| /* |
| * Copyright 2017 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "modules/sksg/include/SkSGRenderNode.h" |
| |
| #include "include/core/SkCanvas.h" |
| #include "include/core/SkImageFilter.h" |
| #include "include/core/SkPaint.h" |
| #include "modules/sksg/src/SkSGNodePriv.h" |
| |
| namespace sksg { |
| |
| namespace { |
| |
| enum Flags : uint8_t { |
| kInvisible_Flag = 1 << 0, |
| }; |
| |
| } // namespace |
| |
| RenderNode::RenderNode(uint32_t inval_traits) : INHERITED(inval_traits) {} |
| |
| bool RenderNode::isVisible() const { |
| return !(fNodeFlags & kInvisible_Flag); |
| } |
| |
| void RenderNode::setVisible(bool v) { |
| if (v == this->isVisible()) { |
| return; |
| } |
| |
| this->invalidate(); |
| fNodeFlags = v ? (fNodeFlags & ~kInvisible_Flag) |
| : (fNodeFlags | kInvisible_Flag); |
| } |
| |
| void RenderNode::render(SkCanvas* canvas, const RenderContext* ctx) const { |
| SkASSERT(!this->hasInval()); |
| if (this->isVisible() && !this->bounds().isEmpty()) { |
| this->onRender(canvas, ctx); |
| } |
| SkASSERT(!this->hasInval()); |
| } |
| |
| const RenderNode* RenderNode::nodeAt(const SkPoint& p) const { |
| return this->bounds().contains(p.x(), p.y()) ? this->onNodeAt(p) : nullptr; |
| } |
| |
| static SkAlpha ScaleAlpha(SkAlpha alpha, float opacity) { |
| return SkToU8(sk_float_round2int(alpha * opacity)); |
| } |
| |
| static sk_sp<SkShader> LocalShader(const sk_sp<SkShader> shader, |
| const SkMatrix& base, |
| const SkMatrix& ctm) { |
| // Mask filters / shaders are declared to operate under a specific transform, but due to the |
| // deferral mechanism, other transformations might have been pushed to the state. |
| // We want to undo these transforms (T): |
| // |
| // baseCTM x T = ctm |
| // |
| // => T = Inv(baseCTM) x ctm |
| // |
| // => Inv(T) = Inv(Inv(baseCTM) x ctm) |
| // |
| // => Inv(T) = Inv(ctm) x baseCTM |
| |
| SkMatrix lm; |
| if (base != ctm && ctm.invert(&lm)) { |
| lm.preConcat(base); |
| } else { |
| lm = SkMatrix::I(); |
| } |
| |
| // Note: this doesn't play ball with existing shader local matrices (what we really want is |
| // SkShader::makeWithPostLocalMatrix). Probably a good signal that the whole mechanism is |
| // contrived and should be redesigned (use SkCanvas::clipShader when available, drop shader |
| // "effects" completely, etc). |
| return shader->makeWithLocalMatrix(lm); |
| } |
| |
| bool RenderNode::RenderContext::requiresIsolation() const { |
| // Note: fShader is never applied on isolation layers. |
| return ScaleAlpha(SK_AlphaOPAQUE, fOpacity) != SK_AlphaOPAQUE |
| || fColorFilter |
| || fMaskShader |
| || fBlendMode != SkBlendMode::kSrcOver; |
| } |
| |
| void RenderNode::RenderContext::modulatePaint(const SkMatrix& ctm, SkPaint* paint, |
| bool is_layer_paint) const { |
| paint->setAlpha(ScaleAlpha(paint->getAlpha(), fOpacity)); |
| paint->setColorFilter(SkColorFilters::Compose(fColorFilter, paint->refColorFilter())); |
| if (fShader) { |
| paint->setShader(LocalShader(fShader, fShaderCTM, ctm)); |
| } |
| paint->setBlendMode(fBlendMode); |
| |
| // Only apply the shader mask for regular paints. Isolation layers require |
| // special handling on restore. |
| if (!is_layer_paint && fMaskShader) { |
| paint->setShader(SkShaders::Blend(SkBlendMode::kSrcIn, |
| LocalShader(fMaskShader, fMaskCTM, ctm), |
| paint->refShader())); |
| } |
| } |
| |
| RenderNode::ScopedRenderContext::ScopedRenderContext(SkCanvas* canvas, const RenderContext* ctx) |
| : fCanvas(canvas) |
| , fCtx(ctx ? *ctx : RenderContext()) |
| , fRestoreCount(canvas->getSaveCount()) {} |
| |
| RenderNode::ScopedRenderContext::~ScopedRenderContext() { |
| if (fRestoreCount >= 0) { |
| if (fMaskShader) { |
| SkPaint mask_paint; |
