X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Fcommon%2Frender-item.cpp;h=ad024e82571ef7ca2da8a5a340d0ebe9e7d042b2;hb=bf3a0f98287cf675835fbba21de112f109f23080;hp=f8855f3abb613070d91d8e3e0992abd7d8bb6f26;hpb=0134ea4e146744fa0946c5f266bdf2408b0a269d;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/internal/render/common/render-item.cpp b/dali/internal/render/common/render-item.cpp index f8855f3..ad024e8 100644 --- a/dali/internal/render/common/render-item.cpp +++ b/dali/internal/render/common/render-item.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -21,6 +21,7 @@ // INTERNAL INCLUDES #include #include +#include namespace { @@ -47,10 +48,9 @@ RenderItem::RenderItem() mSize(), mRenderer( NULL ), mNode( NULL ), - mBatchRenderGeometry( NULL ), + mTextureSet( NULL ), mDepthIndex( 0 ), - mIsOpaque( true ), - mBatched( false ) + mIsOpaque( true ) { } @@ -58,11 +58,64 @@ RenderItem::~RenderItem() { } + +ClippingBox RenderItem::CalculateViewportSpaceAABB( const int viewportWidth, const int viewportHeight ) const +{ + // Calculate extent vector of the AABB: + const float halfActorX = mSize.x * 0.5f; + const float halfActorY = mSize.y * 0.5f; + + // To transform the actor bounds to screen-space, We do a fast, 2D version of a matrix multiply optimized for 2D quads. + // This reduces float multiplications from 64 (16 * 4) to 12 (4 * 3). + // We create an array of 4 corners and directly initialize the first 3 with the matrix multiplication result of the respective corner. + // This causes the construction of the vector arrays contents in-place for optimization. + // We place the coords into the array in clockwise order, so we know opposite corners are always i + 2 from corner i. + // We skip the 4th corner here as we can calculate that from the other 3, bypassing matrix multiplication. + // Note: The below transform methods use a fast (2D) matrix multiply (only 4 multiplications are done). + Vector2 corners[4]{ Transform2D( mModelViewMatrix, -halfActorX, -halfActorY ), + Transform2D( mModelViewMatrix, halfActorX, -halfActorY ), + Transform2D( mModelViewMatrix, halfActorX, halfActorY ) }; + + // As we are dealing with a rectangle, we can do a fast calculation to get the 4th corner from knowing the other 3 (even if rotated). + corners[3] = Vector2( corners[0] + ( corners[2] - corners[1] ) ); + + // Calculate the AABB: + // We use knowledge that opposite corners will be the max/min of each other. Doing this reduces the normal 12 branching comparisons to 3. + // The standard equivalent min/max code of the below would be: + // Vector2 AABBmax( std::max( corners[0].x, std::max( corners[1].x, std::max( corners[3].x, corners[2].x ) ) ), + // std::max( corners[0].y, std::max( corners[1].y, std::max( corners[3].y, corners[2].y ) ) ) ); + // Vector2 AABBmin( std::min( corners[0].x, std::min( corners[1].x, std::min( corners[3].x, corners[2].x ) ) ), + // std::min( corners[0].y, std::min( corners[1].y, std::min( corners[3].y, corners[2].y ) ) ) ); + unsigned int smallestX = 0u; + // Loop 3 times to find the index of the smallest X value. + // Note: We deliberately do NOT unroll the code here as this hampers the compilers output. + for( unsigned int i = 1u; i < 4u; ++i ) + { + if( corners[i].x < corners[smallestX].x ) + { + smallestX = i; + } + } + + // As we are dealing with a rectangle, we can assume opposite corners are the largest. + // So without doing min/max branching, we can fetch the min/max values of all the remaining X/Y coords from this one index. + Vector4 aabb( corners[smallestX].x, corners[( smallestX + 3u ) % 4].y, corners[( smallestX + 2u ) % 4].x, corners[( smallestX + 1u ) % 4].y ); + + // Convert maximums to extents. + aabb.z -= aabb.x; + aabb.w -= aabb.y; + + // Return the AABB in screen-space pixels (x, y, width, height). + // Note: This is a algebraic simplification of: ( viewport.x - aabb.width ) / 2 - ( ( aabb.width / 2 ) + aabb.x ) per axis. + return ClippingBox( ( viewportWidth / 2 ) - aabb.z - aabb.x, ( viewportHeight / 2 ) - aabb.w - aabb.y, aabb.z, aabb.w ); +} + void RenderItem::operator delete( void* ptr ) { gRenderItemPool.Free( static_cast( ptr ) ); } + } // namespace SceneGraph } // namespace Internal