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gl_engine: remove the outdated tesseletion mechanics
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After introducing Triangle Fan-like Triangulation there is no necessary to have heavy and complex tessellator All unused entities are removed
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parent
3426531dd2
commit
2c048f72e8
7 changed files with 33 additions and 1591 deletions
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@ -186,35 +186,10 @@ struct Array
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return count == reserved;
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}
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template<class COMPARE> void sort()
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{
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qsort<COMPARE>(data, 0, (int32_t)(count - 1));
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}
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~Array()
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{
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tvg::free(data);
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}
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private:
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template<class COMPARE>
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void qsort(T* arr, int32_t low, int32_t high)
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{
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if (low < high) {
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auto i = low;
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auto j = high;
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auto tmp = arr[low];
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while (i < j) {
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while (i < j && !COMPARE{}(arr[j], tmp)) --j;
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if (i < j) arr[i++] = arr[j];
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while (i < j && COMPARE{}(arr[i], tmp)) ++i;
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if (i < j) arr[j--] = arr[i];
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}
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arr[i] = tmp;
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qsort<COMPARE>(arr, low, i - 1);
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qsort<COMPARE>(arr, i + 1, high);
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}
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}
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};
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}
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@ -2,7 +2,6 @@ source_file = [
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'tvgGl.h',
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'tvgGlCommon.h',
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'tvgGlGpuBuffer.h',
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'tvgGlList.h',
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'tvgGlProgram.h',
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'tvgGlRenderer.h',
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'tvgGlRenderPass.h',
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@ -23,31 +23,29 @@
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#ifndef _TVG_GL_COMMON_H_
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#define _TVG_GL_COMMON_H_
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#include <assert.h>
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#include <cassert>
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#include "tvgGl.h"
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#include "tvgRender.h"
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#include "tvgMath.h"
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#define MIN_GL_STROKE_WIDTH 1.0f
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#define MVP_MATRIX(w, h) \
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float mvp[4*4] = { \
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2.f / w, 0.0, 0.0f, 0.0f, \
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0.0, -2.f / h, 0.0f, 0.0f, \
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0.0f, 0.0f, -1.f, 0.0f, \
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-1.f, 1.f, 0.0f, 1.0f \
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#define MVP_MATRIX(w, h) \
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float mvp[4*4] = { \
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2.f / w, 0.0, 0.0f, 0.0f, \
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0.0, -2.f / h, 0.0f, 0.0f, \
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0.0f, 0.0f, -1.0f, 0.0f, \
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-1.f, 1.f, 0.0f, 1.0f \
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};
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#define MULTIPLY_MATRIX(A, B, transform) \
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for(auto i = 0; i < 4; ++i) \
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{ \
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for(auto j = 0; j < 4; ++j) \
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{ \
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float sum = 0.0; \
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for (auto k = 0; k < 4; ++k) \
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#define MULTIPLY_MATRIX(A, B, transform) \
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for(auto i = 0; i < 4; ++i) { \
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for(auto j = 0; j < 4; ++j) { \
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float sum = 0.0; \
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for (auto k = 0; k < 4; ++k) \
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sum += A[k*4+i] * B[j*4+k]; \
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transform[j*4+i] = sum; \
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} \
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transform[j*4+i] = sum; \
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} \
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}
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/**
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@ -61,24 +59,24 @@
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*/
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// All GPU use 4x4 matrix with column major order
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#define GET_MATRIX44(mat3, mat4) \
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do { \
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mat4[0] = mat3.e11; \
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mat4[1] = mat3.e21; \
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mat4[2] = 0; \
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mat4[3] = mat3.e31; \
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mat4[4] = mat3.e12; \
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mat4[5] = mat3.e22; \
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mat4[6] = 0; \
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mat4[7] = mat3.e32; \
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mat4[8] = 0; \
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mat4[9] = 0; \
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mat4[10] = 1; \
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mat4[11] = 0; \
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mat4[12] = mat3.e13; \
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mat4[13] = mat3.e23; \
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mat4[14] = 0; \
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mat4[15] = mat3.e33; \
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#define GET_MATRIX44(mat3, mat4) \
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do { \
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mat4[0] = mat3.e11; \
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mat4[1] = mat3.e21; \
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mat4[2] = 0; \
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mat4[3] = mat3.e31; \
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mat4[4] = mat3.e12; \
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mat4[5] = mat3.e22; \
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mat4[6] = 0; \
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mat4[7] = mat3.e32; \
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mat4[8] = 0; \
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mat4[9] = 0; \
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mat4[10] = 1; \
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mat4[11] = 0; \
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mat4[12] = mat3.e13; \
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mat4[13] = mat3.e23; \
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mat4[14] = 0; \
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mat4[15] = mat3.e33; \
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} while (false)
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@ -115,7 +113,6 @@ struct GlGeometry
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{
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bool tesselate(const RenderShape& rshape, RenderUpdateFlag flag);
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bool tesselate(const RenderSurface* image, RenderUpdateFlag flag);
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void disableVertex(uint32_t location);
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bool draw(GlRenderTask* task, GlStageBuffer* gpuBuffer, RenderUpdateFlag flag);
