mirror of
https://github.com/thorvg/thorvg.git
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602 lines
22 KiB
C++
Executable file
602 lines
22 KiB
C++
Executable file
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/*
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* Copyright (c) 2023 - 2024 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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#include <algorithm>
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#include "tvgMath.h"
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#include "tvgWgRenderData.h"
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#include "tvgWgShaderTypes.h"
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//***********************************************************************
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// WgMeshData
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//***********************************************************************
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void WgMeshData::draw(WgContext& context, WGPURenderPassEncoder renderPassEncoder)
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{
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wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 0, bufferPosition, 0, vertexCount * sizeof(float) * 2);
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wgpuRenderPassEncoderSetIndexBuffer(renderPassEncoder, bufferIndex, WGPUIndexFormat_Uint32, 0, indexCount * sizeof(uint32_t));
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wgpuRenderPassEncoderDrawIndexed(renderPassEncoder, indexCount, 1, 0, 0, 0);
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}
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void WgMeshData::drawFan(WgContext& context, WGPURenderPassEncoder renderPassEncoder)
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{
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wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 0, bufferPosition, 0, vertexCount * sizeof(float) * 2);
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wgpuRenderPassEncoderSetIndexBuffer(renderPassEncoder, context.bufferIndexFan, WGPUIndexFormat_Uint32, 0, indexCount * sizeof(uint32_t));
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wgpuRenderPassEncoderDrawIndexed(renderPassEncoder, indexCount, 1, 0, 0, 0);
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}
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void WgMeshData::drawImage(WgContext& context, WGPURenderPassEncoder renderPassEncoder)
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{
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wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 0, bufferPosition, 0, vertexCount * sizeof(float) * 2);
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wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 1, bufferTexCoord, 0, vertexCount * sizeof(float) * 2);
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wgpuRenderPassEncoderSetIndexBuffer(renderPassEncoder, bufferIndex, WGPUIndexFormat_Uint32, 0, indexCount * sizeof(uint32_t));
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wgpuRenderPassEncoderDrawIndexed(renderPassEncoder, indexCount, 1, 0, 0, 0);
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};
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void WgMeshData::update(WgContext& context, const WgVertexBuffer& vertexBuffer)
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{
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assert(vertexBuffer.vcount > 2);
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vertexCount = vertexBuffer.vcount;
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indexCount = (vertexBuffer.vcount - 2) * 3;
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// buffer position data create and write
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context.allocateBufferVertex(bufferPosition, (float *)&vertexBuffer.vbuff, vertexCount * sizeof(float) * 2);
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// buffer index data create and write
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context.allocateBufferIndexFan(vertexCount);
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}
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void WgMeshData::update(WgContext& context, const WgVertexBufferInd& vertexBufferInd)
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{
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assert(vertexBufferInd.vcount > 2);
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vertexCount = vertexBufferInd.vcount;
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indexCount = vertexBufferInd.icount;
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// buffer position data create and write
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if (vertexCount > 0)
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context.allocateBufferVertex(bufferPosition, (float *)&vertexBufferInd.vbuff, vertexCount * sizeof(float) * 2);
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// buffer tex coords data create and write
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if (vertexCount > 0)
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context.allocateBufferVertex(bufferTexCoord, (float *)&vertexBufferInd.tbuff, vertexCount * sizeof(float) * 2);
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// buffer index data create and write
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if (indexCount > 0)
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context.allocateBufferIndex(bufferIndex, vertexBufferInd.ibuff, indexCount * sizeof(uint32_t));
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};
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void WgMeshData::bbox(WgContext& context, const Point pmin, const Point pmax)
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{
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vertexCount = 4;
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indexCount = 6;
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const float data[] = {
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pmin.x, pmin.y, pmax.x, pmin.y,
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pmax.x, pmax.y, pmin.x, pmax.y
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};
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context.allocateBufferVertex(bufferPosition, data, sizeof(data));
