],
|
|
GLfloat weight[4],
|
|
void **out_data,
|
|
CoglPathTesselator *tess)
|
|
{
|
|
CoglPathTesselatorVertex *vertex;
|
|
CoglIndicesType new_indices_type;
|
|
int i;
|
|
|
|
/* Add a new vertex to the array */
|
|
g_array_set_size (tess->vertices, tess->vertices->len + 1);
|
|
vertex = &g_array_index (tess->vertices,
|
|
CoglPathTesselatorVertex,
|
|
tess->vertices->len - 1);
|
|
/* The data is just the index to the vertex */
|
|
*out_data = GINT_TO_POINTER (tess->vertices->len - 1);
|
|
/* Set the coordinates of the new vertex */
|
|
vertex->x = coords[0];
|
|
vertex->y = coords[1];
|
|
/* Generate the texture coordinates as the weighted average of the
|
|
four incoming coordinates */
|
|
vertex->s = 0.0f;
|
|
vertex->t = 0.0f;
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
CoglPathTesselatorVertex *old_vertex =
|
|
&g_array_index (tess->vertices, CoglPathTesselatorVertex,
|
|
GPOINTER_TO_INT (vertex_data[i]));
|
|
vertex->s += old_vertex->s * weight[i];
|
|
vertex->t += old_vertex->t * weight[i];
|
|
}
|
|
|
|
/* Check if we've reached the limit for the data type of our indices */
|
|
new_indices_type =
|
|
_cogl_path_tesselator_get_indices_type_for_size (tess->vertices->len);
|
|
if (new_indices_type != tess->indices_type)
|
|
{
|
|
CoglIndicesType old_indices_type = new_indices_type;
|
|
GArray *old_vertices = tess->indices;
|
|
|
|
/* Copy the indices to an array of the new type */
|
|
tess->indices_type = new_indices_type;
|
|
_cogl_path_tesselator_allocate_indices_array (tess);
|
|
|
|
switch (old_indices_type)
|
|
{
|
|
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
|
|
for (i = 0; i < old_vertices->len; i++)
|
|
_cogl_path_tesselator_add_index (tess,
|
|
g_array_index (old_vertices,
|
|
guint8, i));
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
|
|
for (i = 0; i < old_vertices->len; i++)
|
|
_cogl_path_tesselator_add_index (tess,
|
|
g_array_index (old_vertices,
|
|
guint16, i));
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_INT:
|
|
for (i = 0; i < old_vertices->len; i++)
|
|
_cogl_path_tesselator_add_index (tess,
|
|
g_array_index (old_vertices,
|
|
guint32, i));
|
|
break;
|
|
}
|
|
|
|
g_array_free (old_vertices, TRUE);
|
|
}
|
|
}
|
|
|
|
static void
|
|
_cogl_path_build_vbo (CoglPath *path)
|
|
{
|
|
CoglPathTesselator tess;
|
|
unsigned int path_start = 0;
|
|
CoglPathData *data = path->data;
|
|
int i;
|
|
|
|
/* If we've already got a vbo then we don't need to do anything */
|
|
if (data->vbo)
|
|
return;
|
|
|
|
tess.primitive_type = GL_FALSE;
|
|
|
|
/* Generate a vertex for each point on the path */
|
|
tess.vertices = g_array_new (FALSE, FALSE, sizeof (CoglPathTesselatorVertex));
|
|
g_array_set_size (tess.vertices, data->path_nodes->len);
|
|
for (i = 0; i < data->path_nodes->len; i++)
|
|
{
|
|
CoglPathNode *node =
|
|
&g_array_index (data->path_nodes, CoglPathNode, i);
|
|
CoglPathTesselatorVertex *vertex =
|
|
&g_array_index (tess.vertices, CoglPathTesselatorVertex, i);
|
|
|
|
vertex->x = node->x;
|
|
vertex->y = node->y;
|
|
|
|
/* Add texture coordinates so that a texture would be drawn to
|
|
