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 | #include "modules/sksg/include/SkSGRenderNode.h" |
9 | |
10 | #include "include/core/SkCanvas.h" |
11 | #include "include/core/SkImageFilter.h" |
12 | #include "include/core/SkPaint.h" |
13 | #include "modules/sksg/src/SkSGNodePriv.h" |
14 | |
15 | namespace sksg { |
16 | |
17 | namespace { |
18 | |
19 | enum Flags : uint8_t { |
20 | kInvisible_Flag = 1 << 0, |
21 | }; |
22 | |
23 | } // namespace |
24 | |
25 | RenderNode::RenderNode(uint32_t inval_traits) : INHERITED(inval_traits) {} |
26 | |
27 | bool RenderNode::isVisible() const { |
28 | return !(fNodeFlags & kInvisible_Flag); |
29 | } |
30 | |
31 | void RenderNode::setVisible(bool v) { |
32 | if (v == this->isVisible()) { |
33 | return; |
34 | } |
35 | |
36 | this->invalidate(); |
37 | fNodeFlags = v ? (fNodeFlags & ~kInvisible_Flag) |
38 | : (fNodeFlags | kInvisible_Flag); |
39 | } |
40 | |
41 | void RenderNode::render(SkCanvas* canvas, const RenderContext* ctx) const { |
42 | SkASSERT(!this->hasInval()); |
43 | if (this->isVisible() && !this->bounds().isEmpty()) { |
44 | this->onRender(canvas, ctx); |
45 | } |
46 | SkASSERT(!this->hasInval()); |
47 | } |
48 | |
49 | const RenderNode* RenderNode::nodeAt(const SkPoint& p) const { |
50 | return this->bounds().contains(p.x(), p.y()) ? this->onNodeAt(p) : nullptr; |
51 | } |
52 | |
53 | static SkAlpha ScaleAlpha(SkAlpha alpha, float opacity) { |
54 | return SkToU8(sk_float_round2int(alpha * opacity)); |
55 | } |
56 | |
57 | static sk_sp<SkShader> LocalShader(const sk_sp<SkShader> shader, |
58 | const SkMatrix& base, |
59 | const SkMatrix& ctm) { |
60 | // Mask filters / shaders are declared to operate under a specific transform, but due to the |
61 | // deferral mechanism, other transformations might have been pushed to the state. |
62 | // We want to undo these transforms (T): |
63 | // |
64 | // baseCTM x T = ctm |
65 | // |
66 | // => T = Inv(baseCTM) x ctm |
67 | // |
68 | // => Inv(T) = Inv(Inv(baseCTM) x ctm) |
69 | // |
70 | // => Inv(T) = Inv(ctm) x baseCTM |
71 | |
72 | SkMatrix lm; |
73 | if (base != ctm && ctm.invert(&lm)) { |
74 | lm.preConcat(base); |
75 | } else { |
76 | lm = SkMatrix::I(); |
77 | } |
78 | |
79 | // Note: this doesn't play ball with existing shader local matrices (what we really want is |
80 | // SkShader::makeWithPostLocalMatrix). Probably a good signal that the whole mechanism is |
81 | // contrived and should be redesigned (use SkCanvas::clipShader when available, drop shader |
82 | // "effects" completely, etc). |
83 | return shader->makeWithLocalMatrix(lm); |
84 | } |
85 | |
86 | bool RenderNode::RenderContext::requiresIsolation() const { |
87 | // Note: fShader is never applied on isolation layers. |
88 | return ScaleAlpha(SK_AlphaOPAQUE, fOpacity) != SK_AlphaOPAQUE |
89 | || fColorFilter |
90 | || fMaskShader |
91 | || fBlendMode != SkBlendMode::kSrcOver; |
92 | } |
93 | |
94 | void RenderNode::RenderContext::modulatePaint(const SkMatrix& ctm, SkPaint* paint, |
95 | bool is_layer_paint) const { |
96 | paint->setAlpha(ScaleAlpha(paint->getAlpha(), fOpacity)); |
97 | paint->setColorFilter(SkColorFilters::Compose(fColorFilter, paint->refColorFilter())); |
98 | if (fShader) { |
99 | paint->setShader(LocalShader(fShader, fShaderCTM, ctm)); |
100 | } |
101 | paint->setBlendMode(fBlendMode); |
102 | |
103 | // Only apply the shader mask for regular paints. Isolation layers require |
104 | // special handling on restore. |
105 | if (!is_layer_paint && fMaskShader) { |
106 | paint->setShader(SkShaders::Blend(SkBlendMode::kSrcIn, |
107 | LocalShader(fMaskShader, fMaskCTM, ctm), |
108 | paint->refShader())); |
109 | } |
110 | } |
111 | |
112 | RenderNode::ScopedRenderContext::ScopedRenderContext(SkCanvas* canvas, const RenderContext* ctx) |
113 | : fCanvas(canvas) |
114 | , fCtx(ctx ? *ctx : RenderContext()) |
115 | , fRestoreCount(canvas->getSaveCount()) {} |
116 | |
117 | RenderNode::ScopedRenderContext::~ScopedRenderContext() { |
118 | if (fRestoreCount >= 0) { |
119 | if (fMaskShader) { |
120 | SkPaint mask_paint; |
121 | mask_paint.setBlendMode(SkBlendMode::kDstIn); |
122 | mask_paint.setShader(std::move(fMaskShader)); |
