mirror of
https://github.com/thorvg/thorvg.git
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1498 lines
57 KiB
C++
1498 lines
57 KiB
C++
/*
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* Copyright (c) 2023 - 2024 the ThorVG project. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include <cstring>
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#include <algorithm>
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#include "tvgCommon.h"
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#include "tvgMath.h"
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#include "tvgLottieModel.h"
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#include "tvgLottieBuilder.h"
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#include "tvgLottieExpressions.h"
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/************************************************************************/
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/* Internal Class Implementation */
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/************************************************************************/
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static bool _buildComposition(LottieComposition* comp, LottieLayer* parent);
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static bool _draw(LottieGroup* parent, LottieShape* shape, RenderContext* ctx);
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static void _rotationXYZ(Matrix* m, float degreeX, float degreeY, float degreeZ)
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{
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auto radianX = deg2rad(degreeX);
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auto radianY = deg2rad(degreeY);
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auto radianZ = deg2rad(degreeZ);
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auto cx = cosf(radianX), sx = sinf(radianX);
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auto cy = cosf(radianY), sy = sinf(radianY);;
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auto cz = cosf(radianZ), sz = sinf(radianZ);;
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m->e11 = cy * cz;
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m->e12 = -cy * sz;
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m->e21 = sx * sy * cz + cx * sz;
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m->e22 = -sx * sy * sz + cx * cz;
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}
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static void _rotationZ(Matrix* m, float degree)
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{
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if (degree == 0.0f) return;
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auto radian = deg2rad(degree);
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m->e11 = cosf(radian);
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m->e12 = -sinf(radian);
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m->e21 = sinf(radian);
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m->e22 = cosf(radian);
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}
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static void _skew(Matrix* m, float angleDeg, float axisDeg)
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{
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auto angle = -deg2rad(angleDeg);
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float tanVal = tanf(angle);
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axisDeg = fmod(axisDeg, 180.0f);
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if (fabsf(axisDeg) < 0.01f || fabsf(axisDeg - 180.0f) < 0.01f || fabsf(axisDeg + 180.0f) < 0.01f) {
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float cosVal = cosf(deg2rad(axisDeg));
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auto B = cosVal * cosVal * tanVal;
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m->e12 += B * m->e11;
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m->e22 += B * m->e21;
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return;
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} else if (fabsf(axisDeg - 90.0f) < 0.01f || fabsf(axisDeg + 90.0f) < 0.01f) {
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float sinVal = -sinf(deg2rad(axisDeg));
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auto C = sinVal * sinVal * tanVal;
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m->e11 -= C * m->e12;
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m->e21 -= C * m->e22;
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return;
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}
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auto axis = -deg2rad(axisDeg);
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float cosVal = cosf(axis);
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float sinVal = sinf(axis);
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auto A = sinVal * cosVal * tanVal;
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auto B = cosVal * cosVal * tanVal;
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auto C = sinVal * sinVal * tanVal;
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auto e11 = m->e11;
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auto e21 = m->e21;
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m->e11 = (1.0f - A) * e11 - C * m->e12;
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m->e12 = B * e11 + (1.0f + A) * m->e12;
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m->e21 = (1.0f - A) * e21 - C * m->e22;
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m->e22 = B * e21 + (1.0f + A) * m->e22;
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}
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static bool _updateTransform(LottieTransform* transform, float frameNo, bool autoOrient, Matrix& matrix, uint8_t& opacity, LottieExpressions* exps)
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{
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identity(&matrix);
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if (!transform) {
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opacity = 255;
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return false;
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}
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if (transform->coords) {
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translate(&matrix, transform->coords->x(frameNo, exps), transform->coords->y(frameNo, exps));
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} else {
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auto position = transform->position(frameNo, exps);
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translate(&matrix, position.x, position.y);
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}
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auto angle = 0.0f;
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if (autoOrient) angle = transform->position.angle(frameNo);
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if (transform->rotationEx) _rotationXYZ(&matrix, transform->rotationEx->x(frameNo, exps), transform->rotationEx->y(frameNo, exps), transform->rotation(frameNo, exps) + angle);
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else _rotationZ(&matrix, transform->rotation(frameNo, exps) + angle);
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auto skewAngle = transform->skewAngle(frameNo, exps);
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if (skewAngle != 0.0f) {
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// For angles where tangent explodes, the shape degenerates into an infinitely thin line.
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// This is handled by zeroing out the matrix due to finite numerical precision.
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skewAngle = fmod(skewAngle, 180.0f);
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if (fabsf(skewAngle - 90.0f) < 0.01f || fabsf(skewAngle + 90.0f) < 0.01f) return false;
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_skew(&matrix, skewAngle, transform->skewAxis(frameNo, exps));
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}
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auto scale = transform->scale(frameNo, exps);
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scaleR(&matrix, scale.x * 0.01f, scale.y * 0.01f);
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//Lottie specific anchor transform.
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auto anchor = transform->anchor(frameNo, exps);
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translateR(&matrix, -anchor.x, -anchor.y);
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//invisible just in case.
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if (scale.x == 0.0f || scale.y == 0.0f) opacity = 0;
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else opacity = transform->opacity(frameNo, exps);
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return true;
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}
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void LottieBuilder::updateTransform(LottieLayer* layer, float frameNo)
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{
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if (!layer || tvg::equal(layer->cache.frameNo, frameNo)) return;
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auto transform = layer->transform;
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auto parent = layer->parent;
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if (parent) updateTransform(parent, frameNo);
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auto& matrix = layer->cache.matrix;
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_updateTransform(transform, frameNo, layer->autoOrient, matrix, layer->cache.opacity, exps);
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if (parent) {
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if (!identity((const Matrix*) &parent->cache.matrix)) {
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if (identity((const Matrix*) &matrix)) layer->cache.matrix = parent->cache.matrix;
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else layer->cache.matrix = parent->cache.matrix * matrix;
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}
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}
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layer->cache.frameNo = frameNo;
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}
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void LottieBuilder::updateTransform(LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED Inlist<RenderContext>& contexts, RenderContext* ctx)
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{
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auto transform = static_cast<LottieTransform*>(*child);
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if (!transform) return;
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uint8_t opacity;
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if (parent->mergeable()) {
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if (!ctx->transform) ctx->transform = (Matrix*)malloc(sizeof(Matrix));
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_updateTransform(transform, frameNo, false, *ctx->transform, opacity, exps);
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return;
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}
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ctx->merging = nullptr;
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Matrix matrix;
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if (!_updateTransform(transform, frameNo, false, matrix, opacity, exps)) return;
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ctx->propagator->transform(ctx->propagator->transform() * matrix);
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ctx->propagator->opacity(MULTIPLY(opacity, PP(ctx->propagator)->opacity));
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//FIXME: preserve the stroke width. too workaround, need a better design.
