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4c3dadd35e
As part of the on going, incremental effort to purge the non type safe CoglHandle type from the Cogl API this patch tackles most of the CoglHandle uses relating to textures. We'd postponed making this change for quite a while because we wanted to have a clearer understanding of how we wanted to evolve the texture APIs towards Cogl 2.0 before exposing type safety here which would be difficult to change later since it would imply breaking APIs. The basic idea that we are steering towards now is that CoglTexture can be considered to be the most primitive interface we have for any object representing a texture. The texture interface would provide roughly these methods: cogl_texture_get_width cogl_texture_get_height cogl_texture_can_repeat cogl_texture_can_mipmap cogl_texture_generate_mipmap; cogl_texture_get_format cogl_texture_set_region cogl_texture_get_region Besides the texture interface we will then start to expose types corresponding to specific texture types: CoglTexture2D, CoglTexture3D, CoglTexture2DSliced, CoglSubTexture, CoglAtlasTexture and CoglTexturePixmapX11. We will then also expose an interface for the high-level texture types we have (such as CoglTexture2DSlice, CoglSubTexture and CoglAtlasTexture) called CoglMetaTexture. CoglMetaTexture is an additional interface that lets you iterate a virtual region of a meta texture and get mappings of primitive textures to sub-regions of that virtual region. Internally we already have this kind of abstraction for dealing with sliced texture, sub-textures and atlas textures in a consistent way, so this will just make that abstraction public. The aim here is to clarify that there is a difference between primitive textures (CoglTexture2D/3D) and some of the other high-level textures, and also enable developers to implement primitives that can support meta textures since they can only be used with the cogl_rectangle API currently. The thing that's not so clean-cut with this are the texture constructors we have currently; such as cogl_texture_new_from_file which no longer make sense when CoglTexture is considered to be an interface. These will basically just become convenient factory functions and it's just a bit unusual that they are within the cogl_texture namespace. It's worth noting here that all the texture type APIs will also have their own type specific constructors so these functions will only be used for the convenience of being able to create a texture without really wanting to know the details of what type of texture you need. Longer term for 2.0 we may come up with replacement names for these factory functions or the other thing we are considering is designing some asynchronous factory functions instead since it's so often detrimental to application performance to be blocked waiting for a texture to be uploaded to the GPU. Reviewed-by: Neil Roberts <neil@linux.intel.com>
1566 lines
42 KiB
C
1566 lines
42 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
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* <http://www.gnu.org/licenses/>.
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*
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* Authors:
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* Ivan Leben <ivan@openedhand.com>
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* Øyvind Kolås <pippin@linux.intel.com>
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* Neil Roberts <neil@linux.intel.com>
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* Robert Bragg <robert@linux.intel.com>
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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-object.h"
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#include "cogl-internal.h"
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#include "cogl-context-private.h"
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#include "cogl-journal-private.h"
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#include "cogl-pipeline-private.h"
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#include "cogl-pipeline-opengl-private.h"
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#include "cogl-framebuffer-private.h"
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#include "cogl-path-private.h"
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#include "cogl-texture-private.h"
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#include "cogl-primitives-private.h"
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#include "cogl-private.h"
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#include "cogl-attribute-private.h"
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#include "tesselator/tesselator.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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static void _cogl_path_free (CoglPath *path);
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static void _cogl_path_build_fill_attribute_buffer (CoglPath *path);
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static void _cogl_path_build_stroke_attribute_buffer (CoglPath *path);
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COGL_OBJECT_DEFINE (Path, path);
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static void
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_cogl_path_data_clear_vbos (CoglPathData *data)
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{
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int i;
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if (data->fill_attribute_buffer)
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{
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cogl_object_unref (data->fill_attribute_buffer);
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cogl_object_unref (data->fill_vbo_indices);
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for (i = 0; i < COGL_PATH_N_ATTRIBUTES; i++)
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cogl_object_unref (data->fill_attributes[i]);
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data->fill_attribute_buffer = NULL;
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}
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if (data->stroke_attribute_buffer)
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{
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cogl_object_unref (data->stroke_attribute_buffer);
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for (i = 0; i < data->stroke_n_attributes; i++)
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cogl_object_unref (data->stroke_attributes[i]);
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g_free (data->stroke_attributes);
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data->stroke_attribute_buffer = NULL;
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}
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}
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static void
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_cogl_path_data_unref (CoglPathData *data)
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{
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if (--data->ref_count <= 0)
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{
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_cogl_path_data_clear_vbos (data);
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g_array_free (data->path_nodes, TRUE);
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g_slice_free (CoglPathData, data);
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}
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}
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static void
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_cogl_path_modify (CoglPath *path)
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{
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/* This needs to be called whenever the path is about to be modified
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to implement copy-on-write semantics */
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/* If there is more than one path using the data then we need to
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copy the data instead */
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if (path->data->ref_count != 1)
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{
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CoglPathData *old_data = path->data;
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path->data = g_slice_dup (CoglPathData, old_data);
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path->data->path_nodes = g_array_new (FALSE, FALSE,
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sizeof (CoglPathNode));
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g_array_append_vals (path->data->path_nodes,
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old_data->path_nodes->data,
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old_data->path_nodes->len);
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path->data->fill_attribute_buffer = NULL;
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path->data->stroke_attribute_buffer = NULL;
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path->data->ref_count = 1;
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_cogl_path_data_unref (old_data);
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}
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else
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/* The path is altered so the vbos will now be invalid */
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_cogl_path_data_clear_vbos (path->data);
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}
