mirror of
https://github.com/42wim/matterbridge.git
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53cafa9f3d
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>
458 lines
14 KiB
C++
458 lines
14 KiB
C++
#include "config.h"
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/*
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* Copyright (c) 2020 Samsung Electronics Co., Ltd. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "config.h"
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#include "lottie_lottieitem.h"
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#include "lottie_lottiemodel.h"
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#include "rlottie.h"
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#include <fstream>
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using namespace rlottie;
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using namespace rlottie::internal;
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RLOTTIE_API void rlottie::configureModelCacheSize(size_t cacheSize)
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{
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internal::model::configureModelCacheSize(cacheSize);
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}
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struct RenderTask {
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RenderTask() { receiver = sender.get_future(); }
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std::promise<Surface> sender;
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std::future<Surface> receiver;
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AnimationImpl * playerImpl{nullptr};
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size_t frameNo{0};
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Surface surface;
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bool keepAspectRatio{true};
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};
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using SharedRenderTask = std::shared_ptr<RenderTask>;
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class AnimationImpl {
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public:
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void init(std::shared_ptr<model::Composition> composition);
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bool update(size_t frameNo, const VSize &size, bool keepAspectRatio);
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VSize size() const { return mModel->size(); }
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double duration() const { return mModel->duration(); }
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double frameRate() const { return mModel->frameRate(); }
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size_t totalFrame() const { return mModel->totalFrame(); }
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size_t frameAtPos(double pos) const { return mModel->frameAtPos(pos); }
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Surface render(size_t frameNo, const Surface &surface,
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bool keepAspectRatio);
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std::future<Surface> renderAsync(size_t frameNo, Surface &&surface,
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bool keepAspectRatio);
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const LOTLayerNode * renderTree(size_t frameNo, const VSize &size);
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const LayerInfoList &layerInfoList() const
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{
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if (mLayerList.empty()) {
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mLayerList = mModel->layerInfoList();
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}
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return mLayerList;
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}
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const MarkerList &markers() const { return mModel->markers(); }
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void setValue(const std::string &keypath, LOTVariant &&value);
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void removeFilter(const std::string &keypath, Property prop);
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private:
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mutable LayerInfoList mLayerList;
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model::Composition * mModel;
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SharedRenderTask mTask;
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std::atomic<bool> mRenderInProgress;
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std::unique_ptr<renderer::Composition> mRenderer{nullptr};
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};
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void AnimationImpl::setValue(const std::string &keypath, LOTVariant &&value)
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{
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if (keypath.empty()) return;
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mRenderer->setValue(keypath, value);
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}
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const LOTLayerNode *AnimationImpl::renderTree(size_t frameNo, const VSize &size)
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{
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if (update(frameNo, size, true)) {
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mRenderer->buildRenderTree();
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}
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return mRenderer->renderTree();
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}
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bool AnimationImpl::update(size_t frameNo, const VSize &size,
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bool keepAspectRatio)
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{
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frameNo += mModel->startFrame();
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if (frameNo > mModel->endFrame()) frameNo = mModel->endFrame();
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if (frameNo < mModel->startFrame()) frameNo = mModel->startFrame();
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return mRenderer->update(int(frameNo), size, keepAspectRatio);
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}
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Surface AnimationImpl::render(size_t frameNo, const Surface &surface,
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bool keepAspectRatio)
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{
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bool renderInProgress = mRenderInProgress.load();
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if (renderInProgress) {
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vCritical << "Already Rendering Scheduled for this Animation";
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return surface;
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}
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mRenderInProgress.store(true);
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update(
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frameNo,
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VSize(int(surface.drawRegionWidth()), int(surface.drawRegionHeight())),
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keepAspectRatio);
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mRenderer->render(surface);
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mRenderInProgress.store(false);
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return surface;
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}
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void AnimationImpl::init(std::shared_ptr<model::Composition> composition)
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{
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mModel = composition.get();
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mRenderer = std::make_unique<renderer::Composition>(composition);
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mRenderInProgress = false;
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}
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#ifdef LOTTIE_THREAD_SUPPORT
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#include <thread>
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#include "vector_vtaskqueue.h"
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/*
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* Implement a task stealing schduler to perform render task
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* As each player draws into its own buffer we can delegate this
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* task to a slave thread. The scheduler creates a threadpool depending
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* on the number of cores available in the system and does a simple fair
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* scheduling by assigning the task in a round-robin fashion. Each thread
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* in the threadpool has its own queue. once it finishes all the task on its
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* own queue it goes through rest of the queue and looks for task if it founds
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* one it steals the task from it and executes. if it couldn't find one then it
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* just waits for new task on its own queue.
