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authorBenau <Benau@users.noreply.github.com>2021-08-25 04:32:50 +0800
committerGitHub <noreply@github.com>2021-08-24 22:32:50 +0200
commit53cafa9f3d0c8be33821fc7338b1da97e91d9cc6 (patch)
tree964a225219099a1a1c282e27913767da588191b4 /vendor/github.com/Benau/go_rlottie/lottie_lottieitem.cpp
parentd4195deb3a6305c49c50ff30e8af978c7f1bdd92 (diff)
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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_lottieitem.cpp')
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diff --git a/vendor/github.com/Benau/go_rlottie/lottie_lottieitem.cpp b/vendor/github.com/Benau/go_rlottie/lottie_lottieitem.cpp
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--- /dev/null
+++ b/vendor/github.com/Benau/go_rlottie/lottie_lottieitem.cpp
@@ -0,0 +1,1491 @@
+/*
+ * 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 "lottie_lottieitem.h"
+#include <algorithm>
+#include <cmath>
+#include <iterator>
+#include "lottie_lottiekeypath.h"
+#include "vector_vbitmap.h"
+#include "vector_vpainter.h"
+#include "vector_vraster.h"
+
+/* Lottie Layer Rules
+ * 1. time stretch is pre calculated and applied to all the properties of the
+ * lottilayer model and all its children
+ * 2. The frame property could be reversed using,time-reverse layer property in
+ * AE. which means (start frame > endFrame) 3.
+ */
+
+static bool transformProp(rlottie::Property prop)
+{
+ switch (prop) {
+ case rlottie::Property::TrAnchor:
+ case rlottie::Property::TrScale:
+ case rlottie::Property::TrOpacity:
+ case rlottie::Property::TrPosition:
+ case rlottie::Property::TrRotation:
+ return true;
+ default:
+ return false;
+ }
+}
+static bool fillProp(rlottie::Property prop)
+{
+ switch (prop) {
+ case rlottie::Property::FillColor:
+ case rlottie::Property::FillOpacity:
+ return true;
+ default:
+ return false;
+ }
+}
+
+static bool strokeProp(rlottie::Property prop)
+{
+ switch (prop) {
+ case rlottie::Property::StrokeColor:
+ case rlottie::Property::StrokeOpacity:
+ case rlottie::Property::StrokeWidth:
+ return true;
+ default:
+ return false;
+ }
+}
+
+static renderer::Layer *createLayerItem(model::Layer *layerData,
+ VArenaAlloc * allocator)
+{
+ switch (layerData->mLayerType) {
+ case model::Layer::Type::Precomp: {
+ return allocator->make<renderer::CompLayer>(layerData, allocator);
+ }
+ case model::Layer::Type::Solid: {
+ return allocator->make<renderer::SolidLayer>(layerData);
+ }
+ case model::Layer::Type::Shape: {
+ return allocator->make<renderer::ShapeLayer>(layerData, allocator);
+ }
+ case model::Layer::Type::Null: {
+ return allocator->make<renderer::NullLayer>(layerData);
+ }
+ case model::Layer::Type::Image: {
+ return allocator->make<renderer::ImageLayer>(layerData);
+ }
+ default:
+ return nullptr;
+ break;
+ }
+}
+
+renderer::Composition::Composition(std::shared_ptr<model::Composition> model)
+ : mCurFrameNo(-1)
+{
+ mModel = std::move(model);
+ mRootLayer = createLayerItem(mModel->mRootLayer, &mAllocator);
+ mRootLayer->setComplexContent(false);
+ mViewSize = mModel->size();
+}
+
+void renderer::Composition::setValue(const std::string &keypath,
+ LOTVariant & value)
+{
+ LOTKeyPath key(keypath);
+ mRootLayer->resolveKeyPath(key, 0, value);
+}
+
+bool renderer::Composition::update(int frameNo, const VSize &size,
+ bool keepAspectRatio)
+{
+ // check if cached frame is same as requested frame.
+ if ((mViewSize == size) && (mCurFrameNo == frameNo) &&
+ (mKeepAspectRatio == keepAspectRatio))
+ return false;
+
+ mViewSize = size;
+ mCurFrameNo = frameNo;
+ mKeepAspectRatio = keepAspectRatio;
+
+ /*
+ * if viewbox dosen't scale exactly to the viewport
+ * we scale the viewbox keeping AspectRatioPreserved and then align the
+ * viewbox to the viewport using AlignCenter rule.
+ */
+ VMatrix m;
+ VSize viewPort = mViewSize;
+ VSize viewBox = mModel->size();
+ float sx = float(viewPort.width()) / viewBox.width();
+ float sy = float(viewPort.height()) / viewBox.height();
+ if (mKeepAspectRatio) {
+ float scale = std::min(sx, sy);
+ float tx = (viewPort.width() - viewBox.width() * scale) * 0.5f;
+ float ty = (viewPort.height() - viewBox.height() * scale) * 0.5f;
+ m.translate(tx, ty).scale(scale, scale);
+ } else {
+ m.scale(sx, sy);
+ }
+ mRootLayer->update(frameNo, m, 1.0);
+ return true;
+}
+
+bool renderer::Composition::render(const rlottie::Surface &surface)
+{
+ mSurface.reset(reinterpret_cast<uchar *>(surface.buffer()),
+ uint(surface.width()), uint(surface.height()),
+ uint(surface.bytesPerLine()),
+ VBitmap::Format::ARGB32_Premultiplied);
+
+ /* schedule all preprocess task for this frame at once.
+ */
+ VRect clip(0, 0, int(surface.drawRegionWidth()),
+ int(surface.drawRegionHeight()));
+ mRootLayer->preprocess(clip);
+
+ VPainter painter(&mSurface);
+ // set sub surface area for drawing.
