spice-common/common/glc.c.save
2012-03-20 15:25:36 +01:00

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#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <GL/gl.h>
#include <GL/glu.h>
#ifdef WIN32
#include "glext.h"
#include "wglext.h"
#endif
#include "glc.h"
#define TRUE 1
#define FALSE 0
#define ASSERT(x) if (!(x)) {printf("%s: assert failed %s\n", __FUNCTION__, #x); for (;;);}
#define GLC_ERROR_TETS { \
GLenum gl_err; glFlush(); \
if ((gl_err = glGetError()) != GL_NO_ERROR) { \
printf("%s[%d]: opengl error: %s\n", __FUNCTION__, __LINE__, gluErrorString(gl_err)); \
for(;;); \
} \
}
#define WARN_ONCE(x) { \
static int warn = TRUE; \
if (warn) { \
printf x; \
warn = FALSE; \
} \
}
#define TESS_VERTEX_ALLOC_BUNCH 20
typedef struct InternaCtx InternaCtx;
typedef struct InternalPat {
InternaCtx *owner;
int refs;
GLuint texture;
int x_orign;
int y_orign;
int width;
int height;
} InternalPat;
typedef struct Pathpath {
int start_point;
int num_segments;
} Path;
enum {
GLC_PATH_SEG_LINES,
GLC_PATH_SEG_BEIZER,
};
//todo: flatten cache
typedef struct PathSegment {
int type;
int count;
} PathSegment;
typedef struct PathPoint {
double x;
double y;
double z;
} PathPoint;
typedef GLdouble Vertex[3];
typedef struct InternalPath {
InternaCtx *owner;
Path *paths;
int paths_size;
int paths_pos;
PathSegment *segments;
int segments_size;
int segments_pos;
PathPoint *points;
int points_size;
int points_pos;
Path *current_path;
PathSegment *current_segment;
} InternalPath;
typedef struct TassVertex TassVertex;
struct TassVertex {
PathPoint point;
TassVertex *list_link;
TassVertex *next;
};
typedef struct TassVertexBuf TassVertexBuf;
struct TassVertexBuf {
TassVertexBuf *next;
TassVertex vertexs[0];
};
struct InternaCtx {
int draw_mode;
int stencil_refs;
int stencil_mask;
int width;
int height;
GLfloat line_width;
InternalPat *pat;
int max_texture_size;
GLUtesselator* tesselator;
TassVertex *free_tess_vertex;
TassVertex *used_tess_vertex;
TassVertexBuf *vertex_bufs;
#ifdef WIN32
PFNGLBLENDEQUATIONPROC glBlendEquation;
#endif
};
#define Y(y) -(y)
#define VERTEX2(x, y) glVertex2d(x, Y(y))
static void fill_rect(InternaCtx *ctx, void *rect);
static void fill_path(InternaCtx *ctx, void *path);
static void fill_mask(InternaCtx *ctx, int x_dest, int y_dest, int width, int height, int stride,
const uint8_t *bitmap);
static void set_pat(InternaCtx *ctx, InternalPat *pat);
static inline void *zmalloc(size_t size)
{
return calloc(1, size);
}
static inline void set_raster_pos(InternaCtx *ctx, int x, int y)
{
if (x >= 0 && y >= 0 && x < ctx->width && y < ctx->height) {
glRasterPos2i(x, Y(y));
return;
}
glRasterPos2i(0, 0);
glBitmap(0, 0, 0, 0, (GLfloat)x, (GLfloat)Y(y), NULL);
}
static TassVertex *alloc_tess_vertex(InternaCtx *ctx)
{
TassVertex *vertex;
if (!ctx->free_tess_vertex) {
TassVertexBuf *buf;
int i;
if (!(buf = (TassVertexBuf *)malloc(sizeof(TassVertexBuf) +
sizeof(TassVertex) * TESS_VERTEX_ALLOC_BUNCH))) {
//warn
return NULL;
}
buf->next = ctx->vertex_bufs;
ctx->vertex_bufs = buf;
for (i = 0; i < TESS_VERTEX_ALLOC_BUNCH; i++) {
buf->vertexs[i].point.z = 0;
buf->vertexs[i].next = ctx->free_tess_vertex;
ctx->free_tess_vertex = &buf->vertexs[i];
}
}
vertex = ctx->free_tess_vertex;
ctx->free_tess_vertex = vertex->next;
vertex->next = ctx->used_tess_vertex;
ctx->used_tess_vertex = vertex;
return vertex;
}
static void reset_tass_vertex(InternaCtx *ctx)
{
TassVertex *vertex;
while ((vertex = ctx->used_tess_vertex)) {
ctx->used_tess_vertex = vertex->next;
vertex->next = ctx->free_tess_vertex;
ctx->free_tess_vertex = vertex;
}
}
static void free_tass_vertex_bufs(InternaCtx *ctx)
{
TassVertexBuf *buf;
ctx->used_tess_vertex = NULL;
ctx->free_tess_vertex = NULL;
while ((buf = ctx->vertex_bufs)) {
ctx->vertex_bufs = buf->next;
free(buf);
}
}
//naiev bezier flattener
static TassVertex *bezier_flattener(InternaCtx *ctx, PathPoint *points)
{
