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10d7cf3273
* clutter/cogl/cogl-path.h: * clutter/cogl/common/cogl-primitives.c: * clutter/cogl/common/cogl-primitives.h: * clutter/cogl/gl/cogl-primitives.c: * clutter/cogl/gles/cogl-primitives.c: Changed the semantics of cogl_path_move_to. Previously this always started a new path but now it instead starts a new disjoint sub path. The path isn't cleared until you call either cogl_path_stroke, cogl_path_fill or cogl_path_new. There are also cogl_path_stroke_preserve and cogl_path_fill_preserve functions. * clutter/cogl/gl/cogl-context.c: * clutter/cogl/gl/cogl-context.h: * clutter/cogl/gles/cogl-context.c: * clutter/cogl/gles/cogl-context.h: Convert the path nodes array to a GArray. * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure * clutter/cogl/common/cogl-clip-stack.c: * clutter/cogl/common/cogl-clip-stack.h: Simplified the clip stack code quite a bit to make it more maintainable. Previously whenever you added a new clip it would go through a separate route to immediately intersect with the current clip and when you removed it again it would immediately rebuild the entire clip. Now when you add or remove a clip it doesn't do anything immediately but just sets a dirty flag instead. * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Taken away the code to intersect stencil clips when there is exactly one stencil bit. It won't work with path clips and I don't know of any platform that doesn't have eight or zero stencil bits. It needs at least three bits to intersect a path with an existing clip. cogl_features_init now just decides you don't have a stencil buffer at all if you have less than three bits. * clutter/cogl/cogl.h.in: New functions and documentation. * tests/interactive/test-clip.c: Replaced with a different test that lets you add and remove clips. The three different mouse buttons add clips in different shapes. This makes it easier to test multiple levels of clipping. * tests/interactive/test-cogl-primitives.c: Use cogl_path_stroke_preserve when using the same path again. * doc/reference/cogl/cogl-sections.txt: Document the new functions.
655 lines
15 KiB
C
655 lines
15 KiB
C
/*
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* Clutter COGL
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*
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* A basic GL/GLES Abstraction/Utility Layer
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2007 OpenedHand
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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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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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 <string.h>
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#include <gmodule.h>
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#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
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/* these are defined in the particular backend(float in gl vs fixed in gles)*/
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void _cogl_path_add_node (gboolean new_sub_path,
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CoglFixed x,
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CoglFixed y);
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void _cogl_path_fill_nodes ();
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void _cogl_path_stroke_nodes ();
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void _cogl_rectangle (gint x,
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gint y,
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guint width,
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guint height);
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void _cogl_rectanglex (CoglFixed x,
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CoglFixed y,
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CoglFixed width,
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CoglFixed height);
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void
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cogl_rectangle (gint x,
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gint y,
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guint width,
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guint height)
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{
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cogl_clip_ensure ();
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_cogl_rectangle (x, y, width, height);
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}
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void
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cogl_rectanglex (CoglFixed x,
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CoglFixed y,
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CoglFixed width,
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CoglFixed height)
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{
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cogl_clip_ensure ();
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_cogl_rectanglex (x, y, width, height);
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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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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_clip_ensure ();
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if (ctx->path_nodes->len == 0)
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return;
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_cogl_path_fill_nodes ();
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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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cogl_clip_ensure ();
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if (ctx->path_nodes->len == 0)
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return;
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_cogl_path_stroke_nodes();
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}
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void
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cogl_path_move_to (CoglFixed x,
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CoglFixed y)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* FIXME: handle multiple contours maybe? */
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_cogl_path_add_node (TRUE, x, y);
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ctx->path_start.x = x;
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ctx->path_start.y = y;
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ctx->path_pen = ctx->path_start;
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}
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void
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cogl_path_rel_move_to (CoglFixed x,
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CoglFixed y)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_path_move_to (ctx->path_pen.x + x,
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ctx->path_pen.y + y);
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}
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void
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cogl_path_line_to (CoglFixed x,
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CoglFixed y)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_path_add_node (FALSE, x, y);
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ctx->path_pen.x = x;
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ctx->path_pen.y = y;
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}
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void
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cogl_path_rel_line_to (CoglFixed x,
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CoglFixed y)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_path_line_to (ctx->path_pen.x + x,
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ctx->path_pen.y + y);
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}
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void
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cogl_path_close (void)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_path_add_node (FALSE, ctx->path_start.x, ctx->path_start.y);
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ctx->path_pen = ctx->path_start;
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}
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void
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cogl_path_new (void)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_array_set_size (ctx->path_nodes, 0);
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}
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void
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cogl_path_line (CoglFixed x1,
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CoglFixed y1,
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CoglFixed x2,
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CoglFixed y2)
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{
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cogl_path_move_to (x1, y1);
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cogl_path_line_to (x2, y2);
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}