+ painter.setDrawRegion(
+ VRect(int(surface.drawRegionPosX()), int(surface.drawRegionPosY()),
+ int(surface.drawRegionWidth()), int(surface.drawRegionHeight())));
+ mRootLayer->render(&painter, {}, {}, mSurfaceCache);
+ painter.end();
+ return true;
+}
+
+void renderer::Mask::update(int frameNo, const VMatrix &parentMatrix,
+ float /*parentAlpha*/, const DirtyFlag &flag)
+{
+ bool dirtyPath = false;
+
+ if (flag.testFlag(DirtyFlagBit::None) && mData->isStatic()) return;
+
+ if (mData->mShape.isStatic()) {
+ if (mLocalPath.empty()) {
+ dirtyPath = true;
+ mData->mShape.value(frameNo, mLocalPath);
+ }
+ } else {
+ dirtyPath = true;
+ mData->mShape.value(frameNo, mLocalPath);
+ }
+ /* mask item dosen't inherit opacity */
+ mCombinedAlpha = mData->opacity(frameNo);
+
+ if ( flag.testFlag(DirtyFlagBit::Matrix) || dirtyPath ) {
+ mFinalPath.clone(mLocalPath);
+ mFinalPath.transform(parentMatrix);
+ mRasterRequest = true;
+ }
+}
+
+VRle renderer::Mask::rle()
+{
+ if (!vCompare(mCombinedAlpha, 1.0f)) {
+ VRle obj = mRasterizer.rle();
+ obj *= uchar(mCombinedAlpha * 255);
+ return obj;
+ } else {
+ return mRasterizer.rle();
+ }
+}
+
+void renderer::Mask::preprocess(const VRect &clip)
+{
+ if (mRasterRequest)
+ mRasterizer.rasterize(mFinalPath, FillRule::Winding, clip);
+}
+
+void renderer::Layer::render(VPainter *painter, const VRle &inheritMask,
+ const VRle &matteRle, SurfaceCache &)
+{
+ auto renderlist = renderList();
+
+ if (renderlist.empty()) return;
+
+ VRle mask;
+ if (mLayerMask) {
+ mask = mLayerMask->maskRle(painter->clipBoundingRect());
+ if (!inheritMask.empty()) mask = mask & inheritMask;
+ // if resulting mask is empty then return.
+ if (mask.empty()) return;
+ } else {
+ mask = inheritMask;
+ }
+
+ for (auto &i : renderlist) {
+ painter->setBrush(i->mBrush);
+ VRle rle = i->rle();
+ if (matteRle.empty()) {
+ if (mask.empty()) {
+ // no mask no matte
+ painter->drawRle(VPoint(), rle);
+ } else {
+ // only mask
+ painter->drawRle(rle, mask);
+ }
+
+ } else {
+ if (!mask.empty()) rle = rle & mask;
+
+ if (rle.empty()) continue;
+ if (matteType() == model::MatteType::AlphaInv) {
+ rle = rle - matteRle;
+ painter->drawRle(VPoint(), rle);
+ } else {
+ // render with matteRle as clip.
+ painter->drawRle(rle, matteRle);
+ }
+ }
+ }
+}
+
+void renderer::LayerMask::preprocess(const VRect &clip)
+{
+ for (auto &i : mMasks) {
+ i.preprocess(clip);
+ }
+}
+
+renderer::LayerMask::LayerMask(model::Layer *layerData)
+{
+ if (!layerData->mExtra) return;
+
+ mMasks.reserve(layerData->mExtra->mMasks.size());
+
+ for (auto &i : layerData->mExtra->mMasks) {
+ mMasks.emplace_back(i);
+ mStatic &= i->isStatic();
+ }
+}
+
+void renderer::LayerMask::update(int frameNo, const VMatrix &parentMatrix,
+ float parentAlpha, const DirtyFlag &flag)
+{
+ if (flag.testFlag(DirtyFlagBit::None) && isStatic()) return;
+
+ for (auto &i : mMasks) {
+ i.update(frameNo, parentMatrix, parentAlpha, flag);
+ }
+ mDirty = true;
+}
+
+VRle renderer::LayerMask::maskRle(const VRect &clipRect)
+{
+ if (!mDirty) return mRle;
+
+ VRle rle;
+ for (auto &e : mMasks) {
+ const auto cur = [&]() {
+ if (e.inverted())
+ return clipRect - e.rle();
+ else
+ return e.rle();
+ }();
+
+ switch (e.maskMode()) {
+ case model::Mask::Mode::Add: {
+ rle = rle + cur;
+ break;
+ }
+ case model::Mask::Mode::Substarct: {
+ if (rle.empty() && !clipRect.empty())
+ rle = clipRect - cur;
+ else
+ rle = rle - cur;
+ break;
+ }
+ case model::Mask::Mode::Intersect: {
+ if (rle.empty() && !clipRect.empty())
+ rle = clipRect & cur;
+ else
+ rle = rle & cur;
+ break;
+ }
+ case model::Mask::Mode::Difference: {
+ rle = rle ^ cur;
+ break;
+ }
+ default:
+ break;
+ }
+ }
+
+ if (!rle.empty() && !rle.unique()) {
+ mRle.clone(rle);
+ } else {
+ mRle = rle;
+ }
+ mDirty = false;
+ return mRle;
+}
+
+renderer::Layer::Layer(model::Layer *layerData) : mLayerData(layerData)
+{
+ if (mLayerData->mHasMask)
+ mLayerMask = std::make_unique<renderer::LayerMask>(mLayerData);
+}
+
+bool renderer::Layer::resolveKeyPath(LOTKeyPath &keyPath, uint depth,
+ LOTVariant &value)
+{
+ if (!keyPath.matches(name(), depth)) {
+ return false;
+ }
+
+ if (!keyPath.skip(name())) {
+ if (keyPath.fullyResolvesTo(name(), depth) &&
+ transformProp(value.property())) {
+ //@TODO handle propery update.