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void
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cogl2_path_set_fill_rule (CoglPath *path,
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CoglPathFillRule fill_rule)
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{
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g_return_if_fail (cogl_is_path (path));
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if (path->data->fill_rule != fill_rule)
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{
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_cogl_path_modify (path);
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path->data->fill_rule = fill_rule;
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}
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}
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CoglPathFillRule
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cogl2_path_get_fill_rule (CoglPath *path)
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{
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g_return_val_if_fail (cogl_is_path (path), COGL_PATH_FILL_RULE_NON_ZERO);
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return path->data->fill_rule;
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}
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static void
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_cogl_path_add_node (CoglPath *path,
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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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CoglPathData *data;
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_cogl_path_modify (path);
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data = path->data;
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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 || data->path_nodes->len == 0)
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data->last_path = data->path_nodes->len;
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g_array_append_val (data->path_nodes, new_node);
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g_array_index (data->path_nodes, CoglPathNode, data->last_path).path_size++;
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if (data->path_nodes->len == 1)
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{
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data->path_nodes_min.x = data->path_nodes_max.x = x;
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data->path_nodes_min.y = data->path_nodes_max.y = y;
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}
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else
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{
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if (x < data->path_nodes_min.x)
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data->path_nodes_min.x = x;
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if (x > data->path_nodes_max.x)
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data->path_nodes_max.x = x;
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if (y < data->path_nodes_min.y)
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data->path_nodes_min.y = y;
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if (y > data->path_nodes_max.y)
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data->path_nodes_max.y = y;
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}
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/* Once the path nodes have been modified then we'll assume it's no
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longer a rectangle. cogl2_path_rectangle will set this back to
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TRUE if this has been called from there */
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data->is_rectangle = FALSE;
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}
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static void
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_cogl_path_stroke_nodes (CoglPath *path)
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{
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CoglPathData *data = path->data;
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CoglPipeline *copy = NULL;
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CoglPipeline *source;
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unsigned int path_start;
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int path_num = 0;
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CoglPathNode *node;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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source = cogl_get_source ();
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if (cogl_pipeline_get_n_layers (source) != 0)
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{
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copy = cogl_pipeline_copy (source);
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_cogl_pipeline_prune_to_n_layers (copy, 0);
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source = copy;
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}
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_cogl_path_build_stroke_attribute_buffer (path);
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cogl_push_source (source);
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for (path_start = 0;
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path_start < data->path_nodes->len;
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path_start += node->path_size)
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{
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node = &g_array_index (data->path_nodes, CoglPathNode, path_start);
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cogl_vdraw_attributes (COGL_VERTICES_MODE_LINE_STRIP,
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0, node->path_size,
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data->stroke_attributes[path_num],
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NULL);
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path_num++;
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}
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cogl_pop_source ();
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if (copy)
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cogl_object_unref (copy);
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}
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void
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_cogl_path_get_bounds (CoglPath *path,
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float *min_x,
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float *min_y,
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float *max_x,
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float *max_y)
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{
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CoglPathData *data = path->data;
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if (data->path_nodes->len == 0)
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{
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*min_x = 0.0f;
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*min_y = 0.0f;
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*max_x = 0.0f;
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*max_y = 0.0f;
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}
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else
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{
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*min_x = data->path_nodes_min.x;
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*min_y = data->path_nodes_min.y;
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*max_x = data->path_nodes_max.x;
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*max_y = data->path_nodes_max.y;
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}
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}
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static void
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_cogl_path_fill_nodes_with_stencil_buffer (CoglPath *path)
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{
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_assert (ctx->current_clip_stack_valid);
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_cogl_add_path_to_stencil_buffer (path,
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ctx->current_clip_stack_uses_stencil,
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FALSE);
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_cogl_rectangle_immediate (path->data->path_nodes_min.x,
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path->data->path_nodes_min.y,
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path->data->path_nodes_max.x,
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path->data->path_nodes_max.y);
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/* The stencil buffer now contains garbage so the clip area needs to
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* be rebuilt.
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*
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* NB: We only ever try and update the clip state during
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* _cogl_journal_init (when we flush the framebuffer state) which is
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* only called when the journal first gets something logged in it; so
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* we call cogl_flush() to emtpy the journal.
