| /* |
| * 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 "LightingInfo.h" |
| |
| #include <SkColor.h> |
| #include <SkMatrix.h> |
| #include <SkPath.h> |
| #include <SkPathOps.h> |
| #include <SkPoint3.h> |
| #include <SkRect.h> |
| #include <SkScalar.h> |
| #include <SkShadowUtils.h> |
| |
| namespace android { |
| namespace uirenderer { |
| namespace skiapipeline { |
| |
| StartReorderBarrierDrawable::StartReorderBarrierDrawable(SkiaDisplayList* data) |
| : mEndChildIndex(-1), 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<RenderNodeDrawable*>(&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 >= -MathUtils::NON_ZERO_EPSILON) { // draw only children with negative Z |
| return; |
| } |
| SkAutoCanvasRestore acr(canvas, true); |
| // Since we're drawing out of recording order, the child's matrix needs to be applied to the |
| // canvas. In in-order drawing, the canvas already has the child's matrix applied. |
| canvas->setMatrix(mDisplayList->mParentMatrix); |
| canvas->concat(childNode->getRecordedMatrix()); |
| 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() <= MathUtils::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); |
| SkAutoCanvasRestore acr(canvas, true); |
| // Since we're drawing out of recording order, the child's matrix needs to be applied to the |
| // canvas. In in-order drawing, the canvas already has the child's matrix applied. |
| canvas->setMatrix(mStartBarrier->mDisplayList->mParentMatrix); |
| canvas->concat(childNode->getRecordedMatrix()); |
| childNode->forceDraw(canvas); |
| |
| drawIndex++; |
| } |
| } |
| |
| static SkColor multiplyAlpha(SkColor color, float alpha) { |
| return SkColorSetA(color, alpha * SkColorGetA(color)); |
| } |
| |
| // 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 = (LightingInfo::getAmbientShadowAlpha() / 255.f) * casterAlpha; |
| float spotAlpha = (LightingInfo::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); |
| // Since we're drawing out of recording order, the child's matrix needs to be applied to the |
| // canvas. In in-order drawing, the canvas already has the child's matrix applied. |
| canvas->setMatrix(mStartBarrier->mDisplayList->mParentMatrix); |
| |
| SkMatrix shadowMatrix; |
| mat4 hwuiMatrix(caster->getRecordedMatrix()); |
| // TODO we don't pass the optional boolean to treat it as a 4x4 matrix |
| // applyViewPropertyTransforms gets the same matrix, which render nodes apply with |
| // RenderNodeDrawable::setViewProperties as a part if their draw. |
| caster->getRenderNode()->applyViewPropertyTransforms(hwuiMatrix); |
| hwuiMatrix.copyTo(shadowMatrix); |
| canvas->concat(shadowMatrix); |
| |
| // default the shadow-casting path to the outline of the caster |
| const SkPath* casterPath = casterProperties.getOutline().getPath(); |
| |
| // intersect the shadow-casting path with the clipBounds, if present |
| if (clippedToBounds && !casterClipRect.contains(casterPath->getBounds())) { |
| casterPath = caster->getRenderNode()->getClippedOutline(casterClipRect); |
| } |
| |
| // intersect the shadow-casting path with the reveal, if present |
| SkPath tmpPath; // holds temporary SkPath to store the result of intersections |
| if (revealClipPath) { |
| Op(*casterPath, *revealClipPath, kIntersect_SkPathOp, &tmpPath); |
| tmpPath.setIsVolatile(true); |
| casterPath = &tmpPath; |
| } |
| |
| const Vector3 lightPos = LightingInfo::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()); |
| } |
| SkColor ambientColor = multiplyAlpha(casterProperties.getAmbientShadowColor(), ambientAlpha); |
| SkColor spotColor = multiplyAlpha(casterProperties.getSpotShadowColor(), spotAlpha); |
| SkShadowUtils::DrawShadow( |
| canvas, *casterPath, zParams, skiaLightPos, LightingInfo::getLightRadius(), |
| ambientColor, spotColor, |
| casterAlpha < 1.0f ? SkShadowFlags::kTransparentOccluder_ShadowFlag : 0); |
| } |
| |
| } // namespace skiapipeline |
| } // namespace uirenderer |
| } // namespace android |