/* * Copyright (c) 2020 - 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. */ #include "tvgGlCommon.h" #include "tvgGlGpuBuffer.h" #include "tvgGlTessellator.h" #include "tvgGlRenderTask.h" bool GlGeometry::tesselate(const RenderShape& rshape, RenderUpdateFlag flag) { const RenderPath* path = nullptr; RenderPath trimmedPath; if (rshape.trimpath()) { if (!rshape.stroke->trim.trim(rshape.path, trimmedPath)) return true; path = &trimmedPath; } else path = &rshape.path; if (flag & (RenderUpdateFlag::Color | RenderUpdateFlag::Gradient | RenderUpdateFlag::Transform | RenderUpdateFlag::Path)) { fill.clear(); BWTessellator bwTess{&fill}; bwTess.tessellate(*path, matrix); fillRule = rshape.rule; bounds = bwTess.bounds(); } if (flag & (RenderUpdateFlag::Stroke | RenderUpdateFlag::GradientStroke | RenderUpdateFlag::Transform)) { stroke.clear(); Stroker stroker{&stroke, matrix}; stroker.stroke(&rshape, *path); bounds = stroker.bounds(); } return true; } bool GlGeometry::tesselate(const RenderSurface* image, RenderUpdateFlag flag) { if (!(flag & RenderUpdateFlag::Image)) return true; fill.clear(); fill.vertex.reserve(5 * 4); fill.index.reserve(6); auto left = 0.f; auto top = 0.f; auto right = float(image->w); auto bottom = float(image->h); // left top point fill.vertex.push(left); fill.vertex.push(top); fill.vertex.push(0.f); fill.vertex.push(1.f); // left bottom point fill.vertex.push(left); fill.vertex.push(bottom); fill.vertex.push(0.f); fill.vertex.push(0.f); // right top point fill.vertex.push(right); fill.vertex.push(top); fill.vertex.push(1.f); fill.vertex.push(1.f); // right bottom point fill.vertex.push(right); fill.vertex.push(bottom); fill.vertex.push(1.f); fill.vertex.push(0.f); fill.index.push(0); fill.index.push(1); fill.index.push(2); fill.index.push(2); fill.index.push(1); fill.index.push(3); bounds = {{0, 0}, {int32_t(image->w), int32_t(image->h)}}; 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; auto buffer = ((flag & RenderUpdateFlag::Stroke) || (flag & RenderUpdateFlag::GradientStroke)) ? &stroke : &fill; if (buffer->index.empty()) return false; auto vertexOffset = gpuBuffer->push(buffer->vertex.data, buffer->vertex.count * sizeof(float)); auto indexOffset = gpuBuffer->pushIndex(buffer->index.data, buffer->index.count * sizeof(uint32_t)); // vertex layout if (flag & RenderUpdateFlag::Image) { // image has two attribute: [pos, uv] task->addVertexLayout(GlVertexLayout{0, 2, 4 * sizeof(float), vertexOffset}); task->addVertexLayout(GlVertexLayout{1, 2, 4 * sizeof(float), vertexOffset + 2 * sizeof(float)}); } else { task->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), vertexOffset}); } task->setDrawRange(indexOffset, buffer->index.count); return true; } GlStencilMode GlGeometry::getStencilMode(RenderUpdateFlag flag) { if (flag & RenderUpdateFlag::Stroke) return GlStencilMode::Stroke; if (flag & RenderUpdateFlag::GradientStroke) return GlStencilMode::Stroke; if (flag & RenderUpdateFlag::Image) return GlStencilMode::None; if (fillRule == FillRule::NonZero) return GlStencilMode::FillNonZero; if (fillRule == FillRule::EvenOdd) return GlStencilMode::FillEvenOdd; return GlStencilMode::None; } RenderRegion GlGeometry::getBounds() const { if (tvg::identity(&matrix)) return bounds; auto lt = Point{float(bounds.min.x), float(bounds.min.y)} * matrix; auto lb = Point{float(bounds.min.x), float(bounds.max.y)} * matrix; auto rt = Point{float(bounds.max.x), float(bounds.min.y)} * matrix; auto rb = Point{float(bounds.max.x), float(bounds.max.y)} * matrix; auto left = min(min(lt.x, lb.x), min(rt.x, rb.x)); auto top = min(min(lt.y, lb.y), min(rt.y, rb.y)); auto right = max(max(lt.x, lb.x), max(rt.x, rb.x)); auto bottom = max(max(lt.y, lb.y), max(rt.y, rb.y)); auto bounds = RenderRegion {{int32_t(floor(left)), int32_t(floor(top))}, {int32_t(ceil(right)), int32_t(ceil(bottom))}}; if (bounds.valid()) return bounds; return this->bounds; }