mirror of
https://github.com/brl/mutter.git
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72f4ddf532
Since using addresses that might change is something that finally the FSF acknowledge as a plausible scenario (after changing address twice), the license blurb in the source files should use the URI for getting the license in case the library did not come with it. Not that URIs cannot possibly change, but at least it's easier to set up a redirection at the same place. As a side note: this commit closes the oldes bug in Clutter's bug report tool. http://bugzilla.openedhand.com/show_bug.cgi?id=521
1122 lines
29 KiB
C
1122 lines
29 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-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-material-private.h"
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#include "cogl-framebuffer-private.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
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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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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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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 || ctx->path_nodes->len == 0)
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ctx->last_path = ctx->path_nodes->len;
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g_array_append_val (ctx->path_nodes, new_node);
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g_array_index (ctx->path_nodes, CoglPathNode, ctx->last_path).path_size++;
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if (ctx->path_nodes->len == 1)
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{
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ctx->path_nodes_min.x = ctx->path_nodes_max.x = x;
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ctx->path_nodes_min.y = ctx->path_nodes_max.y = y;
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}
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else
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{
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if (x < ctx->path_nodes_min.x) ctx->path_nodes_min.x = x;
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if (x > ctx->path_nodes_max.x) ctx->path_nodes_max.x = x;
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if (y < ctx->path_nodes_min.y) ctx->path_nodes_min.y = y;
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if (y > ctx->path_nodes_max.y) ctx->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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CoglMaterialFlushOptions options;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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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 material 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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enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
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cogl_enable (enable_flags);
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options.flags = COGL_MATERIAL_FLUSH_DISABLE_MASK;
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/* disable all texture layers */
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options.disable_layers = (guint32)~0;
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_cogl_material_flush_gl_state (ctx->source_material, &options);
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while (path_start < ctx->path_nodes->len)
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{
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CoglPathNode *path = &g_array_index (ctx->path_nodes, CoglPathNode,
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path_start);
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GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
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(guint8 *) path
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+ G_STRUCT_OFFSET (CoglPathNode, x)) );
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GE( glDrawArrays (GL_LINE_STRIP, 0, path->path_size) );
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path_start += path->path_size;
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}
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}
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static void
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_cogl_path_get_bounds (floatVec2 nodes_min,
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floatVec2 nodes_max,
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float *bounds_x,
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float *bounds_y,
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float *bounds_w,
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float *bounds_h)
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{
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*bounds_x = nodes_min.x;
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*bounds_y = nodes_min.y;
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*bounds_w = nodes_max.x - *bounds_x;
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*bounds_h = nodes_max.y - *bounds_y;
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}
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void
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_cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
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floatVec2 nodes_max,
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unsigned int path_size,
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CoglPathNode *path,
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gboolean merge,
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gboolean need_clear)
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{
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unsigned int path_start = 0;
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unsigned int sub_path_num = 0;
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float bounds_x;
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float bounds_y;
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float bounds_w;
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float bounds_h;
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unsigned long enable_flags = COGL_ENABLE_VERTEX_ARRAY;
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CoglHandle prev_source;
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int i;
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CoglHandle 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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/* We don't track changes to the stencil buffer in the journal
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* so we need to flush any batched geometry first */
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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 material 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 (framebuffer, 0);
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/* Just setup a simple material that doesn't use texturing... */
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prev_source = cogl_handle_ref (ctx->source_material);
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cogl_set_source (ctx->stencil_material);
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_cogl_material_flush_gl_state (ctx->source_material, NULL);
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enable_flags |=
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_cogl_material_get_cogl_enable_flags (ctx->source_material);
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cogl_enable (enable_flags);
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_cogl_path_get_bounds (nodes_min, nodes_max,
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&bounds_x, &bounds_y, &bounds_w, &bounds_h);
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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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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 (bounds_x, bounds_y,
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bounds_x + bounds_w, bounds_y + bounds_h);
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/* Make sure the rectangle hits the stencil buffer before
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* directly changing other GL state. */
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_cogl_journal_flush ();
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/* NB: The journal flushing may trash the modelview state and
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* enable flags */
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_cogl_matrix_stack_flush_to_gl (modelview_stack,
