mirror of
https://github.com/thorvg/thorvg.git
synced 2025-07-25 15:48:58 +00:00

1. new tesseletor and stroker are used: less vertexes generated In general, the previous implementation was based on the path-outline-mesh approach. It has now been changed to a path-mesh approach, so we skip the path-outline transformation. For shape fills, a BW-tesselator now used, and all submeshes (moveTo) are stored in a single buffer. For strokes, all intermediate operations such as trimming and dash use path-path logic instead of outline-outline logic. In addition, the new stroker generates fewer polygons for joints, especially for Rounds 2. render all sub-shapes by single draw call https://github.com/thorvg/thorvg/issues/3557 https://github.com/thorvg/thorvg/issues/3288 https://github.com/thorvg/thorvg/issues/3273
544 lines
17 KiB
C++
544 lines
17 KiB
C++
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/*
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* Copyright (c) 2023 - 2025 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 "tvgWgTessellator.h"
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#include "tvgWgRenderData.h"
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#include "tvgWgShaderTypes.h"
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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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// update bind group
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context.layouts.releaseBindGroup(bindGroup);
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bindGroup = context.layouts.createBindGroupTexSampled(context.samplerLinearRepeat, textureView);
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}
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};
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void WgImageData::update(WgContext& context, const Fill* fill)
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{
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// compute gradient data
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WgShaderTypeGradientData gradientData;
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gradientData.update(fill);
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// allocate new texture handle
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bool texHandleChanged = context.allocateTexture(texture, WG_TEXTURE_GRADIENT_SIZE, 1, WGPUTextureFormat_RGBA8Unorm, gradientData.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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// 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(bindGroup);
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bindGroup = context.layouts.createBindGroupTexSampled(sampler, textureView);
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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.layouts.releaseBindGroup(bindGroup);
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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 tvg::Matrix& transform, tvg::ColorSpace cs, uint8_t opacity)
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{
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settings.transform.update(transform);
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settings.options.update(cs, opacity);
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}
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void WgRenderSettings::update(WgContext& context, const Fill* fill)
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{
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assert(fill);
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settings.gradient.update(fill);
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gradientData.update(context, fill);
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// get gradient rasterisation settings
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rasterType = WgRenderRasterType::Gradient;
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if (fill->type() == Type::LinearGradient)
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fillType = WgRenderSettingsType::Linear;
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else if (fill->type() == Type::RadialGradient)
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fillType = WgRenderSettingsType::Radial;
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skip = false;
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};
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void WgRenderSettings::update(WgContext& context, const RenderColor& c)
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{
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settings.color.update(c);
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rasterType = WgRenderRasterType::Solid;
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fillType = WgRenderSettingsType::Solid;
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skip = (c.a == 0);
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};
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void WgRenderSettings::release(WgContext& context)
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{
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gradientData.release(context);
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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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clips.clear();
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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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ARRAY_FOREACH(p, clips) {
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this->clips.push((WgRenderDataPaint*)(*p));
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}
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}
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//***********************************************************************
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// WgRenderDataShape
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//***********************************************************************
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void WgRenderDataShape::updateBBox(BBox bb)
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{
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bbox.min = tvg::min(bbox.min, bb.min);
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bbox.max = tvg::max(bbox.max, bb.max);
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}
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void WgRenderDataShape::updateAABB(const Matrix& matrix)
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{
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auto p0 = Point{bbox.min.x, bbox.min.y} * matrix;
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auto p1 = Point{bbox.max.x, bbox.min.y} * matrix;
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auto p2 = Point{bbox.min.x, bbox.max.y} * matrix;
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auto p3 = Point{bbox.max.x, bbox.max.y} * matrix;
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aabb.min = {std::min(std::min(p0.x, p1.x), std::min(p2.x, p3.x)), std::min(std::min(p0.y, p1.y), std::min(p2.y, p3.y))};
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aabb.max = {std::max(std::max(p0.x, p1.x), std::max(p2.x, p3.x)), std::max(std::max(p0.y, p1.y), std::max(p2.y, p3.y))};
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}
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void WgRenderDataShape::updateMeshes(const RenderShape &rshape, RenderUpdateFlag flag, const Matrix& matrix)
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{
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releaseMeshes();
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strokeFirst = rshape.strokeFirst();
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// update fill shapes
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if (flag & (RenderUpdateFlag::Color | RenderUpdateFlag::Gradient | RenderUpdateFlag::Transform | RenderUpdateFlag::Path)) {
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meshShape.clear();
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WgBWTessellator bwTess{&meshShape};
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if (rshape.trimpath()) {
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RenderPath trimmedPath;
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if (rshape.stroke->trim.trim(rshape.path, trimmedPath))