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context.allocateBufferIndexFan(vertexCount);
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}
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void WgMeshData::imageBox(WgContext& context, float w, float h)
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{
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vertexCount = 4;
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indexCount = 6;
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const float vdata[] = { 0.0f, 0.0f, w, 0.0f, w, h, 0.0f, h };
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const float tdata[] = { 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f };
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const uint32_t idata[] = { 0, 1, 2, 0, 2, 3 };
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context.allocateBufferVertex(bufferPosition, vdata, sizeof(vdata));
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context.allocateBufferVertex(bufferTexCoord, tdata, sizeof(tdata));
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context.allocateBufferIndex(bufferIndex, idata, sizeof(idata));
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}
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void WgMeshData::blitBox(WgContext& context)
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{
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vertexCount = 4;
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indexCount = 6;
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const float vdata[] = { -1.0f, +1.0f, +1.0f, +1.0f, +1.0f, -1.0f, -1.0f, -1.0f };
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const float tdata[] = { +0.0f, +0.0f, +1.0f, +0.0f, +1.0f, +1.0f, +0.0f, +1.0f };
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const uint32_t idata[] = { 0, 1, 2, 0, 2, 3 };
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context.allocateBufferVertex(bufferPosition, vdata, sizeof(vdata));
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context.allocateBufferVertex(bufferTexCoord, tdata, sizeof(tdata));
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context.allocateBufferIndex(bufferIndex, idata, sizeof(idata));
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}
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void WgMeshData::release(WgContext& context)
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{
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context.releaseBuffer(bufferIndex);
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context.releaseBuffer(bufferTexCoord);
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context.releaseBuffer(bufferPosition);
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};
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//***********************************************************************
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// WgMeshDataPool
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//***********************************************************************
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WgMeshData* WgMeshDataPool::allocate(WgContext& context)
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{
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WgMeshData* meshData{};
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if (mPool.count > 0) {
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meshData = mPool.last();
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mPool.pop();
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} else {
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meshData = new WgMeshData();
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mList.push(meshData);
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}
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return meshData;
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}
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void WgMeshDataPool::free(WgContext& context, WgMeshData* meshData)
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{
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mPool.push(meshData);
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}
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void WgMeshDataPool::release(WgContext& context)
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{
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for (uint32_t i = 0; i < mList.count; i++) {
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mList[i]->release(context);
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delete mList[i];
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}
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mPool.clear();
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mList.clear();
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}
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WgMeshDataPool gMeshDataPoolInstance;
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WgMeshDataPool* WgMeshDataPool::gMeshDataPool = &gMeshDataPoolInstance;
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//***********************************************************************
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// WgMeshDataGroup
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//***********************************************************************
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void WgMeshDataGroup::append(WgContext& context, const WgVertexBuffer& vertexBuffer)
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{
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assert(vertexBuffer.vcount >= 3);
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meshes.push(WgMeshDataPool::gMeshDataPool->allocate(context));
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meshes.last()->update(context, vertexBuffer);
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}
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void WgMeshDataGroup::append(WgContext& context, const WgVertexBufferInd& vertexBufferInd)
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{
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assert(vertexBufferInd.vcount >= 3);
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meshes.push(WgMeshDataPool::gMeshDataPool->allocate(context));
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meshes.last()->update(context, vertexBufferInd);
