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matterbridge/vendor/github.com/Benau/go_rlottie/lottie_lottieanimation.cpp
Benau 53cafa9f3d
Convert .tgs with go libraries (and cgo) (telegram) (#1569)
This commit adds support for go/cgo tgs conversion when building with the -tags `cgo`
The default binaries are still "pure" go and uses the old way of converting.

* Move lottie_convert.py conversion code to its own file

* Add optional libtgsconverter

* Update vendor

* Apply suggestions from code review

* Update bridge/helper/libtgsconverter.go

Co-authored-by: Wim <wim@42.be>
2021-08-24 22:32:50 +02:00

458 lines
14 KiB
C++

#include "config.h"
/*
* Copyright (c) 2020 Samsung Electronics Co., Ltd. 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 "config.h"
#include "lottie_lottieitem.h"
#include "lottie_lottiemodel.h"
#include "rlottie.h"
#include <fstream>
using namespace rlottie;
using namespace rlottie::internal;
RLOTTIE_API void rlottie::configureModelCacheSize(size_t cacheSize)
{
internal::model::configureModelCacheSize(cacheSize);
}
struct RenderTask {
RenderTask() { receiver = sender.get_future(); }
std::promise<Surface> sender;
std::future<Surface> receiver;
AnimationImpl * playerImpl{nullptr};
size_t frameNo{0};
Surface surface;
bool keepAspectRatio{true};
};
using SharedRenderTask = std::shared_ptr<RenderTask>;
class AnimationImpl {
public:
void init(std::shared_ptr<model::Composition> composition);
bool update(size_t frameNo, const VSize &size, bool keepAspectRatio);
VSize size() const { return mModel->size(); }
double duration() const { return mModel->duration(); }
double frameRate() const { return mModel->frameRate(); }
size_t totalFrame() const { return mModel->totalFrame(); }
size_t frameAtPos(double pos) const { return mModel->frameAtPos(pos); }
Surface render(size_t frameNo, const Surface &surface,
bool keepAspectRatio);
std::future<Surface> renderAsync(size_t frameNo, Surface &&surface,
bool keepAspectRatio);
const LOTLayerNode * renderTree(size_t frameNo, const VSize &size);
const LayerInfoList &layerInfoList() const
{
if (mLayerList.empty()) {
mLayerList = mModel->layerInfoList();
}
return mLayerList;
}
const MarkerList &markers() const { return mModel->markers(); }
void setValue(const std::string &keypath, LOTVariant &&value);
void removeFilter(const std::string &keypath, Property prop);
private:
mutable LayerInfoList mLayerList;
model::Composition * mModel;
SharedRenderTask mTask;
std::atomic<bool> mRenderInProgress;
std::unique_ptr<renderer::Composition> mRenderer{nullptr};
};
void AnimationImpl::setValue(const std::string &keypath, LOTVariant &&value)
{
if (keypath.empty()) return;
mRenderer->setValue(keypath, value);
}
const LOTLayerNode *AnimationImpl::renderTree(size_t frameNo, const VSize &size)
{
if (update(frameNo, size, true)) {
mRenderer->buildRenderTree();
}
return mRenderer->renderTree();
}
bool AnimationImpl::update(size_t frameNo, const VSize &size,
bool keepAspectRatio)
{
frameNo += mModel->startFrame();
if (frameNo > mModel->endFrame()) frameNo = mModel->endFrame();
if (frameNo < mModel->startFrame()) frameNo = mModel->startFrame();
return mRenderer->update(int(frameNo), size, keepAspectRatio);
}
Surface AnimationImpl::render(size_t frameNo, const Surface &surface,
bool keepAspectRatio)
{
bool renderInProgress = mRenderInProgress.load();
if (renderInProgress) {
vCritical << "Already Rendering Scheduled for this Animation";
return surface;
}
mRenderInProgress.store(true);
update(
frameNo,
VSize(int(surface.drawRegionWidth()), int(surface.drawRegionHeight())),
keepAspectRatio);
mRenderer->render(surface);
mRenderInProgress.store(false);
return surface;
}
void AnimationImpl::init(std::shared_ptr<model::Composition> composition)
{
