| // Copyright 2015 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| // Primitives express the geometry of the scene, such as quads and references |
| // to embedded scenes. Primitives are arranged hierarchically as nodes, |
| // each with an associated transformation matrix. |
| |
| [DartPackage="mojo_services"] |
| module mojo.gfx.composition; |
| |
| import "mojo/services/geometry/interfaces/geometry.mojom"; |
| import "mojo/services/gfx/composition/interfaces/hit_tests.mojom"; |
| |
| // Nodes express the geometry and content of the scene, such as images and |
| // references to embedded scenes. Nodes are arranged to form a directed |
| // acyclic graph of drawing commands. |
| // |
| // The node graph is processed in pre-order traversal. Starting from the |
| // root, the compositor applies the transformation, clip, recursively |
| // processes the node's children according to the node's combinator rule, |
| // then applies the node's own operation. |
| // |
| // BLOCKED NODES |
| // |
| // Due to the asynchronous nature of the system, it may happen that some |
| // nodes cannot be processed immediately at drawing time because they require |
| // access to certain resources which are not available, such as a specific |
| // version of a scene which has yet to be produced by some other application. |
| // |
| // When a node cannot be drawn due to an unsatisfied dependency, it is |
| // said to be "blocked". Blocked nodes prevent rendering of the entire |
| // subgraph below them. |
| // |
| // NODE COMBINATORS |
| // |
| // Node combinator rules describe what should happen when a node which is |
| // otherwise unblocked has one or more blocked children. |
| // |
| // With the |MERGE| combinator, the children of a node are all drawn in |
| // sequence if none of them are blocked, otherwise the node itself is |
| // blocked. This is the default. |
| // |
| // With the |PRUNE| combinator, the children of a node are all drawn in |
| // sequence while skipping over any of them which are blocked. Blocked |
| // children will not appear in the output. |
| // |
| // With the |FALLBACK| combinator, the first unblocked child of a node is |
| // drawn and the remaining nodes are ignored. If the node has children |
| // and all of them are blocked then the node itself is blocked. |
| // |
| // Combinators make it possible to express complex rules such as substituting |
| // missing content for an earlier version of that content or for a placeholder |
| // if not available. |
| // |
| // TIPS |
| // |
| // 1. Reuse nodes when possible to reduce the size of the graph. Consider |
| // using LayerNodeOps to flatten common elements to a texture which can |
| // be redrawn efficiently in many places. |
| // |
| // 2. Insert PRUNE or FALLBACK nodes in places where blocking is likely to |
| // occur, such as when embedding scenes produced by other applications. |
| // Provide alternate content where possible. |
| // |
| struct Node { |
| // The combinator specifies how child nodes are processed. |
| enum Combinator { |
| // All children are drawn in sequence, blocking if any are blocked. |
| MERGE, |
| // All children are drawn in sequence, skipping any that are blocked. |
| PRUNE, |
| // The first unblocked node is drawn, blocking if there are children |
| // and all of them are blocked. |
| FALLBACK, |
| }; |
| |
| // The forward transformation from the node's content space to its |
| // containing node's content space. If null, an identity transformation |
| // is assumed. |
| // |
| // For example, if you want to translate the content of the node so that |
| // it is drawn at X = 100 relative to its containing node's origin, simply |
| // set a transformation matrix with the X translation component equal to 100. |
| // Take care not to specify the inverse transform by mistake. |
| mojo.Transform? content_transform; |
| |
| // The clip rectangle to apply to this node's content and to its children |
| // in content space in addition to any clipping performed by the container. |
| // If null, the node does not apply any clipping of its own. |
| mojo.Rect? content_clip; |
| |
| // The hit test id to report if anything within the node is hit. |
| // Use |kHitIdNone| if the node should not be hit tested. |
| // |
| // TODO(jeffbrown): This scheme is probably too naive. |
| uint32 hit_id = kHitIdNone; |
