blob: c4fb932e8a6fd7fb2c3dcdece8981ff637f4319d [file] [log] [blame]
/*
* Copyright 2019 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "modules/sksg/include/SkSGRenderEffect.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkMaskFilter.h"
#include "include/core/SkShader.h"
#include "src/core/SkMaskFilterBase.h"
namespace sksg {
MaskFilter::MaskFilter(sk_sp<SkMaskFilter> mf)
: INHERITED(kBubbleDamage_Trait)
, fMaskFilter(std::move(mf)) {}
MaskFilter::~MaskFilter() = default;
void MaskFilter::setMaskFilter(sk_sp<SkMaskFilter> mf) {
if (mf != fMaskFilter) {
fMaskFilter = std::move(mf);
this->invalidate();
}
}
SkRect MaskFilter::onRevalidate(InvalidationController* ic, const SkMatrix& ctm) {
SkASSERT(this->hasInval());
fMaskFilter = this->onRevalidateMask();
return SkRect::MakeEmpty();
}
sk_sp<SkMaskFilter> MaskFilter::onRevalidateMask() {
return fMaskFilter;
}
sk_sp<MaskFilterEffect> MaskFilterEffect::Make(sk_sp<RenderNode> child, sk_sp<MaskFilter> mf) {
return child ? sk_sp<MaskFilterEffect>(new MaskFilterEffect(std::move(child), std::move(mf)))
: nullptr;
}
MaskFilterEffect::MaskFilterEffect(sk_sp<RenderNode> child, sk_sp<MaskFilter> mf)
// masks may override descendent damage
: INHERITED(std::move(child), kOverrideDamage_Trait)
, fMaskFilter(std::move(mf)) {
this->observeInval(fMaskFilter);
}
MaskFilterEffect::~MaskFilterEffect() {
this->unobserveInval(fMaskFilter);
}
SkRect MaskFilterEffect::onRevalidate(InvalidationController* ic, const SkMatrix& ctm) {
auto bounds = this->INHERITED::onRevalidate(ic, ctm);
if (fMaskFilter) {
fMaskFilter->revalidate(ic, ctm);
if (const auto* mfb = as_MFB(fMaskFilter->getMaskFilter())) {
mfb->computeFastBounds(bounds, &bounds);
}
}
return bounds;
}
void MaskFilterEffect::onRender(SkCanvas* canvas, const RenderContext* ctx) const {
const auto local_ctx = ScopedRenderContext(canvas, ctx)
.modulateMaskFilter(fMaskFilter ? fMaskFilter->getMaskFilter() : nullptr,
canvas->getTotalMatrix());
this->INHERITED::onRender(canvas, local_ctx);
}
sk_sp<ShaderEffect> ShaderEffect::Make(sk_sp<RenderNode> child, sk_sp<Shader> shader) {
return child ? sk_sp<ShaderEffect>(new ShaderEffect(std::move(child), std::move(shader)))
: nullptr;
}
ShaderEffect::ShaderEffect(sk_sp<RenderNode> child, sk_sp<Shader> shader)
: INHERITED(std::move(child))
, fShader(std::move(shader)) {
if (fShader) {
this->observeInval(fShader);
}
}
ShaderEffect::~ShaderEffect() {
if (fShader) {
this->unobserveInval(fShader);
}
}
void ShaderEffect::setShader(sk_sp<Shader> sh) {
if (fShader) {
this->unobserveInval(fShader);
}
fShader = std::move(sh);
if (fShader) {
this->observeInval(fShader);
}
}
SkRect ShaderEffect::onRevalidate(InvalidationController* ic, const SkMatrix& ctm) {
if (fShader) {
fShader->revalidate(ic, ctm);
}
return this->INHERITED::onRevalidate(ic, ctm);
}
void ShaderEffect::onRender(SkCanvas* canvas, const RenderContext* ctx) const {
const auto local_ctx = ScopedRenderContext(canvas, ctx)
.modulateShader(fShader ? fShader->getShader() : nullptr, canvas->getTotalMatrix());
this->INHERITED::onRender(canvas, local_ctx);
}
Shader::Shader() : INHERITED(kBubbleDamage_Trait) {}
Shader::~Shader() = default;
SkRect Shader::onRevalidate(InvalidationController*, const SkMatrix&) {
SkASSERT(this->hasInval());
fShader = this->onRevalidateShader();
return SkRect::MakeEmpty();
}
sk_sp<RenderNode> ImageFilterEffect::Make(sk_sp<RenderNode> child, sk_sp<ImageFilter> filter) {
return filter ? sk_sp<RenderNode>(new ImageFilterEffect(std::move(child), std::move(filter)))
: child;
}
ImageFilterEffect::ImageFilterEffect(sk_sp<RenderNode> child, sk_sp<ImageFilter> filter)
// filters always override descendent damage
: INHERITED(std::move(child), kOverrideDamage_Trait)
, fImageFilter(std::move(filter)) {
this->observeInval(fImageFilter);
}
ImageFilterEffect::~ImageFilterEffect() {
this->unobserveInval(fImageFilter);
}
SkRect ImageFilterEffect::onRevalidate(InvalidationController* ic, const SkMatrix& ctm) {
// FIXME: image filter effects should replace the descendents' damage!
