/* * 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. */ #ifndef _TVG_GL_GEOMETRY_H_ #define _TVG_GL_GEOMETRY_H_ #include #include "tvgGlCommon.h" #include "tvgMath.h" #define MVP_MATRIX() \ 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.f, 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) class GlPoint { public: float x = 0.0f; float y = 0.0f; GlPoint() = default; GlPoint(float pX, float pY):x(pX), y(pY) { } GlPoint(const Point& rhs):GlPoint(rhs.x, rhs.y) { } GlPoint(const GlPoint& rhs) = default; GlPoint(GlPoint&& rhs) = default; GlPoint& operator= (const GlPoint& rhs) = default; GlPoint& operator= (GlPoint&& rhs) = default; GlPoint& operator= (const Point& rhs) { x = rhs.x; y = rhs.y; return *this; } bool operator== (const GlPoint& rhs) { if (&rhs == this) return true; if (rhs.x == this->x && rhs.y == this->y) return true; return false; } bool operator!= (const GlPoint& rhs) { if (&rhs == this) return true; if (rhs.x != this->x || rhs.y != this->y) return true; return false; } GlPoint operator+ (const GlPoint& rhs) const { return GlPoint(x + rhs.x, y + rhs.y); } GlPoint operator+ (const float c) const { return GlPoint(x + c, y + c); } GlPoint operator- (const GlPoint& rhs) const { return GlPoint(x - rhs.x, y - rhs.y); } GlPoint operator- (const float c) const { return GlPoint(x - c, y - c); } GlPoint operator* (const GlPoint& rhs) const { return GlPoint(x * rhs.x, y * rhs.y); } GlPoint operator* (const float c) const { return GlPoint(x * c, y * c); } GlPoint operator/ (const GlPoint& rhs) const { return GlPoint(x / rhs.x, y / rhs.y); } GlPoint operator/ (const float c) const { return GlPoint(x / c, y / c); } void mod() { x = fabsf(x); y = fabsf(y); } void normalize() { auto length = sqrtf((x * x) + (y * y)); if (length != 0.0f) { const auto inverseLen = 1.0f / length; x *= inverseLen; y *= inverseLen; } } }; class GlStageBuffer; class GlRenderTask; class GlGeometry { public: GlGeometry() = default; ~GlGeometry(); bool tesselate(const RenderShape& rshape, RenderUpdateFlag flag); bool tesselate(const Surface* image, const RenderMesh* mesh, RenderUpdateFlag flag); void disableVertex(uint32_t location); bool draw(GlRenderTask* task, GlStageBuffer* gpuBuffer, RenderUpdateFlag flag); void updateTransform(const RenderTransform* transform, float w, float h); void setViewport(const RenderRegion& viewport); float* getTransforMatrix(); private: RenderRegion viewport = {}; Array fillVertex = {}; Array strokeVertex = {}; Array fillIndex = {}; Array strokeIndex = {}; float mTransform[16]; }; #endif /* _TVG_GL_GEOMETRY_H_ */