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}
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void WgMeshDataGroup::append(WgContext& context, const Point pmin, const Point pmax)
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{
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meshes.push(WgMeshDataPool::gMeshDataPool->allocate(context));
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meshes.last()->bbox(context, pmin, pmax);
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}
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void WgMeshDataGroup::release(WgContext& context)
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{
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for (uint32_t i = 0; i < meshes.count; i++)
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WgMeshDataPool::gMeshDataPool->free(context, meshes[i]);
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meshes.clear();
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};
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//***********************************************************************
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// WgImageData
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//***********************************************************************
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void WgImageData::update(WgContext& context, const RenderSurface* surface)
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{
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// get appropriate texture format from color space
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WGPUTextureFormat texFormat = WGPUTextureFormat_BGRA8Unorm;
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if (surface->cs == ColorSpace::ABGR8888S)
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texFormat = WGPUTextureFormat_RGBA8Unorm;
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if (surface->cs == ColorSpace::Grayscale8)
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texFormat = WGPUTextureFormat_R8Unorm;
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// allocate new texture handle
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bool texHandleChanged = context.allocateTexture(texture, surface->w, surface->h, texFormat, surface->data);
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// update texture view of texture handle was changed
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if (texHandleChanged) {
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context.releaseTextureView(textureView);
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textureView = context.createTextureView(texture);
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}
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};
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void WgImageData::release(WgContext& context)
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{
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context.releaseTextureView(textureView);
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context.releaseTexture(texture);
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};
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//***********************************************************************
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// WgRenderSettings
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//***********************************************************************
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void WgRenderSettings::update(WgContext& context, const Fill* fill, const RenderColor& c, const RenderUpdateFlag flags)
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{
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// setup fill properties
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if ((flags & (RenderUpdateFlag::Gradient)) && fill) {
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rasterType = WgRenderRasterType::Gradient;
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// get gradient transfrom matrix
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Matrix invFillTransform;
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WgShaderTypeMat4x4f gradientTrans; // identity by default
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if (inverse(&fill->transform(), &invFillTransform))
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gradientTrans.update(invFillTransform);
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// get gradient rasterisation settings
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WgShaderTypeGradient gradient;
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if (fill->type() == Type::LinearGradient) {
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gradient.update((LinearGradient*)fill);
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fillType = WgRenderSettingsType::Linear;
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} else if (fill->type() == Type::RadialGradient) {
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gradient.update((RadialGradient*)fill);
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fillType = WgRenderSettingsType::Radial;
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}
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// update gpu assets
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bool bufferGradientSettingsChanged = context.allocateBufferUniform(bufferGroupGradient, &gradient.settings, sizeof(gradient.settings));
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bool bufferGradientTransformChanged = context.allocateBufferUniform(bufferGroupTransfromGrad, &gradientTrans.mat, sizeof(gradientTrans.mat));
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bool textureGradientChanged = context.allocateTexture(texGradient, WG_TEXTURE_GRADIENT_SIZE, 1, WGPUTextureFormat_RGBA8Unorm, gradient.texData);
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if (bufferGradientSettingsChanged || textureGradientChanged || bufferGradientTransformChanged) {
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// update texture view
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context.releaseTextureView(texViewGradient);
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texViewGradient = context.createTextureView(texGradient);
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// get sampler by spread type
