thorvg/src/renderer/tvgScene.h
Hermet Park 8a35f02105 renderer/engines: redesigned RenderRegion property layout
redefiend properties so that min/max are prioritized,
as they are accessed more frequently than pos/size
during rendering calculations.

also introduced miscellaneous functions to improve usability.
2025-05-28 11:41:52 +09:00

345 lines
10 KiB
C

/*
* Copyright (c) 2020 - 2025 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.
*/
#ifndef _TVG_SCENE_H_
#define _TVG_SCENE_H_
#include <algorithm>
#include <cstdarg>
#include "tvgMath.h"
#include "tvgPaint.h"
#define SCENE(A) static_cast<SceneImpl*>(A)
#define CONST_SCENE(A) static_cast<const SceneImpl*>(A)
struct SceneIterator : Iterator
{
list<Paint*>* paints;
list<Paint*>::iterator itr;
SceneIterator(list<Paint*>* p) : paints(p)
{
begin();
}
const Paint* next() override
{
if (itr == paints->end()) return nullptr;
auto paint = *itr;
++itr;
return paint;
}
uint32_t count() override
{
return paints->size();
}
void begin() override
{
itr = paints->begin();
}
};
struct SceneImpl : Scene
{
Paint::Impl impl;
list<Paint*> paints; //children list
RenderRegion vport = {};
Array<RenderEffect*>* effects = nullptr;
uint8_t compFlag = CompositionFlag::Invalid;
uint8_t opacity; //for composition
SceneImpl() : impl(Paint::Impl(this))
{
}
~SceneImpl()
{
resetEffects();
clearPaints();
}
uint8_t needComposition(uint8_t opacity)
{
compFlag = CompositionFlag::Invalid;
if (opacity == 0 || paints.empty()) return 0;
//post effects, masking, blending may require composition
if (effects) compFlag |= CompositionFlag::PostProcessing;
if (PAINT(this)->mask(nullptr) != MaskMethod::None) compFlag |= CompositionFlag::Masking;
if (impl.blendMethod != BlendMethod::Normal) compFlag |= CompositionFlag::Blending;
//Half translucent requires intermediate composition.
if (opacity == 255) return compFlag;
//If scene has several children or only scene, it may require composition.
//OPTIMIZE: the bitmap type of the picture would not need the composition.
//OPTIMIZE: a single paint of a scene would not need the composition.
if (paints.size() == 1 && paints.front()->type() == Type::Shape) return compFlag;
compFlag |= CompositionFlag::Opacity;
return 1;
}
RenderData update(RenderMethod* renderer, const Matrix& transform, Array<RenderData>& clips, uint8_t opacity, RenderUpdateFlag flag, TVG_UNUSED bool clipper)
{
this->vport = renderer->viewport();
if (needComposition(opacity)) {
/* Overriding opacity value. If this scene is half-translucent,
It must do intermediate composition with that opacity value. */
this->opacity = opacity;
opacity = 255;
}
for (auto paint : paints) {
paint->pImpl->update(renderer, transform, clips, opacity, flag, false);
}
if (effects) {
ARRAY_FOREACH(p, *effects) {
renderer->prepare(*p, transform);
}
}
return nullptr;
}
bool render(RenderMethod* renderer)
{
RenderCompositor* cmp = nullptr;
auto ret = true;
renderer->blend(impl.blendMethod);
if (compFlag) {
cmp = renderer->target(bounds(renderer), renderer->colorSpace(), static_cast<CompositionFlag>(compFlag));
renderer->beginComposite(cmp, MaskMethod::None, opacity);
}
for (auto paint : paints) {
ret &= paint->pImpl->render(renderer);
}
if (cmp) {
//Apply post effects if any.
if (effects) {
//Notify the possiblity of the direct composition of the effect result to the origin surface.
auto direct = (effects->count == 1) & (compFlag == CompositionFlag::PostProcessing);
ARRAY_FOREACH(p, *effects) {
if ((*p)->valid) renderer->render(cmp, *p, direct);
}
}
renderer->endComposite(cmp);
}
return ret;
}
RenderRegion bounds(RenderMethod* renderer) const
{
if (paints.empty()) return {};
//Merge regions
RenderRegion pRegion = {{INT32_MAX, INT32_MAX}, {0, 0}};
for (auto paint : paints) {
