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matterbridge/vendor/github.com/Benau/go_rlottie/lottie_lottieitem.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

1492 lines
44 KiB
C++

/*
* 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 "lottie_lottieitem.h"
#include <algorithm>
#include <cmath>
#include <iterator>
#include "lottie_lottiekeypath.h"
#include "vector_vbitmap.h"
#include "vector_vpainter.h"
#include "vector_vraster.h"
/* Lottie Layer Rules
* 1. time stretch is pre calculated and applied to all the properties of the
* lottilayer model and all its children
* 2. The frame property could be reversed using,time-reverse layer property in
* AE. which means (start frame > endFrame) 3.
*/
static bool transformProp(rlottie::Property prop)
{
switch (prop) {
case rlottie::Property::TrAnchor:
case rlottie::Property::TrScale:
case rlottie::Property::TrOpacity:
case rlottie::Property::TrPosition:
case rlottie::Property::TrRotation:
return true;
default:
return false;
}
}
static bool fillProp(rlottie::Property prop)
{
switch (prop) {
case rlottie::Property::FillColor:
case rlottie::Property::FillOpacity:
return true;
default:
return false;
}
}
static bool strokeProp(rlottie::Property prop)
{
switch (prop) {
case rlottie::Property::StrokeColor:
case rlottie::Property::StrokeOpacity:
case rlottie::Property::StrokeWidth:
return true;
default:
return false;
}
}
static renderer::Layer *createLayerItem(model::Layer *layerData,
VArenaAlloc * allocator)
{
switch (layerData->mLayerType) {
case model::Layer::Type::Precomp: {
return allocator->make<renderer::CompLayer>(layerData, allocator);
}
case model::Layer::Type::Solid: {
return allocator->make<renderer::SolidLayer>(layerData);
}
case model::Layer::Type::Shape: {
return allocator->make<renderer::ShapeLayer>(layerData, allocator);
}
case model::Layer::Type::Null: {
return allocator->make<renderer::NullLayer>(layerData);
}
case model::Layer::Type::Image: {
return allocator->make<renderer::ImageLayer>(layerData);
}
default:
return nullptr;
break;
}
}
renderer::Composition::Composition(std::shared_ptr<model::Composition> model)
: mCurFrameNo(-1)
{
mModel = std::move(model);
mRootLayer = createLayerItem(mModel->mRootLayer, &mAllocator);
mRootLayer->setComplexContent(false);
mViewSize = mModel->size();
}
void renderer::Composition::setValue(const std::string &keypath,
LOTVariant & value)
{
LOTKeyPath key(keypath);
mRootLayer->resolveKeyPath(key, 0, value);
}
bool renderer::Composition::update(int frameNo, const VSize &size,
bool keepAspectRatio)
{
// check if cached frame is same as requested frame.
if ((mViewSize == size) && (mCurFrameNo == frameNo) &&
(mKeepAspectRatio == keepAspectRatio))
return false;
mViewSize = size;
mCurFrameNo = frameNo;
mKeepAspectRatio = keepAspectRatio;
/*
* if viewbox dosen't scale exactly to the viewport
* we scale the viewbox keeping AspectRatioPreserved and then align the
* viewbox to the viewport using AlignCenter rule.
*/
VMatrix m;
VSize viewPort = mViewSize;
VSize viewBox = mModel->size();
float sx = float(viewPort.width()) / viewBox.width();
float sy = float(viewPort.height()) / viewBox.height();
if (mKeepAspectRatio) {
float scale = std::min(sx, sy);
float tx = (viewPort.width() - viewBox.width() * scale) * 0.5f;
float ty = (viewPort.height() - viewBox.height() * scale) * 0.5f;
m.translate(tx, ty).scale(scale, scale);
} else {
m.scale(sx, sy);
}
mRootLayer->update(frameNo, m, 1.0);
return true;
}
bool renderer::Composition::render(const rlottie::Surface &surface)
{
mSurface.reset(reinterpret_cast<uchar *>(surface.buffer()),
uint(surface.width()), uint(surface.height()),
uint(surface.bytesPerLine()),
VBitmap::Format::ARGB32_Premultiplied);
/* schedule all preprocess task for this frame at once.
*/
VRect clip(0, 0, int(surface.drawRegionWidth()),
int(surface.drawRegionHeight()));
mRootLayer->preprocess(clip);
VPainter painter(&mSurface);
// set sub surface area for drawing.
