2 * Copyright (c) 2017 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/texture-set-image.h>
26 #include <dali/integration-api/debug.h>
29 #include <dali-toolkit/public-api/visuals/image-visual-properties.h>
30 #include <dali-toolkit/public-api/visuals/visual-properties.h>
31 #include <dali-toolkit/third-party/nanosvg/nanosvg.h>
32 #include <dali-toolkit/internal/visuals/svg/svg-rasterize-thread.h>
33 #include <dali-toolkit/internal/visuals/image/image-visual.h>
34 #include <dali-toolkit/internal/visuals/image-atlas-manager.h>
35 #include <dali-toolkit/internal/visuals/visual-factory-cache.h>
36 #include <dali-toolkit/internal/visuals/visual-string-constants.h>
37 #include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
42 const char * const UNITS("px");
44 const Dali::Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
56 SvgVisualPtr SvgVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl, const Property::Map& properties )
58 SvgVisualPtr svgVisual( new SvgVisual( factoryCache ) );
59 svgVisual->ParseFromUrl( imageUrl );
60 svgVisual->SetProperties( properties );
65 SvgVisualPtr SvgVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl )
67 SvgVisualPtr svgVisual( new SvgVisual( factoryCache ) );
68 svgVisual->ParseFromUrl( imageUrl );
73 SvgVisual::SvgVisual( VisualFactoryCache& factoryCache )
74 : Visual::Base( factoryCache ),
75 mAtlasRect( FULL_TEXTURE_RECT ),
79 mVisualSize(Vector2::ZERO)
81 // the rasterized image is with pre-multiplied alpha format
82 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
85 SvgVisual::~SvgVisual()
89 nsvgDelete( mParsedImage );
93 void SvgVisual::DoSetProperties( const Property::Map& propertyMap )
95 // url already passed in from constructor
98 void SvgVisual::DoSetOnStage( Actor& actor )
100 Shader shader = ImageVisual::GetImageShader( mFactoryCache, true, true );
101 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
102 TextureSet textureSet = TextureSet::New();
103 mImpl->mRenderer = Renderer::New( geometry, shader );
104 mImpl->mRenderer.SetTextures( textureSet );
106 // Register transform properties
107 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
109 // Defer the rasterisation task until we get given a size (by Size Negotiation algorithm)
111 // Hold the weak handle of the placement actor and delay the adding of renderer until the svg rasterization is finished.
112 mPlacementActor = actor;
114 // SVG visual needs it's size set before it can be rasterized hence set ResourceReady once on stage
118 void SvgVisual::DoSetOffStage( Actor& actor )
120 mFactoryCache.GetSVGRasterizationThread()->RemoveTask( this );
122 actor.RemoveRenderer( mImpl->mRenderer );
123 mImpl->mRenderer.Reset();
124 mPlacementActor.Reset();
127 void SvgVisual::GetNaturalSize( Vector2& naturalSize )
131 naturalSize.x = mParsedImage->width;
132 naturalSize.y = mParsedImage->height;
136 naturalSize = Vector2::ZERO;
140 void SvgVisual::DoCreatePropertyMap( Property::Map& map ) const
143 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::SVG );
144 if( mImageUrl.IsValid() )
146 map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() );
150 void SvgVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
155 void SvgVisual::ParseFromUrl( const VisualUrl& imageUrl )
157 mImageUrl = imageUrl;
158 if( mImageUrl.IsLocalResource() )
160 Vector2 dpi = Stage::GetCurrent().GetDpi();
161 float meanDpi = (dpi.height + dpi.width) * 0.5f;
162 mParsedImage = nsvgParseFromFile( mImageUrl.GetUrl().c_str(), UNITS, meanDpi );
166 void SvgVisual::AddRasterizationTask( const Vector2& size )
168 if( mImpl->mRenderer && mParsedImage )
170 unsigned int width = static_cast<unsigned int>(size.width);
171 unsigned int height = static_cast<unsigned int>( size.height );
173 RasterizingTaskPtr newTask = new RasterizingTask( this, mParsedImage, width, height );
174 mFactoryCache.GetSVGRasterizationThread()->AddTask( newTask );
178 void SvgVisual::ApplyRasterizedImage( PixelData rasterizedPixelData )
182 TextureSet currentTextureSet = mImpl->mRenderer.GetTextures();
183 if( mAtlasRect != FULL_TEXTURE_RECT )
185 mFactoryCache.GetAtlasManager()->Remove( currentTextureSet, mAtlasRect );
189 TextureSet textureSet = mFactoryCache.GetAtlasManager()->Add(atlasRect, rasterizedPixelData );
190 if( textureSet ) // atlasing
192 if( textureSet != currentTextureSet )
194 mImpl->mRenderer.SetTextures( textureSet );
196 mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
197 mAtlasRect = atlasRect;
198 mImpl->mFlags |= Impl::IS_ATLASING_APPLIED;
202 Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, Pixel::RGBA8888,
203 rasterizedPixelData.GetWidth(), rasterizedPixelData.GetHeight() );
204 texture.Upload( rasterizedPixelData );
205 mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
207 if( mAtlasRect == FULL_TEXTURE_RECT )
209 textureSet = currentTextureSet;
213 textureSet = TextureSet::New();
214 mImpl->mRenderer.SetTextures( textureSet );
216 mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, FULL_TEXTURE_RECT );
217 mAtlasRect = FULL_TEXTURE_RECT;
222 textureSet.SetTexture( 0, texture );
226 // Rasterized pixels are uploaded to texture. If weak handle is holding a placement actor, it is the time to add the renderer to actor.
227 Actor actor = mPlacementActor.GetHandle();
230 actor.AddRenderer( mImpl->mRenderer );
231 // reset the weak handle so that the renderer only get added to actor once
232 mPlacementActor.Reset();
235 // Svg loaded and ready to display
240 void SvgVisual::OnSetTransform()
242 Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
244 if( mParsedImage && IsOnStage() )
246 if( visualSize != mVisualSize )
248 AddRasterizationTask( visualSize );
249 mVisualSize = visualSize;
254 } // namespace Internal
256 } // namespace Toolkit