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 UpdateRootNodeTransformValues( Layer& rootNode, int nodeDirtyFlags, BufferIndex updateBufferIndex )
140 // If the transform values need to be reinherited
141 if ( nodeDirtyFlags & TransformFlag )
143 rootNode.SetWorldPosition( updateBufferIndex, rootNode.GetPosition( updateBufferIndex ) );
144 rootNode.SetWorldRotation( updateBufferIndex, rootNode.GetRotation( updateBufferIndex ) );
145 rootNode.SetWorldScale ( updateBufferIndex, rootNode.GetScale ( updateBufferIndex ) );
149 // Copy previous value, in case they changed in the previous frame
150 rootNode.CopyPreviousWorldRotation( updateBufferIndex );
151 rootNode.CopyPreviousWorldScale( updateBufferIndex );
152 rootNode.CopyPreviousWorldPosition( updateBufferIndex );
157 * Updates transform values for the given node if the transform flag is dirty.
158 * This includes applying a new size should the SizeMode require it.
159 * Note that this will cause the size dirty flag to be set. This is why we pass
160 * the dirty flags in by reference.
161 * @param[in] node The node to update
162 * @param[in,out] nodeDirtyFlags A reference to the dirty flags, these may be modified by this function
163 * @param[in] updateBufferIndex The current index to use for this frame
165 inline void UpdateNodeTransformValues( Node& node, int& nodeDirtyFlags, BufferIndex updateBufferIndex )
167 // If the transform values need to be reinherited
168 if( nodeDirtyFlags & TransformFlag )
170 // Handle size relative to parent modes.
171 // This must be delt with before rotation/translation as otherwise anything
172 // anchored to a corner of this child would appear at the wrong position.
173 // The size dirty flag is modified if the size is being overridden.
174 // Note: Switch is in order of use-case commonality.
175 switch( node.GetSizeMode() )
179 // Completely ignore the parents size.
183 case SIZE_EQUAL_TO_PARENT:
185 // Set the nodes size to that of the parent.
186 node.SetSize( updateBufferIndex, node.GetParent()->GetSize( updateBufferIndex ) );
187 nodeDirtyFlags |= SizeFlag;
191 case SIZE_RELATIVE_TO_PARENT:
193 // Set the nodes size to the parents multiplied by a user defined value.
194 node.SetSize( updateBufferIndex, node.GetSizeModeFactor() * node.GetParent()->GetSize( updateBufferIndex ) );
195 nodeDirtyFlags |= SizeFlag;
199 case SIZE_FIXED_OFFSET_FROM_PARENT:
201 // Set the nodes size to the parents plus a user defined value.
202 node.SetSize( updateBufferIndex, node.GetSizeModeFactor() + node.GetParent()->GetSize( updateBufferIndex ) );
203 nodeDirtyFlags |= SizeFlag;
208 // With a non-central anchor-point, the world rotation and scale affects the world position.
209 // Therefore the world rotation & scale must be updated before the world position.
210 if( node.IsRotationInherited() )
212 node.InheritWorldRotation( updateBufferIndex );
216 node.SetWorldRotation( updateBufferIndex, node.GetRotation( updateBufferIndex ) );
219 if( node.IsScaleInherited() )
221 node.InheritWorldScale( updateBufferIndex );
225 node.SetWorldScale( updateBufferIndex, node.GetScale( updateBufferIndex ) );
228 node.InheritWorldPosition( updateBufferIndex );
232 // Copy inherited values, if those changed in the previous frame
233 node.CopyPreviousWorldRotation( updateBufferIndex );
234 node.CopyPreviousWorldScale( updateBufferIndex );
235 node.CopyPreviousWorldPosition( updateBufferIndex );
236 node.CopyPreviousSize( updateBufferIndex );
240 inline void UpdateNodeWorldMatrix( Node &node, int nodeDirtyFlags, BufferIndex updateBufferIndex )
242 // If world-matrix needs to be recalculated
243 if ( nodeDirtyFlags & TransformFlag )
245 if( node.GetInhibitLocalTransform() )
247 node.SetWorldMatrix( updateBufferIndex,
248 node.GetWorldScale(updateBufferIndex),
249 node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
250 node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
254 node.SetWorldMatrix( updateBufferIndex,
255 node.GetWorldScale(updateBufferIndex),
256 node.GetWorldRotation(updateBufferIndex),
257 node.GetWorldPosition(updateBufferIndex) );
262 node.CopyPreviousWorldMatrix( updateBufferIndex );
266 inline void UpdateNodeWorldMatrix( Node& node, RenderableAttachment& updatedRenderable, int nodeDirtyFlags, BufferIndex updateBufferIndex )
269 * If world-matrix needs to be recalculated.