double ax, bx, cx;
double ay, by, cy;
const int num_points = 30;
double dt;
int i;
TassVertex *vertex_list = NULL;
TassVertex *curr_vertex;
for (i = 0; i < num_points - 2; i++) {
TassVertex *vertex;
if (!(vertex = alloc_tess_vertex(ctx))) {
//warn
return NULL;
}
vertex->list_link = vertex_list;
vertex_list = vertex;
}
curr_vertex = vertex_list;
cx = 3.0 * (points[1].x - points[0].x);
bx = 3.0 * (points[2].x - points[1].x) - cx;
ax = points[3].x - points[0].x - cx - bx;
cy = 3.0 * (points[1].y - points[0].y);
by = 3.0 * (points[2].y - points[1].y) - cy;
ay = points[3].y - points[0].y - cy - by;
dt = 1.0 / ( num_points - 1 );
for( i = 1; i < num_points - 1; i++, curr_vertex = curr_vertex->list_link) {
double tSquared, tCubed;
double t;
t = i * dt;
tSquared = t * t;
tCubed = tSquared * t;
curr_vertex->point.x = (ax * tCubed) + (bx * tSquared) + (cx * t) + points[0].x;
curr_vertex->point.y = (ay * tCubed) + (by * tSquared) + (cy * t) + points[0].y;
}
return vertex_list;
}
#define MORE_X(path, Type, name) {\
Type *name;\
\
if (!(name = (Type *)zmalloc(sizeof(*name) * path->name##_size * 2))) {\
return FALSE;\
}\
memcpy(name, path->name, sizeof(*name) * path->name##_size);\
free(path->name);\
path->name = name;\
path->name##_size *= 2;\
return TRUE;\
}
static int more_points(InternalPath *path)
{
MORE_X(path, PathPoint, points);
}
static int more_segments(InternalPath *path)
{
MORE_X(path, PathSegment, segments);
}
static int more_paths(InternalPath *path)
{
MORE_X(path, Path, paths);
}
static inline void put_point(InternalPath *path, double x, double y)
{
path->points[path->points_pos].x = x;
path->points[path->points_pos++].y = Y(y + 0.5);
path->points[path->points_pos].z = 0;
}
void glc_path_move_to(GLCPath path, double x, double y)
{
InternalPath *internal = (InternalPath *)path;
ASSERT(internal);
if (internal->current_segment) {
internal->current_segment = NULL;
internal->current_path = NULL;
if (internal->points_pos == internal->points_size && !more_points(internal)) {
//warn
return;
}
internal->points_pos++;
}
internal->points[internal->points_pos - 1].x = x;
internal->points[internal->points_pos - 1].y = Y(y + 0.5);
internal->points[internal->points_pos - 1].z = 0;
}
static int add_segment_common(InternalPath *internal, int type, int num_points)
{
if (internal->points_size - internal->points_pos < num_points && !more_points(internal)) {
//warn
return FALSE;
}
if (internal->current_segment) {
if (internal->current_segment->type == type) {
internal->current_segment->count++;
return TRUE;
}
if (internal->segments_pos == internal->segments_size && !more_segments(internal)) {
//warn
return FALSE;
}
internal->current_segment = &internal->segments[internal->segments_pos++];
internal->current_segment->type = type;
internal->current_segment->count = 1;
internal->current_path->num_segments++;
return TRUE;
}
if (internal->paths_pos == internal->paths_size && !more_paths(internal)) {
//warn
return FALSE;
}
if (internal->segments_pos == internal->segments_size && !more_segments(internal)) {
//warn
return FALSE;
}
internal->current_path = &internal->paths[internal->paths_pos++];
internal->current_path->start_point = internal->points_pos - 1;
internal->current_path->num_segments = 1;
internal->current_segment = &internal->segments[internal->segments_pos++];
internal->current_segment->type = type;
internal->current_segment->count = 1;
return TRUE;
}
void glc_path_line_to(GLCPath path, double x, double y)
{
InternalPath *internal = (InternalPath *)path;
ASSERT(internal);
if (!add_segment_common(internal, GLC_PATH_SEG_LINES, 1)) {
return;
}
put_point(internal, x, y);
}
void glc_path_curve_to(GLCPath path, double p1_x, double p1_y, double p2_x, double p2_y,
double p3_x, double p3_y)
{
InternalPath *internal = (InternalPath *)path;
ASSERT(internal);
if (!add_segment_common(internal, GLC_PATH_SEG_BEIZER, 3)) {
return;
}
put_point(internal, p1_x, p1_y);
