thorvg/src/renderer/gl_engine/tvgGlRenderer.h
Hermet Park 5c129472ff renderer: add a new scene effect type - Fill
Fill is used for overriding the scene content color
with a given fill information. It's yet an Experimental API.

issue: https://github.com/thorvg/thorvg/issues/2718
2024-12-19 16:12:28 +01:00

139 lines
4.9 KiB
C++

/*
* Copyright (c) 2020 - 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,
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* SOFTWARE.
*/
#ifndef _TVG_GL_RENDERER_H_
#define _TVG_GL_RENDERER_H_
#include <vector>
#include "tvgGlRenderTarget.h"
#include "tvgGlRenderTask.h"
#include "tvgGlGpuBuffer.h"
#include "tvgGlRenderPass.h"
class GlRenderer : public RenderMethod
{
public:
enum RenderTypes
{
RT_Color = 0,
RT_LinGradient,
RT_RadGradient,
RT_Image,
RT_MaskAlpha,
RT_MaskAlphaInv,
RT_MaskLuma,
RT_MaskLumaInv,
RT_MaskAdd,
RT_MaskSub,
RT_MaskIntersect,
RT_MaskDifference,
RT_MaskLighten,
RT_MaskDarken,
RT_Stencil,
RT_Blit,
RT_MultiplyBlend,
RT_ScreenBlend,
RT_OverlayBlend,
RT_ColorDodgeBlend,
RT_ColorBurnBlend,
RT_HardLightBlend,
RT_SoftLightBlend,
RT_DifferenceBlend,
RT_ExclusionBlend,
RT_None,
};
RenderData prepare(const RenderShape& rshape, RenderData data, const Matrix& transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags, bool clipper) override;
RenderData prepare(RenderSurface* surface, RenderData data, const Matrix& transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flags) override;
bool preRender() override;
bool renderShape(RenderData data) override;
bool renderImage(RenderData data) override;
bool postRender() override;
void dispose(RenderData data) override;;
RenderRegion region(RenderData data) override;
RenderRegion viewport() override;
bool viewport(const RenderRegion& vp) override;
bool blend(BlendMethod method) override;
ColorSpace colorSpace() override;
const RenderSurface* mainSurface() override;
bool target(int32_t id, uint32_t w, uint32_t h);
bool sync() override;
bool clear() override;
RenderCompositor* target(const RenderRegion& region, ColorSpace cs, CompositionFlag flags) override;
bool beginComposite(RenderCompositor* cmp, CompositeMethod method, uint8_t opacity) override;
bool endComposite(RenderCompositor* cmp) override;
bool prepare(RenderEffect* effect) override;
bool effect(RenderCompositor* cmp, const RenderEffect* effect, bool direct) override;
static GlRenderer* gen();
static int init(TVG_UNUSED uint32_t threads);
static int32_t init();
static int term();
private:
GlRenderer();
~GlRenderer();
void initShaders();
void drawPrimitive(GlShape& sdata, uint8_t r, uint8_t g, uint8_t b, uint8_t a, RenderUpdateFlag flag, int32_t depth);
void drawPrimitive(GlShape& sdata, const Fill* fill, RenderUpdateFlag flag, int32_t depth);
void drawClip(Array<RenderData>& clips);
GlRenderPass* currentPass();
bool beginComplexBlending(const RenderRegion& vp, RenderRegion bounds);
void endBlendingCompose(GlRenderTask* stencilTask, const Matrix& matrix);
GlProgram* getBlendProgram();
void prepareBlitTask(GlBlitTask* task);
void prepareCmpTask(GlRenderTask* task, const RenderRegion& vp, uint32_t cmpWidth, uint32_t cmpHeight);
void endRenderPass(RenderCompositor* cmp);
void clearDisposes();
RenderSurface surface;
GLint mTargetFboId = 0;
RenderRegion mViewport;
//TODO: remove all unique_ptr / replace the vector with tvg::Array
unique_ptr<GlStageBuffer> mGpuBuffer;
vector<std::unique_ptr<GlProgram>> mPrograms;
unique_ptr<GlRenderTarget> mRootTarget = {};
Array<GlRenderTargetPool*> mComposePool = {};
Array<GlRenderTargetPool*> mBlendPool = {};
vector<GlRenderPass> mRenderPassStack = {};
vector<unique_ptr<GlCompositor>> mComposeStack = {};
//Disposed resources. They should be released on synced call.
struct {
Array<GLuint> textures = {};
Key key;
} mDisposed;
BlendMethod mBlendMethod = BlendMethod::Normal;
};
#endif /* _TVG_GL_RENDERER_H_ */