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Some user have no idea of premultiplied alpha concept, We suggest more user-friendly interfaces so that they don't confuse it. Now, this pre-multipying is acommplished by backend engines. Change-Id: Ifd84d56361cb56a8b98240bbd16690accf370bad
233 lines
7.1 KiB
C++
233 lines
7.1 KiB
C++
#include "testCommon.h"
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/************************************************************************/
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/* Drawing Commands */
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/************************************************************************/
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tvg::Scene* pScene1 = nullptr;
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tvg::Scene* pScene2 = nullptr;
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void tvgDrawCmds(tvg::Canvas* canvas)
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{
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if (!canvas) return;
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//Create a Scene1
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auto scene = tvg::Scene::gen();
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pScene1 = scene.get();
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scene->reserve(3); //reserve 3 shape nodes (optional)
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//Prepare Round Rectangle (Scene1)
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auto shape1 = tvg::Shape::gen();
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shape1->appendRect(-235, -250, 400, 400, 50, 50); //x, y, w, h, rx, ry
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shape1->fill(0, 255, 0, 255); //r, g, b, a
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shape1->stroke(5); //width
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shape1->stroke(255, 255, 255, 255); //r, g, b, a
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scene->push(move(shape1));
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//Prepare Circle (Scene1)
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auto shape2 = tvg::Shape::gen();
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shape2->appendCircle(-165, -150, 200, 200); //cx, cy, radiusW, radiusH
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shape2->fill(255, 255, 0, 255); //r, g, b, a
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scene->push(move(shape2));
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//Prepare Ellipse (Scene1)
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auto shape3 = tvg::Shape::gen();
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shape3->appendCircle(265, 250, 150, 100); //cx, cy, radiusW, radiusH
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shape3->fill(0, 255, 255, 255); //r, g, b, a
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scene->push(move(shape3));
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scene->translate(350, 350);
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scene->scale(0.5);
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//Create Scene2
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auto scene2 = tvg::Scene::gen();
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pScene2 = scene2.get();
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scene2->reserve(2); //reserve 2 shape nodes (optional)
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//Star (Scene2)
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auto shape4 = tvg::Shape::gen();
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//Appends Paths
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shape4->moveTo(0, -114.5);
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shape4->lineTo(54, -5.5);
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shape4->lineTo(175, 11.5);
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shape4->lineTo(88, 95.5);
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shape4->lineTo(108, 216.5);
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shape4->lineTo(0, 160.5);
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shape4->lineTo(-102, 216.5);
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shape4->lineTo(-87, 96.5);
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shape4->lineTo(-173, 12.5);
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shape4->lineTo(-53, -5.5);
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shape4->close();
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shape4->fill(0, 0, 255, 127);
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shape4->stroke(3); //width
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shape4->stroke(0, 0, 255, 255); //r, g, b, a
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scene2->push(move(shape4));
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//Circle (Scene2)
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auto shape5 = tvg::Shape::gen();
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auto cx = -150.0f;
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auto cy = -150.0f;
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auto radius = 100.0f;
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auto halfRadius = radius * 0.552284f;
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//Append Paths
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shape5->moveTo(cx, cy - radius);
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shape5->cubicTo(cx + halfRadius, cy - radius, cx + radius, cy - halfRadius, cx + radius, cy);
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shape5->cubicTo(cx + radius, cy + halfRadius, cx + halfRadius, cy + radius, cx, cy+ radius);
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shape5->cubicTo(cx - halfRadius, cy + radius, cx - radius, cy + halfRadius, cx - radius, cy);
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shape5->cubicTo(cx - radius, cy - halfRadius, cx - halfRadius, cy - radius, cx, cy - radius);
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shape5->close();
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shape5->fill(255, 0, 0, 127);
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scene2->push(move(shape5));
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scene2->translate(500, 350);
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//Push scene2 onto the scene
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scene->push(move(scene2));
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//Draw the Scene onto the Canvas
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canvas->push(move(scene));
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}
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void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
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{
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if (!canvas) return;
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/* Update scene directly.
