예제 #1
0
void DeleteDrawableNode(Drawable *dr)
{
	u32 i;

	/*garbage collection*/
	for (i=0; i<dr->current_count; i++) {
		if (R2D_IsSurfaceRegistered((Render2D*)dr->compositor->visual_renderer->user_priv, dr->current_bounds[i]->surface)) 
			ra_add(&dr->current_bounds[i]->surface->to_redraw, dr->current_bounds[i]->clip);
	}
	for (i=0; i<dr->previous_count; i++) {
		if (R2D_IsSurfaceRegistered((Render2D*)dr->compositor->visual_renderer->user_priv, dr->previous_bounds[i]->surface)) 
			ra_add(&dr->previous_bounds[i]->surface->to_redraw, dr->previous_bounds[i]->clip);
	}


	drawable_reset_previous_bounds(dr);
	
	dr->compositor->draw_next_frame = 1;
	/*remove node from all surfaces it's on*/
	while (ChainGetCount(dr->on_surfaces)) {
		VisualSurface2D *surf = ChainGetEntry(dr->on_surfaces, 0);
		ChainDeleteEntry(dr->on_surfaces, 0);
		if (R2D_IsSurfaceRegistered((Render2D *)dr->compositor->visual_renderer->user_priv, surf)) 
			VS2D_DrawableDeleted(surf, dr);
	}
	DeleteChain(dr->on_surfaces);

	/*remove path object*/
	if (dr->path) m4_path_delete(dr->path);

	while (ChainGetCount(dr->strike_list)) {
		StrikeInfo2D *si = ChainGetEntry(dr->strike_list, 0);
		ChainDeleteEntry(dr->strike_list, 0);
		/*remove from main strike list*/
		ChainDeleteItem(((Render2D *)dr->compositor->visual_renderer->user_priv)->strike_bank, si);
		delete_strikeinfo2d(si);
	}
	DeleteChain(dr->strike_list);
	
	drawable_reset_bounds(dr);
	free(dr);
}
예제 #2
0
Bool visual_2d_terminate_draw(GF_VisualManager *visual, GF_TraverseState *tr_state)
{
	u32 k, i, count, num_nodes, num_changed;
	GF_IRect refreshRect;
	Bool redraw_all;
	Bool hyb_force_redraw=GF_FALSE;
#ifndef GPAC_DISABLE_VRML
	M_Background2D *bck = NULL;
	DrawableContext *bck_ctx = NULL;
#endif
	DrawableContext *ctx;
	struct _drawable_store *it, *prev;
	DrawableContext *first_opaque = NULL;
	Bool has_clear = 0;
	Bool has_changed = 0;
	Bool redraw_all_on_background_change = GF_TRUE;

	/*in direct mode the visual is always redrawn*/
	if (tr_state->immediate_draw) {
		/*flush pending contexts due to overlays*/
		visual_2d_flush_overlay_areas(visual, tr_state);

		visual_2d_release_raster(visual);
		visual_clean_contexts(visual);
		visual->num_nodes_prev_frame = visual->num_nodes_current_frame;
		return 1;
	}

	num_changed = 0;

	/*if the aspect ratio has changed redraw everything*/
	redraw_all = tr_state->invalidate_all;

#ifndef GPAC_DISABLE_3D
	if (visual->compositor->hybrid_opengl && !visual->offscreen) redraw_all_on_background_change = GF_FALSE;
#endif
	/*check for background changes for transparent nodes*/
#ifndef GPAC_DISABLE_VRML
	bck = (M_Background2D*)gf_list_get(visual->back_stack, 0);
	if (bck) {
		if (!bck->isBound) {
			if (visual->last_had_back) {
				if (redraw_all_on_background_change) redraw_all = 1;
				else hyb_force_redraw = 1;
			}
			visual->last_had_back = 0;
		} else {
			bck_ctx = b2d_get_context(bck, visual->back_stack);
			if (!visual->last_had_back || (bck_ctx->flags & CTX_REDRAW_MASK) ) {
				if (redraw_all_on_background_change) redraw_all = 1;
				else hyb_force_redraw = 1;
			}
			visual->last_had_back = (bck_ctx->aspect.fill_texture && !bck_ctx->aspect.fill_texture->transparent) ? 2 : 1;
		}
	} else
#endif
		if (visual->last_had_back) {
			visual->last_had_back = 0;
			if (redraw_all_on_background_change) redraw_all = 1;
			else hyb_force_redraw = 1;
		}

	num_nodes = 0;
	ctx = visual->context;
	while (ctx && ctx->drawable) {
		num_nodes++;

		drawctx_update_info(ctx, visual);
		if (!redraw_all) {
			u32 res;
			assert( gf_irect_inside(&visual->top_clipper, &ctx->bi->clip) );
			res = register_context_rect(&visual->to_redraw, ctx, num_nodes, &first_opaque);
			if (res) {
				num_changed ++;
				if (res==2)
					hyb_force_redraw=GF_TRUE;
			}