put_point(internal, p2_x, p2_y);
put_point(internal, p3_x, p3_y);
}
void glc_path_close(GLCPath path)
{
InternalPath *internal = (InternalPath *)path;
ASSERT(internal);
if (!internal->current_path) {
return;
}
PathPoint *end_point = &internal->points[internal->current_path->start_point];
glc_path_line_to(path, end_point->x, Y(end_point->y));
glc_path_move_to(path, end_point->x, Y(end_point->y));
}
void glc_path_cleare(GLCPath path)
{
InternalPath *internal = (InternalPath *)path;
ASSERT(internal);
internal->paths_pos = internal->segments_pos = 0;
internal->current_segment = NULL;
internal->current_path = NULL;
internal->points[0].x = 0;
internal->points[0].y = 0;
internal->points_pos = 1;
}
GLCPath glc_path_create(GLCCtx glc)
{
InternaCtx *ctx = (InternaCtx *)glc;
InternalPath *path;
ASSERT(ctx);
if (!(path = (InternalPath *)zmalloc(sizeof(*path)))) {
return NULL;
}
path->paths = (Path *)malloc(sizeof(*path->paths) * (path->paths_size = 2));
if (!path->paths) {
goto error_1;
}
path->segments = (PathSegment *)malloc(sizeof(*path->segments) * (path->segments_size = 4));
if (!path->segments) {
goto error_2;
}
path->points = (PathPoint *)malloc(sizeof(*path->points) * (path->points_size = 20));
if (!path->points) {
goto error_3;
}
path->owner = ctx;
path->points_pos = 1;
return path;
error_3:
free(path->segments);
error_2:
free(path->paths);
error_1:
free(path);
return NULL;
}
void glc_path_destroy(GLCPath path)
{
InternalPath *internal = (InternalPath *)path;
if (!path) {
return;
}
free(internal->points);
free(internal->segments);
free(internal->paths);
free(internal);
}
static inline void unref_pat(InternalPat *pat)
{
if (!pat) {
return;
}
ASSERT(pat->refs > 0);
if (--pat->refs == 0) {
glFinish();
glDeleteTextures(1, &pat->texture);
free(pat);
}
GLC_ERROR_TETS;
}
static inline InternalPat *ref_pat(InternalPat *pat)
{
pat->refs++;
return pat;
}
#ifdef WIN32
static inline int find_msb(uint32_t val)
{
uint32_t r;
__asm {
bsr eax, val
jnz found
mov eax, -1
found:
mov r, eax
}
return r + 1;
}
#else
static inline int find_msb(uint32_t val)
{
int ret;
asm("bsrl %1,%0\n\t"
"jnz 1f\n\t"
"movl $-1,%0\n"
"1:"
: "=r"(ret) : "r"(val));
return ret + 1;
}
#endif
static int to_pwoer_two(uint32_t val)
{
if ((val & (val - 1)) == 0) {
return val;
}
return 1 << find_msb(val);
}
static void scale(uint32_t *dest, uint32_t dest_width, uint32_t dest_height,
uint32_t *src, uint32_t src_width, uint32_t src_height, int src_stride)
{
double x_scale = (double)src_width / dest_width;
double y_scale = (double)src_height / dest_height;
uint32_t i;
uint32_t j;
int prev_row = -1;
for (i = 0; i < dest_height; i++) {
int row = (int)(y_scale * i);
if (row == prev_row) {
memcpy(dest, dest - dest_width, dest_width * sizeof(uint32_t));
dest += dest_width;
continue;
}
for (j = 0; j < dest_width; j++) {
int col = (int)(x_scale * j);
*(dest++) = *(src + col);
}
prev_row = row;
src = (uint32_t *)((uint8_t *)src + src_stride);
}
}
static inline void init_pattern(InternalPat *pat, int x_orign, int y_orign, const GLCImage *image)
{
InternaCtx *ctx = pat->owner;
uint32_t *tmp_pixmap = NULL;
int width;
int height;
int width2;
int height2;
const int pix_bytes = 4;
ASSERT(image->format == GLC_IMAGE_RGB32); //for now
width = image->width;
height = image->height;
width2 = to_pwoer_two(width);
height2 = to_pwoer_two(height);
ASSERT(width > 0 && height > 0);
ASSERT(width > 0 && width <= pat->owner->max_texture_size);
ASSERT(height > 0 && height <= pat->owner->max_texture_size);
if (width2 != width || height2 != height) {
if (!(tmp_pixmap = (uint32_t *)malloc(width2 * height2 * sizeof(uint32_t)))) {
//warn
return;
}
scale(tmp_pixmap, width2, height2, (uint32_t *)image->pixels, width, height, image->stride);
}
glBindTexture(GL_TEXTURE_2D, pat->texture);
//glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (tmp_pixmap) {
glPixelStorei(GL_UNPACK_ROW_LENGTH, width2);
