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7e18109f9b
GLES doesn't support GL_QUADS. This patch makes it use GL_TRIANGLES instead in that case. Unfortunately this means submitting two extra vertices per quad. It could be better to use indexed elements once CoglVertexBuffers gains support for that.
357 lines
10 KiB
C
357 lines
10 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Neil Roberts <neil@linux.intel.com>
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*
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* Copyright (C) 2009 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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <glib.h>
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#include <cogl/cogl.h>
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#include <string.h>
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#include "cogl-pango-display-list.h"
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typedef enum
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{
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COGL_PANGO_DISPLAY_LIST_TEXTURE,
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COGL_PANGO_DISPLAY_LIST_RECTANGLE,
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COGL_PANGO_DISPLAY_LIST_TRAPEZOID
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} CoglPangoDisplayListNodeType;
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typedef struct _CoglPangoDisplayListNode CoglPangoDisplayListNode;
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typedef struct _CoglPangoDisplayListVertex CoglPangoDisplayListVertex;
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#ifdef HAVE_CLUTTER_GLX
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#define COGL_PANGO_DISPLAY_LIST_DRAW_MODE GL_QUADS
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#else
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/* GLES doesn't support GL_QUADS so we use GL_TRIANGLES instead */
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#define COGL_PANGO_DISPLAY_LIST_DRAW_MODE GL_TRIANGLES
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#endif
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struct _CoglPangoDisplayList
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{
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CoglColor color;
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GSList *nodes;
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GSList *last_node;
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};
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struct _CoglPangoDisplayListNode
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{
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CoglPangoDisplayListNodeType type;
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CoglColor color;
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union
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{
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struct
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{
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/* The texture to render these coords from */
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CoglHandle texture;
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/* Array of vertex data to render out of this texture */
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GArray *verts;
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/* A VBO representing those vertices */
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CoglHandle vertex_buffer;
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} texture;
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struct
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{
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float x_1, y_1;
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float x_2, y_2;
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} rectangle;
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struct
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{
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float y_1;
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float x_11;
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float x_21;
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float y_2;
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float x_12;
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float x_22;
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} trapezoid;
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} d;
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};
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struct _CoglPangoDisplayListVertex
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{
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float x, y, t_x, t_y;
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};
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CoglPangoDisplayList *
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_cogl_pango_display_list_new (void)
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{
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return g_slice_new0 (CoglPangoDisplayList);
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}
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static void
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_cogl_pango_display_list_append_node (CoglPangoDisplayList *dl,
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CoglPangoDisplayListNode *node)
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{
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if (dl->last_node)
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dl->last_node = dl->last_node->next = g_slist_prepend (NULL, node);
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else
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dl->last_node = dl->nodes = g_slist_prepend (NULL, node);
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}
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void
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_cogl_pango_display_list_set_color (CoglPangoDisplayList *dl,
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const CoglColor *color)
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{
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dl->color = *color;
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}
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void
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_cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
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CoglHandle texture,
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float x_1, float y_1,
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float x_2, float y_2,
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float tx_1, float ty_1,
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float tx_2, float ty_2)
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{
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CoglPangoDisplayListNode *node;
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CoglPangoDisplayListVertex *verts;
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/* Add to the last node if it is a texture node with the same
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target texture */
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if (dl->last_node
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&& (node = dl->last_node->data)->type == COGL_PANGO_DISPLAY_LIST_TEXTURE
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&& node->d.texture.texture == texture
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&& !memcmp (&dl->color, &node->color, sizeof (CoglColor)))
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{
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/* Get rid of the vertex buffer so that it will be recreated */
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if (node->d.texture.vertex_buffer != COGL_INVALID_HANDLE)
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{
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cogl_vertex_buffer_unref (node->d.texture.vertex_buffer);
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node->d.texture.vertex_buffer = COGL_INVALID_HANDLE;
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}
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}
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else
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{
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/* Otherwise create a new node */
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node = g_slice_new (CoglPangoDisplayListNode);
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node->type = COGL_PANGO_DISPLAY_LIST_TEXTURE;
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node->color = dl->color;
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node->d.texture.texture = cogl_texture_ref (texture);
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node->d.texture.verts
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= g_array_new (FALSE, FALSE, sizeof (CoglPangoDisplayListVertex));
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node->d.texture.vertex_buffer = COGL_INVALID_HANDLE;
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_cogl_pango_display_list_append_node (dl, node);
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}
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g_array_set_size (node->d.texture.verts,
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node->d.texture.verts->len + 4);
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verts = &g_array_index (node->d.texture.verts,
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CoglPangoDisplayListVertex,
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node->d.texture.verts->len - 4);
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verts->x = x_1;
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verts->y = y_1;
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verts->t_x = tx_1;
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verts->t_y = ty_1;
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verts++;
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verts->x = x_1;
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verts->y = y_2;
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verts->t_x = tx_1;
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verts->t_y = ty_2;
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verts++;
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verts->x = x_2;
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verts->y = y_2;
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verts->t_x = tx_2;
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verts->t_y = ty_2;
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verts++;
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verts->x = x_2;
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verts->y = y_1;
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verts->t_x = tx_2;
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verts->t_y = ty_1;
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#ifndef HAVE_CLUTTER_GLX
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/* GLES doesn't support GL_QUADS so we use GL_TRIANGLES instead with
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two extra vertices per quad. FIXME: It might be better to use
