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>
48 #if defined(DEBUG_ENABLED)
49 Debug::Filter* gUpdateFilter = Debug::Filter::New(Debug::Concise, false, "LOG_UPDATE_ALGORITHMS");
52 /******************************************************************************
53 *********************** Apply Constraints ************************************
54 ******************************************************************************/
58 * Constrain the local properties of the PropertyOwner.
59 * @param propertyOwner to constrain
60 * @param updateBufferIndex buffer index to use
61 * @return The number of constraints that are still being applied
63 unsigned int ConstrainPropertyOwner( PropertyOwner& propertyOwner, BufferIndex updateBufferIndex )
65 unsigned int activeCount = 0;
67 ConstraintOwnerContainer& constraints = propertyOwner.GetConstraints();
69 const ConstraintIter endIter = constraints.End();
70 for( ConstraintIter iter = constraints.Begin(); iter != endIter; ++iter )
72 ConstraintBase& constraint = **iter;
73 constraint.Apply( updateBufferIndex );
75 if( constraint.mWeight[updateBufferIndex] < 1.0f )
77 // this constraint is still being applied
86 * Recursively apply the constraints on the nodes
87 * @param node to constraint
88 * @param updateBufferIndex buffer index to use
89 * @return number of active constraints
91 unsigned int ConstrainNodes( Node& node, BufferIndex updateBufferIndex )
93 unsigned int activeCount = ConstrainPropertyOwner( node, updateBufferIndex );
96 * Constrain the children next
98 NodeContainer& children = node.GetChildren();
99 const NodeIter endIter = children.End();
100 for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
102 Node& child = **iter;
103 activeCount += ConstrainNodes( child, updateBufferIndex );
108 /******************************************************************************
109 ************************** Update node hierarchy *****************************
110 ******************************************************************************/
112 inline void UpdateRootNodeOpacity( Layer& rootNode, int nodeDirtyFlags, BufferIndex updateBufferIndex )
114 if ( nodeDirtyFlags & ColorFlag )
116 rootNode.SetWorldColor( rootNode.GetColor( updateBufferIndex ), updateBufferIndex );
120 // Copy previous value, in case it changed in the previous frame
121 rootNode.CopyPreviousWorldColor( updateBufferIndex );
125 inline void UpdateNodeOpacity( Node& node, int nodeDirtyFlags, BufferIndex updateBufferIndex )
127 // If opacity needs to be recalculated
128 if ( nodeDirtyFlags & ColorFlag )
130 node.InheritWorldColor( updateBufferIndex );
134 // Copy inherited value, if changed in the previous frame
135 node.CopyPreviousWorldColor( updateBufferIndex );
139 inline void UpdateNodeGeometry( Node &node, int nodeDirtyFlags, BufferIndex updateBufferIndex )
141 if ( nodeDirtyFlags & SizeFlag )
143 Vector3 geometryScale( 1.0f, 1.0f, 1.0f );
145 if ( node.GetTransmitGeometryScaling() )
147 const Vector3& requiredSize = node.GetSize( updateBufferIndex );
148 geometryScale = FitKeepAspectRatio( requiredSize, node.GetInitialVolume() );
151 if ( node.GetGeometryScale() != geometryScale )
153 node.SetGeometryScale( geometryScale );
158 inline void UpdateRootNodeTransformValues( Layer& rootNode, int nodeDirtyFlags, BufferIndex updateBufferIndex )
160 // If the transform values need to be reinherited
161 if ( nodeDirtyFlags & TransformFlag )
163 rootNode.SetWorldPosition( updateBufferIndex, rootNode.GetPosition( updateBufferIndex ) );
164 rootNode.SetWorldRotation( updateBufferIndex, rootNode.GetRotation( updateBufferIndex ) );
165 rootNode.SetWorldScale ( updateBufferIndex, rootNode.GetScale ( updateBufferIndex ) );
169 // Copy previous value, in case they changed in the previous frame
170 rootNode.CopyPreviousWorldRotation( updateBufferIndex );
171 rootNode.CopyPreviousWorldScale( updateBufferIndex );
172 rootNode.CopyPreviousWorldPosition( updateBufferIndex );
176 inline void UpdateNodeTransformValues( Node& node, int nodeDirtyFlags, BufferIndex updateBufferIndex )
178 // If the transform values need to be reinherited
179 if ( nodeDirtyFlags & TransformFlag )
181 // With a non-central anchor-point, the world rotation and scale affects the world position.