glTexImage2D(GL_TEXTURE_2D, 0, 4, width2, height2, 0, GL_BGRA, GL_UNSIGNED_BYTE,
tmp_pixmap);
free(tmp_pixmap);
} else {
ASSERT(image->stride % pix_bytes == 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, image->stride / pix_bytes);
glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE,
image->pixels);
}
GLC_ERROR_TETS;
pat->x_orign = x_orign % width;
pat->y_orign = y_orign % height;
pat->width = width;
pat->height = height;
if (ctx->pat == pat) {
set_pat(pat->owner, pat);
} else if (ctx->pat) {
glBindTexture(GL_TEXTURE_2D, ctx->pat->texture);
}
}
GLCPattern glc_pattern_create(GLCCtx glc, int x_orign, int y_orign, const GLCImage *image)
{
InternaCtx *ctx = (InternaCtx *)glc;
InternalPat *pat;
ASSERT(ctx && image);
if (!(pat = (InternalPat *)zmalloc(sizeof(*pat)))) {
return NULL;
}
pat->refs = 1;
pat->owner = ctx;
glGenTextures(1, &pat->texture);
init_pattern(pat, x_orign, y_orign, image);
return pat;
}
void glc_pattern_set(GLCPattern pattern, int x_orign, int y_orign, const GLCImage *image)
{
InternalPat *pat = (InternalPat *)pattern;
ASSERT(pat && pat->owner);
glFinish();
init_pattern(pat, x_orign, y_orign, image);
}
void glc_pattern_destroy(GLCPattern pat)
{
unref_pat((InternalPat *)pat);
GLC_ERROR_TETS;
}
static void set_pat(InternaCtx *ctx, InternalPat *pat)
{
pat = ref_pat(pat);
unref_pat(ctx->pat);
ctx->pat = pat;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, pat->texture);
GLfloat s_gen_params[] = { (GLfloat)1.0 / pat->width, 0, 0, 0 };
GLfloat t_gen_params[] = { 0, (GLfloat)1.0 / (GLfloat)pat->height, 0, 0 };
glTexGenfv(GL_S, GL_OBJECT_PLANE, s_gen_params);
glTexGenfv(GL_T, GL_OBJECT_PLANE, t_gen_params);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef((float)pat->x_orign / pat->width, (float)Y(pat->y_orign) / pat->height, 0);
GLC_ERROR_TETS;
}
void glc_set_pattern(GLCCtx glc, GLCPattern pattern)
{
InternaCtx *ctx = (InternaCtx *)glc;
InternalPat *pat = (InternalPat *)pattern;
ASSERT(ctx && pat && pat->owner == ctx);
set_pat(ctx, pat);
}
void glc_set_rgb(GLCCtx glc, double red, double green, double blue)
{
InternaCtx *ctx = (InternaCtx *)glc;
ASSERT(ctx);
glDisable(GL_TEXTURE_2D);
unref_pat(ctx->pat);
ctx->pat = NULL;
glColor4d(red, green, blue, 1);
GLC_ERROR_TETS;
}
void glc_set_op(GLCCtx glc, GLCOp op)
{
if (op == GL_COPY) {
glDisable(GL_COLOR_LOGIC_OP);
return;
}
glLogicOp(op);
glEnable(GL_COLOR_LOGIC_OP);
}
void glc_set_line_width(GLCCtx glc, double width)
{
InternaCtx *ctx = (InternaCtx *)glc;
ASSERT(ctx);
ctx->line_width = (GLfloat)width;
if (ctx->line_width > 0) {
glLineWidth(ctx->line_width);
} else {
ctx->line_width = 0;
}
GLC_ERROR_TETS;
}
void glc_set_fill_mode(GLCCtx glc, GLCFillMode fill_mode)
{
InternaCtx *ctx = (InternaCtx *)glc;
ASSERT(ctx);
int mode;
switch (fill_mode) {
case GLC_FILL_MODE_WINDING_ODD:
mode = GLU_TESS_WINDING_ODD;
break;
case GLC_FILL_MODE_WINDING_NONZERO:
mode = GLU_TESS_WINDING_NONZERO;
break;
default:
//warn
return;
}
gluTessProperty(ctx->tesselator, GLU_TESS_WINDING_RULE, mode);
}
static inline void add_stencil_client(InternaCtx *ctx)
{
if (!ctx->stencil_refs) {
glEnable(GL_STENCIL_TEST);
}
ctx->stencil_refs++;
}
static inline void remove_stencil_client(InternaCtx *ctx)
{
ctx->stencil_refs--;
if (!ctx->stencil_refs) {
glDisable(GL_STENCIL_TEST);
}
}
void glc_set_mask(GLCCtx glc, int x_dest, int y_dest, int width, int height,
int stride, const uint8_t *bitmap, GLCMaskID id)
{
InternaCtx *ctx = (InternaCtx *)glc;
uint32_t mask = (id == GLC_MASK_A) ? 0x04 : 0x08;
ASSERT(ctx && bitmap);
ASSERT(id == GLC_MASK_A || id == GLC_MASK_B);
if (ctx->pat) {
glDisable(GL_TEXTURE_2D);
}
glDisable(GL_BLEND);
if (!(ctx->stencil_mask & mask)) {
add_stencil_client(ctx);
ctx->stencil_mask |= mask;
}
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
ctx->draw_mode = FALSE;
glStencilMask(mask);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, mask, mask);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
