thorvg/test/testSceneTransform.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

233 lines
7.1 KiB
C++

#include "testCommon.h"
/************************************************************************/
/* Drawing Commands */
/************************************************************************/
tvg::Scene* pScene1 = nullptr;
tvg::Scene* pScene2 = nullptr;
void tvgDrawCmds(tvg::Canvas* canvas)
{
if (!canvas) return;
//Create a Scene1
auto scene = tvg::Scene::gen();
pScene1 = scene.get();
scene->reserve(3); //reserve 3 shape nodes (optional)
//Prepare Round Rectangle (Scene1)
auto shape1 = tvg::Shape::gen();
shape1->appendRect(-235, -250, 400, 400, 50, 50); //x, y, w, h, rx, ry
shape1->fill(0, 255, 0, 255); //r, g, b, a
shape1->stroke(5); //width
shape1->stroke(255, 255, 255, 255); //r, g, b, a
scene->push(move(shape1));
//Prepare Circle (Scene1)
auto shape2 = tvg::Shape::gen();
shape2->appendCircle(-165, -150, 200, 200); //cx, cy, radiusW, radiusH
shape2->fill(255, 255, 0, 255); //r, g, b, a
scene->push(move(shape2));
//Prepare Ellipse (Scene1)
auto shape3 = tvg::Shape::gen();
shape3->appendCircle(265, 250, 150, 100); //cx, cy, radiusW, radiusH
shape3->fill(0, 255, 255, 255); //r, g, b, a
scene->push(move(shape3));
scene->translate(350, 350);
scene->scale(0.5);
//Create Scene2
auto scene2 = tvg::Scene::gen();
pScene2 = scene2.get();
scene2->reserve(2); //reserve 2 shape nodes (optional)
//Star (Scene2)
auto shape4 = tvg::Shape::gen();
//Appends Paths
shape4->moveTo(0, -114.5);
shape4->lineTo(54, -5.5);
shape4->lineTo(175, 11.5);
shape4->lineTo(88, 95.5);
shape4->lineTo(108, 216.5);
shape4->lineTo(0, 160.5);
shape4->lineTo(-102, 216.5);
shape4->lineTo(-87, 96.5);
shape4->lineTo(-173, 12.5);
shape4->lineTo(-53, -5.5);
shape4->close();
shape4->fill(0, 0, 255, 127);
shape4->stroke(3); //width
shape4->stroke(0, 0, 255, 255); //r, g, b, a
scene2->push(move(shape4));
//Circle (Scene2)
auto shape5 = tvg::Shape::gen();
auto cx = -150.0f;
auto cy = -150.0f;
auto radius = 100.0f;
auto halfRadius = radius * 0.552284f;
//Append Paths
shape5->moveTo(cx, cy - radius);
shape5->cubicTo(cx + halfRadius, cy - radius, cx + radius, cy - halfRadius, cx + radius, cy);
shape5->cubicTo(cx + radius, cy + halfRadius, cx + halfRadius, cy + radius, cx, cy+ radius);
shape5->cubicTo(cx - halfRadius, cy + radius, cx - radius, cy + halfRadius, cx - radius, cy);
shape5->cubicTo(cx - radius, cy - halfRadius, cx - halfRadius, cy - radius, cx, cy - radius);
shape5->close();
shape5->fill(255, 0, 0, 127);
scene2->push(move(shape5));
scene2->translate(500, 350);
//Push scene2 onto the scene
scene->push(move(scene2));
//Draw the Scene onto the Canvas
canvas->push(move(scene));
}
void tvgUpdateCmds(tvg::Canvas* canvas, float progress)
{
if (!canvas) return;
/* Update scene directly.
You can update only necessary properties of this scene,
while retaining other properties. */
pScene1->rotate(360 * progress);
pScene2->rotate(360 * progress);
//Update shape for drawing (this may work asynchronously)
canvas->update(pScene1);
}
/************************************************************************/
/* 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 transitSwCb(Elm_Transit_Effect *effect, Elm_Transit* transit, double progress)
{
tvgUpdateCmds(swCanvas.get(), progress);
//Update Efl Canvas
Eo* img = (Eo*) effect;
evas_object_image_data_update_add(img, 0, 0, WIDTH, HEIGHT);
evas_object_image_pixels_dirty_set(img, EINA_TRUE);
}
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();
}
}
void transitGlCb(Elm_Transit_Effect *effect, Elm_Transit* transit, double progress)
{
tvgUpdateCmds(glCanvas.get(), progress);
}
/************************************************************************/
/* 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);
Elm_Transit *transit = elm_transit_add();
if (tvgEngine == tvg::CanvasEngine::Sw) {
auto view = createSwView();
elm_transit_effect_add(transit, transitSwCb, view, nullptr);
} else {
auto view = createGlView();
elm_transit_effect_add(transit, transitGlCb, view, nullptr);
}
elm_transit_duration_set(transit, 2);
elm_transit_repeat_times_set(transit, -1);
elm_transit_auto_reverse_set(transit, EINA_TRUE);
elm_transit_go(transit);
elm_run();
elm_shutdown();
//Terminate ThorVG Engine
tvg::Initializer::term(tvgEngine);
} else {
cout << "engine is not supported" << endl;
}
return 0;
}