271 if ( ( nodeDirtyFlags & TransformFlag ) ||
272 updatedRenderable.IsScaleForSizeDirty() )
274 if( updatedRenderable.UsesGeometryScaling() )
277 updatedRenderable.GetScaleForSize( node.GetSize( updateBufferIndex ), scaling );
278 if( node.GetInhibitLocalTransform() )
280 node.SetWorldMatrix( updateBufferIndex,
281 node.GetWorldScale(updateBufferIndex) * scaling,
282 node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
283 node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
287 node.SetWorldMatrix( updateBufferIndex,
288 node.GetWorldScale(updateBufferIndex) * scaling,
289 node.GetWorldRotation(updateBufferIndex),
290 node.GetWorldPosition(updateBufferIndex) );
295 // no scaling, i.e. Image
296 if( node.GetInhibitLocalTransform() )
298 node.SetWorldMatrix( updateBufferIndex,
299 node.GetWorldScale(updateBufferIndex),
300 node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
301 node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
305 node.SetWorldMatrix( updateBufferIndex,
306 node.GetWorldScale(updateBufferIndex),
307 node.GetWorldRotation(updateBufferIndex),
308 node.GetWorldPosition(updateBufferIndex) );
314 node.CopyPreviousWorldMatrix( updateBufferIndex );
319 * Update an attachment.
320 * @return An updated renderable attachment if one was ready.
322 inline RenderableAttachment* UpdateAttachment( NodeAttachment& attachment,
324 BufferIndex updateBufferIndex,
325 ResourceManager& resourceManager,
328 // Allow attachments to do specialised processing during updates
329 attachment.Update( updateBufferIndex, node, nodeDirtyFlags );
331 RenderableAttachment* renderable = attachment.GetRenderable(); // not all scene objects render
334 // Notify renderables when size has changed
335 // Size can change while node was invisible so we need to check size again if we were previously invisible
336 if( nodeDirtyFlags & (SizeFlag|VisibleFlag) )
338 renderable->SizeChanged( updateBufferIndex );
341 // check if node is visible
342 if( renderable->ResolveVisibility( updateBufferIndex ) )
344 renderable->PrepareResources( updateBufferIndex, resourceManager );
350 inline void AddRenderableToLayer( Layer& layer,
351 RenderableAttachment& renderable,
352 BufferIndex updateBufferIndex,
353 int inheritedDrawMode )
355 // The renderables are stored into the opaque list temporarily for PrepareRenderables()
356 // step. The list is cleared by ProcessRenderTasks().
