mirror of
https://github.com/thorvg/thorvg.git
synced 2025-06-07 21:23:32 +00:00

The API allows now values <= 0 for dashes and gaps. Negative values are treated as zero. The exception is when all provided values are <= 0, in which case the dash is ignored. This fixes the issue when dash = 0 was provided for strokes with round or butt caps - the dot was not drawn, even though it should have been. docs: the strokeDash API behavior's clarification for odd numbers of values in dashPattern and refinement of the accepted values.
683 lines
23 KiB
C++
683 lines
23 KiB
C++
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/*
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* Copyright (c) 2023 - 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 <algorithm>
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#include "tvgMath.h"
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#include "tvgWgRenderData.h"
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#include "tvgWgShaderTypes.h"
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//***********************************************************************
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// WgMeshData
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//***********************************************************************
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void WgMeshData::draw(WgContext& context, WGPURenderPassEncoder renderPassEncoder)
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{
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wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 0, bufferPosition, 0, vertexCount * sizeof(float) * 2);
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wgpuRenderPassEncoderSetIndexBuffer(renderPassEncoder, bufferIndex, WGPUIndexFormat_Uint32, 0, indexCount * sizeof(uint32_t));
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wgpuRenderPassEncoderDrawIndexed(renderPassEncoder, indexCount, 1, 0, 0, 0);
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}
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void WgMeshData::drawFan(WgContext& context, WGPURenderPassEncoder renderPassEncoder)
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{
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wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 0, bufferPosition, 0, vertexCount * sizeof(float) * 2);
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wgpuRenderPassEncoderSetIndexBuffer(renderPassEncoder, context.bufferIndexFan, WGPUIndexFormat_Uint32, 0, indexCount * sizeof(uint32_t));
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wgpuRenderPassEncoderDrawIndexed(renderPassEncoder, indexCount, 1, 0, 0, 0);
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}
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void WgMeshData::drawImage(WgContext& context, WGPURenderPassEncoder renderPassEncoder)
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{
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wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 0, bufferPosition, 0, vertexCount * sizeof(float) * 2);
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wgpuRenderPassEncoderSetVertexBuffer(renderPassEncoder, 1, bufferTexCoord, 0, vertexCount * sizeof(float) * 2);
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wgpuRenderPassEncoderSetIndexBuffer(renderPassEncoder, bufferIndex, WGPUIndexFormat_Uint32, 0, indexCount * sizeof(uint32_t));
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wgpuRenderPassEncoderDrawIndexed(renderPassEncoder, indexCount, 1, 0, 0, 0);
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};
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void WgMeshData::update(WgContext& context, const WgVertexBuffer& vertexBuffer)
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{
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assert(vertexBuffer.count > 2);
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vertexCount = vertexBuffer.count;
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indexCount = (vertexBuffer.count - 2) * 3;
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context.allocateBufferVertex(bufferPosition, (float*)vertexBuffer.data, vertexCount * sizeof(float) * 2);
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context.allocateBufferIndexFan(vertexCount);
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}
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void WgMeshData::update(WgContext& context, const WgIndexedVertexBuffer& vertexBufferInd)
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{
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assert(vertexBufferInd.vcount > 2);
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vertexCount = vertexBufferInd.vcount;
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indexCount = vertexBufferInd.icount;
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if (vertexCount > 0) context.allocateBufferVertex(bufferPosition, (float*)vertexBufferInd.vbuff, vertexCount * sizeof(float) * 2);
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if (indexCount > 0) context.allocateBufferIndex(bufferIndex, vertexBufferInd.ibuff, indexCount * sizeof(uint32_t));
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};
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void WgMeshData::bbox(WgContext& context, const Point pmin, const Point pmax)
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{
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vertexCount = 4;
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indexCount = 6;
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const float data[] = {pmin.x, pmin.y, pmax.x, pmin.y, pmax.x, pmax.y, pmin.x, pmax.y};
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context.allocateBufferVertex(bufferPosition, data, sizeof(data));