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*/
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class RenderTaskScheduler {
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const unsigned _count{std::thread::hardware_concurrency()};
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std::vector<std::thread> _threads;
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std::vector<TaskQueue<SharedRenderTask>> _q{_count};
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std::atomic<unsigned> _index{0};
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void run(unsigned i)
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{
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while (true) {
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bool success = false;
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SharedRenderTask task;
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for (unsigned n = 0; n != _count * 2; ++n) {
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if (_q[(i + n) % _count].try_pop(task)) {
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success = true;
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break;
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}
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}
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if (!success && !_q[i].pop(task)) break;
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auto result = task->playerImpl->render(task->frameNo, task->surface,
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task->keepAspectRatio);
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task->sender.set_value(result);
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}
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}
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RenderTaskScheduler()
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{
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for (unsigned n = 0; n != _count; ++n) {
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_threads.emplace_back([&, n] { run(n); });
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}
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}
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public:
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static RenderTaskScheduler &instance()
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{
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static RenderTaskScheduler singleton;
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return singleton;
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}
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~RenderTaskScheduler()
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{
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for (auto &e : _q) e.done();
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for (auto &e : _threads) e.join();
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}
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std::future<Surface> process(SharedRenderTask task)
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{
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auto receiver = std::move(task->receiver);
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auto i = _index++;
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for (unsigned n = 0; n != _count; ++n) {
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if (_q[(i + n) % _count].try_push(std::move(task))) return receiver;
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}
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if (_count > 0) {
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_q[i % _count].push(std::move(task));
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}
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return receiver;
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}
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};
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#else
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class RenderTaskScheduler {
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public:
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static RenderTaskScheduler &instance()
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{
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static RenderTaskScheduler singleton;
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return singleton;
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}
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std::future<Surface> process(SharedRenderTask task)
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{
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auto result = task->playerImpl->render(task->frameNo, task->surface,
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task->keepAspectRatio);
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task->sender.set_value(result);
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return std::move(task->receiver);
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}
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};
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#endif
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std::future<Surface> AnimationImpl::renderAsync(size_t frameNo,
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Surface &&surface,
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bool keepAspectRatio)
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{
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if (!mTask) {
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mTask = std::make_shared<RenderTask>();
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} else {
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mTask->sender = std::promise<Surface>();
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mTask->receiver = mTask->sender.get_future();
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}
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mTask->playerImpl = this;
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mTask->frameNo = frameNo;
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mTask->surface = std::move(surface);
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mTask->keepAspectRatio = keepAspectRatio;
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return RenderTaskScheduler::instance().process(mTask);
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}
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/**
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* \breif Brief abput the Api.
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* Description about the setFilePath Api
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* @param path add the details
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*/
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std::unique_ptr<Animation> Animation::loadFromData(
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std::string jsonData, const std::string &key,
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const std::string &resourcePath, bool cachePolicy)
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{
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if (jsonData.empty()) {
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vWarning << "jason data is empty";
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return nullptr;
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}
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auto composition = model::loadFromData(std::move(jsonData), key,
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resourcePath, cachePolicy);
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if (composition) {
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auto animation = std::unique_ptr<Animation>(new Animation);
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animation->d->init(std::move(composition));
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return animation;
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}
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return nullptr;
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}
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std::unique_ptr<Animation> Animation::loadFromData(std::string jsonData,
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std::string resourcePath,
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ColorFilter filter)
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{
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if (jsonData.empty()) {
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vWarning << "jason data is empty";
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return nullptr;
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}
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auto composition = model::loadFromData(
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std::move(jsonData), std::move(resourcePath), std::move(filter));
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if (composition) {
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auto animation = std::unique_ptr<Animation>(new Animation);
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animation->d->init(std::move(composition));
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return animation;
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}
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return nullptr;
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}
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std::unique_ptr<Animation> Animation::loadFromFile(const std::string &path,
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bool cachePolicy)
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{
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if (path.empty()) {
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vWarning << "File path is empty";
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return nullptr;
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}
