Esempio n. 1
0
void group_cache_setup(GroupCache *cache, GF_Rect *path_bounds, GF_IRect *pix_bounds, GF_Compositor *compositor, Bool for_gl)
{
	/*setup texture */
	cache->txh.compositor = compositor;
	cache->txh.height = pix_bounds->height;
	cache->txh.width = pix_bounds->width;

	cache->txh.stride = pix_bounds->width * 4;
	cache->txh.pixelformat = for_gl ? GF_PIXEL_RGBA : GF_PIXEL_ARGB;
	cache->txh.transparent = 1;

	if (cache->txh.data)
		gf_free(cache->txh.data);
#ifdef CACHE_DEBUG_ALPHA
	cache->txh.stride = pix_bounds->width * 3;
	cache->txh.pixelformat = GF_PIXEL_RGB_24;
	cache->txh.transparent = 0;
#endif

	cache->txh.data = (char *) gf_malloc (sizeof(char) * cache->txh.stride * cache->txh.height);
	memset(cache->txh.data, 0x0, sizeof(char) * cache->txh.stride * cache->txh.height);
	/*the path of drawable_cache is a rectangle one that is the the bound of the object*/
	gf_path_reset(cache->drawable->path);

	/*set a rectangle to the path
	  Attention, we want to center the cached bitmap at the center of the screen (main visual), so we use
	  the local coordinate to parameterize the path*/
	gf_path_add_rect_center(cache->drawable->path,
		path_bounds->x + path_bounds->width/2,
		path_bounds->y - path_bounds->height/2,
		path_bounds->width, path_bounds->height);
}
Esempio n. 2
0
static void PointSet2D_Draw(GF_Node *node, GF_TraverseState *tr_state)
{
	GF_Path *path;
	Fixed alpha, w, h;
	u32 i;
	SFColor col;
	DrawableContext *ctx = tr_state->ctx;
	M_PointSet2D *ps2D = (M_PointSet2D *)node;
	M_Coordinate2D *coord = (M_Coordinate2D*) ps2D->coord;
	M_Color *color = (M_Color *) ps2D->color;

	/*never outline PS2D*/
	ctx->flags |= CTX_PATH_STROKE;
	if (!color || color->color.count<coord->point.count) {
		/*no texturing*/
		visual_2d_draw_path(tr_state->visual, ctx->drawable->path, ctx, NULL, NULL, tr_state);
		return;
	}

	get_point_size(&ctx->transform, &w, &h);

	path = gf_path_new();
	alpha = INT2FIX(GF_COL_A(ctx->aspect.line_color)) / 255;
	for (i = 0; i < coord->point.count; i++) {
		col = color->color.vals[i];
		ctx->aspect.line_color = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
		gf_path_add_rect_center(path, coord->point.vals[i].x, coord->point.vals[i].y, w, h);
		visual_2d_draw_path(tr_state->visual, path, ctx, NULL, NULL, tr_state);
		gf_path_reset(path);
		ctx->flags &= ~CTX_PATH_FILLED;
	}
	gf_path_del(path);
}
Esempio n. 3
0
static void DrawBackground2D_2D(DrawableContext *ctx, GF_TraverseState *tr_state)
{
	Background2DStack *stack;
	if (!ctx || !ctx->drawable || !ctx->drawable->node) return;
	stack = (Background2DStack *) gf_node_get_private(ctx->drawable->node);

	if (!ctx->bi->clip.width || !ctx->bi->clip.height) return;

	stack->flags &= ~CTX_PATH_FILLED;

	if (back_use_texture((M_Background2D *)ctx->drawable->node)) {

		if (!tr_state->visual->DrawBitmap(tr_state->visual, tr_state, ctx, NULL)) {
			/*set target rect*/
			gf_path_reset(stack->drawable->path);
			gf_path_add_rect_center(stack->drawable->path, 
								ctx->bi->unclip.x + ctx->bi->unclip.width/2,
								ctx->bi->unclip.y - ctx->bi->unclip.height/2,
								ctx->bi->unclip.width, ctx->bi->unclip.height);

