/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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.
#include <dali/public-api/actors/draw-mode.h>
#include <dali/public-api/math/matrix.h>
#include <dali/public-api/math/vector3.h>
-#include <dali/internal/update/resources/resource-manager.h>
#include <dali/internal/update/nodes/node.h>
-#include <dali/internal/update/node-attachments/node-attachment.h>
-#include <dali/internal/update/node-attachments/scene-graph-renderable-attachment.h>
#include <dali/internal/update/animation/scene-graph-constraint-base.h>
#include <dali/internal/update/nodes/scene-graph-layer.h>
-#include <dali/internal/render/renderers/scene-graph-renderer.h>
+#include <dali/internal/render/renderers/render-renderer.h>
#include <dali/integration-api/debug.h>
-
namespace Dali
{
* Constrain the local properties of the PropertyOwner.
* @param propertyOwner to constrain
* @param updateBufferIndex buffer index to use
- * @return The number of constraints that are still being applied
*/
-unsigned int ConstrainPropertyOwner( PropertyOwner& propertyOwner, BufferIndex updateBufferIndex )
+void ConstrainPropertyOwner( PropertyOwner& propertyOwner, BufferIndex updateBufferIndex )
{
- unsigned int activeCount = 0;
-
ConstraintOwnerContainer& constraints = propertyOwner.GetConstraints();
const ConstraintIter endIter = constraints.End();
{
ConstraintBase& constraint = **iter;
constraint.Apply( updateBufferIndex );
-
- if( constraint.mWeight[updateBufferIndex] < 1.0f )
- {
- // this constraint is still being applied
- ++activeCount;
- }
}
-
- return activeCount;
-}
-
-/**
- * Recursively apply the constraints on the nodes
- * @param node to constraint
- * @param updateBufferIndex buffer index to use
- * @return number of active constraints
- */
-unsigned int ConstrainNodes( Node& node, BufferIndex updateBufferIndex )
-{
- unsigned int activeCount = ConstrainPropertyOwner( node, updateBufferIndex );
-
- /**
- * Constrain the children next
- */
- NodeContainer& children = node.GetChildren();
- const NodeIter endIter = children.End();
- for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
- {
- Node& child = **iter;
- activeCount += ConstrainNodes( child, updateBufferIndex );
- }
- return activeCount;
}
/******************************************************************************
}
}
-inline void UpdateNodeGeometry( Node &node, int nodeDirtyFlags, BufferIndex updateBufferIndex )
-{
- if ( nodeDirtyFlags & SizeFlag )
- {
- Vector3 geometryScale( 1.0f, 1.0f, 1.0f );
-
- if ( node.GetTransmitGeometryScaling() )
- {
- const Vector3& requiredSize = node.GetSize( updateBufferIndex );
- geometryScale = FitKeepAspectRatio( requiredSize, node.GetInitialVolume() );
- }
-
- if ( node.GetGeometryScale() != geometryScale )
- {
- node.SetGeometryScale( geometryScale );
- }
- }
-}
-
-inline void UpdateRootNodeTransformValues( Layer& rootNode, int nodeDirtyFlags, BufferIndex updateBufferIndex )
-{
- // If the transform values need to be reinherited
- if ( nodeDirtyFlags & TransformFlag )
- {
- rootNode.SetWorldPosition( updateBufferIndex, rootNode.GetPosition( updateBufferIndex ) );
- rootNode.SetWorldRotation( updateBufferIndex, rootNode.GetRotation( updateBufferIndex ) );
- rootNode.SetWorldScale ( updateBufferIndex, rootNode.GetScale ( updateBufferIndex ) );
- }
- else
- {
- // Copy previous value, in case they changed in the previous frame
- rootNode.CopyPreviousWorldRotation( updateBufferIndex );
- rootNode.CopyPreviousWorldScale( updateBufferIndex );
- rootNode.CopyPreviousWorldPosition( updateBufferIndex );
- }
-}
-
-inline void UpdateNodeTransformValues( Node& node, int nodeDirtyFlags, BufferIndex updateBufferIndex )
-{
- // If the transform values need to be reinherited
- if( nodeDirtyFlags & TransformFlag )
- {
- // Handle size relative to parent modes.