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*/
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_cogl_clip_stack_dirty ();
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}
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static void
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_cogl_path_fill_nodes (CoglPath *path)
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{
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const GList *l;
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/* If any of the layers of the current pipeline contain sliced
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textures or textures with waste then it won't work to draw the
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path directly. Instead we can use draw the texture as a quad
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clipped to the stencil buffer. */
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for (l = _cogl_pipeline_get_layers (cogl_get_source ()); l; l = l->next)
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{
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CoglHandle layer = l->data;
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CoglTexture *texture = _cogl_pipeline_layer_get_texture (layer);
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if (texture != NULL &&
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(cogl_texture_is_sliced (texture) ||
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!_cogl_texture_can_hardware_repeat (texture)))
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{
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if (cogl_features_available (COGL_FEATURE_STENCIL_BUFFER))
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_cogl_path_fill_nodes_with_stencil_buffer (path);
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else
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{
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static gboolean seen_warning = FALSE;
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if (!seen_warning)
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{
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g_warning ("Paths can not be filled using materials with "
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"sliced textures unless there is a stencil "
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"buffer");
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seen_warning = TRUE;
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}
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}
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return;
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}
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}
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_cogl_path_build_fill_attribute_buffer (path);
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_cogl_draw_indexed_attributes (COGL_VERTICES_MODE_TRIANGLES,
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0, /* first_vertex */
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path->data->fill_vbo_n_indices,
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path->data->fill_vbo_indices,
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path->data->fill_attributes,
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COGL_PATH_N_ATTRIBUTES,
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COGL_DRAW_SKIP_JOURNAL_FLUSH |
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COGL_DRAW_SKIP_PIPELINE_VALIDATION |
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COGL_DRAW_SKIP_FRAMEBUFFER_FLUSH);
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}
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void
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_cogl_add_path_to_stencil_buffer (CoglPath *path,
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gboolean merge,
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gboolean need_clear)
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{
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CoglPathData *data = path->data;
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CoglFramebuffer *framebuffer = cogl_get_draw_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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/* This can be called from the clip stack code which doesn't flush
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the matrix stacks between calls so we need to ensure they're
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flushed now */
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_cogl_matrix_stack_flush_to_gl (modelview_stack,
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COGL_MATRIX_MODELVIEW);
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_cogl_matrix_stack_flush_to_gl (projection_stack,
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COGL_MATRIX_PROJECTION);
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/* Just setup a simple pipeline that doesn't use texturing... */
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_cogl_push_source (ctx->stencil_pipeline, FALSE);
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_cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, FALSE, 0);
