2 * Copyright (c) 2014 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/update/manager/update-algorithms.h>
25 #include <dali/public-api/actors/draw-mode.h>
26 #include <dali/public-api/math/matrix.h>
27 #include <dali/public-api/math/vector3.h>
28 #include <dali/internal/update/resources/resource-manager.h>
29 #include <dali/internal/update/nodes/node.h>
30 #include <dali/internal/update/node-attachments/node-attachment.h>
31 #include <dali/internal/update/node-attachments/scene-graph-renderable-attachment.h>
32 #include <dali/internal/update/animation/scene-graph-constraint-base.h>
33 #include <dali/internal/update/nodes/scene-graph-layer.h>
34 #include <dali/internal/render/renderers/scene-graph-renderer.h>
36 #include <dali/integration-api/debug.h>
47 #if defined(DEBUG_ENABLED)
48 Debug::Filter* gUpdateFilter = Debug::Filter::New(Debug::Concise, false, "LOG_UPDATE_ALGORITHMS");
51 /******************************************************************************
52 *********************** Apply Constraints ************************************
53 ******************************************************************************/
57 * Constrain the local properties of the PropertyOwner.
58 * @param propertyOwner to constrain
59 * @param updateBufferIndex buffer index to use
60 * @return The number of constraints that are still being applied
62 unsigned int ConstrainPropertyOwner( PropertyOwner& propertyOwner, BufferIndex updateBufferIndex )
64 unsigned int activeCount = 0;
66 ConstraintOwnerContainer& constraints = propertyOwner.GetConstraints();
68 const ConstraintIter endIter = constraints.End();
69 for( ConstraintIter iter = constraints.Begin(); iter != endIter; ++iter )
71 ConstraintBase& constraint = **iter;
72 constraint.Apply( updateBufferIndex );
74 if( constraint.mWeight[updateBufferIndex] < 1.0f )
76 // this constraint is still being applied
85 * Recursively apply the constraints on the nodes
86 * @param node to constraint
87 * @param updateBufferIndex buffer index to use
88 * @return number of active constraints
90 unsigned int ConstrainNodes( Node& node, BufferIndex updateBufferIndex )
92 unsigned int activeCount = ConstrainPropertyOwner( node, updateBufferIndex );
95 * Constrain the children next
97 NodeContainer& children = node.GetChildren();
98 const NodeIter endIter = children.End();
99 for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
101 Node& child = **iter;
102 activeCount += ConstrainNodes( child, updateBufferIndex );
107 /******************************************************************************
108 ************************** Update node hierarchy *****************************
109 ******************************************************************************/
111 inline void UpdateRootNodeOpacity( Layer& rootNode, int nodeDirtyFlags, BufferIndex updateBufferIndex )
113 if ( nodeDirtyFlags & ColorFlag )
115 rootNode.SetWorldColor( rootNode.GetColor( updateBufferIndex ), updateBufferIndex );
119 // Copy previous value, in case it changed in the previous frame
120 rootNode.CopyPreviousWorldColor( updateBufferIndex );
124 inline void UpdateNodeOpacity( Node& node, int nodeDirtyFlags, BufferIndex updateBufferIndex )
126 // If opacity needs to be recalculated
127 if ( nodeDirtyFlags & ColorFlag )
129 node.InheritWorldColor( updateBufferIndex );
133 // Copy inherited value, if changed in the previous frame
134 node.CopyPreviousWorldColor( updateBufferIndex );
138 inline void UpdateNodeGeometry( Node &node, int nodeDirtyFlags, BufferIndex updateBufferIndex )
140 if ( nodeDirtyFlags & SizeFlag )
142 Vector3 geometryScale( 1.0f, 1.0f, 1.0f );
144 if ( node.GetTransmitGeometryScaling() )
146 const Vector3& requiredSize = node.GetSize( updateBufferIndex );
147 geometryScale = FitKeepAspectRatio( requiredSize, node.GetInitialVolume() );
150 if ( node.GetGeometryScale() != geometryScale )
152 node.SetGeometryScale( geometryScale );
157 inline void UpdateRootNodeTransformValues( Layer& rootNode, int nodeDirtyFlags, BufferIndex updateBufferIndex )
159 // If the transform values need to be reinherited
160 if ( nodeDirtyFlags & TransformFlag )
162 rootNode.SetWorldPosition( updateBufferIndex, rootNode.GetPosition( updateBufferIndex ) );
163 rootNode.SetWorldRotation( updateBufferIndex, rootNode.GetRotation( updateBufferIndex ) );
164 rootNode.SetWorldScale ( updateBufferIndex, rootNode.GetScale ( updateBufferIndex ) );
168 // Copy previous value, in case they changed in the previous frame
169 rootNode.CopyPreviousWorldRotation( updateBufferIndex );
170 rootNode.CopyPreviousWorldScale( updateBufferIndex );
171 rootNode.CopyPreviousWorldPosition( updateBufferIndex );
176 * Updates transform values for the given node if the transform flag is dirty.
