thorvg/src/loaders/lottie/tvgLottieBuilder.cpp

1102 lines
37 KiB
C++

/*
* Copyright (c) 2023 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 <queue>
#include <cstring>
#include "tvgCommon.h"
#include "tvgPaint.h"
#include "tvgShape.h"
#include "tvgLottieModel.h"
#include "tvgLottieBuilder.h"
#include "tvgTaskScheduler.h"
/************************************************************************/
/* Internal Class Implementation */
/************************************************************************/
struct RenderRepeater
{
int cnt;
float offset;
Point position;
Point anchor;
Point scale;
float rotation;
uint8_t startOpacity;
uint8_t endOpacity;
bool interpOpacity;
bool inorder;
};
struct RenderContext
{
Shape* propagator = nullptr;
Shape* merging = nullptr; //merging shapes if possible (if shapes have same properties)
LottieObject** begin = nullptr; //iteration entry point
RenderRepeater* repeater = nullptr;
float roundness = 0.0f;
bool stroking = false; //context has been separated by the stroking
bool reqFragment = false; //requirment to fragment the render context
bool allowMerging = true; //individual trimpath doesn't allow merging shapes
RenderContext()
{
propagator = Shape::gen().release();
}
~RenderContext()
{
delete(propagator);
delete(repeater);
}
RenderContext(const RenderContext& rhs)
{
propagator = static_cast<Shape*>(rhs.propagator->duplicate());
if (rhs.repeater) {
repeater = new RenderRepeater();
*repeater = *rhs.repeater;
}
roundness = rhs.roundness;
}
};
static void _updateChildren(LottieGroup* parent, float frameNo, queue<RenderContext>& contexts);
static void _updateLayer(LottieLayer* root, LottieLayer* layer, float frameNo);
static bool _buildComposition(LottieComposition* comp, LottieGroup* parent);
static void _rotateX(Matrix* m, float degree)
{
if (degree == 0.0f) return;
auto radian = degree / 180.0f * M_PI;
m->e22 *= cosf(radian);
}
static void _rotateY(Matrix* m, float degree)
{
if (degree == 0.0f) return;
auto radian = degree / 180.0f * M_PI;
m->e11 *= cosf(radian);
}
static void _rotationZ(Matrix* m, float degree)
{
if (degree == 0.0f) return;
auto radian = degree / 180.0f * M_PI;
m->e11 = cosf(radian);
m->e12 = -sinf(radian);
m->e21 = sinf(radian);
m->e22 = cosf(radian);
}
static bool _updateTransform(LottieTransform* transform, float frameNo, bool autoOrient, Matrix& matrix, uint8_t& opacity)
{
mathIdentity(&matrix);
if (!transform) {
opacity = 255;
return false;
}
if (transform->coords) {
mathTranslate(&matrix, transform->coords->x(frameNo), transform->coords->y(frameNo));
} else {
auto position = transform->position(frameNo);
mathTranslate(&matrix, position.x, position.y);
}
auto angle = 0.0f;
if (autoOrient) angle = transform->position.angle(frameNo);
_rotationZ(&matrix, transform->rotation(frameNo) + angle);
if (transform->rotationEx) {
_rotateY(&matrix, transform->rotationEx->y(frameNo));
_rotateX(&matrix, transform->rotationEx->x(frameNo));
}
auto scale = transform->scale(frameNo);
mathScaleR(&matrix, scale.x * 0.01f, scale.y * 0.01f);
//Lottie specific anchor transform.
