thorvg/src/loaders/lottie/tvgLottieBuilder.cpp
Hermet Park 2b32c24712 lottie: corrected drop-shadow handling
opacity value type should be float with range 0 ~ 256
2024-11-08 00:47:46 +09:00

1498 lines
57 KiB
C++

/*
* Copyright (c) 2023 - 2024 the ThorVG project. All rights reserved.
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include <cstring>
#include <algorithm>
#include "tvgCommon.h"
#include "tvgMath.h"
#include "tvgLottieModel.h"
#include "tvgLottieBuilder.h"
#include "tvgLottieExpressions.h"
/************************************************************************/
/* Internal Class Implementation */
/************************************************************************/
static bool _buildComposition(LottieComposition* comp, LottieLayer* parent);
static bool _draw(LottieGroup* parent, LottieShape* shape, RenderContext* ctx);
static void _rotationXYZ(Matrix* m, float degreeX, float degreeY, float degreeZ)
{
auto radianX = deg2rad(degreeX);
auto radianY = deg2rad(degreeY);
auto radianZ = deg2rad(degreeZ);
auto cx = cosf(radianX), sx = sinf(radianX);
auto cy = cosf(radianY), sy = sinf(radianY);;
auto cz = cosf(radianZ), sz = sinf(radianZ);;
m->e11 = cy * cz;
m->e12 = -cy * sz;
m->e21 = sx * sy * cz + cx * sz;
m->e22 = -sx * sy * sz + cx * cz;
}
static void _rotationZ(Matrix* m, float degree)
{
if (degree == 0.0f) return;
auto radian = deg2rad(degree);
m->e11 = cosf(radian);
m->e12 = -sinf(radian);
m->e21 = sinf(radian);
m->e22 = cosf(radian);
}
static void _skew(Matrix* m, float angleDeg, float axisDeg)
{
auto angle = -deg2rad(angleDeg);
float tanVal = tanf(angle);
axisDeg = fmod(axisDeg, 180.0f);
if (fabsf(axisDeg) < 0.01f || fabsf(axisDeg - 180.0f) < 0.01f || fabsf(axisDeg + 180.0f) < 0.01f) {
float cosVal = cosf(deg2rad(axisDeg));
auto B = cosVal * cosVal * tanVal;
m->e12 += B * m->e11;
m->e22 += B * m->e21;
return;
} else if (fabsf(axisDeg - 90.0f) < 0.01f || fabsf(axisDeg + 90.0f) < 0.01f) {
float sinVal = -sinf(deg2rad(axisDeg));
auto C = sinVal * sinVal * tanVal;
m->e11 -= C * m->e12;
m->e21 -= C * m->e22;
return;
}
auto axis = -deg2rad(axisDeg);
float cosVal = cosf(axis);
float sinVal = sinf(axis);
auto A = sinVal * cosVal * tanVal;
auto B = cosVal * cosVal * tanVal;
auto C = sinVal * sinVal * tanVal;
auto e11 = m->e11;
auto e21 = m->e21;
m->e11 = (1.0f - A) * e11 - C * m->e12;
m->e12 = B * e11 + (1.0f + A) * m->e12;
m->e21 = (1.0f - A) * e21 - C * m->e22;
m->e22 = B * e21 + (1.0f + A) * m->e22;
}
static bool _updateTransform(LottieTransform* transform, float frameNo, bool autoOrient, Matrix& matrix, uint8_t& opacity, LottieExpressions* exps)
{
identity(&matrix);
if (!transform) {
opacity = 255;
return false;
}
if (transform->coords) {
translate(&matrix, transform->coords->x(frameNo, exps), transform->coords->y(frameNo, exps));
} else {
auto position = transform->position(frameNo, exps);
translate(&matrix, position.x, position.y);
}
auto angle = 0.0f;
if (autoOrient) angle = transform->position.angle(frameNo);
if (transform->rotationEx) _rotationXYZ(&matrix, transform->rotationEx->x(frameNo, exps), transform->rotationEx->y(frameNo, exps), transform->rotation(frameNo, exps) + angle);
else _rotationZ(&matrix, transform->rotation(frameNo, exps) + angle);
auto skewAngle = transform->skewAngle(frameNo, exps);
if (skewAngle != 0.0f) {
// For angles where tangent explodes, the shape degenerates into an infinitely thin line.
