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- Implements support for zero size blur in drop shadow effects for both GL and WebGPU engines. When the blur sigma parameter is zero, the implementation now skips the blur processing entirely and uses the original image as the shadow source. Improving performance and avoiding unnecessary computations - EffectDropShadow example changed to reproduce zero sigma shadow https://github.com/thorvg/thorvg/issues/3602
123 lines
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4.2 KiB
C++
123 lines
No EOL
4.2 KiB
C++
/*
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* Copyright (c) 2024 - 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 "Example.h"
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/************************************************************************/
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/* ThorVG Drawing Contents */
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/************************************************************************/
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struct UserExample : tvgexam::Example
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{
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tvg::Scene* scene1 = nullptr;
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tvg::Scene* scene2 = nullptr;
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tvg::Scene* scene3 = nullptr;
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bool content(tvg::Canvas* canvas, uint32_t w, uint32_t h) override
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{
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//background
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auto bg = tvg::Shape::gen();
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bg->appendRect(0, 0, w, h);
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bg->fill(255, 255, 255);
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canvas->push(bg);
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float pw, ph;
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//Prepare a scene for post effects
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{
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scene1 = tvg::Scene::gen();
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auto picture = tvg::Picture::gen();
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picture->load(EXAMPLE_DIR"/svg/LottieFiles_logo.svg");
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picture->size(&pw, &ph);
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picture->size(pw * 0.5f, ph * 0.5f);
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picture->translate(pw * 0.175f, 0.0f);
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scene1->push(picture);
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canvas->push(scene1);
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}
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//Prepare a scene for post effects
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{
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scene2 = tvg::Scene::gen();
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auto picture = tvg::Picture::gen();
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picture->load(EXAMPLE_DIR"/svg/152932619-bd3d6921-72df-4f09-856b-f9743ae32a14.svg");
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picture->size(&pw, &ph);
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picture->translate(pw * 0.45f, ph * 0.45f);
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picture->size(pw * 0.75f, ph * 0.75f);
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scene2->push(picture);
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canvas->push(scene2);
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}
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//Prepare a scene for post effects
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{
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scene3 = tvg::Scene::gen();
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auto picture = tvg::Picture::gen();
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picture->load(EXAMPLE_DIR"/svg//circles1.svg");
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picture->size(&pw, &ph);
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picture->translate(w * 0.3f, h * 0.65f);
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picture->size(pw * 0.75f, ph * 0.75f);
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scene3->push(picture);
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canvas->push(scene3);
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}
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return true;
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}
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bool update(tvg::Canvas* canvas, uint32_t elapsed) override
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{
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auto progress = tvgexam::progress(elapsed, 2.5f, true); //2.5 seconds
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//Clear the previously applied effects
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scene1->push(tvg::SceneEffect::ClearAll);
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//Apply DropShadow post effect (r, g, b, a, angle, distance, sigma of blurness, quality)
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scene1->push(tvg::SceneEffect::DropShadow, 0, 0, 0, 125, 120.0, (double)(20.0f * progress), 3.0, 100);
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scene2->push(tvg::SceneEffect::ClearAll);
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scene2->push(tvg::SceneEffect::DropShadow, 65, 143, 222, (int)(255.0f * progress), 135.0, 10.0, 3.0, 100);
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scene3->push(tvg::SceneEffect::ClearAll);
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scene3->push(tvg::SceneEffect::DropShadow, 0, 0, 0, 125, (double)(360.0f * progress), 20.0, 0.0, 100);
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canvas->update();
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return true;
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}
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};
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/************************************************************************/
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/* Entry Point */
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/************************************************************************/
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int main(int argc, char **argv)
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{
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return tvgexam::main(new UserExample, argc, argv, false, 800, 800, 4, true);
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} |