		}
		ctx = ctx->next;
	}

	/*garbage collection*/

	/*clear all remaining bounds since last frames (the ones that moved or that are not drawn this frame)*/
	prev = NULL;
	it = visual->prev_nodes;
	while (it) {
		while (drawable_get_previous_bound(it->drawable, &refreshRect, visual)) {
			if (!redraw_all) {
				//assert( gf_irect_inside(&visual->top_clipper, &refreshRect) );
				gf_irect_intersect(&refreshRect, &visual->top_clipper);
				register_dirty_rect(&visual->to_redraw, &refreshRect);
				has_clear=1;
			}
		}
		/*if node is marked as undrawn, remove from visual*/
		if (!(it->drawable->flags & DRAWABLE_DRAWN_ON_VISUAL)) {
			GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[Visual2D] Node %s no longer on visual - unregistering it\n", gf_node_get_class_name(it->drawable->node)));

			/*remove all bounds info related to this visual and unreg node */
			drawable_reset_bounds(it->drawable, visual);

			it->drawable->flags &= ~DRAWABLE_REGISTERED_WITH_VISUAL;

			if (it->drawable->flags & DRAWABLE_IS_OVERLAY) {
				visual->compositor->video_out->Blit(visual->compositor->video_out, NULL, NULL, NULL, 1);
			}

			if (prev) prev->next = it->next;
			else visual->prev_nodes = it->next;
			if (!it->next) visual->last_prev_entry = prev;
			gf_free(it);
			it = prev ? prev->next : visual->prev_nodes;
		} else {
			prev = it;
			it = it->next;
		}
	}

	if (redraw_all) {
		ra_clear(&visual->to_redraw);
		ra_add(&visual->to_redraw, &visual->surf_rect);
#ifdef TRACK_OPAQUE_REGIONS
		visual->to_redraw.list[0].opaque_node_index=0;
#endif
	} else {
		ra_refresh(&visual->to_redraw);

		if (visual->compositor->debug_defer) {
			visual->ClearSurface(visual, &visual->top_clipper, 0);
		}
	}

	/*nothing to redraw*/
	if (!hyb_force_redraw && ra_is_empty(&visual->to_redraw) ) {
#ifndef GPAC_DISABLE_3D
		//force canvas draw
		visual->nb_objects_on_canvas_since_last_ogl_flush = 1;
#endif
		GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[Visual2D] No changes found since last frame - skipping redraw\n"));
		goto exit;
	}
	has_changed = 1;
	tr_state->traversing_mode = TRAVERSE_DRAW_2D;

	if (first_opaque && (visual->to_redraw.count==1) && gf_rect_equal(first_opaque->bi->clip, visual->to_redraw.list[0].rect)) {
		visual->has_modif=0;
		goto skip_background;
	}

	/*redraw everything*/
#ifndef GPAC_DISABLE_VRML
	if (bck_ctx) {
		drawable_check_bounds(bck_ctx, visual);
		tr_state->ctx = bck_ctx;
		visual->draw_node_index = 0;

		/*force clearing entire zone, not just viewport, when using color. If texture, we MUST
		use the VP clipper in order to compute offsets when blitting bitmaps*/
		if (bck_ctx->aspect.fill_texture && bck_ctx->aspect.fill_texture->stream) {
			bck_ctx->bi->clip = visual->top_clipper;
		} else {
			bck_ctx->bi->clip = visual->surf_rect;
		}
		bck_ctx->bi->unclip = gf_rect_ft(&bck_ctx->bi->clip);
		bck_ctx->next = visual->context;
		bck_ctx->flags |= CTX_BACKROUND_NOT_LAYER;
		gf_node_traverse(bck_ctx->drawable->node, tr_state);
		bck_ctx->flags &= ~CTX_BACKROUND_NOT_LAYER;
	} else
#endif /*GPAC_DISABLE_VRML*/
	{
		count = visual->to_redraw.count;
		for (k=0; k<count; k++) {
			GF_IRect rc;
			/*opaque area, skip*/
#ifdef TRACK_OPAQUE_REGIONS
			if (visual->to_redraw.list[k].opaque_node_index > 0) continue;
#endif
			rc = visual->to_redraw.list[k].rect;
			visual->ClearSurface(visual, &rc, 0);
		}
#ifndef GPAC_DISABLE_3D
		if (!count && hyb_force_redraw) {
			compositor_2d_hybgl_clear_surface_ex(tr_state->visual, NULL, 0, GF_FALSE);
		}
#endif
	}
	if (!redraw_all && !has_clear) visual->has_modif=0;

skip_background:

#ifndef GPAC_DISABLE_LOG
	if (gf_log_tool_level_on(GF_LOG_COMPOSE, GF_LOG_INFO)) {
		GF_LOG(GF_LOG_INFO, GF_LOG_COMPOSE, ("[Visual2D] Redraw %d / %d nodes (all: %s - %d dirty rects\n)", num_changed, num_nodes, redraw_all ? "yes" : "no", visual->to_redraw.count));
		if (visual->to_redraw.count>1) GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("\n"));

		for (i=0; i<visual->to_redraw.count; i++) {
			GF_LOG(GF_LOG_INFO, GF_LOG_COMPOSE, ("\tDirtyRect #%d: %d:%d@%dx%d\n", i+1, visual->to_redraw.list[i].rect.x, visual->to_redraw.list[i].rect.y, visual->to_redraw.list[i].rect.width, visual->to_redraw.list[i].rect.height));
			assert(visual->to_redraw.list[i].rect.width);
		}
	}
#endif

	visual->draw_node_index = 0;

	ctx = visual->context;
	while (ctx && ctx->drawable) {

		visual->draw_node_index ++;
		tr_state->ctx = ctx;

		/*if overlay we cannot remove the context and cannot draw directly*/
		if (! visual_2d_overlaps_overlay(tr_state->visual, ctx, tr_state)) {

			if (ctx->drawable->flags & DRAWABLE_USE_TRAVERSE_DRAW) {
				gf_node_traverse(ctx->drawable->node, tr_state);
			} else {
				drawable_draw(ctx->drawable, tr_state);
			}
		}
		ctx = ctx->next;
	}
	/*flush pending contexts due to overlays*/
	visual_2d_flush_overlay_areas(visual, tr_state);
#ifndef GPAC_DISABLE_VRML
	if (bck_ctx) bck_ctx->next = NULL;
#endif

	if (visual->direct_flush) {
		GF_DirtyRectangles dr;
		u32 i;
		dr.count = visual->to_redraw.count;
		dr.list = gf_malloc(sizeof(GF_IRect)*dr.count);
		for (i=0; i<dr.count; i++) {
			dr.list[i] = visual->to_redraw.list[i].rect;
		}
		visual->compositor->video_out->FlushRectangles(visual->compositor->video_out, &dr);
		visual->compositor->skip_flush=1;
		gf_free(dr.list);
	}

exit:
	/*clear dirty rects*/
	ra_clear(&visual->to_redraw);
	visual_2d_release_raster(visual);
	visual_clean_contexts(visual);
	visual->num_nodes_prev_frame = visual->num_nodes_current_frame;
	return has_changed;
}
예제 #3
0
GF_Err visual_2d_init_draw(GF_VisualManager *visual, GF_TraverseState *tr_state)
{
	GF_Err e;
	u32 rem, count;
	struct _drawable_store *it, *prev;
#ifndef GPAC_DISABLE_VRML
	DrawableContext *ctx;
	M_Background2D *bck;
#endif
	u32 draw_mode;

	/*reset display list*/
	visual->cur_context = visual->context;
	if (visual->context) visual->context->drawable = NULL;
	visual->has_modif = 0;
	visual->has_overlays = 0;

	visual_2d_setup_projection(visual, tr_state);
	if (!visual->top_clipper.width || !visual->top_clipper.height)
		return GF_OK;

	tr_state->traversing_mode = TRAVERSE_SORT;
	visual->num_nodes_current_frame = 0;

	/*setup raster surface, brush and pen */
	e = visual_2d_init_raster(visual);
	if (e)
		return e;

	draw_mode = 0;
	if (tr_state->immediate_draw) draw_mode = 1;
	/*if we're requested to invalidate everything, switch to direct drawing but don't reset bounds*/
	else if (tr_state->invalidate_all) {
		tr_state->immediate_draw = 1;
		draw_mode = 2;
	}
	tr_state->invalidate_all = 0;

	/*reset prev nodes if any (previous traverse was indirect)*/
	rem = count = 0;
	prev = NULL;
	it = visual->prev_nodes;
	while (it) {
		/*node was not drawn on this visual*/
		if (!drawable_flush_bounds(it->drawable, visual, draw_mode)) {
			GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[Visual2D] Unregistering previously drawn node %s from visual\n", gf_node_get_class_name(it->drawable->node)));

