/* * Copyright (c) 2020 - 2022 Samsung Electronics Co., Ltd. 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_GL_GEOMETRY_H_ #define _TVG_GL_GEOMETRY_H_ #include #include #include "tvgGlCommon.h" #define PI 3.1415926535897932384626433832795f #define MVP_MATRIX() \ float mvp[4*4] = { \ mTransform.scale, 0.0, 0.0f, 0.0f, \ 0.0, mTransform.scale, 0.0f, 0.0f, \ 0.0f, 0.0f, mTransform.scale, 0.0f, \ (mTransform.x * 2.0f) * (mTransform.scale / mTransform.w), -(mTransform.y * 2.0f) * (mTransform.scale / mTransform.h), 0.0f, 1.0f \ }; #define ROTATION_MATRIX(xPivot, yPivot) \ auto radian = mTransform.angle / 180.0f * PI; \ auto cosVal = cosf(radian); \ auto sinVal = sinf(radian); \ float rotate[4*4] = { \ cosVal, -sinVal, 0.0f, 0.0f, \ sinVal, cosVal, 0.0f, 0.0f, \ 0.0f, 0.0f, 1.0f, 0.0f, \ (xPivot * (1.0f - cosVal)) - (yPivot * sinVal), (yPivot *(1.0f - cosVal)) + (xPivot * sinVal), 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) \ sum += A[k*4+i] * B[j*4+k]; \ transform[j*4+i] = sum; \ } \ } #define GET_TRANSFORMATION(xPivot, yPivot, transform) \ MVP_MATRIX(); \ ROTATION_MATRIX(xPivot, yPivot); \ MULTIPLY_MATRIX(mvp, rotate, transform); class GlPoint { public: float x = 0.0f; float y = 0.0f; GlPoint() = default; GlPoint(float pX, float pY):x(pX), y(pY) { } GlPoint(const Point& rhs):GlPoint(rhs.x, rhs.y) { } GlPoint(const GlPoint& rhs) = default; GlPoint(GlPoint&& rhs) = default; GlPoint& operator= (const GlPoint& rhs) = default; GlPoint& operator= (GlPoint&& rhs) = default; GlPoint& operator= (const Point& rhs) { x = rhs.x; y = rhs.y; return *this; } bool operator== (const GlPoint& rhs) { if (&rhs == this) return true; if (rhs.x == this->x && rhs.y == this->y) return true; return false; } bool operator!= (const GlPoint& rhs) { if (&rhs == this) return true; if (rhs.x != this->x || rhs.y != this->y) return true; return false; } GlPoint operator+ (const GlPoint& rhs) const { return GlPoint(x + rhs.x, y + rhs.y); } GlPoint operator+ (const float c) const { return GlPoint(x + c, y + c); } GlPoint operator- (const GlPoint& rhs) const { return GlPoint(x - rhs.x, y - rhs.y); } GlPoint operator- (const float c) const { return GlPoint(x - c, y - c); } GlPoint operator* (const GlPoint& rhs) const { return GlPoint(x * rhs.x, y * rhs.y); } GlPoint operator* (const float c) const { return GlPoint(x * c, y * c); } GlPoint operator/ (const GlPoint& rhs) const { return GlPoint(x / rhs.x, y / rhs.y); } GlPoint operator/ (const float c) const { return GlPoint(x / c, y / c); } void mod() { x = fabsf(x); y = fabsf(y); } void normalize() { auto length = sqrtf((x * x) + (y * y)); if (length != 0.0f) { const auto inverseLen = 1.0f / length; x *= inverseLen; y *= inverseLen; } } }; typedef GlPoint GlSize; struct SmoothPoint { GlPoint orgPt; GlPoint fillOuterBlur; GlPoint fillOuter; GlPoint strokeOuterBlur; GlPoint strokeOuter; GlPoint strokeInnerBlur; GlPoint strokeInner; SmoothPoint(GlPoint pt) :orgPt(pt), fillOuterBlur(pt), fillOuter(pt), strokeOuterBlur(pt), strokeOuter(pt), strokeInnerBlur(pt), strokeInner(pt) { } }; struct PointNormals { GlPoint normal1; GlPoint normal2; GlPoint normalF; }; struct VertexData { GlPoint point; float opacity = 0.0f; }; struct VertexDataArray { vector vertices; vector indices; }; struct GlPrimitive { vector mAAPoints; VertexDataArray mFill; VertexDataArray mStroke; GlPoint mTopLeft; GlPoint mBottomRight; bool mIsClosed = false; }; struct GlTransform { float x = 0.0f; float y = 0.0f; float angle = 0.0f; float scale = 1.0f; float w; float h; float matrix[16]; }; class GlGpuBuffer; class GlGeometry { public: uint32_t getPrimitiveCount(); const GlSize getPrimitiveSize(const uint32_t primitiveIndex) const; bool decomposeOutline(const Shape& shape); bool generateAAPoints(TVG_UNUSED const Shape& shape, float strokeWd, RenderUpdateFlag flag); bool tesselate(TVG_UNUSED const Shape &shape, float viewWd, float viewHt, RenderUpdateFlag flag); void disableVertex(uint32_t location); void draw(const uint32_t location, const uint32_t primitiveIndex, RenderUpdateFlag flag); void updateTransform(const RenderTransform* transform, float w, float h); float* getTransforMatrix(); private: GlPoint normalizePoint(const GlPoint &pt, float viewWd, float viewHt); void addGeometryPoint(VertexDataArray &geometry, const GlPoint &pt, float viewWd, float viewHt, float opacity); GlPoint getNormal(const GlPoint &p1, const GlPoint &p2); float dotProduct(const GlPoint &p1, const GlPoint &p2); GlPoint extendEdge(const GlPoint &pt, const GlPoint &normal, float scalar); void addPoint(GlPrimitive& primitve, const GlPoint &pt, GlPoint &min, GlPoint &max); void addTriangleFanIndices(uint32_t &curPt, vector &indices); void addQuadIndices(uint32_t &curPt, vector &indices); bool isBezierFlat(const GlPoint &p1, const GlPoint &c1, const GlPoint &c2, const GlPoint &p2); void decomposeCubicCurve(GlPrimitive& primitve, const GlPoint &pt1, const GlPoint &cpt1, const GlPoint &cpt2, const GlPoint &pt2, GlPoint &min, GlPoint &max); void updateBuffer(const uint32_t location, const VertexDataArray& vertexArray); unique_ptr mGpuBuffer; vector mPrimitives; GlTransform mTransform; }; #endif /* _TVG_GL_GEOMETRY_H_ */