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context.allocateBufferIndexFan(vertexCount);
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}
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void WgMeshData::imageBox(WgContext& context, float w, float h)
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{
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vertexCount = 4;
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indexCount = 6;
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const float vdata[] = {0.0f, 0.0f, w, 0.0f, w, h, 0.0f, h};
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const float tdata[] = {0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};
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const uint32_t idata[] = {0, 1, 2, 0, 2, 3};
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context.allocateBufferVertex(bufferPosition, vdata, sizeof(vdata));
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context.allocateBufferVertex(bufferTexCoord, tdata, sizeof(tdata));
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context.allocateBufferIndex(bufferIndex, idata, sizeof(idata));
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}
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void WgMeshData::blitBox(WgContext& context)
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{
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vertexCount = 4;
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indexCount = 6;
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const float vdata[] = {-1.0f, +1.0f, +1.0f, +1.0f, +1.0f, -1.0f, -1.0f, -1.0f};
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const float tdata[] = {+0.0f, +0.0f, +1.0f, +0.0f, +1.0f, +1.0f, +0.0f, +1.0f};
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const uint32_t idata[] = { 0, 1, 2, 0, 2, 3 };
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context.allocateBufferVertex(bufferPosition, vdata, sizeof(vdata));
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context.allocateBufferVertex(bufferTexCoord, tdata, sizeof(tdata));
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context.allocateBufferIndex(bufferIndex, idata, sizeof(idata));
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}
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void WgMeshData::release(WgContext& context)
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{
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context.releaseBuffer(bufferIndex);
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context.releaseBuffer(bufferTexCoord);
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context.releaseBuffer(bufferPosition);
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};
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//***********************************************************************
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// WgMeshDataPool
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//***********************************************************************
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WgMeshData* WgMeshDataPool::allocate(WgContext& context)
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{
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WgMeshData* meshData{};
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if (mPool.count > 0) {
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meshData = mPool.last();
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mPool.pop();
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} else {
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meshData = new WgMeshData();
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mList.push(meshData);
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}
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return meshData;
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}
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void WgMeshDataPool::free(WgContext& context, WgMeshData* meshData)
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{
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mPool.push(meshData);
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}
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void WgMeshDataPool::release(WgContext& context)
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{
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ARRAY_FOREACH(p, mList) {
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(*p)->release(context);
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delete(*p);
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}
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mPool.clear();
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mList.clear();
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}
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WgMeshDataPool gMeshDataPoolInstance;
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WgMeshDataPool* WgMeshDataPool::gMeshDataPool = &gMeshDataPoolInstance;
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//***********************************************************************
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// WgMeshDataGroup
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//***********************************************************************
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void WgMeshDataGroup::append(WgContext& context, const WgVertexBuffer& vertexBuffer)
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{
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assert(vertexBuffer.count >= 3);
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meshes.push(WgMeshDataPool::gMeshDataPool->allocate(context));