			/*remove all bounds info related to this visual and unreg node */
			drawable_reset_bounds(it->drawable, visual);

			if (prev) prev->next = it->next;
			else visual->prev_nodes = it->next;
			if (!it->next) visual->last_prev_entry = prev;
			rem++;
			gf_free(it);
			it = prev ? prev->next : visual->prev_nodes;
		} else {
			/*mark drawable as already registered with visual*/
			it->drawable->flags |= DRAWABLE_REGISTERED_WITH_VISUAL;
			prev = it;
			it = it->next;
			count++;
		}
	}
	GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[Visual2D] Top visual initialized - %d nodes registered and %d removed - using %s rendering\n", count, rem, draw_mode ? "direct" : "dirty-rect"));
	if (!draw_mode) return GF_OK;

#ifndef GPAC_DISABLE_VRML
	/*direct mode, draw background*/
	bck = (M_Background2D*) gf_list_get(visual->back_stack, 0);
	if (bck && bck->isBound) {
		ctx = b2d_get_context(bck, visual->back_stack);
		if (ctx) {
			/*force clearing entire zone, not just viewport, when using color. If texture, we MUST
			use the VP clipper in order to compute offsets when blitting bitmaps*/
			if (ctx->aspect.fill_texture &&ctx->aspect.fill_texture->stream) {
				ctx->bi->clip = visual->top_clipper;
			} else {
				ctx->bi->clip = visual->surf_rect;
			}
			ctx->bi->unclip = gf_rect_ft(&ctx->bi->clip);
			tr_state->traversing_mode = TRAVERSE_BINDABLE;
			ctx->flags |= CTX_BACKROUND_NOT_LAYER;
			gf_node_traverse((GF_Node *) bck, tr_state);
			tr_state->traversing_mode = TRAVERSE_SORT;
			ctx->flags &= ~CTX_BACKROUND_NOT_LAYER;
		} else {
			visual->ClearSurface(visual, NULL, 0);
		}
	} else
#endif
	{
		visual->ClearSurface(visual, NULL, 0);
	}
	return GF_OK;
}
예제 #4
0
파일: svg_filters.c 프로젝트: Bevara/GPAC
/*
	This is a crude draft implementation of filter. The main drawback is that we don't cache any data.
	We should be able to check for changes in the sub-group or in the filter
*/
void svg_draw_filter(GF_Node *filter, GF_Node *node, GF_TraverseState *tr_state)
{
	GF_IRect rc1, rc2;

#ifndef GPAC_DISABLE_3D
	u32 type_3d;
#endif
	u32 prev_flags;
	GF_IRect txrc;
	Fixed scale_x, scale_y, temp_x, temp_y;
	DrawableContext *ctx, *child_ctx;
	GF_SURFACE offscreen_surface, old_surf;
	GF_Rect bounds, local_bounds, rc;
	GF_Matrix2D backup;
	SVGAllAttributes all_atts;
	GF_FilterStack *st = gf_node_get_private(filter);
	assert(tr_state->traversing_mode==TRAVERSE_SORT);

	/*store the current transform matrix, create a new one for group_cache*/
	gf_mx2d_copy(backup, tr_state->transform);
	gf_mx2d_init(tr_state->transform);

	gf_node_allow_cyclic_traverse(node);
	tr_state->traversing_mode = TRAVERSE_GET_BOUNDS;
	tr_state->bounds.width = tr_state->bounds.height = 0;
	gf_node_traverse(node, tr_state);

	local_bounds = bounds = tr_state->bounds;
	/*compute bounds in final coordinate system - this ensures that the cache has the correct anti aliasing*/
	gf_mx2d_apply_rect(&backup, &bounds);
	txrc = gf_rect_pixelize(&bounds);
	if (txrc.width%2) txrc.width++;
	if (txrc.height%2) txrc.height++;
	bounds = gf_rect_ft(&txrc);

	tr_state->traversing_mode = TRAVERSE_SORT;

	gf_mx2d_copy(tr_state->transform, backup);

	if (!bounds.width || !bounds.height) {
		return;
	}

	/*create a context */
	ctx = drawable_init_context_svg(st->drawable, tr_state);
	if (!ctx) return;

