mirror of
https://github.com/brl/mutter.git
synced 2024-12-11 22:10:16 +00:00
f322da3794
There were a number of functions intended to support creating of new primitives using materials, but at this point they aren't used outside of Cogl so until someone has a usecase and we can get feedback on this API, it's being removed before we release Clutter 1.0.
454 lines
13 KiB
C
454 lines
13 KiB
C
/*
|
|
* Cogl
|
|
*
|
|
* An object oriented GL/GLES Abstraction/Utility Layer
|
|
*
|
|
* Copyright (C) 2007,2008,2009 Intel Corporation.
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2 of the License, or (at your option) any later version.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the
|
|
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
|
|
* Boston, MA 02111-1307, USA.
|
|
*/
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
#include "config.h"
|
|
#endif
|
|
|
|
#include "cogl.h"
|
|
#include "cogl-internal.h"
|
|
#include "cogl-context.h"
|
|
#include "cogl-clip-stack.h"
|
|
#include "cogl-material-private.h"
|
|
|
|
#include <string.h>
|
|
#include <gmodule.h>
|
|
#include <math.h>
|
|
|
|
#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
|
|
|
|
void
|
|
_cogl_path_add_node (gboolean new_sub_path,
|
|
float x,
|
|
float y)
|
|
{
|
|
CoglPathNode new_node;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
new_node.x = x;
|
|
new_node.y = y;
|
|
new_node.path_size = 0;
|
|
|
|
if (new_sub_path || ctx->path_nodes->len == 0)
|
|
ctx->last_path = ctx->path_nodes->len;
|
|
|
|
g_array_append_val (ctx->path_nodes, new_node);
|
|
|
|
g_array_index (ctx->path_nodes, CoglPathNode, ctx->last_path).path_size++;
|
|
|
|
if (ctx->path_nodes->len == 1)
|
|
{
|
|
ctx->path_nodes_min.x = ctx->path_nodes_max.x = x;
|
|
ctx->path_nodes_min.y = ctx->path_nodes_max.y = y;
|
|
}
|
|
else
|
|
{
|
|
if (x < ctx->path_nodes_min.x) ctx->path_nodes_min.x = x;
|
|
if (x > ctx->path_nodes_max.x) ctx->path_nodes_max.x = x;
|
|
if (y < ctx->path_nodes_min.y) ctx->path_nodes_min.y = y;
|
|
if (y > ctx->path_nodes_max.y) ctx->path_nodes_max.y = y;
|
|
}
|
|
}
|
|
|
|
void
|
|
_cogl_path_stroke_nodes ()
|
|
{
|
|
guint path_start = 0;
|
|
gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
|
|
cogl_enable (enable_flags);
|
|
|
|
_cogl_material_flush_gl_state (ctx->source_material,
|
|
COGL_MATERIAL_FLUSH_DISABLE_MASK,
|
|
(guint32)~0, /* disable all texture layers */
|
|
NULL);
|
|
_cogl_current_matrix_state_flush ();
|
|
|
|
while (path_start < ctx->path_nodes->len)
|
|
{
|
|
CoglPathNode *path = &g_array_index (ctx->path_nodes, CoglPathNode,
|
|
path_start);
|
|
|
|
GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
|
|
(guchar *) path
|
|
