thorvg/src/renderer/wg_engine/tvgWgRenderData.cpp
Sergii Liebodkin 4a38a4d360 wg_engine: simplify shader types
Use universal vec4f type for blend settings and color to pass data as shader parameter
2024-11-29 19:01:47 +09:00

602 lines
22 KiB
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Executable file

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