+ }
+ }
+ return true;
+}
+
+bool renderer::ShapeLayer::resolveKeyPath(LOTKeyPath &keyPath, uint depth,
+ LOTVariant &value)
+{
+ if (renderer::Layer::resolveKeyPath(keyPath, depth, value)) {
+ if (keyPath.propagate(name(), depth)) {
+ uint newDepth = keyPath.nextDepth(name(), depth);
+ mRoot->resolveKeyPath(keyPath, newDepth, value);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool renderer::CompLayer::resolveKeyPath(LOTKeyPath &keyPath, uint depth,
+ LOTVariant &value)
+{
+ if (renderer::Layer::resolveKeyPath(keyPath, depth, value)) {
+ if (keyPath.propagate(name(), depth)) {
+ uint newDepth = keyPath.nextDepth(name(), depth);
+ for (const auto &layer : mLayers) {
+ layer->resolveKeyPath(keyPath, newDepth, value);
+ }
+ }
+ return true;
+ }
+ return false;
+}
+
+void renderer::Layer::update(int frameNumber, const VMatrix &parentMatrix,
+ float parentAlpha)
+{
+ mFrameNo = frameNumber;
+ // 1. check if the layer is part of the current frame
+ if (!visible()) return;
+
+ float alpha = parentAlpha * opacity(frameNo());
+ if (vIsZero(alpha)) {
+ mCombinedAlpha = 0;
+ return;
+ }
+
+ // 2. calculate the parent matrix and alpha
+ VMatrix m = matrix(frameNo());
+ m *= parentMatrix;
+
+ // 3. update the dirty flag based on the change
+ if (mCombinedMatrix != m) {
+ mDirtyFlag |= DirtyFlagBit::Matrix;
+ mCombinedMatrix = m;
+ }
+
+ if (!vCompare(mCombinedAlpha, alpha)) {
+ mDirtyFlag |= DirtyFlagBit::Alpha;
+ mCombinedAlpha = alpha;
+ }
+
+ // 4. update the mask
+ if (mLayerMask) {
+ mLayerMask->update(frameNo(), mCombinedMatrix, mCombinedAlpha,
+ mDirtyFlag);
+ }
+
+ // 5. if no parent property change and layer is static then nothing to do.
+ if (!mLayerData->precompLayer() && flag().testFlag(DirtyFlagBit::None) &&
+ isStatic())
+ return;
+
+ // 6. update the content of the layer
+ updateContent();
+
+ // 7. reset the dirty flag
+ mDirtyFlag = DirtyFlagBit::None;
+}
+
+VMatrix renderer::Layer::matrix(int frameNo) const
+{
+ return mParentLayer
+ ? (mLayerData->matrix(frameNo) * mParentLayer->matrix(frameNo))
+ : mLayerData->matrix(frameNo);
+}
+
+bool renderer::Layer::visible() const
+{
+ return (frameNo() >= mLayerData->inFrame() &&
+ frameNo() < mLayerData->outFrame());
+}
+
+void renderer::Layer::preprocess(const VRect &clip)
+{
+ // layer dosen't contribute to the frame
+ if (skipRendering()) return;
+
+ // preprocess layer masks
+ if (mLayerMask) mLayerMask->preprocess(clip);
+
+ preprocessStage(clip);
+}
+
+renderer::CompLayer::CompLayer(model::Layer *layerModel, VArenaAlloc *allocator)
+ : renderer::Layer(layerModel)
+{
+ if (!mLayerData->mChildren.empty())
+ mLayers.reserve(mLayerData->mChildren.size());
+
+ // 1. keep the layer in back-to-front order.
+ // as lottie model keeps the data in front-toback-order.
+ for (auto it = mLayerData->mChildren.crbegin();
+ it != mLayerData->mChildren.rend(); ++it) {
+ auto model = static_cast<model::Layer *>(*it);
+ auto item = createLayerItem(model, allocator);
+ if (item) mLayers.push_back(item);
+ }
+
+ // 2. update parent layer
+ for (const auto &layer : mLayers) {
+ int id = layer->parentId();
+ if (id >= 0) {
+ auto search =
+ std::find_if(mLayers.begin(), mLayers.end(),
+ [id](const auto &val) { return val->id() == id; });
+ if (search != mLayers.end()) layer->setParentLayer(*search);
+ }
+ }
+
+ // 4. check if its a nested composition
+ if (!layerModel->layerSize().empty()) {
+ mClipper = std::make_unique<renderer::Clipper>(layerModel->layerSize());
+ }
+
+ if (mLayers.size() > 1) setComplexContent(true);
+}
+
+void renderer::CompLayer::render(VPainter *painter, const VRle &inheritMask,
+ const VRle &matteRle, SurfaceCache &cache)
+{
+ if (vIsZero(combinedAlpha())) return;
+
+ if (vCompare(combinedAlpha(), 1.0)) {
+ renderHelper(painter, inheritMask, matteRle, cache);
+ } else {
+ if (complexContent()) {
+ VSize size = painter->clipBoundingRect().size();
+ VPainter srcPainter;
+ VBitmap srcBitmap = cache.make_surface(size.width(), size.height());
+ srcPainter.begin(&srcBitmap);
+ renderHelper(&srcPainter, inheritMask, matteRle, cache);
+ srcPainter.end();
+ painter->drawBitmap(VPoint(), srcBitmap,
+ uchar(combinedAlpha() * 255.0f));
+ cache.release_surface(srcBitmap);
+ } else {
+ renderHelper(painter, inheritMask, matteRle, cache);
+ }
+ }
+}
+
+void renderer::CompLayer::renderHelper(VPainter * painter,
+ const VRle & inheritMask,
+ const VRle & matteRle,
+ SurfaceCache &cache)
+{
+ VRle mask;
+ if (mLayerMask) {
+ mask = mLayerMask->maskRle(painter->clipBoundingRect());
+ if (!inheritMask.empty()) mask = mask & inheritMask;
+ // if resulting mask is empty then return.
+ if (mask.empty()) return;
+ } else {
+ mask = inheritMask;
+ }
+
+ if (mClipper) {
+ mask = mClipper->rle(mask);
+ if (mask.empty()) return;
+ }
+
+ renderer::Layer *matte = nullptr;
+ for (const auto &layer : mLayers) {
+ if (layer->hasMatte()) {
+ matte = layer;
+ } else {
+ if (layer->visible()) {
+ if (matte) {
+ if (matte->visible())
+ renderMatteLayer(painter, mask, matteRle, matte, layer,
+ cache);
+ } else {
+ layer->render(painter, mask, matteRle, cache);
+ }
+ }
+ matte = nullptr;
+ }
+ }
+}
+
+void renderer::CompLayer::renderMatteLayer(VPainter *painter, const VRle &mask,
+ const VRle & matteRle,
+ renderer::Layer *layer,
+ renderer::Layer *src,
+ SurfaceCache & cache)
+{
+ VSize size = painter->clipBoundingRect().size();
+ // Decide if we can use fast matte.