- // This must be delt with before rotation/translation as otherwise anything
- // anchored to a corner of this child would appear at the wrong position.
- // Note: Switch is in order of use-case commonality.
- switch( node.GetSizeMode() )
- {
- case USE_OWN_SIZE:
- {
- // Completely ignore the parents size.
- break;
- }
-
- case SIZE_EQUAL_TO_PARENT:
- {
- // Set the nodes size to that of the parent.
- node.SetSize( updateBufferIndex, node.GetParent()->GetSize( updateBufferIndex ) );
- break;
- }
-
- case SIZE_RELATIVE_TO_PARENT:
- {
- // Set the nodes size to the parents multiplied by a user defined value.
- node.SetSize( updateBufferIndex, node.GetSizeModeFactor() * node.GetParent()->GetSize( updateBufferIndex ) );
- break;
- }
-
- case SIZE_FIXED_OFFSET_FROM_PARENT:
- {
- // Set the nodes size to the parents plus a user defined value.
- node.SetSize( updateBufferIndex, node.GetSizeModeFactor() + node.GetParent()->GetSize( updateBufferIndex ) );
- break;
- }
- }
-
- // With a non-central anchor-point, the world rotation and scale affects the world position.
- // Therefore the world rotation & scale must be updated before the world position.
- if( node.IsRotationInherited() )
- {
- node.InheritWorldRotation( updateBufferIndex );
- }
- else
- {
- node.SetWorldRotation( updateBufferIndex, node.GetRotation( updateBufferIndex ) );
- }
-
- if( node.IsScaleInherited() )
- {
- node.InheritWorldScale( updateBufferIndex );
- }
- else
- {
- node.SetWorldScale( updateBufferIndex, node.GetScale( updateBufferIndex ) );
- }
-
- node.InheritWorldPosition( updateBufferIndex );
- }
- else
- {
- // Copy inherited values, if those changed in the previous frame
- node.CopyPreviousWorldRotation( updateBufferIndex );
- node.CopyPreviousWorldScale( updateBufferIndex );
- node.CopyPreviousWorldPosition( updateBufferIndex );
- node.CopyPreviousSize( updateBufferIndex );
- }
-}
-
-inline void UpdateNodeWorldMatrix( Node &node, int nodeDirtyFlags, BufferIndex updateBufferIndex )
-{
- // If world-matrix needs to be recalculated
- if ( nodeDirtyFlags & TransformFlag )
- {
- if( node.GetInhibitLocalTransform() )
- {
- node.SetWorldMatrix( updateBufferIndex,
- node.GetWorldScale(updateBufferIndex),
- node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
- node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
- }
- else
- {
- node.SetWorldMatrix( updateBufferIndex,
- node.GetWorldScale(updateBufferIndex),
- node.GetWorldRotation(updateBufferIndex),
- node.GetWorldPosition(updateBufferIndex) );
- }
- }
- else
- {
- node.CopyPreviousWorldMatrix( updateBufferIndex );
- }
-}
-
-inline void UpdateNodeWorldMatrix( Node& node, RenderableAttachment& updatedRenderable, int nodeDirtyFlags, BufferIndex updateBufferIndex )
-{
- /**
- * If world-matrix needs to be recalculated.