painter.setDrawRegion(
VRect(int(surface.drawRegionPosX()), int(surface.drawRegionPosY()),
int(surface.drawRegionWidth()), int(surface.drawRegionHeight())));
mRootLayer->render(&painter, {}, {}, mSurfaceCache);
painter.end();
return true;
}
void renderer::Mask::update(int frameNo, const VMatrix &parentMatrix,
float /*parentAlpha*/, const DirtyFlag &flag)
{
bool dirtyPath = false;
if (flag.testFlag(DirtyFlagBit::None) && mData->isStatic()) return;
if (mData->mShape.isStatic()) {
if (mLocalPath.empty()) {
dirtyPath = true;
mData->mShape.value(frameNo, mLocalPath);
}
} else {
dirtyPath = true;
mData->mShape.value(frameNo, mLocalPath);
}
/* mask item dosen't inherit opacity */
mCombinedAlpha = mData->opacity(frameNo);
if ( flag.testFlag(DirtyFlagBit::Matrix) || dirtyPath ) {
mFinalPath.clone(mLocalPath);
mFinalPath.transform(parentMatrix);
mRasterRequest = true;
}
}
VRle renderer::Mask::rle()
{
if (!vCompare(mCombinedAlpha, 1.0f)) {
VRle obj = mRasterizer.rle();
obj *= uchar(mCombinedAlpha * 255);
return obj;
} else {
return mRasterizer.rle();
}
}
void renderer::Mask::preprocess(const VRect &clip)
{
if (mRasterRequest)
mRasterizer.rasterize(mFinalPath, FillRule::Winding, clip);
}
void renderer::Layer::render(VPainter *painter, const VRle &inheritMask,
const VRle &matteRle, SurfaceCache &)
{
auto renderlist = renderList();
if (renderlist.empty()) return;
VRle mask;
if (mLayerMask) {
mask = mLayerMask->maskRle(painter->clipBoundingRect());
if (!inheritMask.empty()) mask = mask & inheritMask;
// if resulting mask is empty then return.
if (mask.empty()) return;
} else {
mask = inheritMask;
}
for (auto &i : renderlist) {
painter->setBrush(i->mBrush);
VRle rle = i->rle();
if (matteRle.empty()) {
if (mask.empty()) {
// no mask no matte
painter->drawRle(VPoint(), rle);
} else {
// only mask
painter->drawRle(rle, mask);
}
} else {
if (!mask.empty()) rle = rle & mask;
if (rle.empty()) continue;
if (matteType() == model::MatteType::AlphaInv) {
rle = rle - matteRle;
painter->drawRle(VPoint(), rle);
} else {
// render with matteRle as clip.
painter->drawRle(rle, matteRle);
}
}
}
}
void renderer::LayerMask::preprocess(const VRect &clip)
{
for (auto &i : mMasks) {
i.preprocess(clip);
}
}
renderer::LayerMask::LayerMask(model::Layer *layerData)
{
if (!layerData->mExtra) return;
mMasks.reserve(layerData->mExtra->mMasks.size());
for (auto &i : layerData->mExtra->mMasks) {
mMasks.emplace_back(i);
mStatic &= i->isStatic();
}
}
void renderer::LayerMask::update(int frameNo, const VMatrix &parentMatrix,
float parentAlpha, const DirtyFlag &flag)
{
if (flag.testFlag(DirtyFlagBit::None) && isStatic()) return;
for (auto &i : mMasks) {
i.update(frameNo, parentMatrix, parentAlpha, flag);
}
mDirty = true;
}
VRle renderer::LayerMask::maskRle(const VRect &clipRect)
{
if (!mDirty) return mRle;
VRle rle;
for (auto &e : mMasks) {
const auto cur = [&]() {
if (e.inverted())
return clipRect - e.rle();
else
return e.rle();
}();
switch (e.maskMode()) {
case model::Mask::Mode::Add: {
rle = rle + cur;
break;
}
case model::Mask::Mode::Substarct: {
if (rle.empty() && !clipRect.empty())
rle = clipRect - cur;
else
rle = rle - cur;
break;
}
case model::Mask::Mode::Intersect: {
if (rle.empty() && !clipRect.empty())
rle = clipRect & cur;
else
rle = rle & cur;
break;
}
case model::Mask::Mode::Difference: {
rle = rle ^ cur;
break;
}
default:
break;
}
}
if (!rle.empty() && !rle.unique()) {
mRle.clone(rle);
} else {
mRle = rle;
}
mDirty = false;
return mRle;
}
renderer::Layer::Layer(model::Layer *layerData) : mLayerData(layerData)
{
if (mLayerData->mHasMask)
mLayerMask = std::make_unique<renderer::LayerMask>(mLayerData);
}
bool renderer::Layer::resolveKeyPath(LOTKeyPath &keyPath, uint depth,
LOTVariant &value)
{
if (!keyPath.matches(name(), depth)) {
return false;
}
if (!keyPath.skip(name())) {
if (keyPath.fullyResolvesTo(name(), depth) &&
transformProp(value.property())) {
//@TODO handle propery update.
}
}
return true;
}
bool renderer::ShapeLayer::resolveKeyPath(LOTKeyPath &keyPath, uint depth,
LOTVariant &value)
{
if (renderer::Layer::resolveKeyPath(keyPath, depth, value)) {
if (keyPath.propagate(name(), depth)) {
uint newDepth = keyPath.nextDepth(name(), depth);
mRoot->resolveKeyPath(keyPath, newDepth, value);
}
return true;
}
return false;
}
bool renderer::CompLayer::resolveKeyPath(LOTKeyPath &keyPath, uint depth,
LOTVariant &value)
{
if (renderer::Layer::resolveKeyPath(keyPath, depth, value)) {
if (keyPath.propagate(name(), depth)) {
uint newDepth = keyPath.nextDepth(name(), depth);
for (const auto &layer : mLayers) {
layer->resolveKeyPath(keyPath, newDepth, value);
}
}
return true;
}
return false;
}
void renderer::Layer::update(int frameNumber, const VMatrix &parentMatrix,
float parentAlpha)
{
mFrameNo = frameNumber;
// 1. check if the layer is part of the current frame
if (!visible()) return;
float alpha = parentAlpha * opacity(frameNo());
if (vIsZero(alpha)) {
mCombinedAlpha = 0;
return;
}
// 2. calculate the parent matrix and alpha
VMatrix m = matrix(frameNo());
m *= parentMatrix;
// 3. update the dirty flag based on the change
if (mCombinedMatrix != m) {
mDirtyFlag |= DirtyFlagBit::Matrix;
mCombinedMatrix = m;
}
if (!vCompare(mCombinedAlpha, alpha)) {
mDirtyFlag |= DirtyFlagBit::Alpha;
mCombinedAlpha = alpha;
}
// 4. update the mask
if (mLayerMask) {
mLayerMask->update(frameNo(), mCombinedMatrix, mCombinedAlpha,
mDirtyFlag);
}
// 5. if no parent property change and layer is static then nothing to do.
