thorvg/src/renderer/tvgRender.cpp
Hermet Park 8a35f02105 renderer/engines: redesigned RenderRegion property layout
redefiend properties so that min/max are prioritized,
as they are accessed more frequently than pos/size
during rendering calculations.

also introduced miscellaneous functions to improve usability.
2025-05-28 11:41:52 +09:00

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12 KiB
C++

/*
* Copyright (c) 2020 - 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 "tvgMath.h"
#include "tvgRender.h"
/************************************************************************/
/* RenderMethod Class Implementation */
/************************************************************************/
uint32_t RenderMethod::ref()
{
ScopedLock lock(key);
return (++refCnt);
}
uint32_t RenderMethod::unref()
{
ScopedLock lock(key);
return (--refCnt);
}
/************************************************************************/
/* RenderPath Class Implementation */
/************************************************************************/
bool RenderPath::bounds(Matrix* m, float* x, float* y, float* w, float* h)
{
//unexpected
if (cmds.empty() || cmds.first() == PathCommand::CubicTo) return false;
auto min = Point{FLT_MAX, FLT_MAX};
auto max = Point{-FLT_MAX, -FLT_MAX};
auto pt = pts.begin();
auto cmd = cmds.begin();
auto assign = [&](const Point& pt, Point& min, Point& max) -> void {
if (pt.x < min.x) min.x = pt.x;
if (pt.y < min.y) min.y = pt.y;
if (pt.x > max.x) max.x = pt.x;
if (pt.y > max.y) max.y = pt.y;
};
while (cmd < cmds.end()) {
switch (*cmd) {
case PathCommand::MoveTo: {
//skip the invalid assignments
if (cmd + 1 < cmds.end()) {
auto next = *(cmd + 1);
if (next == PathCommand::LineTo || next == PathCommand::CubicTo) {
assign(*pt * m, min, max);
}
}
++pt;
break;
}
case PathCommand::LineTo: {
assign(*pt * m, min, max);
++pt;
break;
}
case PathCommand::CubicTo: {
Bezier bz = {pt[-1] * m, pt[0] * m, pt[1] * m, pt[2] * m};
bz.bounds(min, max);
pt += 3;
break;
}
default: break;
}
++cmd;
}
if (x) *x = min.x;
if (y) *y = min.y;
if (w) *w = max.x - min.x;
if (h) *h = max.y - min.y;
return true;
}
/************************************************************************/
/* RenderRegion Class Implementation */
/************************************************************************/
void RenderRegion::intersect(const RenderRegion& rhs)
{
if (min.x < rhs.min.x) min.x = rhs.min.x;
if (min.y < rhs.min.y) min.y = rhs.min.y;
if (max.x > rhs.max.x) max.x = rhs.max.x;
if (max.y > rhs.max.y) max.y = rhs.max.y;
// Not intersected: collapse to zero-area region
if (max.x < min.x) max.x = min.x;
if (max.y < min.y) max.y = min.y;
}
/************************************************************************/
/* RenderTrimPath Class Implementation */
/************************************************************************/
#define EPSILON 1e-4f
static void _trimAt(const PathCommand* cmds, const Point* pts, Point& moveTo, float at1, float at2, bool start, RenderPath& out)
{
switch (*cmds) {
case PathCommand::LineTo: {
Line tmp, left, right;
Line{*(pts - 1), *pts}.split(at1, left, tmp);
tmp.split(at2, left, right);
if (start) {
out.pts.push(left.pt1);
moveTo = left.pt1;
out.cmds.push(PathCommand::MoveTo);
}
out.pts.push(left.pt2);
out.cmds.push(PathCommand::LineTo);
break;
}
case PathCommand::CubicTo: {
Bezier tmp, left, right;
Bezier{*(pts - 1), *pts, *(pts + 1), *(pts + 2)}.split(at1, left, tmp);
tmp.split(at2, left, right);
if (start) {
moveTo = left.start;
out.pts.push(left.start);
out.cmds.push(PathCommand::MoveTo);
}
out.pts.push(left.ctrl1);
out.pts.push(left.ctrl2);
out.pts.push(left.end);
out.cmds.push(PathCommand::CubicTo);
break;
}
case PathCommand::Close: {
Line tmp, left, right;
Line{*(pts - 1), moveTo}.split(at1, left, tmp);
tmp.split(at2, left, right);
if (start) {
moveTo = left.pt1;
out.pts.push(left.pt1);
out.cmds.push(PathCommand::MoveTo);
}
out.pts.push(left.pt2);
out.cmds.push(PathCommand::LineTo);
break;
}
default: break;
}
}
static void _add(const PathCommand* cmds, const Point* pts, const Point& moveTo, bool& start, RenderPath& out)
{
switch (*cmds) {
case PathCommand::MoveTo: {
out.cmds.push(PathCommand::MoveTo);
out.pts.push(*pts);
start = false;
break;
}
case PathCommand::LineTo: {
if (start) {
out.cmds.push(PathCommand::MoveTo);
out.pts.push(*(pts - 1));
}
out.cmds.push(PathCommand::LineTo);
out.pts.push(*pts);
start = false;
break;
}
case PathCommand::CubicTo: {
if (start) {
out.cmds.push(PathCommand::MoveTo);
out.pts.push(*(pts - 1));
}
