mirror of
https://github.com/thorvg/thorvg.git
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267 lines
7.2 KiB
C++
267 lines
7.2 KiB
C++
/*
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* Copyright (c) 2020 - 2022 Samsung Electronics Co., Ltd. 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_GL_GEOMETRY_H_
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#define _TVG_GL_GEOMETRY_H_
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#include <math.h>
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#include <vector>
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#include "tvgGlCommon.h"
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#define PI 3.1415926535897932384626433832795f
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#define MVP_MATRIX() \
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float mvp[4*4] = { \
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mTransform.scale, 0.0, 0.0f, 0.0f, \
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0.0, mTransform.scale, 0.0f, 0.0f, \
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0.0f, 0.0f, mTransform.scale, 0.0f, \
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(mTransform.x * 2.0f) * (mTransform.scale / mTransform.w), -(mTransform.y * 2.0f) * (mTransform.scale / mTransform.h), 0.0f, 1.0f \
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};
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#define ROTATION_MATRIX(xPivot, yPivot) \
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auto radian = mTransform.angle / 180.0f * PI; \
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auto cosVal = cosf(radian); \
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auto sinVal = sinf(radian); \
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float rotate[4*4] = { \
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cosVal, -sinVal, 0.0f, 0.0f, \
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sinVal, cosVal, 0.0f, 0.0f, \
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0.0f, 0.0f, 1.0f, 0.0f, \
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(xPivot * (1.0f - cosVal)) - (yPivot * sinVal), (yPivot *(1.0f - cosVal)) + (xPivot * sinVal), 0.0f, 1.0f \
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};
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#define MULTIPLY_MATRIX(A, B, transform) \
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for(auto i = 0; i < 4; ++i) \
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{ \
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for(auto j = 0; j < 4; ++j) \
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{ \
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float sum = 0.0; \
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for (auto k = 0; k < 4; ++k) \
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sum += A[k*4+i] * B[j*4+k]; \
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transform[j*4+i] = sum; \
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} \
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}
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#define GET_TRANSFORMATION(xPivot, yPivot, transform) \
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MVP_MATRIX(); \
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ROTATION_MATRIX(xPivot, yPivot); \
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MULTIPLY_MATRIX(mvp, rotate, transform);
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class GlPoint
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{
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public:
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float x = 0.0f;
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float y = 0.0f;
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GlPoint() = default;
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GlPoint(float pX, float pY):x(pX), y(pY)
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{
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}
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GlPoint(const Point& rhs):GlPoint(rhs.x, rhs.y)
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{
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}
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GlPoint(const GlPoint& rhs) = default;
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GlPoint(GlPoint&& rhs) = default;
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GlPoint& operator= (const GlPoint& rhs) = default;
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GlPoint& operator= (GlPoint&& rhs) = default;
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GlPoint& operator= (const Point& rhs)
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{
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x = rhs.x;
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y = rhs.y;
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return *this;
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}
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bool operator== (const GlPoint& rhs)
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{
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if (&rhs == this) return true;
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if (rhs.x == this->x && rhs.y == this->y) return true;
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return false;
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}
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bool operator!= (const GlPoint& rhs)
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{
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if (&rhs == this) return true;
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if (rhs.x != this->x || rhs.y != this->y) return true;
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return false;
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}
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GlPoint operator+ (const GlPoint& rhs) const
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{
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return GlPoint(x + rhs.x, y + rhs.y);
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}
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GlPoint operator+ (const float c) const
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{
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return GlPoint(x + c, y + c);
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}
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GlPoint operator- (const GlPoint& rhs) const
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{
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return GlPoint(x - rhs.x, y - rhs.y);
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}
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GlPoint operator- (const float c) const
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{
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return GlPoint(x - c, y - c);
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}
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GlPoint operator* (const GlPoint& rhs) const
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{
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return GlPoint(x * rhs.x, y * rhs.y);
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}
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GlPoint operator* (const float c) const
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{
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return GlPoint(x * c, y * c);
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}
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GlPoint operator/ (const GlPoint& rhs) const
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{
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return GlPoint(x / rhs.x, y / rhs.y);
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}
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GlPoint operator/ (const float c) const
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{
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return GlPoint(x / c, y / c);