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meshes.last()->update(context, vertexBuffer);
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}
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void WgMeshDataGroup::append(WgContext& context, const WgIndexedVertexBuffer& vertexBufferInd)
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{
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assert(vertexBufferInd.vcount >= 3);
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meshes.push(WgMeshDataPool::gMeshDataPool->allocate(context));
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meshes.last()->update(context, vertexBufferInd);
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}
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void WgMeshDataGroup::append(WgContext& context, const Point pmin, const Point pmax)
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{
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meshes.push(WgMeshDataPool::gMeshDataPool->allocate(context));
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meshes.last()->bbox(context, pmin, pmax);
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}
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void WgMeshDataGroup::release(WgContext& context)
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{
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ARRAY_FOREACH(p, meshes)
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WgMeshDataPool::gMeshDataPool->free(context, *p);
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meshes.clear();
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};
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//***********************************************************************
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// WgImageData
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//***********************************************************************
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void WgImageData::update(WgContext& context, const RenderSurface* surface)
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{
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// get appropriate texture format from color space
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WGPUTextureFormat texFormat = WGPUTextureFormat_BGRA8Unorm;
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if (surface->cs == ColorSpace::ABGR8888S)
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texFormat = WGPUTextureFormat_RGBA8Unorm;
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if (surface->cs == ColorSpace::Grayscale8)
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texFormat = WGPUTextureFormat_R8Unorm;
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// allocate new texture handle
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bool texHandleChanged = context.allocateTexture(texture, surface->w, surface->h, texFormat, surface->data);
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// update texture view of texture handle was changed
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if (texHandleChanged) {
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context.releaseTextureView(textureView);
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textureView = context.createTextureView(texture);
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}
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};
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void WgImageData::release(WgContext& context)
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{
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context.releaseTextureView(textureView);
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context.releaseTexture(texture);
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};
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//***********************************************************************
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// WgRenderSettings
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//***********************************************************************
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void WgRenderSettings::updateFill(WgContext& context, const Fill* fill)
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{
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rasterType = WgRenderRasterType::Gradient;
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// get gradient transfrom matrix
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Matrix invFillTransform;
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WgShaderTypeMat4x4f gradientTrans; // identity by default
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if (inverse(&fill->transform(), &invFillTransform))
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gradientTrans.update(invFillTransform);
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// get gradient rasterisation settings
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WgShaderTypeGradient gradient;
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if (fill->type() == Type::LinearGradient) {
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gradient.update((LinearGradient*)fill);
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fillType = WgRenderSettingsType::Linear;
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} else if (fill->type() == Type::RadialGradient) {
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gradient.update((RadialGradient*)fill);
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fillType = WgRenderSettingsType::Radial;
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}
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// update gpu assets
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bool bufferGradientSettingsChanged = context.allocateBufferUniform(bufferGroupGradient, &gradient.settings, sizeof(gradient.settings));
