コード例 #1
0
ファイル: drawable.c プロジェクト: DmitrySigaev/DSMedia
DrawableContext *LASeR_drawable_init_context(Drawable *node, RenderEffect2D *eff)
{
	DrawableContext *ctx;
	u32 i;
	Bool skipFill = 0;
	assert(eff->surface);

	if (!Node_GetActive(node->owner)) return NULL;

	/*switched-off geometry nodes are not rendered*/
	if (eff->trav_flags & TF_SWITCHED_OFF) return NULL;
	
	//Get a empty context from the current surface
	ctx = VS2D_GetDrawableContext(eff->surface);

	mx2d_copy(ctx->transform, eff->transform);
	if (Node_GetTag(node->owner) == TAG_LASeRText) {
		ctx->transform.m[0] = 1; ctx->transform.m[4] = 1;
		ctx->transform.m[1] = 0; ctx->transform.m[3] = 0;
	} 
	ctx->node = node;
	if (eff->invalidate_all || node->node_changed) ctx->redraw_flags |= CTX_NODE_DIRTY;

	ctx->h_texture = NULL;

/*
	if (eff->appear) {
		ctx->appear = eff->appear;
		if (Node_GetDirty(eff->appear)) ctx->redraw_flags |= CTX_APP_DIRTY;
	}
*/
#ifndef FIXME
	/*todo cliper*/
#else
	else {
コード例 #2
0
static void RenderLayer2D(GF_Node *node, void *rs, Bool is_destroy)
{
	u32 i;
	GF_List *prevback, *prevviews;
	GF_Rect clip;
	M_Viewport *vp;
	ChildGroup2D *cg;
	GF_Matrix2D gf_mx2d_bck;
	GroupingNode2D *parent_bck;
	DrawableContext *back_ctx;
	Bool bool_bck;
	DrawableContext *ctx;
	M_Background2D *back;
	M_Layer2D *l = (M_Layer2D *)node;
	Layer2DStack *l2D = (Layer2DStack *) gf_node_get_private(node);
	RenderEffect2D *eff;

	if (is_destroy) {
		DeleteGroupingNode2D((GroupingNode2D *)l2D);
		gf_list_del(l2D->backs);
		gf_list_del(l2D->views);
		free(l2D);
		return;
	}

	eff = (RenderEffect2D *) rs;
	gf_mx2d_copy(gf_mx2d_bck, eff->transform);
	parent_bck = eff->parent;
	eff->parent = (GroupingNode2D *) l2D;
	gf_mx2d_init(eff->transform);
	bool_bck = eff->draw_background;
	prevback = eff->back_stack;
	prevviews = eff->view_stack;
	eff->back_stack = l2D->backs;
	eff->view_stack = l2D->views;

	if (l2D->first) {
		/*render on back first to register with stack*/
		if (l->background) {
			eff->draw_background = 0;
			gf_node_render((GF_Node*) l->background, eff);
			group2d_reset_children((GroupingNode2D*) l2D);
			eff->draw_background = 1;
		}
		vp = (M_Viewport*)l->viewport;
		if (vp) {
			gf_list_add(l2D->views, vp);
			if (!vp->isBound) {
				vp->isBound = 1;
				gf_node_event_out_str((GF_Node*)vp, "isBound");
			}
		}
	}

	back = NULL;
	if (gf_list_count(l2D->backs) ) {
		back = (M_Background2D*)gf_list_get(l2D->backs, 0);
		if (!back->isBound) back = NULL;
	}
	vp = NULL;
	if (gf_list_count(l2D->views)) {
		vp = (M_Viewport*)gf_list_get(l2D->views, 0);
		if (!vp->isBound) vp = NULL;
	}
	if (!eff->is_pixel_metrics) gf_mx2d_add_scale(&eff->transform, eff->min_hsize, eff->min_hsize);
	l2D->clip = R2D_ClipperToPixelMetrics(eff, l->size);

	/*apply viewport*/
	if (vp) {
		clip = l2D->clip;
		vp_setup((GF_Node *) vp, eff, &clip);
	}


	back_ctx = NULL;
	if (back) {
		/*setup back size and render*/
		group2d_start_child((GroupingNode2D *)l2D);
		
		eff->draw_background = 1;
		ctx = b2D_GetContext(back, l2D->backs);
		ctx->bi->unclip = l2D->clip;
		ctx->bi->clip = gf_rect_pixelize(&ctx->bi->unclip);
		gf_mx2d_init(ctx->transform);
		gf_node_render((GF_Node *) back, eff);
		eff->draw_background = 0;
	