auto anchor = transform->anchor(frameNo);
mathTranslateR(&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);
return true;
}
static void _updateTransform(LottieLayer* layer, float frameNo)
{
if (!layer || mathEqual(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);
if (parent) {
if (!mathIdentity((const Matrix*) &parent->cache.matrix)) {
if (mathIdentity((const Matrix*) &matrix)) layer->cache.matrix = parent->cache.matrix;
else layer->cache.matrix = mathMultiply(&parent->cache.matrix, &matrix);
}
}
layer->cache.frameNo = frameNo;
}
static void _updateTransform(TVG_UNUSED LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED queue<RenderContext>& contexts, RenderContext& ctx)
{
auto transform = static_cast<LottieTransform*>(*child);
if (!transform) return;
ctx.merging = nullptr;
Matrix matrix;
uint8_t opacity;
if (!_updateTransform(transform, frameNo, false, matrix, opacity)) return;
auto pmatrix = PP(ctx.propagator)->transform();
ctx.propagator->transform(pmatrix ? mathMultiply(pmatrix, &matrix) : 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->stroke(ctx.propagator->strokeWidth() / denominator);
}
}
static void _updateGroup(LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED queue<RenderContext>& pcontexts, RenderContext& ctx)
{
auto group = static_cast<LottieGroup*>(*child);
if (group->children.empty()) return;
//Prepare render data
group->scene = parent->scene;
queue<RenderContext> contexts;
contexts.push(ctx);
_updateChildren(group, frameNo, contexts);
}
static void _updateStroke(LottieStroke* stroke, float frameNo, RenderContext& ctx)
{
ctx.propagator->stroke(stroke->width(frameNo));
ctx.propagator->stroke(stroke->cap);
ctx.propagator->stroke(stroke->join);
ctx.propagator->strokeMiterlimit(stroke->miterLimit);
if (stroke->dashattr) {
float dashes[2];
dashes[0] = stroke->dashSize(frameNo);
dashes[1] = dashes[0] + stroke->dashGap(frameNo);
P(ctx.propagator)->strokeDash(dashes, 2, stroke->dashOffset(frameNo));
} else {
ctx.propagator->stroke(nullptr, 0);
}
}
static bool _fragmentedStroking(LottieObject** child, queue<RenderContext>& contexts, RenderContext& ctx)
{
if (!ctx.reqFragment) return false;
if (ctx.stroking) return true;
contexts.push(ctx);
auto& fragment = contexts.back();
fragment.propagator->stroke(0.0f);
fragment.begin = child - 1;
ctx.stroking = true;
return false;
}
static void _updateSolidStroke(TVG_UNUSED LottieGroup* parent, LottieObject** child, float frameNo, queue<RenderContext>& contexts, RenderContext& ctx)
{
if (_fragmentedStroking(child, contexts, ctx)) return;
auto stroke = static_cast<LottieSolidStroke*>(*child);
ctx.merging = nullptr;
auto color = stroke->color(frameNo);
ctx.propagator->stroke(color.rgb[0], color.rgb[1], color.rgb[2], stroke->opacity(frameNo));
_updateStroke(static_cast<LottieStroke*>(stroke), frameNo, ctx);
}
static void _updateGradientStroke(TVG_UNUSED LottieGroup* parent, LottieObject** child, float frameNo, queue<RenderContext>& contexts, RenderContext& ctx)
{
if (_fragmentedStroking(child, contexts, ctx)) return;
auto stroke = static_cast<LottieGradientStroke*>(*child);
ctx.merging = nullptr;
ctx.propagator->stroke(unique_ptr<Fill>(stroke->fill(frameNo)));
_updateStroke(static_cast<LottieStroke*>(stroke), frameNo, ctx);
}
static void _updateSolidFill(TVG_UNUSED LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED queue<RenderContext>& contexts, RenderContext& ctx)
{
if (ctx.stroking) return;
auto fill = static_cast<LottieSolidFill*>(*child);
ctx.merging = nullptr;
auto color = fill->color(frameNo);
ctx.propagator->fill(color.rgb[0], color.rgb[1], color.rgb[2], fill->opacity(frameNo));
ctx.propagator->fill(fill->rule);
if (ctx.propagator->strokeWidth() > 0) ctx.propagator->order(true);
}
static Shape* _updateGradientFill(TVG_UNUSED LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED queue<RenderContext>& contexts, RenderContext& ctx)
{
if (ctx.stroking) return nullptr;
auto fill = static_cast<LottieGradientFill*>(*child);
ctx.merging = nullptr;
//TODO: reuse the fill instance?
