/* * 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 "Example.h" #ifdef THORVG_GL_RASTER_SUPPORT #include #endif #define WIDTH 1024 #define HEIGHT 1024 #define NUM_PER_LINE 4 #define SIZE (WIDTH/NUM_PER_LINE) /************************************************************************/ /* ThorVG Drawing Contents */ /************************************************************************/ void content(tvg::Canvas* canvas) { //Background auto bg = tvg::Shape::gen(); bg->appendRect(0, 0, SIZE, SIZE); bg->fill(255, 255, 255); canvas->push(bg); char buf[PATH_MAX]; snprintf(buf, sizeof(buf), EXAMPLE_DIR"/svg/logo.svg"); auto picture = tvg::Picture::gen(); if (!tvgexam::verify(picture->load(buf))) return; float scale; float shiftX = 0.0f, shiftY = 0.0f; float w2, h2; picture->size(&w2, &h2); if (w2 > h2) { scale = SIZE / w2; shiftY = (SIZE - h2 * scale) * 0.5f; } else { scale = SIZE / h2; shiftX = (SIZE - w2 * scale) * 0.5f; } picture->translate(shiftX, shiftY); picture->scale(scale); canvas->push(picture); } void mainloop() { SDL_Event event; auto running = true; while (running) { //SDL Event handling while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_QUIT: { running = false; break; } case SDL_KEYUP: { if (event.key.keysym.sym == SDLK_ESCAPE) { running = false; } break; } } } } } /************************************************************************/ /* SW Engine Specific Setup */ /************************************************************************/ void runSw() { auto window = SDL_CreateWindow("ThorVG Example (Software)", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_HIDDEN); auto surface = SDL_GetWindowSurface(window); for (int counter = 0; counter < NUM_PER_LINE * NUM_PER_LINE; ++counter) { auto canvas = unique_ptr(tvg::SwCanvas::gen()); auto offx = (counter % NUM_PER_LINE) * SIZE; auto offy = SIZE * (counter / NUM_PER_LINE); auto w = surface->w - offx; auto h = surface->h - offy; tvgexam::verify(canvas->target((uint32_t*)surface->pixels + SIZE * (counter / NUM_PER_LINE) * (surface->pitch / 4) + (counter % NUM_PER_LINE) * SIZE, surface->pitch / 4, w, h, tvg::ColorSpace::ARGB8888)); content(canvas.get()); if (tvgexam::verify(canvas->draw())) { tvgexam::verify(canvas->sync()); } } SDL_ShowWindow(window); SDL_UpdateWindowSurface(window); mainloop(); SDL_DestroyWindow(window); } /************************************************************************/ /* GL Engine Specific Setup */ /************************************************************************/ #ifdef THORVG_GL_RASTER_SUPPORT typedef void (*PFNGLTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels); typedef void (*PFNGLTEXPARAMETERIPROC)(GLenum target, GLenum pname, GLint param); PFNGLBINDTEXTUREEXTPROC fglBindTexture = nullptr; PFNGLDELETETEXTURESEXTPROC fglDeleteTextures = nullptr; PFNGLGENTEXTURESEXTPROC fglGenTextures = nullptr; PFNGLTEXIMAGE2DPROC fglTexImage2D = nullptr; PFNGLTEXPARAMETERIPROC fglTexParameteri = nullptr; PFNGLGENFRAMEBUFFERSPROC fglGenFramebuffers = nullptr; PFNGLBINDFRAMEBUFFERPROC fglBindFramebuffer = nullptr; PFNGLDELETEFRAMEBUFFERSPROC fglDeleteFramebuffers = nullptr; PFNGLFRAMEBUFFERTEXTURE2DPROC fglFramebufferTexture2D = nullptr; PFNGLBLITFRAMEBUFFERPROC fglBlitFramebuffer = nullptr; /* A helper class to manage OpenGL FrameBuffer creation and deletion Also provides a simple way to flush the framebuffer to the screen at