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