thorvg/src/renderer/gl_engine/tvgGlRenderPass.cpp
Hermet Park 8a35f02105 renderer/engines: redesigned RenderRegion property layout
redefiend properties so that min/max are prioritized,
as they are accessed more frequently than pos/size
during rendering calculations.

also introduced miscellaneous functions to improve usability.
2025-05-28 11:41:52 +09:00

68 lines
2.1 KiB
C++

/*
* Copyright (c) 2023 - 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 "tvgGlRenderPass.h"
#include "tvgGlRenderTask.h"
GlRenderPass::GlRenderPass(GlRenderTarget* fbo): mFbo(fbo), mTasks(), mDrawDepth(0) {}
GlRenderPass::GlRenderPass(GlRenderPass&& other): mFbo(other.mFbo), mTasks(), mDrawDepth(0)
{
mTasks.push(other.mTasks);
other.mTasks.clear();
mDrawDepth = other.mDrawDepth;
}
GlRenderPass::~GlRenderPass()
{
if (mTasks.empty()) return;
ARRAY_FOREACH(p, mTasks) delete(*p);
mTasks.clear();
}
void GlRenderPass::addRenderTask(GlRenderTask* task)
{
mTasks.push(task);
}
void GlRenderPass::getMatrix(float *dst, const Matrix &matrix) const
{
Matrix postMatrix{};
tvg::identity(&postMatrix);
const auto& vp = getViewport();
translate(&postMatrix, {(float)-vp.sx(), (float)-vp.sy()});
auto m = postMatrix * matrix;
float modelMatrix[16];
GET_MATRIX44(m, modelMatrix);
MVP_MATRIX(vp.w(), vp.h());
MULTIPLY_MATRIX(mvp, modelMatrix, dst);
}