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COGL_MATRIX_MODELVIEW);
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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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for (i = 0; i < ctx->n_texcoord_arrays_enabled; i++)
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{
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GE (glClientActiveTexture (GL_TEXTURE0 + i));
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GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
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}
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ctx->n_texcoord_arrays_enabled = 0;
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while (path_start < path_size)
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{
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GE (glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
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(guint8 *) path
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+ G_STRUCT_OFFSET (CoglPathNode, x)));
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GE (glDrawArrays (GL_TRIANGLE_FAN, 0, path->path_size));
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if (sub_path_num > 0)
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{
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/* Union the two stencil buffers bits into the least
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significant bit */
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GE (glStencilMask (merge ? 6 : 3));
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GE (glStencilOp (GL_ZERO, GL_REPLACE, GL_REPLACE));
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cogl_rectangle (bounds_x, bounds_y,
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bounds_x + bounds_w, bounds_y + bounds_h);
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/* Make sure the rectangle hits the stencil buffer before
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* directly changing other GL state. */
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_cogl_journal_flush ();
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/* NB: The journal flushing may trash the modelview state and
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* enable flags */
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_cogl_matrix_stack_flush_to_gl (modelview_stack,
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COGL_MATRIX_MODELVIEW);
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cogl_enable (enable_flags);
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GE (glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT));
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}
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GE (glStencilMask (merge ? 4 : 2));
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path_start += path->path_size;
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path += path->path_size;
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sub_path_num++;
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}
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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 (-1.0, -1.0, 1.0, 1.0);
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cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
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/* Make sure these rectangles hit the stencil buffer before we
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* restore the stencil op/func. */
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_cogl_journal_flush ();
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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 material */
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cogl_set_source (prev_source);
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cogl_handle_unref (prev_source);
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}
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static int
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compare_ints (gconstpointer a,
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gconstpointer b)
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{
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return GPOINTER_TO_INT(a)-GPOINTER_TO_INT(b);
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}
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static void
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_cogl_path_fill_nodes_scanlines (CoglPathNode *path,
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unsigned int path_size,
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int bounds_x,
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int bounds_y,
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unsigned int bounds_w,
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unsigned int bounds_h)
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{
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/* This is our edge list it stores intersections between our
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* curve and scanlines, it should probably be implemented with a
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* data structure that has smaller overhead for inserting the
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* curve/scanline intersections.
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*/
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GSList **scanlines = g_alloca (bounds_h * sizeof (GSList *));
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int i;
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int prev_x;
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int prev_y;
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int first_x;
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int first_y;
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int lastdir = -2; /* last direction we vere moving */
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int lastline = -1; /* the previous scanline we added to */
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* We are going to use GL to draw directly so make sure any
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* previously batched geometry gets to GL before we start...
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*/
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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 material 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_material_flush_gl_state (ctx->source_material, NULL);
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cogl_enable (COGL_ENABLE_VERTEX_ARRAY
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| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
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/* clear scanline intersection lists */
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for (i = 0; i < bounds_h; i++)
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scanlines[i]=NULL;
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first_x = prev_x = path->x;
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first_y = prev_y = path->y;
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/* create scanline intersection list */
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for (i=1; i < path_size; i++)
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{
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int dest_x = path[i].x;
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int dest_y = path[i].y;
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int ydir;
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int dx;
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int dy;
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int y;
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fill_close:
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dx = dest_x - prev_x;
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dy = dest_y - prev_y;
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if (dy < 0)
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ydir = -1;
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else if (dy > 0)
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ydir = 1;
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else
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ydir = 0;
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/* do linear interpolation between vertices */
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for (y = prev_y; y != dest_y; y += ydir)
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{
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/* only add a point if the scanline has changed and we're
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* within bounds.