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void
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cogl_path_polyline (CoglFixed *coords,
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gint num_points)
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{
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gint c = 0;
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cogl_path_move_to (coords[0], coords[1]);
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for (c = 1; c < num_points; ++c)
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cogl_path_line_to (coords[2*c], coords[2*c+1]);
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}
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void
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cogl_path_polygon (CoglFixed *coords,
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gint num_points)
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{
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cogl_path_polyline (coords, num_points);
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cogl_path_close ();
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}
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void
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cogl_path_rectangle (CoglFixed x,
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CoglFixed y,
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CoglFixed width,
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CoglFixed height)
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{
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cogl_path_move_to (x, y);
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cogl_path_line_to (x + width, y);
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cogl_path_line_to (x + width, y + height);
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cogl_path_line_to (x, y + height);
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cogl_path_close ();
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}
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static void
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_cogl_path_arc (CoglFixed center_x,
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CoglFixed center_y,
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CoglFixed radius_x,
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CoglFixed radius_y,
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CoglAngle angle_1,
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CoglAngle angle_2,
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CoglAngle angle_step,
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guint move_first)
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{
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CoglAngle a = 0x0;
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CoglFixed cosa = 0x0;
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CoglFixed sina = 0x0;
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CoglFixed px = 0x0;
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CoglFixed py = 0x0;
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/* Fix invalid angles */
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if (angle_1 == angle_2 || angle_step == 0x0)
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return;
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if (angle_step < 0x0)
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angle_step = -angle_step;
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/* Walk the arc by given step */
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a = angle_1;
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while (a != angle_2)
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{
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cosa = cogl_angle_cos (a);
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sina = cogl_angle_sin (a);
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px = center_x + COGL_FIXED_MUL (cosa, radius_x);
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py = center_y + COGL_FIXED_MUL (sina, radius_y);
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if (a == angle_1 && move_first)
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cogl_path_move_to (px, py);
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else
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cogl_path_line_to (px, py);
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if (G_LIKELY (angle_2 > angle_1))
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{
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a += angle_step;
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if (a > angle_2)
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a = angle_2;
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}
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else
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{
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a -= angle_step;
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if (a < angle_2)
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a = angle_2;
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}
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}
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/* Make sure the final point is drawn */
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cosa = cogl_angle_cos (angle_2);
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sina = cogl_angle_sin (angle_2);
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px = center_x + COGL_FIXED_MUL (cosa, radius_x);
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py = center_y + COGL_FIXED_MUL (sina, radius_y);
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cogl_path_line_to (px, py);
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}
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void
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cogl_path_arc (CoglFixed center_x,
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CoglFixed center_y,
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CoglFixed radius_x,
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CoglFixed radius_y,
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CoglAngle angle_1,
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CoglAngle angle_2)
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{
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CoglAngle angle_step = 10;
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/* it is documented that a move to is needed to create a freestanding
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* arc
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*/
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_cogl_path_arc (center_x, center_y,
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radius_x, radius_y,
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angle_1, angle_2,
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angle_step, 0 /* no move */);
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}
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void
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cogl_path_arc_rel (CoglFixed center_x,
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CoglFixed center_y,
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CoglFixed radius_x,
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CoglFixed radius_y,
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CoglAngle angle_1,
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CoglAngle angle_2,
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CoglAngle angle_step)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_path_arc (ctx->path_pen.x + center_x,
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ctx->path_pen.y + center_y,
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radius_x, radius_y,
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angle_1, angle_2,
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angle_step, 0 /* no move */);
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}
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void
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cogl_path_ellipse (CoglFixed center_x,
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CoglFixed center_y,
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CoglFixed radius_x,
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CoglFixed radius_y)
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{
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CoglAngle angle_step = 10;
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/* FIXME: if shows to be slow might be optimized
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* by mirroring just a quarter of it */
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_cogl_path_arc (center_x, center_y,
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radius_x, radius_y,
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0, COGL_ANGLE_FROM_DEG (360),
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angle_step, 1 /* move first */);
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cogl_path_close();
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}
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void