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WGPUSampler sampler = context.samplerLinearClamp;
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if (fill->spread() == FillSpread::Reflect) sampler = context.samplerLinearMirror;
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if (fill->spread() == FillSpread::Repeat) sampler = context.samplerLinearRepeat;
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// update bind group
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context.layouts.releaseBindGroup(bindGroupGradient);
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bindGroupGradient = context.layouts.createBindGroupTexSampledBuff2Un(
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sampler, texViewGradient, bufferGroupGradient, bufferGroupTransfromGrad);
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}
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skip = false;
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} else if ((flags & RenderUpdateFlag::Color) && !fill) {
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rasterType = WgRenderRasterType::Solid;
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WgShaderTypeVec4f solidColor(c);
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if (context.allocateBufferUniform(bufferGroupSolid, &solidColor, sizeof(solidColor))) {
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context.layouts.releaseBindGroup(bindGroupSolid);
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bindGroupSolid = context.layouts.createBindGroupBuffer1Un(bufferGroupSolid);
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}
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fillType = WgRenderSettingsType::Solid;
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skip = (c.a == 0);
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}
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};
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void WgRenderSettings::release(WgContext& context)
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{
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context.layouts.releaseBindGroup(bindGroupSolid);
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context.layouts.releaseBindGroup(bindGroupGradient);
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context.releaseBuffer(bufferGroupSolid);
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context.releaseBuffer(bufferGroupGradient);
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context.releaseBuffer(bufferGroupTransfromGrad);
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context.releaseTexture(texGradient);
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context.releaseTextureView(texViewGradient);
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};
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//***********************************************************************
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// WgRenderDataPaint
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//***********************************************************************
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void WgRenderDataPaint::release(WgContext& context)
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{
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context.layouts.releaseBindGroup(bindGroupPaint);
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context.releaseBuffer(bufferModelMat);
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context.releaseBuffer(bufferBlendSettings);
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clips.clear();
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};
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void WgRenderDataPaint::update(WgContext& context, const tvg::Matrix& transform, tvg::ColorSpace cs, uint8_t opacity)
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{
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WgShaderTypeMat4x4f modelMat(transform);
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WgShaderTypeVec4f blendSettings(cs, opacity);
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bool bufferModelMatChanged = context.allocateBufferUniform(bufferModelMat, &modelMat, sizeof(modelMat));
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bool bufferBlendSettingsChanged = context.allocateBufferUniform(bufferBlendSettings, &blendSettings, sizeof(blendSettings));
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if (bufferModelMatChanged || bufferBlendSettingsChanged) {
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context.layouts.releaseBindGroup(bindGroupPaint);
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bindGroupPaint = context.layouts.createBindGroupBuffer2Un(bufferModelMat, bufferBlendSettings);
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}
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}
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void WgRenderDataPaint::updateClips(tvg::Array<tvg::RenderData> &clips) {
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this->clips.clear();
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for (uint32_t i = 0; i < clips.count; i++)
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if (clips[i])
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this->clips.push((WgRenderDataPaint*)clips[i]);
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}
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//***********************************************************************
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// WgRenderDataShape
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//***********************************************************************
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void WgRenderDataShape::appendShape(WgContext context, const WgVertexBuffer& vertexBuffer)
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{
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if (vertexBuffer.vcount < 3) return;
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Point pmin{}, pmax{};
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vertexBuffer.getMinMax(pmin, pmax);
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meshGroupShapes.append(context, vertexBuffer);
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meshGroupShapesBBox.append(context, pmin, pmax);
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updateBBox(pmin, pmax);
