thorvg/src/renderer/gl_engine/tvgGlGeometry.h
Hermet Park 0e9bc74603 api: renamed FillRule::Winding to NonZero
aligned the name with the web standard.
2024-12-27 21:16:27 +09:00

115 lines
3.7 KiB
C++

/*
* Copyright (c) 2020 - 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.
*/
#ifndef _TVG_GL_GEOMETRY_H_
#define _TVG_GL_GEOMETRY_H_
#include <vector>
#include "tvgGlCommon.h"
#include "tvgMath.h"
#define MIN_GL_STROKE_WIDTH 1.0f
#define MVP_MATRIX(w, h) \
float mvp[4*4] = { \
2.f / w, 0.0, 0.0f, 0.0f, \
0.0, -2.f / h, 0.0f, 0.0f, \
0.0f, 0.0f, -1.f, 0.0f, \
-1.f, 1.f, 0.0f, 1.0f \
};
#define MULTIPLY_MATRIX(A, B, transform) \
for(auto i = 0; i < 4; ++i) \
{ \
for(auto j = 0; j < 4; ++j) \
{ \
float sum = 0.0; \
for (auto k = 0; k < 4; ++k) \
sum += A[k*4+i] * B[j*4+k]; \
transform[j*4+i] = sum; \
} \
}
/**
* mat3x3 mat4x4
*
* [ e11 e12 e13 ] [ e11 e12 0 e13 ]
* [ e21 e22 e23 ] => [ e21 e22 0 e23 ]
* [ e31 e32 e33 ] [ 0 0 1 0 ]
* [ e31 e32 0 e33 ]
*
*/
// All GPU use 4x4 matrix with column major order
#define GET_MATRIX44(mat3, mat4) \
do { \
mat4[0] = mat3.e11; \
mat4[1] = mat3.e21; \
mat4[2] = 0; \
mat4[3] = mat3.e31; \
mat4[4] = mat3.e12; \
mat4[5] = mat3.e22; \
mat4[6] = 0; \
mat4[7] = mat3.e32; \
mat4[8] = 0; \
mat4[9] = 0; \
mat4[10] = 1; \
mat4[11] = 0; \
mat4[12] = mat3.e13; \
mat4[13] = mat3.e23; \
mat4[14] = 0; \
mat4[15] = mat3.e33; \
} while (false)
class GlStageBuffer;
class GlRenderTask;
class GlGeometry
{
public:
GlGeometry() = default;
~GlGeometry();
bool tesselate(const RenderShape& rshape, RenderUpdateFlag flag);
bool tesselate(const RenderSurface* image, RenderUpdateFlag flag);
void disableVertex(uint32_t location);
bool draw(GlRenderTask* task, GlStageBuffer* gpuBuffer, RenderUpdateFlag flag);
void updateTransform(const Matrix& m);
void setViewport(const RenderRegion& viewport);
const RenderRegion& getViewport();
const Matrix& getTransformMatrix();
GlStencilMode getStencilMode(RenderUpdateFlag flag);
RenderRegion getBounds() const;
private:
RenderRegion viewport = {};
Array<float> fillVertex = {};
Array<float> strokeVertex = {};
Array<uint32_t> fillIndex = {};
Array<uint32_t> strokeIndex = {};
Matrix mMatrix = {};
FillRule mFillRule = FillRule::NonZero;
RenderRegion mBounds = {};
};
#endif /* _TVG_GL_GEOMETRY_H_ */