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You can update only necessary properties of this scene,
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while retaining other properties. */
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pScene1->rotate(360 * progress);
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pScene2->rotate(360 * progress);
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//Update shape for drawing (this may work asynchronously)
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canvas->update(pScene1);
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}
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/************************************************************************/
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/* Sw Engine Test Code */
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/************************************************************************/
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static unique_ptr<tvg::SwCanvas> swCanvas;
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void tvgSwTest(uint32_t* buffer)
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{
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//Create a Canvas
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swCanvas = tvg::SwCanvas::gen();
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swCanvas->target(buffer, WIDTH, WIDTH, HEIGHT);
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/* Push the shape into the Canvas drawing list
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When this shape is into the canvas list, the shape could update & prepare
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internal data asynchronously for coming rendering.
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Canvas keeps this shape node unless user call canvas->clear() */
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tvgDrawCmds(swCanvas.get());
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}
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void transitSwCb(Elm_Transit_Effect *effect, Elm_Transit* transit, double progress)
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{
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tvgUpdateCmds(swCanvas.get(), progress);
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//Update Efl Canvas
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Eo* img = (Eo*) effect;
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evas_object_image_data_update_add(img, 0, 0, WIDTH, HEIGHT);
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evas_object_image_pixels_dirty_set(img, EINA_TRUE);
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}
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void drawSwView(void* data, Eo* obj)
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{
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if (swCanvas->draw() == tvg::Result::Success) {
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swCanvas->sync();
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}
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}
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/************************************************************************/
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/* GL Engine Test Code */
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/************************************************************************/
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static unique_ptr<tvg::GlCanvas> glCanvas;
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void initGLview(Evas_Object *obj)
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{
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static constexpr auto BPP = 4;
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//Create a Canvas
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glCanvas = tvg::GlCanvas::gen();
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glCanvas->target(nullptr, WIDTH * BPP, WIDTH, HEIGHT);
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/* Push the shape into the Canvas drawing list
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When this shape is into the canvas list, the shape could update & prepare
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internal data asynchronously for coming rendering.
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Canvas keeps this shape node unless user call canvas->clear() */
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tvgDrawCmds(glCanvas.get());
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}
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void drawGLview(Evas_Object *obj)
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{
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auto gl = elm_glview_gl_api_get(obj);
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gl->glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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gl->glClear(GL_COLOR_BUFFER_BIT);
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if (glCanvas->draw() == tvg::Result::Success) {
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glCanvas->sync();
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}
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}
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void transitGlCb(Elm_Transit_Effect *effect, Elm_Transit* transit, double progress)
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{
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tvgUpdateCmds(glCanvas.get(), progress);
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}
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/************************************************************************/
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/* Main Code */
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/************************************************************************/
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int main(int argc, char **argv)
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{
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tvg::CanvasEngine tvgEngine = tvg::CanvasEngine::Sw;
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if (argc > 1) {
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if (!strcmp(argv[1], "gl")) tvgEngine = tvg::CanvasEngine::Gl;
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}
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//Initialize ThorVG Engine
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if (tvgEngine == tvg::CanvasEngine::Sw) {
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cout << "tvg engine: software" << endl;
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} else {
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cout << "tvg engine: opengl" << endl;
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}
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//Initialize ThorVG Engine
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if (tvg::Initializer::init(tvgEngine) == tvg::Result::Success) {
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elm_init(argc, argv);
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Elm_Transit *transit = elm_transit_add();
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if (tvgEngine == tvg::CanvasEngine::Sw) {
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auto view = createSwView();
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elm_transit_effect_add(transit, transitSwCb, view, nullptr);
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} else {
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auto view = createGlView();
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elm_transit_effect_add(transit, transitGlCb, view, nullptr);
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}
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elm_transit_duration_set(transit, 2);
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elm_transit_repeat_times_set(transit, -1);
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elm_transit_auto_reverse_set(transit, EINA_TRUE);
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elm_transit_go(transit);
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elm_run();
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elm_shutdown();
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//Terminate ThorVG Engine
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tvg::Initializer::term(tvgEngine);
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} else {
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cout << "engine is not supported" << endl;
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}
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return 0;
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}
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