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bool bufferGradientTransformChanged = context.allocateBufferUniform(bufferGroupTransfromGrad, &gradientTrans.mat, sizeof(gradientTrans.mat));
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bool textureGradientChanged = context.allocateTexture(texGradient, WG_TEXTURE_GRADIENT_SIZE, 1, WGPUTextureFormat_RGBA8Unorm, gradient.texData);
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if (bufferGradientSettingsChanged || textureGradientChanged || bufferGradientTransformChanged) {
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// update texture view
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context.releaseTextureView(texViewGradient);
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texViewGradient = context.createTextureView(texGradient);
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// get sampler by spread type
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WGPUSampler sampler = context.samplerLinearClamp;
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if (fill->spread() == FillSpread::Reflect) sampler = context.samplerLinearMirror;
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if (fill->spread() == FillSpread::Repeat) sampler = context.samplerLinearRepeat;
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// update bind group
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context.layouts.releaseBindGroup(bindGroupGradient);
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bindGroupGradient = context.layouts.createBindGroupTexSampledBuff2Un(
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sampler, texViewGradient, bufferGroupGradient, bufferGroupTransfromGrad);
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}
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skip = false;
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};
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void WgRenderSettings::updateColor(WgContext& context, const RenderColor& c)
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{
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rasterType = WgRenderRasterType::Solid;
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WgShaderTypeVec4f solidColor(c);
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if (context.allocateBufferUniform(bufferGroupSolid, &solidColor, sizeof(solidColor))) {
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context.layouts.releaseBindGroup(bindGroupSolid);
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bindGroupSolid = context.layouts.createBindGroupBuffer1Un(bufferGroupSolid);
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}
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fillType = WgRenderSettingsType::Solid;
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skip = (c.a == 0);
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};
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void WgRenderSettings::release(WgContext& context)
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{
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context.layouts.releaseBindGroup(bindGroupSolid);
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context.layouts.releaseBindGroup(bindGroupGradient);
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context.releaseBuffer(bufferGroupSolid);
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context.releaseBuffer(bufferGroupGradient);
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context.releaseBuffer(bufferGroupTransfromGrad);
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context.releaseTexture(texGradient);
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context.releaseTextureView(texViewGradient);
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};
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//***********************************************************************
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// WgRenderDataPaint
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//***********************************************************************
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void WgRenderDataPaint::release(WgContext& context)
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{
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context.layouts.releaseBindGroup(bindGroupPaint);
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context.releaseBuffer(bufferModelMat);
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context.releaseBuffer(bufferBlendSettings);
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clips.clear();
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};
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void WgRenderDataPaint::update(WgContext& context, const tvg::Matrix& transform, tvg::ColorSpace cs, uint8_t opacity)
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{
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WgShaderTypeMat4x4f modelMat(transform);
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WgShaderTypeVec4f blendSettings(cs, opacity);
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bool bufferModelMatChanged = context.allocateBufferUniform(bufferModelMat, &modelMat, sizeof(modelMat));
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bool bufferBlendSettingsChanged = context.allocateBufferUniform(bufferBlendSettings, &blendSettings, sizeof(blendSettings));
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if (bufferModelMatChanged || bufferBlendSettingsChanged) {
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context.layouts.releaseBindGroup(bindGroupPaint);
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bindGroupPaint = context.layouts.createBindGroupBuffer2Un(bufferModelMat, bufferBlendSettings);