| |
| // The Combinator to apply when processing the children of this node. |
| Combinator combinator = Combinator.MERGE; |
| |
| // The ids of the children of this node. |
| // It is an error to specify a node id that does not refer to a valid |
| // node; the compositor will close the connection when the scene |
| // is published. |
| // If a cycle is introduced then the node will be considered to be blocked |
| // at the point where recursion occurs. A subsequent rearrangement of |
| // scenes which removes the cycle will unblock the node. |
| array<uint32>? child_node_ids; |
| |
| // The drawing operation to apply when processing this node. |
| // If null, no drawing operation occurs at this node. |
| NodeOp? op; |
| }; |
| |
| // A drawing operation to apply when processing the node. |
| union NodeOp { |
| RectNodeOp rect; |
| ImageNodeOp image; |
| SceneNodeOp scene; |
| LayerNodeOp layer; |
| // TODO(jeffbrown): Color filters. |
| }; |
| |
| // Fills a rectangle with a solid color. |
| struct RectNodeOp { |
| // The rectangle to fill in content space. |
| mojo.Rect content_rect; |
| |
| // The rectangle's color. |
| Color color; |
| }; |
| |
| // Draws an image at the specified location. |
| // |
| // The node containing this operation will be blocked if the image resource |
| // is not ready for use at draw time. |
| struct ImageNodeOp { |
| // The rectangle in which to draw the image in content space. |
| mojo.Rect content_rect; |
| |
| // The portion of the image to draw. |
| // If null, draws the entire image. |
| mojo.Rect? image_rect; |
| |
| // The resource id of a valid |MailboxTextureResource| to draw. |
| // It is an error to specify a resource id that does not refer to an image |
| // resource; the compositor will close the connection when the scene |
| // is published. |
| uint32 image_resource_id; |
| |
| // The blending parameters. If null, uses the default values specified |
| // in the |Blend| structure declaration. |
| Blend? blend; |
| }; |
| |
| // Draws a scene. |
| // |
| // A scene operation embeds another scene at this point in the scene graph. |
| // It has essentially the same effect as drawing the root node of the |
| // referenced scene and drawing it as if it were a child of this node. |
| // |
| // The node containing this operation will be blocked if the specified |
| // version of the scene is not ready for use at draw time or if it too |
| // is blocked. |
| // |
| // It is often useful to wrap this node with a |LayerNodeOp| when blending |
| // the scene with other content. |
| struct SceneNodeOp { |
| // The resource id of a valid |SceneResource| to link into the scene. |
| // It is an error to specify a resource id that does not refer to a scene |
| // resource; the compositor will close the connection when the scene |
| // is published. |
| // If a cycle is introduced then the node will be considered to be blocked |
| // at the point where recursion occurs. A subsequent rearrangement of |
| // scenes which removes the cycle will unblock the node. |
| uint32 scene_resource_id; |
| |
| // The version of the scene that we would like to reference. |
| // Use |kSceneVersionNone| to request the most recently published |
| // version of the scene if synchronization is unimportant. |
| uint32 scene_version = 0; // kSceneVersionNone |
| }; |
| |
| // Draws a layer. |
| // |
| // Conceptually, this operation has the effect of drawing the children of |
| // the node to a temporary buffer of the specified size which is then |
| // composited in place like an image. This is useful for ensuring |
| // correct blending of layered content. |
| struct LayerNodeOp { |
| // The size of the layer to create. |
| mojo.Size layer_size; |
| |
| // The blending parameters. If null, uses the default values specified |
| // in the |Blend| structure declaration. |
| Blend? blend; |
| }; |
| |
| // Specifies a color to draw. |
| // TODO(jeffbrown): This is silly but unambiguous for prototyping. |
| // Make it less silly. |
| struct Color { |
| uint8 red; |
| uint8 green; |
| uint8 blue; |
| uint8 alpha; |
| }; |
| |
| // Specifies how blending should take place. |
| struct Blend { |
| // The opacity for composition in a range from 0 (fully transparent) |
| // to 255 (fully opaque). |
| uint8 alpha = 255; |
| |
| // TODO(jeffbrown): Blend modes and texture filtering. |
| }; |