mModel = composition.get();
mRenderer = std::make_unique<renderer::Composition>(composition);
mRenderInProgress = false;
}
#ifdef LOTTIE_THREAD_SUPPORT
#include <thread>
#include "vector_vtaskqueue.h"
/*
* Implement a task stealing schduler to perform render task
* As each player draws into its own buffer we can delegate this
* task to a slave thread. The scheduler creates a threadpool depending
* on the number of cores available in the system and does a simple fair
* scheduling by assigning the task in a round-robin fashion. Each thread
* in the threadpool has its own queue. once it finishes all the task on its
* own queue it goes through rest of the queue and looks for task if it founds
* one it steals the task from it and executes. if it couldn't find one then it
* just waits for new task on its own queue.
*/
class RenderTaskScheduler {
const unsigned _count{std::thread::hardware_concurrency()};
std::vector<std::thread> _threads;
std::vector<TaskQueue<SharedRenderTask>> _q{_count};
std::atomic<unsigned> _index{0};
void run(unsigned i)
{
while (true) {
bool success = false;
SharedRenderTask task;
for (unsigned n = 0; n != _count * 2; ++n) {
if (_q[(i + n) % _count].try_pop(task)) {
success = true;
break;
}
}
if (!success && !_q[i].pop(task)) break;
auto result = task->playerImpl->render(task->frameNo, task->surface,
task->keepAspectRatio);
task->sender.set_value(result);
}
}
RenderTaskScheduler()
{
for (unsigned n = 0; n != _count; ++n) {
_threads.emplace_back([&, n] { run(n); });
}
}
public:
static RenderTaskScheduler &instance()
{
static RenderTaskScheduler singleton;
return singleton;
}
~RenderTaskScheduler()
{
for (auto &e : _q) e.done();
for (auto &e : _threads) e.join();
}
std::future<Surface> process(SharedRenderTask task)
{
auto receiver = std::move(task->receiver);
auto i = _index++;
for (unsigned n = 0; n != _count; ++n) {
if (_q[(i + n) % _count].try_push(std::move(task))) return receiver;
}
if (_count > 0) {
_q[i % _count].push(std::move(task));
}
return receiver;
}
};
#else
class RenderTaskScheduler {
public:
static RenderTaskScheduler &instance()
{
static RenderTaskScheduler singleton;
return singleton;
}
std::future<Surface> process(SharedRenderTask task)
{
auto result = task->playerImpl->render(task->frameNo, task->surface,
task->keepAspectRatio);
task->sender.set_value(result);
return std::move(task->receiver);
}
};
#endif
std::future<Surface> AnimationImpl::renderAsync(size_t frameNo,
Surface &&surface,
bool keepAspectRatio)
{
if (!mTask) {
mTask = std::make_shared<RenderTask>();
} else {
mTask->sender = std::promise<Surface>();
mTask->receiver = mTask->sender.get_future();
}
mTask->playerImpl = this;
mTask->frameNo = frameNo;
mTask->surface = std::move(surface);
mTask->keepAspectRatio = keepAspectRatio;
return RenderTaskScheduler::instance().process(mTask);
}
/**
* \breif Brief abput the Api.
* Description about the setFilePath Api
* @param path add the details
*/
std::unique_ptr<Animation> Animation::loadFromData(
std::string jsonData, const std::string &key,
const std::string &resourcePath, bool cachePolicy)
{
if (jsonData.empty()) {
vWarning << "jason data is empty";
return nullptr;
}
auto composition = model::loadFromData(std::move(jsonData), key,
resourcePath, cachePolicy);
if (composition) {
auto animation = std::unique_ptr<Animation>(new Animation);
animation->d->init(std::move(composition));
return animation;
}
return nullptr;
}
std::unique_ptr<Animation> Animation::loadFromData(std::string jsonData,
std::string resourcePath,
ColorFilter filter)
{
if (jsonData.empty()) {
vWarning << "jason data is empty";
return nullptr;
}
auto composition = model::loadFromData(
std::move(jsonData), std::move(resourcePath), std::move(filter));
if (composition) {