ctx.propagator->fill(unique_ptr<Fill>(fill->fill(frameNo)));
ctx.propagator->fill(fill->rule);
ctx.propagator->opacity(MULTIPLY(fill->opacity(frameNo), PP(ctx.propagator)->opacity));
if (ctx.propagator->strokeWidth() > 0) ctx.propagator->order(true);
return nullptr;
}
static Shape* _draw(LottieGroup* parent, RenderContext& ctx)
{
if (ctx.allowMerging && ctx.merging) return ctx.merging;
auto shape = cast<Shape>(ctx.propagator->duplicate());
ctx.merging = shape.get();
parent->scene->push(std::move(shape));
return ctx.merging;
}
//OPTIMIZE: path?
static void _repeat(LottieGroup* parent, unique_ptr<Shape> path, RenderContext& ctx)
{
auto repeater = ctx.repeater;
Array<Shape*> shapes;
shapes.reserve(repeater->cnt);
for (int i = 0; i < repeater->cnt; ++i) {
auto multiplier = repeater->offset + static_cast<float>(i);
auto shape = static_cast<Shape*>(ctx.propagator->duplicate());
P(shape)->rs.path = P(path.get())->rs.path;
auto opacity = repeater->interpOpacity ? mathLerp<uint8_t>(repeater->startOpacity, repeater->endOpacity, static_cast<float>(i + 1) / repeater->cnt) : repeater->startOpacity;
shape->opacity(opacity);
Matrix m;
mathIdentity(&m);
mathTranslate(&m, repeater->position.x * multiplier + repeater->anchor.x, repeater->position.y * multiplier + repeater->anchor.y);
mathScale(&m, powf(repeater->scale.x * 0.01f, multiplier), powf(repeater->scale.y * 0.01f, multiplier));
mathRotate(&m, repeater->rotation * multiplier);
mathTranslateR(&m, -repeater->anchor.x, -repeater->anchor.y);
auto pm = PP(shape)->transform();
shape->transform(pm ? mathMultiply(&m, pm) : m);
if (ctx.roundness > 1.0f && P(shape)->rs.stroke) {
TVGERR("LOTTIE", "FIXME: Path roundesss should be applied properly!");
P(shape)->rs.stroke->join = StrokeJoin::Round;
}
shapes.push(shape);
}
//push repeat shapes in order.
if (repeater->inorder) {
for (auto shape = shapes.data; shape < shapes.end(); ++shape) {
parent->scene->push(cast<Shape>(*shape));
}
} else {
for (auto shape = shapes.end() - 1; shape >= shapes.data; --shape) {
parent->scene->push(cast<Shape>(*shape));
}
}
}
static void _updateRect(LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED queue<RenderContext>& contexts, RenderContext& ctx)
{
auto rect= static_cast<LottieRect*>(*child);
auto position = rect->position(frameNo);
auto size = rect->size(frameNo);
auto roundness = rect->radius(frameNo);
if (ctx.roundness > roundness) roundness = ctx.roundness;
if (roundness > 0.0f) {
if (roundness > size.x * 0.5f) roundness = size.x * 0.5f;
if (roundness > size.y * 0.5f) roundness = size.y * 0.5f;
}
if (ctx.repeater) {
auto path = Shape::gen();
path->appendRect(position.x - size.x * 0.5f, position.y - size.y * 0.5f, size.x, size.y, roundness, roundness);
_repeat(parent, std::move(path), ctx);
} else {
auto merging = _draw(parent, ctx);