177 * This includes applying a new size should the SizeMode require it.
178 * Note that this will cause the size dirty flag to be set. This is why we pass
179 * the dirty flags in by reference.
180 * @param[in] node The node to update
181 * @param[in,out] nodeDirtyFlags A reference to the dirty flags, these may be modified by this function
182 * @param[in] updateBufferIndex The current index to use for this frame
184 inline void UpdateNodeTransformValues( Node& node, int& nodeDirtyFlags, BufferIndex updateBufferIndex )
186 // If the transform values need to be reinherited
187 if( nodeDirtyFlags & TransformFlag )
189 // Handle size relative to parent modes.
190 // This must be delt with before rotation/translation as otherwise anything
191 // anchored to a corner of this child would appear at the wrong position.
192 // The size dirty flag is modified if the size is being overridden.
193 // Note: Switch is in order of use-case commonality.
194 switch( node.GetSizeMode() )
198 // Completely ignore the parents size.
202 case SIZE_EQUAL_TO_PARENT:
204 // Set the nodes size to that of the parent.
205 node.SetSize( updateBufferIndex, node.GetParent()->GetSize( updateBufferIndex ) );
206 nodeDirtyFlags |= SizeFlag;
210 case SIZE_RELATIVE_TO_PARENT:
212 // Set the nodes size to the parents multiplied by a user defined value.
213 node.SetSize( updateBufferIndex, node.GetSizeModeFactor() * node.GetParent()->GetSize( updateBufferIndex ) );
214 nodeDirtyFlags |= SizeFlag;
218 case SIZE_FIXED_OFFSET_FROM_PARENT:
220 // Set the nodes size to the parents plus a user defined value.
221 node.SetSize( updateBufferIndex, node.GetSizeModeFactor() + node.GetParent()->GetSize( updateBufferIndex ) );
222 nodeDirtyFlags |= SizeFlag;
227 // With a non-central anchor-point, the world rotation and scale affects the world position.
228 // Therefore the world rotation & scale must be updated before the world position.
229 if( node.IsRotationInherited() )
231 node.InheritWorldRotation( updateBufferIndex );
235 node.SetWorldRotation( updateBufferIndex, node.GetRotation( updateBufferIndex ) );
238 if( node.IsScaleInherited() )
240 node.InheritWorldScale( updateBufferIndex );
244 node.SetWorldScale( updateBufferIndex, node.GetScale( updateBufferIndex ) );
247 node.InheritWorldPosition( updateBufferIndex );
251 // Copy inherited values, if those changed in the previous frame
252 node.CopyPreviousWorldRotation( updateBufferIndex );
253 node.CopyPreviousWorldScale( updateBufferIndex );
254 node.CopyPreviousWorldPosition( updateBufferIndex );
255 node.CopyPreviousSize( updateBufferIndex );
259 inline void UpdateNodeWorldMatrix( Node &node, int nodeDirtyFlags, BufferIndex updateBufferIndex )
261 // If world-matrix needs to be recalculated
262 if ( nodeDirtyFlags & TransformFlag )
264 if( node.GetInhibitLocalTransform() )
266 node.SetWorldMatrix( updateBufferIndex,
267 node.GetWorldScale(updateBufferIndex),
268 node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
269 node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
273 node.SetWorldMatrix( updateBufferIndex,
274 node.GetWorldScale(updateBufferIndex),
275 node.GetWorldRotation(updateBufferIndex),
276 node.GetWorldPosition(updateBufferIndex) );
281 node.CopyPreviousWorldMatrix( updateBufferIndex );
285 inline void UpdateNodeWorldMatrix( Node& node, RenderableAttachment& updatedRenderable, int nodeDirtyFlags, BufferIndex updateBufferIndex )
288 * If world-matrix needs to be recalculated.
