thorvg/src/renderer/wg_engine/tvgWgTessellator.h
Sergii Liebodkin c26b4edd4e wg_engine: tessellator optimization
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
2025-07-22 15:24:24 +03:00

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/*
* Copyright (c) 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
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*/
#ifndef _TVG_WG_TESSELLATOR_H_
#define _TVG_WG_TESSELLATOR_H_
#include "tvgRender.h"
#include "tvgWgGeometry.h"
#define MIN_WG_STROKE_WIDTH 1.0f
class WgStroker
{
struct State
{
Point firstPt;
Point firstPtDir;
Point prevPt;
Point prevPtDir;
};
public:
WgStroker(WgMeshData* buffer, const Matrix& matrix);
void stroke(const RenderShape *rshape);
RenderRegion bounds() const;
BBox getBBox() const;
private:
void doStroke(const RenderPath& path);
float strokeRadius() const
{
return mStrokeWidth * 0.5f;
}
void strokeCap();
void strokeLineTo(const Point& curr);
void strokeCubicTo(const Point& cnt1, const Point& cnt2, const Point& end);
void strokeClose();
void strokeJoin(const Point& dir);
void strokeRound(const Point& prev, const Point& curr, const Point& center);
void strokeMiter(const Point& prev, const Point& curr, const Point& center);
void strokeBevel(const Point& prev, const Point& curr, const Point& center);
void strokeSquare(const Point& p, const Point& outDir);
void strokeSquarePoint(const Point& p);
void strokeRound(const Point& p, const Point& outDir);
void strokeRoundPoint(const Point& p);
WgMeshData* mBuffer;
Matrix mMatrix;
float mStrokeWidth = MIN_WG_STROKE_WIDTH;
float mMiterLimit = 4.f;
StrokeCap mStrokeCap = StrokeCap::Square;
StrokeJoin mStrokeJoin = StrokeJoin::Bevel;
State mStrokeState = {};
Point mLeftTop = {0.0f, 0.0f};
Point mRightBottom = {0.0f, 0.0f};
};
class WgBWTessellator
{
public:
WgBWTessellator(WgMeshData* buffer);
void tessellate(const RenderPath& path, const Matrix& matrix);
RenderRegion bounds() const;
BBox getBBox() const;
private:
uint32_t pushVertex(float x, float y);
void pushTriangle(uint32_t a, uint32_t b, uint32_t c);
WgMeshData* mBuffer;
BBox bbox = {};
};
#endif /* _TVG_WG_TESSELLATOR_H_ */