fill_mask(ctx, x_dest, y_dest, width, height, stride, bitmap);
}
void glc_mask_rects(GLCCtx glc, int num_rect, GLCRect *rects, GLCMaskID id)
{
InternaCtx *ctx = (InternaCtx *)glc;
uint32_t mask = (id == GLC_MASK_A) ? 0x04 : 0x08;
GLCRect *end;
ASSERT(ctx && rects);
ASSERT(id == GLC_MASK_A || id == GLC_MASK_B);
if (ctx->pat) {
glDisable(GL_TEXTURE_2D);
}
glDisable(GL_BLEND);
if (!(ctx->stencil_mask & mask)) {
add_stencil_client(ctx);
ctx->stencil_mask |= mask;
}
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
ctx->draw_mode = FALSE;
glStencilMask(mask);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, mask, mask);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
end = rects + num_rect;
for (; rects < end; rects++) {
fill_rect(ctx, rects);
}
}
void glc_clear_mask(GLCCtx glc, GLCMaskID id)
{
InternaCtx *ctx = (InternaCtx *)glc;
uint32_t mask = (id == GLC_MASK_A) ? 0x04 : 0x08;
ASSERT(ctx);
ASSERT(id == GLC_MASK_A || id == GLC_MASK_B);
if ((ctx->stencil_mask & mask)) {
ctx->stencil_mask &= ~mask;
remove_stencil_client(ctx);
}
}
void glc_clip_reset(GLCCtx glc)
{
InternaCtx *ctx = (InternaCtx *)glc;
if (!(ctx->stencil_mask & 0x03)) {
return;
}
remove_stencil_client(ctx);
ctx->stencil_mask &= ~0x03;
glStencilMask(0x03);
glClear(GL_STENCIL_BUFFER_BIT);
GLC_ERROR_TETS;
}
static void clip_common(InternaCtx *ctx, GLCClipOp op, void (*fill_func)(InternaCtx *, void *),
void *data)
{
int stencil_val;
if (ctx->pat) {
glDisable(GL_TEXTURE_2D);
}
glDisable(GL_BLEND);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
ctx->draw_mode = FALSE;
if (op == GLC_CLIP_OP_SET) {
glc_clip_reset(ctx);
add_stencil_client(ctx);
ctx->stencil_mask |= 0x01;
} else if (!(ctx->stencil_mask & 0x03)) {
GLCRect area;
if (op == GLC_CLIP_OP_OR) {
return;
}
area.x = area.y = 0;
area.width= ctx->width;
area.height = ctx->height;
clip_common(ctx, GLC_CLIP_OP_SET, fill_rect, &area);
}
glStencilMask(0x03);
switch (op) {
case GLC_CLIP_OP_SET:
case GLC_CLIP_OP_OR:
stencil_val = ctx->stencil_mask & 0x03;
glStencilFunc(GL_ALWAYS, stencil_val, stencil_val);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
fill_func(ctx, data);
break;
case GLC_CLIP_OP_AND: {
int clear_mask;
stencil_val = ctx->stencil_mask & 0x03;
glStencilFunc(GL_EQUAL, stencil_val, stencil_val);
if (stencil_val == 0x01) {
glStencilOp(GL_ZERO, GL_INCR, GL_INCR);
stencil_val = 0x02;
clear_mask = 0x01;
} else {
glStencilOp(GL_ZERO, GL_DECR, GL_DECR);
stencil_val = 0x01;
clear_mask = 0x02;
}
fill_func(ctx, data);
glStencilMask(clear_mask);
glClear(GL_STENCIL_BUFFER_BIT);
ctx->stencil_mask = (ctx->stencil_mask & ~clear_mask) |stencil_val;
break;
}
case GLC_CLIP_OP_EXCLUDE:
stencil_val = ctx->stencil_mask & 0x03;
glStencilFunc(GL_EQUAL, stencil_val, stencil_val);
glStencilOp(GL_KEEP, GL_ZERO, GL_ZERO);
fill_func(ctx, data);
break;
}
GLC_ERROR_TETS;
}
void glc_clip_rect(GLCCtx glc, const GLCRect *rect, GLCClipOp op)
{
InternaCtx *ctx = (InternaCtx *)glc;
ASSERT(ctx && rect);
clip_common(ctx, op, fill_rect, (void *)rect);
}
void glc_clip_path(GLCCtx glc, GLCPath path, GLCClipOp op)
{
InternaCtx *ctx = (InternaCtx *)glc;
ASSERT(ctx && path);
clip_common(ctx, op, fill_path, path);
}
typedef struct FillMaskInfo {
int x_dest;
int y_dest;
int width;
int height;
int stride;
const uint8_t *bitmap;
} FillMaskInfo;
static void __fill_mask(InternaCtx *ctx, void *data)
{
FillMaskInfo *info = (FillMaskInfo *)data;
fill_mask(ctx, info->x_dest, info->y_dest, info->width, info->height, info->stride,
info->bitmap);
}
void glc_clip_mask(GLCCtx glc, int x_dest, int y_dest, int width, int height,
int stride, const uint8_t *bitmap, GLCClipOp op)
{
InternaCtx *ctx = (InternaCtx *)glc;
FillMaskInfo mask_info;
ASSERT(ctx && bitmap);
mask_info.x_dest = x_dest;
mask_info.y_dest = y_dest;
mask_info.width = width;
mask_info.height = height;
mask_info.stride = stride;
