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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/SkBlendMode.h"
11 #include "include/core/SkCanvas.h"
12 #include "include/core/SkColor.h"
13 #include "include/core/SkImageFilter.h"
14 #include "include/core/SkPaint.h"
15 #include "include/core/SkPoint.h"
16 #include "include/core/SkRect.h"
17 #include "include/private/base/SkAssert.h"
18 #include "include/private/base/SkFloatingPoint.h"
19 #include "include/private/base/SkTo.h"
20 #include "modules/sksg/src/SkSGNodePriv.h"
21 
22 namespace sksg {
23 
24 namespace {
25 
26 enum Flags : uint8_t {
27     kInvisible_Flag = 1 << 0,
28 };
29 
30 } // namespace
31 
RenderNode(uint32_t inval_traits)32 RenderNode::RenderNode(uint32_t inval_traits) : INHERITED(inval_traits) {}
33 
isVisible() const34 bool RenderNode::isVisible() const {
35     return !(fNodeFlags & kInvisible_Flag);
36 }
37 
setVisible(bool v)38 void RenderNode::setVisible(bool v) {
39     if (v == this->isVisible()) {
40         return;
41     }
42 
43     this->invalidate();
44     fNodeFlags = v ? (fNodeFlags & ~kInvisible_Flag)
45                    : (fNodeFlags | kInvisible_Flag);
46 }
47 
render(SkCanvas * canvas,const RenderContext * ctx) const48 void RenderNode::render(SkCanvas* canvas, const RenderContext* ctx) const {
49     SkASSERT(!this->hasInval());
50     if (this->isVisible() && !this->bounds().isEmpty()) {
51         this->onRender(canvas, ctx);
52     }
53     SkASSERT(!this->hasInval());
54 }
55 
nodeAt(const SkPoint & p) const56 const RenderNode* RenderNode::nodeAt(const SkPoint& p) const {
57     return this->bounds().contains(p.x(), p.y()) ? this->onNodeAt(p) : nullptr;
58 }
59 
ScaleAlpha(SkAlpha alpha,float opacity)60 static SkAlpha ScaleAlpha(SkAlpha alpha, float opacity) {
61    return SkToU8(sk_float_round2int(alpha * opacity));
62 }
63 
LocalShader(const sk_sp<SkShader> & shader,const SkMatrix & base,const SkMatrix & ctm)64 static sk_sp<SkShader> LocalShader(const sk_sp<SkShader>& shader,
65                                    const SkMatrix& base,
66                                    const SkMatrix& ctm) {
67     // Mask filters / shaders are declared to operate under a specific transform, but due to the
68     // deferral mechanism, other transformations might have been pushed to the state.
69     // We want to undo these transforms (T):
70     //
71     //   baseCTM x T = ctm
72     //
73     //   =>  T = Inv(baseCTM) x ctm
74     //
75     //   =>  Inv(T) = Inv(Inv(baseCTM) x ctm)
76     //
77     //   =>  Inv(T) = Inv(ctm) x baseCTM
78 
79     SkMatrix lm;
80     if (base != ctm && ctm.invert(&lm)) {
81         lm.preConcat(base);
82     } else {
83         lm = SkMatrix::I();
84     }
85 
86     // Note: this doesn't play ball with existing shader local matrices (what we really want is
87     // SkShader::makeWithPostLocalMatrix).  Probably a good signal that the whole mechanism is
88     // contrived and should be redesigned (use SkCanvas::clipShader when available, drop shader
89     // "effects" completely, etc).
90     return shader->makeWithLocalMatrix(lm);
91 }
92 
requiresIsolation() const93 bool RenderNode::RenderContext::requiresIsolation() const {
94     // Note: fShader is never applied on isolation layers.
95     return ScaleAlpha(SK_AlphaOPAQUE, fOpacity) != SK_AlphaOPAQUE
96         || fColorFilter
97         || fMaskShader
98         || fBlender;
99 }
100 
modulatePaint(const SkMatrix & ctm,SkPaint * paint,bool is_layer_paint) const101 void RenderNode::RenderContext::modulatePaint(const SkMatrix& ctm, SkPaint* paint,
102                                               bool is_layer_paint) const {
103     paint->setAlpha(ScaleAlpha(paint->getAlpha(), fOpacity));
104     paint->setColorFilter(SkColorFilters::Compose(fColorFilter, paint->refColorFilter()));
105     if (fShader) {
106         paint->setShader(LocalShader(fShader, fShaderCTM, ctm));
107     }
108     if (fBlender) {
109         paint->setBlender(fBlender);
110     }
111 
112     // Only apply the shader mask for regular paints.  Isolation layers require
113     // special handling on restore.