if (!mLayerData->precompLayer() && flag().testFlag(DirtyFlagBit::None) &&
isStatic())
return;
// 6. update the content of the layer
updateContent();
// 7. reset the dirty flag
mDirtyFlag = DirtyFlagBit::None;
}
VMatrix renderer::Layer::matrix(int frameNo) const
{
return mParentLayer
? (mLayerData->matrix(frameNo) * mParentLayer->matrix(frameNo))
: mLayerData->matrix(frameNo);
}
bool renderer::Layer::visible() const
{
return (frameNo() >= mLayerData->inFrame() &&
frameNo() < mLayerData->outFrame());
}
void renderer::Layer::preprocess(const VRect &clip)
{
// layer dosen't contribute to the frame
if (skipRendering()) return;
// preprocess layer masks
if (mLayerMask) mLayerMask->preprocess(clip);
preprocessStage(clip);
}
renderer::CompLayer::CompLayer(model::Layer *layerModel, VArenaAlloc *allocator)
: renderer::Layer(layerModel)
{
if (!mLayerData->mChildren.empty())
mLayers.reserve(mLayerData->mChildren.size());
// 1. keep the layer in back-to-front order.
// as lottie model keeps the data in front-toback-order.
for (auto it = mLayerData->mChildren.crbegin();
it != mLayerData->mChildren.rend(); ++it) {
auto model = static_cast<model::Layer *>(*it);
auto item = createLayerItem(model, allocator);
if (item) mLayers.push_back(item);
}
// 2. update parent layer
for (const auto &layer : mLayers) {
int id = layer->parentId();
if (id >= 0) {
auto search =
std::find_if(mLayers.begin(), mLayers.end(),
[id](const auto &val) { return val->id() == id; });
if (search != mLayers.end()) layer->setParentLayer(*search);
}
}
// 4. check if its a nested composition
if (!layerModel->layerSize().empty()) {
mClipper = std::make_unique<renderer::Clipper>(layerModel->layerSize());
}
if (mLayers.size() > 1) setComplexContent(true);
}
void renderer::CompLayer::render(VPainter *painter, const VRle &inheritMask,
const VRle &matteRle, SurfaceCache &cache)
{
if (vIsZero(combinedAlpha())) return;
if (vCompare(combinedAlpha(), 1.0)) {
renderHelper(painter, inheritMask, matteRle, cache);
} else {
if (complexContent()) {
VSize size = painter->clipBoundingRect().size();
VPainter srcPainter;
VBitmap srcBitmap = cache.make_surface(size.width(), size.height());
srcPainter.begin(&srcBitmap);
renderHelper(&srcPainter, inheritMask, matteRle, cache);
srcPainter.end();
painter->drawBitmap(VPoint(), srcBitmap,
uchar(combinedAlpha() * 255.0f));
cache.release_surface(srcBitmap);
} else {
renderHelper(painter, inheritMask, matteRle, cache);
}
}
}
void renderer::CompLayer::renderHelper(VPainter * painter,
const VRle & inheritMask,
const VRle & matteRle,
SurfaceCache &cache)
{
VRle mask;
if (mLayerMask) {
mask = mLayerMask->maskRle(painter->clipBoundingRect());
if (!inheritMask.empty()) mask = mask & inheritMask;
// if resulting mask is empty then return.
if (mask.empty()) return;
} else {
mask = inheritMask;
}
if (mClipper) {
mask = mClipper->rle(mask);
if (mask.empty()) return;
}
renderer::Layer *matte = nullptr;
for (const auto &layer : mLayers) {
if (layer->hasMatte()) {
matte = layer;
} else {
if (layer->visible()) {
if (matte) {
if (matte->visible())
renderMatteLayer(painter, mask, matteRle, matte, layer,
cache);
} else {
layer->render(painter, mask, matteRle, cache);
}
}
matte = nullptr;
}
}
}
void renderer::CompLayer::renderMatteLayer(VPainter *painter, const VRle &mask,
const VRle & matteRle,
renderer::Layer *layer,
renderer::Layer *src,
SurfaceCache & cache)
{
VSize size = painter->clipBoundingRect().size();
// Decide if we can use fast matte.