+ G_STRUCT_OFFSET (CoglPathNode, x)) );
|
|
GE( glDrawArrays (GL_LINE_STRIP, 0, path->path_size) );
|
|
|
|
path_start += path->path_size;
|
|
}
|
|
}
|
|
|
|
static void
|
|
_cogl_path_get_bounds (floatVec2 nodes_min,
|
|
floatVec2 nodes_max,
|
|
float *bounds_x,
|
|
float *bounds_y,
|
|
float *bounds_w,
|
|
float *bounds_h)
|
|
{
|
|
*bounds_x = nodes_min.x;
|
|
*bounds_y = nodes_min.y;
|
|
*bounds_w = nodes_max.x - *bounds_x;
|
|
*bounds_h = nodes_max.y - *bounds_y;
|
|
}
|
|
|
|
static gint compare_ints (gconstpointer a,
|
|
gconstpointer b)
|
|
{
|
|
return GPOINTER_TO_INT(a)-GPOINTER_TO_INT(b);
|
|
}
|
|
|
|
void
|
|
_cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
|
|
floatVec2 nodes_max,
|
|
guint path_size,
|
|
CoglPathNode *path,
|
|
gboolean merge)
|
|
{
|
|
guint path_start = 0;
|
|
guint sub_path_num = 0;
|
|
float bounds_x;
|
|
float bounds_y;
|
|
float bounds_w;
|
|
float bounds_h;
|
|
gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
/* Just setup a simple material that doesn't use texturing... */
|
|
_cogl_material_flush_gl_state (ctx->stencil_material, NULL);
|
|
|
|
enable_flags |=
|
|
_cogl_material_get_cogl_enable_flags (ctx->source_material);
|
|
cogl_enable (enable_flags);
|
|
|
|
_cogl_path_get_bounds (nodes_min, nodes_max,
|
|
&bounds_x, &bounds_y, &bounds_w, &bounds_h);
|
|
|
|
if (merge)
|
|
{
|
|
GE( glStencilMask (2) );
|
|
GE( glStencilFunc (GL_LEQUAL, 0x2, 0x6) );
|
|
}
|
|
else
|
|
{
|
|
GE( glClear (GL_STENCIL_BUFFER_BIT) );
|
|
GE( glStencilMask (1) );
|
|
GE( glStencilFunc (GL_LEQUAL, 0x1, 0x3) );
|
|
}
|
|
|
|
GE( glEnable (GL_STENCIL_TEST) );
|
|
GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
|
|
|
|
GE( glColorMask (FALSE, FALSE, FALSE, FALSE) );
|
|
GE( glDepthMask (FALSE) );
|
|
|
|
_cogl_current_matrix_state_flush ();
|
|
while (path_start < path_size)
|
|
{
|
|
GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
|
|
(guchar *) path
|
|
+ G_STRUCT_OFFSET (CoglPathNode, x)) );
|
|
GE( glDrawArrays (GL_TRIANGLE_FAN, 0, path->path_size) );
|
|
|
|
if (sub_path_num > 0)
|
|
{
|
|
/* Union the two stencil buffers bits into the least
|
|
significant bit */
|
|
GE( glStencilMask (merge ? 6 : 3) );
|
|
GE( glStencilOp (GL_ZERO, GL_REPLACE, GL_REPLACE) );
|
|
cogl_rectangle (bounds_x, bounds_y,
|
|
bounds_x + bounds_w, bounds_y + bounds_h);
|
|
|
|
GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
|
|
}
|
|
|
|
GE( glStencilMask (merge ? 4 : 2) );
|
|
|
|
path_start += path->path_size;
|
|
path += path->path_size;
|
|
sub_path_num++;
|
|
}
|
|
|
|
if (merge)
|
|
{
|
|
/* Now we have the new stencil buffer in bit 1 and the old
|
|
stencil buffer in bit 0 so we need to intersect them */
|
|