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*/
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if (y - bounds_y >= 0 &&
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y - bounds_y < bounds_h &&
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lastline != y)
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{
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int x = prev_x + (dx * (y-prev_y)) / dy;
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scanlines[ y - bounds_y ]=
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g_slist_insert_sorted (scanlines[ y - bounds_y],
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GINT_TO_POINTER(x),
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compare_ints);
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if (ydir != lastdir && /* add a double entry when changing */
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lastdir != -2) /* vertical direction */
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scanlines[ y - bounds_y ]=
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g_slist_insert_sorted (scanlines[ y - bounds_y],
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GINT_TO_POINTER(x),
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compare_ints);
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lastdir = ydir;
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lastline = y;
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}
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}
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prev_x = dest_x;
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prev_y = dest_y;
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/* if we're on the last knot, fake the first vertex being a
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next one */
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if (path_size == i+1)
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{
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dest_x = first_x;
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dest_y = first_y;
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i++; /* to make the loop finally end */
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goto fill_close;
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}
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}
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{
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int spans = 0;
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int span_no;
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GLfloat *coords;
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/* count number of spans */
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for (i = 0; i < bounds_h; i++)
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{
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GSList *iter = scanlines[i];
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while (iter)
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{
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GSList *next = iter->next;
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if (!next)
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{
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break;
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}
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/* draw the segments that should be visible */
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spans ++;
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iter = next->next;
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}
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}
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coords = g_malloc0 (spans * sizeof (GLfloat) * 3 * 2 * 2);
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span_no = 0;
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/* build list of triangles */
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for (i = 0; i < bounds_h; i++)
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{
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GSList *iter = scanlines[i];
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while (iter)
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{
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GSList *next = iter->next;
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GLfloat x_0, x_1;
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GLfloat y_0, y_1;
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if (!next)
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break;
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x_0 = GPOINTER_TO_INT (iter->data);
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x_1 = GPOINTER_TO_INT (next->data);
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y_0 = bounds_y + i;
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y_1 = bounds_y + i + 1.0625f;
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/* render scanlines 1.0625 high to avoid gaps when
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transformed */
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coords[span_no * 12 + 0] = x_0;
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coords[span_no * 12 + 1] = y_0;
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coords[span_no * 12 + 2] = x_1;
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coords[span_no * 12 + 3] = y_0;
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coords[span_no * 12 + 4] = x_1;
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coords[span_no * 12 + 5] = y_1;
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coords[span_no * 12 + 6] = x_0;
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coords[span_no * 12 + 7] = y_0;
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coords[span_no * 12 + 8] = x_0;
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coords[span_no * 12 + 9] = y_1;
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coords[span_no * 12 + 10] = x_1;
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coords[span_no * 12 + 11] = y_1;
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span_no ++;
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iter = next->next;
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}
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}
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for (i = 0; i < bounds_h; i++)
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g_slist_free (scanlines[i]);
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/* render triangles */
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GE (glVertexPointer (2, GL_FLOAT, 0, coords ));
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GE (glDrawArrays (GL_TRIANGLES, 0, spans * 2 * 3));
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g_free (coords);
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}
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}
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|
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static void
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_cogl_path_fill_nodes (void)
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{
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float bounds_x;
|
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float bounds_y;
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float bounds_w;
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float bounds_h;
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|
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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|
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_cogl_path_get_bounds (ctx->path_nodes_min, ctx->path_nodes_max,
|
|
&bounds_x, &bounds_y, &bounds_w, &bounds_h);
|
|
|
|
if (G_LIKELY (!(cogl_debug_flags & COGL_DEBUG_FORCE_SCANLINE_PATHS)) &&
|
|
cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
|
|
{
|
|
CoglHandle framebuffer;
|
|
CoglClipStackState *clip_state;
|
|
|
|
_cogl_journal_flush ();
|
|
|
|
framebuffer = _cogl_get_framebuffer ();
|
|
clip_state = _cogl_framebuffer_get_clip_state (framebuffer);
|
|
|
|
_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),
|
|
clip_state->stencil_used,
|
|
FALSE);
|
|
|
|
cogl_rectangle (bounds_x, bounds_y,
|
|
bounds_x + bounds_w, bounds_y + bounds_h);
|
|
|
|
/* The stencil buffer now contains garbage so the clip area needs to
|
|
* be rebuilt.
|
|
*
|
|
* NB: We only ever try and update the clip state during
|
|
* _cogl_journal_init (when we flush the framebuffer state) which is
|
|
* only called when the journal first gets something logged in it; so
|
|
* we call cogl_flush() to emtpy the journal.