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if (P(ctx->propagator)->rs.strokeWidth() > 0.0f) {
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auto denominator = sqrtf(matrix.e11 * matrix.e11 + matrix.e12 * matrix.e12);
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if (denominator > 1.0f) ctx->propagator->strokeWidth(ctx->propagator->strokeWidth() / denominator);
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}
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}
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void LottieBuilder::updateGroup(LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED Inlist<RenderContext>& pcontexts, RenderContext* ctx)
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{
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auto group = static_cast<LottieGroup*>(*child);
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if (!group->visible) return;
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//Prepare render data
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group->scene = parent->scene;
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group->reqFragment |= ctx->reqFragment;
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//generate a merging shape to consolidate partial shapes into a single entity
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if (group->mergeable()) _draw(parent, nullptr, ctx);
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Inlist<RenderContext> contexts;
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auto propagator = group->mergeable() ? ctx->propagator : static_cast<Shape*>(PP(ctx->propagator)->duplicate(group->pooling()));
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contexts.back(new RenderContext(*ctx, propagator, group->mergeable()));
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updateChildren(group, frameNo, contexts);
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contexts.free();
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}
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static void _updateStroke(LottieStroke* stroke, float frameNo, RenderContext* ctx, LottieExpressions* exps)
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{
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ctx->propagator->strokeWidth(stroke->width(frameNo, exps));
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ctx->propagator->strokeCap(stroke->cap);
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ctx->propagator->strokeJoin(stroke->join);
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ctx->propagator->strokeMiterlimit(stroke->miterLimit);
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if (stroke->dashattr) {
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float dashes[2];
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dashes[0] = stroke->dashSize(frameNo, exps);
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dashes[1] = dashes[0] + stroke->dashGap(frameNo, exps);
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ctx->propagator->strokeDash(dashes, 2, stroke->dashOffset(frameNo, exps));
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} else {
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ctx->propagator->strokeDash(nullptr, 0);
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}
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}
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static bool _fragmented(LottieGroup* parent, LottieObject** child, Inlist<RenderContext>& contexts, RenderContext* ctx)
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{
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if (!ctx->reqFragment) return false;
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if (ctx->fragmenting) return true;
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contexts.back(new RenderContext(*ctx, static_cast<Shape*>(PP(ctx->propagator)->duplicate(parent->pooling()))));
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auto fragment = contexts.tail;
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fragment->begin = child - 1;
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ctx->fragmenting = true;
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return false;
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}
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void LottieBuilder::updateSolidStroke(LottieGroup* parent, LottieObject** child, float frameNo, Inlist<RenderContext>& contexts, RenderContext* ctx)
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{
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if (_fragmented(parent, child, contexts, ctx)) return;
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auto stroke = static_cast<LottieSolidStroke*>(*child);
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ctx->merging = nullptr;
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auto color = stroke->color(frameNo, exps);
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ctx->propagator->strokeFill(color.rgb[0], color.rgb[1], color.rgb[2], stroke->opacity(frameNo, exps));
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_updateStroke(static_cast<LottieStroke*>(stroke), frameNo, ctx, exps);
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}
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void LottieBuilder::updateGradientStroke(LottieGroup* parent, LottieObject** child, float frameNo, Inlist<RenderContext>& contexts, RenderContext* ctx)
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{
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if (_fragmented(parent, child, contexts, ctx)) return;
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auto stroke = static_cast<LottieGradientStroke*>(*child);
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ctx->merging = nullptr;
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ctx->propagator->strokeFill(unique_ptr<Fill>(stroke->fill(frameNo, exps)));
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_updateStroke(static_cast<LottieStroke*>(stroke), frameNo, ctx, exps);
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}
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void LottieBuilder::updateSolidFill(LottieGroup* parent, LottieObject** child, float frameNo, Inlist<RenderContext>& contexts, RenderContext* ctx)
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{
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if (_fragmented(parent, child, contexts, ctx)) return;
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auto fill = static_cast<LottieSolidFill*>(*child);
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ctx->merging = nullptr;
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auto color = fill->color(frameNo, exps);
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ctx->propagator->fill(color.rgb[0], color.rgb[1], color.rgb[2], fill->opacity(frameNo, exps));
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ctx->propagator->fill(fill->rule);
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if (ctx->propagator->strokeWidth() > 0) ctx->propagator->order(true);
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}
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void LottieBuilder::updateGradientFill(LottieGroup* parent, LottieObject** child, float frameNo, Inlist<RenderContext>& contexts, RenderContext* ctx)
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{
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if (_fragmented(parent, child, contexts, ctx)) return;
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auto fill = static_cast<LottieGradientFill*>(*child);
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ctx->merging = nullptr;
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//TODO: reuse the fill instance?
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ctx->propagator->fill(unique_ptr<Fill>(fill->fill(frameNo, exps)));
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ctx->propagator->fill(fill->rule);
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if (ctx->propagator->strokeWidth() > 0) ctx->propagator->order(true);
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}
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static bool _draw(LottieGroup* parent, LottieShape* shape, RenderContext* ctx)
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{
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if (ctx->merging) return false;
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if (shape) {
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ctx->merging = shape->pooling();
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PP(ctx->propagator)->duplicate(ctx->merging);
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} else {
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ctx->merging = static_cast<Shape*>(ctx->propagator->duplicate());
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}
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parent->scene->push(cast(ctx->merging));
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return true;
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}
