common scene: complete scene tranfsormation feature.

Each scene could conserve its own transformation,
the origin could be the parent Paint (if they were beloned to)

Thus, you can compose the multi-tranformed scene group which
simultenoulsly working in own spaces.

See testTransform and testSceneTransform, how they work.

Change-Id: I51deb4d66f8fcd024f8dc7a1e1af57c398a9d7fe
This commit is contained in:
Hermet Park 2020-05-17 21:33:56 +09:00
parent 1f6da2d0b6
commit a5f15a588c
10 changed files with 89 additions and 108 deletions

View file

@ -65,7 +65,7 @@ bool GlRenderer::dispose(const Shape& shape, void *data)
}
void* GlRenderer::prepare(const Shape& shape, void* data, const RenderMatrix* transform, RenderUpdateFlag flags)
void* GlRenderer::prepare(const Shape& shape, void* data, const RenderTransform* transform, RenderUpdateFlag flags)
{
//prepare shape data
GlShape* sdata = static_cast<GlShape*>(data);

View file

@ -23,7 +23,7 @@ namespace tvg
class GlRenderer : public RenderMethod
{
public:
void* prepare(const Shape& shape, void* data, const RenderMatrix* transform, RenderUpdateFlag flags) override;
void* prepare(const Shape& shape, void* data, const RenderTransform* transform, RenderUpdateFlag flags) override;
bool dispose(const Shape& shape, void *data) override;
bool render(const Shape& shape, void *data) override;
bool clear() override;

View file

@ -96,7 +96,7 @@ void shapeReset(SwShape& sdata);
bool shapeGenOutline(const Shape& shape, SwShape& sdata);
void shapeDelOutline(SwShape& sdata);
bool shapeGenRle(const Shape& shape, SwShape& sdata, const SwSize& clip);
void shapeTransformOutline(const Shape& shape, SwShape& sdata, const RenderMatrix& transform);
void shapeTransformOutline(const Shape& shape, SwShape& sdata, const RenderTransform& transform);
SwRleData* rleRender(const SwShape& sdata, const SwSize& clip);
bool rasterShape(Surface& surface, SwShape& sdata, uint8_t r, uint8_t g, uint8_t b, uint8_t a);

View file

@ -81,7 +81,7 @@ bool SwRenderer::dispose(const Shape& shape, void *data)
return true;
}
void* SwRenderer::prepare(const Shape& shape, void* data, const RenderMatrix* transform, RenderUpdateFlag flags)
void* SwRenderer::prepare(const Shape& shape, void* data, const RenderTransform* transform, RenderUpdateFlag flags)
{
//prepare shape data
SwShape* sdata = static_cast<SwShape*>(data);

View file

@ -22,7 +22,7 @@ class SwRenderer : public RenderMethod
public:
Surface surface;
void* prepare(const Shape& shape, void* data, const RenderMatrix* transform, RenderUpdateFlag flags) override;
void* prepare(const Shape& shape, void* data, const RenderTransform* transform, RenderUpdateFlag flags) override;
bool dispose(const Shape& shape, void *data) override;
bool render(const Shape& shape, void *data) override;
bool target(uint32_t* buffer, size_t stride, size_t w, size_t h);

View file

@ -215,7 +215,7 @@ void _deleteRle(SwShape& sdata)
/* External Class Implementation */
/************************************************************************/
void shapeTransformOutline(const Shape& shape, SwShape& sdata, const RenderMatrix& transform)
void shapeTransformOutline(const Shape& shape, SwShape& sdata, const RenderTransform& transform)
{
auto outline = sdata.outline;
assert(outline);