123 | fCanvas->drawPaint(mask_paint); |
124 | } |
125 | fCanvas->restoreToCount(fRestoreCount); |
126 | } |
127 | } |
128 | |
129 | RenderNode::ScopedRenderContext&& |
130 | RenderNode::ScopedRenderContext::modulateOpacity(float opacity) { |
131 | SkASSERT(opacity >= 0 && opacity <= 1); |
132 | fCtx.fOpacity *= opacity; |
133 | return std::move(*this); |
134 | } |
135 | |
136 | RenderNode::ScopedRenderContext&& |
137 | RenderNode::ScopedRenderContext::modulateColorFilter(sk_sp<SkColorFilter> cf) { |
138 | fCtx.fColorFilter = SkColorFilters::Compose(std::move(fCtx.fColorFilter), std::move(cf)); |
139 | return std::move(*this); |
140 | } |
141 | |
142 | RenderNode::ScopedRenderContext&& |
143 | RenderNode::ScopedRenderContext::modulateShader(sk_sp<SkShader> sh, const SkMatrix& shader_ctm) { |
144 | // Topmost shader takes precedence. |
145 | if (!fCtx.fShader) { |
146 | fCtx.fShader = std::move(sh); |
147 | fCtx.fShaderCTM = shader_ctm; |
148 | } |
149 | |
150 | return std::move(*this); |
151 | } |
152 | |
153 | RenderNode::ScopedRenderContext&& |
154 | RenderNode::ScopedRenderContext::modulateMaskShader(sk_sp<SkShader> ms, const SkMatrix& ctm) { |
155 | if (fCtx.fMaskShader) { |
156 | // As we compose mask filters, use the relative transform T for the inner mask: |
157 | // |
158 | // maskCTM x T = ctm |
159 | // |
160 | // => T = Inv(maskCTM) x ctm |
161 | // |
162 | SkMatrix invMaskCTM; |
163 | if (ms && fCtx.fMaskCTM.invert(&invMaskCTM)) { |
164 | const auto relative_transform = SkMatrix::Concat(invMaskCTM, ctm); |
165 | fCtx.fMaskShader = SkShaders::Blend(SkBlendMode::kSrcIn, |
166 | std::move(fCtx.fMaskShader), |
167 | ms->makeWithLocalMatrix(relative_transform)); |
168 | } |
169 | } else { |
170 | fCtx.fMaskShader = std::move(ms); |
171 | fCtx.fMaskCTM = ctm; |
172 | } |
173 | |
174 | return std::move(*this); |
175 | } |
176 | |
177 | RenderNode::ScopedRenderContext&& |
178 | RenderNode::ScopedRenderContext::modulateBlendMode(SkBlendMode mode) { |
179 | fCtx.fBlendMode = mode; |
180 | return std::move(*this); |
181 | } |
182 | |
183 | RenderNode::ScopedRenderContext&& |
184 | RenderNode::ScopedRenderContext::setIsolation(const SkRect& bounds, const SkMatrix& ctm, |
185 | bool isolation) { |
186 | if (isolation && fCtx.requiresIsolation()) { |
187 | SkPaint layer_paint; |
188 | fCtx.modulatePaint(ctm, &layer_paint, /*is_layer_paint = */true); |
189 | fCanvas->saveLayer(bounds, &layer_paint); |
190 | |
191 | // Fetch the mask shader for restore. |
192 | if (fCtx.fMaskShader) { |
193 | fMaskShader = LocalShader(fCtx.fMaskShader, fCtx.fMaskCTM, ctm); |
194 | } |
195 | |
196 | // Reset only the props applied via isolation layers. |
197 | fCtx.fColorFilter = nullptr; |
198 | fCtx.fMaskShader = nullptr; |
199 | fCtx.fOpacity = 1; |
200 | fCtx.fBlendMode = SkBlendMode::kSrcOver; |
201 | } |
202 | |
203 | return std::move(*this); |
204 | } |
205 | |
206 | RenderNode::ScopedRenderContext&& |
207 | RenderNode::ScopedRenderContext::setFilterIsolation(const SkRect& bounds, const SkMatrix& ctm, |
208 | sk_sp<SkImageFilter> filter) { |
209 | SkPaint layer_paint; |
210 | fCtx.modulatePaint(ctm, &layer_paint); |
211 | |
212 | SkASSERT(!layer_paint.getImageFilter()); |
213 | layer_paint.setImageFilter(std::move(filter)); |
214 | fCanvas->saveLayer(bounds, &layer_paint); |
215 | fCtx = RenderContext(); |
216 | |
217 | return std::move(*this); |
218 | } |
219 | |
220 | CustomRenderNode::CustomRenderNode(std::vector<sk_sp<RenderNode>>&& children) |
221 | : INHERITED(kOverrideDamage_Trait) // We cannot make any assumptions - override conservatively. |
222 | , fChildren(std::move(children)) { |
223 | for (const auto& child : fChildren) { |
224 | this->observeInval(child); |
225 | } |
226 | } |
227 | |
228 | CustomRenderNode::~CustomRenderNode() { |
229 | for (const auto& child : fChildren) { |
230 | this->unobserveInval(child); |
231 | } |
232 | } |
233 | |
234 | bool CustomRenderNode::hasChildrenInval() const { |
235 | for (const auto& child : fChildren) { |
236 | if (NodePriv::HasInval(child)) { |
237 | return true; |
238 | } |
239 | } |
240 | |
241 | return false; |
242 | } |
243 | |
244 | } // namespace sksg |
245 | |