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lottie: support drop shadow effect
issue: https://github.com/thorvg/thorvg/issues/2153 issue: https://github.com/thorvg/thorvg/issues/2718
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2324f6e75d
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5 changed files with 60 additions and 2 deletions
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@ -1297,14 +1297,23 @@ bool LottieBuilder::updateMatte(LottieComposition* comp, float frameNo, Scene* s
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void LottieBuilder::updateEffect(LottieLayer* layer, float frameNo)
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void LottieBuilder::updateEffect(LottieLayer* layer, float frameNo)
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{
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{
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constexpr int QUALITY = 25;
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constexpr float BLUR_TO_SIGMA = 0.3f;
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if (layer->effects.count == 0) return;
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if (layer->effects.count == 0) return;
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for (auto ef = layer->effects.begin(); ef < layer->effects.end(); ++ef) {
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for (auto ef = layer->effects.begin(); ef < layer->effects.end(); ++ef) {
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if (!(*ef)->enable) continue;
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if (!(*ef)->enable) continue;
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switch ((*ef)->type) {
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switch ((*ef)->type) {
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case LottieEffect::DropShadow: {
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auto effect = static_cast<LottieDropShadow*>(*ef);
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auto color = effect->color(frameNo);
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layer->scene->push(SceneEffect::DropShadow, color.rgb[0], color.rgb[1], color.rgb[2], effect->opacity(frameNo), effect->angle(frameNo), effect->distance(frameNo), effect->blurness(frameNo), QUALITY);
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break;
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}
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case LottieEffect::GaussianBlur: {
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case LottieEffect::GaussianBlur: {
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auto effect = static_cast<LottieGaussianBlur*>(*ef);
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auto effect = static_cast<LottieGaussianBlur*>(*ef);
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layer->scene->push(SceneEffect::GaussianBlur, sqrt(effect->blurness(frameNo)), effect->direction(frameNo) - 1, effect->wrap(frameNo), 25);
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layer->scene->push(SceneEffect::GaussianBlur, effect->blurness(frameNo) * BLUR_TO_SIGMA, effect->direction(frameNo) - 1, effect->wrap(frameNo), QUALITY);
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break;
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break;
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}
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}
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default: break;
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default: break;
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@ -81,7 +81,8 @@ struct LottieEffect
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{
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{
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enum Type : uint8_t
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enum Type : uint8_t
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{
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{
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GaussianBlur = 0,
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DropShadow = 0,
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GaussianBlur = 1,
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};
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};
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virtual ~LottieEffect() {}
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virtual ~LottieEffect() {}
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@ -91,6 +92,21 @@ struct LottieEffect
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};
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};
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struct LottieDropShadow : LottieEffect
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{
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LottieColor color;
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LottieOpacity opacity = 0;
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LottieAngle angle = 0.0f;
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LottieSlider distance = 0.0f;
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LottieSlider blurness = 0.0f;
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LottieDropShadow()
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{
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type = DropShadow;
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}
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};
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struct LottieGaussianBlur : LottieEffect
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struct LottieGaussianBlur : LottieEffect
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{
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{
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LottieSlider blurness = 0.0f;
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LottieSlider blurness = 0.0f;
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@ -60,6 +60,7 @@ static unsigned long _int2str(int num)
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LottieEffect* LottieParser::getEffect(int type)
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LottieEffect* LottieParser::getEffect(int type)
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{
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{
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switch (type) {
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switch (type) {
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case 25: return new LottieDropShadow;
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case 29: return new LottieGaussianBlur;
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case 29: return new LottieGaussianBlur;
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default: return nullptr;
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default: return nullptr;
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}
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}
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@ -1296,6 +1297,32 @@ void LottieParser::parseGaussianBlur(LottieGaussianBlur* effect)
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}
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}
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void LottieParser::parseDropShadow(LottieDropShadow* effect)
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{
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int idx = 0; //color -> opacity -> angle -> distance -> blur
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enterArray();
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while (nextArrayValue()) {
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enterObject();
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while (auto key = nextObjectKey()) {
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if (KEY_AS("v")) {
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enterObject();
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while (auto key = nextObjectKey()) {
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if (KEY_AS("k")) {
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if (idx == 0) parsePropertyInternal(effect->color);
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else if (idx == 1) parsePropertyInternal(effect->opacity);
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else if (idx == 2) parsePropertyInternal(effect->angle);
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else if (idx == 3) parsePropertyInternal(effect->distance);
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else if (idx == 4) parsePropertyInternal(effect->blurness);
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else skip(key);
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++idx;
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} else skip(key);
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}
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} else skip(key);
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}
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}
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}
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void LottieParser::parseEffect(LottieEffect* effect)
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void LottieParser::parseEffect(LottieEffect* effect)
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{
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{
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switch (effect->type) {
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switch (effect->type) {
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@ -1303,6 +1330,10 @@ void LottieParser::parseEffect(LottieEffect* effect)
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parseGaussianBlur(static_cast<LottieGaussianBlur*>(effect));
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parseGaussianBlur(static_cast<LottieGaussianBlur*>(effect));
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break;
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break;
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}
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}
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case LottieEffect::DropShadow: {
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parseDropShadow(static_cast<LottieDropShadow*>(effect));
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break;
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}
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default: break;
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default: break;
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}
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}
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}
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}
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@ -99,6 +99,7 @@ private:
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LottieMarker* parseMarker();
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LottieMarker* parseMarker();
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void parseGaussianBlur(LottieGaussianBlur* effect);
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void parseGaussianBlur(LottieGaussianBlur* effect);
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void parseDropShadow(LottieDropShadow* effect);
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bool parseDirection(LottieShape* shape, const char* key);
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bool parseDirection(LottieShape* shape, const char* key);
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bool parseCommon(LottieObject* obj, const char* key);
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bool parseCommon(LottieObject* obj, const char* key);
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@ -905,6 +905,7 @@ using LottieFloat = LottieGenericProperty<float>;
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using LottieOpacity = LottieGenericProperty<uint8_t>;
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using LottieOpacity = LottieGenericProperty<uint8_t>;
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using LottieColor = LottieGenericProperty<RGB24>;
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using LottieColor = LottieGenericProperty<RGB24>;
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using LottieSlider = LottieFloat;
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using LottieSlider = LottieFloat;
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using LottieAngle = LottieFloat;
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using LottieCheckbox = LottieGenericProperty<int8_t>;
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using LottieCheckbox = LottieGenericProperty<int8_t>;
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#endif //_TVG_LOTTIE_PROPERTY_H_
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#endif //_TVG_LOTTIE_PROPERTY_H_
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