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}
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void WgRenderDataShape::appendStroke(WgContext context, const WgVertexBufferInd& vertexBufferInd)
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{
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if (vertexBufferInd.vcount < 3) return;
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Point pmin{}, pmax{};
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vertexBufferInd.getMinMax(pmin, pmax);
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meshGroupStrokes.append(context, vertexBufferInd);
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meshGroupStrokesBBox.append(context, pmin, pmax);
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updateBBox(pmin, pmax);
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}
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void WgRenderDataShape::updateBBox(Point pmin, Point pmax)
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{
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pMin.x = std::min(pMin.x, pmin.x);
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pMin.y = std::min(pMin.y, pmin.y);
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pMax.x = std::max(pMax.x, pmax.x);
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pMax.y = std::max(pMax.y, pmax.y);
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}
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void WgRenderDataShape::updateAABB(const Matrix& tr) {
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Point p0 = Point{pMin.x, pMin.y} * tr;
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Point p1 = Point{pMax.x, pMin.y} * tr;
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Point p2 = Point{pMin.x, pMax.y} * tr;
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Point p3 = Point{pMax.x, pMax.y} * tr;
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aabb.x = std::min({p0.x, p1.x, p2.x, p3.x});
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aabb.y = std::min({p0.y, p1.y, p2.y, p3.y});
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aabb.w = std::max({p0.x, p1.x, p2.x, p3.x}) - aabb.x;
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aabb.h = std::max({p0.y, p1.y, p2.y, p3.y}) - aabb.y;
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}
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void WgRenderDataShape::updateMeshes(WgContext &context, const RenderShape &rshape, const Matrix& tr)
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{
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releaseMeshes(context);
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strokeFirst = rshape.stroke ? rshape.stroke->strokeFirst : false;
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// get object scale
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float scale = std::max(std::min(length(Point{tr.e11 + tr.e12,tr.e21 + tr.e22}), 8.0f), 1.0f);
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// path decoded vertex buffer
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WgVertexBuffer pbuff;
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pbuff.reset(scale);
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// append shape without strokes
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if (!rshape.stroke) {
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pbuff.decodePath(rshape, false, [&](const WgVertexBuffer& path_buff) {
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appendShape(context, path_buff);
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});
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// append shape with strokes
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} else {
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float tbeg{}, tend{};
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if (!rshape.stroke->strokeTrim(tbeg, tend)) { tbeg = 0.0f; tend = 1.0f; }
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bool loop = tbeg > tend;
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if (tbeg == tend) {
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pbuff.decodePath(rshape, false, [&](const WgVertexBuffer& path_buff) {
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appendShape(context, path_buff);
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});
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} else if (rshape.stroke->trim.simultaneous) {
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pbuff.decodePath(rshape, true, [&](const WgVertexBuffer& path_buff) {
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appendShape(context, path_buff);
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if (loop) {
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proceedStrokes(context, rshape.stroke, tbeg, 1.0f, path_buff);
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proceedStrokes(context, rshape.stroke, 0.0f, tend, path_buff);
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} else {
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proceedStrokes(context, rshape.stroke, tbeg, tend, path_buff);
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}
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});
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} else {
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float totalLen = 0.0f;
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pbuff.decodePath(rshape, true, [&](const WgVertexBuffer& path_buff) {
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appendShape(context, path_buff);
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totalLen += path_buff.total();
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});
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float len_beg = totalLen * tbeg; // trim length begin
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float len_end = totalLen * tend; // trim length end
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float len_acc = 0.0; // accumulated length
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// append strokes
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pbuff.decodePath(rshape, true, [&](const WgVertexBuffer& path_buff) {
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float len_path = path_buff.total(); // current path length
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if (loop) {
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if (len_acc + len_path >= len_beg) {