			/*draw texture*/
			visual_2d_texture_path(tr_state->visual, stack->drawable->path, ctx, tr_state);
		}
		stack->flags &= ~(CTX_APP_DIRTY | CTX_TEXTURE_DIRTY);
	} else {
		
		/*direct drawing, draw without clippers */
		if (tr_state->immediate_draw) {
			/*directly clear with specified color*/
			tr_state->visual->ClearSurface(tr_state->visual, &ctx->bi->clip, ctx->aspect.fill_color);
		} else {
			u32 i;
			GF_IRect clip;
			for (i=0; i<tr_state->visual->to_redraw.count; i++) {
				/*there's an opaque region above, don't draw*/
#ifdef TRACK_OPAQUE_REGIONS
				if (tr_state->visual->draw_node_index<tr_state->visual->to_redraw.opaque_node_index[i]) continue;
#endif
				clip = ctx->bi->clip;
				gf_irect_intersect(&clip, &tr_state->visual->to_redraw.list[i]);
				if (clip.width && clip.height) {
					tr_state->visual->ClearSurface(tr_state->visual, &clip, ctx->aspect.fill_color);
				}
			}
		}
		stack->flags &= ~(CTX_APP_DIRTY | CTX_TEXTURE_DIRTY);
	}
	tr_state->visual->has_modif = 1;
}
Esempio n. 4
0
void gf_svg_reset_path(SVG_PathData d) 
{
#if USE_GF_PATH
	gf_path_reset(&d);
#else
	u32 i, count;
	count = gf_list_count(d.commands);
	for (i = 0; i < count; i++) {
		u8 *command = (u8 *)gf_list_get(d.commands, i);
		gf_free(command);
	}
	gf_list_del(d.commands);
	count = gf_list_count(d.points);
	for (i = 0; i < count; i++) {
		SVG_Point *pt = (SVG_Point *)gf_list_get(d.points, i);
		gf_free(pt);
	}
	gf_list_del(d.points);
#endif
}
Esempio n. 5
0
/*
	This is a crude draft implementation of filter. The main drawback is that we don't cache any data.
	We should be able to check for changes in the sub-group or in the filter
*/
void svg_draw_filter(GF_Node *filter, GF_Node *node, GF_TraverseState *tr_state)
{
	GF_IRect rc1, rc2;

#ifndef GPAC_DISABLE_3D
	u32 type_3d;
#endif
	u32 prev_flags;
	GF_IRect txrc;
	Fixed scale_x, scale_y, temp_x, temp_y;
	DrawableContext *ctx, *child_ctx;
	GF_SURFACE offscreen_surface, old_surf;
	GF_Rect bounds, local_bounds, rc;
	GF_Matrix2D backup;
	SVGAllAttributes all_atts;
	GF_FilterStack *st = gf_node_get_private(filter);
	assert(tr_state->traversing_mode==TRAVERSE_SORT);

	/*store the current transform matrix, create a new one for group_cache*/
	gf_mx2d_copy(backup, tr_state->transform);
	gf_mx2d_init(tr_state->transform);

	gf_node_allow_cyclic_traverse(node);
	tr_state->traversing_mode = TRAVERSE_GET_BOUNDS;
	tr_state->bounds.width = tr_state->bounds.height = 0;
	gf_node_traverse(node, tr_state);

	local_bounds = bounds = tr_state->bounds;
	/*compute bounds in final coordinate system - this ensures that the cache has the correct anti aliasing*/
	gf_mx2d_apply_rect(&backup, &bounds);
	txrc = gf_rect_pixelize(&bounds);
	if (txrc.width%2) txrc.width++;
	if (txrc.height%2) txrc.height++;
	bounds = gf_rect_ft(&txrc);

	tr_state->traversing_mode = TRAVERSE_SORT;

	gf_mx2d_copy(tr_state->transform, backup);

	if (!bounds.width || !bounds.height) {
		return;
	}

	/*create a context */
	ctx = drawable_init_context_svg(st->drawable, tr_state);
	if (!ctx) return;

