thorvg/src/renderer/gl_engine/tvgGlGeometry.cpp
2025-01-03 14:32:31 +09:00

214 lines
6.4 KiB
C++

/*
* Copyright (c) 2020 - 2025 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,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "tvgGlCommon.h"
#include "tvgGlGpuBuffer.h"
#include "tvgGlTessellator.h"
#include "tvgGlRenderTask.h"
bool GlGeometry::tesselate(const RenderShape& rshape, RenderUpdateFlag flag)
{
if (flag & (RenderUpdateFlag::Color | RenderUpdateFlag::Gradient | RenderUpdateFlag::Transform | RenderUpdateFlag::Path)) {
fillVertex.clear();
fillIndex.clear();
BWTessellator bwTess{&fillVertex, &fillIndex};
bwTess.tessellate(&rshape, mMatrix);
mFillRule = rshape.rule;
mBounds = bwTess.bounds();
}
if (flag & (RenderUpdateFlag::Stroke | RenderUpdateFlag::GradientStroke | RenderUpdateFlag::Transform)) {
strokeVertex.clear();
strokeIndex.clear();
Stroker stroke{&strokeVertex, &strokeIndex, mMatrix};
stroke.stroke(&rshape);
mBounds = stroke.bounds();
}
return true;
}
bool GlGeometry::tesselate(const RenderSurface* image, RenderUpdateFlag flag)
{
if (flag & RenderUpdateFlag::Image) {
fillVertex.clear();
fillIndex.clear();
fillVertex.reserve(5 * 4);
fillIndex.reserve(6);
float left = 0.f;
float top = 0.f;
float right = image->w;
float bottom = image->h;
// left top point
fillVertex.push(left);
fillVertex.push(top);
fillVertex.push(0.f);
fillVertex.push(1.f);
// left bottom point
fillVertex.push(left);
fillVertex.push(bottom);
fillVertex.push(0.f);
fillVertex.push(0.f);
// right top point
fillVertex.push(right);
fillVertex.push(top);
fillVertex.push(1.f);
fillVertex.push(1.f);
// right bottom point
fillVertex.push(right);
fillVertex.push(bottom);
fillVertex.push(1.f);
fillVertex.push(0.f);
fillIndex.push(0);
fillIndex.push(1);
fillIndex.push(2);
fillIndex.push(2);
fillIndex.push(1);
fillIndex.push(3);
mBounds.x = 0;
mBounds.y = 0;
mBounds.w = image->w;
mBounds.h = image->h;
}
return true;
}
void GlGeometry::disableVertex(uint32_t location)
{
GL_CHECK(glDisableVertexAttribArray(location));
}
bool GlGeometry::draw(GlRenderTask* task, GlStageBuffer* gpuBuffer, RenderUpdateFlag flag)
{
if (flag == RenderUpdateFlag::None) return false;
Array<float>* vertexBuffer = nullptr;
Array<uint32_t>* indexBuffer = nullptr;
if ((flag & RenderUpdateFlag::Stroke) || (flag & RenderUpdateFlag::GradientStroke)) {
vertexBuffer = &strokeVertex;
indexBuffer = &strokeIndex;
} else {
vertexBuffer = &fillVertex;
indexBuffer = &fillIndex;
}
if (indexBuffer->count == 0) return false;
uint32_t vertexOffset = gpuBuffer->push(vertexBuffer->data, vertexBuffer->count * sizeof(float));
uint32_t indexOffset = gpuBuffer->pushIndex(indexBuffer->data, indexBuffer->count * sizeof(uint32_t));
// vertex layout
if (flag & RenderUpdateFlag::Image) {
// image has two attribute: [pos, uv]
task->addVertexLayout(GlVertexLayout{0, 2, 4 * sizeof(float), vertexOffset});
task->addVertexLayout(GlVertexLayout{1, 2, 4 * sizeof(float), vertexOffset + 2 * sizeof(float)});
} else {
task->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), vertexOffset});
}
task->setDrawRange(indexOffset, indexBuffer->count);
return true;
}
void GlGeometry::updateTransform(const Matrix& m)
{
mMatrix = m;
}
void GlGeometry::setViewport(const RenderRegion& viewport)
{
this->viewport = viewport;
}
const RenderRegion& GlGeometry::getViewport()
{
return viewport;
}
const Matrix& GlGeometry::getTransformMatrix()
{
return mMatrix;
}
GlStencilMode GlGeometry::getStencilMode(RenderUpdateFlag flag)
{
if (flag & RenderUpdateFlag::Stroke) return GlStencilMode::Stroke;
if (flag & RenderUpdateFlag::GradientStroke) return GlStencilMode::Stroke;
if (flag & RenderUpdateFlag::Image) return GlStencilMode::None;
if (mFillRule == FillRule::NonZero) return GlStencilMode::FillNonZero;
if (mFillRule == FillRule::EvenOdd) return GlStencilMode::FillEvenOdd;
return GlStencilMode::None;
}
RenderRegion GlGeometry::getBounds() const
{
if (identity(&mMatrix)) {
return mBounds;
} else {
Point lt{static_cast<float>(mBounds.x), static_cast<float>(mBounds.y)};
Point lb{static_cast<float>(mBounds.x), static_cast<float>(mBounds.y + mBounds.h)};
Point rt{static_cast<float>(mBounds.x + mBounds.w), static_cast<float>(mBounds.y)};
Point rb{static_cast<float>(mBounds.x + mBounds.w), static_cast<float>(mBounds.y + mBounds.h)};
lt *= mMatrix;
lb *= mMatrix;
rt *= mMatrix;
rb *= mMatrix;
float left = min(min(lt.x, lb.x), min(rt.x, rb.x));
float top = min(min(lt.y, lb.y), min(rt.y, rb.y));
float right = max(max(lt.x, lb.x), max(rt.x, rb.x));
float bottom = max(max(lt.y, lb.y), max(rt.y, rb.y));
auto bounds = RenderRegion {
static_cast<int32_t>(floor(left)),
static_cast<int32_t>(floor(top)),
static_cast<int32_t>(ceil(right - floor(left))),
static_cast<int32_t>(ceil(bottom - floor(top))),
};
if (bounds.w < 0 || bounds.h < 0) return mBounds;
else return bounds;
}
}