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 // Handle size relative to parent modes.
182 // This must be delt with before rotation/translation as otherwise anything
183 // anchored to a corner of this child would appear at the wrong position.
184 // Note: Switch is in order of use-case commonality.
185 switch( node.GetSizeMode() )
189 // Completely ignore the parents size.
193 case SIZE_EQUAL_TO_PARENT:
195 // Set the nodes size to that of the parent.
196 node.SetSize( updateBufferIndex, node.GetParent()->GetSize( updateBufferIndex ) );
200 case SIZE_RELATIVE_TO_PARENT:
202 // Set the nodes size to the parents multiplied by a user defined value.
203 node.SetSize( updateBufferIndex, node.GetSizeModeFactor() * node.GetParent()->GetSize( updateBufferIndex ) );
207 case SIZE_FIXED_OFFSET_FROM_PARENT:
209 // Set the nodes size to the parents plus a user defined value.
210 node.SetSize( updateBufferIndex, node.GetSizeModeFactor() + node.GetParent()->GetSize( updateBufferIndex ) );
215 // With a non-central anchor-point, the world rotation and scale affects the world position.
216 // Therefore the world rotation & scale must be updated before the world position.
217 if( node.IsRotationInherited() )
219 node.InheritWorldRotation( updateBufferIndex );
223 node.SetWorldRotation( updateBufferIndex, node.GetRotation( updateBufferIndex ) );
226 if( node.IsScaleInherited() )
228 node.InheritWorldScale( updateBufferIndex );
232 node.SetWorldScale( updateBufferIndex, node.GetScale( updateBufferIndex ) );
235 node.InheritWorldPosition( updateBufferIndex );
239 // Copy inherited values, if those changed in the previous frame
240 node.CopyPreviousWorldRotation( updateBufferIndex );
241 node.CopyPreviousWorldScale( updateBufferIndex );
242 node.CopyPreviousWorldPosition( updateBufferIndex );
243 node.CopyPreviousSize( updateBufferIndex );
247 inline void UpdateNodeWorldMatrix( Node &node, int nodeDirtyFlags, BufferIndex updateBufferIndex )
249 // If world-matrix needs to be recalculated
250 if ( nodeDirtyFlags & TransformFlag )
252 if( node.GetInhibitLocalTransform() )
254 node.SetWorldMatrix( updateBufferIndex,
255 node.GetWorldScale(updateBufferIndex),
256 node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
257 node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
261 node.SetWorldMatrix( updateBufferIndex,
262 node.GetWorldScale(updateBufferIndex),
263 node.GetWorldRotation(updateBufferIndex),
264 node.GetWorldPosition(updateBufferIndex) );
269 node.CopyPreviousWorldMatrix( updateBufferIndex );
273 inline void UpdateNodeWorldMatrix( Node& node, RenderableAttachment& updatedRenderable, int nodeDirtyFlags, BufferIndex updateBufferIndex )
276 * If world-matrix needs to be recalculated.
278 if ( ( nodeDirtyFlags & TransformFlag ) ||
279 updatedRenderable.IsScaleForSizeDirty() )
281 if( updatedRenderable.UsesGeometryScaling() )
283 // scaling, i.e. Text or Mesh
285 updatedRenderable.GetScaleForSize( node.GetSize( updateBufferIndex ), scaling );
286 if( node.GetInhibitLocalTransform() )
288 node.SetWorldMatrix( updateBufferIndex,
289 node.GetWorldScale(updateBufferIndex) * scaling,
290 node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
291 node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
295 node.SetWorldMatrix( updateBufferIndex,
296 node.GetWorldScale(updateBufferIndex) * scaling,
297 node.GetWorldRotation(updateBufferIndex),
298 node.GetWorldPosition(updateBufferIndex) );
303 // no scaling, i.e. Image
304 if( node.GetInhibitLocalTransform() )
306 node.SetWorldMatrix( updateBufferIndex,
307 node.GetWorldScale(updateBufferIndex),
308 node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
309 node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
313 node.SetWorldMatrix( updateBufferIndex,
314 node.GetWorldScale(updateBufferIndex),
315 node.GetWorldRotation(updateBufferIndex),
316 node.GetWorldPosition(updateBufferIndex) );
322 node.CopyPreviousWorldMatrix( updateBufferIndex );
327 * Update an attachment.
328 * @return An updated renderable attachment if one was ready.
330 inline RenderableAttachment* UpdateAttachment( NodeAttachment& attachment,
332 BufferIndex updateBufferIndex,
333 ResourceManager& resourceManager,
336 // Allow attachments to do specialised processing during updates
337 attachment.Update( updateBufferIndex, node, nodeDirtyFlags );
339 RenderableAttachment* renderable = attachment.GetRenderable(); // not all scene objects render
342 // Notify renderables when size has changed
343 // Size can change while node was invisible so we need to check size again if we were previously invisible
344 if( nodeDirtyFlags & (SizeFlag|VisibleFlag) )
346 renderable->SizeChanged( updateBufferIndex );
349 // check if node is visible
350 if( renderable->ResolveVisibility( updateBufferIndex ) )
352 renderable->PrepareResources( updateBufferIndex, resourceManager );
358 inline void AddRenderableToLayer( Layer& layer,
359 RenderableAttachment& renderable,
360 BufferIndex updateBufferIndex,
361 int inheritedDrawMode )
363 // The renderables are stored into the opaque list temporarily for PrepareRenderables()
364 // step. The list is cleared by ProcessRenderTasks().
