void OpenVG_SVGHandler::draw() { vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE); // clear out the transform stack _transform_stack.clear(); float m[9]; vgGetMatrix( m ); // assume the current openvg matrix is like the camera matrix and should always be applied first Transform2d top; Transform2d::multiply( top, Transform2d(m), rootTransform() ); // multiply by the root transform pushTransform( top ); // SVG is origin at the top, left (openvg is origin at the bottom, left) // so need to flip // Transform2d flip; // flip.setScale( 1, -1 ); // pushTransform( flip ); if( _batch ) { vgLoadMatrix( topTransform().m ); vgDrawBatchMNK( _batch ); } else { draw_recursive( _root_group ); } vgLoadMatrix( m ); // restore matrix _transform_stack.clear(); }
void OpenVG_SVGHandler::draw_recursive( group_t& group ) { // push the group matrix onto the stack pushTransform( group.transform ); vgLoadMatrix( topTransform().m ); for ( list<path_object_t>::iterator it = group.path_objects.begin(); it != group.path_objects.end(); it++ ) { path_object_t& po = *it; uint32_t draw_params = 0; if ( po.fill ) { vgSetPaint( po.fill, VG_FILL_PATH ); draw_params |= VG_FILL_PATH; } if ( po.stroke ) { vgSetPaint( po.stroke, VG_STROKE_PATH ); vgSetf( VG_STROKE_LINE_WIDTH, po.stroke_width ); draw_params |= VG_STROKE_PATH; } if( draw_params == 0 ) { // if no stroke or fill use the default black fill vgSetPaint( _blackBackFill, VG_FILL_PATH ); draw_params |= VG_FILL_PATH; } // set the fill rule vgSeti( VG_FILL_RULE, po.fill_rule ); // trasnform pushTransform( po.transform ); vgLoadMatrix( topTransform().m ); vgDrawPath( po.path, draw_params ); popTransform(); vgLoadMatrix( topTransform().m ); } for ( list<group_t>::iterator it = group.children.begin(); it != group.children.end(); it++ ) { draw_recursive( *it ); } popTransform(); vgLoadMatrix( topTransform().m ); }