mirror of
https://github.com/thorvg/thorvg.git
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208 lines
5.4 KiB
C++
208 lines
5.4 KiB
C++
/*
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* Copyright (c) 2020 - 2024 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_GEOMETRY_H_
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#define _TVG_GL_GEOMETRY_H_
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#include <vector>
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#include "tvgGlCommon.h"
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#include "tvgMath.h"
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#define MVP_MATRIX() \
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float mvp[4*4] = { \
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2.f / w, 0.0, 0.0f, 0.0f, \
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0.0, -2.f / h, 0.0f, 0.0f, \
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0.0f, 0.0f, -1.f, 0.0f, \
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-1.f, 1.f, 0.0f, 1.0f \
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};
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#define MULTIPLY_MATRIX(A, B, transform) \
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for(auto i = 0; i < 4; ++i) \
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{ \
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for(auto j = 0; j < 4; ++j) \
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{ \
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float sum = 0.0; \
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for (auto k = 0; k < 4; ++k) \
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sum += A[k*4+i] * B[j*4+k]; \
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transform[j*4+i] = sum; \
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} \
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}
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/**
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* mat3x3 mat4x4
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*
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* [ e11 e12 e13 ] [ e11 e12 0 e13 ]
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* [ e21 e22 e23 ] => [ e21 e22 0 e23 ]
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* [ e31 e32 e33 ] [ 0 0 1 0 ]
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* [ e31 e32 0 e33 ]
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*
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*/
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// All GPU use 4x4 matrix with column major order
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#define GET_MATRIX44(mat3, mat4) \
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do { \
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mat4[0] = mat3.e11; \
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mat4[1] = mat3.e21; \
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mat4[2] = 0; \
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mat4[3] = mat3.e31; \
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mat4[4] = mat3.e12; \
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mat4[5] = mat3.e22; \
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mat4[6] = 0; \
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mat4[7] = mat3.e32; \
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mat4[8] = 0; \
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mat4[9] = 0; \
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mat4[10] = 1; \
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mat4[11] = 0; \
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mat4[12] = mat3.e13; \
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mat4[13] = mat3.e23; \
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mat4[14] = 0; \
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mat4[15] = mat3.e33; \
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} while (false)
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class GlPoint
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{
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public:
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float x = 0.0f;
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float y = 0.0f;
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GlPoint() = default;
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GlPoint(float pX, float pY):x(pX), y(pY)
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{
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}
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GlPoint(const Point& rhs):GlPoint(rhs.x, rhs.y)
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{
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}
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GlPoint(const GlPoint& rhs) = default;
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GlPoint(GlPoint&& rhs) = default;
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GlPoint& operator= (const GlPoint& rhs) = default;
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GlPoint& operator= (GlPoint&& rhs) = default;
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GlPoint& operator= (const Point& rhs)
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{
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x = rhs.x;
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y = rhs.y;
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return *this;
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}
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bool operator== (const GlPoint& rhs)
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{
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if (&rhs == this) return true;
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if (rhs.x == this->x && rhs.y == this->y) return true;
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return false;
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}
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bool operator!= (const GlPoint& rhs)
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{
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if (&rhs == this) return true;
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if (rhs.x != this->x || rhs.y != this->y) return true;
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return false;
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}
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GlPoint operator+ (const GlPoint& rhs) const
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{
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return GlPoint(x + rhs.x, y + rhs.y);
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}
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GlPoint operator+ (const float c) const
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{
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return GlPoint(x + c, y + c);
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}
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GlPoint operator- (const GlPoint& rhs) const
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{
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return GlPoint(x - rhs.x, y - rhs.y);
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}
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GlPoint operator- (const float c) const
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{
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return GlPoint(x - c, y - c);
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}
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GlPoint operator* (const GlPoint& rhs) const
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{
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return GlPoint(x * rhs.x, y * rhs.y);
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}
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GlPoint operator* (const float c) const
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{
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return GlPoint(x * c, y * c);
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}
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GlPoint operator/ (const GlPoint& rhs) const
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{
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return GlPoint(x / rhs.x, y / rhs.y);
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}
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GlPoint operator/ (const float c) const
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{
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return GlPoint(x / c, y / c);
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}
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void mod()
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{
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x = fabsf(x);
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y = fabsf(y);
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}
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void normalize()
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{
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auto length = sqrtf((x * x) + (y * y));
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if (length != 0.0f) {
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const auto inverseLen = 1.0f / length;
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x *= inverseLen;
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y *= inverseLen;
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}
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}
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};
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class GlStageBuffer;
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class GlRenderTask;
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class GlGeometry
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{
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public:
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GlGeometry() = default;
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~GlGeometry();
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bool tesselate(const RenderShape& rshape, RenderUpdateFlag flag);
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bool tesselate(const Surface* image, const RenderMesh* mesh, RenderUpdateFlag flag);
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void disableVertex(uint32_t location);
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bool draw(GlRenderTask* task, GlStageBuffer* gpuBuffer, RenderUpdateFlag flag);
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void updateTransform(const RenderTransform* transform, float w, float h);
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void setViewport(const RenderRegion& viewport);
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float* getTransforMatrix();
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private:
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RenderRegion viewport = {};
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Array<float> fillVertex = {};
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Array<float> strokeVertex = {};
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Array<uint32_t> fillIndex = {};
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Array<uint32_t> strokeIndex = {};
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float mTransform[16];
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};
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#endif /* _TVG_GL_GEOMETRY_H_ */
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