290 if ( ( nodeDirtyFlags & TransformFlag ) ||
291 updatedRenderable.IsScaleForSizeDirty() )
293 if( updatedRenderable.UsesGeometryScaling() )
295 // scaling, i.e. Mesh
297 updatedRenderable.GetScaleForSize( node.GetSize( updateBufferIndex ), scaling );
298 if( node.GetInhibitLocalTransform() )
300 node.SetWorldMatrix( updateBufferIndex,
301 node.GetWorldScale(updateBufferIndex) * scaling,
302 node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
303 node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
307 node.SetWorldMatrix( updateBufferIndex,
308 node.GetWorldScale(updateBufferIndex) * scaling,
309 node.GetWorldRotation(updateBufferIndex),
310 node.GetWorldPosition(updateBufferIndex) );
315 // no scaling, i.e. Image
316 if( node.GetInhibitLocalTransform() )
318 node.SetWorldMatrix( updateBufferIndex,
319 node.GetWorldScale(updateBufferIndex),
320 node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
321 node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
325 node.SetWorldMatrix( updateBufferIndex,
326 node.GetWorldScale(updateBufferIndex),
327 node.GetWorldRotation(updateBufferIndex),
328 node.GetWorldPosition(updateBufferIndex) );
334 node.CopyPreviousWorldMatrix( updateBufferIndex );
339 * Update an attachment.
340 * @return An updated renderable attachment if one was ready.
342 inline RenderableAttachment* UpdateAttachment( NodeAttachment& attachment,
344 BufferIndex updateBufferIndex,
345 ResourceManager& resourceManager,
348 // Allow attachments to do specialised processing during updates
349 attachment.Update( updateBufferIndex, node, nodeDirtyFlags );
351 RenderableAttachment* renderable = attachment.GetRenderable(); // not all scene objects render
354 // Notify renderables when size has changed
355 // Size can change while node was invisible so we need to check size again if we were previously invisible
356 if( nodeDirtyFlags & (SizeFlag|VisibleFlag) )
358 renderable->SizeChanged( updateBufferIndex );
361 // check if node is visible
362 if( renderable->ResolveVisibility( updateBufferIndex ) )
364 renderable->PrepareResources( updateBufferIndex, resourceManager );
370 inline void AddRenderableToLayer( Layer& layer,
371 RenderableAttachment& renderable,
372 BufferIndex updateBufferIndex,
373 int inheritedDrawMode )
375 // The renderables are stored into the opaque list temporarily for PrepareRenderables()
376 // step. The list is cleared by ProcessRenderTasks().