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static void _repeat(LottieGroup* parent, Shape* path, RenderContext* ctx)
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{
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Array<Shape*> propagators;
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propagators.push(ctx->propagator);
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Array<Shape*> shapes;
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for (auto repeater = ctx->repeaters.end() - 1; repeater >= ctx->repeaters.begin(); --repeater) {
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shapes.reserve(repeater->cnt);
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for (int i = 0; i < repeater->cnt; ++i) {
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auto multiplier = repeater->offset + static_cast<float>(i);
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for (auto propagator = propagators.begin(); propagator < propagators.end(); ++propagator) {
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auto shape = static_cast<Shape*>((*propagator)->duplicate());
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P(shape)->rs.path = P(path)->rs.path;
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auto opacity = repeater->interpOpacity ? lerp<uint8_t>(repeater->startOpacity, repeater->endOpacity, static_cast<float>(i + 1) / repeater->cnt) : repeater->startOpacity;
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shape->opacity(opacity);
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Matrix m;
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identity(&m);
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translate(&m, repeater->position.x * multiplier + repeater->anchor.x, repeater->position.y * multiplier + repeater->anchor.y);
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scale(&m, powf(repeater->scale.x * 0.01f, multiplier), powf(repeater->scale.y * 0.01f, multiplier));
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rotate(&m, repeater->rotation * multiplier);
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translateR(&m, -repeater->anchor.x, -repeater->anchor.y);
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m = repeater->transform * m;
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Matrix inv;
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inverse(&repeater->transform, &inv);
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shape->transform(m * (inv * shape->transform()));
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shapes.push(shape);
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}
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}
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propagators.clear();
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propagators.reserve(shapes.count);
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//push repeat shapes in order.
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if (repeater->inorder) {
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for (auto shape = shapes.begin(); shape < shapes.end(); ++shape) {
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parent->scene->push(cast(*shape));
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propagators.push(*shape);
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}
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} else if (!shapes.empty()) {
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for (auto shape = shapes.end() - 1; shape >= shapes.begin(); --shape) {
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parent->scene->push(cast(*shape));
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propagators.push(*shape);
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}
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}
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shapes.clear();
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}
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}
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static void _appendRect(Shape* shape, float x, float y, float w, float h, float r, const LottieOffsetModifier* offsetPath, Matrix* transform, bool clockwise)
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{
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//sharp rect
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if (tvg::zero(r)) {
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PathCommand commands[] = {
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PathCommand::MoveTo, PathCommand::LineTo, PathCommand::LineTo,
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PathCommand::LineTo, PathCommand::Close
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};
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Point points[4];
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if (clockwise) {
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points[0] = {x + w, y};
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points[1] = {x + w, y + h};
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points[2] = {x, y + h};
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points[3] = {x, y};
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} else {
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points[0] = {x + w, y};
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points[1] = {x, y};
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points[2] = {x, y + h};
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points[3] = {x + w, y + h};
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}
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if (transform) {
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for (int i = 0; i < 4; i++) {
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points[i] *= *transform;
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}
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}
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if (offsetPath) offsetPath->modifyRect(commands, 5, points, 4, P(shape)->rs.path.cmds, P(shape)->rs.path.pts);
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else shape->appendPath(commands, 5, points, 4);
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//round rect
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} else {
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constexpr int cmdCnt = 10;
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PathCommand commands[cmdCnt];
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auto halfW = w * 0.5f;
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auto halfH = h * 0.5f;
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auto rx = r > halfW ? halfW : r;
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auto ry = r > halfH ? halfH : r;
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auto hrx = rx * PATH_KAPPA;
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auto hry = ry * PATH_KAPPA;
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constexpr int ptsCnt = 17;
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Point points[ptsCnt];
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if (clockwise) {
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commands[0] = PathCommand::MoveTo; commands[1] = PathCommand::LineTo; commands[2] = PathCommand::CubicTo;
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commands[3] = PathCommand::LineTo; commands[4] = PathCommand::CubicTo;commands[5] = PathCommand::LineTo;
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commands[6] = PathCommand::CubicTo; commands[7] = PathCommand::LineTo; commands[8] = PathCommand::CubicTo;
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commands[9] = PathCommand::Close;
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points[0] = {x + w, y + ry}; //moveTo
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points[1] = {x + w, y + h - ry}; //lineTo
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points[2] = {x + w, y + h - ry + hry}; points[3] = {x + w - rx + hrx, y + h}; points[4] = {x + w - rx, y + h}; //cubicTo
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points[5] = {x + rx, y + h}, //lineTo
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points[6] = {x + rx - hrx, y + h}; points[7] = {x, y + h - ry + hry}; points[8] = {x, y + h - ry}; //cubicTo
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points[9] = {x, y + ry}, //lineTo
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points[10] = {x, y + ry - hry}; points[11] = {x + rx - hrx, y}; points[12] = {x + rx, y}; //cubicTo
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points[13] = {x + w - rx, y}; //lineTo
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points[14] = {x + w - rx + hrx, y}; points[15] = {x + w, y + ry - hry}; points[16] = {x + w, y + ry}; //cubicTo
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} else {
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commands[0] = PathCommand::MoveTo; commands[1] = PathCommand::CubicTo; commands[2] = PathCommand::LineTo;