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GE( ctx, glEnable (GL_STENCIL_TEST) );
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GE( ctx, glColorMask (FALSE, FALSE, FALSE, FALSE) );
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GE( ctx, glDepthMask (FALSE) );
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if (merge)
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{
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GE (ctx, glStencilMask (2));
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GE (ctx, 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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/* If this is being called from the clip stack code then it
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will have set up a scissor for the minimum bounding box of
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all of the clips. That box will likely mean that this
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_cogl_clear won't need to clear the entire
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buffer. _cogl_framebuffer_clear_without_flush4f is used instead
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of cogl_clear because it won't try to flush the journal */
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_cogl_framebuffer_clear_without_flush4f (framebuffer,
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COGL_BUFFER_BIT_STENCIL,
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0, 0, 0, 0);
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else
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{
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/* Just clear the bounding box */
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GE( ctx, glStencilMask (~(GLuint) 0) );
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GE( ctx, glStencilOp (GL_ZERO, GL_ZERO, GL_ZERO) );
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_cogl_rectangle_immediate (data->path_nodes_min.x,
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data->path_nodes_min.y,
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data->path_nodes_max.x,
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data->path_nodes_max.y);
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}
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GE (ctx, glStencilMask (1));
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GE (ctx, glStencilFunc (GL_LEQUAL, 0x1, 0x3));
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}
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GE (ctx, glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT));
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if (path->data->path_nodes->len >= 3)
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_cogl_path_fill_nodes (path);
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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 (ctx, glStencilMask (3));
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GE (ctx, glStencilFunc (GL_NEVER, 0x2, 0x3));
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GE (ctx, 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_immediate (-1.0, -1.0, 1.0, 1.0);
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_cogl_rectangle_immediate (-1.0, -1.0, 1.0, 1.0);
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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 (ctx, glStencilMask (~(GLuint) 0));
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GE (ctx, glDepthMask (TRUE));
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GE (ctx, glColorMask (TRUE, TRUE, TRUE, TRUE));
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GE (ctx, glStencilFunc (GL_EQUAL, 0x1, 0x1));
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GE (ctx, glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP));
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/* restore the original pipeline */
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cogl_pop_source ();
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}
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void
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cogl2_path_fill (CoglPath *path)
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{
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CoglFramebuffer *framebuffer;
|
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g_return_if_fail (cogl_is_path (path));
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if (path->data->path_nodes->len == 0)
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return;
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|
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/* If the path is a simple rectangle then we can divert to using
|
|
cogl_rectangle which should be faster because it can go through
|
|
the journal instead of uploading the geometry just for two
|
|
triangles */
|
|
if (path->data->is_rectangle)
|
|
{
|
|
float x_1, y_1, x_2, y_2;
|
|
|
|
_cogl_path_get_bounds (path, &x_1, &y_1, &x_2, &y_2);
|
|
cogl_rectangle (x_1, y_1, x_2, y_2);
|
|
}
|
|
else
|
|
{
|
|
framebuffer = cogl_get_draw_framebuffer ();
|
|
|
|
_cogl_framebuffer_flush_journal (framebuffer);
|
|
|
|
/* NB: _cogl_framebuffer_flush_state may disrupt various state (such
