Beispiel #1
0
static void
set_clip_planes (CoglFramebuffer *framebuffer,
                 CoglMatrixEntry *modelview_entry,
                 float x_1,
                 float y_1,
                 float x_2,
                 float y_2)
{
  CoglMatrix modelview_matrix;
  CoglMatrixStack *projection_stack =
    _cogl_framebuffer_get_projection_stack (framebuffer);
  CoglMatrix projection_matrix;
  CoglMatrix modelview_projection;
  float signed_area;

  float vertex_tl[4] = { x_1, y_1, 0, 1.0 };
  float vertex_tr[4] = { x_2, y_1, 0, 1.0 };
  float vertex_bl[4] = { x_1, y_2, 0, 1.0 };
  float vertex_br[4] = { x_2, y_2, 0, 1.0 };

  cogl_matrix_stack_get (projection_stack, &projection_matrix);
  cogl_matrix_entry_get (modelview_entry, &modelview_matrix);

  cogl_matrix_multiply (&modelview_projection,
                        &projection_matrix,
                        &modelview_matrix);

  project_vertex (&modelview_projection, vertex_tl);
  project_vertex (&modelview_projection, vertex_tr);
  project_vertex (&modelview_projection, vertex_bl);
  project_vertex (&modelview_projection, vertex_br);

  /* Calculate the signed area of the polygon formed by the four
     vertices so that we can know its orientation */
  signed_area = (vertex_tl[0] * (vertex_tr[1] - vertex_bl[1])
                 + vertex_tr[0] * (vertex_br[1] - vertex_tl[1])
                 + vertex_br[0] * (vertex_bl[1] - vertex_tr[1])
                 + vertex_bl[0] * (vertex_tl[1] - vertex_br[1]));

  /* Set the clip planes to form lines between all of the vertices
     using the same orientation as we calculated */
  if (signed_area > 0.0f)
    {
      /* counter-clockwise */
      set_clip_plane (framebuffer, GL_CLIP_PLANE0, vertex_tl, vertex_bl);
      set_clip_plane (framebuffer, GL_CLIP_PLANE1, vertex_bl, vertex_br);
      set_clip_plane (framebuffer, GL_CLIP_PLANE2, vertex_br, vertex_tr);
      set_clip_plane (framebuffer, GL_CLIP_PLANE3, vertex_tr, vertex_tl);
    }
  else
    {
      /* clockwise */
      set_clip_plane (framebuffer, GL_CLIP_PLANE0, vertex_tl, vertex_tr);
      set_clip_plane (framebuffer, GL_CLIP_PLANE1, vertex_tr, vertex_br);
      set_clip_plane (framebuffer, GL_CLIP_PLANE2, vertex_br, vertex_bl);
      set_clip_plane (framebuffer, GL_CLIP_PLANE3, vertex_bl, vertex_tl);
    }
}
Beispiel #2
0
CoglClipStack *
_cogl_clip_stack_push_primitive (CoglClipStack *stack,
                                 CoglPrimitive *primitive,
                                 float bounds_x1,
                                 float bounds_y1,
                                 float bounds_x2,
                                 float bounds_y2,
                                 CoglMatrixEntry *modelview_entry,
                                 CoglMatrixEntry *projection_entry,
                                 const float *viewport)
{
  CoglClipStackPrimitive *entry;
  CoglMatrix modelview;
  CoglMatrix projection;
  float transformed_corners[8];

  entry = _cogl_clip_stack_push_entry (stack,
                                       sizeof (CoglClipStackPrimitive),
                                       COGL_CLIP_STACK_PRIMITIVE);

  entry->primitive = cogl_object_ref (primitive);

  entry->matrix_entry = cogl_matrix_entry_ref (modelview_entry);

  entry->bounds_x1 = bounds_x1;
  entry->bounds_y1 = bounds_y1;
  entry->bounds_x2 = bounds_x2;
  entry->bounds_y2 = bounds_y2;

  cogl_matrix_entry_get (modelview_entry, &modelview);
  cogl_matrix_entry_get (projection_entry, &projection);

  get_transformed_corners (bounds_x1, bounds_y1, bounds_x2, bounds_y2,
                           &modelview,
                           &projection,
                           viewport,
                           transformed_corners);