182 // Therefore the world rotation & scale must be updated before the world position.
184 if( node.IsRotationInherited() )
186 node.InheritWorldRotation( updateBufferIndex );
190 node.SetWorldRotation( updateBufferIndex, node.GetRotation( updateBufferIndex ) );
193 if( node.IsScaleInherited() )
195 node.InheritWorldScale( updateBufferIndex );
199 node.SetWorldScale( updateBufferIndex, node.GetScale( updateBufferIndex ) );
202 node.InheritWorldPosition( updateBufferIndex );
206 // Copy inherited values, if those changed in the previous frame
207 node.CopyPreviousWorldRotation( updateBufferIndex );
208 node.CopyPreviousWorldScale( updateBufferIndex );
209 node.CopyPreviousWorldPosition( updateBufferIndex );
213 inline void UpdateNodeWorldMatrix( Node &node, int nodeDirtyFlags, BufferIndex updateBufferIndex )
215 // If world-matrix needs to be recalculated
216 if ( nodeDirtyFlags & TransformFlag )
218 if( node.GetInhibitLocalTransform() )
220 node.SetWorldMatrix( updateBufferIndex,
221 node.GetWorldScale(updateBufferIndex),
222 node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
223 node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
227 node.SetWorldMatrix( updateBufferIndex,
228 node.GetWorldScale(updateBufferIndex),
229 node.GetWorldRotation(updateBufferIndex),
230 node.GetWorldPosition(updateBufferIndex) );
235 node.CopyPreviousWorldMatrix( updateBufferIndex );
239 inline void UpdateNodeWorldMatrix( Node& node, RenderableAttachment& updatedRenderable, int nodeDirtyFlags, BufferIndex updateBufferIndex )
242 * If world-matrix needs to be recalculated.
244 if ( ( nodeDirtyFlags & TransformFlag ) ||
245 updatedRenderable.IsScaleForSizeDirty() )
247 if( updatedRenderable.UsesGeometryScaling() )
249 // scaling, i.e. Text or Mesh
251 updatedRenderable.GetScaleForSize( node.GetSize( updateBufferIndex ), scaling );
252 if( node.GetInhibitLocalTransform() )
254 node.SetWorldMatrix( updateBufferIndex,
255 node.GetWorldScale(updateBufferIndex) * scaling,
256 node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
257 node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
261 node.SetWorldMatrix( updateBufferIndex,
262 node.GetWorldScale(updateBufferIndex) * scaling,
263 node.GetWorldRotation(updateBufferIndex),
264 node.GetWorldPosition(updateBufferIndex) );
269 // no scaling, i.e. Image
270 if( node.GetInhibitLocalTransform() )
272 node.SetWorldMatrix( updateBufferIndex,
273 node.GetWorldScale(updateBufferIndex),
274 node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
275 node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
279 node.SetWorldMatrix( updateBufferIndex,
280 node.GetWorldScale(updateBufferIndex),
281 node.GetWorldRotation(updateBufferIndex),
282 node.GetWorldPosition(updateBufferIndex) );
288 node.CopyPreviousWorldMatrix( updateBufferIndex );
293 * Update an attachment.
294 * @return An updated renderable attachment if one was ready.
296 inline RenderableAttachment* UpdateAttachment( NodeAttachment& attachment,
298 BufferIndex updateBufferIndex,
299 ResourceManager& resourceManager,
302 // Allow attachments to do specialised processing during updates
303 attachment.Update( updateBufferIndex, node, nodeDirtyFlags );
305 RenderableAttachment* renderable = attachment.GetRenderable(); // not all scene objects render
308 // Notify renderables when size has changed
309 // Size can change while node was invisible so we need to check size again if we were previously invisible
310 if( nodeDirtyFlags & (SizeFlag|VisibleFlag) )
312 renderable->SizeChanged( updateBufferIndex );
315 // check if node is visible
316 if( renderable->ResolveVisibility( updateBufferIndex ) )
318 renderable->PrepareResources( updateBufferIndex, resourceManager );
324 inline void AddRenderableToLayer( Layer& layer,
325 RenderableAttachment& renderable,
326 BufferIndex updateBufferIndex,
327 int inheritedDrawMode )
329 // The renderables are stored into the opaque list temporarily for PrepareRenderables()
330 // step. The list is cleared by ProcessRenderTasks().