	/*setup texture */
	st->txh.height = txrc.height;
	st->txh.width = txrc.width;

	st->txh.stride = txrc.width * 4;
	st->txh.pixelformat = GF_PIXEL_ARGB;
#ifndef GPAC_DISABLE_3D
	if (tr_state->visual->type_3d) st->txh.pixelformat = GF_PIXEL_RGBA;
#endif
	st->txh.transparent = 1;

	if (st->txh.stride * st->txh.height > st->alloc_size) {
		st->alloc_size = st->txh.stride * st->txh.height;
		st->data = (u8*)gf_realloc(st->data, sizeof(u8) * st->alloc_size);
	}
	memset(st->data, 0x0, sizeof(char) * st->txh.stride * st->txh.height);
	st->txh.data = (char *) st->data;
	/*setup geometry (rectangle matching the bounds of the object)
	Warning, we want to center the cached bitmap at the center of the screen (main visual)*/
	gf_path_reset(st->drawable->path);

	gf_path_add_rect_center(st->drawable->path,
	                        bounds.x + bounds.width/2,
	                        bounds.y - bounds.height/2,
	                        bounds.width,
	                        bounds.height);


	old_surf = tr_state->visual->raster_surface;
	offscreen_surface = tr_state->visual->compositor->rasterizer->surface_new(tr_state->visual->compositor->rasterizer, tr_state->visual->center_coords);
	tr_state->visual->raster_surface = offscreen_surface;

	gf_mx2d_copy(backup, tr_state->transform);
	gf_mx2d_init(tr_state->transform);

	/*attach the buffer to visual*/
	tr_state->visual->compositor->rasterizer->surface_attach_to_buffer(offscreen_surface, st->txh.data,
	        st->txh.width,
	        st->txh.height,
	        0,
	        st->txh.stride,
	        st->txh.pixelformat);

	prev_flags = tr_state->immediate_draw;
	tr_state->immediate_draw = 1;
	tr_state->traversing_mode = TRAVERSE_SORT;
	tr_state->in_svg_filter = 1;

	/*recompute the bounds with the final scaling used*/
	scale_x = gf_divfix(bounds.width, local_bounds.width);
	scale_y = gf_divfix(bounds.height, local_bounds.height);
	gf_mx2d_init(tr_state->transform);
	gf_mx2d_add_scale(&tr_state->transform, scale_x, scale_y);

	rc = local_bounds;
	gf_mx2d_apply_rect(&tr_state->transform, &rc);

	/*centered the bitmap on the visual*/
	if (tr_state->visual->center_coords) {
		temp_x = -rc.x - rc.width/2;
		temp_y = rc.height/2 - rc.y;
	} else {
		temp_x = -rc.x;
		temp_y = rc.height - rc.y;
	}
	gf_mx2d_add_translation(&tr_state->transform, temp_x, temp_y);


	rc1 = tr_state->visual->surf_rect;
	rc2 = tr_state->visual->top_clipper;
	tr_state->visual->surf_rect.width = st->txh.width;
	tr_state->visual->surf_rect.height = st->txh.height;
	if (tr_state->visual->center_coords) {
		tr_state->visual->surf_rect.y = st->txh.height/2;
		tr_state->visual->surf_rect.x = -1 * (s32) st->txh.width/2;
	} else {
		tr_state->visual->surf_rect.y = st->txh.height;
		tr_state->visual->surf_rect.x = 0;
	}
	tr_state->visual->top_clipper = tr_state->visual->surf_rect;


#ifndef GPAC_DISABLE_3D
	type_3d = tr_state->visual->type_3d;
	tr_state->visual->type_3d=0;
#endif

	if (prev_flags) gf_node_allow_cyclic_traverse(node);
	gf_node_traverse(node, tr_state);

	child_ctx = ctx->next;
	while (child_ctx && child_ctx->drawable) {
		drawable_reset_bounds(child_ctx->drawable, tr_state->visual);
		child_ctx->drawable = NULL;
		child_ctx = child_ctx->next;
	}
	tr_state->visual->cur_context = ctx;


