static void draw(void) { VGint WINDSIZEX = window_width(); VGint WINDSIZEY = window_height(); VGPaint fill; VGPath box; VGfloat color[4] = {1.f, 0.f, 0.f, 1.f}; VGfloat bgCol[4] = {0.7f, 0.7f, 0.7f, 1.0f}; VGfloat transCol[4] = {0.f, 0.f, 0.f, 0.f}; VGImage image = vgCreateImage(VG_sRGBA_8888, img_width, img_height, VG_IMAGE_QUALITY_NONANTIALIASED); /* Background clear */ fill = vgCreatePaint(); vgSetParameterfv(fill, VG_PAINT_COLOR, 4, color); vgSetPaint(fill, VG_FILL_PATH); box = vgCreatePath(VG_PATH_FORMAT_STANDARD, VG_PATH_DATATYPE_F, 1, 0, 0, 0, VG_PATH_CAPABILITY_ALL); /* Rectangle to cover completely 16x16 pixel area. */ RectToPath(box, 0, 0, 64, 64); vgSetfv(VG_CLEAR_COLOR, 4, transCol); vgClearImage(image, 0, 0, img_width, img_height); vgSetfv(VG_CLEAR_COLOR, 4, color); vgClearImage(image, 10, 10, 12, 12); //vgImageSubData(image, pukki_64x64_data, pukki_64x64_stride, // VG_sRGBA_8888, 0, 0, 32, 32); vgSeti(VG_MASKING, VG_TRUE); vgLoadIdentity(); vgSetfv(VG_CLEAR_COLOR, 4, bgCol); vgClear(0, 0, WINDSIZEX, WINDSIZEY); vgMask(image, VG_FILL_MASK, 0, 0, window_width(), window_height()); vgMask(image, VG_SET_MASK, x_pos, y_pos, 100, 100); vgDrawPath(box, VG_FILL_PATH); //vgSeti(VG_MATRIX_MODE, VG_MATRIX_IMAGE_USER_TO_SURFACE); //vgTranslate(-10, -10); //vgDrawImage(image); vgDestroyPaint(fill); vgDestroyPath(box); }
/******************************************************************************* * Function Name : RenderScene * Returns : true if no error occured * Description : Main rendering loop function of the program. The shell will * call this function every frame. *******************************************************************************/ bool OVGMaskLayer::RenderScene() { //Clear the screen with the current clear colour vgClear(0, 0, m_ui32ScreenWidth, m_ui32ScreenHeight); // Set the paint and draw the path vgSetPaint(m_avgColourPaint[1], VG_FILL_PATH); vgDrawPath(m_avgPath[0], VG_STROKE_PATH | VG_FILL_PATH); //Enable masking vgSeti(VG_MASKING, VG_TRUE); // Set paint vgSetPaint(m_avgColourPaint[2], VG_FILL_PATH); /* Modify the drawing surface's mask layer by loading it with the values from our first mask layer. See OVGMasking for more details on vgMask. */ vgMask(m_vgMaskLayer[0], VG_SET_MASK, 0, 0, m_ui32ScreenWidth, m_ui32ScreenHeight); // Draw our path vgDrawPath(m_avgPath[1], VG_STROKE_PATH | VG_FILL_PATH); // Load the second mask layer into the mask vgMask(m_vgMaskLayer[1], VG_SET_MASK, 0, 0, m_ui32ScreenWidth, m_ui32ScreenHeight); // Draw our path vgDrawPath(m_avgPath[2], VG_STROKE_PATH | VG_FILL_PATH); // Change paint for the triangle vgSetPaint(m_avgColourPaint[0], VG_FILL_PATH); // Merge our first mask layer into the mask (that currently contains the data from our second layer) vgMask(m_vgMaskLayer[0], VG_INTERSECT_MASK, 0, 0, m_ui32ScreenWidth, m_ui32ScreenHeight); // Draw our path vgDrawPath(m_avgPath[3], VG_STROKE_PATH | VG_FILL_PATH); // Disable masking vgSeti(VG_MASKING, VG_FALSE); // Draw title and logo m_PrintVG.DisplayDefaultTitle("MaskLayer", "", ePVRTPrint3DSDKLogo); return true; }
/******************************************************************************* * Function Name : TileImageInMask * Description : This function tiles the passed in image to fill the mask layer with values *******************************************************************************/ void OVGMaskLayer::TileImageInMask(VGImage &vgImg, VGMaskOperation eOperation) { unsigned int ui32ImageWidth = vgGetParameteri(vgImg, VG_IMAGE_WIDTH); unsigned int ui32ImageHeight = vgGetParameteri(vgImg, VG_IMAGE_HEIGHT); // Tile the image in the mask for(int i32X = 0; i32X < (int) m_ui32ScreenWidth; i32X += ui32ImageWidth) { for(int i32Y = 0; i32Y < (int) m_ui32ScreenHeight; i32Y += ui32ImageHeight) { int i32W = i32X + ui32ImageWidth > m_ui32ScreenWidth ? m_ui32ScreenWidth - i32X : m_ui32ScreenWidth; int i32H = i32Y + ui32ImageHeight > m_ui32ScreenHeight ? m_ui32ScreenHeight - i32Y : m_ui32ScreenHeight; vgMask(vgImg, eOperation, i32X, i32Y, i32W, i32H); } } }
static void init(void) { static const VGubyte sqrCmds[5] = {VG_MOVE_TO_ABS, VG_HLINE_TO_ABS, VG_VLINE_TO_ABS, VG_HLINE_TO_ABS, VG_CLOSE_PATH}; static const VGfloat sqrCoords[5] = {50.0f, 50.0f, 250.0f, 250.0f, 50.0f}; path = vgCreatePath(VG_PATH_FORMAT_STANDARD, VG_PATH_DATATYPE_F, 1, 0, 0, 0, VG_PATH_CAPABILITY_APPEND_TO); vgAppendPathData(path, 5, sqrCmds, sqrCoords); fill = vgCreatePaint(); vgSetParameterfv(fill, VG_PAINT_COLOR, 4, color); vgSetPaint(fill, VG_FILL_PATH); vgSetfv(VG_CLEAR_COLOR, 4, white_color); vgSetf(VG_STROKE_LINE_WIDTH, 10); vgSeti(VG_STROKE_CAP_STYLE, VG_CAP_BUTT); vgSeti(VG_STROKE_JOIN_STYLE, VG_JOIN_ROUND); vgSetf(VG_STROKE_MITER_LIMIT, 4.0f); vgSeti(VG_MASKING, VG_TRUE); vgMask(VG_INVALID_HANDLE, VG_CLEAR_MASK, 25, 25, 100, 100); }