	/*setup texture */
	st->txh.height = txrc.height;
	st->txh.width = txrc.width;

	st->txh.stride = txrc.width * 4;
	st->txh.pixelformat = GF_PIXEL_ARGB;
#ifndef GPAC_DISABLE_3D
	if (tr_state->visual->type_3d) st->txh.pixelformat = GF_PIXEL_RGBA;
#endif
	st->txh.transparent = 1;

	if (st->txh.stride * st->txh.height > st->alloc_size) {
		st->alloc_size = st->txh.stride * st->txh.height;
		st->data = (u8*)gf_realloc(st->data, sizeof(u8) * st->alloc_size);
	}
	memset(st->data, 0x0, sizeof(char) * st->txh.stride * st->txh.height);
	st->txh.data = (char *) st->data;
	/*setup geometry (rectangle matching the bounds of the object)
	Warning, we want to center the cached bitmap at the center of the screen (main visual)*/
	gf_path_reset(st->drawable->path);

	gf_path_add_rect_center(st->drawable->path,
	                        bounds.x + bounds.width/2,
	                        bounds.y - bounds.height/2,
	                        bounds.width,
	                        bounds.height);


	old_surf = tr_state->visual->raster_surface;
	offscreen_surface = tr_state->visual->compositor->rasterizer->surface_new(tr_state->visual->compositor->rasterizer, tr_state->visual->center_coords);
	tr_state->visual->raster_surface = offscreen_surface;

	gf_mx2d_copy(backup, tr_state->transform);
	gf_mx2d_init(tr_state->transform);

	/*attach the buffer to visual*/
	tr_state->visual->compositor->rasterizer->surface_attach_to_buffer(offscreen_surface, st->txh.data,
	        st->txh.width,
	        st->txh.height,
	        0,
	        st->txh.stride,
	        st->txh.pixelformat);

	prev_flags = tr_state->immediate_draw;
	tr_state->immediate_draw = 1;
	tr_state->traversing_mode = TRAVERSE_SORT;
	tr_state->in_svg_filter = 1;

	/*recompute the bounds with the final scaling used*/
	scale_x = gf_divfix(bounds.width, local_bounds.width);
	scale_y = gf_divfix(bounds.height, local_bounds.height);
	gf_mx2d_init(tr_state->transform);
	gf_mx2d_add_scale(&tr_state->transform, scale_x, scale_y);

	rc = local_bounds;
	gf_mx2d_apply_rect(&tr_state->transform, &rc);

	/*centered the bitmap on the visual*/
	if (tr_state->visual->center_coords) {
		temp_x = -rc.x - rc.width/2;
		temp_y = rc.height/2 - rc.y;
	} else {
		temp_x = -rc.x;
		temp_y = rc.height - rc.y;
	}
	gf_mx2d_add_translation(&tr_state->transform, temp_x, temp_y);


	rc1 = tr_state->visual->surf_rect;
	rc2 = tr_state->visual->top_clipper;
	tr_state->visual->surf_rect.width = st->txh.width;
	tr_state->visual->surf_rect.height = st->txh.height;
	if (tr_state->visual->center_coords) {
		tr_state->visual->surf_rect.y = st->txh.height/2;
		tr_state->visual->surf_rect.x = -1 * (s32) st->txh.width/2;
	} else {
		tr_state->visual->surf_rect.y = st->txh.height;
		tr_state->visual->surf_rect.x = 0;
	}
	tr_state->visual->top_clipper = tr_state->visual->surf_rect;


#ifndef GPAC_DISABLE_3D
	type_3d = tr_state->visual->type_3d;
	tr_state->visual->type_3d=0;
#endif

	if (prev_flags) gf_node_allow_cyclic_traverse(node);
	gf_node_traverse(node, tr_state);

	child_ctx = ctx->next;
	while (child_ctx && child_ctx->drawable) {
		drawable_reset_bounds(child_ctx->drawable, tr_state->visual);
		child_ctx->drawable = NULL;
		child_ctx = child_ctx->next;
	}
	tr_state->visual->cur_context = ctx;


	/*restore state and destroy whatever needs to be cleaned*/
	tr_state->in_svg_filter = 0;
	tr_state->immediate_draw = prev_flags;
	tr_state->visual->compositor->rasterizer->surface_delete(offscreen_surface);
	tr_state->visual->raster_surface = old_surf;
	tr_state->traversing_mode = TRAVERSE_SORT;
	tr_state->visual->surf_rect = rc1;
	tr_state->visual->top_clipper = rc2;
#ifndef GPAC_DISABLE_3D
	tr_state->visual->type_3d = type_3d ;
#endif

