| /* |
| * Copyright (C) 2021 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 "StretchEffect.h" |
| #include <SkImageFilter.h> |
| #include <SkRefCnt.h> |
| #include <SkRuntimeEffect.h> |
| #include <SkString.h> |
| #include <SkSurface.h> |
| #include <include/effects/SkImageFilters.h> |
| |
| #include <memory> |
| |
| namespace android::uirenderer { |
| |
| static const SkString stretchShader = SkString(R"( |
| uniform shader uContentTexture; |
| |
| // multiplier to apply to scale effect |
| uniform float uMaxStretchIntensity; |
| |
| // Maximum percentage to stretch beyond bounds of target |
| uniform float uStretchAffectedDistX; |
| uniform float uStretchAffectedDistY; |
| |
| // Distance stretched as a function of the normalized overscroll times |
| // scale intensity |
| uniform float uDistanceStretchedX; |
| uniform float uDistanceStretchedY; |
| uniform float uInverseDistanceStretchedX; |
| uniform float uInverseDistanceStretchedY; |
| uniform float uDistDiffX; |
| |
| // Difference between the peak stretch amount and overscroll amount normalized |
| uniform float uDistDiffY; |
| |
| // Horizontal offset represented as a ratio of pixels divided by the target width |
| uniform float uScrollX; |
| // Vertical offset represented as a ratio of pixels divided by the target height |
| uniform float uScrollY; |
| |
| // Normalized overscroll amount in the horizontal direction |
| uniform float uOverscrollX; |
| |
| // Normalized overscroll amount in the vertical direction |
| uniform float uOverscrollY; |
| uniform float viewportWidth; // target height in pixels |
| uniform float viewportHeight; // target width in pixels |
| |
| // uInterpolationStrength is the intensity of the interpolation. |
| // if uInterpolationStrength is 0, then the stretch is constant for all the |
| // uStretchAffectedDist. if uInterpolationStrength is 1, then stretch intensity |
| // is interpolated based on the pixel position in the uStretchAffectedDist area; |
| // The closer we are from the scroll anchor point, the more it stretches, |
| // and the other way around. |
| uniform float uInterpolationStrength; |
| |
| float easeIn(float t, float d) { |
| return t * d; |
| } |
| |
| float computeOverscrollStart( |
| float inPos, |
| float overscroll, |
| float uStretchAffectedDist, |
| float uInverseStretchAffectedDist, |
| float distanceStretched, |
| float interpolationStrength |
| ) { |
| float offsetPos = uStretchAffectedDist - inPos; |
| float posBasedVariation = mix( |
| 1. ,easeIn(offsetPos, uInverseStretchAffectedDist), interpolationStrength); |
| float stretchIntensity = overscroll * posBasedVariation; |
| return distanceStretched - (offsetPos / (1. + stretchIntensity)); |
| } |
| |
| float computeOverscrollEnd( |
| float inPos, |
| float overscroll, |
| float reverseStretchDist, |
| float uStretchAffectedDist, |
| float uInverseStretchAffectedDist, |
| float distanceStretched, |
| float interpolationStrength, |
| float viewportDimension |
| ) { |
| float offsetPos = inPos - reverseStretchDist; |
| float posBasedVariation = mix( |
| 1. ,easeIn(offsetPos, uInverseStretchAffectedDist), interpolationStrength); |
| float stretchIntensity = (-overscroll) * posBasedVariation; |
| return viewportDimension - (distanceStretched - (offsetPos / (1. + stretchIntensity))); |
| } |
| |
| // Prefer usage of return values over out parameters as it enables |
| // SKSL to properly inline method calls and works around potential GPU |
| // driver issues on Wembly. See b/182566543 for details |
