/* * Copyright (C) 2016 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "ReorderBarrierDrawables.h" #include "RenderNode.h" #include "SkiaDisplayList.h" #include "SkiaPipeline.h" #include #include #include #include #include namespace android { namespace uirenderer { namespace skiapipeline { StartReorderBarrierDrawable::StartReorderBarrierDrawable(SkiaDisplayList* data) : mEndChildIndex(0) , mBeginChildIndex(data->mChildNodes.size()) , mDisplayList(data) { } void StartReorderBarrierDrawable::onDraw(SkCanvas* canvas) { if (mChildren.empty()) { //mChildren is allocated and initialized only the first time onDraw is called and cached for //subsequent calls mChildren.reserve(mEndChildIndex - mBeginChildIndex + 1); for (int i = mBeginChildIndex; i <= mEndChildIndex; i++) { mChildren.push_back(const_cast(&mDisplayList->mChildNodes[i])); } } std::stable_sort(mChildren.begin(), mChildren.end(), [](RenderNodeDrawable* a, RenderNodeDrawable* b) { const float aZValue = a->getNodeProperties().getZ(); const float bZValue = b->getNodeProperties().getZ(); return aZValue < bZValue; }); size_t drawIndex = 0; const size_t endIndex = mChildren.size(); while (drawIndex < endIndex) { RenderNodeDrawable* childNode = mChildren[drawIndex]; SkASSERT(childNode); const float casterZ = childNode->getNodeProperties().getZ(); if (casterZ >= -NON_ZERO_EPSILON) { //draw only children with negative Z return; } childNode->forceDraw(canvas); drawIndex++; } } EndReorderBarrierDrawable::EndReorderBarrierDrawable(StartReorderBarrierDrawable* startBarrier) : mStartBarrier(startBarrier) { mStartBarrier->mEndChildIndex = mStartBarrier->mDisplayList->mChildNodes.size() - 1; } #define SHADOW_DELTA 0.1f void EndReorderBarrierDrawable::onDraw(SkCanvas* canvas) { auto& zChildren = mStartBarrier->mChildren; /** * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters * with very similar Z heights to draw together. * * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are * underneath both, and neither's shadow is drawn on top of the other. */ size_t drawIndex = 0; const size_t endIndex = zChildren.size(); while (drawIndex < endIndex //draw only children with positive Z && zChildren[drawIndex]->getNodeProperties().getZ() <= NON_ZERO_EPSILON) drawIndex++; size_t shadowIndex = drawIndex; float lastCasterZ = 0.0f; while (shadowIndex < endIndex || drawIndex < endIndex) { if (shadowIndex < endIndex) { const float casterZ = zChildren[shadowIndex]->getNodeProperties().getZ(); // attempt to render the shadow if the caster about to be drawn is its caster, // OR if its caster's Z value is similar to the previous potential caster if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) { this->drawShadow(canvas, zChildren[shadowIndex]); lastCasterZ = casterZ; // must do this even if current caster not casting a shadow shadowIndex++; continue; } } RenderNodeDrawable* childNode = zChildren[drawIndex]; SkASSERT(childNode); childNode->forceDraw(canvas); drawIndex++; } } // copied from FrameBuilder::deferShadow void EndReorderBarrierDrawable::drawShadow(SkCanvas* canvas, RenderNodeDrawable* caster) { const RenderProperties& casterProperties = caster->getNodeProperties(); if (casterProperties.getAlpha() <= 0.0f || casterProperties.getOutline().getAlpha() <= 0.0f || !casterProperties.getOutline().getPath() || casterProperties.getScaleX() == 0 || casterProperties.getScaleY() == 0) { // no shadow to draw return; } const SkScalar casterAlpha = casterProperties.getAlpha() * casterProperties.getOutline().getAlpha(); if (casterAlpha <= 0.0f) { return; } float ambientAlpha = (SkiaPipeline::getAmbientShadowAlpha()/255.f)*casterAlpha; float spotAlpha = (SkiaPipeline::getSpotShadowAlpha()/255.f)*casterAlpha; const RevealClip& revealClip = casterProperties.getRevealClip(); const SkPath* revealClipPath = revealClip.getPath(); if (revealClipPath && revealClipPath->isEmpty()) { // An empty reveal clip means nothing is drawn return; } bool clippedToBounds = casterProperties.getClippingFlags() & CLIP_TO_CLIP_BOUNDS; SkRect casterClipRect = SkRect::MakeEmpty(); if (clippedToBounds) { Rect clipBounds; casterProperties.getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds); casterClipRect = clipBounds.toSkRect(); if (casterClipRect.isEmpty()) { // An empty clip rect means nothing is drawn return; } } SkAutoCanvasRestore acr(canvas, true); SkMatrix shadowMatrix; mat4 hwuiMatrix; // TODO we don't pass the optional boolean to treat it as a 4x4 matrix caster->getRenderNode()->applyViewPropertyTransforms(hwuiMatrix); hwuiMatrix.copyTo(shadowMatrix); canvas->concat(shadowMatrix); const SkPath* casterOutlinePath = casterProperties.getOutline().getPath(); // holds temporary SkPath to store the result of intersections SkPath tmpPath; const SkPath* casterPath = casterOutlinePath; // TODO: In to following course of code that calculates the final shape, is there an optimal // of doing the Op calculations? // intersect the shadow-casting path with the reveal, if present if (revealClipPath) { Op(*casterPath, *revealClipPath, kIntersect_SkPathOp, &tmpPath); tmpPath.setIsVolatile(true); casterPath = &tmpPath; } // intersect the shadow-casting path with the clipBounds, if present if (clippedToBounds) { SkPath clipBoundsPath; clipBoundsPath.addRect(casterClipRect); Op(*casterPath, clipBoundsPath, kIntersect_SkPathOp, &tmpPath); tmpPath.setIsVolatile(true); casterPath = &tmpPath; } const Vector3 lightPos = SkiaPipeline::getLightCenter(); SkPoint3 skiaLightPos = SkPoint3::Make(lightPos.x, lightPos.y, lightPos.z); SkPoint3 zParams; if (shadowMatrix.hasPerspective()) { // get the matrix with the full 3D transform mat4 zMatrix; caster->getRenderNode()->applyViewPropertyTransforms(zMatrix, true); zParams = SkPoint3::Make(zMatrix[2], zMatrix[6], zMatrix[mat4::kTranslateZ]); } else { zParams = SkPoint3::Make(0, 0, casterProperties.getZ()); } SkShadowUtils::DrawShadow(canvas, *casterPath, zParams, skiaLightPos, SkiaPipeline::getLightRadius(), ambientAlpha, spotAlpha, SK_ColorBLACK, casterAlpha < 1.0f ? SkShadowFlags::kTransparentOccluder_ShadowFlag : 0); } }; // namespace skiapipeline }; // namespace uirenderer }; // namespace android