	/*restore state and destroy whatever needs to be cleaned*/
	tr_state->in_svg_filter = 0;
	tr_state->immediate_draw = prev_flags;
	tr_state->visual->compositor->rasterizer->surface_delete(offscreen_surface);
	tr_state->visual->raster_surface = old_surf;
	tr_state->traversing_mode = TRAVERSE_SORT;
	tr_state->visual->surf_rect = rc1;
	tr_state->visual->top_clipper = rc2;
#ifndef GPAC_DISABLE_3D
	tr_state->visual->type_3d = type_3d ;
#endif

	/*update texture*/
	st->txh.transparent = 1;
	st->txh.flags |= GF_SR_TEXTURE_NO_GL_FLIP;
	gf_sc_texture_set_data(&st->txh);
#ifndef GPAC_DISABLE_3D
	if (tr_state->visual->type_3d)
		gf_sc_texture_push_image(&st->txh, 0, 0);
	else
#endif
		gf_sc_texture_push_image(&st->txh, 0, 1);

	ctx->flags |= CTX_NO_ANTIALIAS;
	ctx->aspect.fill_color = 0;
	ctx->aspect.line_color = 0xFF000000;
	ctx->aspect.fill_texture = &st->txh;
	ctx->flags |= CTX_TEXTURE_DIRTY;

	/*get the filter region*/
	bounds = local_bounds;
	gf_svg_flatten_attributes((SVG_Element *)filter, &all_atts);
	if (!all_atts.filterUnits || (*all_atts.filterUnits==SVG_GRADIENTUNITS_OBJECT)) {
		Fixed v;
		v = all_atts.x ? all_atts.x->value : INT2FIX(-10);
		bounds.x += gf_mulfix(v, bounds.width);
		v = all_atts.y ? all_atts.y->value : INT2FIX(-10);
		bounds.y += gf_mulfix(v, bounds.height);
		v = all_atts.width ? all_atts.width->value : INT2FIX(120);
		bounds.width = gf_mulfix(v, bounds.width);
		v = all_atts.height ? all_atts.height->value : INT2FIX(120);
		bounds.height = gf_mulfix(v, bounds.height);
	} else {
		bounds.x = all_atts.x ? all_atts.x->value : 0;
		bounds.y = all_atts.y ? all_atts.y->value : 0;
		bounds.width = all_atts.width ? all_atts.x->value : bounds.width;
		bounds.height = all_atts.x ? all_atts.x->value : 120;
	}
	gf_mx2d_apply_rect(&backup, &bounds);

	svg_filter_apply(filter, &st->txh, &bounds);


#ifndef GPAC_DISABLE_3D
	if (tr_state->visual->type_3d) {
		if (!st->drawable->mesh) {
			st->drawable->mesh = new_mesh();
			mesh_from_path(st->drawable->mesh, st->drawable->path);
		}
		visual_3d_draw_from_context(tr_state->ctx, tr_state);
		ctx->drawable = NULL;
		return;
	}
#endif

	/*we computed the texture in final screen coordinate, so use the identity matrix for the context*/
	gf_mx2d_init(tr_state->transform);
	drawable_finalize_sort(ctx, tr_state, NULL);
	gf_mx2d_copy(tr_state->transform, backup);
}
Esempio n. 6
0
static void ILS2D_Draw(GF_Node *node, GF_TraverseState *tr_state)
{
	GF_Path *path;
	SFVec2f *pts;
	SFColor col;
	Fixed alpha;
	u32 i, count, col_ind, ind, end_at;
	u32 linear[2], *colors;
	SFVec2f start, end;
	u32 j, num_col;
	GF_STENCIL grad;
	GF_Raster2D *raster;
	DrawableContext *ctx = tr_state->ctx;
	M_IndexedLineSet2D *ils2D = (M_IndexedLineSet2D *)node;
	M_Coordinate2D *coord = (M_Coordinate2D*) ils2D->coord;
	M_Color *color = (M_Color *) ils2D->color;

	end.x = end.y = 0;
	if (!coord->point.count) return;

	if (! ils2D->color) {
		/*no texturing*/
		visual_2d_draw_path(tr_state->visual, ctx->drawable->path, ctx, NULL, NULL, tr_state);
		return;
	}