365 layer.opaqueRenderables.push_back( &renderable );
369 * This is called recursively for all children of the root Node
371 inline int UpdateNodesAndAttachments( Node& node,
373 BufferIndex updateBufferIndex,
374 ResourceManager& resourceManager,
375 RenderQueue& renderQueue,
377 int inheritedDrawMode )
379 Layer* layer = ¤tLayer;
381 // Short-circuit for invisible nodes
382 if ( !node.IsVisible( updateBufferIndex ) )
387 // If the node was not previously visible
388 BufferIndex previousBuffer = updateBufferIndex ? 0u : 1u;
389 if ( !node.IsVisible( previousBuffer ) )
391 // The node was skipped in the previous update; it must recalculate everything
392 node.SetAllDirtyFlags();
395 // Some dirty flags are inherited from parent
396 int nodeDirtyFlags( node.GetDirtyFlags() | ( parentFlags & InheritedDirtyFlags ) );
398 int cumulativeDirtyFlags = nodeDirtyFlags;
400 if ( node.IsLayer() )
402 // all childs go to this layer
403 layer = node.GetLayer();
405 // assume layer is clean to begin with
406 layer->SetReuseRenderers( updateBufferIndex, true );
408 // Layers do not inherit the DrawMode from their parents
409 inheritedDrawMode = DrawMode::NORMAL;
411 DALI_ASSERT_DEBUG( NULL != layer );
413 UpdateNodeOpacity( node, nodeDirtyFlags, updateBufferIndex );
415 UpdateNodeGeometry( node, nodeDirtyFlags, updateBufferIndex );
417 UpdateNodeTransformValues( node, nodeDirtyFlags, updateBufferIndex );
419 // Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
420 inheritedDrawMode |= node.GetDrawMode();
422 if ( node.HasAttachment() )
425 * Add renderables for the children into the current Layer
427 RenderableAttachment* renderable = UpdateAttachment( node.GetAttachment(),
434 if( NULL != renderable )
436 // Update the world matrix after renderable update; the ScaleForSize property should now be calculated
437 UpdateNodeWorldMatrix( node, *renderable, nodeDirtyFlags, updateBufferIndex );
439 // The attachment is ready to render, so it is added to a set of renderables.
440 AddRenderableToLayer( *layer, *renderable, updateBufferIndex, inheritedDrawMode );
443 else if( node.IsObserved() )
445 // This node is being used as a property input for an animation, constraint,
446 // camera or bone. Ensure it's matrix is updated
447 UpdateNodeWorldMatrix( node, nodeDirtyFlags, updateBufferIndex );
450 // if any child node has moved or had its sort modifier changed, layer is not clean and old frame cannot be reused
451 // also if node has been deleted, dont reuse old render items
452 if( nodeDirtyFlags & RenderableUpdateFlags )
454 layer->SetReuseRenderers( updateBufferIndex, false );
458 NodeContainer& children = node.GetChildren();
459 const NodeIter endIter = children.End();
460 for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
462 Node& child = **iter;
463 cumulativeDirtyFlags |=UpdateNodesAndAttachments( child,
472 return cumulativeDirtyFlags;
476 * The root node is treated separately; it cannot inherit values since it has no parent
478 int UpdateNodesAndAttachments( Layer& rootNode,
479 BufferIndex updateBufferIndex,
480 ResourceManager& resourceManager,
481 RenderQueue& renderQueue )
483 DALI_ASSERT_DEBUG( rootNode.IsRoot() );
485 // Short-circuit for invisible nodes
486 if ( !rootNode.IsVisible( updateBufferIndex ) )
491 // If the root node was not previously visible
492 BufferIndex previousBuffer = updateBufferIndex ? 0u : 1u;
493 if ( !rootNode.IsVisible( previousBuffer ) )
495 // The node was skipped in the previous update; it must recalculate everything
496 rootNode.SetAllDirtyFlags();
499 int nodeDirtyFlags( rootNode.GetDirtyFlags() );
501 int cumulativeDirtyFlags = nodeDirtyFlags;
503 UpdateRootNodeOpacity( rootNode, nodeDirtyFlags, updateBufferIndex );
505 UpdateRootNodeTransformValues( rootNode, nodeDirtyFlags, updateBufferIndex );
507 DrawMode::Type drawMode( rootNode.GetDrawMode() );
510 NodeContainer& children = rootNode.GetChildren();
511 const NodeIter endIter = children.End();
512 for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
514 Node& child = **iter;
515 cumulativeDirtyFlags |= UpdateNodesAndAttachments( child,
524 return cumulativeDirtyFlags;
527 } // namespace SceneGraph
529 } // namespace Internal