// This is handled by zeroing out the matrix due to finite numerical precision.
skewAngle = fmod(skewAngle, 180.0f);
if (fabsf(skewAngle - 90.0f) < 0.01f || fabsf(skewAngle + 90.0f) < 0.01f) return false;
_skew(&matrix, skewAngle, transform->skewAxis(frameNo, exps));
}
auto scale = transform->scale(frameNo, exps);
scaleR(&matrix, scale.x * 0.01f, scale.y * 0.01f);
//Lottie specific anchor transform.
auto anchor = transform->anchor(frameNo, exps);
translateR(&matrix, -anchor.x, -anchor.y);
//invisible just in case.
if (scale.x == 0.0f || scale.y == 0.0f) opacity = 0;
else opacity = transform->opacity(frameNo, exps);
return true;
}
void LottieBuilder::updateTransform(LottieLayer* layer, float frameNo)
{
if (!layer || tvg::equal(layer->cache.frameNo, frameNo)) return;
auto transform = layer->transform;
auto parent = layer->parent;
if (parent) updateTransform(parent, frameNo);
auto& matrix = layer->cache.matrix;
_updateTransform(transform, frameNo, layer->autoOrient, matrix, layer->cache.opacity, exps);
if (parent) {
if (!identity((const Matrix*) &parent->cache.matrix)) {
if (identity((const Matrix*) &matrix)) layer->cache.matrix = parent->cache.matrix;
else layer->cache.matrix = parent->cache.matrix * matrix;
}
}
layer->cache.frameNo = frameNo;
}
void LottieBuilder::updateTransform(LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED Inlist<RenderContext>& contexts, RenderContext* ctx)
{
auto transform = static_cast<LottieTransform*>(*child);
if (!transform) return;
uint8_t opacity;
if (parent->mergeable()) {
if (!ctx->transform) ctx->transform = (Matrix*)malloc(sizeof(Matrix));
_updateTransform(transform, frameNo, false, *ctx->transform, opacity, exps);
return;
}
ctx->merging = nullptr;
Matrix matrix;
if (!_updateTransform(transform, frameNo, false, matrix, opacity, exps)) return;
ctx->propagator->transform(ctx->propagator->transform() * matrix);
ctx->propagator->opacity(MULTIPLY(opacity, PP(ctx->propagator)->opacity));
//FIXME: preserve the stroke width. too workaround, need a better design.
if (P(ctx->propagator)->rs.strokeWidth() > 0.0f) {
auto denominator = sqrtf(matrix.e11 * matrix.e11 + matrix.e12 * matrix.e12);
if (denominator > 1.0f) ctx->propagator->strokeWidth(ctx->propagator->strokeWidth() / denominator);
}
}
void LottieBuilder::updateGroup(LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED Inlist<RenderContext>& pcontexts, RenderContext* ctx)
{
auto group = static_cast<LottieGroup*>(*child);
if (!group->visible) return;
//Prepare render data
group->scene = parent->scene;
group->reqFragment |= ctx->reqFragment;
//generate a merging shape to consolidate partial shapes into a single entity
if (group->mergeable()) _draw(parent, nullptr, ctx);
Inlist<RenderContext> contexts;
auto propagator = group->mergeable() ? ctx->propagator : static_cast<Shape*>(PP(ctx->propagator)->duplicate(group->pooling()));
contexts.back(new RenderContext(*ctx, propagator, group->mergeable()));
updateChildren(group, frameNo, contexts);
contexts.free();
}
static void _updateStroke(LottieStroke* stroke, float frameNo, RenderContext* ctx, LottieExpressions* exps)
{
ctx->propagator->strokeWidth(stroke->width(frameNo, exps));
ctx->propagator->strokeCap(stroke->cap);
ctx->propagator->strokeJoin(stroke->join);
ctx->propagator->strokeMiterlimit(stroke->miterLimit);
if (stroke->dashattr) {
float dashes[2];
dashes[0] = stroke->dashSize(frameNo, exps);
dashes[1] = dashes[0] + stroke->dashGap(frameNo, exps);
ctx->propagator->strokeDash(dashes, 2, stroke->dashOffset(frameNo, exps));
} else {
ctx->propagator->strokeDash(nullptr, 0);
}
}
static bool _fragmented(LottieGroup* parent, LottieObject** child, Inlist<RenderContext>& contexts, RenderContext* ctx)
{
if (!ctx->reqFragment) return false;
if (ctx->fragmenting) return true;
