micahpearlman / MonkVG

MonkVG is an OpenVG 1.1 like vector graphics API implementation optimized for game use currently using an OpenGL ES backend that should be compatible with any HW that supports OpenGL ES 2.0 which includes most iOS and Android devices.
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glColor3f overriding paint #4

Closed Matt-Esch closed 12 years ago

Matt-Esch commented 12 years ago

glColor3f(1,1,0) sets the current color to yellow. If I create a red paint and set the paint before drawing, things still appear yellow.

In setup:

// create a paint
_paint = vgCreatePaint();
vgSetPaint(_paint, VG_FILL_PATH );
VGfloat color[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
vgSetParameterfv(_paint, VG_PAINT_COLOR, 4, &color[0]);

// create a box path
_path = vgCreatePath(VG_PATH_FORMAT_STANDARD, VG_PATH_DATATYPE_F,1,0,0,0, VG_PATH_CAPABILITY_ALL);
vguRect( _path, 0, 0, 64.0f, 64.0f );

In render loop:

glColor3f(1, 1, 0);
vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE);
vgLoadIdentity();
vgTranslate( 0, 0 );

vgSetPaint( _paint, VG_FILL_PATH );
vgDrawPath( _path, VG_FILL_PATH );  // Square is yellow not red
micahpearlman commented 12 years ago

When mixing OpenGL with MonkVG you need to save off and restore the MonkVG OpenGL state. So for this example you will need to use glGet* in conjunction with GL_COLOR_ARRAY to store the MonkVG color state before you call your glColor and then you need to restore the MonkVG color using the stashed glColor. Does this make sense?

Matt-Esch commented 12 years ago

Is this generally how OpenVG works or is this a design decision? I suppose that OpenVG is separate from OpenGL and that there is no specification for how they should interact when you use the same context to do two different things. Perhaps I want to be using a separate OpenVG context and rendering to a shared texture. Also would you advise against using glPushAttrib and glPopAttrib to preserve the state of the context between OpenGL sprite rendering and OpenVG vector rendering?

micahpearlman commented 12 years ago

It was a design decision specifically for performance reasons. There was one point were MonkVG stored and the re-stored the OpenGL state at every path draw. As you can imagine that is a HUGE overhead and slowed things down considerably -- so I basically punted and left it upto the application developer to be responsible for storing and re-storing state. It would be nice if OpenVG specified a start and end render methods -- and there probably isn't any reason I (or you) couldn't create an extension to MonkVG to do just that.

Cheers, -Micah

~~ Micah Pearlman biz 415-997-8571 mob 415-637-6986 micahpearlman@gmail.com LinkedIn: http://www.linkedin.com/pub/micah-pearlman/16/7b6/193 ~~

On Mon, Jan 23, 2012 at 2:15 PM, Matt-Esch reply@reply.github.com wrote:

Is this generally how OpenVG works or is this a design decision? I suppose that OpenVG is separate from OpenGL and that there is no specification for how they should interact when you use the same context to do two different things. Perhaps I want to be using a separate OpenVG context and rendering to a shared texture.


Reply to this email directly or view it on GitHub: https://github.com/micahpearlman/MonkVG/issues/4#issuecomment-3623035

Matt-Esch commented 12 years ago

My confusion was that I thought if I set the paint, the state would be fully encapsulated in that object. So I can only conclude MonkVG must have some internal mechanism which only changes the OpenGL state when it looks like it needs to be changed (i.e if I am now drawing in blue instead of red). I was under the impression that this wasn't something that had to be taken care of and that OpenGL only updates state when a state change actually occurs, so there is no performance penalty when calling glColor3f twice if the colour hasn't changed between the two calls. Having a dig around on that issue, it seems to be down to the implementation and not part of the specification as to whether or not changing a state will yield a performance overhead when it actually changes nothing. It seems like implementing this yourself is a sensible idea. I will play with it and see what I can come up with. I like the idea of a separate context with immediate rasterisation to a shared texture, but I have no idea how slow or fast this is likely to be without trying it.

~Matt

micahpearlman commented 12 years ago

Yeap, you have the issue pretty much nailed -- MonkVG keeps track of state changes and only does a change when necessary. Calling glColor3f was actually a pretty big overhead on iOS devices -- not sure on other platforms.

A lot of end users seem to go down the road of rendering OpenVG to a texture. For a lot of applications that would yield a lot of performance gains if the application only updates when it is necessary. Also, applications can do post processing on the rendered texture.

~~ Micah Pearlman biz 415-997-8571 mob 415-637-6986 micahpearlman@gmail.com LinkedIn: http://www.linkedin.com/pub/micah-pearlman/16/7b6/193 ~~

On Mon, Jan 23, 2012 at 4:11 PM, Matt-Esch reply@reply.github.com wrote:

My confusion was that I thought if I set the paint, the state would be fully encapsulated in that object. So I can only conclude MonkVG must have some internal mechanism which only changes the OpenGL state when it looks like it needs to be changed (i.e if I am now drawing in blue instead of red). I was under the impression that this wasn't something that had to be taken care of and that OpenGL only updates state when a state change actually occurs, so there is no performance penalty when calling glColor3f twice if the colour hasn't changed between the two calls. Having a dig around on that issue, it seems to be down to the implementation and not part of the specification as to whether or not changing a state will yield a performance overhead when it actually changes nothing. It seems like implementing this yourself is a sensible idea. I will play with it and see what I can come up with. I like the idea of a separate context with immediate rasterisation to a shared texture, bu  t I have no idea how slow or fast this is likely to be without trying it.

~Matt


Reply to this email directly or view it on GitHub: https://github.com/micahpearlman/MonkVG/issues/4#issuecomment-3624877