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}
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}
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void WgRenderDataPaint::updateClips(tvg::Array<tvg::RenderData> &clips) {
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this->clips.clear();
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ARRAY_FOREACH(p, clips) {
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this->clips.push((WgRenderDataPaint*)(*p));
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}
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}
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//***********************************************************************
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// WgRenderDataShape
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//***********************************************************************
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void WgRenderDataShape::appendShape(WgContext& context, const WgVertexBuffer& vertexBuffer)
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{
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if (vertexBuffer.count < 3) return;
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Point pmin{}, pmax{};
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vertexBuffer.getMinMax(pmin, pmax);
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meshGroupShapes.append(context, vertexBuffer);
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meshGroupShapesBBox.append(context, pmin, pmax);
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updateBBox(pmin, pmax);
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}
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void WgRenderDataShape::appendStroke(WgContext& context, const WgIndexedVertexBuffer& vertexBufferInd)
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{
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if (vertexBufferInd.vcount < 3) return;
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Point pmin{}, pmax{};
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vertexBufferInd.getMinMax(pmin, pmax);
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meshGroupStrokes.append(context, vertexBufferInd);
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meshGroupStrokesBBox.append(context, pmin, pmax);
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updateBBox(pmin, pmax);
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}
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void WgRenderDataShape::updateBBox(Point pmin, Point pmax)
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{
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pMin.x = std::min(pMin.x, pmin.x);
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pMin.y = std::min(pMin.y, pmin.y);
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pMax.x = std::max(pMax.x, pmax.x);
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pMax.y = std::max(pMax.y, pmax.y);
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}
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void WgRenderDataShape::updateAABB(const Matrix& tr) {
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auto p0 = Point{pMin.x, pMin.y} * tr;
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auto p1 = Point{pMax.x, pMin.y} * tr;
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auto p2 = Point{pMin.x, pMax.y} * tr;
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auto p3 = Point{pMax.x, pMax.y} * tr;
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aabb.min = {std::min(std::min(p0.x, p1.x), std::min(p2.x, p3.x)), std::min(std::min(p0.y, p1.y), std::min(p2.y, p3.y))};
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aabb.max = {std::max(std::max(p0.x, p1.x), std::max(p2.x, p3.x)), std::max(std::max(p0.y, p1.y), std::max(p2.y, p3.y))};
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}
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void WgRenderDataShape::updateMeshes(WgContext& context, const RenderShape &rshape, const Matrix& tr, WgGeometryBufferPool* pool)
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{
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releaseMeshes(context);
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strokeFirst = rshape.strokeFirst();
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// get object scale
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float scale = std::max(std::min(length(Point{tr.e11 + tr.e12,tr.e21 + tr.e22}), 8.0f), 1.0f);
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// path decoded vertex buffer
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auto pbuff = pool->reqVertexBuffer(scale);
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pbuff->decodePath(rshape, true, [&](const WgVertexBuffer& path_buff) {
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appendShape(context, path_buff);
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if ((rshape.stroke) && (rshape.stroke->width > 0)) proceedStrokes(context, rshape.stroke, path_buff, pool);
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}, rshape.trimpath());
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// update shapes bbox (with empty path handling)
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if ((this->meshGroupShapesBBox.meshes.count > 0 ) ||
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(this->meshGroupStrokesBBox.meshes.count > 0)) {
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updateAABB(tr);
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} else aabb = {{0, 0}, {0, 0}};
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meshDataBBox.bbox(context, pMin, pMax);
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pool->retVertexBuffer(pbuff);