merging->appendRect(position.x - size.x * 0.5f, position.y - size.y * 0.5f, size.x, size.y, roundness, roundness);
}
}
static void _updateEllipse(LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED queue<RenderContext>& contexts, RenderContext& ctx)
{
auto ellipse= static_cast<LottieEllipse*>(*child);
auto position = ellipse->position(frameNo);
auto size = ellipse->size(frameNo);
if (ctx.repeater) {
auto path = Shape::gen();
path->appendCircle(position.x, position.y, size.x * 0.5f, size.y * 0.5f);
_repeat(parent, std::move(path), ctx);
} else {
auto merging = _draw(parent, ctx);
merging->appendCircle(position.x, position.y, size.x * 0.5f, size.y * 0.5f);
}
}
static void _updatePath(LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED queue<RenderContext>& contexts, RenderContext& ctx)
{
auto path= static_cast<LottiePath*>(*child);
if (ctx.repeater) {
auto p = Shape::gen();
path->pathset(frameNo, P(p)->rs.path.cmds, P(p)->rs.path.pts);
_repeat(parent, std::move(p), ctx);
} else {
auto merging = _draw(parent, ctx);
if (path->pathset(frameNo, P(merging)->rs.path.cmds, P(merging)->rs.path.pts)) {
P(merging)->update(RenderUpdateFlag::Path);
}
if (ctx.roundness > 1.0f && P(merging)->rs.stroke) {
TVGERR("LOTTIE", "FIXME: Path roundesss should be applied properly!");
P(merging)->rs.stroke->join = StrokeJoin::Round;
}
}
}
static void _updateStar(LottieGroup* parent, LottiePolyStar* star, Matrix* transform, float frameNo, Shape* merging)
{
static constexpr auto POLYSTAR_MAGIC_NUMBER = 0.47829f / 0.28f;
auto ptsCnt = star->ptsCnt(frameNo);
auto innerRadius = star->innerRadius(frameNo);
auto outerRadius = star->outerRadius(frameNo);
auto innerRoundness = star->innerRoundness(frameNo) * 0.01f;
auto outerRoundness = star->outerRoundness(frameNo) * 0.01f;
auto angle = -90.0f * MATH_PI / 180.0f;
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->cw ? 1.0f : -1.0f;
auto hasRoundness = false;
float x, y;
if (!mathZero(partialPointAmount)) {
angle += halfAnglePerPoint * (1.0f - partialPointAmount) * direction;
}
if (!mathZero(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 (mathZero(innerRoundness) && mathZero(outerRoundness)) {
P(merging)->rs.path.pts.reserve(numPoints + 2);
P(merging)->rs.path.cmds.reserve(numPoints + 3);
} else {
P(merging)->rs.path.pts.reserve(numPoints * 3 + 2);
P(merging)->rs.path.cmds.reserve(numPoints + 3);
hasRoundness = true;
}
Point in = {x, y};
if (transform) mathTransform(transform, &in);
merging->moveTo(in.x, in.y);
for (size_t i = 0; i < numPoints; i++) {
auto radius = longSegment ? outerRadius : innerRadius;
auto dTheta = halfAnglePerPoint;
if (!mathZero(partialPointRadius) && i == numPoints - 2) {
dTheta = anglePerPoint * partialPointAmount * 0.5f;
}
if (!mathZero(partialPointRadius) && i == numPoints - 1) {
radius = partialPointRadius;
}
auto previousX = x;