given position */ struct GLFrameBuffer { GLuint fbo; GLuint texture; ~GLFrameBuffer() { if (fbo) fglDeleteFramebuffers(1, &fbo); if (texture) fglDeleteTextures(1, &texture); } GLFrameBuffer(uint32_t width, uint32_t height) { fglGenFramebuffers(1, &fbo); fglBindFramebuffer(GL_FRAMEBUFFER, fbo); fglGenTextures(1, &texture); fglBindTexture(GL_TEXTURE_2D, texture); fglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr); fglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); fglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); fglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); fglBindFramebuffer(GL_FRAMEBUFFER, 0); fglBindTexture(GL_TEXTURE_2D, 0); } void blitToScreen(uint32_t posX, uint32_t posY, uint32_t width, uint32_t height) { /* As this is a simple example, we will just blit the framebuffer to the screen For a real application, you should use a shader to sample the texture and draw to the screen */ fglBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); fglBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); fglBlitFramebuffer(0, 0, width, height, posX, posY, posX +width, posY + height, GL_COLOR_BUFFER_BIT, GL_NEAREST); } }; #endif void runGl() { #ifdef THORVG_GL_RASTER_SUPPORT #ifdef THORVG_GL_TARGET_GLES SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); #else SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); #endif auto window = SDL_CreateWindow("ThorVG Example (OpenGL)", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN); auto context = SDL_GL_CreateContext(window); fglBindTexture = (PFNGLBINDTEXTUREEXTPROC)SDL_GL_GetProcAddress("glBindTexture"); fglDeleteTextures = (PFNGLDELETETEXTURESEXTPROC)SDL_GL_GetProcAddress("glDeleteTextures"); fglGenTextures = (PFNGLGENTEXTURESEXTPROC)SDL_GL_GetProcAddress("glGenTextures"); fglTexImage2D = (PFNGLTEXIMAGE2DPROC)SDL_GL_GetProcAddress("glTexImage2D"); fglTexParameteri = (PFNGLTEXPARAMETERIPROC)SDL_GL_GetProcAddress("glTexParameteri"); fglBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)SDL_GL_GetProcAddress("glBindFramebuffer"); fglGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)SDL_GL_GetProcAddress("glGenFramebuffers"); fglDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)SDL_GL_GetProcAddress("glDeleteFramebuffers"); fglFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)SDL_GL_GetProcAddress("glFramebufferTexture2D"); fglBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)SDL_GL_GetProcAddress("glBlitFramebuffer"); // Create the framebuffer which the GlCanvas can render to // Since the example is just a simple demo, and only run the rendering function once // we can just create one framebuffer GLFrameBuffer glFbo{SIZE, SIZE}; for (int counter = 0; counter < NUM_PER_LINE * NUM_PER_LINE; ++counter) { auto canvas = unique_ptr(tvg::GlCanvas::gen()); // Pass the framebuffer id to the GlCanvas tvgexam::verify(canvas->target(context, glFbo.fbo, SIZE, SIZE, tvg::ColorSpace::ABGR8888S)); content(canvas.get()); if (tvgexam::verify(canvas->draw())) { tvgexam::verify(canvas->sync()); } // After the GlCanvas::sync() function, the content is rendered to the framebuffer // The texture is now ready to be blit to the screen auto y = (counter / NUM_PER_LINE) * SIZE; auto x = (counter % NUM_PER_LINE) * SIZE; glFbo.blitToScreen(x, y, SIZE, SIZE); // After the framebuffer is blit to the screen, the framebuffer and texture can be reused