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OpenGL path rendering.
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2 changed files with 381 additions and 0 deletions
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@ -323,4 +323,374 @@ void OpenGLFrameBuffer::draw3D (float x1, float y1, float z1,
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}
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}
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//==============================================================================
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// This breaks down a path into a series of horizontal strips of trapezoids..
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class TrapezoidedPath
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{
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public:
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TrapezoidedPath (const Path& p)
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: firstSlice (nullptr),
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windingMask (p.isUsingNonZeroWinding() ? -1 : 1)
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{
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PathFlatteningIterator iter (p);
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while (iter.next())
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addLine (floatToInt (iter.x1), floatToInt (iter.y1),
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floatToInt (iter.x2), floatToInt (iter.y2));
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}
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~TrapezoidedPath()
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{
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delete firstSlice;
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}
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template <class Consumer>
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void iterate (Consumer& consumer) const
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{
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for (HorizontalSlice* s = firstSlice; s != nullptr; s = s->next)
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s->iterate (consumer, windingMask);
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}
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private:
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void addLine (int x1, int y1, int x2, int y2)
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{
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int winding = 1;
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if (y2 < y1)
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{
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std::swap (x1, x2);
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std::swap (y1, y2);
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winding = -1;
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}
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HorizontalSlice* last = nullptr;
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HorizontalSlice* s = firstSlice;
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while (y2 > y1)
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{
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if (s == nullptr)
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{
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insert (last, new HorizontalSlice (nullptr, x1, y1, x2, y2, winding));
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break;
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}
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if (s->y2 > y1)
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{
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if (y1 < s->y1)
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{
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if (y2 <= s->y1)
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{
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insert (last, new HorizontalSlice (s, x1, y1, x2, y2, winding));
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break;
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}
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else
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{
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const int newX = x1 + (s->y1 - y1) * (x2 - x1) / (y2 - y1);
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insert (last, new HorizontalSlice (s, x1, y1, newX, s->y1, winding));
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x1 = newX;
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y1 = s->y1;
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continue;
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}
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}
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else if (y1 > s->y1)
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{
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s->split (y1);
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s = s->next;
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jassert (s != nullptr);
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}
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jassert (y1 == s->y1);
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if (y2 > s->y2)
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{
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const int newY = s->y2;
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const int newX = x1 + (newY - y1) * (x2 - x1) / (y2 - y1);
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s->addLine (x1, newX, winding);
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x1 = newX;
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y1 = newY;
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}
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else
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{
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if (y2 < s->y2)
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s->split (y2);
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jassert (y2 == s->y2);
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s->addLine (x1, x2, winding);
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break;
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}
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}
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last = s;
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s = s->next;
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}
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}
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struct HorizontalSlice
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{
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HorizontalSlice (const HorizontalSlice& other, HorizontalSlice* next_, int y1_, int y2_)
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: next (next_), y1 (y1_), y2 (y2_), segments (other.segments)
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{
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}
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HorizontalSlice (HorizontalSlice* next_, int x1, int y1_, int x2, int y2_, int winding)
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: next (next_), y1 (y1_), y2 (y2_)
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{
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jassert (next != this);
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jassert (y2 > y1);
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segments.ensureStorageAllocated (32);
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segments.add (LineSegment (x1, x2, winding));
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}
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~HorizontalSlice()
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{
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delete next;
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}
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void addLine (const int x1, const int x2, int winding)
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{
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const int dy = y2 - y1;
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for (int i = 0; i < segments.size(); ++i)
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{
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const LineSegment& l = segments.getReference (i);
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const int diff1 = x1 - l.x1;
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const int diff2 = x2 - l.x2;
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if ((diff1 < 0) == (diff2 > 0))
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{
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const int dx1 = l.x2 - l.x1;
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const int dx2 = x2 - x1;
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const int dxDiff = dx2 - dx1;
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if (dxDiff != 0)
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{
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const int intersectionY = (dy * (l.x1 - x1)) / dxDiff;
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if (intersectionY > 0 && intersectionY < dy)
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{
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const int intersectionX = x1 + (intersectionY * dx2) / dy;
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split (intersectionY + y1);
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next->addLine (intersectionX, x2, winding);
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addLine (x1, intersectionX, winding);
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return;
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}
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}
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}
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if (diff1 + diff2 < 0)
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{
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segments.insert (i, LineSegment (x1, x2, winding));
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return;
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}
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}
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segments.add (LineSegment (x1, x2, winding));
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}
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void split (const int newY)
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{
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jassert (newY > y1 && newY < y2);
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const int dy1 = newY - y1;
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const int dy2 = y2 - y1;
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next = new HorizontalSlice (*this, next, newY, y2);
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y2 = newY;
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LineSegment* const oldSegments = segments.getRawDataPointer();
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LineSegment* const newSegments = next->segments.getRawDataPointer();
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for (int i = 0; i < segments.size(); ++i)
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{
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LineSegment& l = oldSegments[i];
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const int newX = l.x1 + dy1 * (l.x2 - l.x1) / dy2;
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newSegments[i].x1 = newX;
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l.x2 = newX;
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}
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}
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template <class Consumer>
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void iterate (Consumer& consumer, const int windingMask)
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{
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jassert (segments.size() > 0);
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const float fy1 = intToFloat (y1);
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const float fy2 = intToFloat (y2);
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const LineSegment* s1 = segments.getRawDataPointer();
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const LineSegment* s2 = s1;
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int winding = s1->winding;
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for (int i = segments.size(); --i > 0;)
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{
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++s2;
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winding += s2->winding;
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if ((winding & windingMask) == 0)
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{
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const float ax1 = intToFloat (s1->x1);
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const float ax2 = intToFloat (s1->x2);
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const float bx1 = intToFloat (s2->x1);
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const float bx2 = intToFloat (s2->x2);
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if (s1->x1 == s2->x1)
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consumer.useTriangle (ax1, fy1, ax2, fy2, bx2, fy2);
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else if (s1->x2 == s2->x2)
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consumer.useTriangle (ax1, fy1, bx1, fy1, ax2, fy2);
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else
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consumer.useTrapezoid (fy1, fy2, ax1, ax2, bx1, bx2);
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s1 = s2 + 1;
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}
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}
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}
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HorizontalSlice* next;
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int y1, y2;
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private:
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struct LineSegment
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{
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LineSegment (int x1_, int x2_, int winding_) noexcept
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: x1 (x1_), x2 (x2_), winding (winding_) {}
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int x1, x2;
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int winding;
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};
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Array<LineSegment> segments;
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};
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HorizontalSlice* firstSlice; // note: this cannot be a ScopedPointer!
