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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.
171 lines
No EOL
5.5 KiB
C++
171 lines
No EOL
5.5 KiB
C++
/*
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* Copyright (c) 2020 - 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 "tvgGlCommon.h"
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#include "tvgGlGpuBuffer.h"
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#include "tvgGlTessellator.h"
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#include "tvgGlRenderTask.h"
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bool GlGeometry::tesselate(const RenderShape& rshape, RenderUpdateFlag flag)
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{
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const RenderPath* path = nullptr;
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RenderPath trimmedPath;
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if (rshape.trimpath()) {
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if (!rshape.stroke->trim.trim(rshape.path, trimmedPath)) return true;
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path = &trimmedPath;
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} else path = &rshape.path;
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if (flag & (RenderUpdateFlag::Color | RenderUpdateFlag::Gradient | RenderUpdateFlag::Transform | RenderUpdateFlag::Path)) {
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fill.clear();
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BWTessellator bwTess{&fill};
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bwTess.tessellate(*path, matrix);
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fillRule = rshape.rule;
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bounds = bwTess.bounds();
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}
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if (flag & (RenderUpdateFlag::Stroke | RenderUpdateFlag::GradientStroke | RenderUpdateFlag::Transform)) {
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stroke.clear();
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Stroker stroker{&stroke, matrix};
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stroker.stroke(&rshape, *path);
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bounds = stroker.bounds();
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}
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return true;
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}
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bool GlGeometry::tesselate(const RenderSurface* image, RenderUpdateFlag flag)
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{
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if (!(flag & RenderUpdateFlag::Image)) return true;
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fill.clear();
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fill.vertex.reserve(5 * 4);
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fill.index.reserve(6);
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auto left = 0.f;
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auto top = 0.f;
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auto right = float(image->w);
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auto bottom = float(image->h);
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// left top point
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fill.vertex.push(left);
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fill.vertex.push(top);
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fill.vertex.push(0.f);
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fill.vertex.push(1.f);
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// left bottom point
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fill.vertex.push(left);
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fill.vertex.push(bottom);
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fill.vertex.push(0.f);
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fill.vertex.push(0.f);
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// right top point
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fill.vertex.push(right);
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fill.vertex.push(top);
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fill.vertex.push(1.f);
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fill.vertex.push(1.f);
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// right bottom point
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fill.vertex.push(right);
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fill.vertex.push(bottom);
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fill.vertex.push(1.f);
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fill.vertex.push(0.f);
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fill.index.push(0);
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fill.index.push(1);
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fill.index.push(2);
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fill.index.push(2);
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fill.index.push(1);
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fill.index.push(3);
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bounds = {{0, 0}, {int32_t(image->w), int32_t(image->h)}};
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return true;
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}
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void GlGeometry::disableVertex(uint32_t location)
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{
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GL_CHECK(glDisableVertexAttribArray(location));
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}
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bool GlGeometry::draw(GlRenderTask* task, GlStageBuffer* gpuBuffer, RenderUpdateFlag flag)
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{
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if (flag == RenderUpdateFlag::None) return false;
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auto buffer = ((flag & RenderUpdateFlag::Stroke) || (flag & RenderUpdateFlag::GradientStroke)) ? &stroke : &fill;
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if (buffer->index.empty()) return false;
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auto vertexOffset = gpuBuffer->push(buffer->vertex.data, buffer->vertex.count * sizeof(float));
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auto indexOffset = gpuBuffer->pushIndex(buffer->index.data, buffer->index.count * sizeof(uint32_t));
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// vertex layout
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if (flag & RenderUpdateFlag::Image) {
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// image has two attribute: [pos, uv]
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task->addVertexLayout(GlVertexLayout{0, 2, 4 * sizeof(float), vertexOffset});
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task->addVertexLayout(GlVertexLayout{1, 2, 4 * sizeof(float), vertexOffset + 2 * sizeof(float)});
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} else {
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task->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), vertexOffset});
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}
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task->setDrawRange(indexOffset, buffer->index.count);
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return true;
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}
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GlStencilMode GlGeometry::getStencilMode(RenderUpdateFlag flag)
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{
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if (flag & RenderUpdateFlag::Stroke) return GlStencilMode::Stroke;
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if (flag & RenderUpdateFlag::GradientStroke) return GlStencilMode::Stroke;
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if (flag & RenderUpdateFlag::Image) return GlStencilMode::None;
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if (fillRule == FillRule::NonZero) return GlStencilMode::FillNonZero;
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if (fillRule == FillRule::EvenOdd) return GlStencilMode::FillEvenOdd;
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return GlStencilMode::None;
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}
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RenderRegion GlGeometry::getBounds() const
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{
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if (tvg::identity(&matrix)) return bounds;
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auto lt = Point{float(bounds.min.x), float(bounds.min.y)} * matrix;
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auto lb = Point{float(bounds.min.x), float(bounds.max.y)} * matrix;
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auto rt = Point{float(bounds.max.x), float(bounds.min.y)} * matrix;
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auto rb = Point{float(bounds.max.x), float(bounds.max.y)} * matrix;
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auto left = min(min(lt.x, lb.x), min(rt.x, rb.x));
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auto top = min(min(lt.y, lb.y), min(rt.y, rb.y));
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auto right = max(max(lt.x, lb.x), max(rt.x, rb.x));
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auto bottom = max(max(lt.y, lb.y), max(rt.y, rb.y));
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auto bounds = RenderRegion {{int32_t(floor(left)), int32_t(floor(top))}, {int32_t(ceil(right)), int32_t(ceil(bottom))}};
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if (bounds.valid()) return bounds;
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return this->bounds;
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} |