	/*update texture*/
	st->txh.transparent = 1;
	st->txh.flags |= GF_SR_TEXTURE_NO_GL_FLIP;
	gf_sc_texture_set_data(&st->txh);
#ifndef GPAC_DISABLE_3D
	if (tr_state->visual->type_3d)
		gf_sc_texture_push_image(&st->txh, 0, 0);
	else
#endif
		gf_sc_texture_push_image(&st->txh, 0, 1);

	ctx->flags |= CTX_NO_ANTIALIAS;
	ctx->aspect.fill_color = 0;
	ctx->aspect.line_color = 0xFF000000;
	ctx->aspect.fill_texture = &st->txh;
	ctx->flags |= CTX_TEXTURE_DIRTY;

	/*get the filter region*/
	bounds = local_bounds;
	gf_svg_flatten_attributes((SVG_Element *)filter, &all_atts);
	if (!all_atts.filterUnits || (*all_atts.filterUnits==SVG_GRADIENTUNITS_OBJECT)) {
		Fixed v;
		v = all_atts.x ? all_atts.x->value : INT2FIX(-10);
		bounds.x += gf_mulfix(v, bounds.width);
		v = all_atts.y ? all_atts.y->value : INT2FIX(-10);
		bounds.y += gf_mulfix(v, bounds.height);
		v = all_atts.width ? all_atts.width->value : INT2FIX(120);
		bounds.width = gf_mulfix(v, bounds.width);
		v = all_atts.height ? all_atts.height->value : INT2FIX(120);
		bounds.height = gf_mulfix(v, bounds.height);
	} else {
		bounds.x = all_atts.x ? all_atts.x->value : 0;
		bounds.y = all_atts.y ? all_atts.y->value : 0;
		bounds.width = all_atts.width ? all_atts.x->value : bounds.width;
		bounds.height = all_atts.x ? all_atts.x->value : 120;
	}
	gf_mx2d_apply_rect(&backup, &bounds);

	svg_filter_apply(filter, &st->txh, &bounds);


#ifndef GPAC_DISABLE_3D
	if (tr_state->visual->type_3d) {
		if (!st->drawable->mesh) {
			st->drawable->mesh = new_mesh();
			mesh_from_path(st->drawable->mesh, st->drawable->path);
		}
		visual_3d_draw_from_context(tr_state->ctx, tr_state);
		ctx->drawable = NULL;
		return;
	}
#endif

	/*we computed the texture in final screen coordinate, so use the identity matrix for the context*/
	gf_mx2d_init(tr_state->transform);
	drawable_finalize_sort(ctx, tr_state, NULL);
	gf_mx2d_copy(tr_state->transform, backup);
}
예제 #5
0
Bool group_cache_traverse(GF_Node *node, GroupCache *cache, GF_TraverseState *tr_state, Bool force_recompute, Bool is_mpeg4, Bool auto_fit_vp)
{
	GF_Matrix2D backup;
	DrawableContext *group_ctx = NULL;
	GF_ChildNodeItem *l;

	if (!cache) return 0;

	/*do we need to recompute the cache*/
	if (cache->force_recompute) {
		force_recompute = 1;
		cache->force_recompute = 0;
	}
	else if (gf_node_dirty_get(node) & GF_SG_CHILD_DIRTY) {
		force_recompute = 1;
	}

	/*we need to redraw the group in an offscreen visual*/
	if (force_recompute) {
		GF_Matrix2D backup;
		GF_IRect rc1, rc2;
		u32 type_3d;
		u32 prev_flags;
		GF_Rect cache_bounds;
		GF_SURFACE offscreen_surface, old_surf;
		GF_Raster2D *r2d = tr_state->visual->compositor->rasterizer;
		DrawableContext *child_ctx;
		Fixed temp_x, temp_y, scale_x, scale_y;

		GF_LOG(GF_LOG_INFO, GF_LOG_COMPOSE, ("[Compositor] Recomputing cache for subtree %s\n", gf_node_get_log_name(node)));
		/*step 1 : store current state and indicate children should not be cached*/
		tr_state->in_group_cache = 1;
		prev_flags = tr_state->immediate_draw;
		/*store the current transform matrix, create a new one for group_cache*/
		gf_mx2d_copy(backup, tr_state->transform);
		gf_mx2d_init(tr_state->transform);

		type_3d = 0;
#ifndef GPAC_DISABLE_3D
		/*force 2D rendering*/
		type_3d = tr_state->visual->type_3d;
		tr_state->visual->type_3d = 0;
#endif