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const int windingMask;
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void insert (HorizontalSlice*& last, HorizontalSlice* const newOne)
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{
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if (last == nullptr)
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{
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firstSlice = newOne;
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}
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else
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{
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jassert (newOne != last);
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last->next = newOne;
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}
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last = newOne;
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}
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enum { factor = 128 };
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static inline int floatToInt (float n) noexcept { return roundToInt (n * (float) factor); }
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static inline float intToFloat (int n) noexcept { return n * (1.0f/ (float) factor); }
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (TrapezoidedPath);
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};
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//==============================================================================
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class TrapezoidConsumer
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{
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public:
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TrapezoidConsumer()
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{
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startNewBlock();
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}
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void draw (const int oversamplingLevel)
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{
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glColor4f (1.0f, 1.0f, 1.0f, 1.0f / (oversamplingLevel * oversamplingLevel));
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glTranslatef (-0.5f, -0.5f, 0.0f);
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const float inc = 1.0f / oversamplingLevel;
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for (int y = oversamplingLevel; --y >= 0;)
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{
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for (int x = oversamplingLevel; --x >= 0;)
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{
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glTranslatef (inc, 0.0f, 0.0f);
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for (int i = 0; i < blocks.size(); ++i)
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blocks.getUnchecked(i)->draw();
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}
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glTranslatef (-1.0f, inc, 0.0f);
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}
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}
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void useTriangle (float x1, float y1, float x2, float y2, float x3, float y3)
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{
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if (currentBlock->numDone >= trianglesPerBlock)
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startNewBlock();
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GLfloat* t = currentBlock->getNextTriangle();
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*t++ = x1; *t++ = y1; *t++ = x2; *t++ = y2; *t++ = x3; *t++ = y3;
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currentBlock->numDone++;
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}
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void useTrapezoid (float y1, float y2, float x1, float x2, float x3, float x4)
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{
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if (currentBlock->numDone >= trianglesPerBlock - 1)
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startNewBlock();
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GLfloat* t = currentBlock->getNextTriangle();
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*t++ = x1; *t++ = y1; *t++ = x2; *t++ = y2; *t++ = x3; *t++ = y1;
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*t++ = x4; *t++ = y2; *t++ = x2; *t++ = y2; *t++ = x3; *t++ = y1;
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currentBlock->numDone += 2;
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}
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private:
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// Some GL implementations can't take very large triangle lists, so store
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// the list as a series of blocks containing this max number of triangles.
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enum { trianglesPerBlock = 2048 };
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struct TriangleBlock
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{
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TriangleBlock() noexcept : numDone (0) {}
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void draw() const
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{
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glVertexPointer (2, GL_FLOAT, 0, triangles);
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glDrawArrays (GL_TRIANGLES, 0, numDone * 3);
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}
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inline GLfloat* getNextTriangle() noexcept { return triangles + numDone * 6; }
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int numDone;
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GLfloat triangles [trianglesPerBlock * 6];
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};
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void startNewBlock()
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{
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currentBlock = new TriangleBlock();
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blocks.add (currentBlock);
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}
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OwnedArray<TriangleBlock> blocks;
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TriangleBlock* currentBlock;
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};
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void OpenGLFrameBuffer::createAlphaChannelFromPath (const Path& path, const int oversamplingLevel)
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{
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makeCurrentTarget();
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glEnableClientState (GL_VERTEX_ARRAY);
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glEnableClientState (GL_TEXTURE_COORD_ARRAY);
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glDisableClientState (GL_COLOR_ARRAY);
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glDisableClientState (GL_NORMAL_ARRAY);
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glDisable (GL_TEXTURE_2D);
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glDisable (GL_DEPTH_TEST);
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glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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glEnable (GL_BLEND);
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glBlendFunc (GL_ONE, GL_ONE);
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OpenGLHelpers::prepareFor2D (getWidth(), getHeight());
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TrapezoidedPath trapezoidedPath (path);
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TrapezoidConsumer consumer;
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trapezoidedPath.iterate (consumer);
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consumer.draw (oversamplingLevel);
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}
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END_JUCE_NAMESPACE
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@ -88,6 +88,17 @@ public:
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float x4, float y4, float z4,
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const Colour& colour) const;
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/** This will render an anti-aliased path into just the alpha channel of this framebuffer.
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The idea here is that you can clear a framebuffer, use this to set its alpha channel, then
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fill the RGB channels with some kind of fill-pattern, and then copy the whole thing onto
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a target, to produce a filled path with some kind of texture.
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Calling this will make changes to a lot of openGL state, including colour masks, blend
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functions, etc
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*/
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void createAlphaChannelFromPath (const Path& path, int oversamplingLevel = 4);
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private:
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class Pimpl;
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friend class ScopedPointer<Pimpl>;
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