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indexed elements here but cogl vertex buffers don't currently
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support storing the indices */
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g_array_set_size (node->d.texture.verts,
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node->d.texture.verts->len + 2);
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verts = &g_array_index (node->d.texture.verts,
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CoglPangoDisplayListVertex,
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node->d.texture.verts->len - 6);
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verts[4] = verts[0];
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verts[5] = verts[2];
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#endif /* HAVE_CLUTTER_GLX */
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}
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void
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_cogl_pango_display_list_add_rectangle (CoglPangoDisplayList *dl,
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float x_1, float y_1,
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float x_2, float y_2)
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{
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CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
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node->type = COGL_PANGO_DISPLAY_LIST_RECTANGLE;
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node->color = dl->color;
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node->d.rectangle.x_1 = x_1;
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node->d.rectangle.y_1 = y_1;
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node->d.rectangle.x_2 = x_2;
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node->d.rectangle.y_2 = y_2;
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_cogl_pango_display_list_append_node (dl, node);
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}
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void
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_cogl_pango_display_list_add_trapezoid (CoglPangoDisplayList *dl,
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float y_1,
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float x_11,
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float x_21,
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float y_2,
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float x_12,
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float x_22)
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{
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CoglPangoDisplayListNode *node = g_slice_new (CoglPangoDisplayListNode);
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node->type = COGL_PANGO_DISPLAY_LIST_TRAPEZOID;
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node->color = dl->color;
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node->d.trapezoid.y_1 = y_1;
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node->d.trapezoid.x_11 = x_11;
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node->d.trapezoid.x_21 = x_21;
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node->d.trapezoid.y_2 = y_2;
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node->d.trapezoid.x_12 = x_12;
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node->d.trapezoid.x_22 = x_22;
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_cogl_pango_display_list_append_node (dl, node);
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}
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static void
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_cogl_pango_display_list_render_texture (CoglHandle material,
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CoglPangoDisplayListNode *node)
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{
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cogl_material_set_layer (material, 0, node->d.texture.texture);
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cogl_material_set_color (material, &node->color);
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cogl_set_source (material);
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if (node->d.texture.vertex_buffer == COGL_INVALID_HANDLE)
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{
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CoglHandle vb = cogl_vertex_buffer_new (node->d.texture.verts->len);
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cogl_vertex_buffer_add (vb, "gl_Vertex", 2, GL_FLOAT, FALSE,
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sizeof (CoglPangoDisplayListVertex),
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&g_array_index (node->d.texture.verts,
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CoglPangoDisplayListVertex, 0).x);
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cogl_vertex_buffer_add (vb, "gl_MultiTexCoord0", 2, GL_FLOAT, FALSE,
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sizeof (CoglPangoDisplayListVertex),
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&g_array_index (node->d.texture.verts,
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CoglPangoDisplayListVertex,
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0).t_x);
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cogl_vertex_buffer_submit (vb);
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node->d.texture.vertex_buffer = vb;
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}
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cogl_vertex_buffer_draw (node->d.texture.vertex_buffer,
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COGL_PANGO_DISPLAY_LIST_DRAW_MODE,
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0, node->d.texture.verts->len);
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}
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void
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_cogl_pango_display_list_render (CoglPangoDisplayList *dl,
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CoglHandle glyph_material,
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CoglHandle solid_material)
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{
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GSList *l;
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for (l = dl->nodes; l; l = l->next)
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{
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CoglPangoDisplayListNode *node = l->data;
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switch (node->type)
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{
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case COGL_PANGO_DISPLAY_LIST_TEXTURE:
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_cogl_pango_display_list_render_texture (glyph_material, node);
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break;
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case COGL_PANGO_DISPLAY_LIST_RECTANGLE:
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cogl_material_set_color (solid_material, &node->color);
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cogl_set_source (solid_material);
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cogl_rectangle (node->d.rectangle.x_1,
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node->d.rectangle.y_1,
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node->d.rectangle.x_2,
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node->d.rectangle.y_2);
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break;
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case COGL_PANGO_DISPLAY_LIST_TRAPEZOID:
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{
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float points[8];
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points[0] = node->d.trapezoid.x_11;
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points[1] = node->d.trapezoid.y_1;
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points[2] = node->d.trapezoid.x_12;
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points[3] = node->d.trapezoid.y_2;
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points[4] = node->d.trapezoid.x_22;
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points[5] = node->d.trapezoid.y_2;
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points[6] = node->d.trapezoid.x_21;
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points[7] = node->d.trapezoid.y_1;
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cogl_material_set_color (solid_material, &node->color);
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cogl_set_source (solid_material);
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cogl_path_polygon (points, 4);
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cogl_path_fill ();
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}
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break;
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}
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}
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}
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static void
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_cogl_pango_display_list_node_free (CoglPangoDisplayListNode *node)
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{
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if (node->type == COGL_PANGO_DISPLAY_LIST_TEXTURE)
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{
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g_array_free (node->d.texture.verts, TRUE);
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if (node->d.texture.texture != COGL_INVALID_HANDLE)
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cogl_texture_unref (node->d.texture.texture);
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if (node->d.texture.vertex_buffer != COGL_INVALID_HANDLE)
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cogl_vertex_buffer_unref (node->d.texture.vertex_buffer);
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}
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g_slice_free (CoglPangoDisplayListNode, node);
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}
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void
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_cogl_pango_display_list_clear (CoglPangoDisplayList *dl)
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{
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g_slist_foreach (dl->nodes, (GFunc) _cogl_pango_display_list_node_free, NULL);
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g_slist_free (dl->nodes);
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dl->nodes = NULL;
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dl->last_node = NULL;
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}
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void
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_cogl_pango_display_list_free (CoglPangoDisplayList *dl)
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{
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_cogl_pango_display_list_clear (dl);
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g_slice_free (CoglPangoDisplayList, dl);
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}
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