auto previousY = y;
x = radius * cosf(angle);
y = radius * sinf(angle);
if (hasRoundness) {
auto cp1Theta = (atan2f(previousY, previousX) - MATH_PI2 * direction);
auto cp1Dx = cosf(cp1Theta);
auto cp1Dy = sinf(cp1Theta);
auto cp2Theta = (atan2f(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 (!mathZero(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) {
mathTransform(transform, &in2);
mathTransform(transform, &in3);
mathTransform(transform, &in4);
}
merging->cubicTo(in2.x, in2.y, in3.x, in3.y, in4.x, in4.y);
} else {
Point in = {x, y};
if (transform) mathTransform(transform, &in);
merging->lineTo(in.x, in.y);
}
angle += dTheta * direction;
longSegment = !longSegment;
}
merging->close();
}
static void _updatePolygon(LottieGroup* parent, LottiePolyStar* star, Matrix* transform, float frameNo, Shape* merging)
{
static constexpr auto POLYGON_MAGIC_NUMBER = 0.25f;
auto ptsCnt = size_t(floor(star->ptsCnt(frameNo)));
auto radius = star->outerRadius(frameNo);
auto roundness = star->outerRoundness(frameNo) * 0.01f;
auto angle = -90.0f * MATH_PI / 180.0f;
auto anglePerPoint = 2.0f * MATH_PI / float(ptsCnt);
auto direction = star->cw ? 1.0f : -1.0f;
auto hasRoundness = false;
auto x = radius * cosf(angle);
auto y = radius * sinf(angle);
angle += anglePerPoint * direction;
if (mathZero(roundness)) {
P(merging)->rs.path.pts.reserve(ptsCnt + 2);
P(merging)->rs.path.cmds.reserve(ptsCnt + 3);
} else {
P(merging)->rs.path.pts.reserve(ptsCnt * 3 + 2);
P(merging)->rs.path.cmds.reserve(ptsCnt + 3);
hasRoundness = true;
}
Point in = {x, y};
if (transform) mathTransform(transform, &in);
merging->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 = atan2f(previousY, previousX) - MATH_PI2 * direction;
auto cp1Dx = cosf(cp1Theta);
auto cp1Dy = sinf(cp1Theta);
auto cp2Theta = atan2f(y, x) - MATH_PI2 * direction;
auto cp2Dx = cosf(cp2Theta);
auto cp2Dy = sinf(cp2Theta);
auto cp1x = radius * roundness * POLYGON_MAGIC_NUMBER * cp1Dx;
auto cp1y = radius * roundness * POLYGON_MAGIC_NUMBER * cp1Dy;
auto cp2x = radius * roundness * POLYGON_MAGIC_NUMBER * cp2Dx;
auto cp2y = radius * roundness * POLYGON_MAGIC_NUMBER * cp2Dy;
Point in2 = {previousX - cp1x, previousY - cp1y};
Point in3 = {x + cp2x, y + cp2y};
Point in4 = {x, y};
if (transform) {
mathTransform(transform, &in2);
mathTransform(transform, &in3);
mathTransform(transform, &in4);
}
merging->cubicTo(in2.x, in2.y, in3.x, in3.y, in4.x, in4.y);
} else {
Point in = {x, y};
if (transform) mathTransform(transform, &in);
merging->lineTo(in.x, in.y);
}
angle += anglePerPoint * direction;
}
merging->close();
}
static void _updatePolystar(LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED queue<RenderContext>& contexts, RenderContext& ctx)
{
auto star= static_cast<LottiePolyStar*>(*child);
//Optimize: Can we skip the individual coords transform?
