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author | Benau <Benau@users.noreply.github.com> | 2021-08-25 04:32:50 +0800 |
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committer | GitHub <noreply@github.com> | 2021-08-24 22:32:50 +0200 |
commit | 53cafa9f3d0c8be33821fc7338b1da97e91d9cc6 (patch) | |
tree | 964a225219099a1a1c282e27913767da588191b4 /vendor/github.com/Benau/go_rlottie/lottie_lottieanimation.cpp | |
parent | d4195deb3a6305c49c50ff30e8af978c7f1bdd92 (diff) | |
download | matterbridge-msglm-53cafa9f3d0c8be33821fc7338b1da97e91d9cc6.tar.gz matterbridge-msglm-53cafa9f3d0c8be33821fc7338b1da97e91d9cc6.tar.bz2 matterbridge-msglm-53cafa9f3d0c8be33821fc7338b1da97e91d9cc6.zip |
Convert .tgs with go libraries (and cgo) (telegram) (#1569)
This commit adds support for go/cgo tgs conversion when building with the -tags `cgo`
The default binaries are still "pure" go and uses the old way of converting.
* Move lottie_convert.py conversion code to its own file
* Add optional libtgsconverter
* Update vendor
* Apply suggestions from code review
* Update bridge/helper/libtgsconverter.go
Co-authored-by: Wim <wim@42.be>
Diffstat (limited to 'vendor/github.com/Benau/go_rlottie/lottie_lottieanimation.cpp')
-rw-r--r-- | vendor/github.com/Benau/go_rlottie/lottie_lottieanimation.cpp | 457 |
1 files changed, 457 insertions, 0 deletions
diff --git a/vendor/github.com/Benau/go_rlottie/lottie_lottieanimation.cpp b/vendor/github.com/Benau/go_rlottie/lottie_lottieanimation.cpp new file mode 100644 index 00000000..341489b3 --- /dev/null +++ b/vendor/github.com/Benau/go_rlottie/lottie_lottieanimation.cpp @@ -0,0 +1,457 @@ +#include "config.h" +/* + * Copyright (c) 2020 Samsung Electronics Co., Ltd. All rights reserved. + + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ +#include "config.h" +#include "lottie_lottieitem.h" +#include "lottie_lottiemodel.h" +#include "rlottie.h" + +#include <fstream> + +using namespace rlottie; +using namespace rlottie::internal; + +RLOTTIE_API void rlottie::configureModelCacheSize(size_t cacheSize) +{ + internal::model::configureModelCacheSize(cacheSize); +} + +struct RenderTask { + RenderTask() { receiver = sender.get_future(); } + std::promise<Surface> sender; + std::future<Surface> receiver; + AnimationImpl * playerImpl{nullptr}; + size_t frameNo{0}; + Surface surface; + bool keepAspectRatio{true}; +}; +using SharedRenderTask = std::shared_ptr<RenderTask>; + +class AnimationImpl { +public: + void init(std::shared_ptr<model::Composition> composition); + bool update(size_t frameNo, const VSize &size, bool keepAspectRatio); + VSize size() const { return mModel->size(); } + double duration() const { return mModel->duration(); } + double frameRate() const { return mModel->frameRate(); } + size_t totalFrame() const { return mModel->totalFrame(); } + size_t frameAtPos(double pos) const { return mModel->frameAtPos(pos); } + Surface render(size_t frameNo, const Surface &surface, + bool keepAspectRatio); + std::future<Surface> renderAsync(size_t frameNo, Surface &&surface, + bool keepAspectRatio); + const LOTLayerNode * renderTree(size_t frameNo, const VSize &size); + + const LayerInfoList &layerInfoList() const + { + if (mLayerList.empty()) { + mLayerList = mModel->layerInfoList(); + } + return mLayerList; + } + const MarkerList &markers() const { return mModel->markers(); } + void setValue(const std::string &keypath, LOTVariant &&value); + void removeFilter(const std::string &keypath, Property prop); + +private: + mutable LayerInfoList mLayerList; + model::Composition * mModel; + SharedRenderTask mTask; + std::atomic<bool> mRenderInProgress; + std::unique_ptr<renderer::Composition> mRenderer{nullptr}; +}; + +void AnimationImpl::setValue(const std::string &keypath, LOTVariant &&value) +{ + if (keypath.empty()) return; + mRenderer->setValue(keypath, value); +} + +const LOTLayerNode *AnimationImpl::renderTree(size_t frameNo, const VSize &size) +{ + if (update(frameNo, size, true)) { + mRenderer->buildRenderTree(); + } + return mRenderer->renderTree(); +} + +bool AnimationImpl::update(size_t frameNo, const VSize &size, + bool keepAspectRatio) +{ + frameNo += mModel->startFrame(); + + if (frameNo > mModel->endFrame()) frameNo = mModel->endFrame(); + + if (frameNo < mModel->startFrame()) frameNo = mModel->startFrame(); + + return