| /* | |
| * Copyright 2022 Rive | |
| */ | |
| #ifndef _RIVE_RENDERER_HPP_ | |
| #define _RIVE_RENDERER_HPP_ | |
| #include "rive/enums.hpp" | |
| #include "rive/shapes/paint/color.hpp" | |
| #include "rive/command_path.hpp" | |
| #include "rive/layout.hpp" | |
| #include "rive/refcnt.hpp" | |
| #include "rive/math/aabb.hpp" | |
| #include "rive/math/mat2d.hpp" | |
| #include "rive/shapes/paint/blend_mode.hpp" | |
| #include "rive/shapes/paint/image_sampler.hpp" | |
| #include "rive/shapes/paint/stroke_cap.hpp" | |
| #include "rive/shapes/paint/stroke_join.hpp" | |
| #include "utils/lite_rtti.hpp" | |
| #include "rive/math/raw_path.hpp" | |
| #include <stdio.h> | |
| #include <cstdint> | |
| namespace rive | |
| { | |
| class Vec2D; | |
| class RenderImage; | |
| // Helper that computes a matrix to "align" content (source) to fit inside frame | |
| // (destination). | |
| Mat2D computeAlignment(Fit, | |
| Alignment, | |
| const AABB& frame, | |
| const AABB& content, | |
| const float scaleFactor = 1.0f); | |
| enum class RenderBufferType | |
| { | |
| index, | |
| vertex, | |
| }; | |
| enum class RenderBufferFlags | |
| { | |
| none = 0, | |
| mappedOnceAtInitialization = | |
| 1 << 0, // The client will map the buffer exactly one time, before | |
| // rendering, and will never update it again. | |
| }; | |
| class RenderBuffer : public RefCnt<RenderBuffer>, | |
| public ENABLE_LITE_RTTI(RenderBuffer) | |
| { | |
| public: | |
| RenderBuffer(RenderBufferType, RenderBufferFlags, size_t sizeInBytes); | |
| virtual ~RenderBuffer(); | |
| RenderBufferType type() const { return m_type; } | |
| RenderBufferFlags flags() const { return m_flags; } | |
| size_t sizeInBytes() const { return m_sizeInBytes; } | |
| void* map(); | |
| void unmap(); | |
| protected: | |
| virtual void* onMap() = 0; | |
| virtual void onUnmap() = 0; | |
| // Unset the dirty flag, and return whether it had been set. | |
| bool checkAndResetDirty() | |
| { | |
| assert(m_mapCount == m_unmapCount); // Don't call this while mapped. | |
| if (m_dirty) | |
| { | |
| m_dirty = false; | |
| return true; | |
| } | |
| return false; | |
| } | |
| private: | |
| const RenderBufferType m_type; | |
| const RenderBufferFlags m_flags; | |
| const size_t m_sizeInBytes; | |
| bool m_dirty = false; | |
| RIVE_DEBUG_CODE(size_t m_mapCount = 0;) | |
| RIVE_DEBUG_CODE(size_t m_unmapCount = 0;) | |
| }; | |
| enum class RenderPaintStyle | |
| { | |
| stroke, | |
| fill | |
| }; | |
| /* | |
| * Base class for Render objects that specify the src colors. | |
| * | |
| * Shaders are immutable, and sharable between multiple paints, etc. | |
| * | |
| * It is common that a shader may be created with a 'localMatrix'. If this is | |
| * not null, then it is applied to the shader's domain before the Renderer's | |
| * CTM. | |
| */ | |
| class RenderShader : public RefCnt<RenderShader>, | |
| public ENABLE_LITE_RTTI(RenderShader) | |
| { | |
| public: | |
| RenderShader(); | |
| virtual ~RenderShader(); | |
| }; | |
| class RenderPaint : public RefCnt<RenderPaint>, | |
| public ENABLE_LITE_RTTI(RenderPaint) | |
| { | |
| public: | |
| RenderPaint(); | |
| virtual ~RenderPaint(); | |
| virtual void style(RenderPaintStyle style) = 0; | |
| virtual void color(ColorInt value) = 0; | |
| virtual void thickness(float value) = 0; | |
| virtual void join(StrokeJoin value) = 0; | |
| virtual void cap(StrokeCap value) = 0; | |
| virtual void feather(float value) {} // Not supported on all renderers. | |
| virtual void blendMode(BlendMode value) = 0; | |
| virtual void shader(rcp<RenderShader>) = 0; | |
| virtual void invalidateStroke() = 0; | |