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}
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void WgRenderDataShape::proceedStrokes(WgContext& context, const RenderStroke* rstroke, const WgVertexBuffer& buff, WgGeometryBufferPool* pool)
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{
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assert(rstroke);
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auto strokesGenerator = pool->reqIndexedVertexBuffer(buff.scale);
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if (rstroke->dash.count == 0 || rstroke->dash.length < DASH_PATTERN_THRESHOLD) strokesGenerator->appendStrokes(buff, rstroke);
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else strokesGenerator->appendStrokesDashed(buff, rstroke);
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appendStroke(context, *strokesGenerator);
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pool->retIndexedVertexBuffer(strokesGenerator);
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}
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void WgRenderDataShape::releaseMeshes(WgContext& context)
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{
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meshGroupStrokesBBox.release(context);
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meshGroupStrokes.release(context);
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meshGroupShapesBBox.release(context);
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meshGroupShapes.release(context);
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pMin = {FLT_MAX, FLT_MAX};
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pMax = {0.0f, 0.0f};
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aabb = {{0, 0}, {0, 0}};
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clips.clear();
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}
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void WgRenderDataShape::release(WgContext& context)
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{
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releaseMeshes(context);
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meshDataBBox.release(context);
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renderSettingsStroke.release(context);
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renderSettingsShape.release(context);
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WgRenderDataPaint::release(context);
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};
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//***********************************************************************
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// WgRenderDataShapePool
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//***********************************************************************
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WgRenderDataShape* WgRenderDataShapePool::allocate(WgContext& context)
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{
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WgRenderDataShape* renderData{};
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if (mPool.count > 0) {
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renderData = mPool.last();
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mPool.pop();
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} else {
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renderData = new WgRenderDataShape();
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mList.push(renderData);
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}
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return renderData;
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}
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void WgRenderDataShapePool::free(WgContext& context, WgRenderDataShape* renderData)
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{
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renderData->meshGroupShapes.release(context);
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renderData->meshGroupShapesBBox.release(context);
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renderData->meshGroupStrokes.release(context);
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renderData->meshGroupStrokesBBox.release(context);
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renderData->clips.clear();
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mPool.push(renderData);
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}
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void WgRenderDataShapePool::release(WgContext& context)
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{
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ARRAY_FOREACH(p, mList) {
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(*p)->release(context);
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|
delete(*p);
|
|
}
|
|
mPool.clear();
|
|
mList.clear();
|
|
}
|
|
|
|
//***********************************************************************
|
|
// WgRenderDataPicture
|
|
//***********************************************************************
|
|
|
|
void WgRenderDataPicture::updateSurface(WgContext& context, const RenderSurface* surface)
|
|
{
|
|
// upoate mesh data
|
|
meshData.imageBox(context, surface->w, surface->h);
|
|
// update texture data
|
|
imageData.update(context, surface);
|
|
// update texture bind group
|
|
context.layouts.releaseBindGroup(bindGroupPicture);
|
|
bindGroupPicture = context.layouts.createBindGroupTexSampled(
|
|
context.samplerLinearRepeat, imageData.textureView
|
|
);
|
|
}
|
|
|
|
|
|
void WgRenderDataPicture::release(WgContext& context)
|
|
{
|
|
context.layouts.releaseBindGroup(bindGroupPicture);
|
|
imageData.release(context);