|
|
* as the pipeline state) when flushing the clip stack, so should
|
|
* always be done first when preparing to draw. */
|
|
_cogl_framebuffer_flush_state (framebuffer,
|
|
_cogl_get_read_framebuffer (),
|
|
0);
|
|
|
|
_cogl_path_fill_nodes (path);
|
|
}
|
|
}
|
|
|
|
void
|
|
cogl2_path_stroke (CoglPath *path)
|
|
{
|
|
g_return_if_fail (cogl_is_path (path));
|
|
|
|
if (path->data->path_nodes->len == 0)
|
|
return;
|
|
|
|
_cogl_path_stroke_nodes (path);
|
|
}
|
|
|
|
void
|
|
cogl2_path_move_to (CoglPath *path,
|
|
float x,
|
|
float y)
|
|
{
|
|
CoglPathData *data;
|
|
|
|
g_return_if_fail (cogl_is_path (path));
|
|
|
|
_cogl_path_add_node (path, TRUE, x, y);
|
|
|
|
data = path->data;
|
|
|
|
data->path_start.x = x;
|
|
data->path_start.y = y;
|
|
|
|
data->path_pen = data->path_start;
|
|
}
|
|
|
|
void
|
|
cogl2_path_rel_move_to (CoglPath *path,
|
|
float x,
|
|
float y)
|
|
{
|
|
CoglPathData *data;
|
|
|
|
g_return_if_fail (cogl_is_path (path));
|
|
|
|
data = path->data;
|
|
|
|
cogl2_path_move_to (path,
|
|
data->path_pen.x + x,
|
|
data->path_pen.y + y);
|
|
}
|
|
|
|
void
|
|
cogl2_path_line_to (CoglPath *path,
|
|
float x,
|
|
float y)
|
|
{
|
|
CoglPathData *data;
|
|
|
|
g_return_if_fail (cogl_is_path (path));
|
|
|
|
_cogl_path_add_node (path, FALSE, x, y);
|
|
|
|
data = path->data;
|
|
|
|
data->path_pen.x = x;
|
|
data->path_pen.y = y;
|
|
}
|
|
|
|
void
|
|
cogl2_path_rel_line_to (CoglPath *path,
|
|
float x,
|
|
float y)
|
|
{
|
|
CoglPathData *data;
|
|
|
|
g_return_if_fail (cogl_is_path (path));
|
|
|
|
data = path->data;
|
|
|
|
cogl2_path_line_to (path,
|
|
data->path_pen.x + x,
|
|
data->path_pen.y + y);
|
|
}
|
|
|
|
void
|
|
cogl2_path_close (CoglPath *path)
|
|
{
|
|
g_return_if_fail (cogl_is_path (path));
|
|
|
|
_cogl_path_add_node (path, FALSE, path->data->path_start.x,
|
|
path->data->path_start.y);
|
|
|
|
path->data->path_pen = path->data->path_start;
|
|
}
|
|
|
|
void
|
|
cogl2_path_line (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
cogl2_path_move_to (path, x_1, y_1);
|
|
cogl2_path_line_to (path, x_2, y_2);
|
|
}
|
|
|
|
void
|
|
cogl2_path_polyline (CoglPath *path,
|
|
const float *coords,
|
|
int num_points)
|
|
{
|
|
int c = 0;
|
|
|
|
g_return_if_fail (cogl_is_path (path));
|
|
|
|
cogl2_path_move_to (path, coords[0], coords[1]);
|
|
|
|
for (c = 1; c < num_points; ++c)
|
|
cogl2_path_line_to (path, coords[2*c], coords[2*c+1]);
|
|
}
|
|
|
|
void
|
|
cogl2_path_polygon (CoglPath *path,
|
|
const float *coords,
|
|
int num_points)
|
|
{
|
|
cogl2_path_polyline (path, coords, num_points);
|
|
cogl2_path_close (path);
|
|
}
|
|
|
|
void
|
|
cogl2_path_rectangle (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
gboolean is_rectangle;
|
|
|
|
/* If the path was previously empty and the rectangle isn't mirrored
|
|
then we'll record that this is a simple rectangle path so that we
|
|
can optimise it */
|
|
is_rectangle = (path->data->path_nodes->len == 0 &&
|
|
x_2 >= x_1 &&
|
|
y_2 >= y_1);
|
|
|
|
cogl2_path_move_to (path, x_1, y_1);
|
|
cogl2_path_line_to (path, x_2, y_1);
|
|
cogl2_path_line_to (path, x_2, y_2);
|
|
cogl2_path_line_to (path, x_1, y_2);
|
|
cogl2_path_close (path);
|
|
|
|
path->data->is_rectangle = is_rectangle;
|
|
}
|
|
|
|
gboolean
|
|
_cogl_path_is_rectangle (CoglPath *path)
|
|
{
|
|
return path->data->is_rectangle;
|
|
}
|
|
|
|
static void
|
|
_cogl_path_arc (CoglPath *path,
|
|
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)
|
|
cogl2_path_move_to (path, px, py);
|
|
else
|
|
cogl2_path_line_to (path, 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);
|
|
|
|
cogl2_path_line_to (path, px, py);
|
|
}
|
|
|
|
void
|
|
cogl2_path_arc (CoglPath *path,
|
|
float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y,
|
|
float angle_1,
|
|
float angle_2)
|
|
{
|
|
float angle_step = 10;
|
|
|
|
g_return_if_fail (cogl_is_path (path));
|
|
|
|
/* it is documented that a move to is needed to create a freestanding
|
|
* arc
|
|
*/
|
|
_cogl_path_arc (path,
|
|
center_x, center_y,
|
|
radius_x, radius_y,
|
|
angle_1, angle_2,
|
|
angle_step, 0 /* no move */);
|
|
}
|
|
|
|
|
|
static void
|
|
_cogl_path_rel_arc (CoglPath *path,
|
|
float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y,
|
|
float angle_1,
|
|
float angle_2,
|
|
float angle_step)
|
|
{
|
|
CoglPathData *data;
|
|
|
|
data = path->data;
|
|
|
|
_cogl_path_arc (path,
|
|
data->path_pen.x + center_x,
|
|
data->path_pen.y + center_y,
|
|
radius_x, radius_y,
|
|
angle_1, angle_2,
|
|
angle_step, 0 /* no move */);
|
|
}
|
|
|
|
void
|
|
cogl2_path_ellipse (CoglPath *path,
|
|
float center_x,
|
|
float center_y,
|
|
float radius_x,
|
|
float radius_y)
|
|
{
|
|
float angle_step = 10;
|
|
|
|
g_return_if_fail (cogl_is_path (path));
|
|
|
|
/* FIXME: if shows to be slow might be optimized
|
|
* by mirroring just a quarter of it */
|
|
|
|
_cogl_path_arc (path,
|
|
center_x, center_y,
|
|
radius_x, radius_y,
|
|
0, 360,
|
|
angle_step, 1 /* move first */);
|
|
|
|
cogl2_path_close (path);
|
|
}
|
|
|
|
void
|
|
cogl2_path_round_rectangle (CoglPath *path,
|
|
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;
|
|
|
|
g_return_if_fail (cogl_is_path (path));
|
|
|
|
cogl2_path_move_to (path, x_1, y_1 + radius);
|
|
_cogl_path_rel_arc (path,
|
|
radius, 0,
