/* * 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. */ #ifndef _TVG_GL_COMMON_H_ #define _TVG_GL_COMMON_H_ #include #include "tvgGl.h" #include "tvgRender.h" #include "tvgMath.h" #define MIN_GL_STROKE_WIDTH 1.0f #define MVP_MATRIX(w, h) \ float mvp[4*4] = { \ 2.f / w, 0.0, 0.0f, 0.0f, \ 0.0, -2.f / h, 0.0f, 0.0f, \ 0.0f, 0.0f, -1.0f, 0.0f, \ -1.f, 1.f, 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; \ } \ } /** * mat3x3 mat4x4 * * [ e11 e12 e13 ] [ e11 e12 0 e13 ] * [ e21 e22 e23 ] => [ e21 e22 0 e23 ] * [ e31 e32 e33 ] [ 0 0 1 0 ] * [ e31 e32 0 e33 ] * */ // All GPU use 4x4 matrix with column major order #define GET_MATRIX44(mat3, mat4) \ do { \ mat4[0] = mat3.e11; \ mat4[1] = mat3.e21; \ mat4[2] = 0; \ mat4[3] = mat3.e31; \ mat4[4] = mat3.e12; \ mat4[5] = mat3.e22; \ mat4[6] = 0; \ mat4[7] = mat3.e32; \ mat4[8] = 0; \ mat4[9] = 0; \ mat4[10] = 1; \ mat4[11] = 0; \ mat4[12] = mat3.e13; \ mat4[13] = mat3.e23; \ mat4[14] = 0; \ mat4[15] = mat3.e33; \ } while (false) enum class GlStencilMode { None, FillNonZero, FillEvenOdd, Stroke, }; class GlStageBuffer; class GlRenderTask; struct GlGeometryBuffer { Array vertex; Array index; void clear() { vertex.clear(); index.clear(); } }; struct GlGeometry { bool tesselate(const RenderShape& rshape, RenderUpdateFlag flag); bool tesselate(const RenderSurface* image, RenderUpdateFlag flag); bool draw(GlRenderTask* task, GlStageBuffer* gpuBuffer, RenderUpdateFlag flag); GlStencilMode getStencilMode(RenderUpdateFlag flag); RenderRegion getBounds() const; GlGeometryBuffer fill, stroke; Matrix matrix = {}; RenderRegion viewport = {}; RenderRegion bounds = {}; FillRule fillRule = FillRule::NonZero; }; struct GlShape { const RenderShape* rshape = nullptr; float viewWd; float viewHt; uint32_t opacity = 0; GLuint texId = 0; uint32_t texFlipY = 0; ColorSpace texColorSpace = ColorSpace::ABGR8888; RenderUpdateFlag updateFlag = None; GlGeometry geometry; Array clips; }; #define MAX_GRADIENT_STOPS 16 struct GlLinearGradientBlock { alignas(16) float nStops[4] = {}; alignas(16) float startPos[2] = {}; alignas(8) float stopPos[2] = {}; alignas(8) float stopPoints[MAX_GRADIENT_STOPS] = {}; alignas(16) float stopColors[4 * MAX_GRADIENT_STOPS] = {}; }; struct GlRadialGradientBlock { alignas(16) float nStops[4] = {}; alignas(16) float centerPos[4] = {}; alignas(16) float radius[2] = {}; alignas(16) float stopPoints[MAX_GRADIENT_STOPS] = {}; alignas(16) float stopColors[4 * MAX_GRADIENT_STOPS] = {}; }; struct GlCompositor : RenderCompositor { RenderRegion bbox = {}; GlCompositor(const RenderRegion& box) : bbox(box) {} }; #define GL_GAUSSIAN_MAX_LEVEL 3 struct GlGaussianBlur { int level{}; float sigma{}; float scale{}; float extend{}; }; struct GlDropShadow: GlGaussianBlur { float color[4]; float offset[2]; }; struct GlEffectParams { // fill: [0..3]: color // tint: [0..2]: black, [4..6]: white, [8]: intensity // tritone: [0..2]: shadow, [4..6]: midtone, [8..10]: highlight float params[4+4+4]; }; #endif /* _TVG_GL_COMMON_H_ */