auto animation = std::unique_ptr<Animation>(new Animation);
animation->d->init(std::move(composition));
return animation;
}
return nullptr;
}
std::unique_ptr<Animation> Animation::loadFromFile(const std::string &path,
bool cachePolicy)
{
if (path.empty()) {
vWarning << "File path is empty";
return nullptr;
}
auto composition = model::loadFromFile(path, cachePolicy);
if (composition) {
auto animation = std::unique_ptr<Animation>(new Animation);
animation->d->init(std::move(composition));
return animation;
}
return nullptr;
}
void Animation::size(size_t &width, size_t &height) const
{
VSize sz = d->size();
width = sz.width();
height = sz.height();
}
double Animation::duration() const
{
return d->duration();
}
double Animation::frameRate() const
{
return d->frameRate();
}
size_t Animation::totalFrame() const
{
return d->totalFrame();
}
size_t Animation::frameAtPos(double pos)
{
return d->frameAtPos(pos);
}
const LOTLayerNode *Animation::renderTree(size_t frameNo, size_t width,
size_t height) const
{
return d->renderTree(frameNo, VSize(int(width), int(height)));
}
std::future<Surface> Animation::render(size_t frameNo, Surface surface,
bool keepAspectRatio)
{
return d->renderAsync(frameNo, std::move(surface), keepAspectRatio);
}
void Animation::renderSync(size_t frameNo, Surface surface,
bool keepAspectRatio)
{
d->render(frameNo, surface, keepAspectRatio);
}
const LayerInfoList &Animation::layers() const
{
return d->layerInfoList();
}
const MarkerList &Animation::markers() const
{
return d->markers();
}
void Animation::setValue(Color_Type, Property prop, const std::string &keypath,
Color value)
{
d->setValue(keypath,
LOTVariant(prop, [value](const FrameInfo &) { return value; }));
}
void Animation::setValue(Float_Type, Property prop, const std::string &keypath,
float value)
{
d->setValue(keypath,
LOTVariant(prop, [value](const FrameInfo &) { return value; }));
}
void Animation::setValue(Size_Type, Property prop, const std::string &keypath,
Size value)
{
d->setValue(keypath,
LOTVariant(prop, [value](const FrameInfo &) { return value; }));
}
void Animation::setValue(Point_Type, Property prop, const std::string &keypath,
Point value)
{
d->setValue(keypath,
LOTVariant(prop, [value](const FrameInfo &) { return value; }));
}
void Animation::setValue(Color_Type, Property prop, const std::string &keypath,
std::function<Color(const FrameInfo &)> &&value)
{
d->setValue(keypath, LOTVariant(prop, value));
}
void Animation::setValue(Float_Type, Property prop, const std::string &keypath,
std::function<float(const FrameInfo &)> &&value)
{
d->setValue(keypath, LOTVariant(prop, value));
}
void Animation::setValue(Size_Type, Property prop, const std::string &keypath,
std::function<Size(const FrameInfo &)> &&value)
{
d->setValue(keypath, LOTVariant(prop, value));
}
void Animation::setValue(Point_Type, Property prop, const std::string &keypath,
std::function<Point(const FrameInfo &)> &&value)
{
d->setValue(keypath, LOTVariant(prop, value));
}
Animation::~Animation() = default;
Animation::Animation() : d(std::make_unique<AnimationImpl>()) {}
Surface::Surface(uint32_t *buffer, size_t width, size_t height,
size_t bytesPerLine)
: mBuffer(buffer),
mWidth(width),
mHeight(height),
mBytesPerLine(bytesPerLine)
{
mDrawArea.w = mWidth;
mDrawArea.h = mHeight;
}
void Surface::setDrawRegion(size_t x, size_t y, size_t width, size_t height)
{
if ((x + width > mWidth) || (y + height > mHeight)) return;
mDrawArea.x = x;
mDrawArea.y = y;
mDrawArea.w = width;
mDrawArea.h = height;
}
#ifdef LOTTIE_LOGGING_SUPPORT
void initLogging()
{
#if defined(USE_ARM_NEON)
set_log_level(LogLevel::OFF);
#else
initialize(GuaranteedLogger(), "/tmp/", "rlottie", 1);
set_log_level(LogLevel::INFO);
#endif
}
V_CONSTRUCTOR_FUNCTION(initLogging)
#endif