/******************************************************************************* * Function Name : InitView * Returns : true if no error occured * Description : Code in InitView() will be called by the Shell upon a change * in the rendering context. * Used to initialise variables that are dependent on the rendering * context (e.g. textures, vertex buffers, etc.) *******************************************************************************/ bool OVGMaskLayer::InitView() { // Get screen dimensions m_ui32ScreenWidth = PVRShellGet(prefWidth); m_ui32ScreenHeight= PVRShellGet(prefHeight); // Create the paths so we have something to look at. CreatePath(); // Set the render quality so the stroke borders have some form of anti-aliasing vgSeti(VG_RENDERING_QUALITY, VG_RENDERING_QUALITY_BETTER); // Create the paints that the paths will use m_avgColourPaint[0] = vgCreatePaint(); vgSetParameteri(m_avgColourPaint[0], VG_PAINT_TYPE, VG_PAINT_TYPE_COLOR); vgSetColor(m_avgColourPaint[0], PVRTRGBA(255,255,15,255)); m_avgColourPaint[1] = vgCreatePaint(); vgSetParameteri(m_avgColourPaint[1], VG_PAINT_TYPE, VG_PAINT_TYPE_COLOR); vgSetColor(m_avgColourPaint[1], PVRTRGBA(255,50,0, 255)); m_avgColourPaint[2] = vgCreatePaint(); vgSetParameteri(m_avgColourPaint[2], VG_PAINT_TYPE, VG_PAINT_TYPE_COLOR); vgSetColor(m_avgColourPaint[2], PVRTRGBA(50,250,15, 255)); /* Load the images we're going to use to modify the mask layer. For more details on masking please refer to our OVGMasking training course */ // Create the VGImages. VGImage vgMaskImg, vgMaskImg2; // Using the PVR Tools we're going to load the mask data from a pvr file if(PVRTImageLoadFromPVR(c_szMask1File, &vgMaskImg) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, "Error: Failed to open mask1.pvr."); return false; } if(PVRTImageLoadFromPVR(c_szMask2File, &vgMaskImg2) != PVR_SUCCESS) { PVRShellSet(prefExitMessage, "Error: Failed to open mask2.pvr."); return false; } /* Create a mask layer A VGMaskLayer is an object that allows you to store and manipulate the drawing surface's mask layer */ m_vgMaskLayer[0] = vgCreateMaskLayer(m_ui32ScreenWidth, m_ui32ScreenHeight); if(m_vgMaskLayer[0] == 0) { PVRShellSet(prefExitMessage, "Error: Failed to create mask layer."); return false; } // Tile the first image in the drawing surface's masking layer TileImageInMask(vgMaskImg, VG_SET_MASK); /* Copy the contents of the drawing surface mask layer into our mask layer object vgCopyMask has the following parameters VGMaskLayer maskLayer, VGint dx, VGint dy, VGint sx, VGint sy, VGint width, VGint height) where masklayer is the masklayer to copy to dx, dy are the coordinates to start the copy at in the masklayer sx, sy are the coordinates to start the copy from in the source mask layer width and the height are the width and height of the region you wish to copy. In our case we're copying the full mask layer. */ vgCopyMask(m_vgMaskLayer[0], 0, 0, 0, 0, m_ui32ScreenWidth, m_ui32ScreenHeight); // Create the second mask layer m_vgMaskLayer[1] = vgCreateMaskLayer(m_ui32ScreenWidth, m_ui32ScreenHeight); if(m_vgMaskLayer[1] == 0) { PVRShellSet(prefExitMessage, "Error: Failed to create mask layer."); return false; } // Replace the contents of the mask by tiling the second image TileImageInMask(vgMaskImg2, VG_SET_MASK); // Copy the contents of the mask into the second mask layer vgCopyMask(m_vgMaskLayer[1], 0, 0, 0, 0, m_ui32ScreenWidth, m_ui32ScreenHeight); // Destroy the images as they are no longer needed vgDestroyImage(vgMaskImg); vgDestroyImage(vgMaskImg2); // Set the mask to ones vgMask(VG_INVALID_HANDLE, VG_FILL_MASK, 0, 0, m_ui32ScreenWidth, m_ui32ScreenHeight); // Init PrintVG m_PrintVG.Initialize(m_ui32ScreenWidth, m_ui32ScreenHeight); // Setup the transformation to scale the paths to fit the screen vgSeti(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE); vgLoadIdentity(); vgScale((float) m_ui32ScreenWidth, (float) m_ui32ScreenHeight); // Reduce the stroke size to compensate for our scaling vgSetf(VG_STROKE_LINE_WIDTH, 1.0f / m_ui32ScreenHeight); //Create and set the clear colour VGfloat afClearColour[] = { 0.6f, 0.8f, 1.0f, 1.0f }; vgSetfv(VG_CLEAR_COLOR, 4, afClearColour); return true; }