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cogl_path_round_rectangle (CoglFixed x,
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CoglFixed y,
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CoglFixed width,
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CoglFixed height,
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CoglFixed radius,
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CoglAngle arc_step)
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{
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CoglFixed inner_width = width - (radius << 1);
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CoglFixed inner_height = height - (radius << 1);
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_path_move_to (x, y + radius);
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cogl_path_arc_rel (radius, 0,
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radius, radius,
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COGL_ANGLE_FROM_DEG (180),
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COGL_ANGLE_FROM_DEG (270),
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arc_step);
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cogl_path_line_to (ctx->path_pen.x + inner_width,
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ctx->path_pen.y);
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cogl_path_arc_rel (0, radius,
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radius, radius,
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COGL_ANGLE_FROM_DEG (-90),
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COGL_ANGLE_FROM_DEG (0),
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arc_step);
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cogl_path_line_to (ctx->path_pen.x,
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ctx->path_pen.y + inner_height);
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cogl_path_arc_rel (-radius, 0,
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radius, radius,
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COGL_ANGLE_FROM_DEG (0),
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COGL_ANGLE_FROM_DEG (90),
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arc_step);
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cogl_path_line_to (ctx->path_pen.x - inner_width,
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ctx->path_pen.y);
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cogl_path_arc_rel (0, -radius,
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radius, radius,
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COGL_ANGLE_FROM_DEG (90),
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COGL_ANGLE_FROM_DEG (180),
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arc_step);
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cogl_path_close ();
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}
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static void
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_cogl_path_bezier3_sub (CoglBezCubic *cubic)
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{
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CoglBezCubic cubics[_COGL_MAX_BEZ_RECURSE_DEPTH];
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CoglBezCubic *cleft;
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CoglBezCubic *cright;
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CoglBezCubic *c;
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CoglFixedVec2 dif1;
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CoglFixedVec2 dif2;
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CoglFixedVec2 mm;
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CoglFixedVec2 c1;
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CoglFixedVec2 c2;
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CoglFixedVec2 c3;
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CoglFixedVec2 c4;
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CoglFixedVec2 c5;
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gint cindex;
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/* Put first curve on stack */
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cubics[0] = *cubic;
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cindex = 0;
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while (cindex >= 0)
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{
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c = &cubics[cindex];
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#define CFX_MUL2(x) ((x) << 1)
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#define CFX_MUL3(x) (((x) << 1) + (x))
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#define CFX_SQ(x) COGL_FIXED_MUL (x, x)
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/* Calculate distance of control points from their
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* counterparts on the line between end points */
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dif1.x = CFX_MUL3 (c->p2.x) - CFX_MUL2 (c->p1.x) - c->p4.x;
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dif1.y = CFX_MUL3 (c->p2.y) - CFX_MUL2 (c->p1.y) - c->p4.y;
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dif2.x = CFX_MUL3 (c->p3.x) - CFX_MUL2 (c->p4.x) - c->p1.x;
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dif2.y = CFX_MUL3 (c->p3.y) - CFX_MUL2 (c->p4.y) - c->p1.y;
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if (dif1.x < 0)
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dif1.x = -dif1.x;
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if (dif1.y < 0)
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dif1.y = -dif1.y;
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if (dif2.x < 0)
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dif2.x = -dif2.x;
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if (dif2.y < 0)
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dif2.y = -dif2.y;
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#undef CFX_MUL2
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#undef CFX_MUL3
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#undef CFX_SQ
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/* Pick the greatest of two distances */
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if (dif1.x < dif2.x) dif1.x = dif2.x;
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if (dif1.y < dif2.y) dif1.y = dif2.y;
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/* Cancel if the curve is flat enough */
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if (dif1.x + dif1.y <= COGL_FIXED_1 ||
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cindex == _COGL_MAX_BEZ_RECURSE_DEPTH-1)
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{
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/* Add subdivision point (skip last) */
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if (cindex == 0)
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return;
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_cogl_path_add_node (FALSE, c->p4.x, c->p4.y);
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--cindex;
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continue;
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}
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/* Left recursion goes on top of stack! */
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cright = c; cleft = &cubics[++cindex];
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/* Subdivide into 2 sub-curves */
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c1.x = ((c->p1.x + c->p2.x) >> 1);
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c1.y = ((c->p1.y + c->p2.y) >> 1);
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mm.x = ((c->p2.x + c->p3.x) >> 1);
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mm.y = ((c->p2.y + c->p3.y) >> 1);
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c5.x = ((c->p3.x + c->p4.x) >> 1);
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c5.y = ((c->p3.y + c->p4.y) >> 1);
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c2.x = ((c1.x + mm.x) >> 1);
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c2.y = ((c1.y + mm.y) >> 1);
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c4.x = ((mm.x + c5.x) >> 1);
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c4.y = ((mm.y + c5.y) >> 1);
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c3.x = ((c2.x + c4.x) >> 1);
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c3.y = ((c2.y + c4.y) >> 1);
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/* Add left recursion to stack */
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cleft->p1 = c->p1;
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cleft->p2 = c1;
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cleft->p3 = c2;
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cleft->p4 = c3;
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/* Add right recursion to stack */
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cright->p1 = c3;
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cright->p2 = c4;
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cright->p3 = c5;
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cright->p4 = c->p4;
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}
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}