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auto tbeg = len_acc <= len_beg ? (len_beg - len_acc) / len_path : 0.0f;
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proceedStrokes(context, rshape.stroke, tbeg, 1.0f, path_buff);
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}
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if (len_acc < len_end) {
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auto tend = len_acc + len_path >= len_end ? (len_end - len_acc) / len_path : 1.0f;
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proceedStrokes(context, rshape.stroke, 0.0f, tend, path_buff);
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}
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} else {
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if (len_acc + len_path >= len_beg && len_acc <= len_end) {
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auto tbeg = len_acc <= len_beg ? (len_beg - len_acc) / len_path : 0.0f;
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auto tend = len_acc + len_path >= len_end ? (len_end - len_acc) / len_path : 1.0f;
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proceedStrokes(context, rshape.stroke, tbeg, tend, path_buff);
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}
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}
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len_acc += len_path;
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});
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}
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}
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// update shapes bbox (with empty path handling)
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if ((this->meshGroupShapesBBox.meshes.count > 0 ) ||
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(this->meshGroupStrokesBBox.meshes.count > 0)) {
|
|
updateAABB(tr);
|
|
meshDataBBox.bbox(context, pMin, pMax);
|
|
} else aabb = {0, 0, 0, 0};
|
|
}
|
|
|
|
|
|
void WgRenderDataShape::proceedStrokes(WgContext context, const RenderStroke* rstroke, float tbeg, float tend, const WgVertexBuffer& buff)
|
|
{
|
|
assert(rstroke);
|
|
static WgVertexBufferInd strokesGenerator;
|
|
strokesGenerator.reset(buff.tscale);
|
|
// trim -> dash -> stroke
|
|
if ((tbeg != 0.0f) || (tend != 1.0f)) {
|
|
if (tbeg == tend) return;
|
|
WgVertexBuffer trimed_buff;
|
|
trimed_buff.reset(buff.tscale);
|
|
trimed_buff.trim(buff, tbeg, tend);
|
|
trimed_buff.updateDistances();
|
|
// trim ->dash -> stroke
|
|
if (rstroke->dashPattern) strokesGenerator.appendStrokesDashed(trimed_buff, rstroke);
|
|
// trim -> stroke
|
|
else strokesGenerator.appendStrokes(trimed_buff, rstroke);
|
|
} else
|
|
// dash -> stroke
|
|
if (rstroke->dashPattern) {
|
|
strokesGenerator.appendStrokesDashed(buff, rstroke);
|
|
// stroke
|
|
} else
|
|
strokesGenerator.appendStrokes(buff, rstroke);
|
|
appendStroke(context, strokesGenerator);
|
|
}
|
|
|
|
|
|
void WgRenderDataShape::releaseMeshes(WgContext &context)
|
|
{
|
|
meshGroupStrokesBBox.release(context);
|
|
meshGroupStrokes.release(context);
|
|
meshGroupShapesBBox.release(context);
|
|
meshGroupShapes.release(context);
|
|
pMin = {FLT_MAX, FLT_MAX};
|
|
pMax = {0.0f, 0.0f};
|
|
aabb = {0, 0, 0, 0};
|
|
clips.clear();
|
|
}
|
|
|
|
|
|
void WgRenderDataShape::release(WgContext& context)
|
|
{
|
|
releaseMeshes(context);
|
|
meshDataBBox.release(context);
|
|
renderSettingsStroke.release(context);
|
|
renderSettingsShape.release(context);
|
|
WgRenderDataPaint::release(context);
|
|
};
|
|
|
|
//***********************************************************************
|
|
// WgRenderDataShapePool
|
|
//***********************************************************************
|
|
|
|
WgRenderDataShape* WgRenderDataShapePool::allocate(WgContext& context)
|
|
{
|
|
WgRenderDataShape* renderData{};
|
|
if (mPool.count > 0) {
|
|
renderData = mPool.last();
|
|
mPool.pop();
|
|
} else {
|
|
renderData = new WgRenderDataShape();
|
|
mList.push(renderData);
|
|
}
|
|
return renderData;
|
|
}
|
|
|
|
|
|
void WgRenderDataShapePool::free(WgContext& context, WgRenderDataShape* renderData)
|
|
{
|
|
renderData->meshGroupShapes.release(context);
|
|
renderData->meshGroupShapesBBox.release(context);
|
|
renderData->meshGroupStrokes.release(context);
|
|
renderData->meshGroupStrokesBBox.release(context);
|
|
renderData->clips.clear();
|
|
mPool.push(renderData);
|
|
}
|
|
|
|
|
|
void WgRenderDataShapePool::release(WgContext& context)
|
|
{
|
|
for (uint32_t i = 0; i < mList.count; i++) {
|
|
mList[i]->release(context);
|
|
delete mList[i];
|
|
}
|
|
mPool.clear();
|
|
mList.clear();
|
|
}
|
|
|
|
//***********************************************************************
|
|
// WgRenderDataPicture
|
|
//***********************************************************************
|
|
|
|
void WgRenderDataPicture::updateSurface(WgContext& context, const RenderSurface* surface)
|
|
{
|
|
// upoate mesh data
|
|
meshData.imageBox(context, surface->w, surface->h);
|
|
// update texture data
|
|
imageData.update(context, surface);
|
|
// update texture bind group
|
|
context.layouts.releaseBindGroup(bindGroupPicture);
|
|
bindGroupPicture = context.layouts.createBindGroupTexSampled(
|
|
context.samplerLinearRepeat, imageData.textureView
|
|
);
|
|
}
|
|
|
|
|
|
void WgRenderDataPicture::release(WgContext& context)
|
|
{
|
|
context.layouts.releaseBindGroup(bindGroupPicture);
|
|
imageData.release(context);
|
|
meshData.release(context);
|
|
WgRenderDataPaint::release(context);
|
|
}
|
|
|
|
//***********************************************************************
|
|
// WgRenderDataPicturePool
|
|
//***********************************************************************
|
|
|
|
WgRenderDataPicture* WgRenderDataPicturePool::allocate(WgContext& context)
|
|
{
|
|
WgRenderDataPicture* renderData{};
|
|
if (mPool.count > 0) {
|
|
renderData = mPool.last();
|
|
mPool.pop();
|
|
} else {
|
|
renderData = new WgRenderDataPicture();
|
|
mList.push(renderData);
|
|
}
|
|
return renderData;
|
|
}
|
|
|
|
|
|
void WgRenderDataPicturePool::free(WgContext& context, WgRenderDataPicture* renderData)
|
|
{
|
|
renderData->clips.clear();
|
|
mPool.push(renderData);
|
|
}
|
|
|
|
|
|
void WgRenderDataPicturePool::release(WgContext& context)
|
|
{
|
|
for (uint32_t i = 0; i < mList.count; i++) {
|
|
mList[i]->release(context);
|
|
delete mList[i];
|
|
}
|
|
mPool.clear();
|
|
mList.clear();
|
|
}
|