357 layer.opaqueRenderables.push_back( &renderable );
361 * This is called recursively for all children of the root Node
363 inline int UpdateNodesAndAttachments( Node& node,
365 BufferIndex updateBufferIndex,
366 ResourceManager& resourceManager,
367 RenderQueue& renderQueue,
369 int inheritedDrawMode )
371 Layer* layer = ¤tLayer;
373 // Short-circuit for invisible nodes
374 if ( !node.IsVisible( updateBufferIndex ) )
379 // If the node was not previously visible
380 BufferIndex previousBuffer = updateBufferIndex ? 0u : 1u;
381 if ( !node.IsVisible( previousBuffer ) )
383 // The node was skipped in the previous update; it must recalculate everything
384 node.SetAllDirtyFlags();
387 // Some dirty flags are inherited from parent
388 int nodeDirtyFlags( node.GetDirtyFlags() | ( parentFlags & InheritedDirtyFlags ) );
390 int cumulativeDirtyFlags = nodeDirtyFlags;
392 if ( node.IsLayer() )
394 // all childs go to this layer
395 layer = node.GetLayer();
397 // assume layer is clean to begin with
398 layer->SetReuseRenderers( updateBufferIndex, true );
400 // Layers do not inherit the DrawMode from their parents
401 inheritedDrawMode = DrawMode::NORMAL;
403 DALI_ASSERT_DEBUG( NULL != layer );
405 UpdateNodeOpacity( node, nodeDirtyFlags, updateBufferIndex );
407 // Note: nodeDirtyFlags are passed in by reference and may be modified by the following function.
408 // It is important that the modified version of these flags are used by the RenderableAttachment.
409 UpdateNodeTransformValues( node, nodeDirtyFlags, updateBufferIndex );
411 // Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
412 inheritedDrawMode |= node.GetDrawMode();
414 if ( node.HasAttachment() )
417 * Add renderables for the children into the current Layer
419 RenderableAttachment* renderable = UpdateAttachment( node.GetAttachment(),
426 if( NULL != renderable )
428 // Update the world matrix after renderable update; the ScaleForSize property should now be calculated
429 UpdateNodeWorldMatrix( node, *renderable, nodeDirtyFlags, updateBufferIndex );
431 // The attachment is ready to render, so it is added to a set of renderables.
432 AddRenderableToLayer( *layer, *renderable, updateBufferIndex, inheritedDrawMode );
435 else if( node.IsObserved() )
437 // This node is being used as a property input for an animation, constraint,
438 // camera or bone. Ensure it's matrix is updated
439 UpdateNodeWorldMatrix( node, nodeDirtyFlags, updateBufferIndex );
442 // if any child node has moved or had its sort modifier changed, layer is not clean and old frame cannot be reused
443 // also if node has been deleted, dont reuse old render items
444 if( nodeDirtyFlags & RenderableUpdateFlags )
446 layer->SetReuseRenderers( updateBufferIndex, false );
450 NodeContainer& children = node.GetChildren();
451 const NodeIter endIter = children.End();
452 for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
454 Node& child = **iter;
455 cumulativeDirtyFlags |=UpdateNodesAndAttachments( child,
464 return cumulativeDirtyFlags;
468 * The root node is treated separately; it cannot inherit values since it has no parent
470 int UpdateNodesAndAttachments( Layer& rootNode,
471 BufferIndex updateBufferIndex,
472 ResourceManager& resourceManager,
473 RenderQueue& renderQueue )
475 DALI_ASSERT_DEBUG( rootNode.IsRoot() );
477 // Short-circuit for invisible nodes
478 if ( !rootNode.IsVisible( updateBufferIndex ) )
483 // If the root node was not previously visible
484 BufferIndex previousBuffer = updateBufferIndex ? 0u : 1u;
485 if ( !rootNode.IsVisible( previousBuffer ) )
487 // The node was skipped in the previous update; it must recalculate everything
488 rootNode.SetAllDirtyFlags();
491 int nodeDirtyFlags( rootNode.GetDirtyFlags() );
493 int cumulativeDirtyFlags = nodeDirtyFlags;
495 UpdateRootNodeOpacity( rootNode, nodeDirtyFlags, updateBufferIndex );
497 UpdateRootNodeTransformValues( rootNode, nodeDirtyFlags, updateBufferIndex );
499 DrawMode::Type drawMode( rootNode.GetDrawMode() );
502 NodeContainer& children = rootNode.GetChildren();
503 const NodeIter endIter = children.End();
504 for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
506 Node& child = **iter;
507 cumulativeDirtyFlags |= UpdateNodesAndAttachments( child,
516 return cumulativeDirtyFlags;
519 } // namespace SceneGraph
521 } // namespace Internal