root/src/compositor/drawable.h

/* [<][>][^][v][top][bottom][index][help] */

INCLUDED FROM


/*
 *                      GPAC - Multimedia Framework C SDK
 *
 *                      Authors: Jean Le Feuvre
 *                      Copyright (c) Telecom ParisTech 2000-2012
 *                                      All rights reserved
 *
 *  This file is part of GPAC / Scene Compositor sub-project
 *
 *  GPAC is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU Lesser General Public License as published by
 *  the Free Software Foundation; either version 2, or (at your option)
 *  any later version.
 *
 *  GPAC is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU Lesser General Public License for more details.
 *
 *  You should have received a copy of the GNU Lesser General Public
 *  License along with this library; see the file COPYING.  If not, write to
 *  the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
 *
 */


#ifndef DRAWABLE_H
#define DRAWABLE_H

#include <gpac/internal/compositor_dev.h>


typedef struct _drawable Drawable;
typedef struct _drawable_context DrawableContext;

typedef struct _bound_info
{
        /*cliped bounds in pixels - needed to track static objects with animated cliping*/
        GF_IRect clip;
        /*uncliped bounds - needed to track moving objects fully contained in visual and for image bliting*/
        GF_Rect unclip;
        /* extra_check:
                for MPEG-4: pointer to appearance node (due to DEF/USE) in order to detect same bounds and appearance node change
                for SVG: currently not used, should be needed for <use>
        */
        void *extra_check;

        /**/
        struct _bound_info *next;
} BoundInfo;

typedef struct _dirty_rect_info
{
        /*the visual manager for which we're storing the bounds of this node*/
        GF_VisualManager *visual;
        /*the current location of the node on the visual manager collected during traverse step*/
        struct _bound_info *current_bounds;
        /*the location of the node on the visual manager at the previous frame*/
        struct _bound_info *previous_bounds;

        /**/
        struct _dirty_rect_info *next;
} DRInfo;

enum {
        /*user defined flags*/

        /*if flag set, the node callback function will be used to draw the node. Otherwise,
        high-level draw operations on the drawable & drawable context will be used*/
        DRAWABLE_USE_TRAVERSE_DRAW = 1,

        /*bounds tracker flags, INTERNAL TO RENDERER */

        /*flag set by drawable_mark_modified during a TRAVERSE_SORT pass when geometry's node has been modified. This forces clearing of the node
        and skips bounds checking.
        Flag is cleared by the compositor*/
        DRAWABLE_HAS_CHANGED = 1<<1,
        /*same flag as above except set when picking/getting bounds out of the main scene traversal routine (user event, script)*/
        DRAWABLE_HAS_CHANGED_IN_LAST_TRAVERSE = 1<<2,

        /*flag set if node has been drawn for the current visual manager*/
        DRAWABLE_DRAWN_ON_VISUAL = 1<<3,
        /*set if node is registered in previous node drawn list of the current visual manager
        the flag is only set during a visual_draw_frame pass*/
        DRAWABLE_REGISTERED_WITH_VISUAL = 1<<4,

        /*drawable is an overlay surface*/
        DRAWABLE_IS_OVERLAY = 1<<5,

        /*drawable has a cache texture*/
        DRAWABLE_IS_CACHED = 1<<6,

        /*drawable has been initialized for hybrid GL mode - used to perform the initial clear of the overlay graphics*/
        DRAWABLE_HYBGL_INIT = 1<<7,
};

struct _drawable
{
#ifndef GPAC_DISABLE_3D
        /*3D object for drawable if needed - NOT ALLOCATED BY DEFAULT
        DO NOT CHANGE THE LOCATION IN THE STRUCTURE, IT SHALL BE FIRST TO BE TYPECASTED TO
        A Drawable3D when drawing OpenGL*/
        GF_Mesh *mesh;
#endif
        /*set of drawable flags*/
        u32 flags;

        /*node owning the drawable*/
        GF_Node *node;

        /*bounds collector*/
        struct _dirty_rect_info *dri;

        /*graphic path - !! CREATED BY DEFAULT !! */
        GF_Path *path;
        /*cached outlines*/
        struct _strikeinfo2d *outline;
};

/*construction destruction*/
Drawable *drawable_new();
void drawable_del(Drawable *dr);
void drawable_del_ex(Drawable *dr, GF_Compositor *compositor);

/*cleans up the drawable attached to the node*/
void drawable_node_del(GF_Node *node);