+ // 1. draw src layer to matte buffer
+ VPainter srcPainter;
+ VBitmap srcBitmap = cache.make_surface(size.width(), size.height());
+ srcPainter.begin(&srcBitmap);
+ src->render(&srcPainter, mask, matteRle, cache);
+ srcPainter.end();
+
+ // 2. draw layer to layer buffer
+ VPainter layerPainter;
+ VBitmap layerBitmap = cache.make_surface(size.width(), size.height());
+ layerPainter.begin(&layerBitmap);
+ layer->render(&layerPainter, mask, matteRle, cache);
+
+ // 2.1update composition mode
+ switch (layer->matteType()) {
+ case model::MatteType::Alpha:
+ case model::MatteType::Luma: {
+ layerPainter.setBlendMode(BlendMode::DestIn);
+ break;
+ }
+ case model::MatteType::AlphaInv:
+ case model::MatteType::LumaInv: {
+ layerPainter.setBlendMode(BlendMode::DestOut);
+ break;
+ }
+ default:
+ break;
+ }
+
+ // 2.2 update srcBuffer if the matte is luma type
+ if (layer->matteType() == model::MatteType::Luma ||
+ layer->matteType() == model::MatteType::LumaInv) {
+ srcBitmap.updateLuma();
+ }
+
+ auto clip = layerPainter.clipBoundingRect();
+
+ // if the layer has only one renderer then use it as the clip rect
+ // when blending 2 buffer and copy back to final buffer to avoid
+ // unnecessary pixel processing.
+ if (layer->renderList().size() == 1)
+ {
+ clip = layer->renderList()[0]->rle().boundingRect();
+ }
+
+ // 2.3 draw src buffer as mask
+ layerPainter.drawBitmap(clip, srcBitmap, clip);
+ layerPainter.end();
+ // 3. draw the result buffer into painter
+ painter->drawBitmap(clip, layerBitmap, clip);
+
+ cache.release_surface(srcBitmap);
+ cache.release_surface(layerBitmap);
+}
+
+void renderer::Clipper::update(const VMatrix &matrix)
+{
+ mPath.reset();
+ mPath.addRect(VRectF(0, 0, mSize.width(), mSize.height()));
+ mPath.transform(matrix);
+ mRasterRequest = true;
+}
+
+void renderer::Clipper::preprocess(const VRect &clip)
+{
+ if (mRasterRequest) mRasterizer.rasterize(mPath, FillRule::Winding, clip);
+
+ mRasterRequest = false;
+}
+
+VRle renderer::Clipper::rle(const VRle &mask)
+{
+ if (mask.empty()) return mRasterizer.rle();
+
+ mMaskedRle.clone(mask);
+ mMaskedRle &= mRasterizer.rle();
+ return mMaskedRle;
+}
+
+void renderer::CompLayer::updateContent()
+{
+ if (mClipper && flag().testFlag(DirtyFlagBit::Matrix)) {
+ mClipper->update(combinedMatrix());
+ }
+ int mappedFrame = mLayerData->timeRemap(frameNo());
+ float alpha = combinedAlpha();
+ if (complexContent()) alpha = 1;
+ for (const auto &layer : mLayers) {
+ layer->update(mappedFrame, combinedMatrix(), alpha);
+ }
+}
+
+void renderer::CompLayer::preprocessStage(const VRect &clip)
+{
+ // if layer has clipper
+ if (mClipper) mClipper->preprocess(clip);
+
+ renderer::Layer *matte = nullptr;
+ for (const auto &layer : mLayers) {
+ if (layer->hasMatte()) {
+ matte = layer;
+ } else {
+ if (layer->visible()) {
+ if (matte) {
+ if (matte->visible()) {
+ layer->preprocess(clip);
+ matte->preprocess(clip);
+ }
+ } else {
+ layer->preprocess(clip);
+ }
+ }
+ matte = nullptr;
+ }
+ }
+}
+
+renderer::SolidLayer::SolidLayer(model::Layer *layerData)
+ : renderer::Layer(layerData)
+{
+ mDrawableList = &mRenderNode;
+}
+
+void renderer::SolidLayer::updateContent()
+{
+ if (flag() & DirtyFlagBit::Matrix) {
+ mPath.reset();
+ mPath.addRect(VRectF(0, 0, mLayerData->layerSize().width(),
+ mLayerData->layerSize().height()));
+ mPath.transform(combinedMatrix());
+ mRenderNode.mFlag |= VDrawable::DirtyState::Path;
+ mRenderNode.mPath = mPath;
+ }
+ if (flag() & DirtyFlagBit::Alpha) {
+ model::Color color = mLayerData->solidColor();
+ VBrush brush(color.toColor(combinedAlpha()));
+ mRenderNode.setBrush(brush);
+ mRenderNode.mFlag |= VDrawable::DirtyState::Brush;
+ }
+}
+
+void renderer::SolidLayer::preprocessStage(const VRect &clip)
+{
+ mRenderNode.preprocess(clip);
+}
+
+renderer::DrawableList renderer::SolidLayer::renderList()
+{
+ if (skipRendering()) return {};
+
+ return {&mDrawableList, 1};
+}
+
+renderer::ImageLayer::ImageLayer(model::Layer *layerData)
+ : renderer::Layer(layerData)
+{
+ mDrawableList = &mRenderNode;
+
+ if (!mLayerData->asset()) return;
+
+ mTexture.mBitmap = mLayerData->asset()->bitmap();
+ VBrush brush(&mTexture);
+ mRenderNode.setBrush(brush);
+}
+
+void renderer::ImageLayer::updateContent()
+{
+ if (!mLayerData->asset()) return;
+
+ if (flag() & DirtyFlagBit::Matrix) {
+ mPath.reset();
+ mPath.addRect(VRectF(0, 0, mLayerData->asset()->mWidth,
+ mLayerData->asset()->mHeight));
+ mPath.transform(combinedMatrix());
+ mRenderNode.mFlag |= VDrawable::DirtyState::Path;
+ mRenderNode.mPath = mPath;
+ mTexture.mMatrix = combinedMatrix();
+ }
+
+ if (flag() & DirtyFlagBit::Alpha) {
+ mTexture.mAlpha = int(combinedAlpha() * 255);
+ }
+}
+
+void renderer::ImageLayer::preprocessStage(const VRect &clip)