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auto composition = model::loadFromFile(path, cachePolicy);
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if (composition) {
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auto animation = std::unique_ptr<Animation>(new Animation);
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animation->d->init(std::move(composition));
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return animation;
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}
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return nullptr;
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}
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void Animation::size(size_t &width, size_t &height) const
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{
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VSize sz = d->size();
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width = sz.width();
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height = sz.height();
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}
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double Animation::duration() const
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{
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return d->duration();
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}
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double Animation::frameRate() const
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{
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return d->frameRate();
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}
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size_t Animation::totalFrame() const
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{
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return d->totalFrame();
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}
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size_t Animation::frameAtPos(double pos)
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{
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return d->frameAtPos(pos);
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}
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const LOTLayerNode *Animation::renderTree(size_t frameNo, size_t width,
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size_t height) const
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{
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return d->renderTree(frameNo, VSize(int(width), int(height)));
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}
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std::future<Surface> Animation::render(size_t frameNo, Surface surface,
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bool keepAspectRatio)
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{
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return d->renderAsync(frameNo, std::move(surface), keepAspectRatio);
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}
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void Animation::renderSync(size_t frameNo, Surface surface,
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bool keepAspectRatio)
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{
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d->render(frameNo, surface, keepAspectRatio);
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}
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const LayerInfoList &Animation::layers() const
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{
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return d->layerInfoList();
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}
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const MarkerList &Animation::markers() const
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{
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return d->markers();
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}
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void Animation::setValue(Color_Type, Property prop, const std::string &keypath,
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Color value)
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{
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d->setValue(keypath,
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LOTVariant(prop, [value](const FrameInfo &) { return value; }));
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}
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void Animation::setValue(Float_Type, Property prop, const std::string &keypath,
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float value)
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{
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d->setValue(keypath,
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LOTVariant(prop, [value](const FrameInfo &) { return value; }));
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}
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void Animation::setValue(Size_Type, Property prop, const std::string &keypath,
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Size value)
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{
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d->setValue(keypath,
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LOTVariant(prop, [value](const FrameInfo &) { return value; }));
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}
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void Animation::setValue(Point_Type, Property prop, const std::string &keypath,
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Point value)
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{
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d->setValue(keypath,
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LOTVariant(prop, [value](const FrameInfo &) { return value; }));
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}
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void Animation::setValue(Color_Type, Property prop, const std::string &keypath,
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std::function<Color(const FrameInfo &)> &&value)
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{
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d->setValue(keypath, LOTVariant(prop, value));
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}
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void Animation::setValue(Float_Type, Property prop, const std::string &keypath,
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std::function<float(const FrameInfo &)> &&value)
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{
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d->setValue(keypath, LOTVariant(prop, value));
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}
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void Animation::setValue(Size_Type, Property prop, const std::string &keypath,
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std::function<Size(const FrameInfo &)> &&value)
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{
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d->setValue(keypath, LOTVariant(prop, value));
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}
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void Animation::setValue(Point_Type, Property prop, const std::string &keypath,
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std::function<Point(const FrameInfo &)> &&value)
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{
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d->setValue(keypath, LOTVariant(prop, value));
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}
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Animation::~Animation() = default;
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Animation::Animation() : d(std::make_unique<AnimationImpl>()) {}
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Surface::Surface(uint32_t *buffer, size_t width, size_t height,
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size_t bytesPerLine)
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: mBuffer(buffer),
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mWidth(width),
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mHeight(height),
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mBytesPerLine(bytesPerLine)
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{
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mDrawArea.w = mWidth;
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mDrawArea.h = mHeight;
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}
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void Surface::setDrawRegion(size_t x, size_t y, size_t width, size_t height)
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{
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if ((x + width > mWidth) || (y + height > mHeight)) return;
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mDrawArea.x = x;
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mDrawArea.y = y;
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mDrawArea.w = width;
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mDrawArea.h = height;
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}
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#ifdef LOTTIE_LOGGING_SUPPORT
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void initLogging()
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{
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#if defined(USE_ARM_NEON)
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set_log_level(LogLevel::OFF);
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#else
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initialize(GuaranteedLogger(), "/tmp/", "rlottie", 1);
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set_log_level(LogLevel::INFO);
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#endif
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}
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V_CONSTRUCTOR_FUNCTION(initLogging)
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#endif
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