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commands[3] = PathCommand::CubicTo; commands[4] = PathCommand::LineTo; commands[5] = PathCommand::CubicTo;
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commands[6] = PathCommand::LineTo; commands[7] = PathCommand::CubicTo; commands[8] = PathCommand::LineTo;
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commands[9] = PathCommand::Close;
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points[0] = {x + w, y + ry}; //moveTo
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points[1] = {x + w, y + ry - hry}; points[2] = {x + w - rx + hrx, y}; points[3] = {x + w - rx, y}; //cubicTo
|
|
points[4] = {x + rx, y}, //lineTo
|
|
points[5] = {x + rx - hrx, y}; points[6] = {x, y + ry - hry}; points[7] = {x, y + ry}; //cubicTo
|
|
points[8] = {x, y + h - ry}; //lineTo
|
|
points[9] = {x, y + h - ry + hry}; points[10] = {x + rx - hrx, y + h}; points[11] = {x + rx, y + h}; //cubicTo
|
|
points[12] = {x + w - rx, y + h}; //lineTo
|
|
points[13] = {x + w - rx + hrx, y + h}; points[14] = {x + w, y + h - ry + hry}; points[15] = {x + w, y + h - ry}; //cubicTo
|
|
points[16] = {x + w, y + ry}; //lineTo
|
|
}
|
|
if (transform) {
|
|
for (int i = 0; i < ptsCnt; i++) {
|
|
points[i] *= *transform;
|
|
}
|
|
}
|
|
|
|
if (offsetPath) offsetPath->modifyRect(commands, cmdCnt, points, ptsCnt, P(shape)->rs.path.cmds, P(shape)->rs.path.pts);
|
|
else shape->appendPath(commands, cmdCnt, points, ptsCnt);
|
|
}
|
|
}
|
|
|
|
|
|
void LottieBuilder::updateRect(LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED Inlist<RenderContext>& contexts, RenderContext* ctx)
|
|
{
|
|
auto rect = static_cast<LottieRect*>(*child);
|
|
|
|
auto position = rect->position(frameNo, exps);
|
|
auto size = rect->size(frameNo, exps);
|
|
auto r = rect->radius(frameNo, exps);
|
|
if (r == 0.0f) {
|
|
if (ctx->roundness) ctx->roundness->modifyRect(size, r);
|
|
} else {
|
|
r = std::min({r, size.x * 0.5f, size.y * 0.5f});
|
|
}
|
|
|
|
if (!ctx->repeaters.empty()) {
|
|
auto shape = rect->pooling();
|
|
shape->reset();
|
|
_appendRect(shape, position.x - size.x * 0.5f, position.y - size.y * 0.5f, size.x, size.y, r, ctx->offsetPath, ctx->transform, rect->clockwise);
|
|
_repeat(parent, shape, ctx);
|
|
} else {
|
|
_draw(parent, rect, ctx);
|
|
_appendRect(ctx->merging, position.x - size.x * 0.5f, position.y - size.y * 0.5f, size.x, size.y, r, ctx->offsetPath, ctx->transform, rect->clockwise);
|
|
}
|
|
}
|
|
|
|
|
|
static void _appendCircle(Shape* shape, float cx, float cy, float rx, float ry, const LottieOffsetModifier* offsetPath, Matrix* transform, bool clockwise)
|
|
{
|
|
if (offsetPath) offsetPath->modifyEllipse(rx, ry);
|
|
|
|
if (rx == 0.0f || ry == 0.0f) return;
|
|
|
|
auto rxKappa = rx * PATH_KAPPA;
|
|
auto ryKappa = ry * PATH_KAPPA;
|
|
|
|
constexpr int cmdsCnt = 6;
|
|
PathCommand commands[cmdsCnt] = {
|
|
PathCommand::MoveTo, PathCommand::CubicTo, PathCommand::CubicTo,
|
|
PathCommand::CubicTo, PathCommand::CubicTo, PathCommand::Close
|
|
};
|
|
|
|
constexpr int ptsCnt = 13;
|
|
Point points[ptsCnt];
|
|
|
|
if (clockwise) {
|
|
points[0] = {cx, cy - ry}; //moveTo
|
|
points[1] = {cx + rxKappa, cy - ry}; points[2] = {cx + rx, cy - ryKappa}; points[3] = {cx + rx, cy}; //cubicTo
|
|
points[4] = {cx + rx, cy + ryKappa}; points[5] = {cx + rxKappa, cy + ry}; points[6] = {cx, cy + ry}; //cubicTo
|
|
points[7] = {cx - rxKappa, cy + ry}; points[8] = {cx - rx, cy + ryKappa}; points[9] = {cx - rx, cy}; //cubicTo
|
|
points[10] = {cx - rx, cy - ryKappa}; points[11] = {cx - rxKappa, cy - ry}; points[12] = {cx, cy - ry}; //cubicTo
|
|
} else {
|
|
points[0] = {cx, cy - ry}; //moveTo
|
|
points[1] = {cx - rxKappa, cy - ry}; points[2] = {cx - rx, cy - ryKappa}; points[3] = {cx - rx, cy}; //cubicTo
|
|
points[4] = {cx - rx, cy + ryKappa}; points[5] = {cx - rxKappa, cy + ry}; points[6] = {cx, cy + ry}; //cubicTo
|
|
points[7] = {cx + rxKappa, cy + ry}; points[8] = {cx + rx, cy + ryKappa}; points[9] = {cx + rx, cy}; //cubicTo
|
|
points[10] = {cx + rx, cy - ryKappa}; points[11] = {cx + rxKappa, cy - ry}; points[12] = {cx, cy - ry}; //cubicTo
|
|
}
|
|
|
|
if (transform) {
|
|
for (int i = 0; i < ptsCnt; ++i) {
|
|
points[i] *= *transform;
|
|
}
|
|
}
|
|
|
|
shape->appendPath(commands, cmdsCnt, points, ptsCnt);
|
|
}
|
|
|
|
|
|
void LottieBuilder::updateEllipse(LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED Inlist<RenderContext>& contexts, RenderContext* ctx)
|
|
{
|
|
auto ellipse = static_cast<LottieEllipse*>(*child);
|
|
|
|
auto position = ellipse->position(frameNo, exps);
|
|
auto size = ellipse->size(frameNo, exps);
|
|
|
|
if (!ctx->repeaters.empty()) {
|
|
auto shape = ellipse->pooling();
|
|
shape->reset();
|
|
_appendCircle(shape, position.x, position.y, size.x * 0.5f, size.y * 0.5f, ctx->offsetPath, ctx->transform, ellipse->clockwise);
|
|
_repeat(parent, shape, ctx);
|
|
} else {
|
|
_draw(parent, ellipse, ctx);
|
|
_appendCircle(ctx->merging, position.x, position.y, size.x * 0.5f, size.y * 0.5f, ctx->offsetPath, ctx->transform, ellipse->clockwise);
|
|
}
|
|
}
|
|
|
|
|
|
void LottieBuilder::updatePath(LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED Inlist<RenderContext>& contexts, RenderContext* ctx)
|
|
{
|
|
auto path = static_cast<LottiePath*>(*child);
|
|
|
|
if (!ctx->repeaters.empty()) {
|
|
auto shape = path->pooling();
|
|
shape->reset();
|
|
path->pathset(frameNo, P(shape)->rs.path.cmds, P(shape)->rs.path.pts, ctx->transform, ctx->roundness, ctx->offsetPath, exps);
|
|
_repeat(parent, shape, ctx);
|
|
} else {
|
|
_draw(parent, path, ctx);
|
|
if (path->pathset(frameNo, P(ctx->merging)->rs.path.cmds, P(ctx->merging)->rs.path.pts, ctx->transform, ctx->roundness, ctx->offsetPath, exps)) {
|
|
P(ctx->merging)->update(RenderUpdateFlag::Path);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void _updateStar(TVG_UNUSED LottieGroup* parent, LottiePolyStar* star, Matrix* transform, const LottieRoundnessModifier* roundness, const LottieOffsetModifier* offsetPath, float frameNo, Shape* merging, LottieExpressions* exps)
|
|
{
|
|
static constexpr auto POLYSTAR_MAGIC_NUMBER = 0.47829f / 0.28f;
|
|
|
|
auto ptsCnt = star->ptsCnt(frameNo, exps);
|
|
auto innerRadius = star->innerRadius(frameNo, exps);
|
|
auto outerRadius = star->outerRadius(frameNo, exps);
|
|
auto innerRoundness = star->innerRoundness(frameNo, exps) * 0.01f;
|
|
auto outerRoundness = star->outerRoundness(frameNo, exps) * 0.01f;
|
|
|
|
auto angle = deg2rad(-90.0f);
|
|
auto partialPointRadius = 0.0f;
|
|
auto anglePerPoint = (2.0f * MATH_PI / ptsCnt);
|
|
auto halfAnglePerPoint = anglePerPoint * 0.5f;
|
|
auto partialPointAmount = ptsCnt - floorf(ptsCnt);
|
|
auto longSegment = false;
|
|
auto numPoints = size_t(ceilf(ptsCnt) * 2);
|
|
auto direction = star->clockwise ? 1.0f : -1.0f;
|
|
auto hasRoundness = false;
|
|
bool roundedCorner = roundness && (tvg::zero(innerRoundness) || tvg::zero(outerRoundness));
|
|
|
|
Shape* shape;
|
|
if (roundedCorner || offsetPath) {
|
|
shape = star->pooling();
|
|
shape->reset();
|
|
} else {
|
|
shape = merging;
|
|
}
|
|
|
|
float x, y;
|
|
|
|
if (!tvg::zero(partialPointAmount)) {
|
|
angle += halfAnglePerPoint * (1.0f - partialPointAmount) * direction;
|
|
}
|
|
|
|
if (!tvg::zero(partialPointAmount)) {
|
|
partialPointRadius = innerRadius + partialPointAmount * (outerRadius - innerRadius);
|
|
x = partialPointRadius * cosf(angle);
|
|
y = partialPointRadius * sinf(angle);
|
|
angle += anglePerPoint * partialPointAmount * 0.5f * direction;
|
|
} else {
|
|
x = outerRadius * cosf(angle);
|
|
y = outerRadius * sinf(angle);
|
|
angle += halfAnglePerPoint * direction;
|
|
}
|
|
|
|
if (tvg::zero(innerRoundness) && tvg::zero(outerRoundness)) {
|
|
P(shape)->rs.path.pts.reserve(numPoints + 2);
|
|
P(shape)->rs.path.cmds.reserve(numPoints + 3);
|
|
} else {
|
|
P(shape)->rs.path.pts.reserve(numPoints * 3 + 2);
|
|
P(shape)->rs.path.cmds.reserve(numPoints + 3);
|
|
hasRoundness = true;
|
|
}
|
|
|
|
Point in = {x, y};
|
|
if (transform) in *= *transform;
|
|
shape->moveTo(in.x, in.y);
|
|
|
|
for (size_t i = 0; i < numPoints; i++) {
|
|
auto radius = longSegment ? outerRadius : innerRadius;
|
|
auto dTheta = halfAnglePerPoint;
|
|
if (!tvg::zero(partialPointRadius) && i == numPoints - 2) {
|
|
dTheta = anglePerPoint * partialPointAmount * 0.5f;
|
|
}
|
|
if (!tvg::zero(partialPointRadius) && i == numPoints - 1) {
|
|
radius = partialPointRadius;
|
|
}
|
|
auto previousX = x;
|
|
auto previousY = y;
|
|
x = radius * cosf(angle);
|
|
y = radius * sinf(angle);
|
|
|
|
if (hasRoundness) {
|
|
auto cp1Theta = (tvg::atan2(previousY, previousX) - MATH_PI2 * direction);
|
|
auto cp1Dx = cosf(cp1Theta);
|
|
auto cp1Dy = sinf(cp1Theta);
|
|
auto cp2Theta = (tvg::atan2(y, x) - MATH_PI2 * direction);
|
|
auto cp2Dx = cosf(cp2Theta);
|
|
auto cp2Dy = sinf(cp2Theta);
|
|
|
|
auto cp1Roundness = longSegment ? innerRoundness : outerRoundness;
|
|
auto cp2Roundness = longSegment ? outerRoundness : innerRoundness;
|
|
auto cp1Radius = longSegment ? innerRadius : outerRadius;
|
|
auto cp2Radius = longSegment ? outerRadius : innerRadius;
|
|
|
|
auto cp1x = cp1Radius * cp1Roundness * POLYSTAR_MAGIC_NUMBER * cp1Dx / ptsCnt;
|
|
auto cp1y = cp1Radius * cp1Roundness * POLYSTAR_MAGIC_NUMBER * cp1Dy / ptsCnt;