- */
- if ( ( nodeDirtyFlags & TransformFlag ) ||
- updatedRenderable.IsScaleForSizeDirty() )
- {
- if( updatedRenderable.UsesGeometryScaling() )
- {
- // scaling, i.e. Mesh
- Vector3 scaling;
- updatedRenderable.GetScaleForSize( node.GetSize( updateBufferIndex ), scaling );
- if( node.GetInhibitLocalTransform() )
- {
- node.SetWorldMatrix( updateBufferIndex,
- node.GetWorldScale(updateBufferIndex) * scaling,
- node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
- node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
- }
- else
- {
- node.SetWorldMatrix( updateBufferIndex,
- node.GetWorldScale(updateBufferIndex) * scaling,
- node.GetWorldRotation(updateBufferIndex),
- node.GetWorldPosition(updateBufferIndex) );
- }
- }
- else
- {
- // no scaling, i.e. Image
- if( node.GetInhibitLocalTransform() )
- {
- node.SetWorldMatrix( updateBufferIndex,
- node.GetWorldScale(updateBufferIndex),
- node.GetWorldRotation(updateBufferIndex) / node.GetRotation(updateBufferIndex),
- node.GetWorldPosition(updateBufferIndex) - node.GetPosition(updateBufferIndex) );
- }
- else
- {
- node.SetWorldMatrix( updateBufferIndex,
- node.GetWorldScale(updateBufferIndex),
- node.GetWorldRotation(updateBufferIndex),
- node.GetWorldPosition(updateBufferIndex) );
- }
- }
- }
- else
- {
- node.CopyPreviousWorldMatrix( updateBufferIndex );
- }
-}
-
-/**
- * Update an attachment.
- * @return An updated renderable attachment if one was ready.
- */
-inline RenderableAttachment* UpdateAttachment( NodeAttachment& attachment,
- Node& node,
- BufferIndex updateBufferIndex,
- ResourceManager& resourceManager,
- int nodeDirtyFlags )
-{
- // Allow attachments to do specialised processing during updates
- attachment.Update( updateBufferIndex, node, nodeDirtyFlags );
-
- RenderableAttachment* renderable = attachment.GetRenderable(); // not all scene objects render
- if( renderable )
- {
- // Notify renderables when size has changed
- // Size can change while node was invisible so we need to check size again if we were previously invisible
- if( nodeDirtyFlags & (SizeFlag|VisibleFlag) )
- {
- renderable->SizeChanged( updateBufferIndex );
- }
-
- // check if node is visible
- if( renderable->ResolveVisibility( updateBufferIndex ) )
- {
- renderable->PrepareResources( updateBufferIndex, resourceManager );
- }
- }
- return renderable;
-}
-
-inline void AddRenderableToLayer( Layer& layer,
- RenderableAttachment& renderable,
- BufferIndex updateBufferIndex,
- int inheritedDrawMode )
-{
- // The renderables are stored into the opaque list temporarily for PrepareRenderables()
- // step. The list is cleared by ProcessRenderTasks().
- layer.opaqueRenderables.push_back( &renderable );
-}
-
/**
* This is called recursively for all children of the root Node
*/
-inline int UpdateNodesAndAttachments( Node& node,
- int parentFlags,
- BufferIndex updateBufferIndex,
- ResourceManager& resourceManager,
- RenderQueue& renderQueue,
- Layer& currentLayer,
- int inheritedDrawMode )
+inline int UpdateNodes( Node& node,
+ int parentFlags,
+ BufferIndex updateBufferIndex,
+ RenderQueue& renderQueue,
+ Layer& currentLayer,
+ int inheritedDrawMode )
{
- Layer* layer = ¤tLayer;
+ // Apply constraints to the node
+ ConstrainPropertyOwner( node, updateBufferIndex );
// Short-circuit for invisible nodes
if ( !node.IsVisible( updateBufferIndex ) )
int cumulativeDirtyFlags = nodeDirtyFlags;
- if ( node.IsLayer() )
+ Layer* layer = ¤tLayer;
+ Layer* nodeIsLayer( node.GetLayer() );
+ if( nodeIsLayer )
{
// all childs go to this layer
- layer = node.GetLayer();
+ layer = nodeIsLayer;
// assume layer is clean to begin with
layer->SetReuseRenderers( updateBufferIndex, true );
UpdateNodeOpacity( node, nodeDirtyFlags, updateBufferIndex );
- UpdateNodeGeometry( node, nodeDirtyFlags, updateBufferIndex );
-
- UpdateNodeTransformValues( node, nodeDirtyFlags, updateBufferIndex );
-
- // Setting STENCIL will override OVERLAY, if that would otherwise have been inherited.