Matrix matrix;
mathIdentity(&matrix);
auto position = star->position(frameNo);
mathTranslate(&matrix, position.x, position.y);
mathRotate(&matrix, star->rotation(frameNo));
auto identity = mathIdentity((const Matrix*)&matrix);
if (ctx.repeater) {
auto p = Shape::gen();
if (star->type == LottiePolyStar::Star) _updateStar(parent, star, identity ? nullptr : &matrix, frameNo, p.get());
else _updatePolygon(parent, star, identity ? nullptr : &matrix, frameNo, p.get());
_repeat(parent, std::move(p), ctx);
} else {
auto merging = _draw(parent, ctx);
if (star->type == LottiePolyStar::Star) _updateStar(parent, star, identity ? nullptr : &matrix, frameNo, merging);
else _updatePolygon(parent, star, identity ? nullptr : &matrix, frameNo, merging);
P(merging)->update(RenderUpdateFlag::Path);
}
}
static void _updateImage(LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED queue<RenderContext>& contexts, RenderContext& ctx)
{
auto image = static_cast<LottieImage*>(*child);
auto picture = image->picture;
if (!picture) {
picture = Picture::gen().release();
//force to load a picture on the same thread
TaskScheduler::async(false);
if (image->size > 0) {
if (picture->load((const char*)image->b64Data, image->size, image->mimeType, false) != Result::Success) {
delete(picture);
return;
}
} else {
if (picture->load(image->path) != Result::Success) {
delete(picture);
return;
}
}
TaskScheduler::async(true);
image->picture = picture;
PP(picture)->ref();
}
if (ctx.propagator) {
if (auto matrix = PP(ctx.propagator)->transform()) {
picture->transform(*matrix);
}
picture->opacity(PP(ctx.propagator)->opacity);
}
parent->scene->push(cast<Picture>(picture));
}
static void _updateRoundedCorner(TVG_UNUSED LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED queue<RenderContext>& contexts, RenderContext& ctx)
{
auto roundedCorner= static_cast<LottieRoundedCorner*>(*child);
auto roundness = roundedCorner->radius(frameNo);
if (ctx.roundness < roundness) ctx.roundness = roundness;
}
static void _updateRepeater(TVG_UNUSED LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED queue<RenderContext>& contexts, RenderContext& ctx)
{
auto repeater= static_cast<LottieRepeater*>(*child);
if (!ctx.repeater) ctx.repeater = new RenderRepeater();
ctx.repeater->cnt = static_cast<int>(repeater->copies(frameNo));
ctx.repeater->offset = repeater->offset(frameNo);
ctx.repeater->position = repeater->position(frameNo);
ctx.repeater->anchor = repeater->anchor(frameNo);
ctx.repeater->scale = repeater->scale(frameNo);
ctx.repeater->rotation = repeater->rotation(frameNo);
ctx.repeater->startOpacity = repeater->startOpacity(frameNo);
ctx.repeater->endOpacity = repeater->endOpacity(frameNo);
ctx.repeater->inorder = repeater->inorder;
ctx.repeater->interpOpacity = (ctx.repeater->startOpacity == ctx.repeater->endOpacity) ? false : true;
ctx.merging = nullptr;
}
static void _updateTrimpath(TVG_UNUSED LottieGroup* parent, LottieObject** child, float frameNo, TVG_UNUSED queue<RenderContext>& contexts, RenderContext& ctx)
{
auto trimpath= static_cast<LottieTrimpath*>(*child);
float begin, end;
trimpath->segment(frameNo, begin, end);
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);
if (trimpath->type == LottieTrimpath::Individual) ctx.allowMerging = false;
}
static void _updateChildren(LottieGroup* parent, float frameNo, queue<RenderContext>& contexts)
{
contexts.front().begin = parent->children.end() - 1;
while (contexts.size() > 0) {
auto& ctx = contexts.front();
ctx.reqFragment = parent->reqFragment;
for (auto child = ctx.begin; child >= parent->children.data; --child) {
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::Image: {
_updateImage(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;
}
default: break;
}
}
contexts.pop();
}
}
static void _updatePrecomp(LottieLayer* precomp, float frameNo)
{
if (precomp->children.count == 0) return;
frameNo = precomp->remap(frameNo);
for (auto child = precomp->children.end() - 1; child >= precomp->children.data; --child) {
_updateLayer(precomp, static_cast<LottieLayer*>(*child), frameNo);
}
//clip the layer viewport
if (precomp->w > 0 && precomp->h > 0) {
auto clipper = Shape::gen().release();
clipper->appendRect(0, 0, static_cast<float>(precomp->w), static_cast<float>(precomp->h));
clipper->transform(precomp->cache.matrix);
//TODO: remove the intermediate scene....
