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 );
177 * Updates transform values for the given node if the transform flag is dirty.
178 * This includes applying a new size should the SizeMode require it.
179 * Note that this will cause the size dirty flag to be set. This is why we pass
180 * the dirty flags in by reference.
181 * @param[in] node The node to update
182 * @param[in,out] nodeDirtyFlags A reference to the dirty flags, these may be modified by this function
183 * @param[in] updateBufferIndex The current index to use for this frame
185 inline void UpdateNodeTransformValues( Node& node, int& nodeDirtyFlags, BufferIndex updateBufferIndex )
187 // If the transform values need to be reinherited
188 if( nodeDirtyFlags & TransformFlag )
190 // Handle size relative to parent modes.
191 // This must be delt with before rotation/translation as otherwise anything
192 // anchored to a corner of this child would appear at the wrong position.
193 // The size dirty flag is modified if the size is being overridden.
194 // Note: Switch is in order of use-case commonality.
195 switch( node.GetSizeMode() )
199 // Completely ignore the parents size.
203 case SIZE_EQUAL_TO_PARENT:
205 // Set the nodes size to that of the parent.
206 node.SetSize( updateBufferIndex, node.GetParent()->GetSize( updateBufferIndex ) );
207 nodeDirtyFlags |= SizeFlag;
211 case SIZE_RELATIVE_TO_PARENT:
213 // Set the nodes size to the parents multiplied by a user defined value.
214 node.SetSize( updateBufferIndex, node.GetSizeModeFactor() * node.GetParent()->GetSize( updateBufferIndex ) );
215 nodeDirtyFlags |= SizeFlag;
219 case SIZE_FIXED_OFFSET_FROM_PARENT:
221 // Set the nodes size to the parents plus a user defined value.
222 node.SetSize( updateBufferIndex, node.GetSizeModeFactor() + node.GetParent()->GetSize( updateBufferIndex ) );
223 nodeDirtyFlags |= SizeFlag;
228 // With a non-central anchor-point, the world rotation and scale affects the world position.
229 // Therefore the world rotation & scale must be updated before the world position.
230 if( node.IsRotationInherited() )
232 node.InheritWorldRotation( updateBufferIndex );
236 node.SetWorldRotation( updateBufferIndex, node.GetRotation( updateBufferIndex ) );
239 if( node.IsScaleInherited() )
241 node.InheritWorldScale( updateBufferIndex );
245 node.SetWorldScale( updateBufferIndex, node.GetScale( updateBufferIndex ) );
248 node.InheritWorldPosition( updateBufferIndex );
252 // Copy inherited values, if those changed in the previous frame
253 node.CopyPreviousWorldRotation( updateBufferIndex );
254 node.CopyPreviousWorldScale( updateBufferIndex );
255 node.CopyPreviousWorldPosition( updateBufferIndex );
256 node.CopyPreviousSize( updateBufferIndex );
260 inline void UpdateNodeWorldMatrix( Node &node, int nodeDirtyFlags, BufferIndex updateBufferIndex )
262 // If world-matrix needs to be recalculated
263 if ( nodeDirtyFlags & TransformFlag )
265 if( node.GetInhibitLocalTransform() )
267 node.SetWorldMatrix( updateBufferIndex,
268 node.GetWorldScale(updateBufferIndex),
269 node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
270 node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
274 node.SetWorldMatrix( updateBufferIndex,
275 node.GetWorldScale(updateBufferIndex),
276 node.GetWorldRotation(updateBufferIndex),
277 node.GetWorldPosition(updateBufferIndex) );
282 node.CopyPreviousWorldMatrix( updateBufferIndex );
286 inline void UpdateNodeWorldMatrix( Node& node, RenderableAttachment& updatedRenderable, int nodeDirtyFlags, BufferIndex updateBufferIndex )
289 * If world-matrix needs to be recalculated.
291 if ( ( nodeDirtyFlags & TransformFlag ) ||
292 updatedRenderable.IsScaleForSizeDirty() )
294 if( updatedRenderable.UsesGeometryScaling() )
296 // scaling, i.e. Mesh
298 updatedRenderable.GetScaleForSize( node.GetSize( updateBufferIndex ), scaling );
299 if( node.GetInhibitLocalTransform() )
301 node.SetWorldMatrix( updateBufferIndex,
302 node.GetWorldScale(updateBufferIndex) * scaling,
303 node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
304 node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
308 node.SetWorldMatrix( updateBufferIndex,
309 node.GetWorldScale(updateBufferIndex) * scaling,
310 node.GetWorldRotation(updateBufferIndex),
311 node.GetWorldPosition(updateBufferIndex) );
316 // no scaling, i.e. Image
317 if( node.GetInhibitLocalTransform() )
319 node.SetWorldMatrix( updateBufferIndex,
320 node.GetWorldScale(updateBufferIndex),
321 node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
322 node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
326 node.SetWorldMatrix( updateBufferIndex,
327 node.GetWorldScale(updateBufferIndex),
328 node.GetWorldRotation(updateBufferIndex),
329 node.GetWorldPosition(updateBufferIndex) );
335 node.CopyPreviousWorldMatrix( updateBufferIndex );
340 * Update an attachment.
341 * @return An updated renderable attachment if one was ready.
