| 1 | /* |
| 2 | * Copyright 2017 Google Inc. |
| 3 | * |
| 4 | * Use of this source code is governed by a BSD-style license that can be |
| 5 | * found in the LICENSE file. |
| 6 | */ |
| 7 | |
| 8 | #ifndef SkSGRenderNode_DEFINED |
| 9 | #define SkSGRenderNode_DEFINED |
| 10 | |
| 11 | #include "modules/sksg/include/SkSGNode.h" |
| 12 | |
| 13 | #include "include/core/SkBlendMode.h" |
| 14 | #include "include/core/SkColorFilter.h" |
| 15 | #include "include/core/SkShader.h" |
| 16 | |
| 17 | class SkCanvas; |
| 18 | class SkImageFilter; |
| 19 | class SkPaint; |
| 20 | |
| 21 | namespace sksg { |
| 22 | |
| 23 | /** |
| 24 | * Base class for nodes which can render to a canvas. |
| 25 | */ |
| 26 | class RenderNode : public Node { |
| 27 | protected: |
| 28 | struct RenderContext; |
| 29 | |
| 30 | public: |
| 31 | // Render the node and its descendants to the canvas. |
| 32 | void render(SkCanvas*, const RenderContext* = nullptr) const; |
| 33 | |
| 34 | // Perform a front-to-back hit-test, and return the RenderNode located at |point|. |
| 35 | // Normally, hit-testing stops at leaf Draw nodes. |
| 36 | const RenderNode* nodeAt(const SkPoint& point) const; |
| 37 | |
| 38 | // Controls the visibility of the render node. Invisible nodes are not rendered, |
| 39 | // but they still participate in revalidation. |
| 40 | bool isVisible() const; |
| 41 | void setVisible(bool); |
| 42 | |
| 43 | protected: |
| 44 | explicit RenderNode(uint32_t inval_traits = 0); |
| 45 | |
| 46 | virtual void onRender(SkCanvas*, const RenderContext*) const = 0; |
| 47 | virtual const RenderNode* onNodeAt(const SkPoint& p) const = 0; |
| 48 | |
| 49 | // Paint property overrides. |
| 50 | // These are deferred until we can determine whether they can be applied to the individual |
| 51 | // draw paints, or whether they require content isolation (applied to a layer). |
| 52 | struct RenderContext { |
| 53 | sk_sp<SkColorFilter> fColorFilter; |
| 54 | sk_sp<SkShader> fShader; |
| 55 | sk_sp<SkShader> fMaskShader; |
| 56 | SkMatrix fShaderCTM = SkMatrix::I(), |
| 57 | fMaskCTM = SkMatrix::I(); |
| 58 | float fOpacity = 1; |
| 59 | SkBlendMode fBlendMode = SkBlendMode::kSrcOver; |
| 60 | |
| 61 | // Returns true if the paint overrides require a layer when applied to non-atomic draws. |
| 62 | bool requiresIsolation() const; |
| 63 | |
| 64 | void modulatePaint(const SkMatrix& ctm, SkPaint*, bool is_layer_paint = false) const; |
| 65 | }; |
| 66 | |
| 67 | class ScopedRenderContext final { |
| 68 | public: |
| 69 | ScopedRenderContext(SkCanvas*, const RenderContext*); |
| 70 | ~ScopedRenderContext(); |
| 71 | |
| 72 | ScopedRenderContext(ScopedRenderContext&& that) { *this = std::move(that); } |
| 73 | |
| 74 | ScopedRenderContext& operator=(ScopedRenderContext&& that) { |
| 75 | fCanvas = that.fCanvas; |
| 76 | fCtx = std::move(that.fCtx); |
| 77 | fMaskShader = std::move(that.fMaskShader); |
| 78 | fRestoreCount = that.fRestoreCount; |
| 79 | |
| 80 | // scope ownership is being transferred |
| 81 | that.fRestoreCount = -1; |
| 82 | |
| 83 | return *this; |
| 84 | } |
| 85 | |
| 86 | operator const RenderContext* () const { return &fCtx; } |
| 87 | const RenderContext* operator->() const { return &fCtx; } |
| 88 | |
| 89 | // Add (cumulative) paint overrides to a render node sub-DAG. |
| 90 | ScopedRenderContext&& modulateOpacity(float opacity); |
| 91 | ScopedRenderContext&& modulateColorFilter(sk_sp<SkColorFilter>); |
| 92 | ScopedRenderContext&& modulateShader(sk_sp<SkShader>, const SkMatrix& shader_ctm); |
| 93 | ScopedRenderContext&& modulateMaskShader(sk_sp<SkShader>, const SkMatrix& ms_ctm); |
| 94 | ScopedRenderContext&& modulateBlendMode(SkBlendMode); |
| 95 | |
| 96 | // Force content isolation for a node sub-DAG by applying the RenderContext |
| 97 | // overrides via a layer. |
| 98 | ScopedRenderContext&& setIsolation(const SkRect& bounds, const SkMatrix& ctm, |
| 99 | bool do_isolate); |
| 100 | |
| 101 | // Similarly, force content isolation by applying the RenderContext overrides and |
| 102 | // an image filter via a single layer. |
| 103 | ScopedRenderContext&& setFilterIsolation(const SkRect& bounds, const SkMatrix& ctm, |
| 104 | sk_sp<SkImageFilter>); |
| 105 | |
| 106 | private: |
| 107 | // stack-only |
| 108 | void* operator new(size_t) = delete; |
| 109 | void* operator new(size_t, void*) = delete; |
| 110 | |
| 111 | // Scopes cannot be copied. |
| 112 | ScopedRenderContext(const ScopedRenderContext&) = delete; |
| 113 | ScopedRenderContext& operator=(const ScopedRenderContext&) = delete; |
| 114 | |
| 115 | SkCanvas* fCanvas; |
| 116 | RenderContext fCtx; |
| 117 | sk_sp<SkShader> fMaskShader; // to be applied at isolation layer restore time |
| 118 | int fRestoreCount; |
| 119 | }; |
| 120 | |
| 121 | private: |
| 122 | friend class ImageFilterEffect; |
| 123 | |
| 124 | typedef Node INHERITED; |
| 125 | }; |
| 126 | |
| 127 | /** |
| 128 | * Clients outside SkSG looking to implement custom render nodes, |
| 129 | * should derive from this class instead of RenderNode. It handles |
| 130 | * various book-keeping, and provides a controlled extension point. |
| 131 | */ |
| 132 | class CustomRenderNode : public RenderNode { |
| 133 | protected: |
| 134 | explicit CustomRenderNode(std::vector<sk_sp<RenderNode>>&& children); |
| 135 | ~CustomRenderNode() override; |
| 136 | |
| 137 | const std::vector<sk_sp<RenderNode>>& children() const { return fChildren; } |
| 138 | |
| 139 | bool hasChildrenInval() const; |
| 140 | |
| 141 | private: |
| 142 | std::vector<sk_sp<RenderNode>> fChildren; |
| 143 | |
| 144 | using INHERITED = RenderNode; |
| 145 | }; |
| 146 | |
| 147 | } // namespace sksg |
| 148 | |
| 149 | #endif // SkSGRenderNode_DEFINED |
| 150 | |