|
|
auto cp2x = cp2Radius * cp2Roundness * POLYSTAR_MAGIC_NUMBER * cp2Dx / ptsCnt;
|
|
auto cp2y = cp2Radius * cp2Roundness * POLYSTAR_MAGIC_NUMBER * cp2Dy / ptsCnt;
|
|
|
|
if (!tvg::zero(partialPointAmount) && ((i == 0) || (i == numPoints - 1))) {
|
|
cp1x *= partialPointAmount;
|
|
cp1y *= partialPointAmount;
|
|
cp2x *= partialPointAmount;
|
|
cp2y *= partialPointAmount;
|
|
}
|
|
Point in2 = {previousX - cp1x, previousY - cp1y};
|
|
Point in3 = {x + cp2x, y + cp2y};
|
|
Point in4 = {x, y};
|
|
if (transform) {
|
|
in2 *= *transform;
|
|
in3 *= *transform;
|
|
in4 *= *transform;
|
|
}
|
|
shape->cubicTo(in2.x, in2.y, in3.x, in3.y, in4.x, in4.y);
|
|
} else {
|
|
Point in = {x, y};
|
|
if (transform) in *= *transform;
|
|
shape->lineTo(in.x, in.y);
|
|
}
|
|
angle += dTheta * direction;
|
|
longSegment = !longSegment;
|
|
}
|
|
shape->close();
|
|
|
|
if (roundedCorner) {
|
|
if (offsetPath) {
|
|
auto intermediate = Shape::gen();
|
|
roundness->modifyPolystar(P(shape)->rs.path.cmds, P(shape)->rs.path.pts, P(intermediate)->rs.path.cmds, P(intermediate)->rs.path.pts, outerRoundness, hasRoundness);
|
|
offsetPath->modifyPolystar(P(intermediate)->rs.path.cmds, P(intermediate)->rs.path.pts, P(merging)->rs.path.cmds, P(merging)->rs.path.pts);
|
|
} else {
|
|
roundness->modifyPolystar(P(shape)->rs.path.cmds, P(shape)->rs.path.pts, P(merging)->rs.path.cmds, P(merging)->rs.path.pts, outerRoundness, hasRoundness);
|
|
}
|
|
} else if (offsetPath) offsetPath->modifyPolystar(P(shape)->rs.path.cmds, P(shape)->rs.path.pts, P(merging)->rs.path.cmds, P(merging)->rs.path.pts);
|
|
}
|
|
|
|
|
|
static void _updatePolygon(LottieGroup* parent, LottiePolyStar* star, Matrix* transform, const LottieRoundnessModifier* roundness, const LottieOffsetModifier* offsetPath, float frameNo, Shape* merging, LottieExpressions* exps)
|
|
{
|
|
static constexpr auto POLYGON_MAGIC_NUMBER = 0.25f;
|
|
|
|
auto ptsCnt = size_t(floor(star->ptsCnt(frameNo, exps)));
|
|
auto radius = star->outerRadius(frameNo, exps);
|
|
auto outerRoundness = star->outerRoundness(frameNo, exps) * 0.01f;
|
|
|
|
auto angle = deg2rad(-90.0f);
|
|
auto anglePerPoint = 2.0f * MATH_PI / float(ptsCnt);
|
|
auto direction = star->clockwise ? 1.0f : -1.0f;
|
|
auto hasRoundness = !tvg::zero(outerRoundness);
|
|
bool roundedCorner = roundness && !hasRoundness;
|
|
auto x = radius * cosf(angle);
|
|
auto y = radius * sinf(angle);
|
|
|
|
angle += anglePerPoint * direction;
|
|
|
|
Shape* shape;
|
|
if (roundedCorner || offsetPath) {
|
|
shape = star->pooling();
|
|
shape->reset();
|
|
} else {
|
|
shape = merging;
|
|
if (hasRoundness) {
|
|
P(shape)->rs.path.pts.reserve(ptsCnt * 3 + 2);
|
|
P(shape)->rs.path.cmds.reserve(ptsCnt + 3);
|
|
} else {
|
|
P(shape)->rs.path.pts.reserve(ptsCnt + 2);
|
|
P(shape)->rs.path.cmds.reserve(ptsCnt + 3);
|
|
}
|
|
}
|
|
|
|
Point in = {x, y};
|
|
if (transform) in *= *transform;
|
|
shape->moveTo(in.x, in.y);
|
|
|
|
for (size_t i = 0; i < ptsCnt; i++) {
|
|
auto previousX = x;
|
|
auto previousY = y;
|
|
x = (radius * cosf(angle));
|
|
y = (radius * sinf(angle));
|
|
|
|
if (hasRoundness) {
|
|
auto cp1Theta = tvg::atan2(previousY, previousX) - MATH_PI2 * direction;
|
|
auto cp1Dx = cosf(cp1Theta);
|
|
auto cp1Dy = sinf(cp1Theta);
|
|
auto cp2Theta = tvg::atan2(y, x) - MATH_PI2 * direction;
|
|
auto cp2Dx = cosf(cp2Theta);
|
|
auto cp2Dy = sinf(cp2Theta);
|
|
|
|
auto cp1x = radius * outerRoundness * POLYGON_MAGIC_NUMBER * cp1Dx;
|
|
auto cp1y = radius * outerRoundness * POLYGON_MAGIC_NUMBER * cp1Dy;
|
|
auto cp2x = radius * outerRoundness * POLYGON_MAGIC_NUMBER * cp2Dx;
|
|
auto cp2y = radius * outerRoundness * POLYGON_MAGIC_NUMBER * cp2Dy;
|
|
|
|
Point in2 = {previousX - cp1x, previousY - cp1y};
|
|
Point in3 = {x + cp2x, y + cp2y};
|
|
Point in4 = {x, y};
|
|
if (transform) {
|
|
in2 *= *transform;
|
|
in3 *= *transform;
|
|
in4 *= *transform;
|
|
}
|
|
shape->cubicTo(in2.x, in2.y, in3.x, in3.y, in4.x, in4.y);
|
|
} else {
|
|
Point in = {x, y};
|
|
if (transform) in *= *transform;
|
|
shape->lineTo(in.x, in.y);
|
|
}
|
|
angle += anglePerPoint * direction;
|
|
}
|
|
shape->close();
|
|
|
|
if (roundedCorner) {
|
|
if (offsetPath) {
|
|
auto intermediate = Shape::gen();
|
|
roundness->modifyPolystar(P(shape)->rs.path.cmds, P(shape)->rs.path.pts, P(intermediate)->rs.path.cmds, P(intermediate)->rs.path.pts, 0.0f, false);
|
|
offsetPath->modifyPolystar(P(intermediate)->rs.path.cmds, P(intermediate)->rs.path.pts, P(merging)->rs.path.cmds, P(merging)->rs.path.pts);
|
|
} else {
|
|
roundness->modifyPolystar(P(shape)->rs.path.cmds, P(shape)->rs.path.pts, P(merging)->rs.path.cmds, P(merging)->rs.path.pts, 0.0f, false);
|
|
}
|
|
} else if (offsetPath) offsetPath->modifyPolystar(P(shape)->rs.path.cmds, P(shape)->rs.path.pts, P(merging)->rs.path.cmds, P(merging)->rs.path.pts);
|
|
}
|
|
|
|
|
|
void LottieBuilder::updatePolystar(LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED Inlist<RenderContext>& contexts, RenderContext* ctx)
|
|
{
|
|
auto star = static_cast<LottiePolyStar*>(*child);
|
|
|
|
//Optimize: Can we skip the individual coords transform?
|
|
Matrix matrix;
|
|
identity(&matrix);
|
|
auto position = star->position(frameNo, exps);
|
|
translate(&matrix, position.x, position.y);
|
|
rotate(&matrix, star->rotation(frameNo, exps));
|
|
|
|
if (ctx->transform) matrix = *ctx->transform * matrix;
|
|
|
|
auto identity = tvg::identity((const Matrix*)&matrix);
|
|
|
|
if (!ctx->repeaters.empty()) {
|
|
auto shape = star->pooling();
|
|
shape->reset();
|
|
if (star->type == LottiePolyStar::Star) _updateStar(parent, star, identity ? nullptr : &matrix, ctx->roundness, ctx->offsetPath, frameNo, shape, exps);
|
|
else _updatePolygon(parent, star, identity ? nullptr : &matrix, ctx->roundness, ctx->offsetPath, frameNo, shape, exps);
|
|
_repeat(parent, shape, ctx);
|
|
} else {
|
|
_draw(parent, star, ctx);
|
|
if (star->type == LottiePolyStar::Star) _updateStar(parent, star, identity ? nullptr : &matrix, ctx->roundness, ctx->offsetPath, frameNo, ctx->merging, exps);
|
|
else _updatePolygon(parent, star, identity ? nullptr : &matrix, ctx->roundness, ctx->offsetPath, frameNo, ctx->merging, exps);
|
|
P(ctx->merging)->update(RenderUpdateFlag::Path);
|
|
}
|
|
}
|
|
|
|
|
|
void LottieBuilder::updateRoundedCorner(TVG_UNUSED LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED Inlist<RenderContext>& contexts, RenderContext* ctx)
|
|
{
|
|
auto roundedCorner = static_cast<LottieRoundedCorner*>(*child);
|
|
auto r = roundedCorner->radius(frameNo, exps);
|
|
if (r < LottieRoundnessModifier::ROUNDNESS_EPSILON) return;
|
|
|
|
if (!ctx->roundness) ctx->roundness = new LottieRoundnessModifier(r);
|
|
else if (ctx->roundness->r < r) ctx->roundness->r = r;
|
|
}
|
|
|
|
|
|
void LottieBuilder::updateOffsetPath(TVG_UNUSED LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED Inlist<RenderContext>& contexts, RenderContext* ctx)
|
|
{
|
|
auto offsetPath = static_cast<LottieOffsetPath*>(*child);
|
|
if (!ctx->offsetPath) ctx->offsetPath = new LottieOffsetModifier(offsetPath->offset(frameNo, exps), offsetPath->miterLimit(frameNo, exps), offsetPath->join);
|
|
}
|
|
|
|
|
|
void LottieBuilder::updateRepeater(TVG_UNUSED LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED Inlist<RenderContext>& contexts, RenderContext* ctx)
|
|
{
|
|
auto repeater = static_cast<LottieRepeater*>(*child);
|
|
|
|
RenderRepeater r;
|
|
r.cnt = static_cast<int>(repeater->copies(frameNo, exps));
|
|
r.transform = ctx->propagator->transform();
|
|
r.offset = repeater->offset(frameNo, exps);
|
|
r.position = repeater->position(frameNo, exps);
|
|
r.anchor = repeater->anchor(frameNo, exps);
|
|
r.scale = repeater->scale(frameNo, exps);
|
|
r.rotation = repeater->rotation(frameNo, exps);
|
|
r.startOpacity = repeater->startOpacity(frameNo, exps);
|
|
r.endOpacity = repeater->endOpacity(frameNo, exps);
|
|
r.inorder = repeater->inorder;
|
|
r.interpOpacity = (r.startOpacity == r.endOpacity) ? false : true;
|
|
ctx->repeaters.push(r);
|
|
|
|
ctx->merging = nullptr;
|
|
}
|
|
|
|
|
|
void LottieBuilder::updateTrimpath(TVG_UNUSED LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED Inlist<RenderContext>& contexts, RenderContext* ctx)
|
|
{
|
|
auto trimpath = static_cast<LottieTrimpath*>(*child);
|
|
|
|
float begin, end;
|
|
trimpath->segment(frameNo, begin, end, exps);
|
|
|
|
if (P(ctx->propagator)->rs.stroke) {
|
|
auto pbegin = P(ctx->propagator)->rs.stroke->trim.begin;
|
|
auto pend = P(ctx->propagator)->rs.stroke->trim.end;
|
|
auto length = fabsf(pend - pbegin);
|
|
begin = (length * begin) + pbegin;
|
|
end = (length * end) + pbegin;
|
|
}
|
|
|
|
P(ctx->propagator)->strokeTrim(begin, end, trimpath->type == LottieTrimpath::Type::Simultaneous);
|
|
ctx->merging = nullptr;
|
|
}
|
|
|
|
|
|
void LottieBuilder::updateChildren(LottieGroup* parent, float frameNo, Inlist<RenderContext>& contexts)
|
|
{
|
|
contexts.head->begin = parent->children.end() - 1;
|
|
|
|
while (!contexts.empty()) {
|
|
auto ctx = contexts.front();
|
|
ctx->reqFragment = parent->reqFragment;
|
|
for (auto child = ctx->begin; child >= parent->children.data; --child) {
|
|
//Here switch-case statements are more performant than virtual methods.