out.cmds.push(PathCommand::CubicTo);
out.pts.push(*pts);
out.pts.push(*(pts + 1));
out.pts.push(*(pts + 2));
start = false;
break;
}
case PathCommand::Close: {
if (start) {
out.cmds.push(PathCommand::MoveTo);
out.pts.push(*(pts - 1));
}
out.cmds.push(PathCommand::LineTo);
out.pts.push(moveTo);
start = true;
break;
}
}
}
static void _trimPath(const PathCommand* inCmds, uint32_t inCmdsCnt, const Point* inPts, TVG_UNUSED uint32_t inPtsCnt, float trimStart, float trimEnd, RenderPath& out, bool connect = false)
{
auto cmds = const_cast<PathCommand*>(inCmds);
auto pts = const_cast<Point*>(inPts);
auto moveToTrimmed = *pts;
auto moveTo = *pts;
auto len = 0.0f;
auto _length = [&]() -> float {
switch (*cmds) {
case PathCommand::MoveTo: return 0.0f;
case PathCommand::LineTo: return tvg::length(pts - 1, pts);
case PathCommand::CubicTo: return Bezier{*(pts - 1), *pts, *(pts + 1), *(pts + 2)}.length();
case PathCommand::Close: return tvg::length(pts - 1, &moveTo);
}
return 0.0f;
};
auto _shift = [&]() -> void {
switch (*cmds) {
case PathCommand::MoveTo:
moveTo = *pts;
moveToTrimmed = *pts;
++pts;
break;
case PathCommand::LineTo:
++pts;
break;
case PathCommand::CubicTo:
pts += 3;
break;
case PathCommand::Close:
break;
}
++cmds;
};
auto start = !connect;
for (uint32_t i = 0; i < inCmdsCnt; ++i) {
auto dLen = _length();
//very short segments are skipped since due to the finite precision of Bezier curve subdivision and length calculation (1e-2),
//trimming may produce very short segments that would effectively have zero length with higher computational accuracy.
if (len <= trimStart) {
//cut the segment at the beginning and at the end
if (len + dLen > trimEnd) {
_trimAt(cmds, pts, moveToTrimmed, trimStart - len, trimEnd - trimStart, start, out);
start = false;
//cut the segment at the beginning
} else if (len + dLen > trimStart + EPSILON) {
_trimAt(cmds, pts, moveToTrimmed, trimStart - len, len + dLen - trimStart, start, out);
start = false;
}
} else if (len <= trimEnd - EPSILON) {
//cut the segment at the end
if (len + dLen > trimEnd) {
_trimAt(cmds, pts, moveTo, 0.0f, trimEnd - len, start, out);
start = true;
//add the whole segment
} else if (len + dLen > trimStart + EPSILON) _add(cmds, pts, moveTo, start, out);
}
len += dLen;
_shift();
}
}
static void _trim(const PathCommand* inCmds, uint32_t inCmdsCnt, const Point* inPts, uint32_t inPtsCnt, float begin, float end, bool connect, RenderPath& out)
{
auto totalLength = tvg::length(inCmds, inCmdsCnt, inPts, inPtsCnt);
auto trimStart = begin * totalLength;
auto trimEnd = end * totalLength;
if (begin >= end) {
_trimPath(inCmds, inCmdsCnt, inPts, inPtsCnt, trimStart, totalLength, out);
_trimPath(inCmds, inCmdsCnt, inPts, inPtsCnt, 0.0f, trimEnd, out, connect);
} else {
_trimPath(inCmds, inCmdsCnt, inPts, inPtsCnt, trimStart, trimEnd, out);
}
}
static void _get(float& begin, float& end)
{
auto loop = true;
if (begin > 1.0f && end > 1.0f) loop = false;
if (begin < 0.0f && end < 0.0f) loop = false;
if (begin >= 0.0f && begin <= 1.0f && end >= 0.0f && end <= 1.0f) loop = false;
if (begin > 1.0f) begin -= 1.0f;
if (begin < 0.0f) begin += 1.0f;
if (end > 1.0f) end -= 1.0f;
if (end < 0.0f) end += 1.0f;
if ((loop && begin < end) || (!loop && begin > end)) std::swap(begin, end);
}
bool RenderTrimPath::trim(const RenderPath& in, RenderPath& out) const
{
if (in.pts.count < 2 || tvg::zero(begin - end)) return false;
float begin = this->begin, end = this->end;
_get(begin, end);
out.cmds.reserve(in.cmds.count * 2);
out.pts.reserve(in.pts.count * 2);
auto pts = in.pts.data;
auto cmds = in.cmds.data;
if (simultaneous) {
auto startCmds = cmds;
auto startPts = pts;
uint32_t i = 0;
while (i < in.cmds.count) {
switch (in.cmds[i]) {
case PathCommand::MoveTo: {
if (startCmds != cmds) _trim(startCmds, cmds - startCmds, startPts, pts - startPts, begin, end, *(cmds - 1) == PathCommand::Close, out);
startPts = pts;
startCmds = cmds;
++pts;
++cmds;
break;
}
case PathCommand::LineTo: {
++pts;
++cmds;
break;
}
case PathCommand::CubicTo: {
pts += 3;
++cmds;
break;
}
case PathCommand::Close: {
++cmds;
if (startCmds != cmds) _trim(startCmds, cmds - startCmds, startPts, pts - startPts, begin, end, *(cmds - 1) == PathCommand::Close, out);
startPts = pts;
startCmds = cmds;
break;
}
}
i++;
}
if (startCmds != cmds) _trim(startCmds, cmds - startCmds, startPts, pts - startPts, begin, end, *(cmds - 1) == PathCommand::Close, out);
} else {
_trim(in.cmds.data, in.cmds.count, in.pts.data, in.pts.count, begin, end, false, out);
}
return out.pts.count >= 2;
}