// 1. draw src layer to matte buffer
VPainter srcPainter;
VBitmap srcBitmap = cache.make_surface(size.width(), size.height());
srcPainter.begin(&srcBitmap);
src->render(&srcPainter, mask, matteRle, cache);
srcPainter.end();
// 2. draw layer to layer buffer
VPainter layerPainter;
VBitmap layerBitmap = cache.make_surface(size.width(), size.height());
layerPainter.begin(&layerBitmap);
layer->render(&layerPainter, mask, matteRle, cache);
// 2.1update composition mode
switch (layer->matteType()) {
case model::MatteType::Alpha:
case model::MatteType::Luma: {
layerPainter.setBlendMode(BlendMode::DestIn);
break;
}
case model::MatteType::AlphaInv:
case model::MatteType::LumaInv: {
layerPainter.setBlendMode(BlendMode::DestOut);
break;
}
default:
break;
}
// 2.2 update srcBuffer if the matte is luma type
if (layer->matteType() == model::MatteType::Luma ||
layer->matteType() == model::MatteType::LumaInv) {
srcBitmap.updateLuma();
}
auto clip = layerPainter.clipBoundingRect();
// if the layer has only one renderer then use it as the clip rect
// when blending 2 buffer and copy back to final buffer to avoid
// unnecessary pixel processing.
if (layer->renderList().size() == 1)
{
clip = layer->renderList()[0]->rle().boundingRect();
}
// 2.3 draw src buffer as mask
layerPainter.drawBitmap(clip, srcBitmap, clip);
layerPainter.end();
// 3. draw the result buffer into painter
painter->drawBitmap(clip, layerBitmap, clip);
cache.release_surface(srcBitmap);
cache.release_surface(layerBitmap);
}
void renderer::Clipper::update(const VMatrix &matrix)
{
mPath.reset();
mPath.addRect(VRectF(0, 0, mSize.width(), mSize.height()));
mPath.transform(matrix);
mRasterRequest = true;
}
void renderer::Clipper::preprocess(const VRect &clip)
{
if (mRasterRequest) mRasterizer.rasterize(mPath, FillRule::Winding, clip);
mRasterRequest = false;
}
VRle renderer::Clipper::rle(const VRle &mask)
{
if (mask.empty()) return mRasterizer.rle();
mMaskedRle.clone(mask);
mMaskedRle &= mRasterizer.rle();
return mMaskedRle;
}
void renderer::CompLayer::updateContent()
{
if (mClipper && flag().testFlag(DirtyFlagBit::Matrix)) {
mClipper->update(combinedMatrix());
}
int mappedFrame = mLayerData->timeRemap(frameNo());
float alpha = combinedAlpha();
if (complexContent()) alpha = 1;
for (const auto &layer : mLayers) {
layer->update(mappedFrame, combinedMatrix(), alpha);
}
}
void renderer::CompLayer::preprocessStage(const VRect &clip)
{
// if layer has clipper
if (mClipper) mClipper->preprocess(clip);
renderer::Layer *matte = nullptr;
for (const auto &layer : mLayers) {
if (layer->hasMatte()) {
matte = layer;
} else {
if (layer->visible()) {
if (matte) {
if (matte->visible()) {
layer->preprocess(clip);
matte->preprocess(clip);
}
} else {
layer->preprocess(clip);
}
}
matte = nullptr;
}
}
}
renderer::SolidLayer::SolidLayer(model::Layer *layerData)
: renderer::Layer(layerData)
{
mDrawableList = &mRenderNode;
}
void renderer::SolidLayer::updateContent()
{
if (flag() & DirtyFlagBit::Matrix) {
mPath.reset();
mPath.addRect(VRectF(0, 0, mLayerData->layerSize().width(),
mLayerData->layerSize().height()));
mPath.transform(combinedMatrix());
mRenderNode.mFlag |= VDrawable::DirtyState::Path;
mRenderNode.mPath = mPath;
}
if (flag() & DirtyFlagBit::Alpha) {
model::Color color = mLayerData->solidColor();
VBrush brush(color.toColor(combinedAlpha()));
mRenderNode.setBrush(brush);
mRenderNode.mFlag |= VDrawable::DirtyState::Brush;
}
}
void renderer::SolidLayer::preprocessStage(const VRect &clip)
{
mRenderNode.preprocess(clip);
}
renderer::DrawableList renderer::SolidLayer::renderList()
{
if (skipRendering()) return {};
return {&mDrawableList, 1};
}
renderer::ImageLayer::ImageLayer(model::Layer *layerData)
: renderer::Layer(layerData)
{
mDrawableList = &mRenderNode;
if (!mLayerData->asset()) return;
mTexture.mBitmap = mLayerData->asset()->bitmap();
VBrush brush(&mTexture);
mRenderNode.setBrush(brush);
}
void renderer::ImageLayer::updateContent()
{
if (!mLayerData->asset()) return;
if (flag() & DirtyFlagBit::Matrix) {
mPath.reset();
mPath.addRect(VRectF(0, 0, mLayerData->asset()->mWidth,
mLayerData->asset()->mHeight));
mPath.transform(combinedMatrix());
mRenderNode.mFlag |= VDrawable::DirtyState::Path;
mRenderNode.mPath = mPath;
mTexture.mMatrix = combinedMatrix();
}
if (flag() & DirtyFlagBit::Alpha) {
mTexture.mAlpha = int(combinedAlpha() * 255);
}
}
