2 * Copyright (c) 2016 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 "svg-visual.h"
22 #include <dali/public-api/images/buffer-image.h>
23 #include <dali/public-api/common/stage.h>
24 #include <dali/public-api/math/vector4.h>
25 #include <dali/devel-api/images/atlas.h>
26 #include <dali/devel-api/images/texture-set-image.h>
27 #include <dali/integration-api/debug.h>
30 #include <dali-toolkit/public-api/visuals/image-visual-properties.h>
31 #include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
32 #include <dali-toolkit/third-party/nanosvg/nanosvg.h>
33 #include <dali-toolkit/internal/visuals/svg/svg-rasterize-thread.h>
34 #include <dali-toolkit/internal/visuals/image/image-visual.h>
35 #include <dali-toolkit/internal/visuals/image-atlas-manager.h>
36 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
37 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
38 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
43 const char * const UNITS("px");
45 const Dali::Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
57 SvgVisualPtr SvgVisual::New( VisualFactoryCache& factoryCache, const std::string& imageUrl, const Property::Map& properties )
59 SvgVisualPtr svgVisual( new SvgVisual( factoryCache ) );
60 svgVisual->ParseFromUrl( imageUrl );
61 svgVisual->SetProperties( properties );
66 SvgVisualPtr SvgVisual::New( VisualFactoryCache& factoryCache, const std::string& imageUrl )
68 SvgVisualPtr svgVisual( new SvgVisual( factoryCache ) );
69 svgVisual->ParseFromUrl( imageUrl );
74 SvgVisual::SvgVisual( VisualFactoryCache& factoryCache )
75 : Visual::Base( factoryCache ),
76 mAtlasRect( FULL_TEXTURE_RECT ),
80 mVisualSize(Vector2::ZERO)
82 // the rasterized image is with pre-multiplied alpha format
83 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
86 SvgVisual::~SvgVisual()
90 nsvgDelete( mParsedImage );
94 void SvgVisual::DoSetProperties( const Property::Map& propertyMap )
96 // url already passed in from constructor
99 void SvgVisual::DoSetOnStage( Actor& actor )
101 Shader shader = ImageVisual::GetImageShader( mFactoryCache, true, true );
102 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
105 geometry = mFactoryCache.CreateQuadGeometry();
106 mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY, geometry );
108 TextureSet textureSet = TextureSet::New();
109 mImpl->mRenderer = Renderer::New( geometry, shader );
110 mImpl->mRenderer.SetTextures( textureSet );
112 // Register transform properties
113 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
115 // Defer the rasterisation task until we get given a size (by Size Negotiation algorithm)
117 // Hold the weak handle of the placement actor and delay the adding of renderer until the svg rasterization is finished.
118 mPlacementActor = actor;
121 void SvgVisual::DoSetOffStage( Actor& actor )
123 mFactoryCache.GetSVGRasterizationThread()->RemoveTask( this );
125 actor.RemoveRenderer( mImpl->mRenderer );
126 mImpl->mRenderer.Reset();
127 mPlacementActor.Reset();
130 void SvgVisual::GetNaturalSize( Vector2& naturalSize )
134 naturalSize.x = mParsedImage->width;
135 naturalSize.y = mParsedImage->height;
139 naturalSize = Vector2::ZERO;
143 void SvgVisual::DoCreatePropertyMap( Property::Map& map ) const
146 map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::IMAGE );
147 if( !mImageUrl.empty() )
149 map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl );
153 void SvgVisual::ParseFromUrl( const std::string& imageUrl )
155 mImageUrl = imageUrl;
157 Vector2 dpi = Stage::GetCurrent().GetDpi();
158 float meanDpi = (dpi.height + dpi.width) * 0.5f;
159 mParsedImage = nsvgParseFromFile( imageUrl.c_str(), UNITS, meanDpi );
162 void SvgVisual::AddRasterizationTask( const Vector2& size )
164 if( mImpl->mRenderer && mParsedImage )
166 unsigned int width = static_cast<unsigned int>(size.width);
167 unsigned int height = static_cast<unsigned int>( size.height );
169 RasterizingTaskPtr newTask = new RasterizingTask( this, mParsedImage, width, height );
170 mFactoryCache.GetSVGRasterizationThread()->AddTask( newTask );
174 void SvgVisual::ApplyRasterizedImage( PixelData rasterizedPixelData )
178 TextureSet currentTextureSet = mImpl->mRenderer.GetTextures();
179 if( mAtlasRect != FULL_TEXTURE_RECT )
181 mFactoryCache.GetAtlasManager()->Remove( currentTextureSet, mAtlasRect );
185 TextureSet textureSet = mFactoryCache.GetAtlasManager()->Add(atlasRect, rasterizedPixelData );
186 if( textureSet ) // atlasing
188 if( textureSet != currentTextureSet )
190 mImpl->mRenderer.SetTextures( textureSet );
192 mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
193 mAtlasRect = atlasRect;
194 mImpl->mFlags |= Impl::IS_ATLASING_APPLIED;
198 Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, Pixel::RGBA8888,
199 rasterizedPixelData.GetWidth(), rasterizedPixelData.GetHeight() );
200 texture.Upload( rasterizedPixelData );
201 mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
203 if( mAtlasRect == FULL_TEXTURE_RECT )
205 textureSet = currentTextureSet;
209 textureSet = TextureSet::New();
210 mImpl->mRenderer.SetTextures( textureSet );
212 mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, FULL_TEXTURE_RECT );
213 mAtlasRect = FULL_TEXTURE_RECT;
218 textureSet.SetTexture( 0, texture );
222 // Rasterized pixels are uploaded to texture. If weak handle is holding a placement actor, it is the time to add the renderer to actor.
223 Actor actor = mPlacementActor.GetHandle();
226 actor.AddRenderer( mImpl->mRenderer );
227 // reset the weak handle so that the renderer only get added to actor once
228 mPlacementActor.Reset();
233 void SvgVisual::OnSetTransform()
235 Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
237 if( mParsedImage && IsOnStage() )
239 if( visualSize != mVisualSize )
241 AddRasterizationTask( visualSize );
242 mVisualSize = visualSize;
247 } // namespace Internal
249 } // namespace Toolkit