+{
+ mRenderNode.preprocess(clip);
+}
+
+renderer::DrawableList renderer::ImageLayer::renderList()
+{
+ if (skipRendering()) return {};
+
+ return {&mDrawableList, 1};
+}
+
+renderer::NullLayer::NullLayer(model::Layer *layerData)
+ : renderer::Layer(layerData)
+{
+}
+void renderer::NullLayer::updateContent() {}
+
+static renderer::Object *createContentItem(model::Object *contentData,
+ VArenaAlloc * allocator)
+{
+ switch (contentData->type()) {
+ case model::Object::Type::Group: {
+ return allocator->make<renderer::Group>(
+ static_cast<model::Group *>(contentData), allocator);
+ }
+ case model::Object::Type::Rect: {
+ return allocator->make<renderer::Rect>(
+ static_cast<model::Rect *>(contentData));
+ }
+ case model::Object::Type::Ellipse: {
+ return allocator->make<renderer::Ellipse>(
+ static_cast<model::Ellipse *>(contentData));
+ }
+ case model::Object::Type::Path: {
+ return allocator->make<renderer::Path>(
+ static_cast<model::Path *>(contentData));
+ }
+ case model::Object::Type::Polystar: {
+ return allocator->make<renderer::Polystar>(
+ static_cast<model::Polystar *>(contentData));
+ }
+ case model::Object::Type::Fill: {
+ return allocator->make<renderer::Fill>(
+ static_cast<model::Fill *>(contentData));
+ }
+ case model::Object::Type::GFill: {
+ return allocator->make<renderer::GradientFill>(
+ static_cast<model::GradientFill *>(contentData));
+ }
+ case model::Object::Type::Stroke: {
+ return allocator->make<renderer::Stroke>(
+ static_cast<model::Stroke *>(contentData));
+ }
+ case model::Object::Type::GStroke: {
+ return allocator->make<renderer::GradientStroke>(
+ static_cast<model::GradientStroke *>(contentData));
+ }
+ case model::Object::Type::Repeater: {
+ return allocator->make<renderer::Repeater>(
+ static_cast<model::Repeater *>(contentData), allocator);
+ }
+ case model::Object::Type::Trim: {
+ return allocator->make<renderer::Trim>(
+ static_cast<model::Trim *>(contentData));
+ }
+ default:
+ return nullptr;
+ break;
+ }
+}
+
+renderer::ShapeLayer::ShapeLayer(model::Layer *layerData,
+ VArenaAlloc * allocator)
+ : renderer::Layer(layerData),
+ mRoot(allocator->make<renderer::Group>(nullptr, allocator))
+{
+ mRoot->addChildren(layerData, allocator);
+
+ std::vector<renderer::Shape *> list;
+ mRoot->processPaintItems(list);
+
+ if (layerData->hasPathOperator()) {
+ list.clear();
+ mRoot->processTrimItems(list);
+ }
+}
+
+void renderer::ShapeLayer::updateContent()
+{
+ mRoot->update(frameNo(), combinedMatrix(), combinedAlpha(), flag());
+
+ if (mLayerData->hasPathOperator()) {
+ mRoot->applyTrim();
+ }
+}
+
+void renderer::ShapeLayer::preprocessStage(const VRect &clip)
+{
+ mDrawableList.clear();
+ mRoot->renderList(mDrawableList);
+
+ for (auto &drawable : mDrawableList) drawable->preprocess(clip);
+}
+
+renderer::DrawableList renderer::ShapeLayer::renderList()
+{
+ if (skipRendering()) return {};
+
+ mDrawableList.clear();
+ mRoot->renderList(mDrawableList);
+
+ if (mDrawableList.empty()) return {};
+
+ return {mDrawableList.data(), mDrawableList.size()};
+}
+
+bool renderer::Group::resolveKeyPath(LOTKeyPath &keyPath, uint depth,
+ LOTVariant &value)
+{
+ if (!keyPath.skip(name())) {
+ if (!keyPath.matches(mModel.name(), depth)) {
+ return false;
+ }
+
+ if (!keyPath.skip(mModel.name())) {
+ if (keyPath.fullyResolvesTo(mModel.name(), depth) &&
+ transformProp(value.property())) {
+ mModel.filter()->addValue(value);
+ }
+ }
+ }
+
+ if (keyPath.propagate(name(), depth)) {
+ uint newDepth = keyPath.nextDepth(name(), depth);
+ for (auto &child : mContents) {
+ child->resolveKeyPath(keyPath, newDepth, value);
+ }
+ }
+ return true;
+}
+
+bool renderer::Fill::resolveKeyPath(LOTKeyPath &keyPath, uint depth,
+ LOTVariant &value)
+{
+ if (!keyPath.matches(mModel.name(), depth)) {
+ return false;
+ }
+
+ if (keyPath.fullyResolvesTo(mModel.name(), depth) &&
+ fillProp(value.property())) {
+ mModel.filter()->addValue(value);
+ return true;
+ }
+ return false;
+}
+
+bool renderer::Stroke::resolveKeyPath(LOTKeyPath &keyPath, uint depth,
+ LOTVariant &value)
+{
+ if (!keyPath.matches(mModel.name(), depth)) {
+ return false;
+ }
+
+ if (keyPath.fullyResolvesTo(mModel.name(), depth) &&
+ strokeProp(value.property())) {
+ mModel.filter()->addValue(value);
+ return true;
+ }
+ return false;
+}
+
+renderer::Group::Group(model::Group *data, VArenaAlloc *allocator)
+ : mModel(data)
+{
+ addChildren(data, allocator);
+}
+
+void renderer::Group::addChildren(model::Group *data, VArenaAlloc *allocator)
+{
+ if (!data) return;
+
+ if (!data->mChildren.empty()) mContents.reserve(data->mChildren.size());
+
+ // keep the content in back-to-front order.
+ // as lottie model keeps it in front-to-back order.