|
|
radius, radius,
|
|
180,
|
|
270,
|
|
arc_step);
|
|
|
|
cogl2_path_line_to (path,
|
|
path->data->path_pen.x + inner_width,
|
|
path->data->path_pen.y);
|
|
_cogl_path_rel_arc (path,
|
|
0, radius,
|
|
radius, radius,
|
|
-90,
|
|
0,
|
|
arc_step);
|
|
|
|
cogl2_path_line_to (path,
|
|
path->data->path_pen.x,
|
|
path->data->path_pen.y + inner_height);
|
|
|
|
_cogl_path_rel_arc (path,
|
|
-radius, 0,
|
|
radius, radius,
|
|
0,
|
|
90,
|
|
arc_step);
|
|
|
|
cogl2_path_line_to (path,
|
|
path->data->path_pen.x - inner_width,
|
|
path->data->path_pen.y);
|
|
_cogl_path_rel_arc (path,
|
|
0, -radius,
|
|
radius, radius,
|
|
90,
|
|
180,
|
|
arc_step);
|
|
|
|
cogl2_path_close (path);
|
|
}
|
|
|
|
static void
|
|
_cogl_path_bezier3_sub (CoglPath *path,
|
|
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 (path, 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
|
|
cogl2_path_curve_to (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
float x_3,
|
|
float y_3)
|
|
{
|
|
CoglBezCubic cubic;
|
|
|
|
g_return_if_fail (cogl_is_path (path));
|
|
|
|
/* Prepare cubic curve */
|
|
cubic.p1 = path->data->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 (path, &cubic);
|
|
|
|
/* Add last point */
|
|
_cogl_path_add_node (path, FALSE, cubic.p4.x, cubic.p4.y);
|
|
path->data->path_pen = cubic.p4;
|
|
}
|
|
|
|
void
|
|
cogl2_path_rel_curve_to (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2,
|
|
float x_3,
|
|
float y_3)
|
|
{
|
|
CoglPathData *data;
|
|
|
|
g_return_if_fail (cogl_is_path (path));
|
|
|
|
data = path->data;
|
|
|
|
cogl2_path_curve_to (path,
|
|
data->path_pen.x + x_1,
|
|
data->path_pen.y + y_1,
|
|
data->path_pen.x + x_2,
|
|
data->path_pen.y + y_2,
|
|
data->path_pen.x + x_3,
|
|
data->path_pen.y + y_3);
|
|
}
|
|
|
|
CoglPath *
|
|
cogl2_path_new (void)
|
|
{
|
|
CoglPath *path;
|
|
CoglPathData *data;
|
|
|
|
path = g_slice_new (CoglPath);
|
|
data = path->data = g_slice_new (CoglPathData);
|
|
|
|
data->ref_count = 1;
|
|
data->fill_rule = COGL_PATH_FILL_RULE_EVEN_ODD;
|
|
data->path_nodes = g_array_new (FALSE, FALSE, sizeof (CoglPathNode));
|
|
data->last_path = 0;
|
|
data->fill_attribute_buffer = NULL;
|
|
data->stroke_attribute_buffer = NULL;
|
|
data->is_rectangle = FALSE;
|
|
|
|
return _cogl_path_object_new (path);
|
|
}
|
|
|
|
CoglPath *
|
|
cogl_path_copy (CoglPath *old_path)
|
|
{
|
|
CoglPath *new_path;
|
|
|
|
g_return_val_if_fail (cogl_is_path (old_path), NULL);
|
|
|
|
new_path = g_slice_new (CoglPath);
|
|
new_path->data = old_path->data;
|
|
new_path->data->ref_count++;
|
|
|
|
return _cogl_path_object_new (new_path);
|
|
}
|
|
|
|
static void
|
|
_cogl_path_free (CoglPath *path)
|
|
{
|
|
_cogl_path_data_unref (path->data);
|
|
g_slice_free (CoglPath, path);
|
|
}
|
|
|
|
/* If second order beziers were needed the following code could
|
|
* be re-enabled:
|
|
*/
|
|
#if 0
|
|
|
|
static void
|
|
_cogl_path_bezier2_sub (CoglPath *path,
|
|
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 (path, 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 (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
CoglBezQuad quad;
|
|
|
|
/* Prepare quadratic curve */
|
|
quad.p1 = path->data->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);
|
|
path->data->path_pen = quad.p3;
|
|
}
|
|
|
|
void
|
|
cogl_rel_curve2_to (CoglPath *path,
|
|
float x_1,
|
|
float y_1,
|
|
float x_2,
|
|
float y_2)
|
|
{
|
|
CoglPathData *data;
|
|
|
|
g_return_if_fail (cogl_is_path (path));
|
|
|
|
data = path->data;
|
|
|
|
cogl_path_curve2_to (data->path_pen.x + x_1,
|
|
data->path_pen.y + y_1,
|
|
data->path_pen.x + x_2,
|
|
data->path_pen.y + y_2);
|
|
}
|
|
|
|
#endif
|
|
|
|
typedef struct _CoglPathTesselator CoglPathTesselator;
|
|
typedef struct _CoglPathTesselatorVertex CoglPathTesselatorVertex;
|
|
|
|
struct _CoglPathTesselator
|
|
{
|
|
GLUtesselator *glu_tess;
|
|
GLenum primitive_type;
|
|
int vertex_number;
|
|
/* Array of CoglPathTesselatorVertex. This needs to grow when the
|
|
combine callback is called */
|
|
GArray *vertices;
|
|
/* Array of integers for the indices into the vertices array. Each
|
|
element will either be guint8, guint16 or guint32 depending on
|
|
the number of vertices */
|
|
GArray *indices;
|
|
CoglIndicesType indices_type;
|
|
/* Indices used to split fans and strips */
|
|
int index_a, index_b;
|
|
};
|
|
|
|
struct _CoglPathTesselatorVertex
|
|
{
|
|
float x, y, s, t;
|
|
};
|
|
|
|
static void
|
|
_cogl_path_tesselator_begin (GLenum type,
|
|
CoglPathTesselator *tess)
|
|
{
|
|
g_assert (type == GL_TRIANGLES ||
|
|
type == GL_TRIANGLE_FAN ||
|
|
type == GL_TRIANGLE_STRIP);
|
|
|
|
tess->primitive_type = type;
|
|
tess->vertex_number = 0;
|
|
}
|
|
|
|
static CoglIndicesType
|
|
_cogl_path_tesselator_get_indices_type_for_size (int n_vertices)
|
|
{
|
|
if (n_vertices <= 256)
|
|
return COGL_INDICES_TYPE_UNSIGNED_BYTE;
|
|
else if (n_vertices <= 65536)
|
|
return COGL_INDICES_TYPE_UNSIGNED_SHORT;
|
|
else
|
|
return COGL_INDICES_TYPE_UNSIGNED_INT;
|
|
}
|
|
|
|
static void
|
|
_cogl_path_tesselator_allocate_indices_array (CoglPathTesselator *tess)
|
|
{
|
|
switch (tess->indices_type)
|
|
{
|
|
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
|
|
tess->indices = g_array_new (FALSE, FALSE, sizeof (guint8));
