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