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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 
LocalShader(const sk_sp<SkShader> shader,const SkMatrix & base,const SkMatrix & ctm)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 
requiresIsolation() const86 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         || fBlender;
92 }
93 
modulatePaint(const SkMatrix & ctm,SkPaint * paint,bool is_layer_paint) const94 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     if (fBlender) {
102         paint->setBlender(fBlender);
103     }
104 
105     // Only apply the shader mask for regular paints.  Isolation layers require
106     // special handling on restore.
107     if (!is_layer_paint && fMaskShader) {
108         paint->setShader(SkShaders::Blend(SkBlendMode::kSrcIn,
109                                           LocalShader(fMaskShader, fMaskCTM, ctm),
110                                           paint->refShader()));
111     }
112 }
113 
ScopedRenderContext(SkCanvas * canvas,const RenderContext * ctx)114 RenderNode::ScopedRenderContext::ScopedRenderContext(SkCanvas* canvas, const RenderContext* ctx)
115     : fCanvas(canvas)
116     , fCtx(ctx ? *ctx : RenderContext())
117     , fRestoreCount(canvas->getSaveCount()) {}
118 
~ScopedRenderContext()119 RenderNode::ScopedRenderContext::~ScopedRenderContext() {
120     if (fRestoreCount >= 0) {
121         if (fMaskShader) {
122             SkPaint mask_paint;
123             mask_paint.setBlendMode(SkBlendMode::kDstIn);
124             mask_paint.setShader(std::move(fMaskShader));
125             fCanvas->drawPaint(mask_paint);
126         }
127         fCanvas->restoreToCount(fRestoreCount);
128     }
129 }
130 
131 RenderNode::ScopedRenderContext&&
modulateOpacity(float opacity)132 RenderNode::ScopedRenderContext::modulateOpacity(float opacity) {
133     SkASSERT(opacity >= 0 && opacity <= 1);
134     fCtx.fOpacity *= opacity;
135     return std::move(*this);
136 }
137 
138 RenderNode::ScopedRenderContext&&
modulateColorFilter(sk_sp<SkColorFilter> cf)139 RenderNode::ScopedRenderContext::modulateColorFilter(sk_sp<SkColorFilter> cf) {
140     fCtx.fColorFilter = SkColorFilters::Compose(std::move(fCtx.fColorFilter), std::move(cf));
141     return std::move(*this);
142 }
143 
144 RenderNode::ScopedRenderContext&&
modulateShader(sk_sp<SkShader> sh,const SkMatrix & shader_ctm)145 RenderNode::ScopedRenderContext::modulateShader(sk_sp<SkShader> sh, const SkMatrix& shader_ctm) {
146     // Topmost shader takes precedence.
147     if (!fCtx.fShader) {
148         fCtx.fShader = std::move(sh);
149         fCtx.fShaderCTM = shader_ctm;
150     }
151 
152     return std::move(*this);
153 }
154 
155 RenderNode::ScopedRenderContext&&
modulateMaskShader(sk_sp<SkShader> ms,const SkMatrix & ctm)156 RenderNode::ScopedRenderContext::modulateMaskShader(sk_sp<SkShader> ms, const SkMatrix& ctm) {
157     if (fCtx.fMaskShader) {
158         // As we compose mask filters, use the relative transform T for the inner mask:
159         //
160         //   maskCTM x T = ctm
161         //
162         //   => T = Inv(maskCTM) x ctm
163         //
164         SkMatrix invMaskCTM;
165         if (ms && fCtx.fMaskCTM.invert(&invMaskCTM)) {
166             const auto relative_transform = SkMatrix::Concat(invMaskCTM, ctm);
167             fCtx.fMaskShader = SkShaders::Blend(SkBlendMode::kSrcIn,
168                                                 std::move(fCtx.fMaskShader),
169                                                 ms->makeWithLocalMatrix(relative_transform));
170         }
171     } else {
172         fCtx.fMaskShader = std::move(ms);
173         fCtx.fMaskCTM    = ctm;
174     }
175 
176     return std::move(*this);
177 }
178 
179 RenderNode::ScopedRenderContext&&
modulateBlender(sk_sp<SkBlender> blender)180 RenderNode::ScopedRenderContext::modulateBlender(sk_sp<SkBlender> blender) {
181     fCtx.fBlender = std::move(blender);
182     return std::move(*this);
183 }
184 
185 RenderNode::ScopedRenderContext&&
setIsolation(const SkRect & bounds,const SkMatrix & ctm,bool isolation)186 RenderNode::ScopedRenderContext::setIsolation(const SkRect& bounds, const SkMatrix& ctm,
187                                               bool isolation) {
188     if (isolation && fCtx.requiresIsolation()) {
189         SkPaint layer_paint;
190         fCtx.modulatePaint(ctm, &layer_paint, /*is_layer_paint = */true);
191         fCanvas->saveLayer(bounds, &layer_paint);
192 
193         // Fetch the mask shader for restore.
194         if (fCtx.fMaskShader) {
195             fMaskShader = LocalShader(fCtx.fMaskShader, fCtx.fMaskCTM, ctm);
196         }
197 
198         // Reset only the props applied via isolation layers.
199         fCtx.fColorFilter = nullptr;
200         fCtx.fMaskShader  = nullptr;
201         fCtx.fBlender     = nullptr;
202         fCtx.fOpacity     = 1;
203     }
204 
205     return std::move(*this);
206 }
207 
208 RenderNode::ScopedRenderContext&&
setFilterIsolation(const SkRect & bounds,const SkMatrix & ctm,sk_sp<SkImageFilter> filter)209 RenderNode::ScopedRenderContext::setFilterIsolation(const SkRect& bounds, const SkMatrix& ctm,
210                                                     sk_sp<SkImageFilter> filter) {
211     if (filter) {
212         SkPaint layer_paint;
213         fCtx.modulatePaint(ctm, &layer_paint);
214 
215         SkASSERT(!layer_paint.getImageFilter());
216         layer_paint.setImageFilter(std::move(filter));
217         fCanvas->saveLayer(bounds, &layer_paint);
218         fCtx = RenderContext();
219     }
220 
221     return std::move(*this);
222 }
223 
CustomRenderNode(std::vector<sk_sp<RenderNode>> && children)224 CustomRenderNode::CustomRenderNode(std::vector<sk_sp<RenderNode>>&& children)
225     : INHERITED(kOverrideDamage_Trait)  // We cannot make any assumptions - override conservatively.
226     , fChildren(std::move(children)) {
227     for (const auto& child : fChildren) {
228         this->observeInval(child);
229     }
230 }
231 
~CustomRenderNode()232 CustomRenderNode::~CustomRenderNode() {
233     for (const auto& child : fChildren) {
234         this->unobserveInval(child);
235     }
236 }
237 
hasChildrenInval() const238 bool CustomRenderNode::hasChildrenInval() const {
239     for (const auto& child : fChildren) {
240         if (NodePriv::HasInval(child)) {
241             return true;
242         }
243     }
244 
245     return false;
246 }
247 
248 } // namespace sksg
249