2 * Copyright (c) 2020 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>
27 #include <dali/devel-api/adaptor-framework/file-loader.h>
30 #include <dali-toolkit/public-api/visuals/image-visual-properties.h>
31 #include <dali-toolkit/public-api/visuals/visual-properties.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-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>
38 #include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
42 const char * const UNITS("px");
45 const char * const IMAGE_ATLASING( "atlasing" );
47 const Dali::Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
59 SvgVisualPtr SvgVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties )
61 SvgVisualPtr svgVisual( new SvgVisual( factoryCache, shaderFactory ) );
62 svgVisual->ParseFromUrl( imageUrl );
63 svgVisual->SetProperties( properties );
68 SvgVisualPtr SvgVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
70 SvgVisualPtr svgVisual( new SvgVisual( factoryCache, shaderFactory ) );
71 svgVisual->ParseFromUrl( imageUrl );
76 SvgVisual::SvgVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory )
77 : Visual::Base( factoryCache, Visual::FittingMode::FILL ),
78 mImageVisualShaderFactory( shaderFactory ),
79 mAtlasRect( FULL_TEXTURE_RECT ),
83 mVisualSize(Vector2::ZERO),
84 mAttemptAtlasing( false )
86 // the rasterized image is with pre-multiplied alpha format
87 mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
90 SvgVisual::~SvgVisual()
94 nsvgDelete( mParsedImage );
98 void SvgVisual::DoSetProperties( const Property::Map& propertyMap )
100 // url already passed in from constructor
101 for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter )
103 KeyValuePair keyValue = propertyMap.GetKeyValue( iter );
104 if( keyValue.first.type == Property::Key::INDEX )
106 DoSetProperty( keyValue.first.indexKey, keyValue.second );
108 else if( keyValue.first == IMAGE_ATLASING )
110 DoSetProperty( Toolkit::ImageVisual::Property::ATLASING, keyValue.second );
115 void SvgVisual::DoSetProperty( Property::Index index, const Property::Value& value )
119 case Toolkit::ImageVisual::Property::ATLASING:
121 value.Get( mAttemptAtlasing );
127 void SvgVisual::DoSetOnStage( Actor& actor )
130 if( !mImpl->mCustomShader )
132 shader = mImageVisualShaderFactory.GetShader( mFactoryCache, mAttemptAtlasing, true );
136 shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
137 mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
138 mImpl->mCustomShader->mHints );
140 shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
143 Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
144 TextureSet textureSet = TextureSet::New();
145 mImpl->mRenderer = Renderer::New( geometry, shader );
146 mImpl->mRenderer.SetTextures( textureSet );
148 // Register transform properties
149 mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
151 // Defer the rasterisation task until we get given a size (by Size Negotiation algorithm)
153 // Hold the weak handle of the placement actor and delay the adding of renderer until the svg rasterization is finished.
154 mPlacementActor = actor;
156 // SVG visual needs it's size set before it can be rasterized hence set ResourceReady once on stage
157 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
160 void SvgVisual::DoSetOffStage( Actor& actor )
162 mFactoryCache.GetSVGRasterizationThread()->RemoveTask( this );
164 actor.RemoveRenderer( mImpl->mRenderer );
165 mImpl->mRenderer.Reset();
166 mPlacementActor.Reset();
168 // Reset the visual size to zero so that when adding the actor back to stage the SVG rasterization is forced
169 mVisualSize = Vector2::ZERO;
172 void SvgVisual::GetNaturalSize( Vector2& naturalSize )
176 naturalSize.x = mParsedImage->width;
177 naturalSize.y = mParsedImage->height;
181 naturalSize = Vector2::ZERO;
185 void SvgVisual::DoCreatePropertyMap( Property::Map& map ) const
188 map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::SVG );
189 if( mImageUrl.IsValid() )
191 map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() );
192 map.Insert( Toolkit::ImageVisual::Property::ATLASING, mAttemptAtlasing );
196 void SvgVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
201 void SvgVisual::ParseFromUrl( const VisualUrl& imageUrl )
203 mImageUrl = imageUrl;
204 if( mImageUrl.IsLocalResource() )
206 Vector2 dpi = Stage::GetCurrent().GetDpi();
207 float meanDpi = ( dpi.height + dpi.width ) * 0.5f;
208 Dali::Vector<char> buffer;
209 if ( Dali::FileLoader::ReadFile( mImageUrl.GetUrl(), buffer ) )
211 buffer.PushBack( '\0' );
212 mParsedImage = nsvgParse( buffer.Begin(), UNITS, meanDpi );
217 void SvgVisual::AddRasterizationTask( const Vector2& size )
219 if( mImpl->mRenderer && mParsedImage )
221 unsigned int width = static_cast<unsigned int>(size.width);
222 unsigned int height = static_cast<unsigned int>( size.height );
224 RasterizingTaskPtr newTask = new RasterizingTask( this, mParsedImage, width, height );
225 mFactoryCache.GetSVGRasterizationThread()->AddTask( newTask );
229 void SvgVisual::ApplyRasterizedImage( PixelData rasterizedPixelData )
233 TextureSet currentTextureSet = mImpl->mRenderer.GetTextures();
234 if( mImpl->mFlags |= Impl::IS_ATLASING_APPLIED )
236 mFactoryCache.GetAtlasManager()->Remove( currentTextureSet, mAtlasRect );
239 TextureSet textureSet;
241 if( mAttemptAtlasing && !mImpl->mCustomShader )
244 textureSet = mFactoryCache.GetAtlasManager()->Add(atlasRect, rasterizedPixelData );
245 if( textureSet ) // atlasing
247 if( textureSet != currentTextureSet )
249 mImpl->mRenderer.SetTextures( textureSet );
251 mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
252 mAtlasRect = atlasRect;
253 mImpl->mFlags |= Impl::IS_ATLASING_APPLIED;
257 if( !textureSet ) // no atlasing - mAttemptAtlasing is false or adding to atlas is failed
259 Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, Pixel::RGBA8888,
260 rasterizedPixelData.GetWidth(), rasterizedPixelData.GetHeight() );
261 texture.Upload( rasterizedPixelData );
262 mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
264 if( mAtlasRect == FULL_TEXTURE_RECT )
266 textureSet = currentTextureSet;
270 textureSet = TextureSet::New();
271 mImpl->mRenderer.SetTextures( textureSet );
273 mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, FULL_TEXTURE_RECT );
274 mAtlasRect = FULL_TEXTURE_RECT;
279 textureSet.SetTexture( 0, texture );
283 // Rasterized pixels are uploaded to texture. If weak handle is holding a placement actor, it is the time to add the renderer to actor.
284 Actor actor = mPlacementActor.GetHandle();
287 actor.AddRenderer( mImpl->mRenderer );
288 // reset the weak handle so that the renderer only get added to actor once
289 mPlacementActor.Reset();
292 // Svg loaded and ready to display
293 ResourceReady( Toolkit::Visual::ResourceStatus::READY );
297 void SvgVisual::OnSetTransform()
299 Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
301 if( mParsedImage && IsOnStage() )
303 if( visualSize != mVisualSize )
305 AddRasterizationTask( visualSize );
306 mVisualSize = visualSize;
312 mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
316 } // namespace Internal
318 } // namespace Toolkit