contexts.back(new RenderContext(*ctx, static_cast<Shape*>(PP(ctx->propagator)->duplicate(parent->pooling()))));
auto fragment = contexts.tail;
fragment->begin = child - 1;
ctx->fragmenting = true;
return false;
}
void LottieBuilder::updateSolidStroke(LottieGroup* parent, LottieObject** child, float frameNo, Inlist<RenderContext>& contexts, RenderContext* ctx)
{
if (_fragmented(parent, child, contexts, ctx)) return;
auto stroke = static_cast<LottieSolidStroke*>(*child);
ctx->merging = nullptr;
auto color = stroke->color(frameNo, exps);
ctx->propagator->strokeFill(color.rgb[0], color.rgb[1], color.rgb[2], stroke->opacity(frameNo, exps));
_updateStroke(static_cast<LottieStroke*>(stroke), frameNo, ctx, exps);
}
void LottieBuilder::updateGradientStroke(LottieGroup* parent, LottieObject** child, float frameNo, Inlist<RenderContext>& contexts, RenderContext* ctx)
{
if (_fragmented(parent, child, contexts, ctx)) return;
auto stroke = static_cast<LottieGradientStroke*>(*child);
ctx->merging = nullptr;
ctx->propagator->strokeFill(unique_ptr<Fill>(stroke->fill(frameNo, exps)));
_updateStroke(static_cast<LottieStroke*>(stroke), frameNo, ctx, exps);
}
void LottieBuilder::updateSolidFill(LottieGroup* parent, LottieObject** child, float frameNo, Inlist<RenderContext>& contexts, RenderContext* ctx)
{
if (_fragmented(parent, child, contexts, ctx)) return;
auto fill = static_cast<LottieSolidFill*>(*child);
ctx->merging = nullptr;
auto color = fill->color(frameNo, exps);
ctx->propagator->fill(color.rgb[0], color.rgb[1], color.rgb[2], fill->opacity(frameNo, exps));
ctx->propagator->fill(fill->rule);
if (ctx->propagator->strokeWidth() > 0) ctx->propagator->order(true);
}
void LottieBuilder::updateGradientFill(LottieGroup* parent, LottieObject** child, float frameNo, Inlist<RenderContext>& contexts, RenderContext* ctx)
{
if (_fragmented(parent, child, contexts, ctx)) return;
auto fill = static_cast<LottieGradientFill*>(*child);
ctx->merging = nullptr;
//TODO: reuse the fill instance?
ctx->propagator->fill(unique_ptr<Fill>(fill->fill(frameNo, exps)));
ctx->propagator->fill(fill->rule);
if (ctx->propagator->strokeWidth() > 0) ctx->propagator->order(true);
}
static bool _draw(LottieGroup* parent, LottieShape* shape, RenderContext* ctx)
{
if (ctx->merging) return false;
if (shape) {
ctx->merging = shape->pooling();
PP(ctx->propagator)->duplicate(ctx->merging);
} else {
ctx->merging = static_cast<Shape*>(ctx->propagator->duplicate());
}
parent->scene->push(cast(ctx->merging));
return true;
}
static void _repeat(LottieGroup* parent, Shape* path, RenderContext* ctx)
{
Array<Shape*> propagators;
propagators.push(ctx->propagator);
Array<Shape*> shapes;
for (auto repeater = ctx->repeaters.end() - 1; repeater >= ctx->repeaters.begin(); --repeater) {
shapes.reserve(repeater->cnt);
for (int i = 0; i < repeater->cnt; ++i) {
auto multiplier = repeater->offset + static_cast<float>(i);
for (auto propagator = propagators.begin(); propagator < propagators.end(); ++propagator) {
auto shape = static_cast<Shape*>((*propagator)->duplicate());
P(shape)->rs.path = P(path)->rs.path;
auto opacity = repeater->interpOpacity ? lerp<uint8_t>(repeater->startOpacity, repeater->endOpacity, static_cast<float>(i + 1) / repeater->cnt) : repeater->startOpacity;
shape->opacity(opacity);
Matrix m;
identity(&m);
translate(&m, repeater->position.x * multiplier + repeater->anchor.x, repeater->position.y * multiplier + repeater->anchor.y);
scale(&m, powf(repeater->scale.x * 0.01f, multiplier), powf(repeater->scale.y * 0.01f, multiplier));
rotate(&m, repeater->rotation * multiplier);
translateR(&m, -repeater->anchor.x, -repeater->anchor.y);
m = repeater->transform * m;
Matrix inv;
inverse(&repeater->transform, &inv);
shape->transform(m * (inv * shape->transform()));
shapes.push(shape);
}
}
propagators.clear();
propagators.reserve(shapes.count);
//push repeat shapes in order.
