thorvg/src/renderer/gl_engine/tvgGlRenderPass.cpp
Hermet Park 3c884232fd gl_engine: rewrite the blending shader
Completely rewrite the GL backend shader to support advance blending and
correct the blending behavior.
Now the GL backend has the same blending result as SKIA and CanvasRenderingContext2D in browers did.

The formula is referenced from:
https://www.w3.org/TR/compositing-1/#porterduffcompositingoperators

issue: https://github.com/thorvg/thorvg/issues/2799
2025-05-12 13:27:14 +09:00

68 lines
2.1 KiB
C++

/*
* Copyright (c) 2023 - 2025 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.
*/
#include "tvgGlCommon.h"
#include "tvgGlRenderPass.h"
#include "tvgGlRenderTask.h"
GlRenderPass::GlRenderPass(GlRenderTarget* fbo, RenderRegion viewport): mFbo(fbo), mViewport(viewport), mTasks(), mDrawDepth(0) {}
GlRenderPass::GlRenderPass(GlRenderPass&& other): mFbo(other.mFbo), mViewport(other.mViewport), mTasks(), mDrawDepth(0)
{
mTasks.push(other.mTasks);
other.mTasks.clear();
mDrawDepth = other.mDrawDepth;
}
GlRenderPass::~GlRenderPass()
{
if (mTasks.empty()) return;
ARRAY_FOREACH(p, mTasks) delete(*p);
mTasks.clear();
}
void GlRenderPass::addRenderTask(GlRenderTask* task)
{
mTasks.push(task);
}
void GlRenderPass::getMatrix(float *dst, const Matrix &matrix) const
{
const auto& vp = getViewport();
Matrix postMatrix{};
tvg::identity(&postMatrix);
translate(&postMatrix, {(float)-vp.x, (float)-vp.y});
auto m = postMatrix * matrix;
float modelMatrix[16];
GET_MATRIX44(m, modelMatrix);
MVP_MATRIX(vp.w, vp.h);
MULTIPLY_MATRIX(mvp, modelMatrix, dst);
}