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eed2479556
The indirection through this API isn't necessary since we no longer arbitrate between the OpenGL matrix API and Cogl's client side API. Also it doesn't help to maintain an OpenGL style matrix mode API for internal use since it's awkward to keep restoring the MODELVIEW mode and easy enough to directly work with the matrix stacks of interest. This replaces use of the _cogl_current_matrix API with direct use of the _cogl_matrix_stack API. All the unused cogl_current_matrix API is removed and the matrix utility code left in cogl-current-matrix.c was moved to cogl.c.
273 lines
7.9 KiB
C
273 lines
7.9 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 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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-clip-stack.h"
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#include "cogl-material-private.h"
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#include <string.h>
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#include <gmodule.h>
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#include <math.h>
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#define _COGL_MAX_BEZ_RECURSE_DEPTH 16
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#define glClientActiveTexture ctx->drv.pf_glClientActiveTexture
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void
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_cogl_path_add_node (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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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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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 || ctx->path_nodes->len == 0)
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ctx->last_path = ctx->path_nodes->len;
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g_array_append_val (ctx->path_nodes, new_node);
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g_array_index (ctx->path_nodes, CoglPathNode, ctx->last_path).path_size++;
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if (ctx->path_nodes->len == 1)
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{
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ctx->path_nodes_min.x = ctx->path_nodes_max.x = x;
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ctx->path_nodes_min.y = ctx->path_nodes_max.y = y;
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}
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else
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{
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if (x < ctx->path_nodes_min.x) ctx->path_nodes_min.x = x;
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if (x > ctx->path_nodes_max.x) ctx->path_nodes_max.x = x;
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if (y < ctx->path_nodes_min.y) ctx->path_nodes_min.y = y;
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if (y > ctx->path_nodes_max.y) ctx->path_nodes_max.y = y;
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}
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}
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void
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_cogl_path_stroke_nodes ()
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{
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guint path_start = 0;
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gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
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CoglMaterialFlushOptions options;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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enable_flags |= _cogl_material_get_cogl_enable_flags (ctx->source_material);
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cogl_enable (enable_flags);
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options.flags = COGL_MATERIAL_FLUSH_DISABLE_MASK;
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/* disable all texture layers */
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options.disable_layers = (guint32)~0;
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_cogl_material_flush_gl_state (ctx->source_material, &options);
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_cogl_flush_matrix_stacks ();
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while (path_start < ctx->path_nodes->len)
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{
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CoglPathNode *path = &g_array_index (ctx->path_nodes, CoglPathNode,
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path_start);
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GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
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(guchar *) path
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+ G_STRUCT_OFFSET (CoglPathNode, x)) );
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GE( glDrawArrays (GL_LINE_STRIP, 0, path->path_size) );
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path_start += path->path_size;
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}
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}
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static void
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_cogl_path_get_bounds (floatVec2 nodes_min,
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floatVec2 nodes_max,
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float *bounds_x,
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float *bounds_y,
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float *bounds_w,
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float *bounds_h)
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{
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*bounds_x = nodes_min.x;
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*bounds_y = nodes_min.y;
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*bounds_w = nodes_max.x - *bounds_x;
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*bounds_h = nodes_max.y - *bounds_y;
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}
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void
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_cogl_add_path_to_stencil_buffer (floatVec2 nodes_min,
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floatVec2 nodes_max,
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guint path_size,
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CoglPathNode *path,
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gboolean merge)
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{
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guint path_start = 0;
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guint sub_path_num = 0;
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float bounds_x;
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float bounds_y;
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float bounds_w;
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float bounds_h;
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gulong enable_flags = COGL_ENABLE_VERTEX_ARRAY;
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CoglHandle prev_source;
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int i;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_journal_flush ();
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/* Just setup a simple material that doesn't use texturing... */
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prev_source = cogl_handle_ref (ctx->source_material);
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cogl_set_source (ctx->stencil_material);
