/* * Copyright (c) 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_WG_COMPOSITOR_H_ #define _TVG_WG_COMPOSITOR_H_ #include "tvgWgRenderTarget.h" #include "tvgWgRenderData.h" struct WgCompose: RenderCompositor { BlendMethod blend{}; RenderRegion aabb{}; WgRenderDataViewport* rdViewport; }; class WgCompositor { private: // pipelines WgPipelines pipelines{}; // global stencil/depth buffer handles WGPUTexture texDepthStencil{}; WGPUTextureView texViewDepthStencil{}; WGPUTexture texDepthStencilMS{}; WGPUTextureView texViewDepthStencilMS{}; // global view matrix handles WGPUBuffer bufferViewMat{}; WGPUBindGroup bindGroupViewMat{}; // opacity value pool WGPUBuffer bufferOpacities[256]{}; WGPUBindGroup bindGroupOpacities[256]{}; // current render pass handles WGPURenderPassEncoder renderPassEncoder{}; WGPUCommandEncoder commandEncoder{}; WgRenderStorage* currentTarget{}; // intermediate render storages WgRenderStorage storageTemp0; WgRenderStorage storageTemp1; WGPUBindGroup bindGroupStorageTemp{}; // composition and blend geometries WgMeshData meshData; // render target dimensions uint32_t width{}; uint32_t height{}; // viewport utilities RenderRegion shrinkRenderRegion(RenderRegion& rect); void copyTexture(const WgRenderStorage* dst, const WgRenderStorage* src); void copyTexture(const WgRenderStorage* dst, const WgRenderStorage* src, const RenderRegion& region); // shapes void drawShape(WgContext& context, WgRenderDataShape* renderData); void blendShape(WgContext& context, WgRenderDataShape* renderData, BlendMethod blendMethod); void clipShape(WgContext& context, WgRenderDataShape* renderData); // strokes void drawStrokes(WgContext& context, WgRenderDataShape* renderData); void blendStrokes(WgContext& context, WgRenderDataShape* renderData, BlendMethod blendMethod); void clipStrokes(WgContext& context, WgRenderDataShape* renderData); // images void drawImage(WgContext& context, WgRenderDataPicture* renderData); void blendImage(WgContext& context, WgRenderDataPicture* renderData, BlendMethod blendMethod); void clipImage(WgContext& context, WgRenderDataPicture* renderData); // scenes void drawScene(WgContext& context, WgRenderStorage* scene, WgCompose* compose); void blendScene(WgContext& context, WgRenderStorage* src, WgCompose* compose); // the renderer prioritizes clipping with the stroke over the shape's fill void markupClipPath(WgContext& context, WgRenderDataShape* renderData); void renderClipPath(WgContext& context, WgRenderDataPaint* paint); void clearClipPath(WgContext& context, WgRenderDataPaint* paint); public: void initialize(WgContext& context, uint32_t width, uint32_t height); void initPools(WgContext& context); void release(WgContext& context); void releasePools(WgContext& context); void resize(WgContext& context, uint32_t width, uint32_t height); // render passes workflow void beginRenderPass(WGPUCommandEncoder encoder, WgRenderStorage* target, bool clear, WGPUColor clearColor = { 0.0, 0.0, 0.0, 0.0 }); void endRenderPass(); // render shapes, images and scenes void renderShape(WgContext& context, WgRenderDataShape* renderData, BlendMethod blendMethod); void renderImage(WgContext& context, WgRenderDataPicture* renderData, BlendMethod blendMethod); void renderScene(WgContext& context, WgRenderStorage* scene, WgCompose* compose); void composeScene(WgContext& context, WgRenderStorage* src, WgRenderStorage* mask, WgCompose* compose); // blit render storage to texture view (f.e. screen buffer) void blit(WgContext& context, WGPUCommandEncoder encoder, WgRenderStorage* src, WGPUTextureView dstView); // effects bool gaussianBlur(WgContext& context, WgRenderStorage* dst, const RenderEffectGaussianBlur* params, const WgCompose* compose); bool dropShadow(WgContext& context, WgRenderStorage* dst, const RenderEffectDropShadow* params, const WgCompose* compose); bool fillEffect(WgContext& context, WgRenderStorage* dst, const RenderEffectFill* params, const WgCompose* compose); bool tintEffect(WgContext& context, WgRenderStorage* dst, const RenderEffectTint* params, const WgCompose* compose); bool tritoneEffect(WgContext& context, WgRenderStorage* dst, const RenderEffectTritone* params, const WgCompose* compose); }; #endif // _TVG_WG_COMPOSITOR_H_