/* * Copyright (c) 2020 - 2024 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. */ #include #include "tvgGlGpuBuffer.h" #include "tvgGlGeometry.h" #include "tvgGlTessellator.h" #include "tvgGlRenderTask.h" #define NORMALIZED_TOP_3D 1.0f #define NORMALIZED_BOTTOM_3D -1.0f #define NORMALIZED_LEFT_3D -1.0f #define NORMALIZED_RIGHT_3D 1.0f GlGeometry::~GlGeometry() { } bool GlGeometry::tesselate(const RenderShape& rshape, RenderUpdateFlag flag) { if (flag & (RenderUpdateFlag::Color | RenderUpdateFlag::Gradient | RenderUpdateFlag::Transform)) { fillVertex.clear(); fillIndex.clear(); Tessellator tess{&fillVertex, &fillIndex}; if (!tess.tessellate(&rshape, true)) { fillVertex.clear(); fillIndex.clear(); BWTessellator bwTess{&fillVertex, &fillIndex}; bwTess.tessellate(&rshape); mStencilFill = true; } } if (flag & (RenderUpdateFlag::Stroke | RenderUpdateFlag::Transform)) { strokeVertex.clear(); strokeIndex.clear(); Stroker stroke{&strokeVertex, &strokeIndex}; stroke.stroke(&rshape); } return true; } bool GlGeometry::tesselate(const Surface* image, const RenderMesh* mesh, RenderUpdateFlag flag) { if (flag & RenderUpdateFlag::Image) { fillVertex.clear(); fillIndex.clear(); if (mesh && mesh->triangleCnt) { fillVertex.reserve(mesh->triangleCnt * 3 * 5); fillIndex.reserve(mesh->triangleCnt * 3); uint32_t index = 0; for (uint32_t i = 0; i < mesh->triangleCnt; i++) { fillVertex.push(mesh->triangles[i].vertex[0].pt.x); fillVertex.push(mesh->triangles[i].vertex[0].pt.y); fillVertex.push(1.f); fillVertex.push(mesh->triangles[i].vertex[0].uv.x); fillVertex.push(mesh->triangles[i].vertex[0].uv.y); fillVertex.push(mesh->triangles[i].vertex[1].pt.x); fillVertex.push(mesh->triangles[i].vertex[1].pt.y); fillVertex.push(1.f); fillVertex.push(mesh->triangles[i].vertex[1].uv.x); fillVertex.push(mesh->triangles[i].vertex[1].uv.y); fillVertex.push(mesh->triangles[i].vertex[2].pt.x); fillVertex.push(mesh->triangles[i].vertex[2].pt.y); fillVertex.push(1.f); fillVertex.push(mesh->triangles[i].vertex[2].uv.x); fillVertex.push(mesh->triangles[i].vertex[2].uv.y); fillIndex.push(index); fillIndex.push(index + 1); fillIndex.push(index + 2); index += 3; } } else { fillVertex.reserve(5 * 4); fillIndex.reserve(6); float left = 0.f; float top = 0.f; float right = image->w; float bottom = image->h; // left top point fillVertex.push(left); fillVertex.push(top); fillVertex.push(1.f); fillVertex.push(0.f); fillVertex.push(1.f); // left bottom point fillVertex.push(left); fillVertex.push(bottom); fillVertex.push(1.f); fillVertex.push(0.f); fillVertex.push(0.f); // right top point fillVertex.push(right); fillVertex.push(top); fillVertex.push(1.f); fillVertex.push(1.f); fillVertex.push(1.f); // right bottom point fillVertex.push(right); fillVertex.push(bottom); fillVertex.push(1.f); fillVertex.push(1.f); fillVertex.push(0.f); fillIndex.push(0); fillIndex.push(1); fillIndex.push(2); fillIndex.push(2); fillIndex.push(1); fillIndex.push(3); } } return true; } 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; } Array* vertexBuffer = nullptr; Array* indexBuffer = nullptr; if (flag & RenderUpdateFlag::Stroke) { vertexBuffer = &strokeVertex; indexBuffer = &strokeIndex; } else { vertexBuffer = &fillVertex; indexBuffer = &fillIndex; } if (indexBuffer->count == 0) return false; uint32_t vertexOffset = gpuBuffer->push(vertexBuffer->data, vertexBuffer->count * sizeof(float)); uint32_t indexOffset = gpuBuffer->push(indexBuffer->data, indexBuffer->count * sizeof(uint32_t)); // vertex layout if (flag & RenderUpdateFlag::Image) { // image has two attribute: [pos, uv] task->addVertexLayout(GlVertexLayout{0, 3, 5 * sizeof(float), vertexOffset}); task->addVertexLayout(GlVertexLayout{1, 2, 5 * sizeof(float), vertexOffset + 3 * sizeof(float)}); } else { task->addVertexLayout(GlVertexLayout{0, 3, 3 * sizeof(float), vertexOffset}); } task->setDrawRange(indexOffset, indexBuffer->count); task->setViewport(viewport); return true; } void GlGeometry::updateTransform(const RenderTransform* transform, float w, float h) { float modelMatrix[16]; if (transform) { GET_MATRIX44(transform->m, modelMatrix); } else { memset(modelMatrix, 0, 16 * sizeof(float)); modelMatrix[0] = 1.f; modelMatrix[5] = 1.f; modelMatrix[10] = 1.f; modelMatrix[15] = 1.f; } MVP_MATRIX(); MULTIPLY_MATRIX(mvp, modelMatrix, mTransform) } void GlGeometry::setViewport(const RenderRegion& viewport) { this->viewport = viewport; } float* GlGeometry::getTransforMatrix() { return mTransform; } bool GlGeometry::needStencilCover(RenderUpdateFlag flag) { if (flag & RenderUpdateFlag::Stroke) return false; if (flag & RenderUpdateFlag::GradientStroke) return false; if (flag & RenderUpdateFlag::Image) return false; return mStencilFill; }