fImageFilter->revalidate(ic, ctm);
const auto& filter = fImageFilter->getFilter();
SkASSERT(!filter || filter->canComputeFastBounds());
const auto content_bounds = this->INHERITED::onRevalidate(ic, ctm);
return filter ? filter->computeFastBounds(content_bounds)
: content_bounds;
}
const RenderNode* ImageFilterEffect::onNodeAt(const SkPoint& p) const {
// TODO: map p through the filter DAG and dispatch to descendants?
// For now, image filters occlude hit-testing.
SkASSERT(this->bounds().contains(p.x(), p.y()));
return this;
}
void ImageFilterEffect::onRender(SkCanvas* canvas, const RenderContext* ctx) const {
// Note: we're using the source content bounds for saveLayer, not our local/filtered bounds.
const auto filter_ctx =
ScopedRenderContext(canvas, ctx).setFilterIsolation(this->getChild()->bounds(),
canvas->getTotalMatrix(),
fImageFilter->getFilter());
this->INHERITED::onRender(canvas, filter_ctx);
}
ImageFilter::ImageFilter(sk_sp<ImageFilter> input)
: ImageFilter(input ? std::make_unique<InputsT>(1, std::move(input)) : nullptr) {}
ImageFilter::ImageFilter(std::unique_ptr<InputsT> inputs)
: INHERITED(kBubbleDamage_Trait)
, fInputs(std::move(inputs)) {
if (fInputs) {
for (const auto& input : *fInputs) {
this->observeInval(input);
}
}
}
ImageFilter::~ImageFilter() {
if (fInputs) {
for (const auto& input : *fInputs) {
this->unobserveInval(input);
}
}
}
sk_sp<SkImageFilter> ImageFilter::refInput(size_t i) const {
return (fInputs && i < fInputs->size()) ? (*fInputs)[i]->getFilter() : nullptr;
}
SkRect ImageFilter::onRevalidate(InvalidationController*, const SkMatrix&) {
SkASSERT(this->hasInval());
fFilter = this->onRevalidateFilter();
return SkRect::MakeEmpty();
}
sk_sp<DropShadowImageFilter> DropShadowImageFilter::Make(sk_sp<ImageFilter> input) {
return sk_sp<DropShadowImageFilter>(new DropShadowImageFilter(std::move(input)));
}
DropShadowImageFilter::DropShadowImageFilter(sk_sp<ImageFilter> input)
: INHERITED(std::move(input)) {}
DropShadowImageFilter::~DropShadowImageFilter() = default;
sk_sp<SkImageFilter> DropShadowImageFilter::onRevalidateFilter() {
if (fMode == Mode::kShadowOnly) {
return SkImageFilters::DropShadowOnly(fOffset.x(), fOffset.y(), fSigma.x(), fSigma.y(),
fColor, this->refInput(0));
} else {
return SkImageFilters::DropShadow(fOffset.x(), fOffset.y(), fSigma.x(), fSigma.y(),
fColor, this->refInput(0));
}
}
sk_sp<BlurImageFilter> BlurImageFilter::Make(sk_sp<ImageFilter> input) {
return sk_sp<BlurImageFilter>(new BlurImageFilter(std::move(input)));
}
BlurImageFilter::BlurImageFilter(sk_sp<ImageFilter> input)
: INHERITED(std::move(input)) {}
BlurImageFilter::~BlurImageFilter() = default;
sk_sp<SkImageFilter> BlurImageFilter::onRevalidateFilter() {
return SkImageFilters::Blur(fSigma.x(), fSigma.y(), fTileMode, this->refInput(0));
}
sk_sp<BlendModeEffect> BlendModeEffect::Make(sk_sp<RenderNode> child, SkBlendMode mode) {
return child ? sk_sp<BlendModeEffect>(new BlendModeEffect(std::move(child), mode))
: nullptr;
}
BlendModeEffect::BlendModeEffect(sk_sp<RenderNode> child, SkBlendMode mode)
: INHERITED(std::move(child))
, fMode(mode) {}
BlendModeEffect::~BlendModeEffect() = default;
void BlendModeEffect::onRender(SkCanvas* canvas, const RenderContext* ctx) const {
const auto local_ctx = ScopedRenderContext(canvas, ctx).modulateBlendMode(fMode);
this->INHERITED::onRender(canvas, local_ctx);
}
const RenderNode* BlendModeEffect::onNodeAt(const SkPoint& p) const {
// TODO: we likely need to do something more sophisticated than delegate to descendants here.
return this->INHERITED::onNodeAt(p);
}
} // namespace sksg