/* * 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. */ #include "tvgGlRenderTask.h" #include "tvgGlProgram.h" #include "tvgGlRenderPass.h" /************************************************************************/ /* External Class Implementation */ /************************************************************************/ GlRenderTask::GlRenderTask(GlProgram* program, GlRenderTask* other): mProgram(program) { mVertexLayout.push(other->mVertexLayout); mViewport = other->mViewport; mIndexOffset = other->mIndexOffset; mIndexCount = other->mIndexCount; } void GlRenderTask::run() { // bind shader mProgram->load(); // setup scissor rect GL_CHECK(glScissor(mViewport.x, mViewport.y, mViewport.w, mViewport.h)); // setup attribute layout for (uint32_t i = 0; i < mVertexLayout.count; i++) { const auto &layout = mVertexLayout[i]; GL_CHECK(glEnableVertexAttribArray(layout.index)); GL_CHECK(glVertexAttribPointer(layout.index, layout.size, GL_FLOAT, GL_FALSE, layout.stride, reinterpret_cast(layout.offset))); } // binding uniforms for (uint32_t i = 0; i < mBindingResources.count; i++) { const auto& binding = mBindingResources[i]; if (binding.type == GlBindingType::kTexture) { GL_CHECK(glActiveTexture(GL_TEXTURE0 + binding.bindPoint)); GL_CHECK(glBindTexture(GL_TEXTURE_2D, binding.gBufferId)); mProgram->setUniform1Value(binding.location, 1, (int32_t*)&binding.bindPoint); } else if (binding.type == GlBindingType::kUniformBuffer) { GL_CHECK(glUniformBlockBinding(mProgram->getProgramId(), binding.location, binding.bindPoint)); GL_CHECK(glBindBufferRange(GL_UNIFORM_BUFFER, binding.bindPoint, binding.gBufferId, binding.bufferOffset, binding.bufferRange)); } } GL_CHECK(glDrawElements(GL_TRIANGLES, mIndexCount, GL_UNSIGNED_INT, reinterpret_cast(mIndexOffset))); // setup attribute layout for (uint32_t i = 0; i < mVertexLayout.count; i++) { const auto &layout = mVertexLayout[i]; GL_CHECK(glDisableVertexAttribArray(layout.index)); } } void GlRenderTask::addVertexLayout(const GlVertexLayout &layout) { mVertexLayout.push(layout); } void GlRenderTask::addBindResource(const GlBindingResource &binding) { mBindingResources.push(binding); } void GlRenderTask::setDrawRange(uint32_t offset, uint32_t count) { mIndexOffset = offset; mIndexCount = count; } void GlRenderTask::setViewport(const RenderRegion &viewport) { mViewport = viewport; } GlStencilCoverTask::GlStencilCoverTask(GlRenderTask* stencil, GlRenderTask* cover, GlStencilMode mode) :GlRenderTask(nullptr), mStencilTask(stencil), mCoverTask(cover), mStencilMode(mode) {} GlStencilCoverTask::~GlStencilCoverTask() { delete mStencilTask; delete mCoverTask; } void GlStencilCoverTask::run() { GL_CHECK(glEnable(GL_STENCIL_TEST)); if (mStencilMode == GlStencilMode::Stroke) { GL_CHECK(glStencilFunc(GL_NOTEQUAL, 0x1, 0xFF)); GL_CHECK(glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)); } else { GL_CHECK(glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0x1, 0xFF)); GL_CHECK(glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP)); GL_CHECK(glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0x1, 0xFF)); GL_CHECK(glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP)); } GL_CHECK(glColorMask(0, 0, 0, 0)); mStencilTask->run(); if (mStencilMode == GlStencilMode::FillEvenOdd) { GL_CHECK(glStencilFunc(GL_EQUAL, 0x01, 0x01)); GL_CHECK(glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)); } else { GL_CHECK(glStencilFunc(GL_NOTEQUAL, 0x0, 0xFF)); GL_CHECK(glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)); } GL_CHECK(glColorMask(1, 1, 1, 1)); mCoverTask->run(); if (mStencilMode == GlStencilMode::FillEvenOdd) { GL_CHECK(glStencilFunc(GL_NOTEQUAL, 