1 /*
   2  * Copyright (c) 2011, 2015, Oracle and/or its affiliates. All rights reserved.
   3  * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
   4  *
   5  * This code is free software; you can redistribute it and/or modify it
   6  * under the terms of the GNU General Public License version 2 only, as
   7  * published by the Free Software Foundation.  Oracle designates this
   8  * particular file as subject to the "Classpath" exception as provided
   9  * by Oracle in the LICENSE file that accompanied this code.
  10  *
  11  * This code is distributed in the hope that it will be useful, but WITHOUT
  12  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
  13  * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
  14  * version 2 for more details (a copy is included in the LICENSE file that
  15  * accompanied this code).
  16  *
  17  * You should have received a copy of the GNU General Public License version
  18  * 2 along with this work; if not, write to the Free Software Foundation,
  19  * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
  20  *
  21  * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
  22  * or visit www.oracle.com if you need additional information or have any
  23  * questions.
  24  */
  25 
  26 package com.sun.javafx.tk.quantum;
  27 
  28 import java.util.ArrayList;
  29 import java.util.List;
  30 import java.util.concurrent.locks.ReentrantLock;
  31 import com.sun.javafx.geom.DirtyRegionContainer;
  32 import com.sun.javafx.geom.DirtyRegionPool;
  33 import com.sun.javafx.geom.RectBounds;
  34 import com.sun.javafx.geom.Rectangle;
  35 import com.sun.javafx.geom.transform.Affine3D;
  36 import com.sun.javafx.geom.transform.BaseTransform;
  37 import com.sun.javafx.geom.transform.GeneralTransform3D;
  38 import com.sun.javafx.sg.prism.NGCamera;
  39 import com.sun.javafx.sg.prism.NGNode;
  40 import com.sun.javafx.sg.prism.NGPerspectiveCamera;
  41 import com.sun.javafx.sg.prism.NodePath;
  42 import com.sun.prism.Graphics;
  43 import com.sun.prism.GraphicsResource;
  44 import com.sun.prism.Image;
  45 import com.sun.prism.Presentable;
  46 import com.sun.prism.RTTexture;
  47 import com.sun.prism.ResourceFactory;
  48 import com.sun.prism.Texture;
  49 import com.sun.prism.impl.PrismSettings;
  50 import com.sun.prism.paint.Color;
  51 import com.sun.prism.paint.Paint;
  52 import com.sun.javafx.logging.PulseLogger;
  53 import static com.sun.javafx.logging.PulseLogger.PULSE_LOGGING_ENABLED;
  54 
  55 /**
  56  * Responsible for "painting" a scene. It invokes as appropriate API on the root NGNode
  57  * of a scene to determine dirty regions, render roots, etc. Also calls the render root
  58  * to render. Also invokes code to print dirty opts and paint overdraw rectangles according
  59  * to debug flags.
  60  */
  61 abstract class ViewPainter implements Runnable {
  62     /**
  63      * An array of initially empty ROOT_PATHS. They are created on demand as
  64      * needed. Each path is associated with a different dirty region. We have
  65      * up to PrismSettings.dirtyRegionCount max dirty regions
  66      */
  67     private static NodePath[] ROOT_PATHS = new NodePath[PrismSettings.dirtyRegionCount];
  68 
  69     /*
  70      * This could be a per-scene lock but there is no guarantee that the
  71      * FX handlers called in GlassViewEventHandler would not modify other scenes.
  72      */
  73     protected static final ReentrantLock renderLock = new ReentrantLock();
  74 
  75     // Pen dimensions. Pen width and height are checked on every repaint
  76     // to match its scene width/height. If any difference is found, the
  77     // pen surface (Presentable or RTTexture) is recreated.
  78     protected int penWidth = -1;
  79     protected int penHeight = -1;
  80     protected int viewWidth;
  81     protected int viewHeight;
  82 
  83     protected final SceneState sceneState;
  84 
  85     protected Presentable presentable;
  86     protected ResourceFactory factory;
  87     protected boolean freshBackBuffer;
  88 
  89     private int width;
  90     private int height;
  91 
  92     /**
  93      * root is the root node of the scene. overlayRoot is the root node of any
  94      * overlay which may be present (such as used for full screen overlay).
  95      */
  96     private NGNode root, overlayRoot;
  97 
  98     // These variables are all used as part of the dirty region optimizations,
  99     // and if dirty opts are turned off via a runtime flag, then these fields
 100     // are never initialized or used.