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bwTess.tessellate(trimmedPath, matrix);
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} else bwTess.tessellate(rshape.path, matrix);
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if (meshShape.ibuffer.count > 0) {;
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auto bbox = bwTess.getBBox();
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meshShapeBBox.bbox(bbox.min, bbox.max);
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updateBBox(bbox);
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} else meshShape.clear();
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}
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// update strokes shapes
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if (rshape.stroke && (flag & (RenderUpdateFlag::Stroke | RenderUpdateFlag::GradientStroke | RenderUpdateFlag::Transform))) {
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meshStrokes.clear();
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WgStroker stroker{&meshStrokes, matrix};
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stroker.stroke(&rshape);
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if (meshStrokes.ibuffer.count > 0) {
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auto bbox = stroker.getBBox();
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meshStrokesBBox.bbox(bbox.min, bbox.max);
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updateBBox(bbox);
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} else meshStrokes.clear();
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}
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// update shapes bbox (with empty path handling)
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if ((meshShape.vbuffer.count > 0 ) || (meshStrokes.vbuffer.count > 0)) {
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updateAABB(matrix);
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} else aabb = {{0, 0}, {0, 0}};
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meshBBox.bbox(bbox.min, bbox.max);
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}
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void WgRenderDataShape::releaseMeshes()
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{
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meshStrokes.clear();
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meshShape.clear();
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bbox.min = {FLT_MAX, FLT_MAX};
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bbox.max = {0.0f, 0.0f};
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aabb = {{0, 0}, {0, 0}};
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clips.clear();
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}
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void WgRenderDataShape::release(WgContext& context)
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{
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releaseMeshes();
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renderSettingsStroke.release(context);
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renderSettingsShape.release(context);
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WgRenderDataPaint::release(context);
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};
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//***********************************************************************
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// WgRenderDataShapePool
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//***********************************************************************
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WgRenderDataShape* WgRenderDataShapePool::allocate(WgContext& context)
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{
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WgRenderDataShape* renderData{};
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if (mPool.count > 0) {
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renderData = mPool.last();
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mPool.pop();
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} else {
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renderData = new WgRenderDataShape();
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mList.push(renderData);
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}
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return renderData;
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}
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void WgRenderDataShapePool::free(WgContext& context, WgRenderDataShape* renderData)
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{
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renderData->releaseMeshes();
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renderData->clips.clear();
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mPool.push(renderData);
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}
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void WgRenderDataShapePool::release(WgContext& context)
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{
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ARRAY_FOREACH(p, mList) {
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(*p)->release(context);
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delete(*p);
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}
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mPool.clear();
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mList.clear();
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}
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//***********************************************************************
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// WgRenderDataPicture
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//***********************************************************************
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void WgRenderDataPicture::updateSurface(WgContext& context, const RenderSurface* surface)
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{
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// upoate mesh data
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meshData.imageBox(surface->w, surface->h);
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// update texture data
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imageData.update(context, surface);
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}
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void WgRenderDataPicture::release(WgContext& context)
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{
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renderSettings.release(context);
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imageData.release(context);
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WgRenderDataPaint::release(context);
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}
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//***********************************************************************
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// WgRenderDataPicturePool
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//***********************************************************************
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WgRenderDataPicture* WgRenderDataPicturePool::allocate(WgContext& context)
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{
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WgRenderDataPicture* renderData{};
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if (mPool.count > 0) {
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renderData = mPool.last();
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mPool.pop();
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} else {
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renderData = new WgRenderDataPicture();
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mList.push(renderData);
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}
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return renderData;
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}
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void WgRenderDataPicturePool::free(WgContext& context, WgRenderDataPicture* renderData)
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{
