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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
75 lines
No EOL
2.5 KiB
C++
75 lines
No EOL
2.5 KiB
C++
/*
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* Copyright (c) 2023 - 2025 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_RENDER_TARGET_H_
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#define _TVG_GL_RENDER_RENDER_TARGET_H_
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#include "tvgGlCommon.h"
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class GlRenderTarget
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{
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public:
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GlRenderTarget() = default;
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GlRenderTarget(uint32_t width, uint32_t height);
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~GlRenderTarget();
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void init(GLint resolveId);
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GLuint getFboId() { return mFbo; }
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GLuint getResolveFboId() { return mResolveFbo; }
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GLuint getColorTexture() { return mColorTex; }
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uint32_t getWidth() const { return mWidth; }
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uint32_t getHeight() const { return mHeight; }
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void setViewport(const RenderRegion& vp) { mViewport = vp; }
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const RenderRegion& getViewport() const { return mViewport; }
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bool invalid() const { return mFbo == GL_INVALID_VALUE; }
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bool isInUse() const { return mInUse; }
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void setInUse(bool inUse) { mInUse = inUse; }
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private:
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uint32_t mWidth;
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uint32_t mHeight;
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RenderRegion mViewport{};
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GLuint mFbo = GL_INVALID_VALUE;
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GLuint mColorBuffer = 0;
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GLuint mDepthStencilBuffer = 0;
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GLuint mResolveFbo = 0;
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GLuint mColorTex = 0;
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bool mInUse = false;
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};
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class GlRenderTargetPool {
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public:
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GlRenderTargetPool(uint32_t maxWidth, uint32_t maxHeight);
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~GlRenderTargetPool();
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GlRenderTarget* getRenderTarget(const RenderRegion& vp, GLuint resolveId = 0);
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private:
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uint32_t mMaxWidth = 0;
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uint32_t mMaxHeight = 0;
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Array<GlRenderTarget*> mPool;
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};
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#endif //_TVG_GL_RENDER_RENDER_TARGET_H_
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