thorvg/test/testPathCopy.cpp
Hermet Park f4d1065d52 sw_engine: convert colorspace ARGB -> RGBA in default.
We can use RGBA colorspace rather ARGB for pixel data.
This would be better for many rendering system,
since it's more widely preferred than ARGB including opengl.

Change-Id: Ibbfe6a511d77bf0ef30ce261995467c11164d306
2020-08-15 18:22:43 +09:00

187 lines
5.8 KiB
C++

#include "testCommon.h"
/************************************************************************/
/* Drawing Commands */
/************************************************************************/
void tvgDrawCmds(tvg::Canvas* canvas)
{
if (!canvas) return;
/* Star */
//Prepare Path Commands
tvg::PathCommand cmds[11];
cmds[0] = tvg::PathCommand::MoveTo;
cmds[1] = tvg::PathCommand::LineTo;
cmds[2] = tvg::PathCommand::LineTo;
cmds[3] = tvg::PathCommand::LineTo;
cmds[4] = tvg::PathCommand::LineTo;
cmds[5] = tvg::PathCommand::LineTo;
cmds[6] = tvg::PathCommand::LineTo;
cmds[7] = tvg::PathCommand::LineTo;
cmds[8] = tvg::PathCommand::LineTo;
cmds[9] = tvg::PathCommand::LineTo;
cmds[10] = tvg::PathCommand::Close;
//Prepare Path Points
tvg::Point pts[10];
pts[0] = {199, 34}; //MoveTo
pts[1] = {253, 143}; //LineTo
pts[2] = {374, 160}; //LineTo
pts[3] = {287, 244}; //LineTo
pts[4] = {307, 365}; //LineTo
pts[5] = {199, 309}; //LineTo
pts[6] = {97, 365}; //LineTo
pts[7] = {112, 245}; //LineTo
pts[8] = {26, 161}; //LineTo
pts[9] = {146, 143}; //LineTo
auto shape1 = tvg::Shape::gen();
shape1->appendPath(cmds, 11, pts, 10); //copy path data
shape1->fill(0, 255, 0, 255);
if (canvas->push(move(shape1)) != tvg::Result::Success) return;
/* Circle */
auto cx = 550.0f;
auto cy = 550.0f;
auto radius = 125.0f;
auto halfRadius = radius * 0.552284f;
//Prepare Path Commands
tvg::PathCommand cmds2[6];
cmds2[0] = tvg::PathCommand::MoveTo;
cmds2[1] = tvg::PathCommand::CubicTo;
cmds2[2] = tvg::PathCommand::CubicTo;
cmds2[3] = tvg::PathCommand::CubicTo;
cmds2[4] = tvg::PathCommand::CubicTo;
cmds2[5] = tvg::PathCommand::Close;
//Prepare Path Points
tvg::Point pts2[13];
pts2[0] = {cx, cy - radius}; //MoveTo
//CubicTo 1
pts2[1] = {cx + halfRadius, cy - radius}; //Ctrl1
pts2[2] = {cx + radius, cy - halfRadius}; //Ctrl2
pts2[3] = {cx + radius, cy}; //To
//CubicTo 2
pts2[4] = {cx + radius, cy + halfRadius}; //Ctrl1
pts2[5] = {cx + halfRadius, cy + radius}; //Ctrl2
pts2[6] = {cx, cy+ radius}; //To
//CubicTo 3
pts2[7] = {cx - halfRadius, cy + radius}; //Ctrl1
pts2[8] = {cx - radius, cy + halfRadius}; //Ctrl2
pts2[9] = {cx - radius, cy}; //To
//CubicTo 4
pts2[10] = {cx - radius, cy - halfRadius}; //Ctrl1
pts2[11] = {cx - halfRadius, cy - radius}; //Ctrl2
pts2[12] = {cx, cy - radius}; //To
auto shape2 = tvg::Shape::gen();
shape2->appendPath(cmds2, 6, pts2, 13); //copy path data
shape2->fill(255, 255, 0, 255);
if (canvas->push(move(shape2)) != tvg::Result::Success) return;
}
/************************************************************************/
/* Sw Engine Test Code */
/************************************************************************/
static unique_ptr<tvg::SwCanvas> swCanvas;
void tvgSwTest(uint32_t* buffer)
{
//Create a Canvas
swCanvas = tvg::SwCanvas::gen();
swCanvas->target(buffer, WIDTH, WIDTH, HEIGHT, tvg::SwCanvas::ARGB8888);
/* Push the shape into the Canvas drawing list
When this shape is into the canvas list, the shape could update & prepare
internal data asynchronously for coming rendering.
Canvas keeps this shape node unless user call canvas->clear() */
tvgDrawCmds(swCanvas.get());
}
void drawSwView(void* data, Eo* obj)
{
if (swCanvas->draw() == tvg::Result::Success) {
swCanvas->sync();
}
}
/************************************************************************/
/* GL Engine Test Code */
/************************************************************************/
static unique_ptr<tvg::GlCanvas> glCanvas;
void initGLview(Evas_Object *obj)
{
static constexpr auto BPP = 4;
//Create a Canvas
glCanvas = tvg::GlCanvas::gen();
glCanvas->target(nullptr, WIDTH * BPP, WIDTH, HEIGHT);
/* Push the shape into the Canvas drawing list
When this shape is into the canvas list, the shape could update & prepare
internal data asynchronously for coming rendering.
Canvas keeps this shape node unless user call canvas->clear() */
tvgDrawCmds(glCanvas.get());
}
void drawGLview(Evas_Object *obj)
{
auto gl = elm_glview_gl_api_get(obj);
gl->glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl->glClear(GL_COLOR_BUFFER_BIT);
if (glCanvas->draw() == tvg::Result::Success) {
glCanvas->sync();
}
}
/************************************************************************/
/* Main Code */
/************************************************************************/
int main(int argc, char **argv)
{
tvg::CanvasEngine tvgEngine = tvg::CanvasEngine::Sw;
if (argc > 1) {
if (!strcmp(argv[1], "gl")) tvgEngine = tvg::CanvasEngine::Gl;
}
//Initialize ThorVG Engine
if (tvgEngine == tvg::CanvasEngine::Sw) {
cout << "tvg engine: software" << endl;
} else {
cout << "tvg engine: opengl" << endl;
}
//Initialize ThorVG Engine
if (tvg::Initializer::init(tvgEngine) == tvg::Result::Success) {
elm_init(argc, argv);
if (tvgEngine == tvg::CanvasEngine::Sw) {
createSwView();
} else {
createGlView();
}
elm_run();
elm_shutdown();
//Terminate ThorVG Engine
tvg::Initializer::term(tvgEngine);
} else {
cout << "engine is not supported" << endl;
}
return 0;
}