thorvg/src/renderer/gl_engine/tvgGlTessellator.h
Hermet Park 24711e485c infra: renames the source folders
lib -> renderer
bin -> tools
utils -> common
2023-08-28 13:11:24 +09:00

184 lines
5.2 KiB
C++

/*
* Copyright (c) 2023 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.
*/
#ifndef _TVG_GL_TESSELLATOR_H_
#define _TVG_GL_TESSELLATOR_H_
#include <cstdint>
#include "tvgCommon.h"
#include "tvgArray.h"
#include "tvgBezier.h"
#include "tvgGlGeometry.h"
namespace tvg
{
namespace detail
{
class ObjectHeap;
struct Vertex;
struct Edge;
struct Polygon;
struct MonotonePolygon;
struct VertexList;
struct ActiveEdgeList;
} // namespace detail
struct RenderShape;
class Tessellator final
{
public:
Tessellator(Array<float>* points, Array<uint32_t>* indices);
~Tessellator();
void tessellate(const RenderShape *rshape, bool antialias = false);
void tessellate(const Array<const RenderShape*> &shapes);
private:
void visitShape(const PathCommand *cmds, uint32_t cmd_count, const Point *pts, uint32_t pts_count);
void buildMesh();
void mergeVertices();
void simplifyMesh();
void tessMesh();
bool matchFillRule(int32_t winding);
detail::Edge *makeEdge(detail::Vertex* p1, detail::Vertex* p2);
bool checkIntersection(detail::Edge* left, detail::Edge* right, detail::ActiveEdgeList* ael,
detail::Vertex** current);
bool splitEdge(detail::Edge* edge, detail::Vertex* v, detail::ActiveEdgeList* ael, detail::Vertex** current);
bool intersectPairEdge(detail::Edge* left, detail::Edge* right, detail::ActiveEdgeList* ael,
detail::Vertex** current);
detail::Polygon *makePoly(detail::Vertex* v, int32_t winding);
void emitPoly(detail::MonotonePolygon* poly);
void emitTriangle(detail::Vertex* p1, detail::Vertex* p2, detail::Vertex* p3);
private:
FillRule fillRule = FillRule::Winding;
std::unique_ptr<detail::ObjectHeap> pHeap;
Array<detail::VertexList*> outlines;
detail::VertexList* pMesh;
detail::Polygon* pPolygon;
Array<float>* resGlPoints;
Array<uint32_t>* resIndices;
};
class Stroker final
{
struct State
{
GlPoint firstPt = {};
GlPoint firstPtDir = {};
GlPoint prevPt = {};
GlPoint prevPtDir = {};
bool hasMove = false;
};
public:
Stroker(Array<float>* points, Array<uint32_t>* indices);
~Stroker() = default;
void stroke(const RenderShape *rshape);
private:
void doStroke(const PathCommand* cmds, uint32_t cmd_count, const Point* pts, uint32_t pts_count);
void doDashStroke(const PathCommand* cmds, uint32_t cmd_count, const Point* pts, uint32_t pts_count,
uint32_t dash_count, const float* dash_pattern);
float strokeRadius() const
{
return mStrokeWidth * 0.5f;
}
void strokeCap();
void strokeLineTo(const GlPoint &curr);
void strokeCubicTo(const GlPoint &cnt1, const GlPoint &cnt2, const GlPoint &end);
void strokeClose();
void strokeJoin(const GlPoint &dir);
void strokeRound(const GlPoint &prev, const GlPoint &curr, const GlPoint &center);
void strokeMiter(const GlPoint &prev, const GlPoint &curr, const GlPoint &center);
void strokeBevel(const GlPoint &prev, const GlPoint &curr, const GlPoint &center);
private:
Array<float>* mResGlPoints;
Array<uint32_t>* mResIndices;
float mStrokeWidth = 1.f;
float mMiterLimit = 4.f;
StrokeCap mStrokeCap = StrokeCap::Square;
StrokeJoin mStrokeJoin = StrokeJoin::Bevel;
State mStrokeState = {};
};
class DashStroke
{
public:
DashStroke(Array<PathCommand>* cmds, Array<Point>* pts, uint32_t dash_count, const float* dash_pattern);
~DashStroke() = default;
void doStroke(const PathCommand* cmds, uint32_t cmd_count, const Point* pts, uint32_t pts_count);
private:
void dashLineTo(const GlPoint &pt);
void dashCubicTo(const GlPoint &pt1, const GlPoint &pt2, const GlPoint &pt3);
void moveTo(const GlPoint &pt);
void lineTo(const GlPoint &pt);
void cubicTo(const GlPoint &pt1, const GlPoint &pt2, const GlPoint &pt3);
private:
Array<PathCommand>* mCmds;
Array<Point>* mPts;
uint32_t mDashCount;
const float* mDashPattern;
float mCurrLen;
int32_t mCurrIdx;
bool mCurOpGap;
GlPoint mPtStart;
GlPoint mPtCur;
};
} // namespace tvg
#endif /* _TVG_GL_TESSELLATOR_H_ */