in the next iteration } SDL_ShowWindow(window); SDL_GL_SwapWindow(window); mainloop(); SDL_GL_DeleteContext(context); SDL_DestroyWindow(window); #else cout << "Not Support OpenGL" << endl; #endif } /************************************************************************/ /* WG Engine Specific Setup */ /************************************************************************/ #ifdef THORVG_WG_RASTER_SUPPORT void wgCopyTextureToTexture(WGPUDevice device, WGPUTexture src, WGPUTexture dst, uint32_t posX, uint32_t posY, uint32_t width, uint32_t height) { WGPUQueue queue = wgpuDeviceGetQueue(device); // create command encoder const WGPUCommandEncoderDescriptor commandEncoderDesc{}; WGPUCommandEncoder commandEncoder = wgpuDeviceCreateCommandEncoder(device, &commandEncoderDesc); // copy canvas data to surface const WGPUImageCopyTexture texSrc { .texture = src }; const WGPUImageCopyTexture texDst { .texture = dst, .origin = { .x = posX, .y = posY } }; const WGPUExtent3D copySize { .width = width, .height = height, .depthOrArrayLayers = 1 }; wgpuCommandEncoderCopyTextureToTexture(commandEncoder, &texSrc, &texDst, ©Size); // release command encoder const WGPUCommandBufferDescriptor commandBufferDesc{}; WGPUCommandBuffer commandsBuffer = wgpuCommandEncoderFinish(commandEncoder, &commandBufferDesc); wgpuQueueSubmit(queue, 1, &commandsBuffer); wgpuCommandBufferRelease(commandsBuffer); wgpuCommandEncoderRelease(commandEncoder); wgpuQueueRelease(queue); } #endif void runWg() { #ifdef THORVG_WG_RASTER_SUPPORT //TODO with Drawing Target? auto window = SDL_CreateWindow("ThorVG Example (WebGPU)", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_HIDDEN); //Here we create our WebGPU surface from the window! SDL_SysWMinfo windowWMInfo; SDL_VERSION(&windowWMInfo.version); SDL_GetWindowWMInfo(window, &windowWMInfo); //Init WebGPU WGPUInstanceDescriptor desc = {.nextInChain = nullptr}; auto instance = wgpuCreateInstance(&desc); #if defined(SDL_VIDEO_DRIVER_COCOA) [windowWMInfo.info.cocoa.window.contentView setWantsLayer:YES]; auto layer = [CAMetalLayer layer]; [windowWMInfo.info.cocoa.window.contentView setLayer:layer]; WGPUSurfaceDescriptorFromMetalLayer surfaceNativeDesc = { .chain = {nullptr, WGPUSType_SurfaceDescriptorFromMetalLayer}, .layer = layer }; #elif defined(SDL_VIDEO_DRIVER_X11) WGPUSurfaceDescriptorFromXlibWindow surfaceNativeDesc = { .chain = {nullptr, WGPUSType_SurfaceDescriptorFromXlibWindow}, .display = windowWMInfo.info.x11.display, .window = windowWMInfo.info.x11.window }; #elif defined(SDL_VIDEO_DRIVER_WAYLAND) WGPUSurfaceDescriptorFromWaylandSurface surfaceNativeDesc = { .chain = {nullptr, WGPUSType_SurfaceDescriptorFromWaylandSurface}, .display = windowWMInfo.info.wl.display, .surface = windowWMInfo.info.wl.surface }; #elif defined(SDL_VIDEO_DRIVER_WINDOWS) WGPUSurfaceDescriptorFromWindowsHWND surfaceNativeDesc = { .chain = {nullptr, WGPUSType_SurfaceDescriptorFromWindowsHWND}, .hinstance = GetModuleHandle(nullptr), .hwnd = windowWMInfo.info.win.window }; #endif WGPUSurfaceDescriptor surfaceDesc{}; surfaceDesc.nextInChain = (const WGPUChainedStruct*)&surfaceNativeDesc; surfaceDesc.label = "The surface"; auto surface = wgpuInstanceCreateSurface(instance, &surfaceDesc); // request adapter WGPUAdapter adapter{}; const WGPURequestAdapterOptions requestAdapterOptions { .compatibleSurface = surface, .powerPreference = WGPUPowerPreference_HighPerformance }; auto onAdapterRequestEnded = [](WGPURequestAdapterStatus status, WGPUAdapter adapter, char const * message, void * pUserData) { *((WGPUAdapter*)pUserData) = adapter; }; wgpuInstanceRequestAdapter(instance, &requestAdapterOptions, onAdapterRequestEnded, &adapter); // get adapter and surface properties WGPUFeatureName featureNames[32]{}; size_t featuresCount = wgpuAdapterEnumerateFeatures(adapter, featureNames); // request device WGPUDevice device{}; const WGPUDeviceDescriptor deviceDesc { .label = "The shared device", .requiredFeatureCount = featuresCount, .requiredFeatures = featureNames }; auto onDeviceRequestEnded = [](WGPURequestDeviceStatus status, WGPUDevice device, char const * message, void * pUserData) { *((WGPUDevice*)pUserData) = device; }; wgpuAdapterRequestDevice(adapter, &deviceDesc, onDeviceRequestEnded, &device); // setup surface configuration WGPUSurfaceConfiguration surfaceConfiguration { .device = device, .format = WGPUTextureFormat_BGRA8Unorm, .usage = WGPUTextureUsage_RenderAttachment | WGPUTextureUsage_CopyDst, .width = WIDTH, .height = HEIGHT }; wgpuSurfaceConfigure(surface, &surfaceConfiguration); // create offscren target texure const WGPUTextureDescriptor textureDesc { .usage = WGPUTextureUsage_CopySrc | WGPUTextureUsage_RenderAttachment, .dimension = WGPUTextureDimension_2D, .size = { SIZE, SIZE, 1 }, .format = WGPUTextureFormat_BGRA8Unorm, .mipLevelCount = 1, .sampleCount = 1 }; WGPUTexture renderTarget = wgpuDeviceCreateTexture(device, &textureDesc); WGPUSurfaceTexture surfaceTexture{}; wgpuSurfaceGetCurrentTexture(surface, &surfaceTexture); for (int counter = 0; counter < NUM_PER_LINE * NUM_PER_LINE; ++counter) { auto canvas = unique_ptr(tvg::WgCanvas::gen()); //Set the canvas target and draw on it. tvgexam::verify(canvas->target(device, instance, renderTarget, SIZE, SIZE, tvg::ColorSpace::ABGR8888S, 1)); content(canvas.get()); if (tvgexam::verify(canvas->draw())) { tvgexam::verify(canvas->sync()); } // After the WgCanvas::sync() function, the content is rendered to the render target // The texture is now ready to be blit to the screen uint32_t y = (counter / NUM_PER_LINE) * SIZE; uint32_t x = (counter % NUM_PER_LINE) * SIZE; wgCopyTextureToTexture(device, renderTarget, surfaceTexture.texture, x, y, SIZE, SIZE); } SDL_ShowWindow(window); wgpuSurfacePresent(surface); mainloop(); wgpuTextureRelease(surfaceTexture.texture); wgpuTextureDestroy(renderTarget); wgpuTextureRelease(renderTarget); wgpuDeviceRelease(device); wgpuAdapterRelease(adapter); wgpuSurfaceUnconfigure(surface); wgpuSurfaceRelease(surface); wgpuInstanceRelease(instance); SDL_DestroyWindow(window); #else cout << "Not Support WebGPU" << endl; #endif } /************************************************************************/ /* Entry Point */ /************************************************************************/ int main(int argc, char **argv) { auto engine = tvg::CanvasEngine::Sw; if (argc > 1) { if (!strcmp(argv[1], "gl")) engine = tvg::CanvasEngine::Gl; if (!strcmp(argv[1], "wg")) engine = tvg::CanvasEngine::Wg; } if (tvgexam::verify(tvg::Initializer::init(4, engine))) { SDL_Init(SDL_INIT_VIDEO); if (engine == tvg::CanvasEngine::Sw) runSw(); else if (engine == tvg::CanvasEngine::Gl) runGl(); else if (engine == tvg::CanvasEngine::Wg) runWg(); SDL_Quit(); //Terminate ThorVG Engine tvg::Initializer::term(); } return 0; }