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7365c3aa77
This splits out the cogl_path_ api into a separate cogl-path sub-library like cogl-pango and cogl-gst. This enables developers to build Cogl with this sub-library disabled if they don't need it which can be useful when its important to keep the size of an application and its dependencies down to a minimum. The functions cogl_framebuffer_{fill,stroke}_path have been renamed to cogl_path_{fill,stroke}. There were a few places in core cogl and cogl-gst that referenced the CoglPath api and these have been decoupled by using the CoglPrimitive api instead. In the case of cogl_framebuffer_push_path_clip() the core clip stack no longer accepts path clips directly but it's now possible to get a CoglPrimitive for the fill of a path and so the implementation of cogl_framebuffer_push_path_clip() now lives in cogl-path and works as a shim that first gets a CoglPrimitive and uses cogl_framebuffer_push_primitive_clip instead. We may want to consider renaming cogl_framebuffer_push_path_clip to put it in the cogl_path_ namespace. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 8aadfd829239534fb4ec8255cdea813d698c5a3f) So as to avoid breaking the 1.x API or even the ABI since we are quite late in the 1.16 development cycle the patch was modified to build cogl-path as a noinst_LTLIBRARY before building cogl and link the code directly into libcogl.so as it was previously. This way we can wait until the start of the 1.18 cycle before splitting the code into a separate libcogl-path.so. This also adds shims for cogl_framebuffer_fill/stroke_path() to avoid breaking the 1.x API/ABI.
72 lines
3.1 KiB
C
72 lines
3.1 KiB
C
/*
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* SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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* Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice including the dates of first publication and
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* either this permission notice or a reference to
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* http://oss.sgi.com/projects/FreeB/
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* shall be included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
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* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Except as contained in this notice, the name of Silicon Graphics, Inc.
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* shall not be used in advertising or otherwise to promote the sale, use or
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* other dealings in this Software without prior written authorization from
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* Silicon Graphics, Inc.
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*/
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/*
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** Author: Eric Veach, July 1994.
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**
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*/
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#ifndef __tessmono_h_
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#define __tessmono_h_
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/* __gl_meshTessellateMonoRegion( face ) tessellates a monotone region
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* (what else would it do??) The region must consist of a single
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* loop of half-edges (see mesh.h) oriented CCW. "Monotone" in this
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* case means that any vertical line intersects the interior of the
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* region in a single interval.
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*
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* Tessellation consists of adding interior edges (actually pairs of
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* half-edges), to split the region into non-overlapping triangles.
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*
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* __gl_meshTessellateInterior( mesh ) tessellates each region of
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* the mesh which is marked "inside" the polygon. Each such region
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* must be monotone.
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*
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* __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces
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* which are not marked "inside" the polygon. Since further mesh operations
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* on NULL faces are not allowed, the main purpose is to clean up the
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* mesh so that exterior loops are not represented in the data structure.
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*
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* __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the
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* winding numbers on all edges so that regions marked "inside" the
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* polygon have a winding number of "value", and regions outside
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* have a winding number of 0.
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*
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* If keepOnlyBoundary is TRUE, it also deletes all edges which do not
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* separate an interior region from an exterior one.
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*/
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int __gl_meshTessellateMonoRegion( GLUface *face );
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int __gl_meshTessellateInterior( GLUmesh *mesh );
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void __gl_meshDiscardExterior( GLUmesh *mesh );
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int __gl_meshSetWindingNumber( GLUmesh *mesh, int value,
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GLboolean keepOnlyBoundary );
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#endif
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