2 * Copyright (c) 2022 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/render/common/render-item.h>
22 #include <dali/internal/common/math.h>
23 #include <dali/internal/common/memory-pool-object-allocator.h>
24 #include <dali/internal/render/renderers/render-renderer.h>
28 //Memory pool used to allocate new RenderItems. Memory used by this pool will be released when shutting down DALi
29 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::RenderItem> gRenderItemPool;
37 RenderItem* RenderItem::New()
39 return new(gRenderItemPool.AllocateRaw()) RenderItem();
42 RenderItem::RenderItem()
43 : mModelMatrix(false),
44 mModelViewMatrix(false),
45 mColor(Vector4::ZERO),
56 RenderItem::~RenderItem() = default;
58 ClippingBox RenderItem::CalculateTransformSpaceAABB(const Matrix& transformMatrix, const Vector3& position, const Vector3& size)
60 // Calculate extent vector of the AABB:
61 const float halfActorX = size.x * 0.5f;
62 const float halfActorY = size.y * 0.5f;
64 // To transform the actor bounds to the transformed space, We do a fast, 2D version of a matrix multiply optimized for 2D quads.
65 // This reduces float multiplications from 64 (16 * 4) to 12 (4 * 3).
66 // We create an array of 4 corners and directly initialize the first 3 with the matrix multiplication result of the respective corner.
67 // This causes the construction of the vector arrays contents in-place for optimization.
68 // We place the coords into the array in clockwise order, so we know opposite corners are always i + 2 from corner i.
69 // We skip the 4th corner here as we can calculate that from the other 3, bypassing matrix multiplication.
70 // Note: The below transform methods use a fast (2D) matrix multiply (only 4 multiplications are done).
71 Vector2 corners[4]{Transform2D(transformMatrix, -halfActorX + position.x, -halfActorY + position.y),
72 Transform2D(transformMatrix, halfActorX + position.x, -halfActorY + position.y),
73 Transform2D(transformMatrix, halfActorX + position.x, halfActorY + position.y)};
75 // As we are dealing with a rectangle, we can do a fast calculation to get the 4th corner from knowing the other 3 (even if rotated).
76 corners[3] = Vector2(corners[0] + (corners[2] - corners[1]));
78 // Calculate the AABB:
79 // We use knowledge that opposite corners will be the max/min of each other. Doing this reduces the normal 12 branching comparisons to 3.
80 // The standard equivalent min/max code of the below would be:
81 // Vector2 AABBmax( std::max( corners[0].x, std::max( corners[1].x, std::max( corners[3].x, corners[2].x ) ) ),
82 // std::max( corners[0].y, std::max( corners[1].y, std::max( corners[3].y, corners[2].y ) ) ) );
83 // Vector2 AABBmin( std::min( corners[0].x, std::min( corners[1].x, std::min( corners[3].x, corners[2].x ) ) ),
84 // std::min( corners[0].y, std::min( corners[1].y, std::min( corners[3].y, corners[2].y ) ) ) );
85 unsigned int smallestX = 0u;
86 // Loop 3 times to find the index of the smallest X value.
87 // Note: We deliberately do NOT unroll the code here as this hampers the compilers output.
88 for(unsigned int i = 1u; i < 4u; ++i)
90 if(corners[i].x < corners[smallestX].x)
96 // As we are dealing with a rectangle, we can assume opposite corners are the largest.
97 // So without doing min/max branching, we can fetch the min/max values of all the remaining X/Y coords from this one index.
98 Vector4 aabb(corners[smallestX].x, corners[(smallestX + 3u) % 4].y, corners[(smallestX + 2u) % 4].x, corners[(smallestX + 1u) % 4].y);
100 // Round outwards from center
101 int x = static_cast<int>(floor(aabb.x));
102 int y = static_cast<int>(floor(aabb.y));
103 int z = static_cast<int>(ceilf(aabb.z));
104 int w = static_cast<int>(ceilf(aabb.w));
106 return ClippingBox(x, y, z - x, fabsf(w - y));
109 ClippingBox RenderItem::CalculateViewportSpaceAABB(const Matrix& modelViewMatrix, const Vector3& position, const Vector3& size, const int viewportWidth, const int viewportHeight)
111 // Calculate extent vector of the AABB:
112 const float halfActorX = size.x * 0.5f;
113 const float halfActorY = size.y * 0.5f;
115 // To transform the actor bounds to screen-space, We do a fast, 2D version of a matrix multiply optimized for 2D quads.