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renderData->clips.clear();
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mPool.push(renderData);
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}
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void WgRenderDataPicturePool::release(WgContext& context)
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{
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ARRAY_FOREACH(p, mList) {
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(*p)->release(context);
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delete(*p);
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}
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mPool.clear();
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mList.clear();
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}
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//***********************************************************************
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// WgRenderDataGaussian
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//***********************************************************************
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void WgRenderDataViewport::update(WgContext& context, const RenderRegion& region) {
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WgShaderTypeVec4f viewport;
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viewport.update(region);
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bool bufferViewportChanged = context.allocateBufferUniform(bufferViewport, &viewport, sizeof(viewport));
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if (bufferViewportChanged) {
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context.layouts.releaseBindGroup(bindGroupViewport);
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bindGroupViewport = context.layouts.createBindGroupBuffer1Un(bufferViewport);
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}
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}
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void WgRenderDataViewport::release(WgContext& context) {
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context.releaseBuffer(bufferViewport);
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context.layouts.releaseBindGroup(bindGroupViewport);
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}
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//***********************************************************************
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// WgRenderDataViewportPool
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//***********************************************************************
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WgRenderDataViewport* WgRenderDataViewportPool::allocate(WgContext& context)
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{
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WgRenderDataViewport* renderData{};
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if (mPool.count > 0) {
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renderData = mPool.last();
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mPool.pop();
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} else {
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renderData = new WgRenderDataViewport();
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mList.push(renderData);
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}
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return renderData;
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}
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void WgRenderDataViewportPool::free(WgContext& context, WgRenderDataViewport* renderData)
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{
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if (renderData) mPool.push(renderData);
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}
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void WgRenderDataViewportPool::release(WgContext& context)
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{
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ARRAY_FOREACH(p, mList) {
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(*p)->release(context);
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delete(*p);
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}
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mPool.clear();
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mList.clear();
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}
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//***********************************************************************
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// WgRenderDataEffectParams
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//***********************************************************************
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void WgRenderDataEffectParams::update(WgContext& context, WgShaderTypeEffectParams& effectParams)
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{
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if (context.allocateBufferUniform(bufferParams, &effectParams.params, sizeof(effectParams.params))) {
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context.layouts.releaseBindGroup(bindGroupParams);
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bindGroupParams = context.layouts.createBindGroupBuffer1Un(bufferParams);
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}
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}
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void WgRenderDataEffectParams::update(WgContext& context, RenderEffectGaussianBlur* gaussian, const Matrix& transform)
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{
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assert(gaussian);
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WgShaderTypeEffectParams effectParams;
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if (!effectParams.update(gaussian, transform)) return;
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update(context, effectParams);
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level = int(WG_GAUSSIAN_MAX_LEVEL * ((gaussian->quality - 1) * 0.01f)) + 1;
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extend = effectParams.extend;
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}
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void WgRenderDataEffectParams::update(WgContext& context, RenderEffectDropShadow* dropShadow, const Matrix& transform)
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{
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assert(dropShadow);
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WgShaderTypeEffectParams effectParams;
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if (!effectParams.update(dropShadow, transform)) return;
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update(context, effectParams);
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level = int(WG_GAUSSIAN_MAX_LEVEL * ((dropShadow->quality - 1) * 0.01f)) + 1;
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extend = effectParams.extend;
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offset = effectParams.offset;
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}
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void WgRenderDataEffectParams::update(WgContext& context, RenderEffectFill* fill)
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{
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assert(fill);
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WgShaderTypeEffectParams effectParams;
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if (!effectParams.update(fill)) return;
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update(context, effectParams);
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}
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void WgRenderDataEffectParams::update(WgContext& context, RenderEffectTint* tint)
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{
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assert(tint);
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WgShaderTypeEffectParams effectParams;
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if (!effectParams.update(tint)) return;
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update(context, effectParams);
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}
