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ThorVG has offered an option to clear the buffer since version 1.0. This is essential when users utilize the canvas target buffer with the main render target. They share the buffer and need to draw contents onto the existing contents. API: Result Canvas::clear(bool free = true) -> Result Canvas::clear(bool paints = true, bool buffer = true) Tvg_Result tvg_canvas_clear(Tvg_Canvas* canvas, bool free); -> Tvg_Result tvg_canvas_clear(Tvg_Canvas* canvas, bool paints, bool buffer); Issue: https://github.com/thorvg/thorvg/issues/1779 Co-Authored-By: Hermet Park <hermet@lottiefiles.com>
101 lines
3.9 KiB
C++
101 lines
3.9 KiB
C++
/*
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* Copyright (c) 2020 - 2023 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_RENDERER_H_
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#define _TVG_GL_RENDERER_H_
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#include <vector>
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#include "tvgGlRenderTask.h"
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#include "tvgGlGpuBuffer.h"
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#include "tvgGlRenderPass.h"
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class GlRenderer : public RenderMethod
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{
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public:
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enum RenderTypes
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{
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RT_Color = 0,
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RT_LinGradient,
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RT_RadGradient,
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RT_Image,
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RT_None,
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};
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Surface surface = {nullptr, 0, 0, 0, ColorSpace::Unsupported, true};
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RenderData prepare(const RenderShape& rshape, RenderData data, const RenderTransform* transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags, bool clipper) override;
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RenderData prepare(const Array<RenderData>& scene, RenderData data, const RenderTransform* transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags) override;
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RenderData prepare(Surface* surface, const RenderMesh* mesh, RenderData data, const RenderTransform* transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags) override;
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bool preRender() override;
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bool renderShape(RenderData data) override;
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bool renderImage(RenderData data) override;
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bool postRender() override;
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bool dispose(RenderData data) override;;
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RenderRegion region(RenderData data) override;
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RenderRegion viewport() override;
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bool viewport(const RenderRegion& vp) override;
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bool blend(BlendMethod method) override;
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ColorSpace colorSpace() override;
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bool target(uint32_t* buffer, uint32_t stride, uint32_t w, uint32_t h);
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bool sync() override;
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bool clear() override;
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Compositor* target(const RenderRegion& region, ColorSpace cs) override;
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bool beginComposite(Compositor* cmp, CompositeMethod method, uint8_t opacity) override;
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bool endComposite(Compositor* cmp) override;
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static GlRenderer* gen();
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static int init(TVG_UNUSED uint32_t threads);
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static int32_t init();
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static int term();
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private:
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GlRenderer();
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~GlRenderer();
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void initShaders();
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void drawPrimitive(GlShape& sdata, uint8_t r, uint8_t g, uint8_t b, uint8_t a, RenderUpdateFlag flag);
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void drawPrimitive(GlShape& sdata, const Fill* fill, RenderUpdateFlag flag);
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GlRenderPass* currentPass();
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void prepareCmpTask(GlRenderTask* task);
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void endRenderPass(Compositor* cmp);
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GLint mTargetFboId = 0;
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RenderRegion mViewport;
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//TODO: remove all unique_ptr / replace the vector with tvg::Array
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unique_ptr<GlStageBuffer> mGpuBuffer;
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vector<std::unique_ptr<GlProgram>> mPrograms;
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unique_ptr<GlRenderTarget> mRootTarget = {};
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vector<unique_ptr<GlRenderTarget>> mComposePool = {};
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size_t mPoolIndex = 0;
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vector<GlRenderPass> mRenderPassStack = {};
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vector<unique_ptr<Compositor>> mComposeStack = {};
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bool mClearBuffer = true;
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};
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#endif /* _TVG_GL_RENDERER_H_ */
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