+ for (auto it = data->mChildren.crbegin(); it != data->mChildren.rend();
+ ++it) {
+ auto content = createContentItem(*it, allocator);
+ if (content) {
+ mContents.push_back(content);
+ }
+ }
+}
+
+void renderer::Group::update(int frameNo, const VMatrix &parentMatrix,
+ float parentAlpha, const DirtyFlag &flag)
+{
+ DirtyFlag newFlag = flag;
+ float alpha;
+
+ if (mModel.hasModel() && mModel.transform()) {
+ VMatrix m = mModel.matrix(frameNo);
+
+ m *= parentMatrix;
+ if (!(flag & DirtyFlagBit::Matrix) && !mModel.transform()->isStatic() &&
+ (m != mMatrix)) {
+ newFlag |= DirtyFlagBit::Matrix;
+ }
+
+ mMatrix = m;
+
+ alpha = parentAlpha * mModel.transform()->opacity(frameNo);
+ if (!vCompare(alpha, parentAlpha)) {
+ newFlag |= DirtyFlagBit::Alpha;
+ }
+ } else {
+ mMatrix = parentMatrix;
+ alpha = parentAlpha;
+ }
+
+ for (const auto &content : mContents) {
+ content->update(frameNo, matrix(), alpha, newFlag);
+ }
+}
+
+void renderer::Group::applyTrim()
+{
+ for (auto i = mContents.rbegin(); i != mContents.rend(); ++i) {
+ auto content = (*i);
+ switch (content->type()) {
+ case renderer::Object::Type::Trim: {
+ static_cast<renderer::Trim *>(content)->update();
+ break;
+ }
+ case renderer::Object::Type::Group: {
+ static_cast<renderer::Group *>(content)->applyTrim();
+ break;
+ }
+ default:
+ break;
+ }
+ }
+}
+
+void renderer::Group::renderList(std::vector<VDrawable *> &list)
+{
+ for (const auto &content : mContents) {
+ content->renderList(list);
+ }
+}
+
+void renderer::Group::processPaintItems(std::vector<renderer::Shape *> &list)
+{
+ size_t curOpCount = list.size();
+ for (auto i = mContents.rbegin(); i != mContents.rend(); ++i) {
+ auto content = (*i);
+ switch (content->type()) {
+ case renderer::Object::Type::Shape: {
+ auto pathItem = static_cast<renderer::Shape *>(content);
+ pathItem->setParent(this);
+ list.push_back(pathItem);
+ break;
+ }
+ case renderer::Object::Type::Paint: {
+ static_cast<renderer::Paint *>(content)->addPathItems(list,
+ curOpCount);
+ break;
+ }
+ case renderer::Object::Type::Group: {
+ static_cast<renderer::Group *>(content)->processPaintItems(list);
+ break;
+ }
+ default:
+ break;
+ }
+ }
+}
+
+void renderer::Group::processTrimItems(std::vector<renderer::Shape *> &list)
+{
+ size_t curOpCount = list.size();
+ for (auto i = mContents.rbegin(); i != mContents.rend(); ++i) {
+ auto content = (*i);
+
+ switch (content->type()) {
+ case renderer::Object::Type::Shape: {
+ list.push_back(static_cast<renderer::Shape *>(content));
+ break;
+ }
+ case renderer::Object::Type::Trim: {
+ static_cast<renderer::Trim *>(content)->addPathItems(list,
+ curOpCount);
+ break;
+ }
+ case renderer::Object::Type::Group: {
+ static_cast<renderer::Group *>(content)->processTrimItems(list);
+ break;
+ }
+ default:
+ break;
+ }
+ }
+}
+
+/*
+ * renderer::Shape uses 2 path objects for path object reuse.
+ * mLocalPath - keeps track of the local path of the item before
+ * applying path operation and transformation.
+ * mTemp - keeps a referece to the mLocalPath and can be updated by the
+ * path operation objects(trim, merge path),
+ * We update the DirtyPath flag if the path needs to be updated again
+ * beacuse of local path or matrix or some path operation has changed which
+ * affects the final path.
+ * The PaintObject queries the dirty flag to check if it needs to compute the
+ * final path again and calls finalPath() api to do the same.
+ * finalPath() api passes a result Object so that we keep only one copy of
+ * the path object in the paintItem (for memory efficiency).
+ * NOTE: As path objects are COW objects we have to be
+ * carefull about the refcount so that we don't generate deep copy while
+ * modifying the path objects.
+ */
+void renderer::Shape::update(int frameNo, const VMatrix &, float,
+ const DirtyFlag &flag)
+{
+ mDirtyPath = false;
+
+ // 1. update the local path if needed
+ if (hasChanged(frameNo)) {
+ // loose the reference to mLocalPath if any
+ // from the last frame update.
+ mTemp = VPath();
+
+ updatePath(mLocalPath, frameNo);
+ mDirtyPath = true;
+ }
+ // 2. keep a reference path in temp in case there is some
+ // path operation like trim which will update the path.
+ // we don't want to update the local path.
+ mTemp = mLocalPath;
+
+ // 3. mark the path dirty if matrix has changed.
