/* * 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 "include/core/SkAlphaType.h" #include "include/core/SkBlendMode.h" #include "include/core/SkBlender.h" #include "include/core/SkColor.h" #include "include/core/SkColorSpace.h" #include "include/core/SkColorType.h" #include "include/core/SkImageInfo.h" #include "include/core/SkMatrix.h" #include "include/core/SkPaint.h" #include "include/core/SkPixmap.h" #include "include/core/SkPoint.h" #include "include/core/SkPoint3.h" #include "include/core/SkRect.h" #include "include/core/SkRefCnt.h" #include "include/core/SkScalar.h" #include "include/core/SkShader.h" #include "include/core/SkSurfaceProps.h" #include "include/core/SkTypes.h" #include "include/core/SkVertices.h" #include "include/private/base/SkFloatingPoint.h" #include "include/private/base/SkTo.h" #include "src/base/SkArenaAlloc.h" #include "src/core/SkBlenderBase.h" #include "src/core/SkColorData.h" #include "src/core/SkConvertPixels.h" #include "src/core/SkCoreBlitters.h" #include "src/core/SkDraw.h" #include "src/core/SkRasterClip.h" #include "src/core/SkScan.h" #include "src/core/SkSurfacePriv.h" #include "src/core/SkVertState.h" #include "src/core/SkVerticesPriv.h" #include "src/shaders/SkShaderBase.h" #include "src/shaders/SkTransformShader.h" #include "src/shaders/SkTriColorShader.h" #include #include #include #include class SkBlitter; [[nodiscard]] static bool texture_to_matrix(const VertState& state, const SkPoint verts[], const SkPoint texs[], SkMatrix* matrix) { SkPoint src[3], dst[3]; src[0] = verts[state.f0]; src[1] = verts[state.f1]; src[2] = verts[state.f2]; dst[0] = texs[state.f0]; dst[1] = texs[state.f1]; dst[2] = texs[state.f2]; return matrix->setPolyToPoly(src, dst, 3); } // Convert the SkColors into float colors. The conversion depends on some conditions: // - If the pixmap has a dst colorspace, we have to be "color-correct". // Do we map into dst-colorspace before or after we interpolate? // - We have to decide when to apply per-color alpha (before or after we interpolate) // // For now, we will take a simple approach, but recognize this is just a start: // - convert colors into dst colorspace before interpolation (matches gradients) // - apply per-color alpha before interpolation (matches old version of vertices) // static SkPMColor4f* convert_colors(const SkColor src[], int count, SkColorSpace* deviceCS, SkArenaAlloc* alloc, bool skipColorXform) { SkPMColor4f* dst = alloc->makeArray(count); // Passing `nullptr` for the destination CS effectively disables color conversion. auto dstCS = skipColorXform ? nullptr : sk_ref_sp(deviceCS); SkImageInfo srcInfo = SkImageInfo::Make( count, 1, kBGRA_8888_SkColorType, kUnpremul_SkAlphaType, SkColorSpace::MakeSRGB()); SkImageInfo dstInfo = SkImageInfo::Make(count, 1, kRGBA_F32_SkColorType, kPremul_SkAlphaType, dstCS); SkAssertResult(SkConvertPixels(dstInfo, dst, 0, srcInfo, src, 0)); return dst; } static bool compute_is_opaque(const SkColor colors[], int count) { uint32_t c = ~0; for (int i = 0; i < count; ++i) { c &= colors[i]; } return SkColorGetA(c) == 0xFF; } static void fill_triangle_2(const VertState& state, SkBlitter* blitter, const SkRasterClip& rc, const SkPoint dev2[]) { SkPoint tmp[] = { dev2[state.f0], dev2[state.f1], dev2[state.f2] }; SkScan::FillTriangle(tmp, rc, blitter); } static constexpr int kMaxClippedTrianglePointCount = 4; static void fill_triangle_3(const VertState& state, SkBlitter* blitter, const SkRasterClip& rc, const SkPoint3 dev3[]) { // Compute the crossing point (across zero) for the two values, expressed as a // normalized 0...1 value. If curr is 0, returns 0. If next is 0, returns 1. auto computeT = [](float curr, float next) { // Check that 0 is between next and curr. SkASSERT((next <= 0 && 0 < curr) || (curr <= 0 && 0 < next)); float t = curr / (curr - next); SkASSERT(0 <= t && t <= 1); return t; }; auto lerp = [](SkPoint3 curr, SkPoint3 next, float t) { return curr + t * (next - curr); }; constexpr float tol = 0.05f; // tol is the nudge away from zero, to keep the numerics nice. // Think of it as our near-clipping-plane (or w-plane). auto clip = [&](SkPoint3 curr, SkPoint3 next) { // Return the point between curr and next where the fZ value crosses tol. // To be (really) perspective correct, we should be computing based on 1/Z, not Z. // For now, this is close enough (and faster). return lerp(curr, next, computeT(curr.fZ - tol, next.fZ - tol)); }; // Clip a triangle (based on its homogeneous W values), and return the projected polygon. // Since we only clip against one "edge"/plane, the max number of points in the clipped // polygon is 4. auto clipTriangle = [&](SkPoint dst[], const int idx[3], const SkPoint3 pts[]) -> int { SkPoint3 outPoints[kMaxClippedTrianglePointCount]; SkPoint3* outP = outPoints; for (int i = 0; i < 3; ++i) { int curr = idx[i]; int next = idx[(i + 1) % 3]; if (pts[curr].fZ > tol) { *outP++ = pts[curr]; if (pts[next].fZ <= tol) { // curr is IN, next is OUT *outP++ = clip(pts[curr], pts[next]); } } else { if (pts[next].fZ > tol) { // curr is OUT, next is IN *outP++ = clip(pts[curr], pts[next]); } } } const int count = SkTo(outP - outPoints); SkASSERT(count == 0 || count == 3 || count == 4); for (int i = 0; i < count; ++i) { float scale = sk_ieee_float_divide(1.0f, outPoints[i].fZ); dst[i].set(outPoints[i].fX * scale, outPoints[i].fY * scale); } return count; }; SkPoint tmp[kMaxClippedTrianglePointCount]; int idx[] = { state.f0, state.f1, state.f2 }; if (int n = clipTriangle(tmp, idx, dev3)) { // TODO: SkScan::FillConvexPoly(tmp, n, ...); SkASSERT(n == 3 || n == 4); SkScan::FillTriangle(tmp, rc, blitter); if (n == 4) { tmp[1] = tmp[2]; tmp[2] = tmp[3]; SkScan::FillTriangle(tmp, rc, blitter); } } } static void fill_triangle(const VertState& state, SkBlitter* blitter, const SkRasterClip& rc, const SkPoint dev2[], const SkPoint3 dev3[]) { if (dev3) { fill_triangle_3(state, blitter, rc, dev3); } else { fill_triangle_2(state, blitter, rc, dev2); } } void SkDraw::drawFixedVertices(const SkVertices* vertices, sk_sp blender, const SkPaint& paint, const SkMatrix& ctmInverse, const SkPoint* dev2, const SkPoint3* dev3, SkArenaAlloc* outerAlloc, bool skipColorXform) const { SkVerticesPriv info(vertices->priv()); const int vertexCount = info.vertexCount(); const int indexCount = info.indexCount(); const SkPoint* positions = info.positions(); const SkPoint* texCoords = info.texCoords(); const uint16_t* indices = info.indices(); const SkColor* colors = info.colors(); SkShader* paintShader = paint.getShader(); if (paintShader) { if (!texCoords) { texCoords = positions; } } else { texCoords = nullptr; } bool blenderIsDst = false; // We can simplify things for certain blend modes. This is for speed, and SkShader_Blend // itself insists we don't pass kSrc or kDst to it. if (std::optional bm = as_BB(blender)->asBlendMode(); bm.has_value() && colors) { switch (*bm) { case SkBlendMode::kSrc: colors = nullptr; break; case SkBlendMode::kDst: blenderIsDst = true; texCoords = nullptr; paintShader = nullptr; break; default: break; } } // There is a paintShader iff there is texCoords. SkASSERT((texCoords != nullptr) == (paintShader != nullptr)); // Explicit texture coords can't contain perspective - only the CTM can. const bool usePerspective = fCTM->hasPerspective(); SkTriColorShader* triColorShader = nullptr; SkPMColor4f* dstColors = nullptr; if (colors) { dstColors = convert_colors(colors, vertexCount, fDst.colorSpace(), outerAlloc, skipColorXform); triColorShader = outerAlloc->make(compute_is_opaque(colors, vertexCount), usePerspective); } // Combines per-vertex colors with 'shader' using 'blender'. auto applyShaderColorBlend = [&](SkShader* shader) -> sk_sp { if (!colors) { return sk_ref_sp(shader); } if (blenderIsDst) { return sk_ref_sp(triColorShader); } sk_sp shaderWithWhichToBlend; if (!shader) { // When there is no shader then the blender applies to the vertex colors and opaque // paint color. shaderWithWhichToBlend = SkShaders::Color(paint.getColor4f().makeOpaque(), nullptr); } else { shaderWithWhichToBlend = sk_ref_sp(shader); } return SkShaders::Blend(blender, sk_ref_sp(triColorShader), std::move(shaderWithWhichToBlend)); }; // If there are separate texture coords then we need to insert a transform shader to update // a matrix derived from each triangle's coords. In that case we will fold the CTM into // each update and use an identity matrix. SkTransformShader* transformShader = nullptr; const SkMatrix* ctm = fCTM; if (texCoords && texCoords != positions) { paintShader = transformShader = outerAlloc->make(*as_SB(paintShader), usePerspective); ctm = &SkMatrix::I(); } sk_sp blenderShader = applyShaderColorBlend(paintShader); SkPaint finalPaint{paint}; finalPaint.setShader(std::move(blenderShader)); VertState state(vertexCount, indices, indexCount); VertState::Proc vertProc = state.chooseProc(info.mode()); SkSurfaceProps props = SkSurfacePropsCopyOrDefault(fProps); auto blitter = SkCreateRasterPipelineBlitter(fDst, finalPaint, *ctm, outerAlloc, fRC->clipShader(), props); if (!blitter) { return; } while (vertProc(&state)) { if (triColorShader && !triColorShader->update(ctmInverse, positions, dstColors, state.f0, state.f1, state.f2)) { continue; } SkMatrix localM; if (!transformShader || (texture_to_matrix(state, positions, texCoords, &localM) && transformShader->update(SkMatrix::Concat(localM, ctmInverse)))) { fill_triangle(state, blitter, *fRC, dev2, dev3); } } } void SkDraw::drawVertices(const SkVertices* vertices, sk_sp blender, const SkPaint& paint, bool skipColorXform) const { SkVerticesPriv info(vertices->priv()); const int vertexCount = info.vertexCount(); const int indexCount = info.indexCount(); // abort early if there is nothing to draw if (vertexCount < 3 || (indexCount > 0 && indexCount < 3) || fRC->isEmpty()) { return; } SkMatrix ctmInv; if (!fCTM->invert(&ctmInv)) { return; } constexpr size_t kDefVertexCount = 16; constexpr size_t kOuterSize = sizeof(SkTriColorShader) + (2 * sizeof(SkPoint) + sizeof(SkColor4f)) * kDefVertexCount; SkSTArenaAlloc outerAlloc; SkPoint* dev2 = nullptr; SkPoint3* dev3 = nullptr; if (fCTM->hasPerspective()) { dev3 = outerAlloc.makeArray(vertexCount); fCTM->mapHomogeneousPoints(dev3, info.positions(), vertexCount); // similar to the bounds check for 2d points (below) if (!SkIsFinite((const SkScalar*)dev3, vertexCount * 3)) { return; } } else { dev2 = outerAlloc.makeArray(vertexCount); fCTM->mapPoints(dev2, info.positions(), vertexCount); SkRect bounds; // this also sets bounds to empty if we see a non-finite value bounds.setBounds(dev2, vertexCount); if (bounds.isEmpty()) { return; } } this->drawFixedVertices( vertices, std::move(blender), paint, ctmInv, dev2, dev3, &outerAlloc, skipColorXform); }