		/*step 2: collect the bounds of all children*/
		tr_state->traversing_mode = TRAVERSE_GET_BOUNDS;
		cache_bounds.width = cache_bounds.height = 0;
		l = ((GF_ParentNode*)node)->children;
		while (l) {
			tr_state->bounds.width = tr_state->bounds.height = 0;
			gf_node_traverse(l->node, tr_state);
			l = l->next;
			gf_rect_union(&cache_bounds, &tr_state->bounds);
		}
		tr_state->traversing_mode = TRAVERSE_SORT;

		if (!cache_bounds.width || !cache_bounds.height) {
			tr_state->in_group_cache = 0;
			tr_state->immediate_draw = prev_flags;
			gf_mx2d_copy(tr_state->transform, backup);
#ifndef GPAC_DISABLE_3D
			tr_state->visual->type_3d = type_3d;
#endif
			return 0;
		}

		/*step 3: insert a DrawableContext for this group in the display list*/
		if (is_mpeg4) {
#ifndef GPAC_DISABLE_VRML
			group_ctx = drawable_init_context_mpeg4(cache->drawable, tr_state);
#endif
		} else {
#ifndef GPAC_DISABLE_SVG
			group_ctx = drawable_init_context_svg(cache->drawable, tr_state);
#endif
		}
		if (!group_ctx) return 0;

		/*step 4: now we have the bounds:
			allocate the offscreen memory
			create temp raster visual & attach to buffer
			override the tr_state->visual->the_surface with the temp raster
			add translation (shape is not always centered)
			setup top clipers
		*/
		old_surf = tr_state->visual->raster_surface;
		offscreen_surface = r2d->surface_new(r2d, tr_state->visual->center_coords);	/*a new temp raster visual*/
		tr_state->visual->raster_surface = offscreen_surface;

		/*use current surface coordinate scaling to compute the cache*/
#ifdef GF_SR_USE_VIDEO_CACHE
		scale_x = tr_state->visual->compositor->cache_scale * backup.m[0] / 100;
		scale_y = tr_state->visual->compositor->cache_scale * backup.m[4] / 100;
#else
		scale_x = backup.m[0];
		scale_y = backup.m[4];
#endif

		if (scale_x<0) scale_x = -scale_x;
		if (scale_y<0) scale_y = -scale_y;

		cache->scale = MAX(scale_x, scale_y);
		tr_state->bounds = cache_bounds;
		gf_mx2d_add_scale(&tr_state->transform, scale_x, scale_y);
		gf_mx2d_apply_rect(&tr_state->transform, &cache_bounds);

		rc1 = gf_rect_pixelize(&cache_bounds);
		if (rc1.width % 2) rc1.width++;
		if (rc1.height%2) rc1.height++;

		/* Initialize the group cache with the scaled pixelized bounds for texture but the original bounds for path*/
		group_cache_setup(cache, &tr_state->bounds, &rc1, tr_state->visual->compositor, type_3d);


		/*attach the buffer to visual*/
		r2d->surface_attach_to_buffer(offscreen_surface, cache->txh.data,
										cache->txh.width,
										cache->txh.height,
										0,
										cache->txh.stride,
										cache->txh.pixelformat);


		/*recompute the bounds with the final scaling used*/
		scale_x = gf_divfix(INT2FIX(rc1.width), tr_state->bounds.width);
		scale_y = gf_divfix(INT2FIX(rc1.height), tr_state->bounds.height);
		gf_mx2d_init(tr_state->transform);
		gf_mx2d_add_scale(&tr_state->transform, scale_x, scale_y);
		cache_bounds = tr_state->bounds;
		gf_mx2d_apply_rect(&tr_state->transform, &cache_bounds);

		/*centered the bitmap on the visual*/
		temp_x = -cache_bounds.x;
		temp_y = -cache_bounds.y;
		if (tr_state->visual->center_coords) {
			temp_x -= cache_bounds.width/2;
			temp_y += cache_bounds.height/2;
		} else {
			temp_y += cache_bounds.height;
		}
		gf_mx2d_add_translation(&tr_state->transform, temp_x, temp_y);

		/*override top clippers*/
		rc1 = tr_state->visual->surf_rect;
		rc2 = tr_state->visual->top_clipper;
		tr_state->visual->surf_rect.width = cache->txh.width;
		tr_state->visual->surf_rect.height = cache->txh.height;
		if (tr_state->visual->center_coords) {
			tr_state->visual->surf_rect.y = cache->txh.height/2;
			tr_state->visual->surf_rect.x = -1 * (s32) cache->txh.width/2;
		} else {
			tr_state->visual->surf_rect.y = cache->txh.height;
			tr_state->visual->surf_rect.x = 0;
		}
		tr_state->visual->top_clipper = tr_state->visual->surf_rect;


