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
RenderNode(uint32_t inval_traits)25 RenderNode::RenderNode(uint32_t inval_traits) : INHERITED(inval_traits) {}
26
isVisible() const27 bool RenderNode::isVisible() const {
28 return !(fNodeFlags & kInvisible_Flag);
29 }
30
setVisible(bool v)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
render(SkCanvas * canvas,const RenderContext * ctx) const41 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
nodeAt(const SkPoint & p) const49 const RenderNode* RenderNode::nodeAt(const SkPoint& p) const {
50 return this->bounds().contains(p.x(), p.y()) ? this->onNodeAt(p) : nullptr;
51 }
52
ScaleAlpha(SkAlpha alpha,float opacity)53 static SkAlpha ScaleAlpha(SkAlpha alpha, float opacity) {
54 return SkToU8(sk_float_round2int(alpha * opacity));
55 }
56
ComputeDiffInverse(const SkMatrix & base,const SkMatrix & ctm)57 static SkMatrix ComputeDiffInverse(const SkMatrix& base, const SkMatrix& ctm) {
58 // Mask filters / shaders are declared to operate under a specific transform, but due to the
59 // deferral mechanism, other transformations might have been pushed to the state.
60 // We want to undo these transforms:
61 //
62 // baseCTM x T = ctm
63 //
64 // => T = Inv(baseCTM) x ctm
65 //
66 // => Inv(T) = Inv(Inv(baseCTM) x ctm)
67 //
68 // => Inv(T) = Inv(ctm) x baseCTM
69
70 SkMatrix m;
71 if (base != ctm && ctm.invert(&m)) {
72 m.preConcat(base);
73 } else {
74 m = SkMatrix::I();
75 }
76
77 return m;
78 }
79
requiresIsolation() const80 bool RenderNode::RenderContext::requiresIsolation() const {
81 // Note: fShader is never applied on isolation layers.
82 return ScaleAlpha(SK_AlphaOPAQUE, fOpacity) != SK_AlphaOPAQUE
83 || fColorFilter
84 || fMaskFilter
85 || fBlendMode != SkBlendMode::kSrcOver;
86 }
87
modulatePaint(const SkMatrix & ctm,SkPaint * paint) const88 void RenderNode::RenderContext::modulatePaint(const SkMatrix& ctm, SkPaint* paint) const {
89 paint->setAlpha(ScaleAlpha(paint->getAlpha(), fOpacity));
90 paint->setColorFilter(SkColorFilters::Compose(fColorFilter, paint->refColorFilter()));
91 if (fShader) {
92 paint->setShader(fShader->makeWithLocalMatrix(ComputeDiffInverse(fShaderCTM, ctm)));
93 }
94 if (fMaskFilter) {
95 paint->setMaskFilter(fMaskFilter->makeWithMatrix(ComputeDiffInverse(fMaskCTM, ctm)));
96 }
97 paint->setBlendMode(fBlendMode);
98 }
99
ScopedRenderContext(SkCanvas * canvas,const RenderContext * ctx)100 RenderNode::ScopedRenderContext::ScopedRenderContext(SkCanvas* canvas, const RenderContext* ctx)
101 : fCanvas(canvas)
102 , fCtx(ctx ? *ctx : RenderContext())
103 , fRestoreCount(canvas->getSaveCount()) {}
104
~ScopedRenderContext()105 RenderNode::ScopedRenderContext::~ScopedRenderContext() {
106 if (fRestoreCount >= 0) {
107 fCanvas->restoreToCount(fRestoreCount);
108 }
109 }
110
111 RenderNode::ScopedRenderContext&&
modulateOpacity(float opacity)112 RenderNode::ScopedRenderContext::modulateOpacity(float opacity) {
113 SkASSERT(opacity >= 0 && opacity <= 1);
114 fCtx.fOpacity *= opacity;
115 return std::move(*this);
116 }
117
118 RenderNode::ScopedRenderContext&&
modulateColorFilter(sk_sp<SkColorFilter> cf)119 RenderNode::ScopedRenderContext::modulateColorFilter(sk_sp<SkColorFilter> cf) {
120 fCtx.fColorFilter = SkColorFilters::Compose(std::move(fCtx.fColorFilter), std::move(cf));
121 return std::move(*this);
122 }
123
124 RenderNode::ScopedRenderContext&&
modulateShader(sk_sp<SkShader> sh,const SkMatrix & shader_ctm)125 RenderNode::ScopedRenderContext::modulateShader(sk_sp<SkShader> sh, const SkMatrix& shader_ctm) {
126 // Topmost shader takes precedence.