|
|
switch ((*child)->type) {
|
|
case LottieObject::Group: {
|
|
updateGroup(parent, child, frameNo, contexts, ctx);
|
|
break;
|
|
}
|
|
case LottieObject::Transform: {
|
|
updateTransform(parent, child, frameNo, contexts, ctx);
|
|
break;
|
|
}
|
|
case LottieObject::SolidFill: {
|
|
updateSolidFill(parent, child, frameNo, contexts, ctx);
|
|
break;
|
|
}
|
|
case LottieObject::SolidStroke: {
|
|
updateSolidStroke(parent, child, frameNo, contexts, ctx);
|
|
break;
|
|
}
|
|
case LottieObject::GradientFill: {
|
|
updateGradientFill(parent, child, frameNo, contexts, ctx);
|
|
break;
|
|
}
|
|
case LottieObject::GradientStroke: {
|
|
updateGradientStroke(parent, child, frameNo, contexts, ctx);
|
|
break;
|
|
}
|
|
case LottieObject::Rect: {
|
|
updateRect(parent, child, frameNo, contexts, ctx);
|
|
break;
|
|
}
|
|
case LottieObject::Ellipse: {
|
|
updateEllipse(parent, child, frameNo, contexts, ctx);
|
|
break;
|
|
}
|
|
case LottieObject::Path: {
|
|
updatePath(parent, child, frameNo, contexts, ctx);
|
|
break;
|
|
}
|
|
case LottieObject::Polystar: {
|
|
updatePolystar(parent, child, frameNo, contexts, ctx);
|
|
break;
|
|
}
|
|
case LottieObject::Trimpath: {
|
|
updateTrimpath(parent, child, frameNo, contexts, ctx);
|
|
break;
|
|
}
|
|
case LottieObject::Repeater: {
|
|
updateRepeater(parent, child, frameNo, contexts, ctx);
|
|
break;
|
|
}
|
|
case LottieObject::RoundedCorner: {
|
|
updateRoundedCorner(parent, child, frameNo, contexts, ctx);
|
|
break;
|
|
}
|
|
case LottieObject::OffsetPath: {
|
|
updateOffsetPath(parent, child, frameNo, contexts, ctx);
|
|
break;
|
|
}
|
|
default: break;
|
|
}
|
|
if (ctx->propagator->opacity() == 0) break;
|
|
}
|
|
delete(ctx);
|
|
}
|
|
}
|
|
|
|
|
|
void LottieBuilder::updatePrecomp(LottieComposition* comp, LottieLayer* precomp, float frameNo)
|
|
{
|
|
if (precomp->children.empty()) return;
|
|
|
|
frameNo = precomp->remap(comp, frameNo, exps);
|
|
|
|
for (auto c = precomp->children.end() - 1; c >= precomp->children.begin(); --c) {
|
|
auto child = static_cast<LottieLayer*>(*c);
|
|
if (!child->matteSrc) updateLayer(comp, precomp->scene, child, frameNo);
|
|
}
|
|
|
|
//clip the layer viewport
|
|
auto clipper = precomp->statical.pooling(true);
|
|
clipper->transform(precomp->cache.matrix);
|
|
precomp->scene->clip(cast(clipper));
|
|
}
|
|
|
|
|
|
void LottieBuilder::updateSolid(LottieLayer* layer)
|
|
{
|
|
auto solidFill = layer->statical.pooling(true);
|
|
solidFill->opacity(layer->cache.opacity);
|
|
layer->scene->push(cast(solidFill));
|
|
}
|
|
|
|
|
|
void LottieBuilder::updateImage(LottieGroup* layer)
|
|
{
|
|
auto image = static_cast<LottieImage*>(layer->children.first());
|
|
layer->scene->push(tvg::cast(image->pooling(true)));
|
|
}
|
|
|
|
|
|
void LottieBuilder::updateText(LottieLayer* layer, float frameNo)
|
|
{
|
|
auto text = static_cast<LottieText*>(layer->children.first());
|
|
auto textGrouping = text->alignOption.grouping;
|
|
auto& doc = text->doc(frameNo);
|
|
auto p = doc.text;
|
|
|
|
if (!p || !text->font) return;
|
|
|
|
auto scale = doc.size;
|
|
Point cursor = {0.0f, 0.0f};
|
|
auto scene = Scene::gen();
|
|
auto textGroup = Scene::gen();
|
|
int line = 0;
|
|
int space = 0;
|
|
auto lineSpacing = 0.0f;
|
|
auto totalLineSpacing = 0.0f;
|
|
|
|
//text string
|
|
int idx = 0;
|
|
auto totalChars = strlen(p);
|
|
while (true) {
|
|
//TODO: remove nested scenes.
|
|
//end of text, new line of the cursor position
|
|
if (*p == 13 || *p == 3 || *p == '\0') {
|
|
//text layout position
|
|
auto ascent = text->font->ascent * scale;
|
|
if (ascent > doc.bbox.size.y) ascent = doc.bbox.size.y;
|
|
Point layout = {doc.bbox.pos.x, doc.bbox.pos.y + ascent - doc.shift};
|
|
|
|
//adjust the layout
|
|
if (doc.justify == 1) layout.x += doc.bbox.size.x - (cursor.x * scale); //right aligned
|
|
else if (doc.justify == 2) layout.x += (doc.bbox.size.x * 0.5f) - (cursor.x * 0.5f * scale); //center aligned
|
|
|
|
//new text group, single scene based on text-grouping
|
|
scene->push(std::move(textGroup));
|
|
textGroup = Scene::gen();
|
|
textGroup->translate(cursor.x, cursor.y);
|
|
|
|
scene->translate(layout.x, layout.y);
|
|
scene->scale(scale);
|
|
|
|
layer->scene->push(std::move(scene));
|
|
|
|
if (*p == '\0') break;
|
|
++p;
|
|
|
|
totalLineSpacing += lineSpacing;
|
|
lineSpacing = 0.0f;
|
|
|
|
//new text group, single scene for each line
|
|
scene = Scene::gen();
|
|
cursor.x = 0.0f;
|
|
cursor.y = (++line * doc.height + totalLineSpacing) / scale;
|
|
continue;
|
|
}
|
|
|
|
if (*p == ' ') {
|
|
++space;
|
|
if (textGrouping == LottieText::AlignOption::Group::Word) {
|
|
//new text group, single scene for each word
|
|
scene->push(std::move(textGroup));
|
|
textGroup = Scene::gen();
|
|
textGroup->translate(cursor.x, cursor.y);
|
|
}
|
|
}
|
|
|
|
//find the glyph
|
|
bool found = false;
|
|
for (auto g = text->font->chars.begin(); g < text->font->chars.end(); ++g) {
|
|
auto glyph = *g;
|
|
//draw matched glyphs
|
|
if (!strncmp(glyph->code, p, glyph->len)) {
|
|
if (textGrouping == LottieText::AlignOption::Group::Chars || textGrouping == LottieText::AlignOption::Group::All) {
|
|
//new text group, single scene for each characters
|
|
scene->push(std::move(textGroup));
|
|
textGroup = Scene::gen();
|
|
textGroup->translate(cursor.x, cursor.y);
|
|
}
|
|
|
|
auto& textGroupMatrix = textGroup->transform();
|
|
auto shape = text->pooling();
|
|
shape->reset();
|
|
for (auto g = glyph->children.begin(); g < glyph->children.end(); ++g) {
|
|
auto group = static_cast<LottieGroup*>(*g);
|
|
for (auto p = group->children.begin(); p < group->children.end(); ++p) {
|
|
if (static_cast<LottiePath*>(*p)->pathset(frameNo, P(shape)->rs.path.cmds, P(shape)->rs.path.pts, nullptr, nullptr, nullptr)) {
|
|
P(shape)->update(RenderUpdateFlag::Path);
|
|
}
|
|
}
|
|
}
|
|
shape->fill(doc.color.rgb[0], doc.color.rgb[1], doc.color.rgb[2]);
|
|
shape->translate(cursor.x - textGroupMatrix.e13, cursor.y - textGroupMatrix.e23);
|
|
shape->opacity(255);
|
|
|
|
if (doc.stroke.render) {
|
|
shape->strokeJoin(StrokeJoin::Round);
|
|
shape->strokeWidth(doc.stroke.width / scale);
|
|
shape->strokeFill(doc.stroke.color.rgb[0], doc.stroke.color.rgb[1], doc.stroke.color.rgb[2]);
|
|
}
|
|
|
|
bool needGroup = false;
|
|
if (!text->ranges.empty()) {
|
|
Point scaling = {1.0f, 1.0f};
|
|
auto rotation = 0.0f;
|
|
Point translation = {0.0f, 0.0f};
|
|
|
|
//text range process
|
|
for (auto s = text->ranges.begin(); s < text->ranges.end(); ++s) {
|
|
float start, end;
|
|
(*s)->range(frameNo, float(totalChars), start, end);
|
|
|
|
auto basedIdx = idx;
|
|
if ((*s)->based == LottieTextRange::Based::CharsExcludingSpaces) basedIdx = idx - space;
|
|
else if ((*s)->based == LottieTextRange::Based::Words) basedIdx = line + space;
|
|
else if ((*s)->based == LottieTextRange::Based::Lines) basedIdx = line;
|
|
|
|
if (basedIdx < start || basedIdx >= end) continue;
|
|
needGroup = true;
|
|
|
|
translation = translation + (*s)->style.position(frameNo);
|
|