auto region = paint->pImpl->bounds(renderer);
if (region.min.x < pRegion.min.x) pRegion.min.x = region.min.x;
if (pRegion.max.x < region.max.x) pRegion.max.x = region.max.x;
if (region.min.y < pRegion.min.y) pRegion.min.y = region.min.y;
if (pRegion.max.y < region.max.y) pRegion.max.y = region.max.y;
}
//Extends the render region if post effects require
RenderRegion eRegion{};
if (effects) {
ARRAY_FOREACH(p, *effects) {
auto effect = *p;
if (effect->valid && renderer->region(effect)) eRegion.add(effect->extend);
}
}
pRegion.min.x += eRegion.min.x;
pRegion.min.y += eRegion.min.y;
pRegion.max.x += eRegion.max.x;
pRegion.max.y += eRegion.max.y;
pRegion.intersect(this->vport);
return pRegion;
}
Result bounds(Point* pt4, Matrix& m, bool obb, bool stroking)
{
if (paints.empty()) return Result::InsufficientCondition;
Point min = {FLT_MAX, FLT_MAX};
Point max = {-FLT_MAX, -FLT_MAX};
for (auto paint : paints) {
Point tmp[4];
if (PAINT(paint)->bounds(tmp, obb ? nullptr : &m, false, stroking) != Result::Success) continue;
//Merge regions
for (int i = 0; i < 4; ++i) {
if (tmp[i].x < min.x) min.x = tmp[i].x;
if (tmp[i].x > max.x) max.x = tmp[i].x;
if (tmp[i].y < min.y) min.y = tmp[i].y;
if (tmp[i].y > max.y) max.y = tmp[i].y;
}
}
pt4[0] = min;
pt4[1] = Point{max.x, min.y};
pt4[2] = max;
pt4[3] = Point{min.x, max.y};
if (obb) {
pt4[0] *= m;
pt4[1] *= m;
pt4[2] *= m;
pt4[3] *= m;
}
return Result::Success;
}
Paint* duplicate(Paint* ret)
{
if (ret) TVGERR("RENDERER", "TODO: duplicate()");
auto scene = Scene::gen();
auto dup = SCENE(scene);
for (auto paint : paints) {
auto cdup = paint->duplicate();
PAINT(cdup)->parent = scene;
cdup->ref();
dup->paints.push_back(cdup);
}
if (effects) TVGERR("RENDERER", "TODO: Duplicate Effects?");
return scene;
}
Result clearPaints()
{
auto itr = paints.begin();
while (itr != paints.end()) {
PAINT((*itr))->unref();
paints.erase(itr++);
}
return Result::Success;
}
Result remove(Paint* paint)
{
if (PAINT(paint)->parent != this) return Result::InsufficientCondition;
PAINT(paint)->unref();
paints.remove(paint);
return Result::Success;
}
Result insert(Paint* target, Paint* at)
{
if (!target) return Result::InvalidArguments;
auto timpl = PAINT(target);
if (timpl->parent) return Result::InsufficientCondition;
target->ref();
//Relocated the paint to the current scene space
timpl->mark(RenderUpdateFlag::Transform);
if (!at) {
paints.push_back(target);
} else {
//OPTIMIZE: Remove searching?
auto itr = find_if(paints.begin(), paints.end(),[&at](const Paint* paint){ return at == paint; });
if (itr == paints.end()) return Result::InvalidArguments;
paints.insert(itr, target);
}
timpl->parent = this;
if (timpl->clipper) PAINT(timpl->clipper)->parent = this;
if (timpl->maskData) PAINT(timpl->maskData->target)->parent = this;
return Result::Success;
}
Iterator* iterator()
{
return new SceneIterator(&paints);
}
Result resetEffects()
{
if (effects) {
ARRAY_FOREACH(p, *effects) {
impl.renderer->dispose(*p);
delete(*p);
}
delete(effects);
effects = nullptr;
}
return Result::Success;
}
Result push(SceneEffect effect, va_list& args)
{
if (effect == SceneEffect::ClearAll) return resetEffects();
if (!this->effects) this->effects = new Array<RenderEffect*>;
RenderEffect* re = nullptr;
switch (effect) {
case SceneEffect::GaussianBlur: {
re = RenderEffectGaussianBlur::gen(args);
break;
}
case SceneEffect::DropShadow: {
re = RenderEffectDropShadow::gen(args);
break;
}
case SceneEffect::Fill: {
re = RenderEffectFill::gen(args);
break;
}
case SceneEffect::Tint: {
re = RenderEffectTint::gen(args);
break;
}
case SceneEffect::Tritone: {
re = RenderEffectTritone::gen(args);
break;
}
default: break;
}
if (!re) return Result::InvalidArguments;
this->effects->push(re);
return Result::Success;
}
};
#endif //_TVG_SCENE_H_