 101     private Rectangle dirtyRect;
 102     private RectBounds clip;
 103     private RectBounds dirtyRegionTemp;
 104     private DirtyRegionPool dirtyRegionPool;
 105     private DirtyRegionContainer dirtyRegionContainer;
 106     private Affine3D tx;
 107     private Affine3D scaleTx;
 108     private GeneralTransform3D viewProjTx;
 109     private GeneralTransform3D projTx;
 110 
 111     /**
 112      * This is used for drawing dirty regions and overdraw rectangles in cases where we are
 113      * not drawing the entire scene every time (specifically, when depth buffer is disabled).
 114      * In those cases we will draw the scene to the sceneBuffer, clear the actual back buffer,
 115      * blit the sceneBuffer into the back buffer, and then scribble on top of the back buffer
 116      * with the dirty regions and/or overdraw rectangles.
 117      *
 118      * When the depthBuffer is enabled on a scene, we always end up drawing the entire scene
 119      * anyway, so we don't bother with this sceneBuffer in that case. Of course, if dirty
 120      * region / overdraw rectangle drawing is turned off, then we don't use this. Thus,
 121      * only when you are doing some kind of debugging would this field be used and the
 122      * extra buffer copy incurred.
 123      */
 124     private RTTexture sceneBuffer;
 125 
 126     protected ViewPainter(GlassScene gs) {
 127         sceneState = gs.getSceneState();
 128         if (sceneState == null) {
 129             throw new NullPointerException("Scene state is null");
 130         }
 131 
 132         if (PrismSettings.dirtyOptsEnabled) {
 133             tx = new Affine3D();
 134             viewProjTx = new GeneralTransform3D();
 135             projTx = new GeneralTransform3D();
 136             scaleTx = new Affine3D();
 137             clip = new RectBounds();
 138             dirtyRect = new Rectangle();
 139             dirtyRegionTemp = new RectBounds();
 140             dirtyRegionPool = new DirtyRegionPool(PrismSettings.dirtyRegionCount);
 141             dirtyRegionContainer = dirtyRegionPool.checkOut();
 142         }
 143     }
 144 
 145     protected final void setRoot(NGNode node) {
 146         root = node;
 147     }
 148 
 149     protected final void setOverlayRoot(NGNode node) {
 150         overlayRoot = node;
 151     }
 152 
 153     private void adjustPerspective(NGCamera camera) {
 154         // This should definitely be true since this is only called by setDirtyRect
 155         assert PrismSettings.dirtyOptsEnabled;
 156         if (camera instanceof NGPerspectiveCamera) {
 157             scaleTx.setToScale(width / 2.0, -height / 2.0, 1);
 158             scaleTx.translate(1, -1);
 159             projTx.mul(scaleTx);
 160             viewProjTx = camera.getProjViewTx(viewProjTx);
 161             projTx.mul(viewProjTx);
 162         }
 163     }
 164 
 165     protected void paintImpl(final Graphics backBufferGraphics) {
 166         // We should not be painting anything with a width / height
 167         // that is <= 0, so we might as well bail right off.
 168         if (width <= 0 || height <= 0 || backBufferGraphics == null) {
 169             root.renderForcedContent(backBufferGraphics);
 170             return;
 171         }
 172 
 173         // This "g" variable might represent the back buffer graphics, or it
 174         // might be reassigned to the sceneBuffer graphics.
 175         Graphics g = backBufferGraphics;
 176         // Take into account the pixel scale factor for retina displays
 177         final float pixelScale = getPixelScaleFactor();
 178         // Cache pixelScale in Graphics for use in 3D shaders such as camera and light positions.
 179         g.setPixelScaleFactor(pixelScale);
 180 
 181         // Initialize renderEverything based on various conditions that will cause us to render
 182         // the entire scene every time.
 183         boolean renderEverything = overlayRoot != null ||
 184                 freshBackBuffer ||
 185                 sceneState.getScene().isEntireSceneDirty() ||
 186                 sceneState.getScene().getDepthBuffer() ||
 187                 !PrismSettings.dirtyOptsEnabled;
 188         // We are going to draw dirty opt boxes either if we're supposed to show the dirty
 189         // regions, or if we're supposed to show the overdraw boxes.
 190         final boolean showDirtyOpts = PrismSettings.showDirtyRegions || PrismSettings.showOverdraw;
 191         // If showDirtyOpts is turned on and we're not using a depth buffer
 192         // then we will render the scene to an intermediate texture, and then at the end we'll
 193         // draw that intermediate texture to the back buffer.