127 if (!fCtx.fShader) {
128 fCtx.fShader = std::move(sh);
129 fCtx.fShaderCTM = shader_ctm;
130 }
131
132 return std::move(*this);
133 }
134
135 RenderNode::ScopedRenderContext&&
modulateMaskFilter(sk_sp<SkMaskFilter> mf,const SkMatrix & ctm)136 RenderNode::ScopedRenderContext::modulateMaskFilter(sk_sp<SkMaskFilter> mf, const SkMatrix& ctm) {
137 if (fCtx.fMaskFilter) {
138 // As we compose mask filters, use the relative transform T for the inner mask:
139 //
140 // maskCTM x T = ctm
141 //
142 // => T = Inv(maskCTM) x ctm
143 //
144 SkMatrix invMaskCTM;
145 if (mf && fCtx.fMaskCTM.invert(&invMaskCTM)) {
146 const auto relative_transform = SkMatrix::Concat(invMaskCTM, ctm);
147 fCtx.fMaskFilter = SkMaskFilter::MakeCompose(std::move(fCtx.fMaskFilter),
148 mf->makeWithMatrix(relative_transform));
149 }
150 } else {
151 fCtx.fMaskFilter = std::move(mf);
152 fCtx.fMaskCTM = ctm;
153 }
154
155 return std::move(*this);
156 }
157
158 RenderNode::ScopedRenderContext&&
modulateBlendMode(SkBlendMode mode)159 RenderNode::ScopedRenderContext::modulateBlendMode(SkBlendMode mode) {
160 fCtx.fBlendMode = mode;
161 return std::move(*this);
162 }
163
164 RenderNode::ScopedRenderContext&&
setIsolation(const SkRect & bounds,const SkMatrix & ctm,bool isolation)165 RenderNode::ScopedRenderContext::setIsolation(const SkRect& bounds, const SkMatrix& ctm,
166 bool isolation) {
167 if (isolation && fCtx.requiresIsolation()) {
168 SkPaint layer_paint;
169 fCtx.modulatePaint(ctm, &layer_paint);
170 fCanvas->saveLayer(bounds, &layer_paint);
171
172 // Reset only the props applied via isolation layers.
173 fCtx.fColorFilter = nullptr;
174 fCtx.fMaskFilter = nullptr;
175 fCtx.fOpacity = 1;
176 fCtx.fBlendMode = SkBlendMode::kSrcOver;
177 }
178
179 return std::move(*this);
180 }
181
182 RenderNode::ScopedRenderContext&&
setFilterIsolation(const SkRect & bounds,const SkMatrix & ctm,sk_sp<SkImageFilter> filter)183 RenderNode::ScopedRenderContext::setFilterIsolation(const SkRect& bounds, const SkMatrix& ctm,
184 sk_sp<SkImageFilter> filter) {
185 SkPaint layer_paint;
186 fCtx.modulatePaint(ctm, &layer_paint);
187
188 SkASSERT(!layer_paint.getImageFilter());
189 layer_paint.setImageFilter(std::move(filter));
190 fCanvas->saveLayer(bounds, &layer_paint);
191 fCtx = RenderContext();
192
193 return std::move(*this);
194 }
195
CustomRenderNode(std::vector<sk_sp<RenderNode>> && children)196 CustomRenderNode::CustomRenderNode(std::vector<sk_sp<RenderNode>>&& children)
197 : INHERITED(kOverrideDamage_Trait) // We cannot make any assumptions - override conservatively.
198 , fChildren(std::move(children)) {
199 for (const auto& child : fChildren) {
200 this->observeInval(child);
201 }
202 }
203
~CustomRenderNode()204 CustomRenderNode::~CustomRenderNode() {
205 for (const auto& child : fChildren) {
206 this->unobserveInval(child);
207 }
208 }
209
hasChildrenInval() const210 bool CustomRenderNode::hasChildrenInval() const {
211 for (const auto& child : fChildren) {
212 if (NodePriv::HasInval(child)) {
213 return true;
214 }
215 }
216
217 return false;
218 }
219
220 } // namespace sksg
221