void renderer::ImageLayer::preprocessStage(const VRect &clip)
{
mRenderNode.preprocess(clip);
}
renderer::DrawableList renderer::ImageLayer::renderList()
{
if (skipRendering()) return {};
return {&mDrawableList, 1};
}
renderer::NullLayer::NullLayer(model::Layer *layerData)
: renderer::Layer(layerData)
{
}
void renderer::NullLayer::updateContent() {}
static renderer::Object *createContentItem(model::Object *contentData,
VArenaAlloc * allocator)
{
switch (contentData->type()) {
case model::Object::Type::Group: {
return allocator->make<renderer::Group>(
static_cast<model::Group *>(contentData), allocator);
}
case model::Object::Type::Rect: {
return allocator->make<renderer::Rect>(
static_cast<model::Rect *>(contentData));
}
case model::Object::Type::Ellipse: {
return allocator->make<renderer::Ellipse>(
static_cast<model::Ellipse *>(contentData));
}
case model::Object::Type::Path: {
return allocator->make<renderer::Path>(
static_cast<model::Path *>(contentData));
}
case model::Object::Type::Polystar: {
return allocator->make<renderer::Polystar>(
static_cast<model::Polystar *>(contentData));
}
case model::Object::Type::Fill: {
return allocator->make<renderer::Fill>(
static_cast<model::Fill *>(contentData));
}
case model::Object::Type::GFill: {
return allocator->make<renderer::GradientFill>(
static_cast<model::GradientFill *>(contentData));
}
case model::Object::Type::Stroke: {
return allocator->make<renderer::Stroke>(
static_cast<model::Stroke *>(contentData));
}
case model::Object::Type::GStroke: {
return allocator->make<renderer::GradientStroke>(
static_cast<model::GradientStroke *>(contentData));
}
case model::Object::Type::Repeater: {
return allocator->make<renderer::Repeater>(
static_cast<model::Repeater *>(contentData), allocator);
}
case model::Object::Type::Trim: {
return allocator->make<renderer::Trim>(
static_cast<model::Trim *>(contentData));
}
default:
return nullptr;
break;
}
}
renderer::ShapeLayer::ShapeLayer(model::Layer *layerData,
VArenaAlloc * allocator)
: renderer::Layer(layerData),
mRoot(allocator->make<renderer::Group>(nullptr, allocator))
{
mRoot->addChildren(layerData, allocator);
std::vector<renderer::Shape *> list;
mRoot->processPaintItems(list);
if (layerData->hasPathOperator()) {
list.clear();
mRoot->processTrimItems(list);
}
}
void renderer::ShapeLayer::updateContent()
{
mRoot->update(frameNo(), combinedMatrix(), combinedAlpha(), flag());
if (mLayerData->hasPathOperator()) {
mRoot->applyTrim();
}
}
void renderer::ShapeLayer::preprocessStage(const VRect &clip)
{
mDrawableList.clear();
mRoot->renderList(mDrawableList);
for (auto &drawable : mDrawableList) drawable->preprocess(clip);
}
renderer::DrawableList renderer::ShapeLayer::renderList()
{
if (skipRendering()) return {};
mDrawableList.clear();
mRoot->renderList(mDrawableList);
if (mDrawableList.empty()) return {};
return {mDrawableList.data(), mDrawableList.size()};
}
bool renderer::Group::resolveKeyPath(LOTKeyPath &keyPath, uint depth,
LOTVariant &value)
{
if (!keyPath.skip(name())) {
if (!keyPath.matches(mModel.name(), depth)) {
return false;
}
if (!keyPath.skip(mModel.name())) {
if (keyPath.fullyResolvesTo(mModel.name(), depth) &&
transformProp(value.property())) {
mModel.filter()->addValue(value);
}
}
}
if (keyPath.propagate(name(), depth)) {
uint newDepth = keyPath.nextDepth(name(), depth);
for (auto &child : mContents) {
child->resolveKeyPath(keyPath, newDepth, value);
}
}
return true;
}
bool renderer::Fill::resolveKeyPath(LOTKeyPath &keyPath, uint depth,
LOTVariant &value)
{
if (!keyPath.matches(mModel.name(), depth)) {
return false;
}
if (keyPath.fullyResolvesTo(mModel.name(), depth) &&
fillProp(value.property())) {
mModel.filter()->addValue(value);
return true;
}
return false;
}
bool renderer::Stroke::resolveKeyPath(LOTKeyPath &keyPath, uint depth,
LOTVariant &value)
{
if (!keyPath.matches(mModel.name(), depth)) {
return false;
}
if (keyPath.fullyResolvesTo(mModel.name(), depth) &&
strokeProp(value.property())) {
mModel.filter()->addValue(value);
return true;
}
return false;
}
renderer::Group::Group(model::Group *data, VArenaAlloc *allocator)
: mModel(data)
{
addChildren(data, allocator);
}
void renderer::Group::addChildren(model::Group *data, VArenaAlloc *allocator)
{
if (!data) return;
if (!data->mChildren.empty()) mContents.reserve(data->mChildren.size());
// keep the content in back-to-front order.