  /* NB: this is referring to the bounds in window coordinates as opposed
   * to the bounds above in primitive local coordinates. */
  _cogl_clip_stack_entry_set_bounds ((CoglClipStack *) entry,
                                     transformed_corners);

  return (CoglClipStack *) entry;
}
Beispiel #3
0
void
_cogl_matrix_entry_flush_to_gl_builtins (CoglContext *ctx,
                                         CoglMatrixEntry *entry,
                                         CoglMatrixMode mode,
                                         CoglFramebuffer *framebuffer,
                                         CoglBool disable_flip)
{
  g_assert (_cogl_has_private_feature (ctx, COGL_PRIVATE_FEATURE_GL_FIXED));

#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES)
  {
    CoglBool needs_flip;
    CoglMatrixEntryCache *cache;

    if (mode == COGL_MATRIX_PROJECTION)
      {
        /* Because Cogl defines texture coordinates to have a top left
         * origin and because offscreen framebuffers may be used for
         * rendering to textures we always render upside down to
         * offscreen buffers. Also for some backends we need to render
         * onscreen buffers upside-down too.
         */
        if (disable_flip)
          needs_flip = FALSE;
        else
          needs_flip = cogl_is_offscreen (framebuffer);

        cache = &ctx->builtin_flushed_projection;
      }
    else
      {
        needs_flip = FALSE;

        if (mode == COGL_MATRIX_MODELVIEW)
          cache = &ctx->builtin_flushed_modelview;
        else
          cache = NULL;
      }

    /* We don't need to do anything if the state is the same */
    if (!cache ||
        _cogl_matrix_entry_cache_maybe_update (cache, entry, needs_flip))
      {
        CoglBool is_identity;
        CoglMatrix matrix;

        if (entry->op == COGL_MATRIX_OP_LOAD_IDENTITY)
          is_identity = TRUE;
        else
          {
            is_identity = FALSE;
            cogl_matrix_entry_get (entry, &matrix);
          }

        if (needs_flip)
          {
            CoglMatrix flipped_matrix;

            cogl_matrix_multiply (&flipped_matrix,
                                  &ctx->y_flip_matrix,
                                  is_identity ?
                                  &ctx->identity_matrix :
                                  &matrix);

            _cogl_matrix_flush_to_gl_builtin (ctx,
                                              /* not identity */
                                              FALSE,
                                              &flipped_matrix,
                                              mode);
          }
        else
          {
            _cogl_matrix_flush_to_gl_builtin (ctx,
                                              is_identity,
                                              &matrix,
                                              mode);
          }
      }
  }
#endif
}
Beispiel #4
0
/* In addition to writing the stack matrix into the give @matrix
 * argument this function *may* sometimes also return a pointer
 * to a matrix too so if we are querying the inverse matrix we
 * should query from the return matrix so that the result can
 * be cached within the stack. */
CoglMatrix *
cogl_matrix_stack_get (CoglMatrixStack *stack,
                       CoglMatrix *matrix)
{
  return cogl_matrix_entry_get (stack->last_entry, matrix);
}
Beispiel #5
0
/* In addition to writing the stack matrix into the give @matrix
 * argument this function *may* sometimes also return a pointer
 * to a matrix too so if we are querying the inverse matrix we
 * should query from the return matrix so that the result can
 * be cached within the stack. */
CoglMatrix *
cogl_matrix_entry_get (CoglMatrixEntry *entry,
                        CoglMatrix *matrix)
{
  int depth;
  CoglMatrixEntry *current;
  CoglMatrixEntry **children;
  int i;