	alpha = INT2FIX(GF_COL_A(ctx->aspect.line_color)) / 255;
	pts = coord->point.vals;

	if (!ils2D->colorPerVertex || (color->color.count<2) ) {
		count = 0;
		end_at = ils2D->coordIndex.count;
		if (!end_at) end_at = coord->point.count;
		ind = ils2D->coordIndex.count ? ils2D->coordIndex.vals[0] : 0;
		i=1;
		path = gf_path_new();
		gf_path_add_move_to(path, pts[ind].x, pts[ind].y);

		for (; i<=end_at; i++) {
			if ((i==end_at) || (ils2D->coordIndex.count && ils2D->coordIndex.vals[i] == -1)) {

				/*draw current*/
				col_ind = (ils2D->colorIndex.count && (ils2D->colorIndex.vals[count]>=0) ) ? (u32) ils2D->colorIndex.vals[count] : count;
				if (col_ind>=color->color.count) col_ind=color->color.count-1;
				col = color->color.vals[col_ind];
				ctx->aspect.line_color = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);

				visual_2d_draw_path(tr_state->visual, path, ctx, NULL, NULL, tr_state);

				i++;
				if (i>=end_at) break;
				gf_path_reset(path);

				ind = (ils2D->coordIndex.count && (ils2D->coordIndex.vals[i]>=0)) ? (u32) ils2D->coordIndex.vals[i] : i;
				gf_path_add_move_to(path, pts[ind].x, pts[ind].y);

				if (ils2D->coordIndex.count) count++;
				continue;
			} else {
				ind = (ils2D->coordIndex.count && (ils2D->coordIndex.vals[i]>=0) ) ? (u32) ils2D->coordIndex.vals[i] : i;
				gf_path_add_line_to(path, pts[ind].x, pts[ind].y);
			}
		}
		gf_path_del(path);
		return;
	}

	raster = NULL;
	end_at = ils2D->coordIndex.count;
	if (!end_at) end_at = coord->point.count;
	count = 0;
	col_ind = 0;
	ind = 0;
	i=0;
	path = gf_path_new();
	while (1) {
		gf_path_reset(path);
		ind = (ils2D->coordIndex.count && (ils2D->coordIndex.vals[i]>=0)) ? (u32) ils2D->coordIndex.vals[i] : i;
		start = pts[ind];
		num_col = 1;
		i++;
		gf_path_add_move_to(path, start.x, start.y);

		if (ils2D->coordIndex.count) {
			while (ils2D->coordIndex.vals[i] != -1) {
				end = pts[ils2D->coordIndex.vals[i]];
				gf_path_add_line_to(path, end.x, end.y);
				i++;
				num_col++;
				if (i >= ils2D->coordIndex.count) break;
			}
		} else {
			while (i<end_at) {
				end = pts[i];
				gf_path_add_line_to(path, end.x, end.y);
				i++;
				num_col++;
			}
		}

		raster = tr_state->visual->compositor->rasterizer;
		/*use linear gradient*/
		if (num_col==2) {
			Fixed pos[2];
			grad = raster->stencil_new(raster, GF_STENCIL_LINEAR_GRADIENT);
			if (ils2D->colorIndex.count) {
				col = color->color.vals[ils2D->colorIndex.vals[col_ind]];
				linear[0] = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
				col = color->color.vals[ils2D->colorIndex.vals[col_ind+1]];
				linear[1] = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
			} else if (ils2D->coordIndex.count) {
				col = color->color.vals[ils2D->coordIndex.vals[col_ind]];
				linear[0] = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
				col = color->color.vals[ils2D->coordIndex.vals[col_ind+1]];
				linear[1] = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
			} else {
				col = color->color.vals[col_ind];
				linear[0] = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
				col = color->color.vals[col_ind+1];
				linear[1] = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
			}
			pos[0] = 0;
			pos[1] = FIX_ONE;
			raster->stencil_set_linear_gradient(grad, start.x, start.y, end.x, end.y);
			raster->stencil_set_gradient_interpolation(grad, pos, linear, 2);
		} else {
			grad = raster->stencil_new(raster, GF_STENCIL_VERTEX_GRADIENT);
			if (grad) {
				raster->stencil_set_vertex_path(grad, path);