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void WgRenderDataEffectParams::update(WgContext& context, RenderEffectTritone* tritone)
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{
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assert(tritone);
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WgShaderTypeEffectParams effectParams;
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if (!effectParams.update(tritone)) return;
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update(context, effectParams);
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}
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void WgRenderDataEffectParams::release(WgContext& context)
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{
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context.releaseBuffer(bufferParams);
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context.layouts.releaseBindGroup(bindGroupParams);
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}
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//***********************************************************************
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// WgRenderDataColorsPool
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//***********************************************************************
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WgRenderDataEffectParams* WgRenderDataEffectParamsPool::allocate(WgContext& context)
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{
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WgRenderDataEffectParams* renderData{};
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if (mPool.count > 0) {
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renderData = mPool.last();
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mPool.pop();
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} else {
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renderData = new WgRenderDataEffectParams();
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mList.push(renderData);
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}
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return renderData;
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}
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void WgRenderDataEffectParamsPool::free(WgContext& context, WgRenderDataEffectParams* renderData)
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{
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if (renderData) mPool.push(renderData);
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}
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void WgRenderDataEffectParamsPool::release(WgContext& context)
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{
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ARRAY_FOREACH(p, mList) {
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(*p)->release(context);
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delete(*p);
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}
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mPool.clear();
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mList.clear();
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}
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//***********************************************************************
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// WgStageBufferGeometry
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//***********************************************************************
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void WgStageBufferGeometry::append(WgMeshData* meshData)
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{
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assert(meshData);
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uint32_t vsize = meshData->vbuffer.count * sizeof(meshData->vbuffer[0]);
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uint32_t tsize = meshData->tbuffer.count * sizeof(meshData->tbuffer[0]);
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uint32_t isize = meshData->ibuffer.count * sizeof(meshData->ibuffer[0]);
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// append vertex data
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if (vbuffer.reserved < vbuffer.count + vsize)
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vbuffer.grow(std::max(vsize, vbuffer.reserved));
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if (meshData->vbuffer.count > 0) {
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meshData->voffset = vbuffer.count;
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memcpy(vbuffer.data + vbuffer.count, meshData->vbuffer.data, vsize);
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vbuffer.count += vsize;
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}
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// append tex coords data
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if (vbuffer.reserved < vbuffer.count + tsize)
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vbuffer.grow(std::max(tsize, vbuffer.reserved));
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if (meshData->tbuffer.count > 0) {
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meshData->toffset = vbuffer.count;
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memcpy(vbuffer.data + vbuffer.count, meshData->tbuffer.data, tsize);
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vbuffer.count += tsize;
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}
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// append index data
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if (ibuffer.reserved < ibuffer.count + isize)
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ibuffer.grow(std::max(isize, ibuffer.reserved));
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if (meshData->ibuffer.count > 0) {
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meshData->ioffset = ibuffer.count;
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memcpy(ibuffer.data + ibuffer.count, meshData->ibuffer.data, isize);
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ibuffer.count += isize;
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}
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}
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void WgStageBufferGeometry::append(WgRenderDataShape* renderDataShape)
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{
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append(&renderDataShape->meshShape);
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append(&renderDataShape->meshShapeBBox);
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append(&renderDataShape->meshStrokes);
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append(&renderDataShape->meshStrokesBBox);
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append(&renderDataShape->meshBBox);
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}
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void WgStageBufferGeometry::append(WgRenderDataPicture* renderDataPicture)
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|
{
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append(&renderDataPicture->meshData);
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}
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void WgStageBufferGeometry::release(WgContext& context)
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|
{
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context.releaseBuffer(vbuffer_gpu);
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context.releaseBuffer(ibuffer_gpu);
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}
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void WgStageBufferGeometry::clear()
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|
{
|
|
vbuffer.clear();
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|
ibuffer.clear();
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}
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void WgStageBufferGeometry::flush(WgContext& context)
|
|
{
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|
context.allocateBufferVertex(vbuffer_gpu, (float *)vbuffer.data, vbuffer.count);
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context.allocateBufferIndex(ibuffer_gpu, (uint32_t *)ibuffer.data, ibuffer.count);
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}
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