clip maps in gl enigne.

SVN revision: 44424
This commit is contained in:
Carsten Haitzler 2009-12-13 14:28:07 +00:00
parent d3fc8d4fa4
commit 9ab9065669
2 changed files with 50 additions and 0 deletions

View File

@ -114,14 +114,18 @@ struct _Evas_GL_Context
GLuint cur_prog;
GLuint cur_tex, cur_texu, cur_texv;
int render_op;
int cx, cy, cw, ch;
Eina_Bool smooth : 1;
Eina_Bool blend : 1;
Eina_Bool clip : 1;
struct {
GLuint cur_prog;
GLuint cur_tex, cur_texum, cur_texv;
int render_op;
int cx, cy, cw, ch;
Eina_Bool smooth : 1;
Eina_Bool blend : 1;
Eina_Bool clip : 1;
} current;
} shader;
struct {

View File

@ -411,6 +411,7 @@ evas_gl_common_context_rectangle_push(Evas_GL_Context *gc,
|| (gc->shader.cur_prog != gc->shared->shader.rect.prog)
|| (gc->shader.blend != blend)
|| (gc->shader.render_op != gc->dc->render_op)
|| (gc->shader.clip != 0)
)
{
shader_array_flush(gc);
@ -418,6 +419,7 @@ evas_gl_common_context_rectangle_push(Evas_GL_Context *gc,
gc->shader.cur_prog = gc->shared->shader.rect.prog;
gc->shader.blend = blend;
gc->shader.render_op = gc->dc->render_op;
gc->shader.clip = 0;
}
pnum = gc->array.num;
@ -463,6 +465,7 @@ evas_gl_common_context_image_push(Evas_GL_Context *gc,
|| (gc->shader.smooth != smooth)
|| (gc->shader.blend != blend)
|| (gc->shader.render_op != gc->dc->render_op)
|| (gc->shader.clip != 0)
)
{
shader_array_flush(gc);
@ -471,6 +474,7 @@ evas_gl_common_context_image_push(Evas_GL_Context *gc,
gc->shader.smooth = smooth;
gc->shader.blend = blend;
gc->shader.render_op = gc->dc->render_op;
gc->shader.clip = 0;
}
pnum = gc->array.num;
@ -520,6 +524,7 @@ evas_gl_common_context_font_push(Evas_GL_Context *gc,
|| (gc->shader.smooth != 0)
|| (gc->shader.blend != 1)
|| (gc->shader.render_op != gc->dc->render_op)
|| (gc->shader.clip != 0)
)
{
shader_array_flush(gc);
@ -528,6 +533,7 @@ evas_gl_common_context_font_push(Evas_GL_Context *gc,
gc->shader.smooth = 0;
gc->shader.blend = 1;
gc->shader.render_op = gc->dc->render_op;
gc->shader.clip = 0;
}
pnum = gc->array.num;
@ -591,6 +597,7 @@ evas_gl_common_context_yuv_push(Evas_GL_Context *gc,
|| (gc->shader.smooth != smooth)
|| (gc->shader.blend != blend)
|| (gc->shader.render_op != gc->dc->render_op)
|| (gc->shader.clip != 0)
)
{
shader_array_flush(gc);
@ -601,6 +608,7 @@ evas_gl_common_context_yuv_push(Evas_GL_Context *gc,
gc->shader.smooth = smooth;
gc->shader.blend = blend;
gc->shader.render_op = gc->dc->render_op;
gc->shader.clip = 0;
}
pnum = gc->array.num;
@ -683,6 +691,11 @@ evas_gl_common_context_image_map4_push(Evas_GL_Context *gc,
|| (gc->shader.smooth != smooth)
|| (gc->shader.blend != blend)
|| (gc->shader.render_op != gc->dc->render_op)
|| (gc->shader.clip != clip)
|| (gc->shader.cx != cx)
|| (gc->shader.cy != cy)
|| (gc->shader.cw != cw)
|| (gc->shader.ch != ch)
)
{
shader_array_flush(gc);
@ -694,6 +707,11 @@ evas_gl_common_context_image_map4_push(Evas_GL_Context *gc,
gc->shader.smooth = smooth;
gc->shader.blend = blend;
gc->shader.render_op = gc->dc->render_op;
gc->shader.clip = clip;
gc->shader.cx = cx;
gc->shader.cy = cy;
gc->shader.cw = cw;
gc->shader.ch = ch;
}
pnum = gc->array.num;
@ -804,6 +822,29 @@ shader_array_flush(Evas_GL_Context *gc)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
if (gc->shader.clip != gc->shader.current.clip)
{
if (gc->shader.clip)
glEnable(GL_SCISSOR_TEST);
else
glDisable(GL_SCISSOR_TEST);
}
if (gc->shader.clip)
{
if ((gc->shader.cx != gc->shader.current.cx) ||
(gc->shader.cx != gc->shader.current.cx) ||
(gc->shader.cx != gc->shader.current.cx) ||
(gc->shader.cx != gc->shader.current.cx))
glScissor(gc->shader.cx,
gc->h - gc->shader.cy - gc->shader.ch,
gc->shader.cw,
gc->shader.ch);
// gc->clip.x,
// gc->h - gc->clip.y - gc->clip.h,
// gc->clip.w,
// gc->clip.h);
}
glVertexAttribPointer(SHAD_VERTEX, 3, GL_SHORT, GL_FALSE, 0, gc->array.vertex);
glVertexAttribPointer(SHAD_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, gc->array.color);
@ -832,6 +873,11 @@ shader_array_flush(Evas_GL_Context *gc)
gc->shader.current.blend = gc->shader.blend;
gc->shader.current.smooth = gc->shader.smooth;
gc->shader.current.render_op = gc->shader.render_op;
gc->shader.current.clip = gc->shader.clip;
gc->shader.current.cx = gc->shader.cx;
gc->shader.current.cy = gc->shader.cy;
gc->shader.current.cw = gc->shader.cw;
gc->shader.current.ch = gc->shader.ch;
free(gc->array.vertex);
free(gc->array.color);