  for (depth = 0, current = entry;
       current;
       current = current->parent, depth++)
    {
      switch (current->op)
        {
        case COGL_MATRIX_OP_LOAD_IDENTITY:
          cogl_matrix_init_identity (matrix);
          goto initialized;
        case COGL_MATRIX_OP_LOAD:
          {
            CoglMatrixEntryLoad *load = (CoglMatrixEntryLoad *)current;
            *matrix = *load->matrix;
            goto initialized;
          }
        case COGL_MATRIX_OP_SAVE:
          {
            CoglMatrixEntrySave *save = (CoglMatrixEntrySave *)current;
            if (!save->cache_valid)
              {
                CoglMagazine *matrices_magazine =
                  cogl_matrix_stack_matrices_magazine;
                save->cache = _cogl_magazine_chunk_alloc (matrices_magazine);
                cogl_matrix_entry_get (current->parent, save->cache);
                save->cache_valid = TRUE;
              }
            *matrix = *save->cache;
            goto initialized;
          }
        default:
          continue;
        }
    }

initialized:

  if (depth == 0)
    {
      switch (entry->op)
        {
        case COGL_MATRIX_OP_LOAD_IDENTITY:
        case COGL_MATRIX_OP_TRANSLATE:
        case COGL_MATRIX_OP_ROTATE:
        case COGL_MATRIX_OP_ROTATE_QUATERNION:
        case COGL_MATRIX_OP_ROTATE_EULER:
        case COGL_MATRIX_OP_SCALE:
        case COGL_MATRIX_OP_MULTIPLY:
          return NULL;

        case COGL_MATRIX_OP_LOAD:
          {
            CoglMatrixEntryLoad *load = (CoglMatrixEntryLoad *)entry;
            return load->matrix;
          }
        case COGL_MATRIX_OP_SAVE:
          {
            CoglMatrixEntrySave *save = (CoglMatrixEntrySave *)entry;
            return save->cache;
          }
        }
      g_warn_if_reached ();
      return NULL;
    }

#ifdef COGL_ENABLE_DEBUG
  if (!current)
    {
      g_warning ("Inconsistent matrix stack");
      return NULL;
    }

  entry->composite_gets++;
#endif

  children = g_alloca (sizeof (CoglMatrixEntry) * depth);

  /* We need walk the list of entries from the init/load/save entry
   * back towards the leaf node but the nodes don't link to their
   * children so we need to re-walk them here to add to a separate
   * array. */
  for (i = depth - 1, current = entry;
       i >= 0 && current;
       i--, current = current->parent)
    {
      children[i] = current;
    }

#ifdef COGL_ENABLE_DEBUG
  if (COGL_DEBUG_ENABLED (COGL_DEBUG_PERFORMANCE) &&
      entry->composite_gets >= 2)
    {
      COGL_NOTE (PERFORMANCE,
                 "Re-composing a matrix stack entry multiple times");
    }
#endif

  for (i = 0; i < depth; i++)
    {
      switch (children[i]->op)
        {
        case COGL_MATRIX_OP_TRANSLATE:
          {
            CoglMatrixEntryTranslate *translate =
              (CoglMatrixEntryTranslate *)children[i];
            cogl_matrix_translate (matrix,
                                   translate->x,
                                   translate->y,
                                   translate->z);
            continue;
          }
        case COGL_MATRIX_OP_ROTATE:
          {
            CoglMatrixEntryRotate *rotate=
              (CoglMatrixEntryRotate *)children[i];
            cogl_matrix_rotate (matrix,
                                rotate->angle,
                                rotate->x,
                                rotate->y,
                                rotate->z);
            continue;
          }
        case COGL_MATRIX_OP_ROTATE_EULER:
          {
            CoglMatrixEntryRotateEuler *rotate =
              (CoglMatrixEntryRotateEuler *)children[i];
            CoglEuler euler;
            cogl_euler_init (&euler,
                             rotate->heading,
                             rotate->pitch,
                             rotate->roll);
            cogl_matrix_rotate_euler (matrix,
                                      &euler);
            continue;
          }
        case COGL_MATRIX_OP_ROTATE_QUATERNION:
          {
            CoglMatrixEntryRotateQuaternion *rotate =
              (CoglMatrixEntryRotateQuaternion *)children[i];
            CoglQuaternion quaternion;
            cogl_quaternion_init_from_array (&quaternion, rotate->values);
            cogl_matrix_rotate_quaternion (matrix, &quaternion);
            continue;
          }
        case COGL_MATRIX_OP_SCALE:
          {
            CoglMatrixEntryScale *scale =
              (CoglMatrixEntryScale *)children[i];
            cogl_matrix_scale (matrix,
                               scale->x,
                               scale->y,
                               scale->z);
            continue;
          }
        case COGL_MATRIX_OP_MULTIPLY:
          {
            CoglMatrixEntryMultiply *multiply =
              (CoglMatrixEntryMultiply *)children[i];
            cogl_matrix_multiply (matrix, matrix, multiply->matrix);
            continue;
          }