377 layer.opaqueRenderables.push_back( &renderable );
381 * This is called recursively for all children of the root Node
383 inline int UpdateNodesAndAttachments( Node& node,
385 BufferIndex updateBufferIndex,
386 ResourceManager& resourceManager,
387 RenderQueue& renderQueue,
389 int inheritedDrawMode )
391 Layer* layer = ¤tLayer;
393 // Short-circuit for invisible nodes
394 if ( !node.IsVisible( updateBufferIndex ) )
399 // If the node was not previously visible
400 BufferIndex previousBuffer = updateBufferIndex ? 0u : 1u;
401 if ( !node.IsVisible( previousBuffer ) )
403 // The node was skipped in the previous update; it must recalculate everything
404 node.SetAllDirtyFlags();
407 // Some dirty flags are inherited from parent
408 int nodeDirtyFlags( node.GetDirtyFlags() | ( parentFlags & InheritedDirtyFlags ) );
410 int cumulativeDirtyFlags = nodeDirtyFlags;
412 if ( node.IsLayer() )
414 // all childs go to this layer
415 layer = node.GetLayer();
417 // assume layer is clean to begin with
418 layer->SetReuseRenderers( updateBufferIndex, true );
420 // Layers do not inherit the DrawMode from their parents
421 inheritedDrawMode = DrawMode::NORMAL;
423 DALI_ASSERT_DEBUG( NULL != layer );
425 UpdateNodeOpacity( node, nodeDirtyFlags, updateBufferIndex );
427 UpdateNodeGeometry( node, nodeDirtyFlags, updateBufferIndex );
429 // Note: nodeDirtyFlags are passed in by reference and may be modified by the following function.
430 // It is important that the modified version of these flags are used by the RenderableAttachment.
431 UpdateNodeTransformValues( node, nodeDirtyFlags, updateBufferIndex );
433 // Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
434 inheritedDrawMode |= node.GetDrawMode();
436 if ( node.HasAttachment() )
439 * Add renderables for the children into the current Layer
441 RenderableAttachment* renderable = UpdateAttachment( node.GetAttachment(),
448 if( NULL != renderable )
450 // Update the world matrix after renderable update; the ScaleForSize property should now be calculated
451 UpdateNodeWorldMatrix( node, *renderable, nodeDirtyFlags, updateBufferIndex );
453 // The attachment is ready to render, so it is added to a set of renderables.
454 AddRenderableToLayer( *layer, *renderable, updateBufferIndex, inheritedDrawMode );
457 else if( node.IsObserved() )
459 // This node is being used as a property input for an animation, constraint,
460 // camera or bone. Ensure it's matrix is updated
461 UpdateNodeWorldMatrix( node, nodeDirtyFlags, updateBufferIndex );
464 // if any child node has moved or had its sort modifier changed, layer is not clean and old frame cannot be reused
465 // also if node has been deleted, dont reuse old render items
466 if( nodeDirtyFlags & RenderableUpdateFlags )
468 layer->SetReuseRenderers( updateBufferIndex, false );
472 NodeContainer& children = node.GetChildren();
473 const NodeIter endIter = children.End();
474 for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
476 Node& child = **iter;
477 cumulativeDirtyFlags |=UpdateNodesAndAttachments( child,
486 return cumulativeDirtyFlags;
490 * The root node is treated separately; it cannot inherit values since it has no parent
492 int UpdateNodesAndAttachments( Layer& rootNode,
493 BufferIndex updateBufferIndex,
494 ResourceManager& resourceManager,
495 RenderQueue& renderQueue )
497 DALI_ASSERT_DEBUG( rootNode.IsRoot() );
499 // Short-circuit for invisible nodes
500 if ( !rootNode.IsVisible( updateBufferIndex ) )
505 // If the root node was not previously visible
506 BufferIndex previousBuffer = updateBufferIndex ? 0u : 1u;
507 if ( !rootNode.IsVisible( previousBuffer ) )
509 // The node was skipped in the previous update; it must recalculate everything
510 rootNode.SetAllDirtyFlags();
513 int nodeDirtyFlags( rootNode.GetDirtyFlags() );
515 int cumulativeDirtyFlags = nodeDirtyFlags;
517 UpdateRootNodeOpacity( rootNode, nodeDirtyFlags, updateBufferIndex );
519 UpdateRootNodeTransformValues( rootNode, nodeDirtyFlags, updateBufferIndex );
521 DrawMode::Type drawMode( rootNode.GetDrawMode() );
524 NodeContainer& children = rootNode.GetChildren();
525 const NodeIter endIter = children.End();
526 for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
528 Node& child = **iter;
529 cumulativeDirtyFlags |= UpdateNodesAndAttachments( child,
538 return cumulativeDirtyFlags;
541 } // namespace SceneGraph
543 } // namespace Internal