if (repeater->inorder) {
for (auto shape = shapes.begin(); shape < shapes.end(); ++shape) {
parent->scene->push(cast(*shape));
propagators.push(*shape);
}
} else if (!shapes.empty()) {
for (auto shape = shapes.end() - 1; shape >= shapes.begin(); --shape) {
parent->scene->push(cast(*shape));
propagators.push(*shape);
}
}
shapes.clear();
}
}
static void _appendRect(Shape* shape, float x, float y, float w, float h, float r, const LottieOffsetModifier* offsetPath, Matrix* transform, bool clockwise)
{
//sharp rect
if (tvg::zero(r)) {
PathCommand commands[] = {
PathCommand::MoveTo, PathCommand::LineTo, PathCommand::LineTo,
PathCommand::LineTo, PathCommand::Close
};
Point points[4];
if (clockwise) {
points[0] = {x + w, y};
points[1] = {x + w, y + h};
points[2] = {x, y + h};
points[3] = {x, y};
} else {
points[0] = {x + w, y};
points[1] = {x, y};
points[2] = {x, y + h};
points[3] = {x + w, y + h};
}
if (transform) {
for (int i = 0; i < 4; i++) {
points[i] *= *transform;
}
}
if (offsetPath) offsetPath->modifyRect(commands, 5, points, 4, P(shape)->rs.path.cmds, P(shape)->rs.path.pts);
else shape->appendPath(commands, 5, points, 4);
//round rect
} else {
constexpr int cmdCnt = 10;
PathCommand commands[cmdCnt];
auto halfW = w * 0.5f;
auto halfH = h * 0.5f;
auto rx = r > halfW ? halfW : r;
auto ry = r > halfH ? halfH : r;
auto hrx = rx * PATH_KAPPA;
auto hry = ry * PATH_KAPPA;
constexpr int ptsCnt = 17;
Point points[ptsCnt];
if (clockwise) {
commands[0] = PathCommand::MoveTo; commands[1] = PathCommand::LineTo; commands[2] = PathCommand::CubicTo;
commands[3] = PathCommand::LineTo; commands[4] = PathCommand::CubicTo;commands[5] = PathCommand::LineTo;
commands[6] = PathCommand::CubicTo; commands[7] = PathCommand::LineTo; commands[8] = PathCommand::CubicTo;
commands[9] = PathCommand::Close;
points[0] = {x + w, y + ry}; //moveTo
points[1] = {x + w, y + h - ry}; //lineTo
points[2] = {x + w, y + h - ry + hry}; points[3] = {x + w - rx + hrx, y + h}; points[4] = {x + w - rx, y + h}; //cubicTo
points[5] = {x + rx, y + h}, //lineTo
points[6] = {x + rx - hrx, y + h}; points[7] = {x, y + h - ry + hry}; points[8] = {x, y + h - ry}; //cubicTo
points[9] = {x, y + ry}, //lineTo
points[10] = {x, y + ry - hry}; points[11] = {x + rx - hrx, y}; points[12] = {x + rx, y}; //cubicTo
points[13] = {x + w - rx, y}; //lineTo
points[14] = {x + w - rx + hrx, y}; points[15] = {x + w, y + ry - hry}; points[16] = {x + w, y + ry}; //cubicTo
} else {
commands[0] = PathCommand::MoveTo; commands[1] = PathCommand::CubicTo; commands[2] = PathCommand::LineTo;
commands[3] = PathCommand::CubicTo; commands[4] = PathCommand::LineTo; commands[5] = PathCommand::CubicTo;
commands[6] = PathCommand::LineTo; commands[7] = PathCommand::CubicTo; commands[8] = PathCommand::LineTo;
commands[9] = PathCommand::Close;
points[0] = {x + w, y + ry}; //moveTo
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));
}