/*
decide whether drawing is needed or not based on visual settings and parent node - must be called
at the end of each TRAVERSE_SORT of drawable nodes
if orig_bounds is NULL, function uses the bounds of the drawable's path
*/
void drawable_finalize_sort(DrawableContext *ctx, GF_TraverseState *tr_state, GF_Rect *orig_bounds);
/*same as drawable_finalize_sort but skips focus check*/
void drawable_finalize_sort_ex(DrawableContext *ctx, GF_TraverseState *tr_state, GF_Rect *orig_bounds, Bool skip_focus);

/*base constructor for geometry objects that work without overloading the drawable stuff*/
Drawable *drawable_stack_new(GF_Compositor *compositor, GF_Node *node);
/*reset all paths (main path and any outline) of the stack*/
void drawable_reset_path(Drawable *st);
/*reset all paths outlines (only) of the stack*/
void drawable_reset_path_outline(Drawable *st);

/*mark the drawable as modified - this shall be caleed whenever the node geometry is rebuilt
in order to signal this change to the bounds tracker algorithm*/
void drawable_mark_modified(Drawable *st, GF_TraverseState *tr_state);

/*checks if the current object is the focused one, and insert the focus drawable at the current pos*/
void drawable_check_focus_highlight(GF_Node *node, GF_TraverseState *tr_state, GF_Rect *orig_bounds);

/*reset the highlight state (bounds) if associated with the current node. This is automatically called
whenever reseting a drawable but must be called when a grouping node is modified*/
void drawable_reset_group_highlight(GF_TraverseState *tr_state, GF_Node *n);

/*move current bounds to previous bounds for given target visual manager - called BEFORE updating the visual manager
returns 1 if nod was draw last frame on this visual manager, 0 otherwise*/
Bool drawable_flush_bounds(Drawable *node, GF_VisualManager *on_visual, u32 draw_mode);

/*
        return 1 if same bound is found in previous list (and remove it from the list)
        return 0 otherwise
*/
Bool drawable_has_same_bounds(DrawableContext *ctx, GF_VisualManager *visual);

/*
        return any previous bounds related to the same visual manager in @rc if any
        if nothing found return 0
*/
Bool drawable_get_previous_bound(Drawable *node, GF_IRect *rc, GF_VisualManager *visual);

/*reset bounds array (current and previous) on the given visual manager*/
void drawable_reset_bounds(Drawable *dr, GF_VisualManager *visual);
/*setup clip/uncli pointers for the drawable context*/
void drawable_check_bounds(DrawableContext *ctx, GF_VisualManager *visual);

/*the focus drawable routine of the focus object*/
void drawable_traverse_focus(GF_Node *node, void *rs, Bool is_destroy);

struct _draw_aspect_2d
{
        /*including alpha*/
        GF_Color fill_color, line_color;
        Fixed line_scale;
        GF_PenSettings pen_props;
        /*texture fill handler*/
        struct _gf_sc_texture_handler *fill_texture;
        /*texture stroke handler*/
        struct _gf_sc_texture_handler *line_texture;
};

/*fills the 2D drawing properties according to the traversing state - MPEG4/X3D only*/
u32 drawable_get_aspect_2d_mpeg4(GF_Node *node, DrawAspect2D *asp, GF_TraverseState *tr_state);
/*fills the 2D drawing properties according to the traversing state - SVG only*/
Bool drawable_get_aspect_2d_svg(GF_Node *node, DrawAspect2D *asp, GF_TraverseState *tr_state);


enum
{
        /*set whenever appearance changed*/
        CTX_APP_DIRTY = 1,
        /*set whenever texture data changed*/
        CTX_TEXTURE_DIRTY = 1<<1,

        /*set when context is an MPEG-4/VRML node*/
        CTX_HAS_APPEARANCE = 1<<2,
        /*set if node completely fits its bounds (flat rect and bitmap) then non transparent*/
        CTX_IS_TRANSPARENT = 1<<3,
        /*set if node is text data*/
        CTX_IS_TEXT = 1<<4,
        /*set if node is background*/
        CTX_IS_BACKGROUND = 1<<5,
        /*turn antialiasing off when drawing*/
        CTX_NO_ANTIALIAS = 1<<6,
        /*indicates path has been textured, in which case FILL is skiped*/
        CTX_PATH_FILLED = 1<<7,
        /*indicates path outline has been textured, in which case STRIKE is skiped*/
        CTX_PATH_STROKE = 1<<8,
        /*indicates SVG path outline geometry has been modified*/
        CTX_SVG_OUTLINE_GEOMETRY_DIRTY = 1<<9,
        /*indicates the context is in a flip coord state (used for image and text flip)*/
        CTX_FLIPED_COORDS = 1<<10,
        //flag set in opengl auto mode to indicate that the corresponding area should not be cleared but still redrawn (this means an opaque texture is used)
        CTX_HYBOGL_NO_CLEAR = 1<<11,
        //flag set in opengl auto mode to indicate that the corresponding area should not be cleared but still redrawn (this means an opaque texture is used)
        CTX_BACKROUND_NOT_LAYER = 1<<12,
        CTX_BACKROUND_NO_CLEAR= 1<<13,
};

