godot/thirdparty/thorvg/src/lib/tvgSceneImpl.h
K. S. Ernest (iFire) Lee 609389af46 Use ThorVG instead of NanoSVG for importing SVGs
ThorVG is a platform-independent portable library for drawing vector-based scene and animation.
Fixups to ThorVG integration

Update 0.4.0


Update readme.
Restore upsample.

Missed on scsub.


Modules are needed.

Restore build.

Do the math properly.

Force ColorStops to be not const.
2021-11-10 02:37:59 -08:00

218 lines
6.4 KiB
C++

/*
* Copyright (c) 2020-2021 Samsung Electronics Co., Ltd. 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.
*/
#ifndef _TVG_SCENE_IMPL_H_
#define _TVG_SCENE_IMPL_H_
#include <float.h>
#include "tvgPaint.h"
/************************************************************************/
/* Internal Class Implementation */
/************************************************************************/
struct SceneIterator : Iterator
{
Array<Paint*>* paints;
uint32_t idx = 0;
SceneIterator(Array<Paint*>* p) : paints(p)
{
}
const Paint* next() override
{
if (idx >= paints->count) return nullptr;
return paints->data[idx++];
}
uint32_t count() override
{
return paints->count;
}
void begin() override
{
idx = 0;
}
};
struct Scene::Impl
{
Array<Paint*> paints;
uint8_t opacity; //for composition
RenderMethod* renderer = nullptr; //keep it for explicit clear
~Impl()
{
for (auto paint = paints.data; paint < (paints.data + paints.count); ++paint) {
delete(*paint);
}
}
bool dispose(RenderMethod& renderer)
{
for (auto paint = paints.data; paint < (paints.data + paints.count); ++paint) {
(*paint)->pImpl->dispose(renderer);
}
this->renderer = nullptr;
return true;
}
bool needComposition(uint32_t opacity)
{
//Half translucent requires intermediate composition.
if (opacity == 255 || opacity == 0) return false;
//If scene has several children or only scene, it may require composition.
if (paints.count > 1) return true;
if (paints.count == 1 && (*paints.data)->identifier() == TVG_CLASS_ID_SCENE) return true;
return false;
}
void* update(RenderMethod &renderer, const RenderTransform* transform, uint32_t opacity, Array<RenderData>& clips, RenderUpdateFlag flag)
{
/* Overriding opacity value. If this scene is half-translucent,
It must do intermeidate composition with that opacity value. */
this->opacity = static_cast<uint8_t>(opacity);
if (needComposition(opacity)) opacity = 255;
for (auto paint = paints.data; paint < (paints.data + paints.count); ++paint) {
(*paint)->pImpl->update(renderer, transform, opacity, clips, static_cast<uint32_t>(flag));
}
/* FXIME: it requires to return list of children engine data
This is necessary for scene composition */
this->renderer = &renderer;
return nullptr;
}
bool render(RenderMethod& renderer)
{
Compositor* cmp = nullptr;
if (needComposition(opacity)) {
cmp = renderer.target(bounds(renderer));
renderer.beginComposite(cmp, CompositeMethod::None, opacity);
}
for (auto paint = paints.data; paint < (paints.data + paints.count); ++paint) {
if (!(*paint)->pImpl->render(renderer)) return false;
}
if (cmp) renderer.endComposite(cmp);
return true;
}
RenderRegion bounds(RenderMethod& renderer) const
{
if (paints.count == 0) return {0, 0, 0, 0};
uint32_t x1 = UINT32_MAX;
uint32_t y1 = UINT32_MAX;
uint32_t x2 = 0;
uint32_t y2 = 0;
for (auto paint = paints.data; paint < (paints.data + paints.count); ++paint) {
auto region = (*paint)->pImpl->bounds(renderer);
//Merge regions
if (region.x < x1) x1 = region.x;
if (x2 < region.x + region.w) x2 = (region.x + region.w);
if (region.y < y1) y1 = region.y;
if (y2 < region.y + region.h) y2 = (region.y + region.h);
}
return {x1, y1, (x2 - x1), (y2 - y1)};
}
bool bounds(float* px, float* py, float* pw, float* ph)
{
if (paints.count == 0) return false;
auto x1 = FLT_MAX;
auto y1 = FLT_MAX;
auto x2 = -FLT_MAX;
auto y2 = -FLT_MAX;
for (auto paint = paints.data; paint < (paints.data + paints.count); ++paint) {
auto x = FLT_MAX;
auto y = FLT_MAX;
auto w = 0.0f;
auto h = 0.0f;
if ((*paint)->bounds(&x, &y, &w, &h, true) != tvg::Result::Success) continue;
//Merge regions
if (x < x1) x1 = x;
if (x2 < x + w) x2 = (x + w);
if (y < y1) y1 = y;
if (y2 < y + h) y2 = (y + h);
}
if (px) *px = x1;
if (py) *py = y1;
if (pw) *pw = (x2 - x1);
if (ph) *ph = (y2 - y1);
return true;
}
Paint* duplicate()
{
auto ret = Scene::gen();
if (!ret) return nullptr;
auto dup = ret.get()->pImpl;
dup->paints.reserve(paints.count);
for (auto paint = paints.data; paint < (paints.data + paints.count); ++paint) {
dup->paints.push((*paint)->duplicate());
}
return ret.release();
}
void clear(bool free)
{
auto dispose = renderer ? true : false;
for (auto paint = paints.data; paint < (paints.data + paints.count); ++paint) {
if (dispose) (*paint)->pImpl->dispose(*renderer);
if (free) delete(*paint);
}
paints.clear();
renderer = nullptr;
}
Iterator* iterator()
{
return new SceneIterator(&paints);
}
};
#endif //_TVG_SCENE_IMPL_H_