+ if (flag & DirtyFlagBit::Matrix) {
+ mDirtyPath = true;
+ }
+}
+
+void renderer::Shape::finalPath(VPath &result)
+{
+ result.addPath(mTemp, static_cast<renderer::Group *>(parent())->matrix());
+}
+
+renderer::Rect::Rect(model::Rect *data)
+ : renderer::Shape(data->isStatic()), mData(data)
+{
+}
+
+void renderer::Rect::updatePath(VPath &path, int frameNo)
+{
+ VPointF pos = mData->mPos.value(frameNo);
+ VPointF size = mData->mSize.value(frameNo);
+ float roundness = mData->roundness(frameNo);
+ VRectF r(pos.x() - size.x() / 2, pos.y() - size.y() / 2, size.x(),
+ size.y());
+
+ path.reset();
+ path.addRoundRect(r, roundness, mData->direction());
+}
+
+renderer::Ellipse::Ellipse(model::Ellipse *data)
+ : renderer::Shape(data->isStatic()), mData(data)
+{
+}
+
+void renderer::Ellipse::updatePath(VPath &path, int frameNo)
+{
+ VPointF pos = mData->mPos.value(frameNo);
+ VPointF size = mData->mSize.value(frameNo);
+ VRectF r(pos.x() - size.x() / 2, pos.y() - size.y() / 2, size.x(),
+ size.y());
+
+ path.reset();
+ path.addOval(r, mData->direction());
+}
+
+renderer::Path::Path(model::Path *data)
+ : renderer::Shape(data->isStatic()), mData(data)
+{
+}
+
+void renderer::Path::updatePath(VPath &path, int frameNo)
+{
+ mData->mShape.value(frameNo, path);
+}
+
+renderer::Polystar::Polystar(model::Polystar *data)
+ : renderer::Shape(data->isStatic()), mData(data)
+{
+}
+
+void renderer::Polystar::updatePath(VPath &path, int frameNo)
+{
+ VPointF pos = mData->mPos.value(frameNo);
+ float points = mData->mPointCount.value(frameNo);
+ float innerRadius = mData->mInnerRadius.value(frameNo);
+ float outerRadius = mData->mOuterRadius.value(frameNo);
+ float innerRoundness = mData->mInnerRoundness.value(frameNo);
+ float outerRoundness = mData->mOuterRoundness.value(frameNo);
+ float rotation = mData->mRotation.value(frameNo);
+
+ path.reset();
+ VMatrix m;
+
+ if (mData->mPolyType == model::Polystar::PolyType::Star) {
+ path.addPolystar(points, innerRadius, outerRadius, innerRoundness,
+ outerRoundness, 0.0, 0.0, 0.0, mData->direction());
+ } else {
+ path.addPolygon(points, outerRadius, outerRoundness, 0.0, 0.0, 0.0,
+ mData->direction());
+ }
+
+ m.translate(pos.x(), pos.y()).rotate(rotation);
+ m.rotate(rotation);
+ path.transform(m);
+}
+
+/*
+ * PaintData Node handling
+ *
+ */
+renderer::Paint::Paint(bool staticContent) : mStaticContent(staticContent) {}
+
+void renderer::Paint::update(int frameNo, const VMatrix &parentMatrix,
+ float parentAlpha, const DirtyFlag & /*flag*/)
+{
+ mRenderNodeUpdate = true;
+ mContentToRender = updateContent(frameNo, parentMatrix, parentAlpha);
+}
+
+void renderer::Paint::updateRenderNode()
+{
+ bool dirty = false;
+ for (auto &i : mPathItems) {
+ if (i->dirty()) {
+ dirty = true;
+ break;
+ }
+ }
+
+ if (dirty) {
+ mPath.reset();
+ for (const auto &i : mPathItems) {
+ i->finalPath(mPath);
+ }
+ mDrawable.setPath(mPath);
+ } else {
+ if (mDrawable.mFlag & VDrawable::DirtyState::Path)
+ mDrawable.mPath = mPath;
+ }
+}
+
+void renderer::Paint::renderList(std::vector<VDrawable *> &list)
+{
+ if (mRenderNodeUpdate) {
+ updateRenderNode();
+ mRenderNodeUpdate = false;
+ }
+
+ // Q: Why we even update the final path if we don't have content
+ // to render ?
+ // Ans: We update the render nodes because we will loose the
+ // dirty path information at end of this frame.
+ // so if we return early without updating the final path.
+ // in the subsequent frame when we have content to render but
+ // we may not able to update our final path properly as we
+ // don't know what paths got changed in between.
+ if (mContentToRender) list.push_back(&mDrawable);
+}
+
+void renderer::Paint::addPathItems(std::vector<renderer::Shape *> &list,
+ size_t startOffset)
+{
+ std::copy(list.begin() + startOffset, list.end(),
+ back_inserter(mPathItems));
+}
+
+renderer::Fill::Fill(model::Fill *data)
+ : renderer::Paint(data->isStatic()), mModel(data)
+{
+ mDrawable.setName(mModel.name());
+}
+
+bool renderer::Fill::updateContent(int frameNo, const VMatrix &, float alpha)
+{
+ auto combinedAlpha = alpha * mModel.opacity(frameNo);
+ auto color = mModel.color(frameNo).toColor(combinedAlpha);
+
+ VBrush brush(color);
+ mDrawable.setBrush(brush);
+ mDrawable.setFillRule(mModel.fillRule());
+
+ return !color.isTransparent();
+}
+
+renderer::GradientFill::GradientFill(model::GradientFill *data)
+ : renderer::Paint(data->isStatic()), mData(data)
+{
+ mDrawable.setName(mData->name());
+}
+
+bool renderer::GradientFill::updateContent(int frameNo, const VMatrix &matrix,
+ float alpha)
+{
+ float combinedAlpha = alpha * mData->opacity(frameNo);
+
+ mData->update(mGradient, frameNo);
+ mGradient->setAlpha(combinedAlpha);
+ mGradient->mMatrix = matrix;
+ mDrawable.setBrush(VBrush(mGradient.get()));
+ mDrawable.setFillRule(mData->fillRule());
+
+ return !vIsZero(combinedAlpha);
+}
+
+renderer::Stroke::Stroke(model::Stroke *data)
+ : renderer::Paint(data->isStatic()), mModel(data)
+{
+ mDrawable.setName(mModel.name());
+ if (mModel.hasDashInfo()) {
+ mDrawable.setType(VDrawable::Type::StrokeWithDash);
+ } else {
+ mDrawable.setType(VDrawable::Type::Stroke);
+ }
+}
+
+static vthread_local std::vector<float> Dash_Vector;
+
+bool renderer::Stroke::updateContent(int frameNo, const VMatrix &matrix,
+ float alpha)
+{
+ auto combinedAlpha = alpha * mModel.opacity(frameNo);