GE( glStencilMask (3) );
|
|
GE( glStencilFunc (GL_NEVER, 0x2, 0x3) );
|
|
GE( glStencilOp (GL_DECR, GL_DECR, GL_DECR) );
|
|
/* Decrement all of the bits twice so that only pixels where the
|
|
value is 3 will remain */
|
|
|
|
_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
|
|
_cogl_current_matrix_push ();
|
|
_cogl_current_matrix_identity ();
|
|
|
|
/* Cogl generally assumes the modelview matrix is current, so since
|
|
* cogl_rectangle will be flushing GL state and emitting geometry
|
|
* to OpenGL it will be confused if we leave the projection matrix
|
|
* active... */
|
|
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
|
|
_cogl_current_matrix_push ();
|
|
_cogl_current_matrix_identity ();
|
|
|
|
cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
|
|
cogl_rectangle (-1.0, -1.0, 1.0, 1.0);
|
|
|
|
_cogl_current_matrix_pop ();
|
|
|
|
_cogl_set_current_matrix (COGL_MATRIX_PROJECTION);
|
|
_cogl_current_matrix_pop ();
|
|
|
|
_cogl_set_current_matrix (COGL_MATRIX_MODELVIEW);
|
|
}
|
|
|
|
GE( glStencilMask (~(GLuint) 0) );
|
|
GE( glDepthMask (TRUE) );
|
|
GE( glColorMask (TRUE, TRUE, TRUE, TRUE) );
|
|
|
|
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
|
|
GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
|
|
}
|
|
|
|
static void
|
|
_cogl_path_fill_nodes_scanlines (CoglPathNode *path,
|
|
guint path_size,
|
|
gint bounds_x,
|
|
gint bounds_y,
|
|
guint bounds_w,
|
|
guint bounds_h)
|
|
{
|
|
/* This is our edge list it stores intersections between our
|
|
* curve and scanlines, it should probably be implemented with a
|
|
* data structure that has smaller overhead for inserting the
|
|
* curve/scanline intersections.
|
|
*/
|
|
GSList *scanlines[bounds_h];
|
|
|
|
gint i;
|
|
gint prev_x;
|
|
gint prev_y;
|
|
gint first_x;
|
|
gint first_y;
|
|
gint lastdir=-2; /* last direction we vere moving */
|
|
gint lastline=-1; /* the previous scanline we added to */
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
/* clear scanline intersection lists */
|
|
for (i=0; i < bounds_h; i++)
|
|
scanlines[i]=NULL;
|
|
|
|
first_x = prev_x = (path->x);
|
|
first_y = prev_y = (path->y);
|
|
|
|
/* create scanline intersection list */
|
|
for (i=1; i < path_size; i++)
|
|
{
|
|
gint dest_x = (path[i].x);
|
|
gint dest_y = (path[i].y);
|
|
gint ydir;
|
|
gint dx;
|
|
gint dy;
|
|
gint y;
|
|
|
|
fill_close:
|
|
dx = dest_x - prev_x;
|
|
dy = dest_y - prev_y;
|
|
|
|
if (dy < 0)
|
|
ydir = -1;
|
|
else if (dy > 0)
|
|
ydir = 1;
|
|
else
|
|
ydir = 0;
|
|
|
|
/* do linear interpolation between vertexes */
|
|
for (y=prev_y; y!= dest_y; y += ydir)
|
|
{
|
|
|
|
/* only add a point if the scanline has changed and we're
|
|
* within bounds.