		/*we need a trick since we're not using a dedicated surface for layer rendering, 
		we emulate the back context: remove previous context and insert fake one*/
		if (!(eff->trav_flags & TF_RENDER_DIRECT) && (gf_list_count(l2D->groups)==1)) {
			ChildGroup2D *cg = (ChildGroup2D *)gf_list_get(l2D->groups, 0);
			back_ctx = VS2D_GetDrawableContext(eff->surface);
			gf_list_rem(cg->contexts, 0);
			gf_list_add(cg->contexts, back_ctx);
			back_ctx->h_texture = ctx->h_texture;
			back_ctx->flags = ctx->flags;
			back_ctx->flags &= ~CTX_IS_TRANSPARENT;
			back_ctx->flags |= CTX_IS_BACKGROUND;
			back_ctx->aspect = ctx->aspect;
			back_ctx->drawable = ctx->drawable;
			drawable_check_bounds(back_ctx, eff->surface);
			back_ctx->bi->clip = ctx->bi->clip;
			back_ctx->bi->unclip = ctx->bi->unclip;
		}
		group2d_end_child((GroupingNode2D *)l2D);
	}

	group2d_traverse((GroupingNode2D *)l2D, l->children, eff);
	/*restore effect*/
	eff->draw_background = bool_bck;
	gf_mx2d_copy(eff->transform, gf_mx2d_bck);
	eff->parent = parent_bck;
	eff->back_stack = prevback;
	eff->view_stack = prevviews;

	/*check bindables*/
	if (l2D->first) {
		Bool redraw = 0;
		l2D->first = 0;
		if (!back && gf_list_count(l2D->backs)) redraw = 1;
		if (!vp && gf_list_count(l2D->views) ) redraw = 1;

		/*we missed background or viewport (was not declared as bound during traversal, and is bound now)*/
		if (redraw) {
			group2d_reset_children((GroupingNode2D*)l2D);
			gf_sr_invalidate(l2D->compositor, NULL);
			return;
		}
	}

	i=0;
	while ((cg = (ChildGroup2D *)gf_list_enum(l2D->groups, &i))) {
		child2d_render_done(cg, eff, &l2D->clip);
	}
	group2d_reset_children((GroupingNode2D*)l2D);

	group2d_force_bounds(eff->parent, &l2D->clip);
}
コード例 #3
0
ファイル: drawable.c プロジェクト: DmitrySigaev/DSMedia
DrawableContext *drawable_init_context(Drawable *node, RenderEffect2D *eff)
{
	DrawableContext *ctx;
	u32 i;
	Bool skipFill;
	assert(eff->surface);

	/*switched-off geometry nodes are not rendered*/
	if (eff->trav_flags & TF_SWITCHED_OFF) return NULL;

	//Get a empty context from the current surface
	ctx = VS2D_GetDrawableContext(eff->surface);

	mx2d_copy(ctx->transform, eff->transform);
	ctx->node = node;
	if (eff->invalidate_all || node->node_changed) 
		ctx->redraw_flags |= CTX_NODE_DIRTY;

	ctx->h_texture = NULL;
	if (eff->appear) {
		ctx->appear = eff->appear;
		if (Node_GetDirty(eff->appear)) ctx->redraw_flags |= CTX_APP_DIRTY;
	}
#ifndef FIXME
	/*todo cliper*/
#else
	else {
		VS2D_RemoveLastContext(eff->surface);
		return NULL;
	}
#endif

	/*FIXME - only needed for texture*/
	cmat_copy(&ctx->cmat, &eff->color_mat);

	/*IndexedLineSet2D and PointSet2D ignores fill flag and texturing*/
	skipFill = 0;
	ctx->h_texture = NULL;
	switch (Node_GetTag(ctx->node->owner) ) {
	case TAG_MPEG4_IndexedLineSet2D: skipFill = 1; break;
	case TAG_MPEG4_PointSet2D: skipFill = 1; break;
	default:
		ctx->h_texture = drawable_get_texture(eff);
		break;
	}
	
	/*setup sensors*/
	for (i=0; i<ChainGetCount(eff->sensors); i++) 
		drawctx_add_sensor(ctx, ChainGetEntry(eff->sensors, i));

	setup_drawable_context(ctx, eff);


	/*Update texture info - draw even if texture not created (this may happen if the media is removed)*/
	if (ctx->h_texture && ctx->h_texture->needs_refresh) ctx->redraw_flags |= CTX_TEXTURE_DIRTY;

	/*not clear in the spec: what happens when a transparent node is in form/layout ?? this may 
	completely break layout of children. We consider the node should be drawn*/
	if (!eff->parent && check_transparent_skip(ctx, skipFill)) {
		VS2D_RemoveLastContext(eff->surface);
		return NULL;
	}

	//setup clipper if needed

	return ctx;
}