| virtual void modulatedImage(const RenderImage*, ImageSampler, const Mat2D&) | |
| {} // TODO: Implement on others | |
| }; | |
| #if defined(__EMSCRIPTEN__) | |
| class RenderImageDelegate | |
| { | |
| public: | |
| virtual void decodedAsync() = 0; | |
| }; | |
| #endif | |
| class RenderImage : public RefCnt<RenderImage>, | |
| public ENABLE_LITE_RTTI(RenderImage) | |
| { | |
| protected: | |
| int m_Width = 0; | |
| int m_Height = 0; | |
| Mat2D m_uvTransform; | |
| public: | |
| RenderImage(); | |
| RenderImage(const Mat2D& uvTransform); | |
| virtual ~RenderImage(); | |
| int width() const { return m_Width; } | |
| int height() const { return m_Height; } | |
| const Mat2D& uvTransform() const { return m_uvTransform; } | |
| #if defined(__EMSCRIPTEN__) | |
| void delegate(RenderImageDelegate* delegate) { m_delegate = delegate; } | |
| void decodedAsync() const | |
| { | |
| if (m_delegate != nullptr) | |
| { | |
| m_delegate->decodedAsync(); | |
| } | |
| } | |
| private: | |
| RenderImageDelegate* m_delegate = nullptr; | |
| #endif | |
| }; | |
| class RenderPath : public CommandPath, public ENABLE_LITE_RTTI(RenderPath) | |
| { | |
| public: | |
| RenderPath(); | |
| ~RenderPath() override; | |
| RenderPath* renderPath() override { return this; } | |
| const RenderPath* renderPath() const override { return this; } | |
| void addPath(CommandPath* path, const Mat2D& transform) override | |
| { | |
| addRenderPath(path->renderPath(), transform); | |
| } | |
| void addPathBackwards(CommandPath* path, const Mat2D& transform) | |
| { | |
| addRenderPath(path->renderPath(), transform); | |
| } | |
| virtual void addRenderPath(const RenderPath* path, | |
| const Mat2D& transform) = 0; | |
| virtual void addRenderPathBackwards(const RenderPath* path, | |
| const Mat2D& transform) | |
| { | |
| // No-op on non rive renderer. | |
| } | |
| // The caller is expected to provide a valid path with no zero length | |
| // segments. | |
| virtual void addRawPath(const RawPath& path) = 0; | |
| // Same, but prunes zero length segments first, for paths we did not build | |
| // like scripted ones. | |
| void addUntrustedRawPath(const RawPath& path); | |
| }; | |
| class Renderer | |
| { | |
| public: | |
| virtual ~Renderer() {} | |
| virtual void save() = 0; | |
| virtual void restore() = 0; | |
| virtual void transform(const Mat2D& transform) = 0; | |
| virtual void drawPath(RenderPath* path, RenderPaint* paint) = 0; | |
| virtual void clipPath(RenderPath* path) = 0; | |
| virtual void drawImage(const RenderImage*, | |
| ImageSampler, | |
| BlendMode, | |
| float opacity) = 0; | |
| virtual void drawImageMesh(const RenderImage*, | |
| ImageSampler, | |
| rcp<RenderBuffer> vertices_f32, | |
| rcp<RenderBuffer> uvCoords_f32, | |
| rcp<RenderBuffer> indices_u16, | |
| uint32_t vertexCount, | |
| uint32_t indexCount, | |
| BlendMode, | |
| float opacity) = 0; | |
| // Modulate the opacity of subsequent draw calls. The opacity is stacked | |
| // multiplicatively (e.g., modulateOpacity(0.5) followed by | |
| // modulateOpacity(0.2) = 0.1 effective opacity). The modulated opacity is | |
| // captured by save() and restored by restore(). | |
| virtual void modulateOpacity(float opacity) = 0; | |
| // helpers | |
| void translate(float x, float y); | |
| void scale(float sx, float sy); | |
| void rotate(float radians); | |
| void align(Fit fit, | |
| Alignment alignment, | |
| const AABB& frame, | |
| const AABB& content, | |
| const float scaleFactor = 1.0f) | |
| { | |
| transform( | |
| computeAlignment(fit, alignment, frame, content, scaleFactor)); | |
| } | |
| }; | |
| } // namespace rive | |
| #endif |