scaling = scaling * (*s)->style.scale(frameNo) * 0.01f;
|
|
rotation += (*s)->style.rotation(frameNo);
|
|
|
|
shape->opacity((*s)->style.opacity(frameNo));
|
|
|
|
auto color = (*s)->style.fillColor(frameNo);
|
|
shape->fill(color.rgb[0], color.rgb[1], color.rgb[2], (*s)->style.fillOpacity(frameNo));
|
|
|
|
if (doc.stroke.render) {
|
|
auto strokeColor = (*s)->style.strokeColor(frameNo);
|
|
shape->strokeWidth((*s)->style.strokeWidth(frameNo) / scale);
|
|
shape->strokeFill(strokeColor.rgb[0], strokeColor.rgb[1], strokeColor.rgb[2], (*s)->style.strokeOpacity(frameNo));
|
|
}
|
|
cursor.x += (*s)->style.letterSpacing(frameNo);
|
|
|
|
auto spacing = (*s)->style.lineSpacing(frameNo);
|
|
if (spacing > lineSpacing) lineSpacing = spacing;
|
|
}
|
|
|
|
// TextGroup transformation is performed once
|
|
if (textGroup->paints().size() == 0 && needGroup) {
|
|
identity(&textGroupMatrix);
|
|
translate(&textGroupMatrix, cursor.x, cursor.y);
|
|
|
|
auto alignment = text->alignOption.anchor(frameNo);
|
|
|
|
// center pivoting
|
|
textGroupMatrix.e13 += alignment.x;
|
|
textGroupMatrix.e23 += alignment.y;
|
|
|
|
rotate(&textGroupMatrix, rotation);
|
|
|
|
auto pivotX = alignment.x * -1;
|
|
auto pivotY = alignment.y * -1;
|
|
|
|
//center pivoting
|
|
textGroupMatrix.e13 += (pivotX * textGroupMatrix.e11 + pivotX * textGroupMatrix.e12);
|
|
textGroupMatrix.e23 += (pivotY * textGroupMatrix.e21 + pivotY * textGroupMatrix.e22);
|
|
|
|
textGroup->transform(textGroupMatrix);
|
|
}
|
|
|
|
auto& matrix = shape->transform();
|
|
identity(&matrix);
|
|
translate(&matrix, (translation.x / scale + cursor.x) - textGroupMatrix.e13, (translation.y / scale + cursor.y) - textGroupMatrix.e23);
|
|
tvg::scale(&matrix, scaling.x, scaling.y);
|
|
shape->transform(matrix);
|
|
}
|
|
|
|
if (needGroup) {
|
|
textGroup->push(cast(shape));
|
|
} else {
|
|
// When text isn't selected, exclude the shape from the text group
|
|
auto& matrix = shape->transform();
|
|
matrix.e13 = cursor.x;
|
|
matrix.e23 = cursor.y;
|
|
shape->transform(matrix);
|
|
scene->push(cast(shape));
|
|
}
|
|
|
|
p += glyph->len;
|
|
idx += glyph->len;
|
|
|
|
//advance the cursor position horizontally
|
|
cursor.x += glyph->width + doc.tracking;
|
|
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found) {
|
|
++p;
|
|
++idx;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void LottieBuilder::updateMaskings(LottieLayer* layer, float frameNo)
|
|
{
|
|
if (layer->masks.count == 0) return;
|
|
|
|
//Apply the base mask
|
|
auto pMask = static_cast<LottieMask*>(layer->masks[0]);
|
|
auto pMethod = pMask->method;
|
|
auto opacity = pMask->opacity(frameNo);
|
|
auto expand = pMask->expand(frameNo);
|
|
|
|
auto pShape = layer->pooling();
|
|
pShape->reset();
|
|
pShape->fill(255, 255, 255, opacity);
|
|
pShape->transform(layer->cache.matrix);
|
|
|
|
//Apply Masking Expansion (Offset)
|
|
if (expand == 0.0f) {
|
|
pMask->pathset(frameNo, P(pShape)->rs.path.cmds, P(pShape)->rs.path.pts, nullptr, nullptr, nullptr, exps);
|
|
} else {
|
|
//TODO: Once path direction support is implemented, ensure that the direction is ignored here
|
|
auto offset = LottieOffsetModifier(pMask->expand(frameNo));
|
|
pMask->pathset(frameNo, P(pShape)->rs.path.cmds, P(pShape)->rs.path.pts, nullptr, nullptr, &offset, exps);
|
|
}
|
|
|
|
auto compMethod = (pMethod == MaskMethod::Subtract || pMethod == MaskMethod::InvAlpha) ? MaskMethod::InvAlpha : MaskMethod::Alpha;
|
|
|
|
//Cheaper. Replace the masking with a clipper
|
|
if (layer->masks.count == 1 && compMethod == MaskMethod::Alpha && opacity == 255) {
|
|
layer->scene->clip(tvg::cast(pShape));
|
|
return;
|
|
}
|
|
|
|
//Introduce an intermediate scene for embracing the matte + masking
|
|
if (layer->matteTarget) {
|
|
auto scene = Scene::gen().release();
|
|
scene->push(cast(layer->scene));
|
|
layer->scene = scene;
|
|
}
|
|
|
|
layer->scene->mask(tvg::cast(pShape), compMethod);
|
|
|
|
//Apply the subsquent masks
|
|
for (auto m = layer->masks.begin() + 1; m < layer->masks.end(); ++m) {
|
|
auto mask = static_cast<LottieMask*>(*m);
|
|
auto method = mask->method;
|
|
if (method == MaskMethod::None) continue;
|
|
|
|
//Append the mask shape
|
|
if (pMethod == method && (method == MaskMethod::Subtract || method == MaskMethod::Difference)) {
|
|
mask->pathset(frameNo, P(pShape)->rs.path.cmds, P(pShape)->rs.path.pts, nullptr, nullptr, nullptr, exps);
|
|
//Chain composition
|
|
} else {
|
|
auto shape = layer->pooling();
|
|
shape->reset();
|
|
shape->fill(255, 255, 255, mask->opacity(frameNo));
|
|
shape->transform(layer->cache.matrix);
|
|
mask->pathset(frameNo, P(shape)->rs.path.cmds, P(shape)->rs.path.pts, nullptr, nullptr, nullptr, exps);
|
|
pShape->mask(tvg::cast(shape), method);
|
|
pShape = shape;
|
|
pMethod = method;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
bool LottieBuilder::updateMatte(LottieComposition* comp, float frameNo, Scene* scene, LottieLayer* layer)
|
|
{
|
|
auto target = layer->matteTarget;
|
|
if (!target) return true;
|
|
|
|
updateLayer(comp, scene, target, frameNo);
|
|
|
|
if (target->scene) {
|
|
layer->scene->mask(cast(target->scene), layer->matteType);
|
|
} else if (layer->matteType == MaskMethod::Alpha || layer->matteType == MaskMethod::Luma) {
|
|
//matte target is not exist. alpha blending definitely bring an invisible result
|
|
delete(layer->scene);
|
|
layer->scene = nullptr;
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
void LottieBuilder::updateEffect(LottieLayer* layer, float frameNo)
|
|
{
|
|
constexpr int QUALITY = 25;
|
|
constexpr float BLUR_TO_SIGMA = 0.3f;
|
|
|
|
if (layer->effects.count == 0) return;
|
|
|
|
for (auto ef = layer->effects.begin(); ef < layer->effects.end(); ++ef) {
|
|
if (!(*ef)->enable) continue;
|
|
switch ((*ef)->type) {
|
|
case LottieEffect::DropShadow: {
|
|
auto effect = static_cast<LottieDropShadow*>(*ef);
|
|
auto color = effect->color(frameNo);
|
|
layer->scene->push(SceneEffect::DropShadow, color.rgb[0], color.rgb[1], color.rgb[2], (int)effect->opacity(frameNo), effect->angle(frameNo), effect->distance(frameNo), effect->blurness(frameNo) * BLUR_TO_SIGMA, QUALITY);
|
|
break;
|
|
}
|
|
case LottieEffect::GaussianBlur: {
|
|
auto effect = static_cast<LottieGaussianBlur*>(*ef);
|
|
layer->scene->push(SceneEffect::GaussianBlur, effect->blurness(frameNo) * BLUR_TO_SIGMA, effect->direction(frameNo) - 1, effect->wrap(frameNo), QUALITY);
|
|
break;
|
|
}
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void LottieBuilder::updateLayer(LottieComposition* comp, Scene* scene, LottieLayer* layer, float frameNo)
|
|
{
|
|
layer->scene = nullptr;
|
|
|
|
//visibility
|
|
if (frameNo < layer->inFrame || frameNo >= layer->outFrame) return;
|
|
|
|
updateTransform(layer, frameNo);
|
|
|
|
//full transparent scene. no need to perform
|
|
if (layer->type != LottieLayer::Null && layer->cache.opacity == 0) return;
|
|
|
|
//Prepare render data
|
|
layer->scene = Scene::gen().release();
|
|
layer->scene->id = layer->id;
|
|
|
|
//ignore opacity when Null layer?