auto cscene = Scene::gen();
cscene->composite(cast<Shape>(clipper), CompositeMethod::ClipPath);
cscene->push(cast<Scene>(precomp->scene));
precomp->scene = cscene.release();
}
}
static void _updateSolid(LottieLayer* layer)
{
auto shape = Shape::gen();
shape->appendRect(0, 0, static_cast<float>(layer->w), static_cast<float>(layer->h));
shape->fill(layer->color.rgb[0], layer->color.rgb[1], layer->color.rgb[2], layer->cache.opacity);
layer->scene->push(std::move(shape));
}
static void _updateMaskings(LottieLayer* layer, float frameNo)
{
if (layer->masks.count == 0) return;
//maskings
Shape* pmask = nullptr;
auto pmethod = CompositeMethod::AlphaMask;
for (auto m = layer->masks.data; m < layer->masks.end(); ++m) {
auto mask = static_cast<LottieMask*>(*m);
auto shape = Shape::gen().release();
shape->fill(255, 255, 255, mask->opacity(frameNo));
shape->transform(layer->cache.matrix);
if (mask->pathset(frameNo, P(shape)->rs.path.cmds, P(shape)->rs.path.pts)) {
P(shape)->update(RenderUpdateFlag::Path);
}
auto method = mask->method;
if (pmask) {
//false of false is true. invert.
if (method == CompositeMethod::SubtractMask && pmethod == method) {
method = CompositeMethod::AddMask;
} else if (pmethod == CompositeMethod::DifferenceMask && pmethod == method) {
method = CompositeMethod::IntersectMask;
}
pmask->composite(cast<Shape>(shape), method);
} else {
if (method == CompositeMethod::SubtractMask) method = CompositeMethod::InvAlphaMask;
else if (method == CompositeMethod::AddMask) method = CompositeMethod::AlphaMask;
else if (method == CompositeMethod::IntersectMask) method = CompositeMethod::AlphaMask;
else if (method == CompositeMethod::DifferenceMask) method = CompositeMethod::AlphaMask; //does this correct?
layer->scene->composite(cast<Shape>(shape), method);
}
pmethod = mask->method;
pmask = shape;
}
}
static bool _updateMatte(LottieLayer* root, LottieLayer* layer, float frameNo)
{
auto target = layer->matte.target;
if (!target) return true;
_updateLayer(root, target, frameNo);
if (target->scene) {
layer->scene->composite(cast<Scene>(target->scene), layer->matte.type);
} else if (layer->matte.type == CompositeMethod::AlphaMask || layer->matte.type == CompositeMethod::LumaMask) {
//matte target is not exist. alpha blending definitely bring an invisible result
delete(layer->scene);
layer->scene = nullptr;
return false;
}
return true;
}
static void _updateLayer(LottieLayer* root, 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();
//ignore opacity when Null layer?
if (layer->type != LottieLayer::Null) layer->scene->opacity(layer->cache.opacity);
layer->scene->transform(layer->cache.matrix);
if (layer->matte.target && layer->masks.count > 0) TVGERR("LOTTIE", "FIXME: Matte + Masking??");
if (!_updateMatte(root, layer, frameNo)) return;
_updateMaskings(layer, frameNo);
switch (layer->type) {
case LottieLayer::Precomp: {
if (!layer->children.empty()) {
_updatePrecomp(layer, frameNo);
}
break;
}
case LottieLayer::Solid: {
_updateSolid(layer);
break;
}
default: {
if (!layer->children.empty()) {
queue<RenderContext> contexts;
contexts.emplace();
_updateChildren(layer, frameNo, contexts);
}
break;
}
}
layer->scene->blend(layer->blendMethod);
//the given matte source was composited by the target earlier.
