thorvg/src/renderer/wg_engine/tvgWgRenderData.h
Sergii Liebodkin 03b36cea7b wg_engine: ClipPath support
[issues 1479: ClipPath](#1479)

Supports ClipPath composition.
Clip path composition is an only composition type who doesn't ignore blend method.
Clip path is a combination of composition approach and blend approach using compute shader
2024-09-30 15:35:10 +09:00

141 lines
4.7 KiB
C++

/*
* Copyright (c) 2023 - 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 "tvgWgPipelines.h"
#include "tvgWgGeometry.h"
struct WgMeshData {
WGPUBuffer bufferPosition{};
WGPUBuffer bufferTexCoord{};
WGPUBuffer bufferIndex{};
size_t vertexCount{};
size_t indexCount{};
void draw(WgContext& context, WGPURenderPassEncoder renderPassEncoder);
void drawFan(WgContext& context, WGPURenderPassEncoder renderPassEncoder);
void drawImage(WgContext& context, WGPURenderPassEncoder renderPassEncoder);
void update(WgContext& context, const WgPolyline* polyline);
void update(WgContext& context, const WgGeometryData* geometryData);
void update(WgContext& context, const WgPoint pmin, const WgPoint pmax);
void release(WgContext& context);
};
class WgMeshDataPool {
private:
Array<WgMeshData*> mPool;
Array<WgMeshData*> mList;
public:
WgMeshData* allocate(WgContext& context);
void free(WgContext& context, WgMeshData* meshData);
void release(WgContext& context);
};
struct WgMeshDataGroup {
static WgMeshDataPool* gMeshDataPool;
Array<WgMeshData*> meshes{};
void append(WgContext& context, const WgPolyline* polyline);
void append(WgContext& context, const WgGeometryData* geometryData);
void append(WgContext& context, const WgPoint pmin, const WgPoint pmax);
void release(WgContext& context);
};
struct WgImageData {
WGPUTexture texture{};
WGPUTextureView textureView{};
void update(WgContext& context, Surface* surface);
void release(WgContext& context);
};
enum class WgRenderSettingsType { None = 0, Solid = 1, Linear = 2, Radial = 3 };
struct WgRenderSettings
{
WgBindGroupSolidColor bindGroupSolid{};
WgBindGroupLinearGradient bindGroupLinear{};
WgBindGroupRadialGradient bindGroupRadial{};
WgRenderSettingsType fillType{};
bool skip{};
void update(WgContext& context, const Fill* fill, const uint8_t* color, const RenderUpdateFlag flags);
void release(WgContext& context);
};
struct WgRenderDataPaint
{
WgBindGroupPaint bindGroupPaint{};
RenderRegion viewport{};
float opacity{};
Array<WgRenderDataPaint*> clips;
virtual ~WgRenderDataPaint() {};
virtual void release(WgContext& context);
virtual Type type() { return Type::Undefined; };
void updateClips(tvg::Array<tvg::RenderData> &clips);
};
struct WgRenderDataShape: public WgRenderDataPaint
{
WgRenderSettings renderSettingsShape{};
WgRenderSettings renderSettingsStroke{};
WgMeshDataGroup meshGroupShapes{};
WgMeshDataGroup meshGroupShapesBBox{};
WgMeshData meshDataBBox{};
WgMeshDataGroup meshGroupStrokes{};
WgMeshDataGroup meshGroupStrokesBBox{};
WgPoint pMin{};
WgPoint pMax{};
bool strokeFirst{};
FillRule fillRule{};
void updateBBox(WgPoint pmin, WgPoint pmax);
void updateMeshes(WgContext& context, const RenderShape& rshape, const RenderTransform* rt);
void updateMeshes(WgContext& context, const WgPolyline* polyline, const RenderStroke* rstroke);
void releaseMeshes(WgContext& context);
void release(WgContext& context) override;
Type type() override { return Type::Shape; };
};
class WgRenderDataShapePool {
private:
Array<WgRenderDataShape*> mPool;
Array<WgRenderDataShape*> mList;
public:
WgRenderDataShape* allocate(WgContext& context);
void free(WgContext& context, WgRenderDataShape* dataShape);
void release(WgContext& context);
};
struct WgRenderDataPicture: public WgRenderDataPaint
{
WgBindGroupPicture bindGroupPicture{};
WgImageData imageData{};
WgMeshData meshData{};
void update(WgContext& context);
void release(WgContext& context) override;
Type type() override { return Type::Picture; };
};