View file

@ -30,85 +30,13 @@ struct Surface
enum RenderUpdateFlag {None = 0, Path = 1, Fill = 2, Transform = 4, All = 8};
struct RenderMatrix
struct RenderTransform
{
//3x3 Matrix Elements
float e11, e12, e13;
float e21, e22, e23;
float e31, e32, e33;
static void rotate(RenderMatrix* out, float degree)
{
constexpr auto PI = 3.141592f;
if (fabsf(degree) < FLT_EPSILON) return;
auto radian = degree / 180.0f * PI;
auto cosVal = cosf(radian);
auto sinVal = sinf(radian);
auto t11 = out->e11 * cosVal + out->e12 * sinVal;
auto t12 = out->e11 * -sinVal + out->e12 * cosVal;
auto t21 = out->e21 * cosVal + out->e22 * sinVal;
auto t22 = out->e21 * -sinVal + out->e22 * cosVal;
auto t31 = out->e31 * cosVal + out->e32 * sinVal;
auto t32 = out->e31 * -sinVal + out->e32 * cosVal;
out->e11 = t11;
out->e12 = t12;
out->e21 = t21;
out->e22 = t22;
out->e31 = t31;
out->e32 = t32;
}
static void scale(RenderMatrix* out, float factor)
{
out->e11 *= factor;
out->e22 *= factor;
out->e33 *= factor;
}
static void identity(RenderMatrix* out)
{
out->e11 = 1.0f;
out->e12 = 0.0f;
out->e13 = 0.0f;
out->e21 = 0.0f;
out->e22 = 1.0f;
out->e23 = 0.0f;
out->e31 = 0.0f;
out->e32 = 0.0f;
out->e33 = 1.0f;
}
static void translate(RenderMatrix* out, float x, float y)
{
out->e31 += x;
out->e32 += y;
}
static void multiply(const RenderMatrix* lhs, const RenderMatrix* rhs, RenderMatrix* out)
{
assert(lhs && rhs && out);
out->e11 = lhs->e11 * rhs->e11 + lhs->e12 * rhs->e21 + lhs->e13 * rhs->e31;
out->e12 = lhs->e11 * rhs->e12 + lhs->e12 * rhs->e22 + lhs->e13 * rhs->e32;
out->e13 = lhs->e11 * rhs->e13 + lhs->e12 * rhs->e23 + lhs->e13 * rhs->e33;
out->e21 = lhs->e21 * rhs->e11 + lhs->e22 * rhs->e21 + lhs->e23 * rhs->e31;
out->e22 = lhs->e21 * rhs->e12 + lhs->e22 * rhs->e22 + lhs->e23 * rhs->e32;
out->e23 = lhs->e21 * rhs->e13 + lhs->e22 * rhs->e23 + lhs->e23 * rhs->e33;
out->e31 = lhs->e31 * rhs->e11 + lhs->e32 * rhs->e21 + lhs->e33 * rhs->e31;
out->e32 = lhs->e31 * rhs->e12 + lhs->e32 * rhs->e22 + lhs->e33 * rhs->e32;
out->e33 = lhs->e31 * rhs->e13 + lhs->e32 * rhs->e23 + lhs->e33 * rhs->e33;
}
};
struct RenderTransform
{
RenderMatrix m;
float x = 0.0f;
float y = 0.0f;
float degree = 0.0f; //rotation degree
@ -116,19 +44,77 @@ struct RenderTransform
bool update()
{
constexpr auto PI = 3.141592f;
//Init Status
if (fabsf(x) <= FLT_EPSILON && fabsf(y) <= FLT_EPSILON &&
fabsf(degree) <= FLT_EPSILON && fabsf(factor - 1) <= FLT_EPSILON) {
return false;
}
RenderMatrix::identity(&m);
RenderMatrix::scale(&m, factor);
RenderMatrix::rotate(&m, degree);
RenderMatrix::translate(&m, x, y);
//identity
e11 = 1.0f;
e12 = 0.0f;
e13 = 0.0f;
e21 = 0.0f;
e22 = 1.0f;
e23 = 0.0f;
e31 = 0.0f;
e32 = 0.0f;
e33 = 1.0f;
//scale
e11 *= factor;
e22 *= factor;
e33 *= factor;
//rotation
if (fabsf(degree) > FLT_EPSILON) {
auto radian = degree / 180.0f * PI;
auto cosVal = cosf(radian);
auto sinVal = sinf(radian);
auto t11 = e11 * cosVal + e12 * sinVal;
auto t12 = e11 * -sinVal + e12 * cosVal;
auto t21 = e21 * cosVal + e22 * sinVal;
auto t22 = e21 * -sinVal + e22 * cosVal;
auto t31 = e31 * cosVal + e32 * sinVal;
auto t32 = e31 * -sinVal + e32 * cosVal;
e11 = t11;
e12 = t12;
e21 = t21;
e22 = t22;
e31 = t31;
e32 = t32;
}
e31 += x;
e32 += y;
return true;
}
RenderTransform()
{
}
RenderTransform(const RenderTransform* lhs, const RenderTransform* rhs)
{
assert(lhs && rhs);
auto dx = rhs->x * lhs->factor;
auto dy = rhs->y * lhs->factor;
auto tx = dx * lhs->e11 + dy * lhs->e12 + lhs->e13;
auto ty = dx * lhs->e21 + dy * lhs->e22 + lhs->e23;
x = lhs->x + tx;
y = lhs->y + ty;
degree = lhs->degree + rhs->degree;
factor = lhs->factor * rhs->factor;
update();
}
};
@ -136,7 +122,7 @@ class RenderMethod
{
public:
virtual ~RenderMethod() {}
virtual void* prepare(const Shape& shape, void* data, const RenderMatrix* transform, RenderUpdateFlag flags) = 0;
virtual void* prepare(const Shape& shape, void* data, const RenderTransform* transform, RenderUpdateFlag flags) = 0;
virtual bool dispose(const Shape& shape, void *data) = 0;
virtual bool render(const Shape& shape, void *data) = 0;
virtual bool clear() = 0;

