thorvg/src/renderer/gl_engine/tvgGlGeometry.cpp
Hermet Park ed5f24b030 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 11:40:59 +09:00

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5.5 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)
{
const RenderPath* path = nullptr;
RenderPath trimmedPath;
if (rshape.trimpath()) {
if (!rshape.stroke->trim.trim(rshape.path, trimmedPath)) return true;
path = &trimmedPath;
} else path = &rshape.path;
if (flag & (RenderUpdateFlag::Color | RenderUpdateFlag::Gradient | RenderUpdateFlag::Transform | RenderUpdateFlag::Path)) {
fill.clear();
BWTessellator bwTess{&fill};
bwTess.tessellate(*path, matrix);
fillRule = rshape.rule;
bounds = bwTess.bounds();
}
if (flag & (RenderUpdateFlag::Stroke | RenderUpdateFlag::GradientStroke | RenderUpdateFlag::Transform)) {
stroke.clear();
Stroker stroker{&stroke, matrix};
stroker.stroke(&rshape, *path);
bounds = stroker.bounds();
}
return true;
}
bool GlGeometry::tesselate(const RenderSurface* image, RenderUpdateFlag flag)
{
if (!(flag & RenderUpdateFlag::Image)) return true;
fill.clear();
fill.vertex.reserve(5 * 4);
fill.index.reserve(6);
auto left = 0.f;
auto top = 0.f;
auto right = float(image->w);
auto bottom = float(image->h);
// left top point
fill.vertex.push(left);
fill.vertex.push(top);
fill.vertex.push(0.f);
fill.vertex.push(1.f);
// left bottom point
fill.vertex.push(left);
fill.vertex.push(bottom);
fill.vertex.push(0.f);
fill.vertex.push(0.f);
// right top point
fill.vertex.push(right);
fill.vertex.push(top);
fill.vertex.push(1.f);
fill.vertex.push(1.f);
// right bottom point
fill.vertex.push(right);
fill.vertex.push(bottom);
fill.vertex.push(1.f);
fill.vertex.push(0.f);
fill.index.push(0);
fill.index.push(1);
fill.index.push(2);
fill.index.push(2);
fill.index.push(1);
fill.index.push(3);
bounds = {{0, 0}, {int32_t(image->w), int32_t(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;
auto buffer = ((flag & RenderUpdateFlag::Stroke) || (flag & RenderUpdateFlag::GradientStroke)) ? &stroke : &fill;
if (buffer->index.empty()) return false;
auto vertexOffset = gpuBuffer->push(buffer->vertex.data, buffer->vertex.count * sizeof(float));
auto indexOffset = gpuBuffer->pushIndex(buffer->index.data, buffer->index.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, buffer->index.count);
return true;
}
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 (fillRule == FillRule::NonZero) return GlStencilMode::FillNonZero;
if (fillRule == FillRule::EvenOdd) return GlStencilMode::FillEvenOdd;
return GlStencilMode::None;
}
RenderRegion GlGeometry::getBounds() const
{
if (tvg::identity(&matrix)) return bounds;
auto lt = Point{float(bounds.min.x), float(bounds.min.y)} * matrix;
auto lb = Point{float(bounds.min.x), float(bounds.max.y)} * matrix;
auto rt = Point{float(bounds.max.x), float(bounds.min.y)} * matrix;
auto rb = Point{float(bounds.max.x), float(bounds.max.y)} * matrix;
auto left = min(min(lt.x, lb.x), min(rt.x, rb.x));
auto top = min(min(lt.y, lb.y), min(rt.y, rb.y));
auto right = max(max(lt.x, lb.x), max(rt.x, rb.x));
auto bottom = max(max(lt.y, lb.y), max(rt.y, rb.y));
auto bounds = RenderRegion {{int32_t(floor(left)), int32_t(floor(top))}, {int32_t(ceil(right)), int32_t(ceil(bottom))}};
if (bounds.valid()) return bounds;
return this->bounds;
}