116 // This reduces float multiplications from 64 (16 * 4) to 12 (4 * 3).
117 // We create an array of 4 corners and directly initialize the first 3 with the matrix multiplication result of the respective corner.
118 // This causes the construction of the vector arrays contents in-place for optimization.
119 // We place the coords into the array in clockwise order, so we know opposite corners are always i + 2 from corner i.
120 // We skip the 4th corner here as we can calculate that from the other 3, bypassing matrix multiplication.
121 // Note: The below transform methods use a fast (2D) matrix multiply (only 4 multiplications are done).
122 Vector2 corners[4]{Transform2D(modelViewMatrix, -halfActorX + position.x, -halfActorY + position.y),
123 Transform2D(modelViewMatrix, halfActorX + position.x, -halfActorY + position.y),
124 Transform2D(modelViewMatrix, halfActorX + position.x, halfActorY + position.y)};
126 // As we are dealing with a rectangle, we can do a fast calculation to get the 4th corner from knowing the other 3 (even if rotated).
127 corners[3] = Vector2(corners[0] + (corners[2] - corners[1]));
129 // Calculate the AABB:
130 // We use knowledge that opposite corners will be the max/min of each other. Doing this reduces the normal 12 branching comparisons to 3.
131 // The standard equivalent min/max code of the below would be:
132 // Vector2 AABBmax( std::max( corners[0].x, std::max( corners[1].x, std::max( corners[3].x, corners[2].x ) ) ),
133 // std::max( corners[0].y, std::max( corners[1].y, std::max( corners[3].y, corners[2].y ) ) ) );
134 // Vector2 AABBmin( std::min( corners[0].x, std::min( corners[1].x, std::min( corners[3].x, corners[2].x ) ) ),
135 // std::min( corners[0].y, std::min( corners[1].y, std::min( corners[3].y, corners[2].y ) ) ) );
136 unsigned int smallestX = 0u;
137 // Loop 3 times to find the index of the smallest X value.
138 // Note: We deliberately do NOT unroll the code here as this hampers the compilers output.
139 for(unsigned int i = 1u; i < 4u; ++i)
141 if(corners[i].x < corners[smallestX].x)
147 // As we are dealing with a rectangle, we can assume opposite corners are the largest.
148 // So without doing min/max branching, we can fetch the min/max values of all the remaining X/Y coords from this one index.
149 Vector4 aabb(corners[smallestX].x, corners[(smallestX + 3u) % 4].y, corners[(smallestX + 2u) % 4].x, corners[(smallestX + 1u) % 4].y);
151 // Return the AABB in screen-space pixels (x, y, width, height).
152 // Note: This is a algebraic simplification of: ( viewport.x - aabb.width ) / 2 - ( ( aabb.width / 2 ) + aabb.x ) per axis.
153 Vector4 aabbInScreen(static_cast<float>(viewportWidth) * 0.5f - aabb.z,
154 static_cast<float>(viewportHeight) * 0.5f - aabb.w,
155 static_cast<float>(viewportWidth) * 0.5f - aabb.x,
156 static_cast<float>(viewportHeight) * 0.5f - aabb.y);
158 int x = static_cast<int>(floor(aabbInScreen.x));
159 int y = static_cast<int>(floor(aabbInScreen.y));
160 int z = static_cast<int>(roundf(aabbInScreen.z));
161 int w = static_cast<int>(roundf(aabbInScreen.w));
163 return ClippingBox(x, y, z - x, w - y);
166 void RenderItem::operator delete(void* ptr)
168 gRenderItemPool.Free(static_cast<RenderItem*>(ptr));
171 uint32_t RenderItem::GetMemoryPoolCapacity()
173 return gRenderItemPool.GetCapacity();
176 } // namespace SceneGraph
178 } // namespace Internal