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we don't need to apply anti-aliasing if stroke is there. here turns off anti-alias if stroke width is more than 2. magic number 2 is experimentally confirmed. Change-Id: I09031dc2a0a84f31c5904651ed1e62004645ba9a
122 lines
3.8 KiB
C++
122 lines
3.8 KiB
C++
#include "testCommon.h"
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/************************************************************************/
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/* Drawing Commands */
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/************************************************************************/
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void tvgDrawCmds(tvg::Canvas* canvas)
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{
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//Prepare a Shape (Rectangle + Rectangle + Circle + Circle)
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auto shape1 = tvg::Shape::gen();
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shape1->appendRect(0, 0, 200, 200, 0); //x, y, w, h, cornerRadius
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shape1->appendRect(100, 100, 300, 300, 100); //x, y, w, h, cornerRadius
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shape1->appendCircle(400, 400, 100, 100); //cx, cy, radiusW, radiusH
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shape1->appendCircle(400, 500, 170, 100); //cx, cy, radiusW, radiusH
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shape1->fill(255, 255, 0, 255); //r, g, b, a
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canvas->push(move(shape1));
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}
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/************************************************************************/
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/* Sw Engine Test Code */
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/************************************************************************/
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static unique_ptr<tvg::SwCanvas> swCanvas;
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void tvgSwTest(uint32_t* buffer)
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{
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//Create a Canvas
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swCanvas = tvg::SwCanvas::gen();
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swCanvas->target(buffer, WIDTH, WIDTH, HEIGHT);
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/* Push the shape into the Canvas drawing list
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When this shape is into the canvas list, the shape could update & prepare
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internal data asynchronously for coming rendering.
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Canvas keeps this shape node unless user call canvas->clear() */
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tvgDrawCmds(swCanvas.get());
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}
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void drawSwView(void* data, Eo* obj)
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{
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if (swCanvas->draw() == tvg::Result::Success) {
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swCanvas->sync();
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}
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}
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/************************************************************************/
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/* GL Engine Test Code */
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/************************************************************************/
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static unique_ptr<tvg::GlCanvas> glCanvas;
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void initGLview(Evas_Object *obj)
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{
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static constexpr auto BPP = 4;
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//Create a Canvas
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glCanvas = tvg::GlCanvas::gen();
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glCanvas->target(nullptr, WIDTH * BPP, WIDTH, HEIGHT);
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/* Push the shape into the Canvas drawing list
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When this shape is into the canvas list, the shape could update & prepare
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internal data asynchronously for coming rendering.
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Canvas keeps this shape node unless user call canvas->clear() */
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tvgDrawCmds(glCanvas.get());
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}
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void drawGLview(Evas_Object *obj)
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{
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auto gl = elm_glview_gl_api_get(obj);
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int w, h;
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elm_glview_size_get(obj, &w, &h);
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gl->glViewport(0, 0, w, h);
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gl->glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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gl->glClear(GL_COLOR_BUFFER_BIT);
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gl->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
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gl->glEnable(GL_BLEND);
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if (glCanvas->draw() == tvg::Result::Success) {
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glCanvas->sync();
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}
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}
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/************************************************************************/
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/* Main Code */
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/************************************************************************/
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int main(int argc, char **argv)
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{
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tvg::CanvasEngine tvgEngine = tvg::CanvasEngine::Sw;
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if (argc > 1) {
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if (!strcmp(argv[1], "gl")) tvgEngine = tvg::CanvasEngine::Gl;
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}
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//Initialize ThorVG Engine
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if (tvgEngine == tvg::CanvasEngine::Sw) {
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cout << "tvg engine: software" << endl;
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} else {
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cout << "tvg engine: opengl" << endl;
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}
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//Initialize ThorVG Engine
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tvg::Initializer::init(tvgEngine);
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elm_init(argc, argv);
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if (tvgEngine == tvg::CanvasEngine::Sw) {
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createSwView();
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} else {
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createGlView();
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}
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elm_run();
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elm_shutdown();
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//Terminate ThorVG Engine
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tvg::Initializer::term(tvgEngine);
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}
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