gl_engine: remove the outdated tesseletion mechanics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
This commit is contained in:
Sergii Liebodkin 2025-06-18 16:32:00 +03:00 committed by Hermet Park
parent 3426531dd2
commit 2c048f72e8
7 changed files with 33 additions and 1591 deletions

View file

@ -186,35 +186,10 @@ struct Array
return count == reserved;
}
template<class COMPARE> void sort()
{
qsort<COMPARE>(data, 0, (int32_t)(count - 1));
}
~Array()
{
tvg::free(data);
}
private:
template<class COMPARE>
void qsort(T* arr, int32_t low, int32_t high)
{
if (low < high) {
auto i = low;
auto j = high;
auto tmp = arr[low];
while (i < j) {
while (i < j && !COMPARE{}(arr[j], tmp)) --j;
if (i < j) arr[i++] = arr[j];
while (i < j && COMPARE{}(arr[i], tmp)) ++i;
if (i < j) arr[j--] = arr[i];
}
arr[i] = tmp;
qsort<COMPARE>(arr, low, i - 1);
qsort<COMPARE>(arr, i + 1, high);
}
}
};
}

View file

@ -2,7 +2,6 @@ source_file = [
'tvgGl.h',
'tvgGlCommon.h',
'tvgGlGpuBuffer.h',
'tvgGlList.h',
'tvgGlProgram.h',
'tvgGlRenderer.h',
'tvgGlRenderPass.h',

View file

@ -23,31 +23,29 @@
#ifndef _TVG_GL_COMMON_H_
#define _TVG_GL_COMMON_H_
#include <assert.h>
#include <cassert>
#include "tvgGl.h"
#include "tvgRender.h"
#include "tvgMath.h"
#define MIN_GL_STROKE_WIDTH 1.0f
#define MVP_MATRIX(w, h) \
float mvp[4*4] = { \
2.f / w, 0.0, 0.0f, 0.0f, \
0.0, -2.f / h, 0.0f, 0.0f, \
0.0f, 0.0f, -1.f, 0.0f, \
-1.f, 1.f, 0.0f, 1.0f \
#define MVP_MATRIX(w, h) \
float mvp[4*4] = { \
2.f / w, 0.0, 0.0f, 0.0f, \
0.0, -2.f / h, 0.0f, 0.0f, \
0.0f, 0.0f, -1.0f, 0.0f, \
-1.f, 1.f, 0.0f, 1.0f \
};
#define MULTIPLY_MATRIX(A, B, transform) \
for(auto i = 0; i < 4; ++i) \
{ \
for(auto j = 0; j < 4; ++j) \
{ \
float sum = 0.0; \
for (auto k = 0; k < 4; ++k) \
#define MULTIPLY_MATRIX(A, B, transform) \
for(auto i = 0; i < 4; ++i) { \
for(auto j = 0; j < 4; ++j) { \
float sum = 0.0; \
for (auto k = 0; k < 4; ++k) \
sum += A[k*4+i] * B[j*4+k]; \
transform[j*4+i] = sum; \
} \
transform[j*4+i] = sum; \
} \
}
/**
@ -61,24 +59,24 @@
*/
// All GPU use 4x4 matrix with column major order
#define GET_MATRIX44(mat3, mat4) \
do { \
mat4[0] = mat3.e11; \
mat4[1] = mat3.e21; \
mat4[2] = 0; \
mat4[3] = mat3.e31; \
mat4[4] = mat3.e12; \
mat4[5] = mat3.e22; \
mat4[6] = 0; \
mat4[7] = mat3.e32; \
mat4[8] = 0; \
mat4[9] = 0; \
mat4[10] = 1; \
mat4[11] = 0; \
mat4[12] = mat3.e13; \
mat4[13] = mat3.e23; \
mat4[14] = 0; \
mat4[15] = mat3.e33; \
#define GET_MATRIX44(mat3, mat4) \
do { \
mat4[0] = mat3.e11; \
mat4[1] = mat3.e21; \
mat4[2] = 0; \
mat4[3] = mat3.e31; \
mat4[4] = mat3.e12; \
mat4[5] = mat3.e22; \
mat4[6] = 0; \
mat4[7] = mat3.e32; \
mat4[8] = 0; \
mat4[9] = 0; \
mat4[10] = 1; \
mat4[11] = 0; \
mat4[12] = mat3.e13; \
mat4[13] = mat3.e23; \
mat4[14] = 0; \
mat4[15] = mat3.e33; \
} while (false)
@ -115,7 +113,6 @@ struct GlGeometry
{
bool tesselate(const RenderShape& rshape, RenderUpdateFlag flag);
bool tesselate(const RenderSurface* image, RenderUpdateFlag flag);
void disableVertex(uint32_t location);
bool draw(GlRenderTask* task, GlStageBuffer* gpuBuffer, RenderUpdateFlag flag);
GlStencilMode getStencilMode(RenderUpdateFlag flag);
RenderRegion getBounds() const;