 194         if (showDirtyOpts && !sceneState.getScene().getDepthBuffer()) {
 195             final int bufferWidth = (int) Math.ceil(width * pixelScale);
 196             final int bufferHeight = (int) Math.ceil(height * pixelScale);
 197             // Check whether the sceneBuffer texture needs to be reconstructed
 198             if (sceneBuffer != null) {
 199                 sceneBuffer.lock();
 200                 if (sceneBuffer.isSurfaceLost() ||
 201                         bufferWidth != sceneBuffer.getContentWidth() ||
 202                         bufferHeight != sceneBuffer.getContentHeight()) {
 203                     sceneBuffer.unlock();
 204                     sceneBuffer.dispose();
 205                     sceneBuffer = null;
 206                 }
 207             }
 208             // If sceneBuffer is null, we need to create a new texture. In this
 209             // case we will also need to render the whole scene (so don't bother
 210             // with dirty opts)
 211             if (sceneBuffer == null) {
 212                 sceneBuffer = g.getResourceFactory().createRTTexture(
 213                         bufferWidth,
 214                         bufferHeight,
 215                         Texture.WrapMode.CLAMP_TO_ZERO,
 216                         false);
 217                 renderEverything = true;
 218             }
 219             sceneBuffer.contentsUseful();
 220             // Hijack the "g" graphics variable
 221             g = sceneBuffer.createGraphics();
 222             g.scale(pixelScale, pixelScale);
 223         } else if (sceneBuffer != null) {
 224             // We're in a situation where we have previously rendered to the sceneBuffer, but in
 225             // this render pass for whatever reason we're going to draw directly to the back buffer.
 226             // In this case we need to release the sceneBuffer.
 227             sceneBuffer.dispose();
 228             sceneBuffer = null;
 229         }
 230 
 231         // The status will be set only if we're rendering with dirty regions
 232         int status = -1;
 233 
 234         // If we're rendering with dirty regions, then we'll call the root node to accumulate
 235         // the dirty regions and then again to do the pre culling.
 236         if (!renderEverything) {
 237             if (PULSE_LOGGING_ENABLED) {
 238                 PulseLogger.newPhase("Dirty Opts Computed");
 239             }
 240             clip.setBounds(0, 0, width, height);
 241             dirtyRegionTemp.makeEmpty();
 242             dirtyRegionContainer.reset();
 243             tx.setToIdentity();
 244             projTx.setIdentity();
 245             adjustPerspective(sceneState.getCamera());
 246             status = root.accumulateDirtyRegions(clip, dirtyRegionTemp,
 247                                                      dirtyRegionPool, dirtyRegionContainer,
 248                                                      tx, projTx);
 249             dirtyRegionContainer.roundOut();
 250             if (status == DirtyRegionContainer.DTR_OK) {
 251                 root.doPreCulling(dirtyRegionContainer, tx, projTx);
 252             }
 253         }
 254 
 255         // We're going to need to iterate over the dirty region container a lot, so we
 256         // might as well save this reference.
 257         final int dirtyRegionSize = status == DirtyRegionContainer.DTR_OK ? dirtyRegionContainer.size() : 0;
 258 
 259         if (dirtyRegionSize > 0) {
 260             // We set this flag on Graphics so that subsequent code in the render paths of
 261             // NGNode know whether they ought to be paying attention to dirty region
 262             // culling bits.
 263             g.setHasPreCullingBits(true);
 264 
 265             // Find the render roots. There is a different render root for each dirty region
 266             if (PULSE_LOGGING_ENABLED) {
 267                 PulseLogger.newPhase("Render Roots Discovered");
 268             }
 269             for (int i = 0; i < dirtyRegionSize; ++i) {
 270                 NodePath path = getRootPath(i);
 271                 path.clear();
 272                 root.getRenderRoot(getRootPath(i), dirtyRegionContainer.getDirtyRegion(i), i, tx, projTx);
 273             }
 274 
 275             // For debug purposes, write out to the pulse logger the number and size of the dirty
 276             // regions that are being used to render this pulse.
 277             if (PULSE_LOGGING_ENABLED) {
 278                 PulseLogger.addMessage(dirtyRegionSize + " different dirty regions to render");
 279                 for (int i=0; i<dirtyRegionSize; i++) {
 280                     PulseLogger.addMessage("Dirty Region " + i + ": " + dirtyRegionContainer.getDirtyRegion(i));
 281                     PulseLogger.addMessage("Render Root Path " + i + ": " + getRootPath(i));
 282                 }
 283             }
 284 
 285             // If -Dprism.printrendergraph=true then we want to print out the render graph to the
 286             // pulse logger, annotated with all the dirty opts. Invisible nodes are skipped.