// as lottie model keeps it in front-to-back order.
for (auto it = data->mChildren.crbegin(); it != data->mChildren.rend();
++it) {
auto content = createContentItem(*it, allocator);
if (content) {
mContents.push_back(content);
}
}
}
void renderer::Group::update(int frameNo, const VMatrix &parentMatrix,
float parentAlpha, const DirtyFlag &flag)
{
DirtyFlag newFlag = flag;
float alpha;
if (mModel.hasModel() && mModel.transform()) {
VMatrix m = mModel.matrix(frameNo);
m *= parentMatrix;
if (!(flag & DirtyFlagBit::Matrix) && !mModel.transform()->isStatic() &&
(m != mMatrix)) {
newFlag |= DirtyFlagBit::Matrix;
}
mMatrix = m;
alpha = parentAlpha * mModel.transform()->opacity(frameNo);
if (!vCompare(alpha, parentAlpha)) {
newFlag |= DirtyFlagBit::Alpha;
}
} else {
mMatrix = parentMatrix;
alpha = parentAlpha;
}
for (const auto &content : mContents) {
content->update(frameNo, matrix(), alpha, newFlag);
}
}
void renderer::Group::applyTrim()
{
for (auto i = mContents.rbegin(); i != mContents.rend(); ++i) {
auto content = (*i);
switch (content->type()) {
case renderer::Object::Type::Trim: {
static_cast<renderer::Trim *>(content)->update();
break;
}
case renderer::Object::Type::Group: {
static_cast<renderer::Group *>(content)->applyTrim();
break;
}
default:
break;
}
}
}
void renderer::Group::renderList(std::vector<VDrawable *> &list)
{
for (const auto &content : mContents) {
content->renderList(list);
}
}
void renderer::Group::processPaintItems(std::vector<renderer::Shape *> &list)
{
size_t curOpCount = list.size();
for (auto i = mContents.rbegin(); i != mContents.rend(); ++i) {
auto content = (*i);
switch (content->type()) {
case renderer::Object::Type::Shape: {
auto pathItem = static_cast<renderer::Shape *>(content);
pathItem->setParent(this);
list.push_back(pathItem);
break;
}
case renderer::Object::Type::Paint: {
static_cast<renderer::Paint *>(content)->addPathItems(list,
curOpCount);
break;
}
case renderer::Object::Type::Group: {
static_cast<renderer::Group *>(content)->processPaintItems(list);
break;
}
default:
break;
}
}
}
void renderer::Group::processTrimItems(std::vector<renderer::Shape *> &list)
{
size_t curOpCount = list.size();
for (auto i = mContents.rbegin(); i != mContents.rend(); ++i) {
auto content = (*i);
switch (content->type()) {
case renderer::Object::Type::Shape: {
list.push_back(static_cast<renderer::Shape *>(content));
break;
}
case renderer::Object::Type::Trim: {
static_cast<renderer::Trim *>(content)->addPathItems(list,
curOpCount);
break;
}
case renderer::Object::Type::Group: {
static_cast<renderer::Group *>(content)->processTrimItems(list);
break;
}
default:
break;
}
}
}
/*
* renderer::Shape uses 2 path objects for path object reuse.
* mLocalPath - keeps track of the local path of the item before
* applying path operation and transformation.
* mTemp - keeps a referece to the mLocalPath and can be updated by the
* path operation objects(trim, merge path),
* We update the DirtyPath flag if the path needs to be updated again
* beacuse of local path or matrix or some path operation has changed which
* affects the final path.
* The PaintObject queries the dirty flag to check if it needs to compute the
* final path again and calls finalPath() api to do the same.
* finalPath() api passes a result Object so that we keep only one copy of
* the path object in the paintItem (for memory efficiency).
* NOTE: As path objects are COW objects we have to be
* carefull about the refcount so that we don't generate deep copy while
* modifying the path objects.
*/
void renderer::Shape::update(int frameNo, const VMatrix &, float,
const DirtyFlag &flag)
{
mDirtyPath = false;
// 1. update the local path if needed
if (hasChanged(frameNo)) {
// loose the reference to mLocalPath if any
// from the last frame update.
mTemp = VPath();
updatePath(mLocalPath, frameNo);
mDirtyPath = true;
}
// 2. keep a reference path in temp in case there is some
// path operation like trim which will update the path.
// we don't want to update the local path.
mTemp = mLocalPath;
// 3. mark the path dirty if matrix has changed.
