예제 #1
0
파일: shPaint.c 프로젝트: Chazzz/pyShiva
int shDrawLinearGradientMesh(SHPaint *p, SHVector2 *min, SHVector2 *max,
                             VGPaintMode mode, GLenum texUnit)
{
  SHint i;
  SHfloat n;
  
  SHfloat x1 = p->linearGradient[0];
  SHfloat y1 = p->linearGradient[1];
  SHfloat x2 = p->linearGradient[2];
  SHfloat y2 = p->linearGradient[3];
  SHVector2 c, ux, uy;
  SHVector2 cc, uux, uuy;
  
  SHMatrix3x3 *m;
  SHMatrix3x3 mi;
  SHint invertible;
  SHVector2 corners[4];
  SHfloat minOffset = 0.0f;
  SHfloat maxOffset = 0.0f;
  SHfloat left = 0.0f;
  SHfloat right = 0.0f;
  SHVector2 l1,r1,l2,r2;

  /* Pick paint transform matrix */
  SH_GETCONTEXT(0);
  if (mode == VG_FILL_PATH)
    m = &context->fillTransform;
  else if (mode == VG_STROKE_PATH)
    m = &context->strokeTransform;
  
  /* Gradient center and unit vectors */
  SET2(c, x1, y1);
  SET2(ux, x2-x1, y2-y1);
  SET2(uy, -ux.y, ux.x);
  n = NORM2(ux);
  DIV2(ux, n);
  NORMALIZE2(uy);

  /* Apply paint-to-user transformation */
  ADD2V(ux, c); ADD2V(uy, c);
  TRANSFORM2TO(c, (*m), cc);
  TRANSFORM2TO(ux, (*m), uux);
  TRANSFORM2TO(uy, (*m), uuy);
  SUB2V(ux,c); SUB2V(uy,c);
  SUB2V(uux,cc); SUB2V(uuy,cc);
  
  /* Boundbox corners */
  SET2(corners[0], min->x, min->y);
  SET2(corners[1], max->x, min->y);
  SET2(corners[2], max->x, max->y);
  SET2(corners[3], min->x, max->y);
  
  /* Find inverse transformation (back to paint space) */
  invertible = shInvertMatrix(m, &mi);
  if (!invertible || n==0.0f) {
    
    /* Fill boundbox with color at offset 1 */
    SHColor *c = &p->stops.items[p->stops.size-1].color;
    glColor4fv((GLfloat*)c); glBegin(GL_QUADS);
    for (i=0; i<4; ++i) glVertex2fv((GLfloat*)&corners[i]);
    glEnd();
    return 1;
  }
  
  /*--------------------------------------------------------*/
  
  for (i=0; i<4; ++i) {
    
    /* Find min/max offset and perpendicular span */
    SHfloat o, s;
    TRANSFORM2(corners[i], mi);
    SUB2V(corners[i], c);
    o = DOT2(corners[i], ux) / n;
    s = DOT2(corners[i], uy);
    if (o < minOffset || i==0) minOffset = o;
    if (o > maxOffset || i==0) maxOffset = o;
    if (s < left || i==0) left = s;
    if (s > right || i==0) right = s;
  }
  
  /*---------------------------------------------------------*/
  
  /* Corners of boundbox in gradient system */
  SET2V(l1, cc); SET2V(r1, cc);
  SET2V(l2, cc); SET2V(r2, cc);
  OFFSET2V(l1, uuy, left);  OFFSET2V(l1, uux, minOffset * n);
  OFFSET2V(r1, uuy, right); OFFSET2V(r1, uux, minOffset * n);
  OFFSET2V(l2, uuy, left);  OFFSET2V(l2, uux, maxOffset * n);
  OFFSET2V(r2, uuy, right); OFFSET2V(r2, uux, maxOffset * n);
  
  /* Draw quad using color-ramp texture */
  glActiveTexture(texUnit);
  shSetGradientTexGLState(p);
  
  glEnable(GL_TEXTURE_1D);
  glBegin(GL_QUAD_STRIP);
  
  glMultiTexCoord1f(texUnit, minOffset);
  glVertex2fv((GLfloat*)&r1);
  glVertex2fv((GLfloat*)&l1);
  
  glMultiTexCoord1f(texUnit, maxOffset);
  glVertex2fv((GLfloat*)&r2);
  glVertex2fv((GLfloat*)&l2);
  
  glEnd();
  glDisable(GL_TEXTURE_1D);

