/* * 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_GL_TESSELLATOR_H_ #define _TVG_GL_TESSELLATOR_H_ #include #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 &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 outlines; VertexList* pMesh; Polygon* pPolygon; GlGeometryBuffer* buffer; }; class Stroker { struct State { Point firstPt; Point firstPtDir; Point prevPt; Point prevPtDir; }; public: Stroker(GlGeometryBuffer* buffer, const Matrix& matrix); ~Stroker() = default; void stroke(const RenderShape *rshape, const RenderPath& path); RenderRegion bounds() const; private: void doStroke(const RenderPath& path); void doDashStroke(const RenderPath& path, const float* patterns, uint32_t patternCnt, float offset, float length); float strokeRadius() const { return mStrokeWidth * 0.5f; } void strokeCap(); void strokeLineTo(const Point& curr); void strokeCubicTo(const Point& cnt1, const Point& cnt2, const Point& end); void strokeClose(); void strokeJoin(const Point& dir); void strokeRound(const Point& prev, const Point& curr, const Point& center); void strokeMiter(const Point& prev, const Point& curr, const Point& center); void strokeBevel(const Point& prev, const Point& curr, const Point& center); void strokeSquare(const Point& p, const Point& outDir); void strokeSquarePoint(const Point& p); void strokeRound(const Point& p, const Point& outDir); void strokeRoundPoint(const Point& p); GlGeometryBuffer* mBuffer; Matrix mMatrix; float mStrokeWidth = MIN_GL_STROKE_WIDTH; float mMiterLimit = 4.f; StrokeCap mStrokeCap = StrokeCap::Square; StrokeJoin mStrokeJoin = StrokeJoin::Bevel; State mStrokeState = {}; Point mLeftTop = {0.0f, 0.0f}; Point mRightBottom = {0.0f, 0.0f}; }; class DashStroke { public: DashStroke(Array* cmds, Array* pts, const float* patterns, uint32_t patternCnt, float offset, float length); void doStroke(const RenderPath& path); private: void dashLineTo(const Point& pt); void dashCubicTo(const Point& pt1, const Point& pt2, const Point& pt3); void moveTo(const Point& pt); void lineTo(const Point& pt); void cubicTo(const Point& pt1, const Point& pt2, const Point& pt3); Array* mCmds; Array* mPts; const float* mDashPattern; uint32_t mDashCount; float mDashOffset; float mDashLength; float mCurrLen = 0.0f; int32_t mCurrIdx = 0; bool mCurOpGap = false; bool mMove = true; Point mPtStart = {}; Point mPtCur = {}; }; class BWTessellator { public: BWTessellator(GlGeometryBuffer* buffer); ~BWTessellator() = default; void tessellate(const RenderPath& path, const Matrix& matrix); RenderRegion bounds() const; private: uint32_t pushVertex(float x, float y); void pushTriangle(uint32_t a, uint32_t b, uint32_t c); GlGeometryBuffer* mBuffer; BBox bbox = {}; }; } // namespace tvg #endif /* _TVG_GL_TESSELLATOR_H_ */