if (flag & DirtyFlagBit::Matrix) {
mDirtyPath = true;
}
}
void renderer::Shape::finalPath(VPath &result)
{
result.addPath(mTemp, static_cast<renderer::Group *>(parent())->matrix());
}
renderer::Rect::Rect(model::Rect *data)
: renderer::Shape(data->isStatic()), mData(data)
{
}
void renderer::Rect::updatePath(VPath &path, int frameNo)
{
VPointF pos = mData->mPos.value(frameNo);
VPointF size = mData->mSize.value(frameNo);
float roundness = mData->roundness(frameNo);
VRectF r(pos.x() - size.x() / 2, pos.y() - size.y() / 2, size.x(),
size.y());
path.reset();
path.addRoundRect(r, roundness, mData->direction());
}
renderer::Ellipse::Ellipse(model::Ellipse *data)
: renderer::Shape(data->isStatic()), mData(data)
{
}
void renderer::Ellipse::updatePath(VPath &path, int frameNo)
{
VPointF pos = mData->mPos.value(frameNo);
VPointF size = mData->mSize.value(frameNo);
VRectF r(pos.x() - size.x() / 2, pos.y() - size.y() / 2, size.x(),
size.y());
path.reset();
path.addOval(r, mData->direction());
}
renderer::Path::Path(model::Path *data)
: renderer::Shape(data->isStatic()), mData(data)
{
}
void renderer::Path::updatePath(VPath &path, int frameNo)
{
mData->mShape.value(frameNo, path);
}
renderer::Polystar::Polystar(model::Polystar *data)
: renderer::Shape(data->isStatic()), mData(data)
{
}
void renderer::Polystar::updatePath(VPath &path, int frameNo)
{
VPointF pos = mData->mPos.value(frameNo);
float points = mData->mPointCount.value(frameNo);
float innerRadius = mData->mInnerRadius.value(frameNo);
float outerRadius = mData->mOuterRadius.value(frameNo);
float innerRoundness = mData->mInnerRoundness.value(frameNo);
float outerRoundness = mData->mOuterRoundness.value(frameNo);
float rotation = mData->mRotation.value(frameNo);
path.reset();
VMatrix m;
if (mData->mPolyType == model::Polystar::PolyType::Star) {
path.addPolystar(points, innerRadius, outerRadius, innerRoundness,
outerRoundness, 0.0, 0.0, 0.0, mData->direction());
} else {
path.addPolygon(points, outerRadius, outerRoundness, 0.0, 0.0, 0.0,
mData->direction());
}
m.translate(pos.x(), pos.y()).rotate(rotation);
m.rotate(rotation);
path.transform(m);
}
/*
* PaintData Node handling
*
*/
renderer::Paint::Paint(bool staticContent) : mStaticContent(staticContent) {}
void renderer::Paint::update(int frameNo, const VMatrix &parentMatrix,
float parentAlpha, const DirtyFlag & /*flag*/)
{
mRenderNodeUpdate = true;
mContentToRender = updateContent(frameNo, parentMatrix, parentAlpha);
}
void renderer::Paint::updateRenderNode()
{
bool dirty = false;
for (auto &i : mPathItems) {
if (i->dirty()) {
dirty = true;
break;
}
}
if (dirty) {
mPath.reset();
for (const auto &i : mPathItems) {
i->finalPath(mPath);
}
mDrawable.setPath(mPath);
} else {
if (mDrawable.mFlag & VDrawable::DirtyState::Path)
mDrawable.mPath = mPath;
}
}
void renderer::Paint::renderList(std::vector<VDrawable *> &list)
{
if (mRenderNodeUpdate) {
updateRenderNode();
mRenderNodeUpdate = false;
}
// Q: Why we even update the final path if we don't have content
// to render ?
// Ans: We update the render nodes because we will loose the
// dirty path information at end of this frame.
// so if we return early without updating the final path.
// in the subsequent frame when we have content to render but
// we may not able to update our final path properly as we
// don't know what paths got changed in between.
if (mContentToRender) list.push_back(&mDrawable);
}
void renderer::Paint::addPathItems(std::vector<renderer::Shape *> &list,
size_t startOffset)
{
std::copy(list.begin() + startOffset, list.end(),
back_inserter(mPathItems));
}
renderer::Fill::Fill(model::Fill *data)
: renderer::Paint(data->isStatic()), mModel(data)
{
mDrawable.setName(mModel.name());
}
bool renderer::Fill::updateContent(int frameNo, const VMatrix &, float alpha)
{
auto combinedAlpha = alpha * mModel.opacity(frameNo);
auto color = mModel.color(frameNo).toColor(combinedAlpha);
VBrush brush(color);
mDrawable.setBrush(brush);
mDrawable.setFillRule(mModel.fillRule());
return !color.isTransparent();
}
renderer::GradientFill::GradientFill(model::GradientFill *data)
: renderer::Paint(data->isStatic()), mData(data)
{
mDrawable.setName(mData->name());
}
bool renderer::GradientFill::updateContent(int frameNo, const VMatrix &matrix,
float alpha)
{
float combinedAlpha = alpha * mData->opacity(frameNo);
mData->update(mGradient, frameNo);
mGradient->setAlpha(combinedAlpha);
mGradient->mMatrix = matrix;
mDrawable.setBrush(VBrush(mGradient.get()));
mDrawable.setFillRule(mData->fillRule());
return !vIsZero(combinedAlpha);
}
renderer::Stroke::Stroke(model::Stroke *data)
: renderer::Paint(data->isStatic()), mModel(data)
{
mDrawable.setName(mModel.name());
if (mModel.hasDashInfo()) {
mDrawable.setType(VDrawable::Type::StrokeWithDash);
} else {
mDrawable.setType(VDrawable::Type::Stroke);
}
}
static vthread_local std::vector<float> Dash_Vector;
bool renderer::Stroke::updateContent(int frameNo, const VMatrix &matrix,
float alpha)
{
auto combinedAlpha = alpha * mModel.opacity(frameNo);
