Sergii Liebodkin
53de5f2ff7
wg_engine: fix incorrect geomatry
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Fix computation of segments count for cubic curves.
Using screen coordinates of base points, instead of world coordinates
2024-06-20 19:03:42 +09:00
Sergii Liebodkin
f97c16f94c
wg_engine: skip shapes with zero opacity values
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Skip shapes rendering, if opacity is 0 and if fill color for shape and strokes also equal to 0
This behavior is used in sw renderer and fix visual artifacts in referenced animations.
Also this rule fix composition results in case of AlphaMask and InvAlphaMask methods
2024-06-18 01:10:52 +09:00
Sergii Liebodkin
419fa93989
wg_engine: fix strokes failers and visual atrifacts
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Ignoring rezo-width strokes, single point strokes.
Fix visual artifacts in case of mitter joints.
2024-06-17 11:42:51 +09:00
Sergii Liebodkin
9f08e4755c
wg_engine: clear bbox mesh lists
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when cleaning the geometry of an object, it is also necessary to clean the bounding boxes and store them in the pool
2024-06-13 10:46:36 +09:00
Sergii Liebodkin
a2ea964be1
wg_engine: fix color buffer corruption with wgpu-opengl wrapper (linux)
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In a case of usage stencil buffer only we need to turn off an color target writes. In other case color buffer fill be filled by unxepcted color if fragment shader did not return any value.
It happens in a case on OpenGL realization of webgpu, that used in linux
Befire:
After:
2024-06-04 15:22:32 +09:00
Sergii Liebodkin
46041111d8
wg_engine: Text support
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[issues 1479: Text](#1479 )
EvenOdd fill rule reorganized: using global bbox of whole path for fill
2024-05-18 18:10:28 +09:00
Sergii Liebodkin
c778f451b1
wg_engine: update mesh generations and render mechanics
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[issues 1479: lottie](#1479 )
- optimaze stroking algorithm by prevent vector normalizations
- using render meshes heaps to reduce webgpu instances re-creations
- using single instance of pilylines for standard operations such as trim and split
- "on-the-fly" strokes generations with dash pattern
- "on-the-fly" mesh objects generation in a process of path decoding
- merge strokes into single mesh by each shape
2024-04-18 18:54:02 +09:00
Sergii Liebodkin
392f59db9d
wg_engine: vertex, index and unifroms buffers, render objects caching
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[issues 1479: lottie](#1479 )
Vertex, Index and uniform buffers now updates instead of recreate.
Implemented pools form mesh objects and render shapes data
it increase performance in 30-40% in massive animations scenes
2024-04-05 11:40:57 +09:00
Sergii Liebodkin
7a9b23fe71
wg_engine: render buffers usage refactorings
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[issues 1479: strokes](#1479 )
- update buffers via memory mapping
- refactoring of winding fill rule computation
2024-03-28 10:49:29 +09:00
Sergii Liebodkin
c6601d1eee
wg_engine: stroke first
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[issues 1479: strokes](#1479 )
Introduced order setting
auto star = tvg::Shape::gen();
star->fill(80, 80, 80);
star->moveTo(599, 34);
star->lineTo(653, 143);
star->lineTo(774, 160);
star->lineTo(687, 244);
star->lineTo(707, 365);
star->lineTo(599, 309);
star->lineTo(497, 365);
star->lineTo(512, 245);
star->lineTo(426, 161);
star->lineTo(546, 143);
star->close();
star->strokeWidth(10);
star->strokeJoin(tvg::StrokeJoin::Round);
star->strokeFill(255, 255, 255);
star->order(true); // stroke first
if (canvas->push(std::move(star)) != tvg::Result::Success) return;
2024-03-19 13:11:56 +09:00
Sergii Liebodkin
1a28f837a8
wg_engine: winding fill rule
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[issues 1479: FillRule](#1479 )
Introduced fill rule winding
This rule makes sense only if path have some self intersections.
In all other cases shapes are filled by even-odd behavor.
2024-03-16 15:11:42 +09:00
Sergii Liebodkin
21b1ef6f5f
wg_engine: animation optimizations (part 1)
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[issues 1479: update](#1479 )
gpu vertex buffer reallocations optimization
2024-02-15 12:03:27 +09:00
Sergii Liebodkin
6b6947f679
wg_engine: introduced blending
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[issues 1479: blending](#1479 )
Supported blend settings:
Normal
Add
Screen
Multiply
Overlay
Difference
Exclusion
SrcOver
Darken
Lighten
ColorDodge
ColorBurn
HardLight
SoftLight
2024-01-30 11:49:20 +09:00
Jinny You
2c6c8d3b21
updated copyright date ( #1866 )
2023-12-28 10:43:25 +09:00
Sergii Liebodkin
8553044875
wg_engine: shape bbox based rendering (optimization)
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Before the current changes, all surfaces were painted using a full-screen overlay, no matter how large the object was rendered. This approach is redundant and required reorganization. At the moment, all objects are rendered using an overlay equal to the box of the object itself, which reduces the cost of filling the surface.
Also surfaces and images were divided into different entities, which reduces the pressure on memory.
Also geometry data for rendering and geometry data for calculations in system memory were logically separated.
2023-12-23 13:37:56 +09:00
Hermet Park
9d06308207
wg_engine: apply tvg coding style.