+ // Draw mode inheritance is treated as or-ing the modes together (as they are a bit-mask).
inheritedDrawMode |= node.GetDrawMode();
- if ( node.HasAttachment() )
- {
- /*
- * Add renderables for the children into the current Layer
- */
- RenderableAttachment* renderable = UpdateAttachment( node.GetAttachment(),
- node,
- updateBufferIndex,
- resourceManager,
- nodeDirtyFlags );
-
-
- if( NULL != renderable )
- {
- // Update the world matrix after renderable update; the ScaleForSize property should now be calculated
- UpdateNodeWorldMatrix( node, *renderable, nodeDirtyFlags, updateBufferIndex );
-
- // The attachment is ready to render, so it is added to a set of renderables.
- AddRenderableToLayer( *layer, *renderable, updateBufferIndex, inheritedDrawMode );
- }
- }
- else if( node.IsObserved() )
- {
- // This node is being used as a property input for an animation, constraint,
- // camera or bone. Ensure it's matrix is updated
- UpdateNodeWorldMatrix( node, nodeDirtyFlags, updateBufferIndex );
- }
+ node.PrepareRender( updateBufferIndex );
// if any child node has moved or had its sort modifier changed, layer is not clean and old frame cannot be reused
// also if node has been deleted, dont reuse old render items
for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
{
Node& child = **iter;
- cumulativeDirtyFlags |=UpdateNodesAndAttachments( child,
- nodeDirtyFlags,
- updateBufferIndex,
- resourceManager,
- renderQueue,
- *layer,
- inheritedDrawMode );
+ cumulativeDirtyFlags |=UpdateNodes( child,
+ nodeDirtyFlags,
+ updateBufferIndex,
+ renderQueue,
+ *layer,
+ inheritedDrawMode );
}
return cumulativeDirtyFlags;
/**
* The root node is treated separately; it cannot inherit values since it has no parent
*/
-int UpdateNodesAndAttachments( Layer& rootNode,
- BufferIndex updateBufferIndex,
- ResourceManager& resourceManager,
- RenderQueue& renderQueue )
+int UpdateNodeTree( Layer& rootNode,
+ BufferIndex updateBufferIndex,
+ RenderQueue& renderQueue )
{
DALI_ASSERT_DEBUG( rootNode.IsRoot() );
// Short-circuit for invisible nodes
- if ( !rootNode.IsVisible( updateBufferIndex ) )
+ if ( DALI_UNLIKELY( !rootNode.IsVisible( updateBufferIndex ) ) ) // almost never ever true
{
return 0;
}
// If the root node was not previously visible
BufferIndex previousBuffer = updateBufferIndex ? 0u : 1u;
- if ( !rootNode.IsVisible( previousBuffer ) )
+ if ( DALI_UNLIKELY( !rootNode.IsVisible( previousBuffer ) ) ) // almost never ever true
{
// The node was skipped in the previous update; it must recalculate everything
rootNode.SetAllDirtyFlags();
UpdateRootNodeOpacity( rootNode, nodeDirtyFlags, updateBufferIndex );
- UpdateRootNodeTransformValues( rootNode, nodeDirtyFlags, updateBufferIndex );
-
DrawMode::Type drawMode( rootNode.GetDrawMode() );
// recurse children
for ( NodeIter iter = children.Begin(); iter != endIter; ++iter )
{
Node& child = **iter;
- cumulativeDirtyFlags |= UpdateNodesAndAttachments( child,
- nodeDirtyFlags,
- updateBufferIndex,
- resourceManager,
- renderQueue,
- rootNode,
- drawMode );
+ cumulativeDirtyFlags |= UpdateNodes( child,
+ nodeDirtyFlags,
+ updateBufferIndex,
+ renderQueue,
+ rootNode,
+ drawMode );
}
return cumulativeDirtyFlags;