fit the bounding box of the path and then cropped by the
|
|
path */
|
|
if (data->path_nodes_min.x == data->path_nodes_max.x)
|
|
vertex->s = 0.0f;
|
|
else
|
|
vertex->s = ((node->x - data->path_nodes_min.x)
|
|
/ (data->path_nodes_max.x - data->path_nodes_min.x));
|
|
if (data->path_nodes_min.y == data->path_nodes_max.y)
|
|
vertex->t = 0.0f;
|
|
else
|
|
vertex->t = ((node->y - data->path_nodes_min.y)
|
|
/ (data->path_nodes_max.y - data->path_nodes_min.y));
|
|
}
|
|
|
|
tess.indices_type =
|
|
_cogl_path_tesselator_get_indices_type_for_size (data->path_nodes->len);
|
|
_cogl_path_tesselator_allocate_indices_array (&tess);
|
|
|
|
tess.glu_tess = gluNewTess ();
|
|
|
|
if (data->fill_rule == COGL_PATH_FILL_RULE_EVEN_ODD)
|
|
gluTessProperty (tess.glu_tess, GLU_TESS_WINDING_RULE,
|
|
GLU_TESS_WINDING_ODD);
|
|
else
|
|
gluTessProperty (tess.glu_tess, GLU_TESS_WINDING_RULE,
|
|
GLU_TESS_WINDING_NONZERO);
|
|
|
|
/* All vertices are on the xy-plane */
|
|
gluTessNormal (tess.glu_tess, 0.0, 0.0, 1.0);
|
|
|
|
gluTessCallback (tess.glu_tess, GLU_TESS_BEGIN_DATA,
|
|
_cogl_path_tesselator_begin);
|
|
gluTessCallback (tess.glu_tess, GLU_TESS_VERTEX_DATA,
|
|
_cogl_path_tesselator_vertex);
|
|
gluTessCallback (tess.glu_tess, GLU_TESS_END_DATA,
|
|
_cogl_path_tesselator_end);
|
|
gluTessCallback (tess.glu_tess, GLU_TESS_COMBINE_DATA,
|
|
_cogl_path_tesselator_combine);
|
|
|
|
gluTessBeginPolygon (tess.glu_tess, &tess);
|
|
|
|
while (path_start < data->path_nodes->len)
|
|
{
|
|
CoglPathNode *node =
|
|
&g_array_index (data->path_nodes, CoglPathNode, path_start);
|
|
|
|
gluTessBeginContour (tess.glu_tess);
|
|
|
|
for (i = 0; i < node->path_size; i++)
|
|
{
|
|
double vertex[3] = { node[i].x, node[i].y, 0.0 };
|
|
gluTessVertex (tess.glu_tess, vertex,
|
|
GINT_TO_POINTER (i + path_start));
|
|
}
|
|
|
|
gluTessEndContour (tess.glu_tess);
|
|
|
|
path_start += node->path_size;
|
|
}
|
|
|
|
gluTessEndPolygon (tess.glu_tess);
|
|
|
|
gluDeleteTess (tess.glu_tess);
|
|
|
|
data->vbo = cogl_vertex_array_new (sizeof (CoglPathTesselatorVertex) *
|
|
tess.vertices->len);
|
|
data->vbo_attributes[0] =
|
|
cogl_vertex_attribute_new (data->vbo,
|
|
"cogl_position_in",
|
|
sizeof (CoglPathTesselatorVertex),
|
|
G_STRUCT_OFFSET (CoglPathTesselatorVertex, x),
|
|
2, /* n_components */
|
|
COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT);
|
|
data->vbo_attributes[1] =
|
|
cogl_vertex_attribute_new (data->vbo,
|
|
"cogl_tex_coord0_in",
|
|
sizeof (CoglPathTesselatorVertex),
|
|
G_STRUCT_OFFSET (CoglPathTesselatorVertex, s),
|
|
2, /* n_components */
|
|
COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT);
|
|
/* NULL terminator */
|
|
data->vbo_attributes[2] = NULL;
|
|
|
|
data->vbo_indices = cogl_indices_new (tess.indices_type,
|
|
tess.indices->data,
|
|
tess.indices->len);
|
|
data->vbo_n_indices = tess.indices->len;
|
|
|
|
cogl_buffer_set_data (COGL_BUFFER (data->vbo),
|
|
0, /* offset */
|
|
tess.vertices->data,
|
|
sizeof (CoglPathTesselatorVertex) * tess.vertices->len);
|
|
|
|
g_array_free (tess.vertices, TRUE);
|
|
g_array_free (tess.indices, TRUE);
|
|
}
|