|
|
*/
|
|
if (y-bounds_y >= 0 &&
|
|
y-bounds_y < bounds_h &&
|
|
lastline != y)
|
|
{
|
|
gint x = prev_x + (dx * (y-prev_y)) / dy;
|
|
|
|
scanlines[ y - bounds_y ]=
|
|
g_slist_insert_sorted (scanlines[ y - bounds_y],
|
|
GINT_TO_POINTER(x),
|
|
compare_ints);
|
|
|
|
if (ydir != lastdir && /* add a double entry when changing */
|
|
lastdir!=-2) /* vertical direction */
|
|
scanlines[ y - bounds_y ]=
|
|
g_slist_insert_sorted (scanlines[ y - bounds_y],
|
|
GINT_TO_POINTER(x),
|
|
compare_ints);
|
|
lastdir = ydir;
|
|
lastline = y;
|
|
}
|
|
}
|
|
|
|
prev_x = dest_x;
|
|
prev_y = dest_y;
|
|
|
|
/* if we're on the last knot, fake the first vertex being a
|
|
next one */
|
|
if (path_size == i+1)
|
|
{
|
|
dest_x = first_x;
|
|
dest_y = first_y;
|
|
i++; /* to make the loop finally end */
|
|
goto fill_close;
|
|
}
|
|
}
|
|
|
|
{
|
|
gint spans = 0;
|
|
gint span_no;
|
|
GLfloat *coords;
|
|
|
|
/* count number of spans */
|
|
for (i=0; i < bounds_h; i++)
|
|
{
|
|
GSList *iter = scanlines[i];
|
|
while (iter)
|
|
{
|
|
GSList *next = iter->next;
|
|
if (!next)
|
|
{
|
|
break;
|
|
}
|
|
/* draw the segments that should be visible */
|
|
spans ++;
|
|
iter = next->next;
|
|
}
|
|
}
|
|
coords = g_malloc0 (spans * sizeof (GLfloat) * 3 * 2 * 2);
|
|
|
|
span_no = 0;
|
|
/* build list of triangles */
|
|
for (i=0; i < bounds_h; i++)
|
|
{
|
|
GSList *iter = scanlines[i];
|
|
while (iter)
|
|
{
|
|
GSList *next = iter->next;
|
|
GLfloat x_0, x_1;
|
|
GLfloat y_0, y_1;
|
|
if (!next)
|
|
break;
|
|
|
|
x_0 = GPOINTER_TO_INT (iter->data);
|
|
x_1 = GPOINTER_TO_INT (next->data);
|
|
y_0 = bounds_y + i;
|
|
y_1 = bounds_y + i + 1.0625f;
|
|
/* render scanlines 1.0625 high to avoid gaps when
|
|
transformed */
|
|
|
|
coords[span_no * 12 + 0] = x_0;
|
|
coords[span_no * 12 + 1] = y_0;
|
|
coords[span_no * 12 + 2] = x_1;
|
|
coords[span_no * 12 + 3] = y_0;
|
|
coords[span_no * 12 + 4] = x_1;
|
|
coords[span_no * 12 + 5] = y_1;
|
|
coords[span_no * 12 + 6] = x_0;
|
|
coords[span_no * 12 + 7] = y_0;
|
|
coords[span_no * 12 + 8] = x_0;
|
|
coords[span_no * 12 + 9] = y_1;
|
|
coords[span_no * 12 + 10] = x_1;
|
|
coords[span_no * 12 + 11] = y_1;
|
|
span_no ++;
|
|
iter = next->next;
|
|
}
|
|
}
|
|
for (i=0; i < bounds_h; i++)
|
|
{
|
|
g_slist_free (scanlines[i]);
|
|
}
|
|
|
|
/* render triangles */
|
|
cogl_enable (COGL_ENABLE_VERTEX_ARRAY
|
|
| (ctx->color_alpha < 255 ? COGL_ENABLE_BLEND : 0));
|
|
GE ( glVertexPointer (2, GL_FLOAT, 0, coords ) );
|
|
GE ( glDrawArrays (GL_TRIANGLES, 0, spans * 2 * 3));
|
|
g_free (coords);
|
|
}
|
|
}
|
|
|
|
void
|
|
_cogl_path_fill_nodes ()
|
|
{
|
|
float bounds_x;
|
|
float bounds_y;
|
|
float bounds_w;
|
|
float bounds_h;
|
|
|
|
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
|
|
|
_cogl_path_get_bounds (ctx->path_nodes_min, ctx->path_nodes_max,
|
|
&bounds_x, &bounds_y, &bounds_w, &bounds_h);
|
|
|
|
if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
|
|
{
|
|
_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),
|
|
ctx->clip.stencil_used);
|
|
|
|
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 */
|
|
ctx->clip.stack_dirty = TRUE;
|
|
}
|
|
else
|
|
{
|
|
guint 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;
|
|
}
|
|
}
|
|
}
|