331 layer.opaqueRenderables.push_back( &renderable );
335 * This is called recursively for all children of the root Node
337 inline int UpdateNodesAndAttachments( Node& node,
339 BufferIndex updateBufferIndex,
340 ResourceManager& resourceManager,
341 RenderQueue& renderQueue,
343 int inheritedDrawMode )
345 Layer* layer = ¤tLayer;
347 // Short-circuit for invisible nodes
348 if ( !node.IsVisible( updateBufferIndex ) )
353 // If the node was not previously visible
354 BufferIndex previousBuffer = updateBufferIndex ? 0u : 1u;
355 if ( !node.IsVisible( previousBuffer ) )
357 // The node was skipped in the previous update; it must recalculate everything
358 node.SetAllDirtyFlags();
361 // Some dirty flags are inherited from parent
362 int nodeDirtyFlags( node.GetDirtyFlags() | ( parentFlags & InheritedDirtyFlags ) );
364 int cumulativeDirtyFlags = nodeDirtyFlags;
366 if ( node.IsLayer() )
368 // all childs go to this layer
369 layer = node.GetLayer();
371 // assume layer is clean to begin with
372 layer->SetReuseRenderers( updateBufferIndex, true );
374 // Layers do not inherit the DrawMode from their parents
375 inheritedDrawMode = DrawMode::NORMAL;
377 DALI_ASSERT_DEBUG( NULL != layer );
379 UpdateNodeOpacity( node, nodeDirtyFlags, updateBufferIndex );
381 UpdateNodeGeometry( node, nodeDirtyFlags, updateBufferIndex );
383 UpdateNodeTransformValues( node, nodeDirtyFlags, updateBufferIndex );
385 // Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
386 inheritedDrawMode |= node.GetDrawMode();
388 if ( node.HasAttachment() )
391 * Add renderables for the children into the current Layer
393 RenderableAttachment* renderable = UpdateAttachment( node.GetAttachment(),
400 if( NULL != renderable )
402 // Update the world matrix after renderable update; the ScaleForSize property should now be calculated
403 UpdateNodeWorldMatrix( node, *renderable, nodeDirtyFlags, updateBufferIndex );
405 // The attachment is ready to render, so it is added to a set of renderables.
406 AddRenderableToLayer( *layer, *renderable, updateBufferIndex, inheritedDrawMode );
409 else if( node.IsObserved() )
411 // This node is being used as a property input for an animation, constraint,
412 // camera or bone. Ensure it's matrix is updated
413 UpdateNodeWorldMatrix( node, nodeDirtyFlags, updateBufferIndex );
416 // if any child node has moved or had its sort modifier changed, layer is not clean and old frame cannot be reused
417 // also if node has been deleted, dont reuse old render items
418 if( nodeDirtyFlags & RenderableUpdateFlags )
420 layer->SetReuseRenderers( updateBufferIndex, false );
424 NodeContainer& children = node.GetChildren();
425 const NodeIter endIter = children.End();
426 for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
428 Node& child = **iter;
429 cumulativeDirtyFlags |=UpdateNodesAndAttachments( child,
438 return cumulativeDirtyFlags;
442 * The root node is treated separately; it cannot inherit values since it has no parent
444 int UpdateNodesAndAttachments( Layer& rootNode,
445 BufferIndex updateBufferIndex,
446 ResourceManager& resourceManager,
447 RenderQueue& renderQueue )
449 DALI_ASSERT_DEBUG( rootNode.IsRoot() );
451 // Short-circuit for invisible nodes
452 if ( !rootNode.IsVisible( updateBufferIndex ) )
457 // If the root node was not previously visible
458 BufferIndex previousBuffer = updateBufferIndex ? 0u : 1u;
459 if ( !rootNode.IsVisible( previousBuffer ) )
461 // The node was skipped in the previous update; it must recalculate everything
462 rootNode.SetAllDirtyFlags();
465 int nodeDirtyFlags( rootNode.GetDirtyFlags() );
467 int cumulativeDirtyFlags = nodeDirtyFlags;
469 UpdateRootNodeOpacity( rootNode, nodeDirtyFlags, updateBufferIndex );
471 UpdateRootNodeTransformValues( rootNode, nodeDirtyFlags, updateBufferIndex );
473 DrawMode::Type drawMode( rootNode.GetDrawMode() );
476 NodeContainer& children = rootNode.GetChildren();
477 const NodeIter endIter = children.End();
478 for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
480 Node& child = **iter;
481 cumulativeDirtyFlags |= UpdateNodesAndAttachments( child,
490 return cumulativeDirtyFlags;
493 } // namespace SceneGraph
495 } // namespace Internal