114     if (!is_layer_paint && fMaskShader) {
115         paint->setShader(SkShaders::Blend(SkBlendMode::kSrcIn,
116                                           LocalShader(fMaskShader, fMaskCTM, ctm),
117                                           paint->refShader()));
118     }
119 }
120 
ScopedRenderContext(SkCanvas * canvas,const RenderContext * ctx)121 RenderNode::ScopedRenderContext::ScopedRenderContext(SkCanvas* canvas, const RenderContext* ctx)
122     : fCanvas(canvas)
123     , fCtx(ctx ? *ctx : RenderContext())
124     , fRestoreCount(canvas->getSaveCount()) {}
125 
~ScopedRenderContext()126 RenderNode::ScopedRenderContext::~ScopedRenderContext() {
127     if (fRestoreCount >= 0) {
128         if (fMaskShader) {
129             SkPaint mask_paint;
130             mask_paint.setBlendMode(SkBlendMode::kDstIn);
131             mask_paint.setShader(std::move(fMaskShader));
132             fCanvas->drawPaint(mask_paint);
133         }
134         fCanvas->restoreToCount(fRestoreCount);
135     }
136 }
137 
138 RenderNode::ScopedRenderContext&&
modulateOpacity(float opacity)139 RenderNode::ScopedRenderContext::modulateOpacity(float opacity) {
140     SkASSERT(opacity >= 0 && opacity <= 1);
141     fCtx.fOpacity *= opacity;
142     return std::move(*this);
143 }
144 
145 RenderNode::ScopedRenderContext&&
modulateColorFilter(sk_sp<SkColorFilter> cf)146 RenderNode::ScopedRenderContext::modulateColorFilter(sk_sp<SkColorFilter> cf) {
147     fCtx.fColorFilter = SkColorFilters::Compose(std::move(fCtx.fColorFilter), std::move(cf));
148     return std::move(*this);
149 }
150 
151 RenderNode::ScopedRenderContext&&
modulateShader(sk_sp<SkShader> sh,const SkMatrix & shader_ctm)152 RenderNode::ScopedRenderContext::modulateShader(sk_sp<SkShader> sh, const SkMatrix& shader_ctm) {
153     // Topmost shader takes precedence.
154     if (!fCtx.fShader) {
155         fCtx.fShader = std::move(sh);
156         fCtx.fShaderCTM = shader_ctm;
157     }
158 
159     return std::move(*this);
160 }
161 
162 RenderNode::ScopedRenderContext&&
modulateMaskShader(sk_sp<SkShader> ms,const SkMatrix & ctm)163 RenderNode::ScopedRenderContext::modulateMaskShader(sk_sp<SkShader> ms, const SkMatrix& ctm) {
164     if (fCtx.fMaskShader) {
165         // As we compose mask filters, use the relative transform T for the inner mask:
166         //
167         //   maskCTM x T = ctm
168         //
169         //   => T = Inv(maskCTM) x ctm
170         //
171         SkMatrix invMaskCTM;
172         if (ms && fCtx.fMaskCTM.invert(&invMaskCTM)) {
173             const auto relative_transform = SkMatrix::Concat(invMaskCTM, ctm);
174             fCtx.fMaskShader = SkShaders::Blend(SkBlendMode::kSrcIn,
175                                                 std::move(fCtx.fMaskShader),
176                                                 ms->makeWithLocalMatrix(relative_transform));
177         }
178     } else {
179         fCtx.fMaskShader = std::move(ms);
180         fCtx.fMaskCTM    = ctm;
181     }
182 
183     return std::move(*this);
184 }
185 
186 RenderNode::ScopedRenderContext&&
modulateBlender(sk_sp<SkBlender> blender)187 RenderNode::ScopedRenderContext::modulateBlender(sk_sp<SkBlender> blender) {
188     fCtx.fBlender = std::move(blender);
189     return std::move(*this);
190 }
191 
192 RenderNode::ScopedRenderContext&&
setIsolation(const SkRect & bounds,const SkMatrix & ctm,bool isolation)193 RenderNode::ScopedRenderContext::setIsolation(const SkRect& bounds, const SkMatrix& ctm,
194                                               bool isolation) {
195     if (isolation && fCtx.requiresIsolation()) {
196         SkPaint layer_paint;
197         fCtx.modulatePaint(ctm, &layer_paint, /*is_layer_paint = */true);
198         fCanvas->saveLayer(bounds, &layer_paint);
199 
200         // Fetch the mask shader for restore.
201         if (fCtx.fMaskShader) {
202             fMaskShader = LocalShader(fCtx.fMaskShader, fCtx.fMaskCTM, ctm);
203         }
204 
205         // Reset only the props applied via isolation layers.
206         fCtx.fColorFilter = nullptr;
207         fCtx.fMaskShader  = nullptr;
208         fCtx.fBlender     = nullptr;
209         fCtx.fOpacity     = 1;
210     }
211 
212     return std::move(*this);
213 }
214 
215 RenderNode::ScopedRenderContext&&
setFilterIsolation(const SkRect & bounds,const SkMatrix & ctm,sk_sp<SkImageFilter> filter)216 RenderNode::ScopedRenderContext::setFilterIsolation(const SkRect& bounds, const SkMatrix& ctm,
217                                                     sk_sp<SkImageFilter> filter) {
218     if (filter) {
219         SkPaint layer_paint;
220         fCtx.modulatePaint(ctm, &layer_paint);
221 
222         SkASSERT(!layer_paint.getImageFilter());
223         layer_paint.setImageFilter(std::move(filter));
224         fCanvas->saveLayer(bounds, &layer_paint);
225         fCtx = RenderContext();
226     }
227 
228     return std::move(*this);
229 }
230 
CustomRenderNode(std::vector<sk_sp<RenderNode>> && children)231 CustomRenderNode::CustomRenderNode(std::vector<sk_sp<RenderNode>>&& children)
232     : INHERITED(kOverrideDamage_Trait)  // We cannot make any assumptions - override conservatively.
233     , fChildren(std::move(children)) {
234     for (const auto& child : fChildren) {
235         this->observeInval(child);
236     }
237 }
238 
~CustomRenderNode()239 CustomRenderNode::~CustomRenderNode() {
240     for (const auto& child : fChildren) {
241         this->unobserveInval(child);
242     }
243 }
244 
hasChildrenInval() const245 bool CustomRenderNode::hasChildrenInval() const {
246     for (const auto& child : fChildren) {
247         if (NodePriv::HasInval(child)) {
248             return true;
249         }
250     }
251 
252     return false;
253 }
254 
255 } // namespace sksg
256