				colors = (u32*)gf_malloc(sizeof(u32) * num_col);
				for (j=0; j<num_col; j++) {
					if (ils2D->colorIndex.count>0) {
						col = color->color.vals[ils2D->colorIndex.vals[col_ind+j]];
					} else if (ils2D->coordIndex.count) {
						col = color->color.vals[ils2D->coordIndex.vals[col_ind+j]];
					} else {
						col = color->color.vals[col_ind+j];
					}
					colors[j] = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
				}
				raster->stencil_set_vertex_colors(grad, colors, num_col);
				gf_free(colors);
			}
		}
		raster->stencil_set_matrix(grad, &ctx->transform);
		visual_2d_draw_path(tr_state->visual, path, ctx, NULL, grad, tr_state);
		if (grad) raster->stencil_delete(grad);

		i ++;
		col_ind += num_col + 1;
		if (i >= ils2D->coordIndex.count) break;
		ctx->flags &= ~CTX_PATH_STROKE;
	}
	gf_path_del(path);
}
Esempio n. 7
0
static void DrawBackground2D_2D(DrawableContext *ctx, GF_TraverseState *tr_state)
{
	Bool clear_all = GF_TRUE;
	u32 color;
	Bool use_texture;
	Bool is_offscreen = GF_FALSE;
	Background2DStack *stack;
	if (!ctx || !ctx->drawable || !ctx->drawable->node) return;
	stack = (Background2DStack *) gf_node_get_private(ctx->drawable->node);

	if (!ctx->bi->clip.width || !ctx->bi->clip.height) return;

	stack->flags &= ~CTX_PATH_FILLED;
	color = ctx->aspect.fill_color;

	use_texture = back_use_texture((M_Background2D *)ctx->drawable->node);
	if (!use_texture && !tr_state->visual->is_attached) {
		use_texture = 1;
		stack->txh.data = stack->col_tx;
		stack->txh.width = 2;
		stack->txh.height = 2;
		stack->txh.stride = 6;
		stack->txh.pixelformat = GF_PIXEL_RGB_24;
	}

	if (use_texture) {

		if (!tr_state->visual->DrawBitmap(tr_state->visual, tr_state, ctx)) {
			/*set target rect*/
			gf_path_reset(stack->drawable->path);
			gf_path_add_rect_center(stack->drawable->path,
			                        ctx->bi->unclip.x + ctx->bi->unclip.width/2,
			                        ctx->bi->unclip.y - ctx->bi->unclip.height/2,
			                        ctx->bi->unclip.width, ctx->bi->unclip.height);

			/*draw texture*/
			visual_2d_texture_path(tr_state->visual, stack->drawable->path, ctx, tr_state);
		}
		//a quick hack, if texture not ready return (we don't have direct notification of this through the above functions
#ifndef GPAC_DISABLE_3D
		if (tr_state->visual->compositor->hybrid_opengl && !stack->txh.tx_io) 
			return;
#endif

		stack->flags &= ~(CTX_APP_DIRTY | CTX_TEXTURE_DIRTY);
		tr_state->visual->has_modif = 1;
#ifndef GPAC_DISABLE_3D
		//in opengl auto mode we still have to clear the canvas
		if (!tr_state->immediate_draw && !tr_state->visual->offscreen && tr_state->visual->compositor->hybrid_opengl) {
			clear_all = GF_FALSE;
			is_offscreen = GF_TRUE;
			color &= 0x00FFFFFF;
		} else
#endif
			return;
	}