mRenderer->update(int(frameNo), size, keepAspectRatio); +} + +Surface AnimationImpl::render(size_t frameNo, const Surface &surface, + bool keepAspectRatio) +{ + bool renderInProgress = mRenderInProgress.load(); + if (renderInProgress) { + vCritical << "Already Rendering Scheduled for this Animation"; + return surface; + } + + mRenderInProgress.store(true); + update( + frameNo, + VSize(int(surface.drawRegionWidth()), int(surface.drawRegionHeight())), + keepAspectRatio); + mRenderer->render(surface); + mRenderInProgress.store(false); + + return surface; +} + +void AnimationImpl::init(std::shared_ptr<model::Composition> composition) +{ + mModel = composition.get(); + mRenderer = std::make_unique<renderer::Composition>(composition); + mRenderInProgress = false; +} + +#ifdef LOTTIE_THREAD_SUPPORT + +#include <thread> +#include "vector_vtaskqueue.h" + +/* + * Implement a task stealing schduler to perform render task + * As each player draws into its own buffer we can delegate this + * task to a slave thread. The scheduler creates a threadpool depending + * on the number of cores available in the system and does a simple fair + * scheduling by assigning the task in a round-robin fashion. Each thread + * in the threadpool has its own queue. once it finishes all the task on its + * own queue it goes through rest of the queue and looks for task if it founds + * one it steals the task from it and executes. if it couldn't find one then it + * just waits for new task on its own queue. + */ +class RenderTaskScheduler { + const unsigned _count{std::thread::hardware_concurrency()}; + std::vector<std::thread> _threads; + std::vector<TaskQueue<SharedRenderTask>> _q{_count}; + std::atomic<unsigned> _index{0}; + + void run(unsigned i) + { + while (true) { + bool success = false; + SharedRenderTask task; + for (unsigned n = 0; n != _count * 2; ++n) { + if (_q[(i + n) % _count].try_pop(task)) { + success = true; + break; + } + } + if (!success && !_q[i].pop(task)) break; + + auto result = task->playerImpl->render(task->frameNo, task->surface, + task->keepAspectRatio); + task->sender.set_value(result); + } + } + + RenderTaskScheduler() + { + for (unsigned n = 0; n != _count; ++n) { + _threads.emplace_back([&, n] { run(n); }); + } + } + +public: + static RenderTaskScheduler &instance() + { + static RenderTaskScheduler singleton; + return singleton; + } + + ~RenderTaskScheduler() + { + for (auto &e : _q) e.done(); + + for (auto &e : _threads) e.join(); + } + + std::future<Surface> process(SharedRenderTask task) + { + auto receiver = std::move(task->receiver); + auto i = _index++; + + for (unsigned n = 0; n != _count; ++n) { + if (_q[(i + n) % _count].try_push(std::move(task))) return receiver; + } + + if (_count > 0) { + _q[i % _count].push(std::move(task)); + } + + return receiver; + } +}; + +#else +class RenderTaskScheduler { +public: + static RenderTaskScheduler &instance() + { + static RenderTaskScheduler singleton; + return singleton; + } + + std::future<Surface> process(SharedRenderTask task) + { + auto result = task->playerImpl->render(task->frameNo, task->surface, + task->keepAspectRatio); + task->sender.set_value(result); + return std::move(task->receiver); + } +}; +#endif + +std::future<Surface> AnimationImpl::renderAsync(size_t frameNo, + Surface &&surface, + bool keepAspectRatio) +{ + if (!mTask) { + mTask = std::make_shared<RenderTask>(); + } else { + mTask->sender = std::promise<Surface>(); + mTask->receiver = mTask->sender.get_future(); + } + mTask->playerImpl = this; + mTask->frameNo = frameNo; + mTask->surface = std::move(surface); + mTask->keepAspectRatio = keepAspectRatio; + + return RenderTaskScheduler::instance().process(mTask); +} + +/** + * \breif Brief abput the Api. + * Description about the setFilePath Api + * @param path add the details + */ +std::unique_ptr<Animation> Animation::loadFromData( + std::string jsonData, const std::string &key, + const std::string &resourcePath, bool cachePolicy) +{ + if (jsonData.empty()) { + vWarning << "jason data is empty"; + return nullptr; + } + + auto composition = model::loadFromData(std::move(jsonData), key, + resourcePath, cachePolicy); + if (composition) { + auto animation = std::unique_ptr<Animation>(new Animation); + animation->d->init(std::move(composition)); + return animation; + } + + return