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),
55 RenderItem::~RenderItem() = default;
57 ClippingBox RenderItem::CalculateTransformSpaceAABB(const Matrix& transformMatrix, const Vector3& position, const Vector3& size)
59 // Calculate extent vector of the AABB:
60 const float halfActorX = size.x * 0.5f;
61 const float halfActorY = size.y * 0.5f;
63 // To transform the actor bounds to the transformed space, We do a fast, 2D version of a matrix multiply optimized for 2D quads.
64 // This reduces float multiplications from 64 (16 * 4) to 12 (4 * 3).
65 // We create an array of 4 corners and directly initialize the first 3 with the matrix multiplication result of the respective corner.
66 // This causes the construction of the vector arrays contents in-place for optimization.
67 // We place the coords into the array in clockwise order, so we know opposite corners are always i + 2 from corner i.
68 // We skip the 4th corner here as we can calculate that from the other 3, bypassing matrix multiplication.
69 // Note: The below transform methods use a fast (2D) matrix multiply (only 4 multiplications are done).
70 Vector2 corners[4]{Transform2D(transformMatrix, -halfActorX + position.x, -halfActorY + position.y),
71 Transform2D(transformMatrix, halfActorX + position.x, -halfActorY + position.y),
72 Transform2D(transformMatrix, halfActorX + position.x, halfActorY + position.y)};
74 // 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).
75 corners[3] = Vector2(corners[0] + (corners[2] - corners[1]));
77 // Calculate the AABB:
78 // We use knowledge that opposite corners will be the max/min of each other. Doing this reduces the normal 12 branching comparisons to 3.
79 // The standard equivalent min/max code of the below would be:
80 // Vector2 AABBmax( std::max( corners[0].x, std::max( corners[1].x, std::max( corners[3].x, corners[2].x ) ) ),
81 // std::max( corners[0].y, std::max( corners[1].y, std::max( corners[3].y, corners[2].y ) ) ) );
82 // Vector2 AABBmin( std::min( corners[0].x, std::min( corners[1].x, std::min( corners[3].x, corners[2].x ) ) ),
83 // std::min( corners[0].y, std::min( corners[1].y, std::min( corners[3].y, corners[2].y ) ) ) );
84 unsigned int smallestX = 0u;
85 // Loop 3 times to find the index of the smallest X value.
86 // Note: We deliberately do NOT unroll the code here as this hampers the compilers output.
87 for(unsigned int i = 1u; i < 4u; ++i)
89 if(corners[i].x < corners[smallestX].x)
95 // As we are dealing with a rectangle, we can assume opposite corners are the largest.
96 // So without doing min/max branching, we can fetch the min/max values of all the remaining X/Y coords from this one index.
97 Vector4 aabb(corners[smallestX].x, corners[(smallestX + 3u) % 4].y, corners[(smallestX + 2u) % 4].x, corners[(smallestX + 1u) % 4].y);
99 // Round outwards from center
100 int x = static_cast<int>(floor(aabb.x));
101 int y = static_cast<int>(floor(aabb.y));
102 int z = static_cast<int>(ceilf(aabb.z));
103 int w = static_cast<int>(ceilf(aabb.w));
105 return ClippingBox(x, y, z - x, fabsf(w - y));
108 ClippingBox RenderItem::CalculateViewportSpaceAABB(const Matrix& modelViewMatrix, const Vector3& position, const Vector3& size, const int viewportWidth, const int viewportHeight)
110 // Calculate extent vector of the AABB:
111 const float halfActorX = size.x * 0.5f;
112 const float halfActorY = size.y * 0.5f;
114 // To transform the actor bounds to screen-space, We do a fast, 2D version of a matrix multiply optimized for 2D quads.
115 // This reduces float multiplications from 64 (16 * 4) to 12 (4 * 3).
116 // We create an array of 4 corners and directly initialize the first 3 with the matrix multiplication result of the respective corner.
117 // This causes the construction of the vector arrays contents in-place for optimization.
118 // We place the coords into the array in clockwise order, so we know opposite corners are always i + 2 from corner i.
119 // We skip the 4th corner here as we can calculate that from the other 3, bypassing matrix multiplication.
120 // Note: The below transform methods use a fast (2D) matrix multiply (only 4 multiplications are done).
121 Vector2 corners[4]{Transform2D(modelViewMatrix, -halfActorX + position.x, -halfActorY + position.y),
122 Transform2D(modelViewMatrix, halfActorX + position.x, -halfActorY + position.y),
123 Transform2D(modelViewMatrix, halfActorX + position.x, halfActorY + position.y)};
125 // 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).
126 corners[3] = Vector2(corners[0] + (corners[2] - corners[1]));
128 // Calculate the AABB:
129 // We use knowledge that opposite corners will be the max/min of each other. Doing this reduces the normal 12 branching comparisons to 3.
130 // The standard equivalent min/max code of the below would be:
131 // Vector2 AABBmax( std::max( corners[0].x, std::max( corners[1].x, std::max( corners[3].x, corners[2].x ) ) ),
132 // std::max( corners[0].y, std::max( corners[1].y, std::max( corners[3].y, corners[2].y ) ) ) );
133 // Vector2 AABBmin( std::min( corners[0].x, std::min( corners[1].x, std::min( corners[3].x, corners[2].x ) ) ),
134 // std::min( corners[0].y, std::min( corners[1].y, std::min( corners[3].y, corners[2].y ) ) ) );
135 unsigned int smallestX = 0u;
136 // Loop 3 times to find the index of the smallest X value.
137 // Note: We deliberately do NOT unroll the code here as this hampers the compilers output.
138 for(unsigned int i = 1u; i < 4u; ++i)
140 if(corners[i].x < corners[smallestX].x)
146 // As we are dealing with a rectangle, we can assume opposite corners are the largest.
147 // So without doing min/max branching, we can fetch the min/max values of all the remaining X/Y coords from this one index.
148 Vector4 aabb(corners[smallestX].x, corners[(smallestX + 3u) % 4].y, corners[(smallestX + 2u) % 4].x, corners[(smallestX + 1u) % 4].y);
150 // Return the AABB in screen-space pixels (x, y, width, height).
151 // Note: This is a algebraic simplification of: ( viewport.x - aabb.width ) / 2 - ( ( aabb.width / 2 ) + aabb.x ) per axis.
152 Vector4 aabbInScreen(static_cast<float>(viewportWidth) * 0.5f - aabb.z,
153 static_cast<float>(viewportHeight) * 0.5f - aabb.w,
154 static_cast<float>(viewportWidth) * 0.5f - aabb.x,
155 static_cast<float>(viewportHeight) * 0.5f - aabb.y);
157 int x = static_cast<int>(floor(aabbInScreen.x));
158 int y = static_cast<int>(floor(aabbInScreen.y));
159 int z = static_cast<int>(roundf(aabbInScreen.z));
160 int w = static_cast<int>(roundf(aabbInScreen.w));
162 return ClippingBox(x, y, z - x, w - y);
165 void RenderItem::operator delete(void* ptr)
167 gRenderItemPool.Free(static_cast<RenderItem*>(ptr));
170 } // namespace SceneGraph
172 } // namespace Internal