#ifndef GPAC_DISABLE_3D
	if (ctx->flags & CTX_BACKROUND_NOT_LAYER) {
		if (clear_all && !tr_state->visual->offscreen && tr_state->visual->compositor->hybrid_opengl) {
			compositor_2d_hybgl_clear_surface(tr_state->visual, NULL, color, GF_FALSE);
			is_offscreen = GF_TRUE;
			color &= 0x00FFFFFF;
			//we may need to clear the canvas for immediate mode
		}
	} else {
		is_offscreen = GF_TRUE;
	}
#endif
	/*direct drawing, draw without clippers */
	if (tr_state->immediate_draw
	   ) {
		/*directly clear with specified color*/
		if (clear_all)
			tr_state->visual->ClearSurface(tr_state->visual, &ctx->bi->clip, color, is_offscreen);
	} else {
		u32 i;
		GF_IRect clip;
		for (i=0; i<tr_state->visual->to_redraw.count; i++) {
			/*there's an opaque region above, don't draw*/
#ifdef TRACK_OPAQUE_REGIONS
			if (tr_state->visual->draw_node_index < tr_state->visual->to_redraw.list[i].opaque_node_index) continue;
#endif
			clip = ctx->bi->clip;
			gf_irect_intersect(&clip, &tr_state->visual->to_redraw.list[i].rect);
			if (clip.width && clip.height) {
				tr_state->visual->ClearSurface(tr_state->visual, &clip, color, is_offscreen);
			}
		}
	}
	stack->flags &= ~(CTX_APP_DIRTY | CTX_TEXTURE_DIRTY);
	tr_state->visual->has_modif = 1;
}
static void IFS2D_Draw(GF_Node *node, GF_TraverseState *tr_state)
{
	u32 i, count, ci_count;
	u32 j, ind_col, num_col;
	SFVec2f center, end;
	SFColor col_cen;
	GF_STENCIL grad;
	u32 *colors;
	GF_Path *path;
	SFVec2f start;
	SFVec2f *pts;
	SFColor col;
	Fixed alpha;
	GF_Raster2D *raster;
	DrawableContext *ctx = tr_state->ctx;
	M_IndexedFaceSet2D *ifs2D = (M_IndexedFaceSet2D *)node;
	M_Coordinate2D *coord = (M_Coordinate2D*) ifs2D->coord;
	M_Color *color = (M_Color *) ifs2D->color;
		
	col.red = col.green = col.blue = 0;
	/*simple case, no color specified*/
	if (!ifs2D->color) {
		visual_2d_texture_path(tr_state->visual, ctx->drawable->path, ctx, tr_state);
		visual_2d_draw_path(tr_state->visual, ctx->drawable->path, ctx, NULL, NULL, tr_state);
		return;
	}

	/*if default face use first color*/
	ci_count = ifs2D->coordIndex.count;
	pts = coord->point.vals;

	if (ci_count == 0) {
		col = (ifs2D->colorIndex.count > 0) ? color->color.vals[ifs2D->colorIndex.vals[0]] : color->color.vals[0];

		alpha = INT2FIX(GF_COL_A(ctx->aspect.fill_color)) / 255;
		if (!alpha || !ctx->aspect.pen_props.width) {
			alpha = INT2FIX(GF_COL_A(ctx->aspect.line_color)) / 255;
			ctx->aspect.line_color = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
		} else {
			ctx->aspect.fill_color = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
		}
		visual_2d_texture_path(tr_state->visual, ctx->drawable->path, ctx, tr_state);
		visual_2d_draw_path(tr_state->visual, ctx->drawable->path, ctx, NULL, NULL, tr_state);
		return;
	}

	/*we have color per faces so we need N path :(*/
	if (! ifs2D->colorPerVertex) {
		path = gf_path_new();

		count = 0;
		i = 0;
		while (1) {
			gf_path_reset(path);
			start = pts[ifs2D->coordIndex.vals[i]];
			gf_path_add_move_to(path, start.x, start.y);
			i++;

			while (ifs2D->coordIndex.vals[i] != -1) {	
				start = pts[ifs2D->coordIndex.vals[i]];
				gf_path_add_line_to(path, start.x, start.y);
				i++;
				if (i >= ci_count) break;
			}
			/*close in ALL cases because even if the start/end points are the same the line join needs to be present*/
			gf_path_close(path);

			col = (ifs2D->colorIndex.count > 0) ? color->color.vals[ifs2D->colorIndex.vals[count]] : color->color.vals[count];