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
|
|
tess->indices = g_array_new (FALSE, FALSE, sizeof (guint16));
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_INT:
|
|
tess->indices = g_array_new (FALSE, FALSE, sizeof (guint32));
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
_cogl_path_tesselator_add_index (CoglPathTesselator *tess, int vertex_index)
|
|
{
|
|
switch (tess->indices_type)
|
|
{
|
|
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
|
|
{
|
|
guint8 val = vertex_index;
|
|
g_array_append_val (tess->indices, val);
|
|
}
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
|
|
{
|
|
guint16 val = vertex_index;
|
|
g_array_append_val (tess->indices, val);
|
|
}
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_INT:
|
|
{
|
|
guint32 val = vertex_index;
|
|
g_array_append_val (tess->indices, val);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
_cogl_path_tesselator_vertex (void *vertex_data,
|
|
CoglPathTesselator *tess)
|
|
{
|
|
int vertex_index;
|
|
|
|
vertex_index = GPOINTER_TO_INT (vertex_data);
|
|
|
|
/* This tries to convert all of the primitives into GL_TRIANGLES
|
|
with indices to share vertices */
|
|
switch (tess->primitive_type)
|
|
{
|
|
case GL_TRIANGLES:
|
|
/* Directly use the vertex */
|
|
_cogl_path_tesselator_add_index (tess, vertex_index);
|
|
break;
|
|
|
|
case GL_TRIANGLE_FAN:
|
|
if (tess->vertex_number == 0)
|
|
tess->index_a = vertex_index;
|
|
else if (tess->vertex_number == 1)
|
|
tess->index_b = vertex_index;
|
|
else
|
|
{
|
|
/* Create a triangle with the first vertex, the previous
|
|
vertex and this vertex */
|
|
_cogl_path_tesselator_add_index (tess, tess->index_a);
|
|
_cogl_path_tesselator_add_index (tess, tess->index_b);
|
|
_cogl_path_tesselator_add_index (tess, vertex_index);
|
|
/* Next time we will use this vertex as the previous
|
|
vertex */
|
|
tess->index_b = vertex_index;
|
|
}
|
|
break;
|
|
|
|
case GL_TRIANGLE_STRIP:
|
|
if (tess->vertex_number == 0)
|
|
tess->index_a = vertex_index;
|
|
else if (tess->vertex_number == 1)
|
|
tess->index_b = vertex_index;
|
|
else
|
|
{
|
|
_cogl_path_tesselator_add_index (tess, tess->index_a);
|
|
_cogl_path_tesselator_add_index (tess, tess->index_b);
|
|
_cogl_path_tesselator_add_index (tess, vertex_index);
|
|
if (tess->vertex_number & 1)
|
|
tess->index_b = vertex_index;
|
|
else
|
|
tess->index_a = vertex_index;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
|
|
tess->vertex_number++;
|
|
}
|
|
|
|
static void
|
|
_cogl_path_tesselator_end (CoglPathTesselator *tess)
|
|
{
|
|
tess->primitive_type = GL_FALSE;
|
|
}
|
|
|
|
static void
|
|
_cogl_path_tesselator_combine (double coords[3],
|
|
void *vertex_data[4],
|
|
float weight[4],
|
|
void **out_data,
|
|
CoglPathTesselator *tess)
|
|
{
|
|
CoglPathTesselatorVertex *vertex;
|
|
CoglIndicesType new_indices_type;
|
|
int i;
|
|
|
|
/* Add a new vertex to the array */
|
|
g_array_set_size (tess->vertices, tess->vertices->len + 1);
|
|
vertex = &g_array_index (tess->vertices,
|
|
CoglPathTesselatorVertex,
|
|
tess->vertices->len - 1);
|
|
/* The data is just the index to the vertex */
|
|
*out_data = GINT_TO_POINTER (tess->vertices->len - 1);
|
|
/* Set the coordinates of the new vertex */
|
|
vertex->x = coords[0];
|
|
vertex->y = coords[1];
|
|
/* Generate the texture coordinates as the weighted average of the
|
|
four incoming coordinates */
|
|
vertex->s = 0.0f;
|
|
vertex->t = 0.0f;
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
CoglPathTesselatorVertex *old_vertex =
|
|
&g_array_index (tess->vertices, CoglPathTesselatorVertex,
|
|
GPOINTER_TO_INT (vertex_data[i]));
|
|
vertex->s += old_vertex->s * weight[i];
|
|
vertex->t += old_vertex->t * weight[i];
|
|
}
|
|
|
|
/* Check if we've reached the limit for the data type of our indices */
|
|
new_indices_type =
|
|
_cogl_path_tesselator_get_indices_type_for_size (tess->vertices->len);
|
|
if (new_indices_type != tess->indices_type)
|
|
{
|
|
CoglIndicesType old_indices_type = new_indices_type;
|
|
GArray *old_vertices = tess->indices;
|
|
|
|
/* Copy the indices to an array of the new type */
|
|
tess->indices_type = new_indices_type;
|
|
_cogl_path_tesselator_allocate_indices_array (tess);
|
|
|
|
switch (old_indices_type)
|
|
{
|
|
case COGL_INDICES_TYPE_UNSIGNED_BYTE:
|
|
for (i = 0; i < old_vertices->len; i++)
|
|
_cogl_path_tesselator_add_index (tess,
|
|
g_array_index (old_vertices,
|
|
guint8, i));
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_SHORT:
|
|
for (i = 0; i < old_vertices->len; i++)
|
|
_cogl_path_tesselator_add_index (tess,
|
|
g_array_index (old_vertices,
|
|
guint16, i));
|
|
break;
|
|
|
|
case COGL_INDICES_TYPE_UNSIGNED_INT:
|
|
for (i = 0; i < old_vertices->len; i++)
|
|
_cogl_path_tesselator_add_index (tess,
|
|
g_array_index (old_vertices,
|
|
guint32, i));
|
|
break;
|
|
}
|
|
|
|
g_array_free (old_vertices, TRUE);
|
|
}
|
|
}
|
|
|
|
static void
|
|
_cogl_path_build_fill_attribute_buffer (CoglPath *path)
|
|
{
|
|
CoglPathTesselator tess;
|
|
unsigned int path_start = 0;
|
|
CoglPathData *data = path->data;
|
|
int i;
|
|
|
|
/* If we've already got a vbo then we don't need to do anything */
|
|
if (data->fill_attribute_buffer)
|
|
return;
|
|
|
|
tess.primitive_type = FALSE;
|
|
|
|
/* Generate a vertex for each point on the path */
|
|