View file

@ -108,12 +108,6 @@ bool GlGeometry::tesselate(const RenderSurface* image, RenderUpdateFlag flag)
}
void GlGeometry::disableVertex(uint32_t location)
{
GL_CHECK(glDisableVertexAttribArray(location));
}
bool GlGeometry::draw(GlRenderTask* task, GlStageBuffer* gpuBuffer, RenderUpdateFlag flag)
{
if (flag == RenderUpdateFlag::None) return false;

View file

@ -1,90 +0,0 @@
/*
* Copyright (c) 2023 - 2025 the ThorVG project. All rights reserved.
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifndef _TVG_LIST_H_
#define _TVG_LIST_H_
namespace tvg {
template<typename T>
struct LinkedList
{
T *head = nullptr;
T *tail = nullptr;
LinkedList() = default;
LinkedList(T *head, T *tail) : head(head), tail(tail)
{
}
template<T *T::*Prev, T *T::*Next>
static void insert(T *t, T *prev, T *next, T **head, T **tail)
{
t->*Prev = prev;
t->*Next = next;
if (prev) {
prev->*Next = t;
} else if (head) {
*head = t;
}
if (next) {
next->*Prev = t;
} else if (tail) {
*tail = t;
}
}
template<T *T::*Prev, T *T::*Next>
static void remove(T *t, T **head, T **tail)
{
if (t->*Prev) {
t->*Prev->*Next = t->*Next;
} else if (head) {
*head = t->*Next;
}
if (t->*Next) {
t->*Next->*Prev = t->*Prev;
} else if (tail) {
*tail = t->*Prev;
}
t->*Prev = t->*Next = nullptr;
}
template <T* T::*Next>
static bool contains(T *t, T **head, T **tail) {
for (T *it = *head; it; it = it->*Next) {
if (it == t) {
return true;
}
}
return false;
}
};
}
#endif // _TVG_LIST_H_

File diff suppressed because it is too large Load diff

View file

@ -23,51 +23,11 @@
#ifndef _TVG_GL_TESSELLATOR_H_
#define _TVG_GL_TESSELLATOR_H_
#include <cstdint>
#include "tvgGlCommon.h"
namespace tvg
{
class ObjectHeap;
struct Vertex;
struct Edge;
struct Polygon;
struct MonotonePolygon;
struct VertexList;
struct ActiveEdgeList;
struct RenderShape;
class Tessellator final
{
public:
Tessellator(GlGeometryBuffer* buffer);
~Tessellator();
void tessellate(const Array<const RenderShape*> &shapes);
private:
void visitShape(const RenderPath& path);
void buildMesh();
void mergeVertices();
bool simplifyMesh();
bool tessMesh();
bool matchFillRule(int32_t winding);
Edge *makeEdge(Vertex* p1, Vertex* p2);
bool checkIntersection(Edge* left, Edge* right, ActiveEdgeList* ael, Vertex** current);
bool splitEdge(Edge* edge, Vertex* v, ActiveEdgeList* ael, Vertex** current);
bool intersectPairEdge(Edge* left, Edge* right, ActiveEdgeList* ael, Vertex** current);
Polygon *makePoly(Vertex* v, int32_t winding);
void emitPoly(MonotonePolygon* poly);
void emitTriangle(Vertex* p1, Vertex* p2, Vertex* p3);
FillRule fillRule = FillRule::NonZero;
ObjectHeap* pHeap;
Array<VertexList*> outlines;
VertexList* pMesh;
Polygon* pPolygon;
GlGeometryBuffer* buffer;
};
class Stroker
{
struct State
@ -79,7 +39,6 @@ class Stroker
};
public:
Stroker(GlGeometryBuffer* buffer, const Matrix& matrix);
~Stroker() = default;
void stroke(const RenderShape *rshape, const RenderPath& path);
RenderRegion bounds() const;
@ -147,7 +106,6 @@ class BWTessellator
{
public:
BWTessellator(GlGeometryBuffer* buffer);
~BWTessellator() = default;
void tessellate(const RenderPath& path, const Matrix& matrix);
RenderRegion bounds() const;