mask_info.bitmap = bitmap;
clip_common(ctx, op, __fill_mask, &mask_info);
}
static inline void start_draw(InternaCtx *ctx)
{
if (ctx->draw_mode) {
return;
}
ctx->draw_mode = TRUE;
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_EQUAL, ctx->stencil_mask, ctx->stencil_mask);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
if (ctx->pat) {
glEnable(GL_TEXTURE_2D);
} else {
glDisable(GL_TEXTURE_2D);
}
GLC_ERROR_TETS;
}
static void fill_rect(InternaCtx *ctx, void *r)
{
GLCRect *rect = (GLCRect *)r;
glRectd(rect->x, Y(rect->y), rect->x + rect->width, Y(rect->y + rect->height));
/*glBegin(GL_POLYGON);
VERTEX2(rect->x, rect->y);
VERTEX2 (rect->x + rect->width, rect->y);
VERTEX2 (rect->x + rect->width, rect->y + rect->height);
VERTEX2 (rect->x , rect->y + rect->height);
glEnd();*/
GLC_ERROR_TETS;
}
void glc_fill_rect(GLCCtx glc, const GLCRect *rect)
{
InternaCtx *ctx = (InternaCtx *)glc;
ASSERT(ctx);
start_draw(ctx);
fill_rect(ctx, (void *)rect);
GLC_ERROR_TETS;
}
static void fill_path(InternaCtx *ctx, void *p)
{
InternalPath *path = (InternalPath *)p;
PathPoint *current_point = path->points;
PathSegment *current_segment = path->segments;
Path *current_path = path->paths;
Path *end_path = current_path + path->paths_pos;
reset_tass_vertex(ctx);
gluTessBeginPolygon(ctx->tesselator, ctx);
for (; current_path < end_path; current_path++) {
gluTessBeginContour(ctx->tesselator);
PathSegment *end_segment = current_segment + current_path->num_segments;
gluTessVertex(ctx->tesselator, (GLdouble *)current_point, current_point);
current_point++;
for (; current_segment < end_segment; current_segment++) {
PathPoint *end_point;
if (current_segment->type == GLC_PATH_SEG_BEIZER) {
end_point = current_point + current_segment->count * 3;
for (; current_point < end_point; current_point += 3) {
TassVertex *vertex = bezier_flattener(ctx, current_point - 1);
while (vertex) {
gluTessVertex(ctx->tesselator, (GLdouble *)&vertex->point,
(GLdouble *)&vertex->point);
vertex = vertex->list_link;
}
gluTessVertex(ctx->tesselator, (GLdouble *)&current_point[2],
(GLdouble *)&current_point[2]);
}
} else {
ASSERT(current_segment->type == GLC_PATH_SEG_LINES);
end_point = current_point + current_segment->count;
for (; current_point < end_point; current_point++) {
gluTessVertex(ctx->tesselator, (GLdouble *)current_point ,
(GLdouble *)current_point);
}
}
}
gluTessEndContour(ctx->tesselator);
}
gluTessEndPolygon(ctx->tesselator);
}
void glc_fill_path(GLCCtx glc, GLCPath path_ref)
{
InternaCtx *ctx = (InternaCtx *)glc;
ASSERT(ctx && path_ref);
start_draw(ctx);
fill_path(ctx, path_ref);
}
static void fill_mask(InternaCtx *ctx, int x_dest, int y_dest, int width, int height,
int stride, const uint8_t *bitmap)
{
set_raster_pos(ctx, x_dest, y_dest + height);
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride * 8);
glBitmap(width, height, 0, 0, 0, 0, bitmap);
}
void _glc_fill_mask(GLCCtx glc, int x_dest, int y_dest, int width, int height, int stride,
const uint8_t *bitmap)
{
InternaCtx *ctx = (InternaCtx *)glc;
ASSERT(ctx && bitmap);
start_draw(ctx);
if (ctx->pat) {
WARN_ONCE(("%s: unimplemented fill mask with pattern\n", __FUNCTION__));
}
fill_mask(ctx, x_dest, y_dest, width, height, stride, bitmap);
}
void glc_fill_alpha(GLCCtx glc, int x_dest, int y_dest, int width, int height, int stride,
const uint8_t *alpha_mask)
{
InternaCtx *ctx = (InternaCtx *)glc;
GLCRect r;
ASSERT(ctx);
start_draw(ctx);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
set_raster_pos(ctx, x_dest, y_dest + height);
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
glPixelZoom(1, 1);
glDrawPixels(width, height, GL_ALPHA, GL_UNSIGNED_BYTE, alpha_mask);
r.x = x_dest;
r.y = y_dest;
r.width = width;
r.height = height;
//todo: support color/texture alpah vals (GL_MODULATE)
glEnable(GL_BLEND);
glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
fill_rect(ctx, &r);
