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Implement some advance blending equation in GLEngine by using two RenderPass. * The first pass render the content into an off-screen framebuffer, also blit the screen content to an off-screen Texture. * The second pass renders the final blended color to the screen. Also use a stencil test to prevent non-drawn areas from participating in the color blending calculation. issue: https://github.com/thorvg/thorvg/issues/2435
88 lines
No EOL
2.7 KiB
C++
88 lines
No EOL
2.7 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_GL_RENDER_PASS_H_
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#define _TVG_GL_RENDER_PASS_H_
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#include <memory>
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#include <vector>
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#include "tvgGlCommon.h"
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#include "tvgGlRenderTask.h"
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#include "tvgGlRenderTarget.h"
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class GlProgram;
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class GlRenderPass
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{
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public:
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GlRenderPass(GlRenderTarget* fbo);
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GlRenderPass(GlRenderPass&& other);
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~GlRenderPass();
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bool isEmpty() const { return mFbo == nullptr; }
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void addRenderTask(GlRenderTask* task);
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GLuint getFboId() { return mFbo->getFboId(); }
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GLuint getTextureId() { return mFbo->getColorTexture(); }
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const RenderRegion& getViewport() const { return mFbo->getViewport(); }
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uint32_t getFboWidth() const { return mFbo->getWidth(); }
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uint32_t getFboHeight() const { return mFbo->getHeight(); }
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void getMatrix(float dst[16], const Matrix& matrix) const;
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template <class T>
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T* endRenderPass(GlProgram* program, GLuint targetFbo) {
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int32_t maxDepth = mDrawDepth + 1;
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for (uint32_t i = 0; i < mTasks.count; i++) {
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mTasks[i]->normalizeDrawDepth(maxDepth);
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}
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auto task = new T(program, targetFbo, mFbo, std::move(mTasks));
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const auto& vp = mFbo->getViewport();
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task->setRenderSize(static_cast<uint32_t>(vp.w), static_cast<uint32_t>(vp.h));
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return task;
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}
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int nextDrawDepth() { return ++mDrawDepth; }
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void setDrawDepth(int32_t depth) { mDrawDepth = depth; }
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GlRenderTarget* getFbo() { return mFbo; }
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private:
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GlRenderTarget* mFbo;
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Array<GlRenderTask*> mTasks = {};
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int32_t mDrawDepth = 0;
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};
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#endif // _TVG_GL_RENDER_PASS_H_
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