📄 grouping.h
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/* * GPAC - Multimedia Framework C SDK * * Copyright (c) Jean Le Feuvre 2000-2005 * All rights reserved * * This file is part of GPAC / 3D rendering module * * 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 GROUPING_H#define GROUPING_H#include "visual_surface.h"/* NOTES about grouping nodes***when a grouping node impacts placement of its children, rendering is done in 2 step: first traversethe children and collect each direct child bounding rect (empty if 3D), then computes local transform per child according to the display rules of the node (form, layout). */typedef struct { /*the one and only child*/ GF_Node *child; /*bounds before (projection of bound_vol) and after placement*/ GF_Rect original, final; /*set if this group contains only text graphic nodes*/ Bool is_text_group; /*in which case ascent and descent of the text is stored for baseline alignment*/ Fixed ascent, descent; u32 split_text_idx;} ChildGroup;/* @children: pointer to children field @groups: list of ChildGroup visually render - used for post placement @sensors: cached list of sensors at this level, NULL if none @lights: cached list of lights (local and global) at this level, NULL if none @bbox: bounding box of sub-tree @dont_cull: if set, traversing always occur (needed for audio subgraph)*/#define GROUPINGNODESTACK \ GF_ChildNodeItem **children; \ GF_List *groups; \ GF_List *sensors; \ GF_List *lights; \ GF_BBox bbox; \ Bool dont_cull; \typedef struct _parent_group{ GF_Node *owner; GF_Renderer *compositor; GROUPINGNODESTACK} GroupingNode;/*performs stack init/destroy - doesn't free stack*/void SetupGroupingNode(GroupingNode *ptr, GF_Renderer *sr, GF_Node *node, GF_ChildNodeItem **children);void DeleteGroupingNode(GroupingNode *gr);/*destroy base stack*/void DestroyBaseGrouping(GF_Node *node);/*creates grouping stack and register callbacks*/void NewGroupingNodeStack(GF_Renderer *sr, GF_Node *node, GF_ChildNodeItem **children);/*traverse all children of the node @alt_positions: alternate order for children - MUST HAVE THE EXACT SAME NUMBER OF INDICES AS THERE ARE CHILDREN - null for normal order*/void grouping_traverse(GroupingNode *group, RenderEffect3D *effects, u32 *alt_positions);/*starts new child group. If n is NULL, uses previous child group node for node (this is for text only)*/void group_start_child(GroupingNode *group, GF_Node *n);void group_end_child(GroupingNode *group, GF_BBox *bounds);void group_end_text_child(GroupingNode *group, GF_Rect *bounds, Fixed ascent, Fixed descent, u32 split_text_idx);/*reset ChildGroup info - does NOT reset real children*/void group_reset_children(GroupingNode *group);/*update clipers and matrices in regular mode (translations only)*/void child_render_done(ChildGroup *cg, RenderEffect3D *eff);/*update clipers and matrices in complex mode (free-form transforms) - if @mat is NULL group isn't rendered*/void child_render_done_complex(ChildGroup *cg, RenderEffect3D *eff, GF_Matrix2D *mat);/*activates all sensors in a group*/void grouping_activate_sensors(GF_Node *group, Bool mouse_over, Bool is_active, SFVec3f *hit_point);#endif
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