|
|
*/
|
|
cogl_flush ();
|
|
_cogl_clip_stack_state_dirty (clip_state);
|
|
}
|
|
else
|
|
{
|
|
unsigned int 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl_path_fill (void)
|
|
{
|
|
cogl_path_fill_preserve ();
|
|
|
|
cogl_path_new ();
|
|
}
|
|
|
|
void
|
|
cogl_path_fill_preserve (void)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (ctx->path_nodes->len == 0)
|
|
return;
|
|
|
|
_cogl_path_fill_nodes ();
|
|
}
|
|
|
|
void
|
|
cogl_path_stroke (void)
|
|
{
|
|
cogl_path_stroke_preserve ();
|
|
|
|
cogl_path_new ();
|
|
}
|
|
|
|
void
|
|
cogl_path_stroke_preserve (void)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
if (ctx->path_nodes->len == 0)
|
|
return;
|
|
|
|
_cogl_path_stroke_nodes ();
|
|
}
|
|
|
|
void
|
|
cogl_path_move_to (float x,
|
|
float y)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
/* FIXME: handle multiple contours maybe? */
|
|
|
|
_cogl_path_add_node (TRUE, x, y);
|
|
|
|
ctx->path_start.x = x;
|
|
ctx->path_start.y = y;
|
|
|
|
ctx->path_pen = ctx->path_start;
|
|
}
|
|
|
|
void
|
|
cogl_path_rel_move_to (float x,
|
|
float y)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_path_move_to (ctx->path_pen.x + x,
|
|
ctx->path_pen.y + y);
|
|
}
|
|
|
|
void
|
|
cogl_path_line_to (float x,
|
|
float y)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
_cogl_path_add_node (FALSE, x, y);
|
|
|
|
ctx->path_pen.x = x;
|
|
ctx->path_pen.y = y;
|
|
}
|
|
|
|
void
|
|
cogl_path_rel_line_to (float x,
|
|
float y)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_path_line_to (ctx->path_pen.x + x,
|
|
ctx->path_pen.y + y);
|
|
}
|
|
|
|
void
|
|
cogl_path_close (void)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
_cogl_path_add_node (FALSE, ctx->path_start.x, ctx->path_start.y);
|
|
ctx->path_pen = ctx->path_start;
|
|
}
|
|
|
|
void
|
|
cogl_path_new (void)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
g_array_set_size (ctx->path_nodes, 0);
|
|
}
|
|
|
|
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 (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 (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 */);
|
|
}
|
|
|
|
|
|
void
|
|
cogl_path_arc_rel (float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y,
|
|
float angle_1,
|
|
float angle_2,
|
|
float angle_step)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
_cogl_path_arc (ctx->path_pen.x + center_x,
|
|
ctx->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)
|
|
{
|
|
float inner_width = x_2 - x_1 - radius * 2;
|
|
float inner_height = y_2 - y_1 - radius * 2;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_path_move_to (x_1, y_1 + radius);
|
|
cogl_path_arc_rel (radius, 0,
|
|
radius, radius,
|
|
180,
|
|
270,
|
|
arc_step);
|
|
|
|
cogl_path_line_to (ctx->path_pen.x + inner_width,
|
|
ctx->path_pen.y);
|
|
cogl_path_arc_rel (0, radius,
|
|
radius, radius,
|
|
-90,
|
|
0,
|
|
arc_step);
|
|
|
|
cogl_path_line_to (ctx->path_pen.x,
|
|
ctx->path_pen.y + inner_height);
|
|
|
|
cogl_path_arc_rel (-radius, 0,
|
|
radius, radius,
|
|
0,
|
|
90,
|
|
arc_step);
|
|
|
|
cogl_path_line_to (ctx->path_pen.x - inner_width,
|
|
ctx->path_pen.y);
|
|
cogl_path_arc_rel (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;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
/* Prepare cubic curve */
|
|
cubic.p1 = ctx->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);
|
|
ctx->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)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_path_curve_to (ctx->path_pen.x + x_1,
|
|
ctx->path_pen.y + y_1,
|
|
ctx->path_pen.x + x_2,
|
|
ctx->path_pen.y + y_2,
|
|
ctx->path_pen.x + x_3,
|
|
ctx->path_pen.y + y_3);
|
|
}
|
|
|
|
|
|
/* 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)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
CoglBezQuad quad;
|
|
|
|
/* Prepare quadratic curve */
|
|
quad.p1 = ctx->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);
|
|
ctx->path_pen = quad.p3;
|
|
}
|
|
|
|
void
|
|
cogl_rel_curve2_to (float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
cogl_path_curve2_to (ctx->path_pen.x + x_1,
|
|
ctx->path_pen.y + y_1,
|
|
ctx->path_pen.x + x_2,
|
|
ctx->path_pen.y + y_2);
|
|
}
|
|
#endif
|