        case COGL_MATRIX_OP_LOAD_IDENTITY:
        case COGL_MATRIX_OP_LOAD:
        case COGL_MATRIX_OP_SAVE:
          g_warn_if_reached ();
          continue;
        }
    }

  return NULL;
}
Beispiel #6
0
CoglClipStack *
_cogl_clip_stack_push_rectangle (CoglClipStack *stack,
                                 float x_1,
                                 float y_1,
                                 float x_2,
                                 float y_2,
                                 CoglMatrixEntry *modelview_entry,
                                 CoglMatrixEntry *projection_entry,
                                 const float *viewport)
{
  CoglClipStackRect *entry;
  CoglMatrix modelview;
  CoglMatrix projection;
  CoglMatrix modelview_projection;

  /* Corners of the given rectangle in an clockwise order:
   *  (0, 1)     (2, 3)
   *
   *
   *
   *  (6, 7)     (4, 5)
   */
  float rect[] = {
    x_1, y_1,
    x_2, y_1,
    x_2, y_2,
    x_1, y_2
  };

  /* Make a new entry */
  entry = _cogl_clip_stack_push_entry (stack,
                                       sizeof (CoglClipStackRect),
                                       COGL_CLIP_STACK_RECT);

  entry->x0 = x_1;
  entry->y0 = y_1;
  entry->x1 = x_2;
  entry->y1 = y_2;

  entry->matrix_entry = cogl_matrix_entry_ref (modelview_entry);

  cogl_matrix_entry_get (modelview_entry, &modelview);
  cogl_matrix_entry_get (projection_entry, &projection);

  cogl_matrix_multiply (&modelview_projection,
                        &projection,
                        &modelview);

  /* Technically we could avoid the viewport transform at this point
   * if we want to make this a bit faster. */
  _cogl_transform_point (&modelview, &projection, viewport, &rect[0], &rect[1]);
  _cogl_transform_point (&modelview, &projection, viewport, &rect[2], &rect[3]);
  _cogl_transform_point (&modelview, &projection, viewport, &rect[4], &rect[5]);
  _cogl_transform_point (&modelview, &projection, viewport, &rect[6], &rect[7]);

  /* If the fully transformed rectangle isn't still axis aligned we
   * can't handle it using a scissor.
   *
   * We don't use an epsilon here since we only really aim to catch
   * simple cases where the transform doesn't leave the rectangle screen
   * aligned and don't mind some false positives.
   */
  if (rect[0] != rect[6] ||
      rect[1] != rect[3] ||
      rect[2] != rect[4] ||
      rect[7] != rect[5])
    {
      entry->can_be_scissor = FALSE;

      _cogl_clip_stack_entry_set_bounds ((CoglClipStack *) entry,
                                         rect);
    }
  else
    {
      CoglClipStack *base_entry = (CoglClipStack *) entry;
      x_1 = rect[0];
      y_1 = rect[1];
      x_2 = rect[4];
      y_2 = rect[5];

      /* Consider that the modelview matrix may flip the rectangle
       * along the x or y axis... */
#define SWAP(A,B) do { float tmp = B; B = A; A = tmp; } while (0)
      if (x_1 > x_2)
        SWAP (x_1, x_2);
      if (y_1 > y_2)
        SWAP (y_1, y_2);
#undef SWAP

      base_entry->bounds_x0 = COGL_UTIL_NEARBYINT (x_1);
      base_entry->bounds_y0 = COGL_UTIL_NEARBYINT (y_1);
      base_entry->bounds_x1 = COGL_UTIL_NEARBYINT (x_2);
      base_entry->bounds_y1 = COGL_UTIL_NEARBYINT (y_2);
      entry->can_be_scissor = TRUE;
    }

  return (CoglClipStack *) entry;
}