343 inline RenderableAttachment* UpdateAttachment( NodeAttachment& attachment,
345 BufferIndex updateBufferIndex,
346 ResourceManager& resourceManager,
349 // Allow attachments to do specialised processing during updates
350 attachment.Update( updateBufferIndex, node, nodeDirtyFlags );
352 RenderableAttachment* renderable = attachment.GetRenderable(); // not all scene objects render
355 // Notify renderables when size has changed
356 // Size can change while node was invisible so we need to check size again if we were previously invisible
357 if( nodeDirtyFlags & (SizeFlag|VisibleFlag) )
359 renderable->SizeChanged( updateBufferIndex );
362 // check if node is visible
363 if( renderable->ResolveVisibility( updateBufferIndex ) )
365 renderable->PrepareResources( updateBufferIndex, resourceManager );
371 inline void AddRenderableToLayer( Layer& layer,
372 RenderableAttachment& renderable,
373 BufferIndex updateBufferIndex,
374 int inheritedDrawMode )
376 // The renderables are stored into the opaque list temporarily for PrepareRenderables()
377 // step. The list is cleared by ProcessRenderTasks().
378 layer.opaqueRenderables.push_back( &renderable );
382 * This is called recursively for all children of the root Node
384 inline int UpdateNodesAndAttachments( Node& node,
386 BufferIndex updateBufferIndex,
387 ResourceManager& resourceManager,
388 RenderQueue& renderQueue,
390 int inheritedDrawMode )
392 Layer* layer = ¤tLayer;
394 // Short-circuit for invisible nodes
395 if ( !node.IsVisible( updateBufferIndex ) )
400 // If the node was not previously visible
401 BufferIndex previousBuffer = updateBufferIndex ? 0u : 1u;
402 if ( !node.IsVisible( previousBuffer ) )
404 // The node was skipped in the previous update; it must recalculate everything
405 node.SetAllDirtyFlags();
408 // Some dirty flags are inherited from parent
409 int nodeDirtyFlags( node.GetDirtyFlags() | ( parentFlags & InheritedDirtyFlags ) );
411 int cumulativeDirtyFlags = nodeDirtyFlags;
413 if ( node.IsLayer() )
415 // all childs go to this layer
416 layer = node.GetLayer();
418 // assume layer is clean to begin with
419 layer->SetReuseRenderers( updateBufferIndex, true );
421 // Layers do not inherit the DrawMode from their parents
422 inheritedDrawMode = DrawMode::NORMAL;
424 DALI_ASSERT_DEBUG( NULL != layer );
426 UpdateNodeOpacity( node, nodeDirtyFlags, updateBufferIndex );
428 UpdateNodeGeometry( node, nodeDirtyFlags, updateBufferIndex );
430 // Note: nodeDirtyFlags are passed in by reference and may be modified by the following function.
431 // It is important that the modified version of these flags are used by the RenderableAttachment.
432 UpdateNodeTransformValues( node, nodeDirtyFlags, updateBufferIndex );
434 // Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
435 inheritedDrawMode |= node.GetDrawMode();
437 if ( node.HasAttachment() )
440 * Add renderables for the children into the current Layer
442 RenderableAttachment* renderable = UpdateAttachment( node.GetAttachment(),
449 if( NULL != renderable )
451 // Update the world matrix after renderable update; the ScaleForSize property should now be calculated
452 UpdateNodeWorldMatrix( node, *renderable, nodeDirtyFlags, updateBufferIndex );
454 // The attachment is ready to render, so it is added to a set of renderables.
455 AddRenderableToLayer( *layer, *renderable, updateBufferIndex, inheritedDrawMode );
458 else if( node.IsObserved() )
460 // This node is being used as a property input for an animation, constraint,
461 // camera or bone. Ensure it's matrix is updated
462 UpdateNodeWorldMatrix( node, nodeDirtyFlags, updateBufferIndex );
465 // if any child node has moved or had its sort modifier changed, layer is not clean and old frame cannot be reused
466 // also if node has been deleted, dont reuse old render items
467 if( nodeDirtyFlags & RenderableUpdateFlags )
469 layer->SetReuseRenderers( updateBufferIndex, false );
473 NodeContainer& children = node.GetChildren();
474 const NodeIter endIter = children.End();
475 for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
477 Node& child = **iter;
478 cumulativeDirtyFlags |=UpdateNodesAndAttachments( child,
487 return cumulativeDirtyFlags;
491 * The root node is treated separately; it cannot inherit values since it has no parent
493 int UpdateNodesAndAttachments( Layer& rootNode,
494 BufferIndex updateBufferIndex,
495 ResourceManager& resourceManager,
496 RenderQueue& renderQueue )
498 DALI_ASSERT_DEBUG( rootNode.IsRoot() );
500 // Short-circuit for invisible nodes
501 if ( !rootNode.IsVisible( updateBufferIndex ) )
506 // If the root node was not previously visible
507 BufferIndex previousBuffer = updateBufferIndex ? 0u : 1u;
508 if ( !rootNode.IsVisible( previousBuffer ) )
510 // The node was skipped in the previous update; it must recalculate everything
511 rootNode.SetAllDirtyFlags();
514 int nodeDirtyFlags( rootNode.GetDirtyFlags() );
516 int cumulativeDirtyFlags = nodeDirtyFlags;
518 UpdateRootNodeOpacity( rootNode, nodeDirtyFlags, updateBufferIndex );
520 UpdateRootNodeTransformValues( rootNode, nodeDirtyFlags, updateBufferIndex );
522 DrawMode::Type drawMode( rootNode.GetDrawMode() );
525 NodeContainer& children = rootNode.GetChildren();
526 const NodeIter endIter = children.End();
527 for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
529 Node& child = **iter;
530 cumulativeDirtyFlags |= UpdateNodesAndAttachments( child,
539 return cumulativeDirtyFlags;
542 } // namespace SceneGraph
544 } // namespace Internal