		/*step 5: traverse subtree in direct draw mode*/
		tr_state->immediate_draw = 1;
		group_ctx->flags &= ~CTX_NO_ANTIALIAS;

		l = ((GF_ParentNode*)node)->children;
		while (l) {
			gf_node_traverse(l->node, tr_state);
			l = l->next;
		}
		/*step 6: reset all contexts after the current group one*/
		child_ctx = group_ctx->next;
		while (child_ctx && child_ctx->drawable) {
			drawable_reset_bounds(child_ctx->drawable, tr_state->visual);
			child_ctx->drawable = NULL;
			child_ctx = child_ctx->next;
		}

		/*and set ourselves as the last context on the main visual*/
		tr_state->visual->cur_context = group_ctx;

		/*restore state and destroy whatever needs to be cleaned*/
		gf_mx2d_copy(tr_state->transform, backup);
		tr_state->in_group_cache = 0;
		tr_state->immediate_draw = prev_flags;
		r2d->surface_delete(offscreen_surface);
		tr_state->visual->raster_surface = old_surf;
		tr_state->traversing_mode = TRAVERSE_SORT;

#ifndef GPAC_DISABLE_3D
		tr_state->visual->type_3d = type_3d;
#endif
		tr_state->visual->surf_rect = rc1;
		tr_state->visual->top_clipper = rc2;

		/*update texture*/
		cache->txh.transparent = 1;
		cache->txh.flags |= GF_SR_TEXTURE_NO_GL_FLIP;
		gf_sc_texture_set_data(&cache->txh);
		gf_sc_texture_push_image(&cache->txh, 0, type_3d ? 0 : 1);

		cache->orig_vp = tr_state->vp_size;
	}
	/*just setup the context*/
	else {
		if (is_mpeg4) {
#ifndef GPAC_DISABLE_VRML
			group_ctx = drawable_init_context_mpeg4(cache->drawable, tr_state);
#endif
		} else {
#ifndef GPAC_DISABLE_SVG
			group_ctx = drawable_init_context_svg(cache->drawable, tr_state);
#endif
		}
	}
	if (!group_ctx) return 0;
	group_ctx->flags |= CTX_NO_ANTIALIAS;
	if (cache->opacity != FIX_ONE)
		group_ctx->aspect.fill_color = GF_COL_ARGB_FIXED(cache->opacity, FIX_ONE, FIX_ONE, FIX_ONE);
	else
		group_ctx->aspect.fill_color = 0;
	group_ctx->aspect.fill_texture = &cache->txh;

	if (!cache->opacity) {
		group_ctx->drawable = NULL;
		return 0;
	}

	if (gf_node_dirty_get(node)) group_ctx->flags |= CTX_TEXTURE_DIRTY;

#ifdef CACHE_DEBUG_CENTER
	gf_mx2d_copy(backup, tr_state->transform);
	gf_mx2d_init(tr_state->transform);
#else
	gf_mx2d_copy(backup, tr_state->transform);
	if (auto_fit_vp) {
		if ((tr_state->vp_size.x != cache->orig_vp.x) || (tr_state->vp_size.y != cache->orig_vp.y)) {
			GF_Matrix2D m;
			gf_mx2d_init(m);
			gf_mx2d_copy(backup, tr_state->transform);
			gf_mx2d_add_scale(&m, gf_divfix(tr_state->vp_size.x, cache->orig_vp.x), gf_divfix(tr_state->vp_size.y, cache->orig_vp.y) );
			gf_mx2d_pre_multiply(&tr_state->transform, &m);
		} else {
			auto_fit_vp = 0;
		}
	}
#endif

#ifndef GPAC_DISABLE_3D
	if (tr_state->visual->type_3d) {
		if (!cache->drawable->mesh) {
			cache->drawable->mesh = new_mesh();
			mesh_from_path(cache->drawable->mesh, cache->drawable->path);
		}
		visual_3d_draw_from_context(group_ctx, tr_state);
		group_ctx->drawable = NULL;
	} else
#endif
		drawable_finalize_sort(group_ctx, tr_state, NULL);

#ifndef CACHE_DEBUG_CENTER
	if (auto_fit_vp)
#endif
	{
		gf_mx2d_copy(tr_state->transform, backup);
	}
	return (force_recompute==1);
}
예제 #6
0
void drawable_unregister_from_surface(Drawable *node, struct _visual_surface_2D *surf)
{
	ChainDeleteItem(node->on_surfaces, surf);
	/*no longer registered, remove bounds*/
	if (!ChainGetCount(node->on_surfaces)) drawable_reset_bounds(node);
}