+ auto color = mModel.color(frameNo).toColor(combinedAlpha);
+
+ VBrush brush(color);
+ mDrawable.setBrush(brush);
+ float scale = matrix.scale();
+ mDrawable.setStrokeInfo(mModel.capStyle(), mModel.joinStyle(),
+ mModel.miterLimit(),
+ mModel.strokeWidth(frameNo) * scale);
+
+ if (mModel.hasDashInfo()) {
+ Dash_Vector.clear();
+ mModel.getDashInfo(frameNo, Dash_Vector);
+ if (!Dash_Vector.empty()) {
+ for (auto &elm : Dash_Vector) elm *= scale;
+ mDrawable.setDashInfo(Dash_Vector);
+ }
+ }
+
+ return !color.isTransparent();
+}
+
+renderer::GradientStroke::GradientStroke(model::GradientStroke *data)
+ : renderer::Paint(data->isStatic()), mData(data)
+{
+ mDrawable.setName(mData->name());
+ if (mData->hasDashInfo()) {
+ mDrawable.setType(VDrawable::Type::StrokeWithDash);
+ } else {
+ mDrawable.setType(VDrawable::Type::Stroke);
+ }
+}
+
+bool renderer::GradientStroke::updateContent(int frameNo, const VMatrix &matrix,
+ float alpha)
+{
+ float combinedAlpha = alpha * mData->opacity(frameNo);
+
+ mData->update(mGradient, frameNo);
+ mGradient->setAlpha(combinedAlpha);
+ mGradient->mMatrix = matrix;
+ auto scale = mGradient->mMatrix.scale();
+ mDrawable.setBrush(VBrush(mGradient.get()));
+ mDrawable.setStrokeInfo(mData->capStyle(), mData->joinStyle(),
+ mData->miterLimit(), mData->width(frameNo) * scale);
+
+ if (mData->hasDashInfo()) {
+ Dash_Vector.clear();
+ mData->getDashInfo(frameNo, Dash_Vector);
+ if (!Dash_Vector.empty()) {
+ for (auto &elm : Dash_Vector) elm *= scale;
+ mDrawable.setDashInfo(Dash_Vector);
+ }
+ }
+
+ return !vIsZero(combinedAlpha);
+}
+
+void renderer::Trim::update(int frameNo, const VMatrix & /*parentMatrix*/,
+ float /*parentAlpha*/, const DirtyFlag & /*flag*/)
+{
+ mDirty = false;
+
+ if (mCache.mFrameNo == frameNo) return;
+
+ model::Trim::Segment segment = mData->segment(frameNo);
+
+ if (!(vCompare(mCache.mSegment.start, segment.start) &&
+ vCompare(mCache.mSegment.end, segment.end))) {
+ mDirty = true;
+ mCache.mSegment = segment;
+ }
+ mCache.mFrameNo = frameNo;
+}
+
+void renderer::Trim::update()
+{
+ // when both path and trim are not dirty
+ if (!(mDirty || pathDirty())) return;
+
+ if (vCompare(mCache.mSegment.start, mCache.mSegment.end)) {
+ for (auto &i : mPathItems) {
+ i->updatePath(VPath());
+ }
+ return;
+ }
+
+ if (vCompare(std::fabs(mCache.mSegment.start - mCache.mSegment.end), 1)) {
+ for (auto &i : mPathItems) {
+ i->updatePath(i->localPath());
+ }
+ return;
+ }
+
+ if (mData->type() == model::Trim::TrimType::Simultaneously) {
+ for (auto &i : mPathItems) {
+ mPathMesure.setRange(mCache.mSegment.start, mCache.mSegment.end);
+ i->updatePath(mPathMesure.trim(i->localPath()));
+ }
+ } else { // model::Trim::TrimType::Individually
+ float totalLength = 0.0;
+ for (auto &i : mPathItems) {
+ totalLength += i->localPath().length();
+ }
+ float start = totalLength * mCache.mSegment.start;
+ float end = totalLength * mCache.mSegment.end;
+
+ if (start < end) {
+ float curLen = 0.0;
+ for (auto &i : mPathItems) {
+ if (curLen > end) {
+ // update with empty path.
+ i->updatePath(VPath());
+ continue;
+ }
+ float len = i->localPath().length();
+
+ if (curLen < start && curLen + len < start) {
+ curLen += len;
+ // update with empty path.
+ i->updatePath(VPath());
+ continue;
+ } else if (start <= curLen && end >= curLen + len) {
+ // inside segment
+ curLen += len;
+ continue;
+ } else {
+ float local_start = start > curLen ? start - curLen : 0;
+ local_start /= len;
+ float local_end = curLen + len < end ? len : end - curLen;
+ local_end /= len;
+ mPathMesure.setRange(local_start, local_end);
+ i->updatePath(mPathMesure.trim(i->localPath()));
+ curLen += len;
+ }
+ }
+ }
+ }
+}
+
+void renderer::Trim::addPathItems(std::vector<renderer::Shape *> &list,
+ size_t startOffset)
+{
+ std::copy(list.begin() + startOffset, list.end(),
+ back_inserter(mPathItems));
+}
+
+renderer::Repeater::Repeater(model::Repeater *data, VArenaAlloc *allocator)
+ : mRepeaterData(data)
+{
+ assert(mRepeaterData->content());
+
+ mCopies = mRepeaterData->maxCopies();
+
+ for (int i = 0; i < mCopies; i++) {
+ auto content = allocator->make<renderer::Group>(
+ mRepeaterData->content(), allocator);
+ // content->setParent(this);
+ mContents.push_back(content);
+ }
+}
+
+void renderer::Repeater::update(int frameNo, const VMatrix &parentMatrix,
+ float parentAlpha, const DirtyFlag &flag)
+{
+ DirtyFlag newFlag = flag;
+
+ float copies = mRepeaterData->copies(frameNo);
+ int visibleCopies = int(copies);
+
+ if (visibleCopies == 0) {
+ mHidden = true;
+ return;
+ }
+
+ mHidden = false;
+
+ if (!mRepeaterData->isStatic()) newFlag |= DirtyFlagBit::Matrix;
+
+ float offset = mRepeaterData->offset(frameNo);
+ float startOpacity = mRepeaterData->mTransform.startOpacity(frameNo);
+ float endOpacity = mRepeaterData->mTransform.endOpacity(frameNo);
+
+ newFlag |= DirtyFlagBit::Alpha;
+
+ for (int i = 0; i < mCopies; ++i) {
+ float newAlpha =
+ parentAlpha * lerp(startOpacity, endOpacity, i / copies);
+
+ // hide rest of the copies , @TODO find a better solution.
+ if (i >= visibleCopies) newAlpha = 0;
+
+ VMatrix result = mRepeaterData->mTransform.matrix(frameNo, i + offset) *
+ parentMatrix;
+ mContents[i]->update(frameNo, result, newAlpha, newFlag);
+ }
+}
+
+void renderer::Repeater::renderList(std::vector<VDrawable *> &list)
+{
+ if (mHidden) return;
+ return renderer::Group::renderList(list);
+}