View file

@ -51,7 +51,7 @@ struct Scene::Impl
return true;
}
bool updateInternal(RenderMethod &renderer, const RenderMatrix* transform, size_t flag)
bool updateInternal(RenderMethod &renderer, const RenderTransform* transform, size_t flag)
{
for(auto paint: paints) {
if (auto scene = dynamic_cast<Scene*>(paint)) {
@ -63,7 +63,7 @@ struct Scene::Impl
return true;
}
bool update(RenderMethod &renderer, const RenderMatrix* pTransform = nullptr, size_t pFlag = 0)
bool update(RenderMethod &renderer, const RenderTransform* pTransform = nullptr, size_t pFlag = 0)
{
if (flag & RenderUpdateFlag::Transform) {
assert(transform);
@ -76,11 +76,10 @@ struct Scene::Impl
auto ret = true;
if (transform && pTransform) {
RenderMatrix outTransform;
RenderMatrix::multiply(pTransform, &transform->m, &outTransform);
RenderTransform outTransform(pTransform, transform);
ret = updateInternal(renderer, &outTransform, pFlag | flag);
} else {
auto outTransform = pTransform ? pTransform : &transform->m;
auto outTransform = pTransform ? pTransform : transform;
ret = updateInternal(renderer, outTransform, pFlag | flag);
}

View file

@ -66,7 +66,7 @@ struct Shape::Impl
return renderer.render(shape, edata);
}
bool update(Shape& shape, RenderMethod& renderer, const RenderMatrix* pTransform = nullptr, size_t pFlag = 0)
bool update(Shape& shape, RenderMethod& renderer, const RenderTransform* pTransform = nullptr, size_t pFlag = 0)
{
if (flag & RenderUpdateFlag::Transform) {
assert(transform);
@ -77,11 +77,10 @@ struct Shape::Impl
}
if (transform && pTransform) {
RenderMatrix outTransform;
RenderMatrix::multiply(pTransform, &transform->m, &outTransform);
RenderTransform outTransform(pTransform, transform);
edata = renderer.prepare(shape, edata, &outTransform, static_cast<RenderUpdateFlag>(pFlag | flag));
} else {
auto outTransform = pTransform ? pTransform : &transform->m;
auto outTransform = pTransform ? pTransform : transform;
edata = renderer.prepare(shape, edata, outTransform, static_cast<RenderUpdateFlag>(pFlag | flag));
}

View file

@ -20,39 +20,38 @@ void tvgtest()
canvas = tvg::SwCanvas::gen();
canvas->target(buffer, WIDTH, WIDTH, HEIGHT);
//Create a Scene
//Create a Scene1
auto scene = tvg::Scene::gen();
pScene1 = scene.get();
scene->reserve(3); //reserve 3 shape nodes (optional)
//Prepare Round Rectangle
//Prepare Round Rectangle (Scene1)
auto shape1 = tvg::Shape::gen();
shape1->appendRect(-235, -250, 400, 400, 50); //x, y, w, h, cornerRadius
shape1->fill(0, 255, 0, 255); //r, g, b, a
scene->push(move(shape1));
//Prepare Circle
//Prepare Circle (Scene1)
auto shape2 = tvg::Shape::gen();
shape2->appendCircle(-165, -150, 200, 200); //cx, cy, radiusW, radiusH
shape2->fill(255, 255, 0, 255); //r, g, b, a
scene->push(move(shape2));
//Prepare Ellipse
//Prepare Ellipse (Scene1)
auto shape3 = tvg::Shape::gen();
shape3->appendCircle(265, 250, 150, 100); //cx, cy, radiusW, radiusH
shape3->fill(0, 255, 255, 255); //r, g, b, a
scene->push(move(shape3));
scene->translate(350, 350);
scene->scale(0.7);
scene->scale(0.5);
//Create another Scene
//Create Scene2
auto scene2 = tvg::Scene::gen();
pScene2 = scene2.get();
scene2->reserve(2); //reserve 2 shape nodes (optional)
#if 0
//Star
//Star (Scene2)
auto shape4 = tvg::Shape::gen();
//Appends Paths
@ -68,17 +67,14 @@ void tvgtest()
shape4->lineTo(-53, -5.5);
shape4->close();
shape4->fill(0, 0, 127, 127);
float x, y, w, h;
shape4->bounds(x, y, w, h);
scene2->push(move(shape4));
//Circle
//Circle (Scene2)
auto shape5 = tvg::Shape::gen();
auto cx = -150.0f;
auto cy = -150.0f;
auto radius = 125.0f;
auto radius = 100.0f;
auto halfRadius = radius * 0.552284f;
//Append Paths
@ -90,11 +86,11 @@ void tvgtest()
shape5->fill(127, 0, 0, 127);
scene2->push(move(shape5));
scene2->translate(300, 300);
scene2->translate(500, 350);
//Push scene2 onto the scene
scene->push(move(scene2));
#endif
//Draw the Scene onto the Canvas
canvas->push(move(scene));
@ -112,6 +108,7 @@ void transit_cb(Elm_Transit_Effect *effect, Elm_Transit* transit, double progres
while retaining other properties. */
pScene1->rotate(360 * progress);
pScene2->rotate(360 * progress);
//Update shape for drawing (this may work asynchronously)
canvas->update(pScene1);