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void
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cogl_path_curve_to (CoglFixed x1,
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CoglFixed y1,
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CoglFixed x2,
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CoglFixed y2,
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CoglFixed x3,
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CoglFixed y3)
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{
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CoglBezCubic cubic;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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/* Prepare cubic curve */
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cubic.p1 = ctx->path_pen;
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cubic.p2.x = x1;
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cubic.p2.y = y1;
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cubic.p3.x = x2;
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cubic.p3.y = y2;
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cubic.p4.x = x3;
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cubic.p4.y = y3;
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/* Run subdivision */
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_cogl_path_bezier3_sub (&cubic);
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/* Add last point */
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_cogl_path_add_node (FALSE, cubic.p4.x, cubic.p4.y);
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ctx->path_pen = cubic.p4;
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}
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void
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cogl_path_rel_curve_to (CoglFixed x1,
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CoglFixed y1,
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CoglFixed x2,
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CoglFixed y2,
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CoglFixed x3,
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CoglFixed y3)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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cogl_path_curve_to (ctx->path_pen.x + x1,
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ctx->path_pen.y + y1,
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ctx->path_pen.x + x2,
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ctx->path_pen.y + y2,
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ctx->path_pen.x + x3,
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ctx->path_pen.y + y3);
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}
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/* If second order beziers were needed the following code could
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* be re-enabled:
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*/
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#if 0
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static void
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_cogl_path_bezier2_sub (CoglBezQuad *quad)
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{
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CoglBezQuad quads[_COGL_MAX_BEZ_RECURSE_DEPTH];
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CoglBezQuad *qleft;
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CoglBezQuad *qright;
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CoglBezQuad *q;
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CoglFixedVec2 mid;
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CoglFixedVec2 dif;
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CoglFixedVec2 c1;
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CoglFixedVec2 c2;
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CoglFixedVec2 c3;
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gint qindex;
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/* Put first curve on stack */
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quads[0] = *quad;
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qindex = 0;
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/* While stack is not empty */
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while (qindex >= 0)
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{
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q = &quads[qindex];
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/* Calculate distance of control point from its
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* counterpart on the line between end points */
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mid.x = ((q->p1.x + q->p3.x) >> 1);
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mid.y = ((q->p1.y + q->p3.y) >> 1);
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dif.x = (q->p2.x - mid.x);
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dif.y = (q->p2.y - mid.y);
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if (dif.x < 0) dif.x = -dif.x;
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if (dif.y < 0) dif.y = -dif.y;
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/* Cancel if the curve is flat enough */
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if (dif.x + dif.y <= COGL_FIXED_1 ||
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qindex == _COGL_MAX_BEZ_RECURSE_DEPTH - 1)
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{
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/* Add subdivision point (skip last) */
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if (qindex == 0) return;
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_cogl_path_add_node (FALSE, q->p3.x, q->p3.y);
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--qindex; continue;
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}
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/* Left recursion goes on top of stack! */
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qright = q; qleft = &quads[++qindex];
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|
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/* Subdivide into 2 sub-curves */
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c1.x = ((q->p1.x + q->p2.x) >> 1);
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c1.y = ((q->p1.y + q->p2.y) >> 1);
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c3.x = ((q->p2.x + q->p3.x) >> 1);
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c3.y = ((q->p2.y + q->p3.y) >> 1);
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c2.x = ((c1.x + c3.x) >> 1);
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c2.y = ((c1.y + c3.y) >> 1);
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/* Add left recursion onto stack */
|
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qleft->p1 = q->p1;
|
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qleft->p2 = c1;
|
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qleft->p3 = c2;
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|
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/* Add right recursion onto stack */
|
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qright->p1 = c2;
|
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qright->p2 = c3;
|
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qright->p3 = q->p3;
|
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}
|
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}
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|
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void
|
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cogl_path_curve2_to (CoglFixed x1,
|
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CoglFixed y1,
|
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CoglFixed x2,
|
|
CoglFixed y2)
|
|
{
|
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
CoglBezQuad quad;
|
|
|
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/* Prepare quadratic curve */
|
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quad.p1 = ctx->path_pen;
|
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quad.p2.x = x1;
|
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quad.p2.y = y1;
|
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quad.p3.x = x2;
|
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quad.p3.y = y2;
|
|
|
|
/* Run subdivision */
|
|
_cogl_path_bezier2_sub (&quad);
|
|
|
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/* Add last point */
|
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_cogl_path_add_node (FALSE, quad.p3.x, quad.p3.y);
|
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ctx->path_pen = quad.p3;
|
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}
|
|
|
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void
|
|
cogl_rel_curve2_to (CoglFixed x1,
|
|
CoglFixed y1,
|
|
CoglFixed x2,
|
|
CoglFixed y2)
|
|
{
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
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cogl_path_curve2_to (ctx->path_pen.x + x1,
|
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ctx->path_pen.y + y2,
|
|
ctx->path_pen.x + x2,
|
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ctx->path_pen.y + y2);
|
|
}
|
|
#endif
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