glDisable(GL_BLEND);
}
void glc_stroke_rect(GLCCtx glc, const GLCRect *rect)
{
InternaCtx *ctx = (InternaCtx *)glc;
ASSERT(ctx);
if (ctx->line_width == 0) {
return;
}
start_draw(ctx);
glBegin(GL_LINES);
VERTEX2 (rect->x , rect->y + 0.5);
VERTEX2 (rect->x + rect->width, rect->y + 0.5);
glEnd();
glBegin(GL_LINES);
VERTEX2 (rect->x + rect->width - 0.5, rect->y);
VERTEX2 (rect->x + rect->width - 0.5, rect->y + rect->height);
glEnd();
glBegin(GL_LINES);
VERTEX2 (rect->x + rect->width, rect->y + rect->height - 0.5);
VERTEX2 (rect->x, rect->y + rect->height - 0.5);
glEnd();
glBegin(GL_LINES);
VERTEX2(rect->x + 0.5, rect->y + rect->height);
VERTEX2(rect->x + 0.5 , rect->y);
glEnd();
GLC_ERROR_TETS;
}
void glc_stroke_path(GLCCtx glc, GLCPath path_ref)
{
InternaCtx *ctx = (InternaCtx *)glc;
InternalPath *path = (InternalPath *)path_ref;
ASSERT(ctx && path);
if (ctx->line_width == 0) {
return;
}
start_draw(ctx);
reset_tass_vertex(ctx);
PathPoint *current_point = path->points;
PathSegment *current_segment = path->segments;
Path *current_path = path->paths;
Path *end_path = current_path + path->paths_pos;
for (; current_path < end_path; current_path++) {
glBegin(GL_LINE_STRIP);
PathSegment *end_segment = current_segment + current_path->num_segments;
glVertex2d(current_point->x , current_point->y);
current_point++;
for (; current_segment < end_segment; current_segment++) {
PathPoint *end_point;
if (current_segment->type == GLC_PATH_SEG_BEIZER) {
end_point = current_point + current_segment->count * 3;
for (; current_point < end_point; current_point += 3) {
TassVertex *vertex = bezier_flattener(ctx, current_point - 1);
while (vertex) {
glVertex2d(vertex->point.x, vertex->point.y);
vertex = vertex->list_link;
}
glVertex2d(current_point[2].x , current_point[2].y);
}
} else {
ASSERT(current_segment->type == GLC_PATH_SEG_LINES);
end_point = current_point + current_segment->count;
for (; current_point < end_point; current_point++) {
glVertex2d(current_point->x , current_point->y);
}
}
}
glEnd();
}
}
void glc_draw_image(GLCCtx glc, const GLCRecti *dest, const GLCRecti *src, const GLCImage *image,
int scale_mode, double alpha)
{
InternaCtx *ctx = (InternaCtx *)glc;
uint8_t *pixels;
const int pix_bytes = 4;
ASSERT(ctx && image);
ASSERT(src->width > 0 && src->height > 0);
ASSERT(image->format == GLC_IMAGE_RGB32 || image->format == GLC_IMAGE_ARGB32); //for now
start_draw(ctx);
if (ctx->pat) {
glDisable(GL_TEXTURE_2D);
}
set_raster_pos(ctx, dest->x, dest->y + dest->height);
if (dest->width == src->width && src->height == dest->height) {
glPixelZoom(1, 1);
} else {
glPixelZoom((float)dest->width / src->width, (float)dest->height / src->height);
}
pixels = image->pixels + src->x * 4 + (image->height - (src->y + src->height)) * image->stride;
if (image->format == GLC_IMAGE_ARGB32 || alpha != 1) {
glPixelTransferf(GL_ALPHA_SCALE, (GLfloat)alpha);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
}
ASSERT(image->stride % pix_bytes == 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, image->stride / pix_bytes);
glDrawPixels(src->width, src->height, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
if (image->format == GLC_IMAGE_ARGB32 || alpha != 1) {
glDisable(GL_BLEND);
}
if (ctx->pat) {
glEnable(GL_TEXTURE_2D);
}
GLC_ERROR_TETS;
}
void glc_copy_pixels(GLCCtx glc, int x_dest, int y_dest, int x_src, int y_src, int width,
int height)
{
InternaCtx *ctx = (InternaCtx *)glc;
ASSERT(ctx);
#ifdef USE_COPY_PIXELS
start_draw(ctx);
if (ctx->pat) {
glDisable(GL_TEXTURE_2D);
}
set_raster_pos(ctx, x_dest, y_dest + height);
glPixelZoom(1, 1);
glCopyPixels(x_src, ctx->height - (y_src + height), width, height, GL_COLOR);
if (ctx->pat) {
glEnable(GL_TEXTURE_2D);
}
#else
GLuint texture;
int width2 = to_pwoer_two(width);
int height2 = to_pwoer_two(height);
start_draw(ctx);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, x_src, ctx->height - (y_src + height),