| mask_paint.setBlendMode(SkBlendMode::kDstIn); |
| mask_paint.setShader(std::move(fMaskShader)); |
| fCanvas->drawPaint(mask_paint); |
| } |
| fCanvas->restoreToCount(fRestoreCount); |
| } |
| } |
| |
| RenderNode::ScopedRenderContext&& |
| RenderNode::ScopedRenderContext::modulateOpacity(float opacity) { |
| SkASSERT(opacity >= 0 && opacity <= 1); |
| fCtx.fOpacity *= opacity; |
| return std::move(*this); |
| } |
| |
| RenderNode::ScopedRenderContext&& |
| RenderNode::ScopedRenderContext::modulateColorFilter(sk_sp<SkColorFilter> cf) { |
| fCtx.fColorFilter = SkColorFilters::Compose(std::move(fCtx.fColorFilter), std::move(cf)); |
| return std::move(*this); |
| } |
| |
| RenderNode::ScopedRenderContext&& |
| RenderNode::ScopedRenderContext::modulateShader(sk_sp<SkShader> sh, const SkMatrix& shader_ctm) { |
| // Topmost shader takes precedence. |
| if (!fCtx.fShader) { |
| fCtx.fShader = std::move(sh); |
| fCtx.fShaderCTM = shader_ctm; |
| } |
| |
| return std::move(*this); |
| } |
| |
| RenderNode::ScopedRenderContext&& |
| RenderNode::ScopedRenderContext::modulateMaskShader(sk_sp<SkShader> ms, const SkMatrix& ctm) { |
| if (fCtx.fMaskShader) { |
| // As we compose mask filters, use the relative transform T for the inner mask: |
| // |
| // maskCTM x T = ctm |
| // |
| // => T = Inv(maskCTM) x ctm |
| // |
| SkMatrix invMaskCTM; |
| if (ms && fCtx.fMaskCTM.invert(&invMaskCTM)) { |
| const auto relative_transform = SkMatrix::Concat(invMaskCTM, ctm); |
| fCtx.fMaskShader = SkShaders::Blend(SkBlendMode::kSrcIn, |
| std::move(fCtx.fMaskShader), |
| ms->makeWithLocalMatrix(relative_transform)); |
| } |
| } else { |
| fCtx.fMaskShader = std::move(ms); |
| fCtx.fMaskCTM = ctm; |
| } |
| |
| return std::move(*this); |
| } |
| |
| RenderNode::ScopedRenderContext&& |
| RenderNode::ScopedRenderContext::modulateBlendMode(SkBlendMode mode) { |
| fCtx.fBlendMode = mode; |
| return std::move(*this); |
| } |
| |
| RenderNode::ScopedRenderContext&& |
| RenderNode::ScopedRenderContext::setIsolation(const SkRect& bounds, const SkMatrix& ctm, |
| bool isolation) { |
| if (isolation && fCtx.requiresIsolation()) { |
| SkPaint layer_paint; |
| fCtx.modulatePaint(ctm, &layer_paint, /*is_layer_paint = */true); |
| fCanvas->saveLayer(bounds, &layer_paint); |
| |
| // Fetch the mask shader for restore. |
| if (fCtx.fMaskShader) { |
| fMaskShader = LocalShader(fCtx.fMaskShader, fCtx.fMaskCTM, ctm); |
| } |
| |
| // Reset only the props applied via isolation layers. |
| fCtx.fColorFilter = nullptr; |
| fCtx.fMaskShader = nullptr; |
| fCtx.fOpacity = 1; |
| fCtx.fBlendMode = SkBlendMode::kSrcOver; |
| } |
| |
| return std::move(*this); |
| } |
| |
| RenderNode::ScopedRenderContext&& |
| RenderNode::ScopedRenderContext::setFilterIsolation(const SkRect& bounds, const SkMatrix& ctm, |
| sk_sp<SkImageFilter> filter) { |
| SkPaint layer_paint; |
| fCtx.modulatePaint(ctm, &layer_paint); |
| |
| SkASSERT(!layer_paint.getImageFilter()); |
| layer_paint.setImageFilter(std::move(filter)); |
| fCanvas->saveLayer(bounds, &layer_paint); |
| fCtx = RenderContext(); |
| |
| return std::move(*this); |
| } |
| |
| CustomRenderNode::CustomRenderNode(std::vector<sk_sp<RenderNode>>&& children) |
| : INHERITED(kOverrideDamage_Trait) // We cannot make any assumptions - override conservatively. |
| , fChildren(std::move(children)) { |
| for (const auto& child : fChildren) { |
| this->observeInval(child); |
| } |
| } |
| |
| CustomRenderNode::~CustomRenderNode() { |
| for (const auto& child : fChildren) { |
| this->unobserveInval(child); |
| } |
| } |
| |
| bool CustomRenderNode::hasChildrenInval() const { |
| for (const auto& child : fChildren) { |
| if (NodePriv::HasInval(child)) { |
| return true; |
| } |
| } |
| |
| return false; |
| } |
| |
| } // namespace sksg |