|
|
if (layer->type != LottieLayer::Null) layer->scene->opacity(layer->cache.opacity);
|
|
|
|
layer->scene->transform(layer->cache.matrix);
|
|
|
|
if (!updateMatte(comp, frameNo, scene, layer)) return;
|
|
|
|
switch (layer->type) {
|
|
case LottieLayer::Precomp: {
|
|
updatePrecomp(comp, layer, frameNo);
|
|
break;
|
|
}
|
|
case LottieLayer::Solid: {
|
|
updateSolid(layer);
|
|
break;
|
|
}
|
|
case LottieLayer::Image: {
|
|
updateImage(layer);
|
|
break;
|
|
}
|
|
case LottieLayer::Text: {
|
|
updateText(layer, frameNo);
|
|
break;
|
|
}
|
|
default: {
|
|
if (!layer->children.empty()) {
|
|
Inlist<RenderContext> contexts;
|
|
contexts.back(new RenderContext(layer->pooling()));
|
|
updateChildren(layer, frameNo, contexts);
|
|
contexts.free();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
updateMaskings(layer, frameNo);
|
|
|
|
layer->scene->blend(layer->blendMethod);
|
|
|
|
updateEffect(layer, frameNo);
|
|
|
|
//the given matte source was composited by the target earlier.
|
|
if (!layer->matteSrc) scene->push(cast(layer->scene));
|
|
}
|
|
|
|
|
|
static void _buildReference(LottieComposition* comp, LottieLayer* layer)
|
|
{
|
|
for (auto asset = comp->assets.begin(); asset < comp->assets.end(); ++asset) {
|
|
if (layer->rid != (*asset)->id) continue;
|
|
if (layer->type == LottieLayer::Precomp) {
|
|
auto assetLayer = static_cast<LottieLayer*>(*asset);
|
|
if (_buildComposition(comp, assetLayer)) {
|
|
layer->children = assetLayer->children;
|
|
layer->reqFragment = assetLayer->reqFragment;
|
|
}
|
|
} else if (layer->type == LottieLayer::Image) {
|
|
layer->children.push(*asset);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
static void _buildHierarchy(LottieGroup* parent, LottieLayer* child)
|
|
{
|
|
if (child->pidx == -1) return;
|
|
|
|
if (child->matteTarget && child->pidx == child->matteTarget->idx) {
|
|
child->parent = child->matteTarget;
|
|
return;
|
|
}
|
|
|
|
for (auto p = parent->children.begin(); p < parent->children.end(); ++p) {
|
|
auto parent = static_cast<LottieLayer*>(*p);
|
|
if (child == parent) continue;
|
|
if (child->pidx == parent->idx) {
|
|
child->parent = parent;
|
|
break;
|
|
}
|
|
if (parent->matteTarget && parent->matteTarget->idx == child->pidx) {
|
|
child->parent = parent->matteTarget;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void _attachFont(LottieComposition* comp, LottieLayer* parent)
|
|
{
|
|
//TODO: Consider to migrate this attachment to the frame update time.
|
|
for (auto c = parent->children.begin(); c < parent->children.end(); ++c) {
|
|
auto text = static_cast<LottieText*>(*c);
|
|
auto& doc = text->doc(0);
|
|
if (!doc.name) continue;
|
|
auto len = strlen(doc.name);
|
|
for (uint32_t i = 0; i < comp->fonts.count; ++i) {
|
|
auto font = comp->fonts[i];
|
|
auto len2 = strlen(font->name);
|
|
if (len == len2 && !strcmp(font->name, doc.name)) {
|
|
text->font = font;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static bool _buildComposition(LottieComposition* comp, LottieLayer* parent)
|
|
{
|
|
if (parent->children.count == 0) return false;
|
|
if (parent->buildDone) return true;
|
|
parent->buildDone = true;
|
|
|
|
for (auto c = parent->children.begin(); c < parent->children.end(); ++c) {
|
|
auto child = static_cast<LottieLayer*>(*c);
|
|
|
|
//attach the precomp layer.
|
|
if (child->rid) _buildReference(comp, child);
|
|
|
|
if (child->matteType != MaskMethod::None) {
|
|
//no index of the matte layer is provided: the layer above is used as the matte source
|
|
if (child->mid == -1) {
|
|
if (c > parent->children.begin()) {
|
|
child->matteTarget = static_cast<LottieLayer*>(*(c - 1));
|
|
}
|
|
//matte layer is specified by an index.
|
|
} else child->matteTarget = parent->layerByIdx(child->mid);
|
|
}
|
|
|
|
if (child->matteTarget) {
|
|
//parenting
|
|
_buildHierarchy(parent, child->matteTarget);
|
|
//precomp referencing
|
|
if (child->matteTarget->rid) _buildReference(comp, child->matteTarget);
|
|
}
|
|
_buildHierarchy(parent, child);
|
|
|
|
//attach the necessary font data
|
|
if (child->type == LottieLayer::Text) _attachFont(comp, child);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
/************************************************************************/
|
|
/* External Class Implementation */
|
|
/************************************************************************/
|
|
|
|
bool LottieBuilder::update(LottieComposition* comp, float frameNo)
|
|
{
|
|
if (comp->root->children.empty()) return false;
|
|
|
|
frameNo += comp->root->inFrame;
|
|
if (frameNo <comp->root->inFrame) frameNo = comp->root->inFrame;
|
|
if (frameNo >= comp->root->outFrame) frameNo = (comp->root->outFrame - 1);
|
|
|
|
//update children layers
|
|
auto root = comp->root;
|
|
root->scene->clear();
|
|
|
|
if (exps && comp->expressions) exps->update(comp->timeAtFrame(frameNo));
|
|
|
|
for (auto child = root->children.end() - 1; child >= root->children.begin(); --child) {
|
|
auto layer = static_cast<LottieLayer*>(*child);
|
|
if (!layer->matteSrc) updateLayer(comp, root->scene, layer, frameNo);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void LottieBuilder::build(LottieComposition* comp)
|
|
{
|
|
if (!comp) return;
|
|
|
|
comp->root->scene = Scene::gen().release();
|
|
|
|
_buildComposition(comp, comp->root);
|
|
|
|
if (!update(comp, 0)) return;
|
|
|
|
//viewport clip
|
|
auto clip = Shape::gen();
|
|
clip->appendRect(0, 0, comp->w, comp->h);
|
|
comp->root->scene->clip(std::move(clip));
|
|
}
|