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cce8645aba
When COGL_ENABLE_EXPERIMENTAL_2_0_API is defined cogl.h will now include cogl2-path.h which changes cogl_path_new() so it can directly return a CoglPath pointer; it no longer exposes a prototype for cogl_{get,set}_path and all the remaining cogl_path_ functions now take an explicit path as their first argument. The idea is that we want to encourage developers to retain path objects for as long as possible so they can take advantage of us uploading the path geometry to the GPU. Currently although it is possible to start a new path and query the current path, it is not convenient. The other thing is that we want to get Cogl to the point where nothing depends on a global, current context variable. This will allow us to one day define a sensible threading model if/when that is ever desired.
337 lines
8.8 KiB
C
337 lines
8.8 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 <string.h>
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#include <math.h>
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#include <glib.h>
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#include "cogl.h"
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#include "cogl-clip-stack.h"
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#include "cogl-clip-state.h"
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#include "cogl-context.h"
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#include "cogl-internal.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-journal-private.h"
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#include "cogl-util.h"
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#include "cogl-matrix-private.h"
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void
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cogl_clip_push_window_rectangle (int x_offset,
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int y_offset,
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int width,
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int height)
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{
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CoglFramebuffer *framebuffer;
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CoglClipState *clip_state;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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framebuffer = _cogl_get_framebuffer ();
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clip_state = _cogl_framebuffer_get_clip_state (framebuffer);
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clip_state->stacks->data =
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_cogl_clip_stack_push_window_rectangle (clip_state->stacks->data,
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x_offset, y_offset,
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width, height);
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}
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/* XXX: This is deprecated API */
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void
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cogl_clip_push_window_rect (float x_offset,
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float y_offset,
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float width,
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float height)
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{
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cogl_clip_push_window_rectangle (x_offset, y_offset, width, height);
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}
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/* Try to push a rectangle given in object coordinates as a rectangle in window
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* coordinates instead of object coordinates */
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static gboolean
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try_pushing_rect_as_window_rect (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 matrix;
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CoglMatrix matrix_p;
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float v[4];
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cogl_get_modelview_matrix (&matrix);
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/* If the modelview meets these constraints then a transformed rectangle
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* should still be a rectangle when it reaches screen coordinates.
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*
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* FIXME: we are are making certain assumptions about the projection
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* matrix a.t.m and should really be looking at the combined modelview
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* and projection matrix.
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* FIXME: we don't consider rotations that are a multiple of 90 degrees
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* which could be quite common.
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*/
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if (matrix.xy != 0 || matrix.xz != 0 ||
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matrix.yx != 0 || matrix.yz != 0 ||
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matrix.zx != 0 || matrix.zy != 0)
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return FALSE;
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cogl_get_projection_matrix (&matrix_p);
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cogl_get_viewport (v);
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_cogl_transform_point (&matrix, &matrix_p, v, &x_1, &y_1);
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_cogl_transform_point (&matrix, &matrix_p, v, &x_2, &y_2);
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/* Consider that the modelview matrix may flip the rectangle
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* along the x or y axis... */
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#define SWAP(A,B) do { float tmp = B; B = A; A = tmp; } while (0)
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if (x_1 > x_2)
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SWAP (x_1, x_2);
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if (y_1 > y_2)
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SWAP (y_1, y_2);
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#undef SWAP
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cogl_clip_push_window_rectangle (COGL_UTIL_NEARBYINT (x_1),
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COGL_UTIL_NEARBYINT (y_1),
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COGL_UTIL_NEARBYINT (x_2 - x_1),
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COGL_UTIL_NEARBYINT (y_2 - y_1));
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return TRUE;
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}
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void
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cogl_clip_push_rectangle (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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CoglFramebuffer *framebuffer;
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CoglClipState *clip_state;
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CoglMatrix modelview_matrix;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Try and catch window space rectangles so we can redirect to
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* cogl_clip_push_window_rect which will use scissoring. */
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if (try_pushing_rect_as_window_rect (x_1, y_1, x_2, y_2))
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return;
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framebuffer = _cogl_get_framebuffer ();
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clip_state = _cogl_framebuffer_get_clip_state (framebuffer);
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cogl_get_modelview_matrix (&modelview_matrix);
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clip_state->stacks->data =
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_cogl_clip_stack_push_rectangle (clip_state->stacks->data,
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x_1, y_1, x_2, y_2,
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&modelview_matrix);
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}
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/* XXX: Deprecated API */
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void
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cogl_clip_push (float x_offset,
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float y_offset,
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float width,
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float height)
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{
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cogl_clip_push_rectangle (x_offset,
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y_offset,
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x_offset + width,
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y_offset + height);
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}
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void
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cogl_clip_push_from_path_preserve (void)
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{
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CoglFramebuffer *framebuffer;
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CoglClipState *clip_state;
