| #include "rive/math/mat2d.hpp" | |
| #include "rive/renderer.hpp" | |
| using namespace rive; | |
| Mat2D rive::computeAlignment(Fit fit, | |
| Alignment alignment, | |
| const AABB& frame, | |
| const AABB& content, | |
| const float scaleFactor) | |
| { | |
| float contentWidth = content.width(); | |
| float contentHeight = content.height(); | |
| float x = -content.left() - contentWidth * 0.5f - | |
| (alignment.x() * contentWidth * 0.5f); | |
| float y = -content.top() - contentHeight * 0.5f - | |
| (alignment.y() * contentHeight * 0.5f); | |
| float scaleX = 1.0f, scaleY = 1.0f; | |
| switch (fit) | |
| { | |
| case Fit::fill: | |
| { | |
| scaleX = frame.width() / contentWidth; | |
| scaleY = frame.height() / contentHeight; | |
| break; | |
| } | |
| case Fit::contain: | |
| { | |
| float minScale = std::fmin(frame.width() / contentWidth, | |
| frame.height() / contentHeight); | |
| scaleX = scaleY = minScale; | |
| break; | |
| } | |
| case Fit::cover: | |
| { | |
| float maxScale = std::fmax(frame.width() / contentWidth, | |
| frame.height() / contentHeight); | |
| scaleX = scaleY = maxScale; | |
| break; | |
| } | |
| case Fit::fitHeight: | |
| { | |
| float minScale = frame.height() / contentHeight; | |
| scaleX = scaleY = minScale; | |
| break; | |
| } | |
| case Fit::fitWidth: | |
| { | |
| float minScale = frame.width() / contentWidth; | |
| scaleX = scaleY = minScale; | |
| break; | |
| } | |
| case Fit::layout: | |
| { | |
| scaleX = scaleY = scaleFactor; | |
| break; | |
| } | |
| case Fit::none: | |
| { | |
| scaleX = scaleY = 1.0f; | |
| break; | |
| } | |
| case Fit::scaleDown: | |
| { | |
| float minScale = std::fmin(frame.width() / contentWidth, | |
| frame.height() / contentHeight); | |
| scaleX = scaleY = minScale < 1.0f ? minScale : 1.0f; | |
| break; | |
| } | |
| } | |
| Mat2D translation; | |
| translation[4] = frame.left() + frame.width() * 0.5f + | |
| (alignment.x() * frame.width() * 0.5f); | |
| translation[5] = frame.top() + frame.height() * 0.5f + | |
| (alignment.y() * frame.height() * 0.5f); | |
| return translation * Mat2D::fromScale(scaleX, scaleY) * | |
| Mat2D::fromTranslate(x, y); | |
| } | |
| void Renderer::translate(float tx, float ty) | |
| { | |
| this->transform(Mat2D(1, 0, 0, 1, tx, ty)); | |
| } | |
| void Renderer::scale(float sx, float sy) | |
| { | |
| this->transform(Mat2D(sx, 0, 0, sy, 0, 0)); | |
| } | |
| void Renderer::rotate(float radians) | |
| { | |
| const float s = std::sin(radians); | |
| const float c = std::cos(radians); | |
| this->transform(Mat2D(c, s, -s, c, 0, 0)); | |
| } | |
| RenderBuffer::RenderBuffer(RenderBufferType type, | |
| RenderBufferFlags flags, | |
| size_t sizeInBytes) : | |
| m_type(type), m_flags(flags), m_sizeInBytes(sizeInBytes) | |
| {} | |
| RenderBuffer::~RenderBuffer() {} | |
| void* RenderBuffer::map() | |
| { | |
| assert(m_mapCount == 0 || | |
| !enums::is_flag_set(m_flags, | |
| RenderBufferFlags::mappedOnceAtInitialization)); | |
| assert(m_mapCount == m_unmapCount); | |
| RIVE_DEBUG_CODE(++m_mapCount;) | |
| m_dirty = true; | |
| return onMap(); | |
| } | |
| void RenderBuffer::unmap() | |
| { | |
| assert(m_unmapCount + 1 == m_mapCount); | |
| RIVE_DEBUG_CODE(++m_unmapCount;) | |
| onUnmap(); | |
| } | |
| ImageMeshInstances::ImageMeshInstances(size_t count) : m_instanceData(count) {} | |
| ImageMeshInstances::~ImageMeshInstances() {} | |
| Span<ImageMeshInstanceData> ImageMeshInstances::edit() | |
| { | |
| assert(m_editCount == m_endEditCount); | |
| RIVE_DEBUG_CODE(++m_editCount;) | |
| return m_instanceData; | |
| } | |
| Span<ImageMeshInstanceData> ImageMeshInstances::edit(size_t count) | |
| { | |
| m_instanceData.resize(count); | |
| return edit(); | |
| } | |
| void ImageMeshInstances::endEdit() | |
| { | |
| assert(m_endEditCount + 1 == m_editCount); | |
| RIVE_DEBUG_CODE(++m_endEditCount;) | |
| onEndEdit(); | |
| } | |
| void Renderer::drawImageMeshInstanced(const RenderImage* image, | |
| ImageSampler sampler, | |
| rcp<RenderBuffer> vertices_f32, | |
| rcp<RenderBuffer> uvCoords_f32, | |
| rcp<RenderBuffer> indices_u16, | |
| uint32_t vertexCount, | |
| uint32_t indexCount, | |
| rcp<ImageMeshInstances> instances) | |
| { | |
| if (instances == nullptr) | |
| { | |
| return; | |
| } | |
| // The default implementation just delegates to drawImageMesh. | |
| // TODO(ben) Add UV transform support to drawImageMesh | |
| for (const ImageMeshInstanceData& instance : instances->instanceData()) | |
| { | |
| save(); | |
| transform(instance.transform); | |
| drawImageMesh(image, | |
| sampler, | |
| vertices_f32, | |
| uvCoords_f32, | |
| indices_u16, | |
| vertexCount, | |
| indexCount, | |
| BlendMode::srcOver, | |
| instance.opacity, | |
| instance.additiveness); | |
| restore(); | |
| } | |
| } | |
| RenderShader::RenderShader() {} | |
| RenderShader::~RenderShader() {} | |
| RenderPaint::RenderPaint() {} | |
| RenderPaint::~RenderPaint() {} | |
| RenderImage::RenderImage(const Mat2D& uvTransform) : m_uvTransform(uvTransform) | |
| {} | |
| RenderImage::RenderImage() {} | |
| RenderImage::~RenderImage() {} | |
| RenderPath::RenderPath() {} | |
| RenderPath::~RenderPath() {} | |
| void RenderPath::addUntrustedRawPath(const RawPath& path) | |
| { | |
| RawPath sanitized(path); | |
| sanitized.pruneEmptySegments(); | |
| addRawPath(sanitized); | |
| } |