#define CTX_3DTYPE_MASK 0x7800

#define CTX_REDRAW_MASK 0x00000003

struct _drawable_context
{
        /*next context allocated, or NULL*/
        struct _drawable_context *next;

        /*any of the above flags*/
        u16 flags;
        /*only used by text when splitting strings into chars / substrings*/
        s16 sub_path_index;

        /*drawable using this context*/
        Drawable *drawable;

        /*pointer to clipped and uncliped (for sensors) rect in pixels.*/
        BoundInfo *bi;

        /*draw info*/
        DrawAspect2D aspect;
        /*transform matrix from top*/
        GF_Matrix2D transform;
        /*color matrix, NULL if none/identity*/
        GF_ColorMatrix *col_mat;

        /* extra check data for bounds matching
                for MPEG-4: appearance node
                for SVG: parent <use> node if any
        */
        GF_Node *appear;

#ifdef GF_SR_USE_DEPTH
        //local gain and offset
        Fixed depth_gain, depth_offset;
#endif

};

DrawableContext *NewDrawableContext();
void DeleteDrawableContext(DrawableContext *);
void drawctx_reset(DrawableContext *ctx);
void drawctx_update_info(DrawableContext *ctx, GF_VisualManager *visual);

#ifndef GPAC_DISABLE_VRML
/*inits context - may return NULL if the node doesn't have to be drawn*/
DrawableContext *drawable_init_context_mpeg4(Drawable *node, GF_TraverseState *tr_state);
#endif

/*inits context for SVG - may return NULL if the node doesn't have to be drawn*/
DrawableContext *drawable_init_context_svg(Drawable *drawable, GF_TraverseState *tr_state);

/*base draw function for 2D objects (texturing, fill and strike)
        in 2D, the current context is passed in the traversing state
*/
void drawable_draw(Drawable *drawable, GF_TraverseState *tr_state);

/*picking function for VRML-based scene graphs*/
void vrml_drawable_pick(Drawable *drawable, GF_TraverseState *tr_state);

/*SVG picking function (uses SVG pointrer events)*/
void svg_drawable_pick(GF_Node *node, Drawable *drawable, GF_TraverseState *tr_state);

/*stored at compositor level and in each drawable node*/
typedef struct _strikeinfo2d
{
        struct _strikeinfo2d *next;
        /*vectorial outline*/
        GF_Path *outline;
        /*drawable using this outline*/
        Drawable *drawable;
        /*lineprops used to build outline (MPEG-4 only)*/
        GF_Node *lineProps;
        /*user+world->local scaling for non-scalable outlines*/
        Fixed line_scale;
        /*SVG path length*/
        Fixed path_length;
        /*set only for text, indicates sub-path outline*/
        GF_Path *original;


#ifndef GPAC_DISABLE_3D
        /*3D drawing*/
        Bool is_vectorial;
        GF_Mesh *mesh_outline;
#endif
} StrikeInfo2D;

void delete_strikeinfo2d(StrikeInfo2D *info);
/*get strike and manage any scale change&co. This avoids recomputing outline at each frame...*/
StrikeInfo2D *drawable_get_strikeinfo(GF_Compositor *compositor, Drawable *drawable, DrawAspect2D *asp, GF_Node *appear, GF_Path *path, u32 svg_flags, GF_TraverseState *tr_state);


void drawable_compute_line_scale(GF_TraverseState *tr_state, DrawAspect2D *asp);

Bool svg_drawable_is_over(Drawable *drawable, Fixed x, Fixed y, DrawAspect2D *asp, GF_TraverseState *tr_state, GF_Rect *glyph_rc);

void drawable_check_texture_dirty(DrawableContext *ctx, Drawable *drawable, GF_TraverseState *tr_state);
#endif

/* [<][>][^][v][top][bottom][index][help] */