/* ============================================================================== This file is part of the JUCE library - "Jules' Utility Class Extensions" Copyright 2004-11 by Raw Material Software Ltd. ------------------------------------------------------------------------------ JUCE can be redistributed and/or modified under the terms of the GNU General Public License (Version 2), as published by the Free Software Foundation. A copy of the license is included in the JUCE distribution, or can be found online at www.gnu.org/licenses. JUCE is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. ------------------------------------------------------------------------------ To release a closed-source product which uses JUCE, commercial licenses are available: visit www.rawmaterialsoftware.com/juce for more information. ============================================================================== */ BEGIN_JUCE_NAMESPACE //============================================================================== void OpenGLHelpers::resetErrorState() { while (glGetError() != GL_NO_ERROR) {} } void OpenGLHelpers::clear (const Colour& colour) { glClearColor (colour.getFloatRed(), colour.getFloatGreen(), colour.getFloatBlue(), colour.getFloatAlpha()); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } void OpenGLHelpers::setColour (const Colour& colour) { glColor4f (colour.getFloatRed(), colour.getFloatGreen(), colour.getFloatBlue(), colour.getFloatAlpha()); } void OpenGLHelpers::prepareFor2D (const int width, const int height) { glMatrixMode (GL_PROJECTION); glLoadIdentity(); #if JUCE_OPENGL_ES glOrthof (0.0f, (float) width, 0.0f, (float) height, 0.0f, 1.0f); #else glOrtho (0.0, width, 0.0, height, 0, 1); #endif glViewport (0, 0, width, height); } void OpenGLHelpers::setPerspective (double fovy, double aspect, double zNear, double zFar) { glLoadIdentity(); #if JUCE_OPENGL_ES const float ymax = (float) (zNear * tan (fovy * double_Pi / 360.0)); const float ymin = -ymax; glFrustumf (ymin * (float) aspect, ymax * (float) aspect, ymin, ymax, (float) zNear, (float) zFar); #else const double ymax = zNear * tan (fovy * double_Pi / 360.0); const double ymin = -ymax; glFrustum (ymin * aspect, ymax * aspect, ymin, ymax, zNear, zFar); #endif } void OpenGLHelpers::applyTransform (const AffineTransform& t) { const GLfloat m[] = { t.mat00, t.mat10, 0, 0, t.mat01, t.mat11, 0, 0, 0, 0, 1, 0, t.mat02, t.mat12, 0, 1 }; glMultMatrixf (m); } void OpenGLHelpers::drawQuad2D (float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, const Colour& colour) { const GLfloat vertices[] = { x1, y1, x2, y2, x4, y4, x3, y3 }; const GLfloat textureCoords[] = { 0, 0, 1.0f, 0, 0, 1.0f, 1.0f, 1.0f }; setColour (colour); glEnableClientState (GL_VERTEX_ARRAY); glVertexPointer (2, GL_FLOAT, 0, vertices); glEnableClientState (GL_TEXTURE_COORD_ARRAY); glTexCoordPointer (2, GL_FLOAT, 0, textureCoords); glDisableClientState (GL_COLOR_ARRAY); glDisableClientState (GL_NORMAL_ARRAY); glDrawArrays (GL_TRIANGLE_STRIP, 0, 4); } void OpenGLHelpers::drawQuad3D (float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4, const Colour& colour) { const GLfloat vertices[] = { x1, y1, z1, x2, y2, z2, x4, y4, z4, x3, y3, z3 }; const GLfloat textureCoords[] = { 0, 0, 1.0f, 0, 0, 1.0f, 1.0f, 1.0f }; setColour (colour); glEnableClientState (GL_VERTEX_ARRAY); glVertexPointer (3, GL_FLOAT, 0, vertices); glEnableClientState (GL_TEXTURE_COORD_ARRAY); glTexCoordPointer (2, GL_FLOAT, 0, textureCoords); glDisableClientState (GL_COLOR_ARRAY); glDisableClientState (GL_NORMAL_ARRAY); glDrawArrays (GL_TRIANGLE_STRIP, 0, 4); } //============================================================================== namespace OpenGLGradientHelpers { void drawTriangles (GLenum mode, const GLfloat* vertices, const