width2, height2, 0);
GLfloat s_gen_params[] = { (GLfloat)1.0 / width2, 0, 0, 0 };
GLfloat t_gen_params[] = { 0, (GLfloat)1.0 / height2, 0, 0 };
glTexGenfv(GL_S, GL_OBJECT_PLANE, s_gen_params);
glTexGenfv(GL_T, GL_OBJECT_PLANE, t_gen_params);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef((float)-x_dest / width2, (float)-Y(y_dest + height) / height2, 0);
glRecti(x_dest, Y(y_dest), x_dest + width, Y(y_dest + height));
glFinish();
glDeleteTextures(1, &texture);
if (!ctx->pat) {
glDisable(GL_TEXTURE_2D);
} else {
set_pat(ctx, ctx->pat);
}
#endif
GLC_ERROR_TETS;
}
void glc_read_pixels(GLCCtx glc, int x, int y, GLCImage *image)
{
InternaCtx *ctx = (InternaCtx *)glc;
ASSERT(ctx && image);
ASSERT(image->format == GLC_IMAGE_RGB32); //for now
ASSERT((image->stride % 4) == 0); //for now
glPixelStorei(GL_PACK_ROW_LENGTH, image->stride / 4);
glReadPixels(x, ctx->height - (y + image->height), image->width, image->height,
GL_BGRA, GL_UNSIGNED_BYTE, image->pixels);
}
void glc_clear(GLCCtx glc)
{
InternaCtx *ctx = (InternaCtx *)glc;
ASSERT(ctx);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT);
}
void glc_flush(GLCCtx glc)
{
glFlush();
GLC_ERROR_TETS;
}
static void tessellation_combine(GLdouble coords[3], GLdouble *vertex_data[4], GLfloat weight[4],
GLdouble **data_out, void *usr_data)
{
TassVertex *vertex;
if (!(vertex = alloc_tess_vertex((InternaCtx *)usr_data))) {
*data_out = NULL;
return;
}
vertex->point.x = coords[0];
vertex->point.y = coords[1];
//vertex->point.z = coords[2];
*data_out = (GLdouble *)&vertex->point;
}
static void tessellation_error(GLenum errorCode)
{
printf ("%s: %s\n", __FUNCTION__, gluErrorString(errorCode));
}
#ifdef WIN32
#define TESS_CALL_BACK_TYPE void (CALLBACK *)()
#else
#define TESS_CALL_BACK_TYPE void (*)()
#endif
static int init(InternaCtx *ctx, int width, int height)
{
#ifdef WIN32
if (!(ctx->glBlendEquation = (PFNGLBLENDEQUATIONPROC)wglGetProcAddress("glBlendEquation"))) {
return FALSE;
}
#endif
ctx->width = width;
ctx->height = height;
ctx->line_width = 1;
glClearColor(0, 0, 0, 0);
glClearStencil(0);
if (!(ctx->tesselator = gluNewTess())) {
return FALSE;
}
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, width, 0, height, -1, 1);
gluTessProperty(ctx->tesselator, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD);
gluTessCallback(ctx->tesselator, GLU_BEGIN, (TESS_CALL_BACK_TYPE)glBegin);
gluTessCallback(ctx->tesselator, GLU_VERTEX, (TESS_CALL_BACK_TYPE)glVertex3dv);
gluTessCallback(ctx->tesselator, GLU_END, (TESS_CALL_BACK_TYPE)glEnd);
gluTessCallback(ctx->tesselator, GLU_TESS_COMBINE_DATA, (TESS_CALL_BACK_TYPE)tessellation_combine);
gluTessCallback(ctx->tesselator, GLU_TESS_ERROR, (TESS_CALL_BACK_TYPE)tessellation_error);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, (GLfloat)height, 0);
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &ctx->max_texture_size);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
glPixelTransferf(GL_ALPHA_BIAS, 0);
#ifdef WIN32
ctx->glBlendEquation(GL_FUNC_ADD);
#else
glBlendEquation(GL_FUNC_ADD);
#endif
glStencilMask(0xff);
glClear(GL_STENCIL_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT);
return TRUE;
}
GLCCtx glc_create(int width, int height)
{
InternaCtx *ctx;
ASSERT(sizeof(PathPoint) == sizeof(Vertex));
if (!(ctx = (InternaCtx *)zmalloc(sizeof(*ctx)))) {
return NULL;
}
if (!init(ctx, width, height)) {
free(ctx);
return NULL;
}
return ctx;
}
void glc_destroy(GLCCtx glc)
{
InternaCtx *ctx;
if (!(ctx = (InternaCtx *)glc)) {
return;
}
unref_pat(ctx->pat);
free_tass_vertex_bufs(ctx);
free(ctx);
}
/*
todo:
1. test double vs float in gl calls
2. int vs flat raster position
3. pixels stride vs bytes stride
4. improve non power of two.
glGetString(GL_EXTENSIONS);
ARB_texture_non_power_of_two
ARB_texture_rectangle
GL_TEXTURE_RECTANGLE_ARB
5. scale
6. origin
7. fonts
8. support more image formats
9. use GLCImage in mask ops?
*/