if (!layer->matteSrc) root->scene->push(cast<Scene>(layer->scene));
}
static void _buildReference(LottieComposition* comp, LottieLayer* layer)
{
for (auto asset = comp->assets.data; asset < comp->assets.end(); ++asset) {
if (strcmp(layer->refId, (*asset)->name)) continue;
if (layer->type == LottieLayer::Precomp) {
auto assetLayer = static_cast<LottieLayer*>(*asset);
if (_buildComposition(comp, assetLayer)) {
layer->children = assetLayer->children;
}
} else if (layer->type == LottieLayer::Image) {
layer->children.push(*asset);
}
layer->statical &= (*asset)->statical;
break;
}
}
static void _bulidHierarchy(LottieGroup* parent, LottieLayer* child)
{
if (child->pid == -1) return;
if (child->matte.target && child->pid == child->matte.target->id) {
child->parent = child->matte.target;
return;
}
for (auto p = parent->children.data; p < parent->children.end(); ++p) {
auto parent = static_cast<LottieLayer*>(*p);
if (child == parent) continue;
if (child->pid == parent->id) {
child->parent = parent;
break;
}
if (parent->matte.target && parent->matte.target->id == child->pid) {
child->parent = parent->matte.target;
break;
}
}
}
//TODO: Optimize this. Can we preprocess in the parsing stage?
static void _checkFragment(LottieGroup* parent)
{
if (parent->children.count == 0) return;
int strokeCnt = 0;
/* Figure out if the rendering context should be fragmented.
Multiple stroking or grouping with a stroking would occur this.
This fragment resolves the overlapped stroke outlines. */
for (auto c = parent->children.end() - 1; c >= parent->children.data; --c) {
switch ((*c)->type) {
case LottieObject::Group: {
if (strokeCnt > 0) {
parent->reqFragment = true;
return;
}
break;
}
case LottieObject::SolidStroke:
case LottieObject::GradientStroke: {
if (strokeCnt > 0) {
parent->reqFragment = true;
return;
}
++strokeCnt;
break;
}
default: break;
}
}
}
static bool _buildComposition(LottieComposition* comp, LottieGroup* parent)
{
if (parent->children.count == 0) return false;
for (auto c = parent->children.data; c < parent->children.end(); ++c) {
auto child = static_cast<LottieLayer*>(*c);
//attach the precomp layer.
if (child->refId) _buildReference(comp, child);
if (child->matte.target) {
//parenting
_bulidHierarchy(parent, child->matte.target);
//precomp referencing
if (child->matte.target->refId) _buildReference(comp, child->matte.target);
child->statical &= child->matte.target->statical;
}
_bulidHierarchy(parent, child);
_checkFragment(static_cast<LottieGroup*>(*c));
child->statical &= parent->statical;
parent->statical &= child->statical;
}
return true;
}
/************************************************************************/
/* External Class Implementation */
/************************************************************************/
bool LottieBuilder::update(LottieComposition* comp, float frameNo)
{
frameNo += comp->startFrame;
if (frameNo < comp->startFrame) frameNo = comp->startFrame;
if (frameNo >= comp->endFrame) frameNo = (comp->endFrame - 1);
//Update root layer
auto root = comp->root;
//Prepare render data
if (!root->scene) {
auto scene = Scene::gen();
root->scene = scene.get();
comp->scene->push(std::move(scene));
} else {
root->scene->clear();
}
//update children layers
for (auto child = root->children.end() - 1; child >= root->children.data; --child) {
_updateLayer(root, static_cast<LottieLayer*>(*child), frameNo);
}
return true;
}
void LottieBuilder::build(LottieComposition* comp)
{
if (!comp || !comp->root || comp->scene) return;
comp->scene = Scene::gen().release();
if (!comp->scene) return;
_buildComposition(comp, comp->root);
if (!update(comp, 0)) return;
//viewport clip
auto clip = Shape::gen();
clip->appendRect(0, 0, static_cast<float>(comp->w), static_cast<float>(comp->h));
comp->scene->composite(std::move(clip), CompositeMethod::ClipPath);
}