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_cogl_material_flush_gl_state (ctx->source_material, NULL);
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enable_flags |=
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_cogl_material_get_cogl_enable_flags (ctx->source_material);
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cogl_enable (enable_flags);
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_cogl_path_get_bounds (nodes_min, nodes_max,
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&bounds_x, &bounds_y, &bounds_w, &bounds_h);
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if (merge)
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{
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GE( glStencilMask (2) );
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GE( glStencilFunc (GL_LEQUAL, 0x2, 0x6) );
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}
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else
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{
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GE( glClear (GL_STENCIL_BUFFER_BIT) );
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GE( glStencilMask (1) );
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GE( glStencilFunc (GL_LEQUAL, 0x1, 0x3) );
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}
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GE( glEnable (GL_STENCIL_TEST) );
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GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
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GE( glColorMask (FALSE, FALSE, FALSE, FALSE) );
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GE( glDepthMask (FALSE) );
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for (i = 0; i < ctx->n_texcoord_arrays_enabled; i++)
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{
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GE (glClientActiveTexture (GL_TEXTURE0 + i));
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GE (glDisableClientState (GL_TEXTURE_COORD_ARRAY));
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}
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ctx->n_texcoord_arrays_enabled = 0;
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_cogl_flush_matrix_stacks ();
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while (path_start < path_size)
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{
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GE( glVertexPointer (2, GL_FLOAT, sizeof (CoglPathNode),
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(guchar *) path
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+ G_STRUCT_OFFSET (CoglPathNode, x)) );
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GE( glDrawArrays (GL_TRIANGLE_FAN, 0, path->path_size) );
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if (sub_path_num > 0)
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{
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/* Union the two stencil buffers bits into the least
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significant bit */
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GE( glStencilMask (merge ? 6 : 3) );
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GE( glStencilOp (GL_ZERO, GL_REPLACE, GL_REPLACE) );
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glRectf (bounds_x, bounds_y,
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bounds_x + bounds_w, bounds_y + bounds_h);
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GE( glStencilOp (GL_INVERT, GL_INVERT, GL_INVERT) );
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}
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GE( glStencilMask (merge ? 4 : 2) );
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path_start += path->path_size;
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path += path->path_size;
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sub_path_num++;
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}
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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( glStencilMask (3) );
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GE( glStencilFunc (GL_NEVER, 0x2, 0x3) );
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GE( 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 (ctx->projection_stack);
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_cogl_matrix_stack_load_identity (ctx->projection_stack);
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_cogl_matrix_stack_push (ctx->modelview_stack);
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_cogl_matrix_stack_load_identity (ctx->modelview_stack);
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_cogl_flush_matrix_stacks ();
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glRectf (-1.0, -1.0, 1.0, 1.0);
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glRectf (-1.0, -1.0, 1.0, 1.0);
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_cogl_matrix_stack_pop (ctx->modelview_stack);
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_cogl_matrix_stack_pop (ctx->projection_stack);
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}
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GE( glStencilMask (~(GLuint) 0) );
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GE( glDepthMask (TRUE) );
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GE( glColorMask (TRUE, TRUE, TRUE, TRUE) );
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GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
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GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
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/* restore the original material */
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cogl_set_source (prev_source);
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cogl_handle_unref (prev_source);
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}
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void
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_cogl_path_fill_nodes ()
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{
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float bounds_x;
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float bounds_y;
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float bounds_w;
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float bounds_h;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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_cogl_path_get_bounds (ctx->path_nodes_min, ctx->path_nodes_max,
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&bounds_x, &bounds_y, &bounds_w, &bounds_h);
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_cogl_add_path_to_stencil_buffer (ctx->path_nodes_min,
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ctx->path_nodes_max,
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ctx->path_nodes->len,
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&g_array_index (ctx->path_nodes,
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CoglPathNode, 0),
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ctx->clip.stencil_used);
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cogl_rectangle (bounds_x, bounds_y,
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bounds_x + bounds_w, bounds_y + bounds_h);
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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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ctx->clip.stack_dirty = TRUE;
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}
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