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GlStencilMode getStencilMode(RenderUpdateFlag flag);
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RenderRegion getBounds() const;
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@ -108,12 +108,6 @@ bool GlGeometry::tesselate(const RenderSurface* image, RenderUpdateFlag flag)
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}
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void GlGeometry::disableVertex(uint32_t location)
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{
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GL_CHECK(glDisableVertexAttribArray(location));
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}
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bool GlGeometry::draw(GlRenderTask* task, GlStageBuffer* gpuBuffer, RenderUpdateFlag flag)
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{
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if (flag == RenderUpdateFlag::None) return false;
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@ -1,90 +0,0 @@
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/*
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* Copyright (c) 2023 - 2025 the ThorVG project. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#ifndef _TVG_LIST_H_
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#define _TVG_LIST_H_
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namespace tvg {
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template<typename T>
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struct LinkedList
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{
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T *head = nullptr;
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T *tail = nullptr;
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LinkedList() = default;
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LinkedList(T *head, T *tail) : head(head), tail(tail)
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{
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}
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template<T *T::*Prev, T *T::*Next>
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static void insert(T *t, T *prev, T *next, T **head, T **tail)
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{
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t->*Prev = prev;
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t->*Next = next;
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if (prev) {
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prev->*Next = t;
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} else if (head) {
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*head = t;
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}
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if (next) {
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next->*Prev = t;
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} else if (tail) {
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*tail = t;
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}
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}
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template<T *T::*Prev, T *T::*Next>
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static void remove(T *t, T **head, T **tail)
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{
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if (t->*Prev) {
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t->*Prev->*Next = t->*Next;
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} else if (head) {
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*head = t->*Next;
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}
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if (t->*Next) {
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t->*Next->*Prev = t->*Prev;
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} else if (tail) {
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*tail = t->*Prev;
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}
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t->*Prev = t->*Next = nullptr;
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}
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template <T* T::*Next>
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static bool contains(T *t, T **head, T **tail) {
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for (T *it = *head; it; it = it->*Next) {
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if (it == t) {
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return true;
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}
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}
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return false;
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}
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};
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}
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#endif // _TVG_LIST_H_
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File diff suppressed because it is too large
Load diff
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@ -23,51 +23,11 @@
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#ifndef _TVG_GL_TESSELLATOR_H_
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#define _TVG_GL_TESSELLATOR_H_
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#include <cstdint>
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#include "tvgGlCommon.h"
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namespace tvg
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{
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class ObjectHeap;
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struct Vertex;
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struct Edge;
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struct Polygon;
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struct MonotonePolygon;
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struct VertexList;
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struct ActiveEdgeList;
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struct RenderShape;
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class Tessellator final
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{
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public:
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Tessellator(GlGeometryBuffer* buffer);
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~Tessellator();
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void tessellate(const Array<const RenderShape*> &shapes);
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private:
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void visitShape(const RenderPath& path);
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void buildMesh();
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void mergeVertices();
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bool simplifyMesh();
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bool tessMesh();
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bool matchFillRule(int32_t winding);
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Edge *makeEdge(Vertex* p1, Vertex* p2);
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bool checkIntersection(Edge* left, Edge* right, ActiveEdgeList* ael, Vertex** current);
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bool splitEdge(Edge* edge, Vertex* v, ActiveEdgeList* ael, Vertex** current);
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bool intersectPairEdge(Edge* left, Edge* right, ActiveEdgeList* ael, Vertex** current);
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Polygon *makePoly(Vertex* v, int32_t winding);
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void emitPoly(MonotonePolygon* poly);
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void emitTriangle(Vertex* p1, Vertex* p2, Vertex* p3);
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FillRule fillRule = FillRule::NonZero;
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ObjectHeap* pHeap;
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Array<VertexList*> outlines;
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VertexList* pMesh;
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Polygon* pPolygon;
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GlGeometryBuffer* buffer;
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};
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class Stroker
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{
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struct State
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};
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public:
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Stroker(GlGeometryBuffer* buffer, const Matrix& matrix);
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~Stroker() = default;
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void stroke(const RenderShape *rshape, const RenderPath& path);
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RenderRegion bounds() const;
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@ -147,7 +106,6 @@ class BWTessellator
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{
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public:
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BWTessellator(GlGeometryBuffer* buffer);
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~BWTessellator() = default;
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void tessellate(const RenderPath& path, const Matrix& matrix);
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RenderRegion bounds() const;
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