nullptr; +} + +std::unique_ptr<Animation> Animation::loadFromData(std::string jsonData, + std::string resourcePath, + ColorFilter filter) +{ + if (jsonData.empty()) { + vWarning << "jason data is empty"; + return nullptr; + } + + auto composition = model::loadFromData( + std::move(jsonData), std::move(resourcePath), std::move(filter)); + if (composition) { + auto animation = std::unique_ptr<Animation>(new Animation); + animation->d->init(std::move(composition)); + return animation; + } + return nullptr; +} + +std::unique_ptr<Animation> Animation::loadFromFile(const std::string &path, + bool cachePolicy) +{ + if (path.empty()) { + vWarning << "File path is empty"; + return nullptr; + } + + auto composition = model::loadFromFile(path, cachePolicy); + if (composition) { + auto animation = std::unique_ptr<Animation>(new Animation); + animation->d->init(std::move(composition)); + return animation; + } + return nullptr; +} + +void Animation::size(size_t &width, size_t &height) const +{ + VSize sz = d->size(); + + width = sz.width(); + height = sz.height(); +} + +double Animation::duration() const +{ + return d->duration(); +} + +double Animation::frameRate() const +{ + return d->frameRate(); +} + +size_t Animation::totalFrame() const +{ + return d->totalFrame(); +} + +size_t Animation::frameAtPos(double pos) +{ + return d->frameAtPos(pos); +} + +const LOTLayerNode *Animation::renderTree(size_t frameNo, size_t width, + size_t height) const +{ + return d->renderTree(frameNo, VSize(int(width), int(height))); +} + +std::future<Surface> Animation::render(size_t frameNo, Surface surface, + bool keepAspectRatio) +{ + return d->renderAsync(frameNo, std::move(surface), keepAspectRatio); +} + +void Animation::renderSync(size_t frameNo, Surface surface, + bool keepAspectRatio) +{ + d->render(frameNo, surface, keepAspectRatio); +} + +const LayerInfoList &Animation::layers() const +{ + return d->layerInfoList(); +} + +const MarkerList &Animation::markers() const +{ + return d->markers(); +} + +void Animation::setValue(Color_Type, Property prop, const std::string &keypath, + Color value) +{ + d->setValue(keypath, + LOTVariant(prop, [value](const FrameInfo &) { return value; })); +} + +void Animation::setValue(Float_Type, Property prop, const std::string &keypath, + float value) +{ + d->setValue(keypath, + LOTVariant(prop, [value](const FrameInfo &) { return value; })); +} + +void Animation::setValue(Size_Type, Property prop, const std::string &keypath, + Size value) +{ + d->setValue(keypath, + LOTVariant(prop, [value](const FrameInfo &) { return value; })); +} + +void Animation::setValue(Point_Type, Property prop, const std::string &keypath, + Point value) +{ + d->setValue(keypath, + LOTVariant(prop, [value](const FrameInfo &) { return value; })); +} + +void Animation::setValue(Color_Type, Property prop, const std::string &keypath, + std::function<Color(const FrameInfo &)> &&value) +{ + d->setValue(keypath, LOTVariant(prop, value)); +} + +void Animation::setValue(Float_Type, Property prop, const std::string &keypath, + std::function<float(const FrameInfo &)> &&value) +{ + d->setValue(keypath, LOTVariant(prop, value)); +} + +void Animation::setValue(Size_Type, Property prop, const std::string &keypath, + std::function<Size(const FrameInfo &)> &&value) +{ + d->setValue(keypath, LOTVariant(prop, value)); +} + +void Animation::setValue(Point_Type, Property prop, const std::string &keypath, + std::function<Point(const FrameInfo &)> &&value) +{ + d->setValue(keypath, LOTVariant(prop, value)); +} + +Animation::~Animation() = default; +Animation::Animation() : d(std::make_unique<AnimationImpl>()) {} + +Surface::Surface(uint32_t *buffer, size_t width, size_t height, + size_t bytesPerLine) + : mBuffer(buffer), + mWidth(width), + mHeight(height), + mBytesPerLine(bytesPerLine) +{ + mDrawArea.w = mWidth; + mDrawArea.h = mHeight; +} + +void Surface::setDrawRegion(size_t x, size_t y, size_t width, size_t height) +{ + if ((x + width > mWidth) || (y + height > mHeight)) return; + + mDrawArea.x = x; + mDrawArea.y = y; + mDrawArea.w = width; + mDrawArea.h = height; +} + +#ifdef LOTTIE_LOGGING_SUPPORT +void initLogging() +{ +#if defined(USE_ARM_NEON) + set_log_level(LogLevel::OFF); +#else + initialize(GuaranteedLogger(), "/tmp/", "rlottie", 1); + set_log_level(LogLevel::INFO); +#endif +} + +V_CONSTRUCTOR_FUNCTION(initLogging) +#endif |