tess.vertices = g_array_new (FALSE, FALSE, sizeof (CoglPathTesselatorVertex));
|
|
g_array_set_size (tess.vertices, data->path_nodes->len);
|
|
for (i = 0; i < data->path_nodes->len; i++)
|
|
{
|
|
CoglPathNode *node =
|
|
&g_array_index (data->path_nodes, CoglPathNode, i);
|
|
CoglPathTesselatorVertex *vertex =
|
|
&g_array_index (tess.vertices, CoglPathTesselatorVertex, i);
|
|
|
|
vertex->x = node->x;
|
|
vertex->y = node->y;
|
|
|
|
/* Add texture coordinates so that a texture would be drawn to
|
|
fit the bounding box of the path and then cropped by the
|
|
path */
|
|
if (data->path_nodes_min.x == data->path_nodes_max.x)
|
|
vertex->s = 0.0f;
|
|
else
|
|
vertex->s = ((node->x - data->path_nodes_min.x)
|
|
/ (data->path_nodes_max.x - data->path_nodes_min.x));
|
|
if (data->path_nodes_min.y == data->path_nodes_max.y)
|
|
vertex->t = 0.0f;
|
|
else
|
|
vertex->t = ((node->y - data->path_nodes_min.y)
|
|
/ (data->path_nodes_max.y - data->path_nodes_min.y));
|
|
}
|
|
|
|
tess.indices_type =
|
|
_cogl_path_tesselator_get_indices_type_for_size (data->path_nodes->len);
|
|
_cogl_path_tesselator_allocate_indices_array (&tess);
|
|
|
|
tess.glu_tess = gluNewTess ();
|
|
|
|
if (data->fill_rule == COGL_PATH_FILL_RULE_EVEN_ODD)
|
|
gluTessProperty (tess.glu_tess, GLU_TESS_WINDING_RULE,
|
|
GLU_TESS_WINDING_ODD);
|
|
else
|
|
gluTessProperty (tess.glu_tess, GLU_TESS_WINDING_RULE,
|
|
GLU_TESS_WINDING_NONZERO);
|
|
|
|
/* All vertices are on the xy-plane */
|
|
gluTessNormal (tess.glu_tess, 0.0, 0.0, 1.0);
|
|
|
|
gluTessCallback (tess.glu_tess, GLU_TESS_BEGIN_DATA,
|
|
_cogl_path_tesselator_begin);
|
|
gluTessCallback (tess.glu_tess, GLU_TESS_VERTEX_DATA,
|
|
_cogl_path_tesselator_vertex);
|
|
gluTessCallback (tess.glu_tess, GLU_TESS_END_DATA,
|
|
_cogl_path_tesselator_end);
|
|
gluTessCallback (tess.glu_tess, GLU_TESS_COMBINE_DATA,
|
|
_cogl_path_tesselator_combine);
|
|
|
|
gluTessBeginPolygon (tess.glu_tess, &tess);
|
|
|
|
while (path_start < data->path_nodes->len)
|
|
{
|
|
CoglPathNode *node =
|
|
&g_array_index (data->path_nodes, CoglPathNode, path_start);
|
|
|
|
gluTessBeginContour (tess.glu_tess);
|
|
|
|
for (i = 0; i < node->path_size; i++)
|
|
{
|
|
double vertex[3] = { node[i].x, node[i].y, 0.0 };
|
|
gluTessVertex (tess.glu_tess, vertex,
|
|
GINT_TO_POINTER (i + path_start));
|
|
}
|
|
|
|
gluTessEndContour (tess.glu_tess);
|
|
|
|
path_start += node->path_size;
|
|
}
|
|
|
|
gluTessEndPolygon (tess.glu_tess);
|
|
|
|
gluDeleteTess (tess.glu_tess);
|
|
|
|
data->fill_attribute_buffer =
|
|
cogl_attribute_buffer_new (sizeof (CoglPathTesselatorVertex) *
|
|
tess.vertices->len,
|
|
tess.vertices->data);
|
|
g_array_free (tess.vertices, TRUE);
|
|
|
|
data->fill_attributes[0] =
|
|
cogl_attribute_new (data->fill_attribute_buffer,
|
|
"cogl_position_in",
|
|
sizeof (CoglPathTesselatorVertex),
|
|
G_STRUCT_OFFSET (CoglPathTesselatorVertex, x),
|
|
2, /* n_components */
|
|
COGL_ATTRIBUTE_TYPE_FLOAT);
|
|
data->fill_attributes[1] =
|
|
cogl_attribute_new (data->fill_attribute_buffer,
|
|
"cogl_tex_coord0_in",
|
|
sizeof (CoglPathTesselatorVertex),
|
|
G_STRUCT_OFFSET (CoglPathTesselatorVertex, s),
|
|
2, /* n_components */
|
|
COGL_ATTRIBUTE_TYPE_FLOAT);
|
|
|
|
data->fill_vbo_indices = cogl_indices_new (tess.indices_type,
|
|
tess.indices->data,
|
|
tess.indices->len);
|
|
data->fill_vbo_n_indices = tess.indices->len;
|
|
g_array_free (tess.indices, TRUE);
|
|
}
|
|
|
|
static void
|
|
_cogl_path_build_stroke_attribute_buffer (CoglPath *path)
|
|
{
|
|
CoglPathData *data = path->data;
|
|
CoglBuffer *buffer;
|
|
unsigned int n_attributes = 0;
|
|
unsigned int path_start;
|
|
CoglPathNode *node;
|
|
floatVec2 *buffer_p;
|
|
unsigned int i;
|
|
|
|
/* If we've already got a cached vbo then we don't need to do anything */
|
|
if (data->stroke_attribute_buffer)
|
|
return;
|
|
|
|
data->stroke_attribute_buffer =
|
|
cogl_attribute_buffer_new (data->path_nodes->len * sizeof (floatVec2),
|
|
NULL);
|
|
|
|
buffer = COGL_BUFFER (data->stroke_attribute_buffer);
|
|
buffer_p = _cogl_buffer_map_for_fill_or_fallback (buffer);
|
|
|
|
/* Copy the vertices in and count the number of sub paths. Each sub
|
|
path will form a separate attribute so we can paint the disjoint
|
|
line strips */
|
|
for (path_start = 0;
|
|
path_start < data->path_nodes->len;
|
|
path_start += node->path_size)
|
|
{
|
|
node = &g_array_index (data->path_nodes, CoglPathNode, path_start);
|
|
|
|
for (i = 0; i < node->path_size; i++)
|
|
{
|
|
buffer_p[path_start + i].x = node[i].x;
|
|
buffer_p[path_start + i].y = node[i].y;
|
|
}
|
|
|
|
n_attributes++;
|
|
}
|
|
|
|
_cogl_buffer_unmap_for_fill_or_fallback (buffer);
|
|
|
|
data->stroke_attributes = g_new (CoglAttribute *, n_attributes);
|
|
|
|
/* Now we can loop the sub paths again to create the attributes */
|
|
for (i = 0, path_start = 0;
|
|
path_start < data->path_nodes->len;
|
|
i++, path_start += node->path_size)
|
|
{
|
|
node = &g_array_index (data->path_nodes, CoglPathNode, path_start);
|
|
|
|
data->stroke_attributes[i] =
|
|
cogl_attribute_new (data->stroke_attribute_buffer,
|
|
"cogl_position_in",
|
|
sizeof (floatVec2),
|
|
path_start * sizeof (floatVec2),
|
|
2, /* n_components */
|
|
COGL_ATTRIBUTE_TYPE_FLOAT);
|
|
}
|
|
|
|
data->stroke_n_attributes = n_attributes;
|
|
}
|