			alpha = INT2FIX(GF_COL_A(ctx->aspect.fill_color)) / 255;
			if (!alpha) {
				alpha = INT2FIX(GF_COL_A(ctx->aspect.line_color)) / 255;
				ctx->aspect.line_color = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
			} else {
				ctx->aspect.fill_color = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
			}

			visual_2d_texture_path(tr_state->visual, path, ctx, tr_state);
			visual_2d_draw_path(tr_state->visual, path, ctx, NULL, NULL, tr_state);
			count++;
			i++;
			if (i >= ci_count) break;
			ctx->flags &= ~CTX_PATH_FILLED;
			ctx->flags &= ~CTX_PATH_STROKE;
		}
		gf_path_del(path);
		return;
	}

	/*final case, color per vertex means gradient fill/strike*/
	raster = tr_state->visual->compositor->rasterizer;
	grad = raster->stencil_new(raster, GF_STENCIL_VERTEX_GRADIENT);
	/*not supported, fill default*/
	if (!grad) {
		visual_2d_texture_path(tr_state->visual, ctx->drawable->path, ctx, tr_state);
		visual_2d_draw_path(tr_state->visual, ctx->drawable->path, ctx, NULL, NULL, tr_state);
		return;
	}


	path = gf_path_new();

	ind_col = 0;
	i = 0;
	while (1) {
		gf_path_reset(path);
		start = pts[ifs2D->coordIndex.vals[i]];
		center = start;
		gf_path_add_move_to(path, start.x, start.y);
		num_col = 1;
		i+=1;
		while (ifs2D->coordIndex.vals[i] != -1) {	
			end = pts[ifs2D->coordIndex.vals[i]];
			gf_path_add_line_to(path, end.x, end.y);
			i++;
			center.x += end.x;
			center.y += end.y;
			num_col ++;
			if (i >= ci_count) break;
		}
		gf_path_close(path);
		num_col++;

		alpha = INT2FIX(GF_COL_A(ctx->aspect.fill_color) ) / 255;

		colors = (u32*)gf_malloc(sizeof(u32) * num_col);
		col_cen.blue = col_cen.red = col_cen.green = 0;
		for (j=0; j<num_col-1; j++) {
			if (ifs2D->colorIndex.count > ind_col + j) {
				col = color->color.vals[ifs2D->colorIndex.vals[ind_col + j]];
			} else if (ci_count > ind_col + j) {
				col = color->color.vals[ifs2D->coordIndex.vals[ind_col + j]];
			}
			colors[j] = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
			col_cen.blue += col.blue;
			col_cen.green += col.green;
			col_cen.red += col.red;
		}
		colors[num_col-1] = colors[0];

		if (ifs2D->colorIndex.count > ind_col) {
			col = color->color.vals[ifs2D->colorIndex.vals[ind_col]];
		} else if (ci_count > ind_col) {
			col = color->color.vals[ifs2D->coordIndex.vals[ind_col]];
		}
		col_cen.blue += col.blue;
		col_cen.green += col.green;
		col_cen.red += col.red;

		raster->stencil_set_vertex_path(grad, path);
		raster->stencil_set_vertex_colors(grad, colors, num_col);

		gf_free(colors);
		
		col_cen.blue /= num_col;
		col_cen.green /= num_col;
		col_cen.red /= num_col;
		center.x /= num_col;
		center.y /= num_col;
		raster->stencil_set_vertex_center(grad, center.x, center.y, GF_COL_ARGB_FIXED(alpha, col_cen.red, col_cen.green, col_cen.blue) );

		raster->stencil_set_matrix(grad, &ctx->transform);

		/*draw*/
		visual_2d_draw_path(tr_state->visual, ctx->drawable->path, ctx, grad, grad, tr_state);

		raster->stencil_delete(grad);

		//goto next point
		i++;
		ind_col += num_col + 1;	
		if (i >= ci_count) break;
		grad = raster->stencil_new(raster, GF_STENCIL_VERTEX_GRADIENT);
		ctx->flags &= ~CTX_PATH_FILLED;
		ctx->flags &= ~CTX_PATH_STROKE;
	}
	gf_path_del(path);
}