  return 1;
}
예제 #2
0
파일: m_matrix.c 프로젝트: xSIMx/Mesa-3D
/**
 * Determine type and flags from scratch.  
 *
 * \param mat matrix.
 * 
 * This is expensive enough to only want to do it once.
 */
static void analyse_from_scratch( GLmatrix *mat )
{
   const GLfloat *m = mat->m;
   GLuint mask = 0;
   GLuint i;

   for (i = 0 ; i < 16 ; i++) {
      if (m[i] == 0.0) mask |= (1<<i);
   }

   if (m[0] == 1.0F) mask |= (1<<16);
   if (m[5] == 1.0F) mask |= (1<<21);
   if (m[10] == 1.0F) mask |= (1<<26);
   if (m[15] == 1.0F) mask |= (1<<31);

   mat->flags &= ~MAT_FLAGS_GEOMETRY;

   /* Check for translation - no-one really cares
    */
   if ((mask & MASK_NO_TRX) != MASK_NO_TRX)
      mat->flags |= MAT_FLAG_TRANSLATION;

   /* Do the real work
    */
   if (mask == (GLuint) MASK_IDENTITY) {
      mat->type = MATRIX_IDENTITY;
   }
   else if ((mask & MASK_2D_NO_ROT) == (GLuint) MASK_2D_NO_ROT) {
      mat->type = MATRIX_2D_NO_ROT;

      if ((mask & MASK_NO_2D_SCALE) != MASK_NO_2D_SCALE)
	 mat->flags |= MAT_FLAG_GENERAL_SCALE;
   }
   else if ((mask & MASK_2D) == (GLuint) MASK_2D) {
      GLfloat mm = DOT2(m, m);
      GLfloat m4m4 = DOT2(m+4,m+4);
      GLfloat mm4 = DOT2(m,m+4);

      mat->type = MATRIX_2D;

      /* Check for scale */
      if (SQ(mm-1) > SQ(1e-6) ||
	  SQ(m4m4-1) > SQ(1e-6))
	 mat->flags |= MAT_FLAG_GENERAL_SCALE;

      /* Check for rotation */
      if (SQ(mm4) > SQ(1e-6))
	 mat->flags |= MAT_FLAG_GENERAL_3D;
      else
	 mat->flags |= MAT_FLAG_ROTATION;

   }
   else if ((mask & MASK_3D_NO_ROT) == (GLuint) MASK_3D_NO_ROT) {
      mat->type = MATRIX_3D_NO_ROT;

      /* Check for scale */
      if (SQ(m[0]-m[5]) < SQ(1e-6) &&
	  SQ(m[0]-m[10]) < SQ(1e-6)) {
	 if (SQ(m[0]-1.0) > SQ(1e-6)) {
	    mat->flags |= MAT_FLAG_UNIFORM_SCALE;
         }
      }
      else {
	 mat->flags |= MAT_FLAG_GENERAL_SCALE;
      }
   }
   else if ((mask & MASK_3D) == (GLuint) MASK_3D) {
      GLfloat c1 = DOT3(m,m);
      GLfloat c2 = DOT3(m+4,m+4);
      GLfloat c3 = DOT3(m+8,m+8);
      GLfloat d1 = DOT3(m, m+4);
      GLfloat cp[3];

      mat->type = MATRIX_3D;

      /* Check for scale */
      if (SQ(c1-c2) < SQ(1e-6) && SQ(c1-c3) < SQ(1e-6)) {
	 if (SQ(c1-1.0) > SQ(1e-6))
	    mat->flags |= MAT_FLAG_UNIFORM_SCALE;
	 /* else no scale at all */
      }
      else {
	 mat->flags |= MAT_FLAG_GENERAL_SCALE;
      }

      /* Check for rotation */
      if (SQ(d1) < SQ(1e-6)) {
	 CROSS3( cp, m, m+4 );
	 SUB_3V( cp, cp, (m+8) );
	 if (LEN_SQUARED_3FV(cp) < SQ(1e-6))
	    mat->flags |= MAT_FLAG_ROTATION;
	 else
	    mat->flags |= MAT_FLAG_GENERAL_3D;
      }
      else {
	 mat->flags |= MAT_FLAG_GENERAL_3D; /* shear, etc */
      }
   }
   else if ((mask & MASK_PERSPECTIVE) == MASK_PERSPECTIVE && m[11]==-1.0F) {
      mat->type = MATRIX_PERSPECTIVE;
      mat->flags |= MAT_FLAG_GENERAL;
   }
   else {
      mat->type = MATRIX_GENERAL;
      mat->flags |= MAT_FLAG_GENERAL;
   }
}