/* * 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 "Common.h" #include /************************************************************************/ /* Drawing Commands */ /************************************************************************/ void tvgDrawCmds(tvg::Canvas* canvas) { if (!canvas) return; //Background auto shape = tvg::Shape::gen(); shape->appendRect(0, 0, WIDTH, HEIGHT); shape->fill(255, 255, 255); if (canvas->push(std::move(shape)) != tvg::Result::Success) return; //Raw Image string path(EXAMPLE_DIR"/image/rawimage_200x300.raw"); ifstream file(path, ios::binary); if (!file.is_open()) return ; auto data = (uint32_t*)malloc(sizeof(uint32_t) * (200*300)); file.read(reinterpret_cast(data), sizeof (uint32_t) * 200 * 300); file.close(); //Picture auto picture = tvg::Picture::gen(); if (picture->load(data, 200, 300, true, true) != tvg::Result::Success) return; //Composing Meshes tvg::Polygon triangles[4]; triangles[0].vertex[0] = {{100, 125}, {0, 0}}; triangles[0].vertex[1] = {{300, 100}, {0.5, 0}}; triangles[0].vertex[2] = {{200, 550}, {0, 1}}; triangles[1].vertex[0] = {{300, 100}, {0.5, 0}}; triangles[1].vertex[1] = {{350, 450}, {0.5, 1}}; triangles[1].vertex[2] = {{200, 550}, {0, 1}}; triangles[2].vertex[0] = {{300, 100}, {0.5, 0}}; triangles[2].vertex[1] = {{500, 200}, {1, 0}}; triangles[2].vertex[2] = {{350, 450}, {0.5, 1}}; triangles[3].vertex[0] = {{500, 200}, {1, 0}}; triangles[3].vertex[1] = {{450, 450}, {1, 1}}; triangles[3].vertex[2] = {{350, 450}, {0.5, 1}}; if (picture->mesh(triangles, 4) != tvg::Result::Success) return; //Masking + Opacity auto picture2 = tvg::cast(picture->duplicate()); picture2->translate(400, 400); picture2->opacity(200); auto mask = tvg::Shape::gen(); mask->appendCircle(700, 700, 200, 200); mask->fill(255, 255, 255); picture2->composite(std::move(mask), tvg::CompositeMethod::AlphaMask); canvas->push(std::move(picture)); canvas->push(std::move(picture2)); free(data); } /************************************************************************/ /* Sw Engine Test Code */ /************************************************************************/ static unique_ptr swCanvas; void initSwView(uint32_t* buffer) { //Create a Canvas swCanvas = tvg::SwCanvas::gen(); swCanvas->target(buffer, WIDTH, WIDTH, HEIGHT, tvg::SwCanvas::ARGB8888); /* Push the shape into the Canvas drawing list When this shape is into the canvas list, the shape could update & prepare internal data asynchronously for coming rendering. Canvas keeps this shape node unless user call canvas->clear() */ tvgDrawCmds(swCanvas.get()); } void drawSwView(void* data, Eo* obj) { if (swCanvas->draw() == tvg::Result::Success) { swCanvas->sync(); } } /************************************************************************/ /* GL Engine Test Code */ /************************************************************************/ static unique_ptr glCanvas; void initGlView(Evas_Object *obj) { //Create a Canvas glCanvas = tvg::GlCanvas::gen(); //Get the drawing target id int32_t targetId; auto gl = elm_glview_gl_api_get(obj); gl->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &targetId); glCanvas->target(targetId, WIDTH, HEIGHT); /* Push the shape into the Canvas drawing list When this shape is into the canvas list, the shape could update & prepare internal data asynchronously for coming rendering. Canvas keeps this shape node unless user call canvas->clear() */ tvgDrawCmds(glCanvas.get()); } void drawGlView(Evas_Object *obj) { auto gl = elm_glview_gl_api_get(obj); gl->glClearColor(0.0f, 0.0f, 0.0f, 1.0f); gl->glClear(GL_COLOR_BUFFER_BIT); if (glCanvas->draw() == tvg::Result::Success) { glCanvas->sync(); } } /************************************************************************/ /* Main Code */ /************************************************************************/ int main(int argc, char **argv) { auto tvgEngine = tvg::CanvasEngine::Sw; if (argc > 1) { if (!strcmp(argv[1], "gl")) tvgEngine = tvg::CanvasEngine::Gl; } //Threads Count auto threads = std::thread::hardware_concurrency(); if (threads > 0) --threads; //Allow the designated main thread capacity //Initialize ThorVG Engine if (tvg::Initializer::init(threads) == tvg::Result::Success) { elm_init(argc, argv); if (tvgEngine == tvg::CanvasEngine::Sw) { createSwView(1024, 1024); } else { createGlView(1024, 1024); } elm_run(); elm_shutdown(); //Terminate ThorVG Engine tvg::Initializer::term(); } else { cout << "engine is not supported" << endl; } return 0; }