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CoglMatrix modelview_matrix;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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framebuffer = _cogl_get_framebuffer ();
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clip_state = _cogl_framebuffer_get_clip_state (framebuffer);
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cogl_get_modelview_matrix (&modelview_matrix);
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clip_state->stacks->data =
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_cogl_clip_stack_push_from_path (clip_state->stacks->data,
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ctx->current_path,
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&modelview_matrix);
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}
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void
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cogl_clip_push_from_path (void)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_clip_push_from_path_preserve ();
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cogl_object_unref (ctx->current_path);
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ctx->current_path = cogl2_path_new ();
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}
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static void
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_cogl_clip_pop_real (CoglClipState *clip_state)
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{
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clip_state->stacks->data = _cogl_clip_stack_pop (clip_state->stacks->data);
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}
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void
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cogl_clip_pop (void)
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{
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CoglFramebuffer *framebuffer;
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CoglClipState *clip_state;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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framebuffer = _cogl_get_framebuffer ();
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clip_state = _cogl_framebuffer_get_clip_state (framebuffer);
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_cogl_clip_pop_real (clip_state);
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}
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void
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_cogl_clip_state_flush (CoglClipState *clip_state)
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{
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/* Flush the topmost stack. The clip stack code will bail out early
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if this is already flushed */
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_cogl_clip_stack_flush (clip_state->stacks->data);
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}
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/* XXX: This should never have been made public API! */
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void
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cogl_clip_ensure (void)
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{
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CoglClipState *clip_state;
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clip_state = _cogl_framebuffer_get_clip_state (_cogl_get_framebuffer ());
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/* Flushing the clip state doesn't cause the journal to be
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flushed. This function may be being called by an external
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application however so it makes sense to flush the journal
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here */
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_cogl_journal_flush ();
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_cogl_clip_state_flush (clip_state);
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}
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static void
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_cogl_clip_stack_save_real (CoglClipState *clip_state)
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{
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clip_state->stacks = g_slist_prepend (clip_state->stacks, NULL);
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}
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void
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cogl_clip_stack_save (void)
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{
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CoglFramebuffer *framebuffer;
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CoglClipState *clip_state;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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framebuffer = _cogl_get_framebuffer ();
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clip_state = _cogl_framebuffer_get_clip_state (framebuffer);
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_cogl_clip_stack_save_real (clip_state);
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}
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static void
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_cogl_clip_stack_restore_real (CoglClipState *clip_state)
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{
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CoglHandle stack;
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g_return_if_fail (clip_state->stacks != NULL);
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stack = clip_state->stacks->data;
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_cogl_clip_stack_unref (stack);
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/* Revert to an old stack */
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clip_state->stacks = g_slist_delete_link (clip_state->stacks,
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clip_state->stacks);
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}
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void
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cogl_clip_stack_restore (void)
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{
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CoglFramebuffer *framebuffer;
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CoglClipState *clip_state;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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framebuffer = _cogl_get_framebuffer ();
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clip_state = _cogl_framebuffer_get_clip_state (framebuffer);
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_cogl_clip_stack_restore_real (clip_state);
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}
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void
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_cogl_clip_state_init (CoglClipState *clip_state)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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clip_state->stacks = NULL;
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/* Add an intial stack */
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_cogl_clip_stack_save_real (clip_state);
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}
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void
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_cogl_clip_state_destroy (CoglClipState *clip_state)
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{
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/* Destroy all of the stacks */
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while (clip_state->stacks)
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_cogl_clip_stack_restore_real (clip_state);
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}
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CoglClipStack *
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_cogl_get_clip_stack (void)
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{
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CoglFramebuffer *framebuffer;
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CoglClipState *clip_state;
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_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
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framebuffer = _cogl_get_framebuffer ();
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clip_state = _cogl_framebuffer_get_clip_state (framebuffer);
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return clip_state->stacks->data;
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}
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void
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_cogl_set_clip_stack (CoglClipStack *stack)
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{
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CoglFramebuffer *framebuffer;
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CoglClipState *clip_state;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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framebuffer = _cogl_get_framebuffer ();
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clip_state = _cogl_framebuffer_get_clip_state (framebuffer);
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/* Replace the top of the stack of stacks */
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_cogl_clip_stack_ref (stack);
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_cogl_clip_stack_unref (clip_state->stacks->data);
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clip_state->stacks->data = stack;
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}
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