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[issues 1479: FillRule](#1479) Introduced fill rule winding This rule makes sense only if path have some self intersections. In all other cases shapes are filled by even-odd behavor.
125 lines
4.2 KiB
C++
125 lines
4.2 KiB
C++
/*
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* Copyright (c) 2023 - 2024 the ThorVG project. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#ifndef _TVG_WG_GEOMETRY_H_
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#define _TVG_WG_GEOMETRY_H_
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#include <cassert>
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#include "tvgMath.h"
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#include "tvgRender.h"
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#include "tvgArray.h"
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class WgPoint
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{
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public:
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float x;
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float y;
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WgPoint() {}
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WgPoint(float x, float y): x(x), y(y) {}
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WgPoint(const Point& p): x(p.x), y(p.y) {}
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WgPoint operator + (const WgPoint& p) const { return { x + p.x, y + p.y }; }
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WgPoint operator - (const WgPoint& p) const { return { x - p.x, y - p.y }; }
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WgPoint operator * (const WgPoint& p) const { return { x * p.x, y * p.y }; }
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WgPoint operator / (const WgPoint& p) const { return { x / p.x, y / p.y }; }
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WgPoint operator + (const float c) const { return { x + c, y + c }; }
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WgPoint operator - (const float c) const { return { x - c, y - c }; }
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WgPoint operator * (const float c) const { return { x * c, y * c }; }
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WgPoint operator / (const float c) const { return { x / c, y / c }; }
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WgPoint negative() const { return {-x, -y}; }
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void negate() { x = -x; y = -y; }
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float length() const { return sqrt(x*x + y*y); }
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float dot(const WgPoint& p) const { return x * p.x + y * p.y; }
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float dist(const WgPoint& p) const
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{
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return sqrt(
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(p.x - x)*(p.x - x) +
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(p.y - y)*(p.y - y)
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);
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}
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void normalize()
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{
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float rlen = 1.0f / length();
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x *= rlen;
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y *= rlen;
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}
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WgPoint normal() const
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{
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float rlen = 1.0f / length();
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return { x * rlen, y * rlen };
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}
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};
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struct WgGeometryData
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{
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Array<WgPoint> positions{};
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Array<WgPoint> texCoords{};
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Array<uint32_t> indexes{};
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// webgpu did not support triangle fans primitives type
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// so we can emulate triangle fans using indexing
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void computeTriFansIndexes();
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void computeContour(WgGeometryData* data);
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void appendCubic(WgPoint p1, WgPoint p2, WgPoint p3);
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void appendBox(WgPoint pmin, WgPoint pmax);
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void appendRect(WgPoint p0, WgPoint p1, WgPoint p2, WgPoint p3);
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void appendCircle(WgPoint center, float radius);
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void appendImageBox(float w, float h);
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void appendBlitBox();
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void appendMesh(const RenderMesh* rmesh);
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bool getClosestIntersection(WgPoint p1, WgPoint p2, WgPoint& pi, uint32_t& index);
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bool isCW(WgPoint p1, WgPoint p2, WgPoint p3);
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uint32_t getIndexMinX();
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uint32_t getIndexMaxX();
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uint32_t getIndexMinY();
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uint32_t getIndexMaxY();
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void close();
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void clear();
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};
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struct WgGeometryDataGroup
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{
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Array<WgGeometryData*> geometries{};
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virtual ~WgGeometryDataGroup() { release(); }
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void getBBox(WgPoint& pmin, WgPoint& pmax);
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void tesselate(const RenderShape& rshape);
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void stroke(const RenderShape& rshape);
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void contours(WgGeometryDataGroup& outlines);
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void release();
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private:
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static void decodePath(const RenderShape& rshape, WgGeometryDataGroup* outlines);
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static void strokeSegments(const RenderShape& rshape, WgGeometryDataGroup* outlines, WgGeometryDataGroup* segments);
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static void strokeSublines(const RenderShape& rshape, WgGeometryDataGroup* outlines, WgGeometryData* strokes);
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};
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#endif // _TVG_WG_GEOMETRY_H_
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