|
|
meshData.release(context);
|
|
WgRenderDataPaint::release(context);
|
|
}
|
|
|
|
//***********************************************************************
|
|
// WgRenderDataPicturePool
|
|
//***********************************************************************
|
|
|
|
WgRenderDataPicture* WgRenderDataPicturePool::allocate(WgContext& context)
|
|
{
|
|
WgRenderDataPicture* renderData{};
|
|
if (mPool.count > 0) {
|
|
renderData = mPool.last();
|
|
mPool.pop();
|
|
} else {
|
|
renderData = new WgRenderDataPicture();
|
|
mList.push(renderData);
|
|
}
|
|
return renderData;
|
|
}
|
|
|
|
|
|
void WgRenderDataPicturePool::free(WgContext& context, WgRenderDataPicture* renderData)
|
|
{
|
|
renderData->clips.clear();
|
|
mPool.push(renderData);
|
|
}
|
|
|
|
|
|
void WgRenderDataPicturePool::release(WgContext& context)
|
|
{
|
|
ARRAY_FOREACH(p, mList) {
|
|
(*p)->release(context);
|
|
delete(*p);
|
|
}
|
|
mPool.clear();
|
|
mList.clear();
|
|
}
|
|
|
|
//***********************************************************************
|
|
// WgRenderDataGaussian
|
|
//***********************************************************************
|
|
|
|
void WgRenderDataViewport::update(WgContext& context, const RenderRegion& region) {
|
|
WgShaderTypeVec4f viewport;
|
|
viewport.update(region);
|
|
bool bufferViewportChanged = context.allocateBufferUniform(bufferViewport, &viewport, sizeof(viewport));
|
|
if (bufferViewportChanged) {
|
|
context.layouts.releaseBindGroup(bindGroupViewport);
|
|
bindGroupViewport = context.layouts.createBindGroupBuffer1Un(bufferViewport);
|
|
}
|
|
}
|
|
|
|
|
|
void WgRenderDataViewport::release(WgContext& context) {
|
|
context.releaseBuffer(bufferViewport);
|
|
context.layouts.releaseBindGroup(bindGroupViewport);
|
|
}
|
|
|
|
//***********************************************************************
|
|
// WgRenderDataViewportPool
|
|
//***********************************************************************
|
|
|
|
WgRenderDataViewport* WgRenderDataViewportPool::allocate(WgContext& context)
|
|
{
|
|
WgRenderDataViewport* renderData{};
|
|
if (mPool.count > 0) {
|
|
renderData = mPool.last();
|
|
mPool.pop();
|
|
} else {
|
|
renderData = new WgRenderDataViewport();
|
|
mList.push(renderData);
|
|
}
|
|
return renderData;
|
|
}
|
|
|
|
|
|
void WgRenderDataViewportPool::free(WgContext& context, WgRenderDataViewport* renderData)
|
|
{
|
|
if (renderData) mPool.push(renderData);
|
|
}
|
|
|
|
|
|
void WgRenderDataViewportPool::release(WgContext& context)
|
|
{
|
|
ARRAY_FOREACH(p, mList) {
|
|
(*p)->release(context);
|
|
delete(*p);
|
|
}
|
|
mPool.clear();
|
|
mList.clear();
|
|
}
|
|
|
|
//***********************************************************************
|
|
// WgRenderDataEffectParams
|
|
//***********************************************************************
|
|
|
|
void WgRenderDataEffectParams::update(WgContext& context, const WgShaderTypeEffectParams& effectParams)
|
|
{
|
|
if (context.allocateBufferUniform(bufferParams, &effectParams.params, sizeof(effectParams.params))) {
|
|
context.layouts.releaseBindGroup(bindGroupParams);
|
|
bindGroupParams = context.layouts.createBindGroupBuffer1Un(bufferParams);
|
|
}
|
|
}
|
|
|
|
|
|
void WgRenderDataEffectParams::update(WgContext& context, const RenderEffectGaussianBlur* gaussian, const Matrix& transform)
|
|
{
|
|
assert(gaussian);
|
|
WgShaderTypeEffectParams effectParams;
|
|
effectParams.update(gaussian, transform);
|
|
update(context, effectParams);
|
|
level = int(WG_GAUSSIAN_MAX_LEVEL * ((gaussian->quality - 1) * 0.01f)) + 1;
|
|
extend = effectParams.extend;
|
|
}
|
|
|
|
|
|
void WgRenderDataEffectParams::update(WgContext& context, const RenderEffectDropShadow* dropShadow, const Matrix& transform)
|
|
{
|
|
assert(dropShadow);
|
|
WgShaderTypeEffectParams effectParams;
|
|
effectParams.update(dropShadow, transform);
|
|
update(context, effectParams);
|
|
level = int(WG_GAUSSIAN_MAX_LEVEL * ((dropShadow->quality - 1) * 0.01f)) + 1;
|
|
extend = effectParams.extend;
|
|
offset = effectParams.offset;
|
|
}
|
|
|
|
|
|
void WgRenderDataEffectParams::update(WgContext& context, const RenderEffectFill* fill)
|
|
{
|
|
assert(fill);
|
|
WgShaderTypeEffectParams effectParams;
|
|
effectParams.update(fill);
|
|
update(context, effectParams);
|
|
}
|
|
|
|
|
|
void WgRenderDataEffectParams::update(WgContext& context, const RenderEffectTint* tint)
|
|
{
|
|
assert(tint);
|
|
WgShaderTypeEffectParams effectParams;
|
|
effectParams.update(tint);
|
|
update(context, effectParams);
|
|
}
|
|
|
|
|
|
void WgRenderDataEffectParams::update(WgContext& context, const RenderEffectTritone* tritone)
|
|
{
|
|
assert(tritone);
|
|
WgShaderTypeEffectParams effectParams;
|
|
effectParams.update(tritone);
|
|
update(context, effectParams);
|
|
}
|
|
|
|
|
|
void WgRenderDataEffectParams::release(WgContext& context)
|
|
{
|
|
context.releaseBuffer(bufferParams);
|
|
context.layouts.releaseBindGroup(bindGroupParams);
|
|
}
|
|
|
|
//***********************************************************************
|
|
// WgRenderDataColorsPool
|
|
//***********************************************************************
|
|
|
|
WgRenderDataEffectParams* WgRenderDataEffectParamsPool::allocate(WgContext& context)
|
|
{
|
|
WgRenderDataEffectParams* renderData{};
|
|
if (mPool.count > 0) {
|
|
renderData = mPool.last();
|
|
mPool.pop();
|
|
} else {
|
|
renderData = new WgRenderDataEffectParams();
|
|
mList.push(renderData);
|
|
}
|
|
return renderData;
|
|
}
|
|
|
|
|
|
void WgRenderDataEffectParamsPool::free(WgContext& context, WgRenderDataEffectParams* renderData)
|
|
{
|
|
if (renderData) mPool.push(renderData);
|
|
}
|
|
|
|
|
|
void WgRenderDataEffectParamsPool::release(WgContext& context)
|
|
{
|
|
ARRAY_FOREACH(p, mList) {
|
|
(*p)->release(context);
|
|
delete(*p);
|
|
}
|
|
mPool.clear();
|
|
mList.clear();
|
|
}
|