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}
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void mod()
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{
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x = fabsf(x);
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y = fabsf(y);
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}
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void normalize()
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{
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auto length = sqrtf((x * x) + (y * y));
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if (length != 0.0f) {
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const auto inverseLen = 1.0f / length;
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x *= inverseLen;
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y *= inverseLen;
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}
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}
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};
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typedef GlPoint GlSize;
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struct SmoothPoint
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{
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GlPoint orgPt;
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GlPoint fillOuterBlur;
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GlPoint fillOuter;
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GlPoint strokeOuterBlur;
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GlPoint strokeOuter;
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GlPoint strokeInnerBlur;
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GlPoint strokeInner;
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SmoothPoint(GlPoint pt)
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:orgPt(pt),
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fillOuterBlur(pt),
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fillOuter(pt),
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strokeOuterBlur(pt),
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strokeOuter(pt),
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strokeInnerBlur(pt),
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strokeInner(pt)
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{
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}
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};
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struct PointNormals
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{
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GlPoint normal1;
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GlPoint normal2;
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GlPoint normalF;
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};
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struct VertexData
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{
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GlPoint point;
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float opacity = 0.0f;
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};
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struct VertexDataArray
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{
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vector<VertexData> vertices;
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vector<uint32_t> indices;
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};
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struct GlPrimitive
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{
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vector<SmoothPoint> mAAPoints;
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VertexDataArray mFill;
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VertexDataArray mStroke;
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GlPoint mTopLeft;
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GlPoint mBottomRight;
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bool mIsClosed = false;
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};
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struct GlTransform
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{
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float x = 0.0f;
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float y = 0.0f;
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float angle = 0.0f;
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float scale = 1.0f;
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float w;
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float h;
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float matrix[16];
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};
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class GlGpuBuffer;
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class GlGeometry
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{
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public:
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uint32_t getPrimitiveCount();
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const GlSize getPrimitiveSize(const uint32_t primitiveIndex) const;
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bool decomposeOutline(const Shape& shape);
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bool generateAAPoints(TVG_UNUSED const Shape& shape, float strokeWd, RenderUpdateFlag flag);
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bool tesselate(TVG_UNUSED const Shape &shape, float viewWd, float viewHt, RenderUpdateFlag flag);
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void disableVertex(uint32_t location);
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void draw(const uint32_t location, const uint32_t primitiveIndex, RenderUpdateFlag flag);
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void updateTransform(const RenderTransform* transform, float w, float h);
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float* getTransforMatrix();
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private:
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GlPoint normalizePoint(const GlPoint &pt, float viewWd, float viewHt);
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void addGeometryPoint(VertexDataArray &geometry, const GlPoint &pt, float viewWd, float viewHt, float opacity);
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GlPoint getNormal(const GlPoint &p1, const GlPoint &p2);
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float dotProduct(const GlPoint &p1, const GlPoint &p2);
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GlPoint extendEdge(const GlPoint &pt, const GlPoint &normal, float scalar);
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void addPoint(GlPrimitive& primitve, const GlPoint &pt, GlPoint &min, GlPoint &max);
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void addTriangleFanIndices(uint32_t &curPt, vector<uint32_t> &indices);
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void addQuadIndices(uint32_t &curPt, vector<uint32_t> &indices);
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bool isBezierFlat(const GlPoint &p1, const GlPoint &c1, const GlPoint &c2, const GlPoint &p2);
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void decomposeCubicCurve(GlPrimitive& primitve, const GlPoint &pt1, const GlPoint &cpt1, const GlPoint &cpt2, const GlPoint &pt2, GlPoint &min, GlPoint &max);
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void updateBuffer(const uint32_t location, const VertexDataArray& vertexArray);
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unique_ptr<GlGpuBuffer> mGpuBuffer;
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vector<GlPrimitive> mPrimitives;
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GlTransform mTransform;
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};
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#endif /* _TVG_GL_GEOMETRY_H_ */
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