0x0, 0xFF)); GL_CHECK(glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE)); GL_CHECK(glColorMask(0, 0, 0, 0)); mStencilTask->run(); GL_CHECK(glColorMask(1, 1, 1, 1)); } GL_CHECK(glDisable(GL_STENCIL_TEST)); } GlComposeTask::GlComposeTask(GlProgram* program, GLuint target, GlRenderTarget* fbo, Array&& tasks) :GlRenderTask(program) ,mTargetFbo(target), mFbo(fbo), mTasks() { mTasks.push(tasks); tasks.clear(); } GlComposeTask::~GlComposeTask() { for(uint32_t i = 0; i < mTasks.count; i++) { delete mTasks[i]; } mTasks.clear(); } void GlComposeTask::run() { GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, getSelfFbo())); // clear this fbo if (mClearBuffer) { GL_CHECK(glClearColor(0, 0, 0, 0)); GL_CHECK(glClearStencil(0)); GL_CHECK(glClearDepthf(1.0)); GL_CHECK(glDepthMask(1)); GL_CHECK(glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)); GL_CHECK(glDepthMask(0)); } for(uint32_t i = 0; i < mTasks.count; i++) { mTasks[i]->run(); } GLenum attachments[2] = {GL_STENCIL_ATTACHMENT, GL_DEPTH_ATTACHMENT }; GL_CHECK(glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments)); // reset scissor box GL_CHECK(glScissor(0, 0, mFbo->getWidth(), mFbo->getHeight())); onResolve(); } GLuint GlComposeTask::getSelfFbo() { return mFbo->getFboId(); } GLuint GlComposeTask::getResolveFboId() { return mFbo->getResolveFboId(); } void GlComposeTask::onResolve() { GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, getSelfFbo())); GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, getResolveFboId())); GL_CHECK(glBlitFramebuffer(0, 0, mFbo->getWidth(), mFbo->getHeight(), 0, 0, mFbo->getWidth(), mFbo->getHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST)); } GlBlitTask::GlBlitTask(GlProgram* program, GLuint target, GlRenderTarget* fbo, Array&& tasks) : GlComposeTask(program, target, fbo, std::move(tasks)), mColorTex(fbo->getColorTexture()) { } void GlBlitTask::run() { GlComposeTask::run(); GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo())); if (mClearBuffer) { GL_CHECK(glClearColor(0, 0, 0, 0)); GL_CHECK(glClear(GL_COLOR_BUFFER_BIT)); } GL_CHECK(glDisable(GL_DEPTH_TEST)); // make sure the blending is correct GL_CHECK(glEnable(GL_BLEND)); GL_CHECK(glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)); GlRenderTask::run(); } GlDrawBlitTask::GlDrawBlitTask(GlProgram* program, GLuint target, GlRenderTarget* fbo, Array&& tasks) : GlComposeTask(program, target, fbo, std::move(tasks)) { } void GlDrawBlitTask::run() { GlComposeTask::run(); GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo())); GlRenderTask::run(); } GlClipTask::GlClipTask(GlRenderTask* clip, GlRenderTask* mask) :GlRenderTask(nullptr), mClipTask(clip), mMaskTask(mask) {} void GlClipTask::run() { GL_CHECK(glEnable(GL_STENCIL_TEST)); GL_CHECK(glDepthFunc(GL_ALWAYS)); GL_CHECK(glColorMask(0, 0, 0, 0)); // draw clip path as normal stencil mask GL_CHECK(glStencilFuncSeparate(GL_FRONT, GL_ALWAYS, 0x1, 0xFF)); GL_CHECK(glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP)); GL_CHECK(glStencilFuncSeparate(GL_BACK, GL_ALWAYS, 0x1, 0xFF)); GL_CHECK(glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP)); mClipTask->run(); // draw clip mask GL_CHECK(glDepthMask(1)); GL_CHECK(glStencilFunc(GL_EQUAL, 0x0, 0xFF)); GL_CHECK(glStencilOp(GL_REPLACE, GL_KEEP, GL_REPLACE)); mMaskTask->run(); GL_CHECK(glColorMask(1, 1, 1, 1)); GL_CHECK(glDepthMask(0)); GL_CHECK(glDepthFunc(GL_LESS)); GL_CHECK(glDisable(GL_STENCIL_TEST)); } void GlClipClearTask::run() { GL_CHECK(glDisable(GL_SCISSOR_TEST)); GL_CHECK(glDepthMask(1)); GL_CHECK(glClear(GL_DEPTH_BUFFER_BIT)); GL_CHECK(glDepthMask(0)); GL_CHECK(glEnable(GL_SCISSOR_TEST)); }