 287             if (PULSE_LOGGING_ENABLED && PrismSettings.printRenderGraph) {
 288                 StringBuilder s = new StringBuilder();
 289                 List<NGNode> roots = new ArrayList<>();
 290                 for (int i = 0; i < dirtyRegionSize; i++) {
 291                     final RectBounds dirtyRegion = dirtyRegionContainer.getDirtyRegion(i);
 292                     // TODO it should be impossible to have ever created a dirty region that was empty...
 293                     if (dirtyRegion.getWidth() > 0 && dirtyRegion.getHeight() > 0) {
 294                         NodePath nodePath = getRootPath(i);
 295                         if (!nodePath.isEmpty()) {
 296                             roots.add(nodePath.last());
 297                         }
 298                     }
 299                 }
 300                 root.printDirtyOpts(s, roots);
 301                 PulseLogger.addMessage(s.toString());
 302             }
 303 
 304             // Paint each dirty region
 305             for (int i = 0; i < dirtyRegionSize; ++i) {
 306                 final RectBounds dirtyRegion = dirtyRegionContainer.getDirtyRegion(i);
 307                 // TODO it should be impossible to have ever created a dirty region that was empty...
 308                 // Make sure we are not trying to render in some invalid region
 309                 if (dirtyRegion.getWidth() > 0 && dirtyRegion.getHeight() > 0) {
 310                     // Set the clip rectangle using integer bounds since a fractional bounding box will
 311                     // still require a complete repaint on pixel boundaries
 312                     dirtyRect.setBounds(dirtyRegion);
 313                     // TODO I don't understand why this is needed. And if it is, are fractional pixelScale
 314                     // values OK? And if not, shouldn't pixelScale be an int instead?
 315                     if (pixelScale != 1.0f) {
 316                         dirtyRect.x *= pixelScale;
 317                         dirtyRect.y *= pixelScale;
 318                         dirtyRect.width *= pixelScale;
 319                         dirtyRect.height *= pixelScale;
 320                     }
 321                     g.setClipRect(dirtyRect);
 322                     g.setClipRectIndex(i);
 323                     doPaint(g, getRootPath(i));
 324                 }
 325             }
 326         } else {
 327             // There are no dirty regions, so just paint everything
 328             g.setHasPreCullingBits(false);
 329             g.setClipRect(null);
 330             this.doPaint(g, null);
 331         }
 332         root.renderForcedContent(g);
 333 
 334         // If we have an overlay then we need to render it too.
 335         if (overlayRoot != null) {
 336             overlayRoot.render(g);
 337         }
 338 
 339         // If we're showing dirty regions or overdraw, then we're going to need to draw
 340         // over-top the normal scene. If we have been drawing do the back buffer, then we
 341         // will just draw on top of it. If we have been drawing to the sceneBuffer, then
 342         // we will first blit the sceneBuffer into the back buffer, and then draw directly
 343         // on the back buffer.
 344         if (showDirtyOpts) {
 345             if (sceneBuffer != null) {
 346                 g.sync();
 347                 backBufferGraphics.clear();
 348                 backBufferGraphics.drawTexture(sceneBuffer, 0, 0, width, height,
 349                         sceneBuffer.getContentX(), sceneBuffer.getContentY(),
 350                         sceneBuffer.getContentX() + sceneBuffer.getContentWidth(),
 351                         sceneBuffer.getContentY() + sceneBuffer.getContentHeight());
 352                 sceneBuffer.unlock();
 353             }
 354 
 355             if (PrismSettings.showOverdraw) {
 356                 // We are going to show the overdraw rectangles.