auto color = mModel.color(frameNo).toColor(combinedAlpha);
VBrush brush(color);
mDrawable.setBrush(brush);
float scale = matrix.scale();
mDrawable.setStrokeInfo(mModel.capStyle(), mModel.joinStyle(),
mModel.miterLimit(),
mModel.strokeWidth(frameNo) * scale);
if (mModel.hasDashInfo()) {
Dash_Vector.clear();
mModel.getDashInfo(frameNo, Dash_Vector);
if (!Dash_Vector.empty()) {
for (auto &elm : Dash_Vector) elm *= scale;
mDrawable.setDashInfo(Dash_Vector);
}
}
return !color.isTransparent();
}
renderer::GradientStroke::GradientStroke(model::GradientStroke *data)
: renderer::Paint(data->isStatic()), mData(data)
{
mDrawable.setName(mData->name());
if (mData->hasDashInfo()) {
mDrawable.setType(VDrawable::Type::StrokeWithDash);
} else {
mDrawable.setType(VDrawable::Type::Stroke);
}
}
bool renderer::GradientStroke::updateContent(int frameNo, const VMatrix &matrix,
float alpha)
{
float combinedAlpha = alpha * mData->opacity(frameNo);
mData->update(mGradient, frameNo);
mGradient->setAlpha(combinedAlpha);
mGradient->mMatrix = matrix;
auto scale = mGradient->mMatrix.scale();
mDrawable.setBrush(VBrush(mGradient.get()));
mDrawable.setStrokeInfo(mData->capStyle(), mData->joinStyle(),
mData->miterLimit(), mData->width(frameNo) * scale);
if (mData->hasDashInfo()) {
Dash_Vector.clear();
mData->getDashInfo(frameNo, Dash_Vector);
if (!Dash_Vector.empty()) {
for (auto &elm : Dash_Vector) elm *= scale;
mDrawable.setDashInfo(Dash_Vector);
}
}
return !vIsZero(combinedAlpha);
}
void renderer::Trim::update(int frameNo, const VMatrix & /*parentMatrix*/,
float /*parentAlpha*/, const DirtyFlag & /*flag*/)
{
mDirty = false;
if (mCache.mFrameNo == frameNo) return;
model::Trim::Segment segment = mData->segment(frameNo);
if (!(vCompare(mCache.mSegment.start, segment.start) &&
vCompare(mCache.mSegment.end, segment.end))) {
mDirty = true;
mCache.mSegment = segment;
}
mCache.mFrameNo = frameNo;
}
void renderer::Trim::update()
{
// when both path and trim are not dirty
if (!(mDirty || pathDirty())) return;
if (vCompare(mCache.mSegment.start, mCache.mSegment.end)) {
for (auto &i : mPathItems) {
i->updatePath(VPath());
}
return;
}
if (vCompare(std::fabs(mCache.mSegment.start - mCache.mSegment.end), 1)) {
for (auto &i : mPathItems) {
i->updatePath(i->localPath());
}
return;
}
if (mData->type() == model::Trim::TrimType::Simultaneously) {
for (auto &i : mPathItems) {
mPathMesure.setRange(mCache.mSegment.start, mCache.mSegment.end);
i->updatePath(mPathMesure.trim(i->localPath()));
}
} else { // model::Trim::TrimType::Individually
float totalLength = 0.0;
for (auto &i : mPathItems) {
totalLength += i->localPath().length();
}
float start = totalLength * mCache.mSegment.start;
float end = totalLength * mCache.mSegment.end;
if (start < end) {
float curLen = 0.0;
for (auto &i : mPathItems) {
if (curLen > end) {
// update with empty path.
i->updatePath(VPath());
continue;
}
float len = i->localPath().length();
if (curLen < start && curLen + len < start) {
curLen += len;
// update with empty path.
i->updatePath(VPath());
continue;
} else if (start <= curLen && end >= curLen + len) {
// inside segment
curLen += len;
continue;
} else {
float local_start = start > curLen ? start - curLen : 0;
local_start /= len;
float local_end = curLen + len < end ? len : end - curLen;
local_end /= len;
mPathMesure.setRange(local_start, local_end);
i->updatePath(mPathMesure.trim(i->localPath()));
curLen += len;
}
}
}
}
}
void renderer::Trim::addPathItems(std::vector<renderer::Shape *> &list,
size_t startOffset)
{
std::copy(list.begin() + startOffset, list.end(),
back_inserter(mPathItems));
}
renderer::Repeater::Repeater(model::Repeater *data, VArenaAlloc *allocator)
: mRepeaterData(data)
{
assert(mRepeaterData->content());
mCopies = mRepeaterData->maxCopies();
for (int i = 0; i < mCopies; i++) {
auto content = allocator->make<renderer::Group>(
mRepeaterData->content(), allocator);
// content->setParent(this);
mContents.push_back(content);
}
}
void renderer::Repeater::update(int frameNo, const VMatrix &parentMatrix,
float parentAlpha, const DirtyFlag &flag)
{
DirtyFlag newFlag = flag;
float copies = mRepeaterData->copies(frameNo);
int visibleCopies = int(copies);
if (visibleCopies == 0) {
mHidden = true;
return;
}
mHidden = false;
if (!mRepeaterData->isStatic()) newFlag |= DirtyFlagBit::Matrix;
float offset = mRepeaterData->offset(frameNo);
float startOpacity = mRepeaterData->mTransform.startOpacity(frameNo);
float endOpacity = mRepeaterData->mTransform.endOpacity(frameNo);
newFlag |= DirtyFlagBit::Alpha;
for (int i = 0; i < mCopies; ++i) {
float newAlpha =
parentAlpha * lerp(startOpacity, endOpacity, i / copies);
// hide rest of the copies , @TODO find a better solution.
if (i >= visibleCopies) newAlpha = 0;
VMatrix result = mRepeaterData->mTransform.matrix(frameNo, i + offset) *
parentMatrix;
mContents[i]->update(frameNo, result, newAlpha, newFlag);
}
}
void renderer::Repeater::renderList(std::vector<VDrawable *> &list)
{
if (mHidden) return;
return renderer::Group::renderList(list);
}