2023-12-18 23:34:13 +09:00
Sergii Liebodkin
e2458570f8
wg_engine: pipelines and bind groups refactoring
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- shader and system types synchronized
- pipelens and bind groups description separated
- pipelines description simplified
2023-12-18 22:45:13 +09:00
Sergii Liebodkin
25513b591a
wg_engine: introduced images drawing support
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[issues 1479: pictures](https://github.com/thorvg/thorvg/issues/1479 )
auto picture = tvg::Picture::gen();
picture->load("images/test.png");
picture->translate(0, 0);
picture->size(100, 100);
picture->opacity(255);
canvas->push(std::move(picture));
2023-11-17 19:34:32 +09:00
Sergii Liebodkin
52eca9630c
Added ability to draw solid strokes with dashes
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[issues 1479: Shape](https://github.com/thorvg/thorvg/issues/1479 )
In order to build you need third party libraries. Before you start please read this: [LearnWebGPU](https://eliemichel.github.io/LearnWebGPU/getting-started/hello-webgpu.html )
Usage example:
// init glfw
glfwInit();
// create a windowed mode window and its opengl context
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(800, 800, "WebGPU base app", nullptr, nullptr);
// get window size
int width{}, height{};
glfwGetWindowSize(window, &width, &height);
// init engine webgpu
tvg::Initializer::init(tvg::CanvasEngine::Wg, 0);
// create wg canvas
auto canvasWg = tvg::WgCanvas::gen();
canvas_wg->target(glfwGetWin32Window(window), width, height);
//Test for Stroke Dash for Arc, Circle, Rect
auto shape = tvg::Shape::gen();
shape->appendArc(70, 600, 160, 10, 30, true);
shape->appendCircle(70, 700, 20, 60);
shape->appendRect(130, 710, 100, 40);
shape->strokeFill(255, 0, 0);
shape->strokeWidth(5);
shape->strokeJoin(tvg::StrokeJoin::Round);
shape->strokeCap(tvg::StrokeCap::Round);
float dashPattern[2] = {20, 10};
shape->strokeDash(dashPattern, 2);
if (canvas_wg->push(std::move(shape)) != tvg::Result::Success) return;
while (!glfwWindowShouldClose(window)) {
// webgpu
canvas_wg->draw();
canvas_wg->sync();
// pull events
glfwPollEvents();
}
// terminate engine and window
tvg::Initializer::term(tvg::CanvasEngine::Wg);
glfwDestroyWindow(window);
glfwTerminate();
2023-11-06 20:35:26 +09:00
Sergii Liebodkin
a3adbef2c2
Added ability to draw solid strokes
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[issues 1479: Shape](https://github.com/thorvg/thorvg/issues/1479 )
In order to build you need third party libraries. Before you start please read this: [LearnWebGPU](https://eliemichel.github.io/LearnWebGPU/getting-started/hello-webgpu.html )
Usage example:
// init glfw
glfwInit();
// create a windowed mode window and its opengl context
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(800, 800, "WebGPU base app", nullptr, nullptr);
// get window size
int width{}, height{};
glfwGetWindowSize(window, &width, &height);
// init engine webgpu
tvg::Initializer::init(tvg::CanvasEngine::Wg, 0);
// create wg canvas
auto canvasWg = tvg::WgCanvas::gen();
canvas_wg->target(glfwGetWin32Window(window), width, height);
//Test for Stroke Dash for Arc, Circle, Rect
auto shape = tvg::Shape::gen();
shape->appendArc(70, 600, 160, 10, 30, true);
shape->appendCircle(70, 700, 20, 60);
shape->appendRect(130, 710, 100, 40);
shape->strokeFill(255, 0, 0);
shape->strokeWidth(5);
shape->strokeJoin(tvg::StrokeJoin::Round);
shape->strokeCap(tvg::StrokeCap::Round);
if (canvas_wg->push(std::move(shape)) != tvg::Result::Success) return;
while (!glfwWindowShouldClose(window)) {
// webgpu
canvas_wg->draw();
canvas_wg->sync();
// pull events
glfwPollEvents();
}
// terminate engine and window
tvg::Initializer::term(tvg::CanvasEngine::Wg);
glfwDestroyWindow(window);
glfwTerminate();
2023-11-06 20:35:26 +09:00
SergeyLebedkin
8200bc5fc3
wg_engine: Added a feature to draw multiple radial gradient filled shapes
2023-10-24 18:24:16 +09:00
Sergii Liebodkin
14b2508cd1
wg_engine: Added ability to draw multiple solid color filled shapes
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[issues 1479: Shape](https://github.com/thorvg/thorvg/issues/1479 )
In order to build you need third party libraries. Before you start please read this: [LearnWebGPU](https://eliemichel.github.io/LearnWebGPU/getting-started/hello-webgpu.html )
Usage example:
// init glfw
glfwInit();
// create a windowed mode window and its opengl context
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(800, 800, "WebGPU base app", nullptr, nullptr);
// get window size
int width{}, height{};
glfwGetWindowSize(window, &width, &height);
// init engine webgpu
tvg::Initializer::init(tvg::CanvasEngine::Wg, 0);
// create wg canvas
auto canvasWg = tvg::WgCanvas::gen();
canvas_wg->target(glfwGetWin32Window(window), width, height);
// prepare a shape (Rectangle + Rectangle + Circle + Circle)
auto shape1 = tvg::Shape::gen();
shape1->appendRect(0, 0, 200, 200); //x, y, w, h
shape1->appendRect(100, 100, 300, 300, 100, 100); //x, y, w, h, rx, ry
shape1->appendCircle(400, 400, 100, 100); //cx, cy, radiusW, radiusH
shape1->appendCircle(400, 500, 170, 100); //cx, cy, radiusW, radiusH
shape1->fill(255, 255, 0); //r, g, b
canvas_wg->push(std::move(shape1));
while (!glfwWindowShouldClose(window)) {
// webgpu
canvas_wg->draw();
canvas_wg->sync();
// pull events
glfwPollEvents();
}
// terminate engine and window
tvg::Initializer::term(tvg::CanvasEngine::Wg);
glfwDestroyWindow(window);
glfwTerminate();
2023-10-20 18:37:52 +09:00