GLfloat* textureCoords, const int numElements) { glEnable (GL_BLEND); glEnable (GL_TEXTURE_2D); glEnableClientState (GL_VERTEX_ARRAY); glEnableClientState (GL_TEXTURE_COORD_ARRAY); glDisableClientState (GL_COLOR_ARRAY); glDisableClientState (GL_NORMAL_ARRAY); glVertexPointer (2, GL_FLOAT, 0, vertices); glTexCoordPointer (2, GL_FLOAT, 0, textureCoords); glColor4f (1.0f, 1.0f, 1.0f, 1.0f); glDrawArrays (mode, 0, numElements); } void fillWithLinearGradient (const Rectangle& rect, const ColourGradient& grad, const AffineTransform& transform, const int textureSize) { const Point p1 (grad.point1.transformedBy (transform)); const Point p2 (grad.point2.transformedBy (transform)); const Point p3 (Point (grad.point1.getX() - (grad.point2.getY() - grad.point1.getY()) / textureSize, grad.point1.getY() + (grad.point2.getX() - grad.point1.getX()) / textureSize).transformedBy (transform)); const AffineTransform textureTransform (AffineTransform::fromTargetPoints (p1.getX(), p1.getY(), 0.0f, 0.0f, p2.getX(), p2.getY(), 1.0f, 0.0f, p3.getX(), p3.getY(), 0.0f, 1.0f)); const float l = (float) rect.getX(); const float r = (float) rect.getRight(); const float t = (float) rect.getY(); const float b = (float) rect.getBottom(); const GLfloat vertices[] = { l, t, r, t, l, b, r, b }; GLfloat textureCoords[] = { l, t, r, t, l, b, r, b }; textureTransform.transformPoints (textureCoords[0], textureCoords[1], textureCoords[2], textureCoords[3]); textureTransform.transformPoints (textureCoords[4], textureCoords[5], textureCoords[6], textureCoords[7]); drawTriangles (GL_TRIANGLE_STRIP, vertices, textureCoords, 4); } void fillWithRadialGradient (const Rectangle& rect, const ColourGradient& grad, const AffineTransform& transform) { const Point centre (grad.point1.transformedBy (transform)); const float screenRadius = centre.getDistanceFrom (rect.getCentre().toFloat()) + Point (rect.getWidth() / 2, rect.getHeight() / 2).getDistanceFromOrigin() + 8.0f; const AffineTransform inverse (transform.inverted()); const float sourceRadius = jmax (Point (screenRadius, 0.0f).transformedBy (inverse).getDistanceFromOrigin(), Point (0.0f, screenRadius).transformedBy (inverse).getDistanceFromOrigin()); const int numDivisions = 90; GLfloat vertices [4 + numDivisions * 2]; GLfloat textureCoords [4 + numDivisions * 2]; { GLfloat* t = textureCoords; *t++ = 0.0f; *t++ = 0.0f; const float originalRadius = grad.point1.getDistanceFrom (grad.point2); const float texturePos = sourceRadius / originalRadius; for (int i = numDivisions + 1; --i >= 0;) { *t++ = texturePos; *t++ = 0.0f; } } { GLfloat* v = vertices; *v++ = centre.getX(); *v++ = centre.getY(); const Point first (grad.point1.translated (0, -sourceRadius) .transformedBy (transform)); *v++ = first.getX(); *v++ = first.getY(); for (int i = 1; i < numDivisions; ++i) { const float angle = i * (float_Pi * 2.0f / numDivisions); const Point p (grad.point1.translated (std::sin (angle) * sourceRadius, std::cos (angle) * -sourceRadius) .transformedBy (transform)); *v++ = p.getX(); *v++ = p.getY(); } *v++ = first.getX(); *v++ = first.getY(); } glEnable (GL_SCISSOR_TEST); glScissor (rect.getX(), rect.getY(), rect.getWidth(), rect.getHeight()); drawTriangles (GL_TRIANGLE_FAN, vertices, textureCoords, numDivisions + 2); glDisable (GL_SCISSOR_TEST); } } void OpenGLHelpers::fillRectWithColourGradient (const Rectangle& rect, const ColourGradient& gradient, const AffineTransform& transform) { const int textureSize = 256; OpenGLTexture texture; HeapBlock lookup (textureSize); gradient.createLookupTable (lookup, textureSize); texture.load (lookup, textureSize, 1); texture.bind(); if (gradient.point1 == gradient.point2) { fillRectWithColour (rect, gradient.getColourAtPosition (1.0)); } else { if (gradient.isRadial) OpenGLGradientHelpers::fillWithRadialGradient (rect, gradient, transform); else OpenGLGradientHelpers::fillWithLinearGradient (rect, gradient, transform, textureSize); } } void OpenGLHelpers::fillRectWithColour (const Rectangle& rect, const Colour& colour) { glEnableClientState (GL_VERTEX_ARRAY); glDisableClientState (GL_TEXTURE_COORD_ARRAY); glDisableClientState (GL_COLOR_ARRAY); glDisableClientState (GL_NORMAL_ARRAY); setColour (colour); fillRect (rect); } void OpenGLHelpers::fillRect (const Rectangle& rect) { const GLfloat vertices[] = { (float) rect.getX(), (float) rect.getY(), (float) rect.getRight(), (float) rect.getY(), (float) rect.getX(), (float) rect.getBottom(), (float) rect.getRight(), (float) rect.getBottom() }; glVertexPointer (2, GL_FLOAT, 0, vertices); glDrawArrays (GL_TRIANGLE_STRIP, 0, 4); } //============================================================================== // This breaks down a path into a series of horizontal strips of trapezoids.. class TriangulatedPath::TrapezoidedPath { public: TrapezoidedPath (const Path& p, const AffineTransform& transform) : firstSlice (nullptr), windingMask (p.isUsingNonZeroWinding() ? -1 : 1) { for (PathFlatteningIterator iter (p, transform); iter.next();) addLine (floatToInt (iter.x1), floatToInt (iter.y1), floatToInt (iter.x2), floatToInt (iter.y2)); } ~TrapezoidedPath() { for (HorizontalSlice* s = firstSlice; s != nullptr;) { const ScopedPointer deleter (s); s = s->next; } } template void iterate (Consumer& consumer) const { for (HorizontalSlice* s = firstSlice; s != nullptr; s = s->next) s->iterate (consumer, windingMask); } private: void addLine (int x1, int y1, int x2, int y2) { int winding = 1; if (y2 < y1) { std::swap (x1, x2); std::swap (y1, y2); winding = -1; } HorizontalSlice* last = nullptr; HorizontalSlice* s = firstSlice; while (y2 > y1) { if (s == nullptr) { insert (last, new HorizontalSlice (nullptr, x1, y1, x2, y2, winding)); break; } if (s->y2 > y1) { if (y1 < s->y1) { if (y2 <= s->y1) { insert (last, new HorizontalSlice (s, x1, y1, x2, y2, winding)); break; } else { const int newX = x1 + (s->y1 - y1) * (x2 - x1) / (y2 - y1); HorizontalSlice* const newSlice = new HorizontalSlice (s, x1, y1, newX, s->y1, winding); insert (last, newSlice); last = newSlice; x1 = newX; y1 = s->y1; continue; } } else if (y1 > s->y1) { s->split (y1); s = s->next; jassert (s != nullptr); } jassert (y1 == s->y1); if (y2 > s->y2) { const int newY = s->y2; const int newX = x1 + (newY - y1) * (x2 - x1) / (y2 - y1); s->addLine (x1, newX, winding); x1 = newX; y1 = newY; } else { if (y2 < s->y2) s->split (y2); jassert (y2 == s->y2); s->addLine (x1, x2, winding); break; } } last = s; s = s->next; } } struct HorizontalSlice { HorizontalSlice (const HorizontalSlice& other, HorizontalSlice* const next_, int y1_, int y2_) : next (next_), y1 (y1_), y2 (y2_), segments (other.segments) { } HorizontalSlice (HorizontalSlice* const next_, int x1, int y1_, int x2, int y2_, int winding) : next (next_), y1 (y1_), y2 (y2_) { jassert (next != this); jassert (y2 > y1); segments.ensureStorageAllocated (32); segments.add (LineSegment (x1, x2, winding)); } void addLine (const int x1, const int x2, int winding) { const int dy = y2 - y1; for (int i = 0; i < segments.size(); ++i) { const LineSegment& l = segments.getReference (i); const int diff1 = l.x1 - x1; const int diff2 = l.x2 - x2; if ((diff1 < 0) == (diff2 > 0)) { const int dx1 = l.x2 - l.x1; const int dx2 = x2 - x1; const int dxDiff = dx2 - dx1; if (dxDiff != 0) { const int intersectionY = (dy * diff1) / dxDiff; if (intersectionY > 0 && intersectionY < dy) { const int intersectionX = x1 + (intersectionY * dx2) / dy; split (intersectionY + y1); next->addLine (intersectionX, x2, winding); addLine (x1, intersectionX, winding); return; } } } if (diff1 + diff2 > 0) { segments.insert (i, LineSegment (x1, x2, winding)); return; } } segments.add (LineSegment (x1, x2, winding)); } void split (const int newY) { jassert (newY > y1 && newY < y2); const int dy1 = newY - y1; const int dy2 = y2 - y1; next = new HorizontalSlice (*this, next, newY, y2); y2 = newY; LineSegment* const oldSegments = segments.getRawDataPointer(); LineSegment* const newSegments = next->segments.getRawDataPointer(); for (int i = 0; i < segments.size(); ++i) { LineSegment& l = oldSegments[i]; const int newX = l.x1 + dy1 * (l.x2 - l.x1) / dy2; newSegments[i].x1 = newX; l.x2 = newX; } } template void iterate (Consumer& consumer, const int windingMask) { jassert (segments.size() > 0); const float fy1 = intToFloat (y1); const float fy2 = intToFloat (y2); const LineSegment* s1 = segments.getRawDataPointer(); const LineSegment* s2 = s1; int winding = s1->winding; for (int i = segments.size(); --i > 0;) { ++s2; winding += s2->winding; if ((winding & windingMask) == 0) { const float ax1 = intToFloat (s1->x1); const float ax2 = intToFloat (s1->x2); if (s1->x1 == s2->x1) consumer.addTriangle (ax1, fy1, ax2, fy2, intToFloat (s2->x2), fy2); else if (s1->x2 == s2->x2) consumer.addTriangle (ax1, fy1, intToFloat (s2->x1), fy1, ax2, fy2); else consumer.addTrapezoid (fy1, fy2, ax1, ax2, intToFloat (s2->x1), intToFloat (s2->x2)); s1 = s2 + 1; } } } HorizontalSlice* next; int y1, y2; private: struct LineSegment { inline LineSegment (int x1_, int x2_, int winding_) noexcept : x1 (x1_), x2 (x2_), winding (winding_) {} int x1, x2; int winding; }; Array segments; JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (HorizontalSlice); }; HorizontalSlice* firstSlice; const int windingMask; inline void insert (HorizontalSlice* const last, HorizontalSlice* const newOne) noexcept { if (last == nullptr) firstSlice = newOne; else last->next = newOne; } enum { factor = 128 }; static inline int floatToInt (const float n) noexcept { return roundToInt (n * (float) factor); } static inline float intToFloat (const int n) noexcept { return n * (1.0f / (float) factor); } JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (TrapezoidedPath); }; //============================================================================== struct TriangulatedPath::TriangleBlock { TriangleBlock() noexcept : numVertices (0), triangles (maxVerticesPerBlock) {} void draw() const { glVertexPointer (2, GL_FLOAT, 0, triangles); glDrawArrays (GL_TRIANGLES, 0, numVertices / 2); } inline GLfloat* getNextTriangle() noexcept { return triangles + numVertices; } void optimiseStorage() { triangles.realloc (numVertices); } // Some GL implementations can't take very large triangle lists, so store // the list as a series of blocks containing this max number of triangles. enum { maxVerticesPerBlock = 256 * 6 }; unsigned int numVertices; HeapBlock triangles; }; TriangulatedPath::TriangulatedPath (const Path& path, const AffineTransform& transform) { startNewBlock(); TrapezoidedPath (path, transform).iterate (*this); } void TriangulatedPath::draw (const int oversamplingLevel) const { glColor4f (1.0f, 1.0f, 1.0f, 1.0f / (oversamplingLevel * oversamplingLevel)); glTranslatef (-0.5f, -0.5f, 0.0f); const float inc = 1.0f / oversamplingLevel; for (int y = oversamplingLevel; --y >= 0;) { for (int x = oversamplingLevel; --x >= 0;) { glTranslatef (inc, 0.0f, 0.0f); for (int i = 0; i < blocks.size(); ++i) blocks.getUnchecked(i)->draw(); } glTranslatef (-1.0f, inc, 0.0f); } } void TriangulatedPath::optimiseStorage() { currentBlock->optimiseStorage(); } void TriangulatedPath::startNewBlock() { currentBlock = new TriangleBlock(); blocks.add (currentBlock); } void TriangulatedPath::addTriangle (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2, GLfloat x3, GLfloat y3) { if (currentBlock->numVertices >= TriangleBlock::maxVerticesPerBlock) startNewBlock(); GLfloat* t = currentBlock->getNextTriangle(); *t++ = x1; *t++ = y1; *t++ = x2; *t++ = y2; *t++ = x3; *t++ = y3; currentBlock->numVertices += 6; } void TriangulatedPath::addTrapezoid (GLfloat y1, GLfloat y2, GLfloat x1, GLfloat x2, GLfloat x3, GLfloat x4) { if (currentBlock->numVertices >= TriangleBlock::maxVerticesPerBlock - 6) startNewBlock(); GLfloat* t = currentBlock->getNextTriangle(); *t++ = x1; *t++ = y1; *t++ = x2; *t++ = y2; *t++ = x3; *t++ = y1; *t++ = x4; *t++ = y2; *t++ = x2; *t++ = y2; *t++ = x3; *t++ = y1; currentBlock->numVertices += 12; } //============================================================================== OpenGLTextureFromImage::OpenGLTextureFromImage (const Image& image) : width (image.getWidth()), height (image.getHeight()) { OpenGLFrameBufferImage* glImage = dynamic_cast (image.getSharedImage()); if (glImage != nullptr) { textureID = glImage->frameBuffer.getTextureID(); } else { if (OpenGLTexture::isValidSize (width, height)) { texture = new OpenGLTexture(); texture->load (image); textureID = texture->getTextureID(); } else { frameBuffer = new OpenGLFrameBuffer(); frameBuffer->initialise (image); textureID = frameBuffer->getTextureID(); } } } OpenGLTextureFromImage::~OpenGLTextureFromImage() {} //============================================================================== OpenGLRenderingTarget::OpenGLRenderingTarget() {} OpenGLRenderingTarget::~OpenGLRenderingTarget() {} void OpenGLRenderingTarget::prepareFor2D() { OpenGLHelpers::prepareFor2D (getRenderingTargetWidth(), getRenderingTargetHeight()); } namespace GLPathRendering { void clipToPath (OpenGLRenderingTarget& target, const Path& path, const AffineTransform& transform) { const int w = target.getRenderingTargetWidth(); const int h = target.getRenderingTargetHeight(); OpenGLFrameBuffer fb; fb.initialise (w, h); fb.makeCurrentAndClear(); fb.createAlphaChannelFromPath (path, transform); target.makeCurrentRenderingTarget(); target.prepareFor2D(); glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); glBlendFunc (GL_DST_ALPHA, GL_ZERO); glColor4f (1.0f, 1.0f, 1.0f, 1.0f); fb.drawAt (0, 0); } void fillPathWithColour (OpenGLRenderingTarget& target, const Rectangle& clip, const Path& path, const AffineTransform& pathTransform, const Colour& colour) { OpenGLFrameBuffer f; f.initialise (clip.getWidth(), clip.getHeight()); f.makeCurrentAndClear(); f.createAlphaChannelFromPath (path, pathTransform.translated ((float) -clip.getX(), (float) -clip.getY()) .followedBy (AffineTransform::verticalFlip ((float) clip.getHeight()))); f.releaseAsRenderingTarget(); target.makeCurrentRenderingTarget(); glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); OpenGLHelpers::setColour (colour); target.prepareFor2D(); f.drawAt ((float) clip.getX(), (float) (target.getRenderingTargetHeight() - clip.getBottom())); } void fillPathWithGradient (OpenGLRenderingTarget& target, const Rectangle& clip, const Path& path, const AffineTransform& pathTransform, const ColourGradient& grad, const AffineTransform& gradientTransform, const GLfloat alpha) { const int targetHeight = target.getRenderingTargetHeight(); OpenGLFrameBuffer f; f.initialise (clip.getWidth(), clip.getHeight()); f.makeCurrentAndClear(); const AffineTransform correction (AffineTransform::translation ((float) -clip.getX(), (float) -clip.getY()) .followedBy (AffineTransform::verticalFlip ((float) clip.getHeight()))); f.createAlphaChannelFromPath (path, pathTransform.followedBy (correction)); f.makeCurrentRenderingTarget(); f.prepareFor2D(); glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glBlendFunc (GL_DST_ALPHA, GL_ZERO); OpenGLHelpers::fillRectWithColourGradient (Rectangle (0, 0, clip.getWidth(), clip.getHeight()), grad, gradientTransform.followedBy (correction)); f.releaseAsRenderingTarget(); target.makeCurrentRenderingTarget(); glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glColor4f (alpha, alpha, alpha, alpha); target.prepareFor2D(); f.drawAt ((float) clip.getX(), (float) (targetHeight - clip.getBottom())); } void fillPathWithImage (OpenGLRenderingTarget& target, const Rectangle& clip, const Path& path, const AffineTransform& transform, GLuint textureID, GLfloat textureWidth, GLfloat textureHeight, const AffineTransform& textureTransform, const bool tiled, const GLfloat alpha) { const int targetHeight = target.getRenderingTargetHeight(); OpenGLFrameBuffer f; f.initialise (clip.getWidth(), clip.getHeight()); f.makeCurrentRenderingTarget(); f.prepareFor2D(); glDisable (GL_BLEND); glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glColor4f (1.0f, 1.0f, 1.0f, 1.0f); const GLfloat clipX = (GLfloat) clip.getX(); const GLfloat clipY = (GLfloat) clip.getY(); const GLfloat clipH = (GLfloat) clip.getHeight(); const GLfloat clipB = (GLfloat) clip.getBottom(); const AffineTransform correction (AffineTransform::translation (-clipX, -clipY) .followedBy (AffineTransform::verticalFlip (clipH))); glBindTexture (GL_TEXTURE_2D, textureID); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glEnableClientState (GL_VERTEX_ARRAY); glEnableClientState (GL_TEXTURE_COORD_ARRAY); glDisableClientState (GL_COLOR_ARRAY); glDisableClientState (GL_NORMAL_ARRAY); glColor4f (1.0f, 1.0f, 1.0f, 1.0f); if (tiled) { glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); const GLfloat clipW = (GLfloat) clip.getWidth(); const GLfloat clipR = (GLfloat) clip.getRight(); const GLfloat vertices[] = { 0, clipH, clipW, clipH, 0, 0, clipW, 0 }; GLfloat textureCoords[] = { clipX, clipY, clipR, clipY, clipX, clipB, clipR, clipB }; { const AffineTransform t (textureTransform.inverted().scaled (1.0f / textureWidth, 1.0f / textureHeight)); t.transformPoints (textureCoords[0], textureCoords[1], textureCoords[2], textureCoords[3]); t.transformPoints (textureCoords[4], textureCoords[5], textureCoords[6], textureCoords[7]); } glVertexPointer (2, GL_FLOAT, 0, vertices); glTexCoordPointer (2, GL_FLOAT, 0, textureCoords); glDrawArrays (GL_TRIANGLE_STRIP, 0, 4); } else { glClearColor (0, 0, 0, 0); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); GLfloat vertices[] = { 0, 0, textureWidth, 0, 0, textureHeight, textureWidth, textureHeight }; const GLfloat textureCoords[] = { 0, 0, 1.0f, 0, 0, 1.0f, 1.0f, 1.0f }; { const AffineTransform t (textureTransform.followedBy (correction)); t.transformPoints (vertices[0], vertices[1], vertices[2], vertices[3]); t.transformPoints (vertices[4], vertices[5], vertices[6], vertices[7]); } glVertexPointer (2, GL_FLOAT, 0, vertices); glTexCoordPointer (2, GL_FLOAT, 0, textureCoords); glDrawArrays (GL_TRIANGLE_STRIP, 0, 4); } glBindTexture (GL_TEXTURE_2D, 0); clipToPath (f, path, transform.followedBy (correction)); f.releaseAsRenderingTarget(); target.makeCurrentRenderingTarget(); glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f (1.0f, 1.0f, 1.0f, alpha); target.prepareFor2D(); f.drawAt (clipX, targetHeight - clipB); } } void OpenGLRenderingTarget::fillPath (const Rectangle& clip, const Path& path, const AffineTransform& transform, const FillType& fill) { if (! fill.isInvisible()) { if (fill.isColour()) { GLPathRendering::fillPathWithColour (*this, clip, path, transform, fill.colour); } else if (fill.isGradient()) { GLPathRendering::fillPathWithGradient (*this, clip, path, transform, *(fill.gradient), fill.transform, fill.colour.getFloatAlpha()); } else if (fill.isTiledImage()) { OpenGLTextureFromImage t (fill.image); GLPathRendering::fillPathWithImage (*this, clip, path, transform, t.textureID, (GLfloat) t.width, (GLfloat) t.height, fill.transform, true, fill.colour.getFloatAlpha()); } } } END_JUCE_NAMESPACE