 357                 if (dirtyRegionSize > 0) {
 358                     // In this case we have dirty regions, so we will iterate over them all
 359                     // and draw each dirty region's overdraw individually
 360                     for (int i = 0; i < dirtyRegionSize; i++) {
 361                         final Rectangle clip = new Rectangle(dirtyRegionContainer.getDirtyRegion(i));
 362                         backBufferGraphics.setClipRectIndex(i);
 363                         paintOverdraw(backBufferGraphics, clip);
 364                         backBufferGraphics.setPaint(new Color(1, 0, 0, .3f));
 365                         backBufferGraphics.drawRect(clip.x, clip.y, clip.width, clip.height);
 366                     }
 367                 } else {
 368                     // In this case there were no dirty regions, so the clip is the entire scene
 369                     final Rectangle clip = new Rectangle(0, 0, width, height);
 370                     assert backBufferGraphics.getClipRectIndex() == 0;
 371                     paintOverdraw(backBufferGraphics, clip);
 372                     backBufferGraphics.setPaint(new Color(1, 0, 0, .3f));
 373                     backBufferGraphics.drawRect(clip.x, clip.y, clip.width, clip.height);
 374                 }
 375             } else {
 376                 // We are going to show the dirty regions
 377                 if (dirtyRegionSize > 0) {
 378                     // We have dirty regions to draw
 379                     backBufferGraphics.setPaint(new Color(1, 0, 0, .3f));
 380                     for (int i = 0; i < dirtyRegionSize; i++) {
 381                         final RectBounds reg = dirtyRegionContainer.getDirtyRegion(i);
 382                         backBufferGraphics.fillRect(reg.getMinX(), reg.getMinY(), reg.getWidth(), reg.getHeight());
 383                     }
 384                 } else {
 385                     // No dirty regions, fill the entire view area
 386                     backBufferGraphics.setPaint(new Color(1, 0, 0, .3f));
 387                     backBufferGraphics.fillRect(0, 0, width, height);
 388                 }
 389             }
 390             root.clearPainted();
 391         }
 392     }
 393 
 394     /**
 395      * Utility method for painting the overdraw rectangles. Right now we're using a computationally
 396      * intensive approach of having an array of integers (image data) that we then write to in the
 397      * NGNodes, recording how many times each pixel position has been touched (well, technically, we're
 398      * just recording the bounds of drawn objects, so some pixels might be "red" but actually were never
 399      * drawn).
 400      *
 401      * @param g
 402      * @param clip
 403      */
 404     private void paintOverdraw(final Graphics g, final Rectangle clip) {
 405         final int[] pixels = new int[clip.width * clip.height];
 406         root.drawDirtyOpts(BaseTransform.IDENTITY_TRANSFORM, projTx, clip, pixels, g.getClipRectIndex());
 407         final Image image = Image.fromIntArgbPreData(pixels, clip.width, clip.height);
 408         final Texture texture = factory.getCachedTexture(image, Texture.WrapMode.CLAMP_TO_EDGE);
 409         g.drawTexture(texture, clip.x, clip.y, clip.x+clip.width, clip.y+clip.height, 0, 0, clip.width, clip.height);
 410         texture.unlock();
 411     }
 412 
 413     private static NodePath getRootPath(int i) {
 414         if (ROOT_PATHS[i] == null) {
 415             ROOT_PATHS[i] = new NodePath();
 416         }
 417         return ROOT_PATHS[i];
 418     }
 419 
 420     protected void disposePresentable() {
 421         if (presentable instanceof GraphicsResource) {
 422             ((GraphicsResource)presentable).dispose();
 423         }
 424         presentable = null;
 425     }
 426 
 427     protected boolean validateStageGraphics() {
 428         if (!sceneState.isValid()) {
 429             // indicates something happened between the scheduling of the
 430             // job and the running of this job.
 431             return false;
 432         }
 433 
 434         width = viewWidth = sceneState.getWidth();
 435         height = viewHeight = sceneState.getHeight();
 436 
 437         return sceneState.isWindowVisible() && !sceneState.isWindowMinimized();
 438     }
 439 
 440     protected float getPixelScaleFactor() {
 441         return presentable == null ? 1.0f : presentable.getPixelScaleFactor();
 442     }
 443 
 444     private void doPaint(Graphics g, NodePath renderRootPath) {
 445         // Null path indicates that occlusion culling is not used
 446         if (renderRootPath != null) {
 447             if (renderRootPath.isEmpty()) {
 448                 // empty render path indicates that no rendering is needed.
 449                 // There may be occluded dirty Nodes however, so we need to clear them
 450                 root.clearDirtyTree();
 451                 return;
 452             }
 453             // If the path is not empty, the first node must be the root node
 454             assert(renderRootPath.getCurrentNode() == root);
 455         }
 456         if (PULSE_LOGGING_ENABLED) {
 457             PulseLogger.newPhase("Painting");
 458         }
 459         GlassScene scene = sceneState.getScene();
 460         scene.clearEntireSceneDirty();
 461         g.setLights(scene.getLights());
 462         g.setDepthBuffer(scene.getDepthBuffer());
 463         Color clearColor = sceneState.getClearColor();
 464         if (clearColor != null) {
 465             g.clear(clearColor);
 466         }
 467         Paint curPaint = sceneState.getCurrentPaint();
 468         if (curPaint != null) {
 469             if (curPaint.getType() != com.sun.prism.paint.Paint.Type.COLOR) {
 470                 g.getRenderTarget().setOpaque(curPaint.isOpaque());
 471             }
 472             g.setPaint(curPaint);
 473             g.fillQuad(0, 0, width, height);
 474         }
 475         g.setCamera(sceneState.getCamera());
 476         g.setRenderRoot(renderRootPath);
 477         root.render(g);
 478     }
 479 }