| float computeOverscroll( |
| float inPos, |
| float overscroll, |
| float uStretchAffectedDist, |
| float uInverseStretchAffectedDist, |
| float distanceStretched, |
| float distanceDiff, |
| float interpolationStrength, |
| float viewportDimension |
| ) { |
| if (overscroll > 0) { |
| if (inPos <= uStretchAffectedDist) { |
| return computeOverscrollStart( |
| inPos, |
| overscroll, |
| uStretchAffectedDist, |
| uInverseStretchAffectedDist, |
| distanceStretched, |
| interpolationStrength |
| ); |
| } else { |
| return distanceDiff + inPos; |
| } |
| } else if (overscroll < 0) { |
| float stretchAffectedDist = viewportDimension - uStretchAffectedDist; |
| if (inPos >= stretchAffectedDist) { |
| return computeOverscrollEnd( |
| inPos, |
| overscroll, |
| stretchAffectedDist, |
| uStretchAffectedDist, |
| uInverseStretchAffectedDist, |
| distanceStretched, |
| interpolationStrength, |
| viewportDimension |
| ); |
| } else { |
| return -distanceDiff + inPos; |
| } |
| } else { |
| return inPos; |
| } |
| } |
| |
| vec4 main(vec2 coord) { |
| float inU = coord.x; |
| float inV = coord.y; |
| float outU; |
| float outV; |
| |
| inU += uScrollX; |
| inV += uScrollY; |
| outU = computeOverscroll( |
| inU, |
| uOverscrollX, |
| uStretchAffectedDistX, |
| uInverseDistanceStretchedX, |
| uDistanceStretchedX, |
| uDistDiffX, |
| uInterpolationStrength, |
| viewportWidth |
| ); |
| outV = computeOverscroll( |
| inV, |
| uOverscrollY, |
| uStretchAffectedDistY, |
| uInverseDistanceStretchedY, |
| uDistanceStretchedY, |
| uDistDiffY, |
| uInterpolationStrength, |
| viewportHeight |
| ); |
| coord.x = outU; |
| coord.y = outV; |
| return uContentTexture.eval(coord); |
| })"); |
| |
| static const float ZERO = 0.f; |
| static const float INTERPOLATION_STRENGTH_VALUE = 0.7f; |
| static const char CONTENT_TEXTURE[] = "uContentTexture"; |
| |
| sk_sp<SkShader> StretchEffect::getShader(float width, float height, |
| const sk_sp<SkImage>& snapshotImage, |
| const SkMatrix* matrix) const { |
| if (isEmpty()) { |
| return nullptr; |
| } |
| |
| float normOverScrollDistX = mStretchDirection.x(); |
| float normOverScrollDistY = mStretchDirection.y(); |
| float distanceStretchedX = width / (1 + abs(normOverScrollDistX)); |
| float distanceStretchedY = height / (1 + abs(normOverScrollDistY)); |
| float inverseDistanceStretchedX = 1.f / width; |
| float inverseDistanceStretchedY = 1.f / height; |
| float diffX = distanceStretchedX - width; |
| float diffY = distanceStretchedY - height; |
| |
| if (mBuilder == nullptr) { |
| mBuilder = std::make_unique<SkRuntimeShaderBuilder>(getStretchEffect()); |
| } |
| |
| mBuilder->child(CONTENT_TEXTURE) = |
| snapshotImage->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, |
| SkSamplingOptions(SkFilterMode::kLinear), matrix); |
| mBuilder->uniform("uInterpolationStrength").set(&INTERPOLATION_STRENGTH_VALUE, 1); |
| mBuilder->uniform("uStretchAffectedDistX").set(&width, 1); |
| mBuilder->uniform("uStretchAffectedDistY").set(&height, 1); |
| mBuilder->uniform("uDistanceStretchedX").set(&distanceStretchedX, 1); |
| mBuilder->uniform("uDistanceStretchedY").set(&distanceStretchedY, 1); |
| mBuilder->uniform("uInverseDistanceStretchedX").set(&inverseDistanceStretchedX, 1); |
| mBuilder->uniform("uInverseDistanceStretchedY").set(&inverseDistanceStretchedY, 1); |
| mBuilder->uniform("uDistDiffX").set(&diffX, 1); |
| mBuilder->uniform("uDistDiffY").set(&diffY, 1); |
| mBuilder->uniform("uOverscrollX").set(&normOverScrollDistX, 1); |
| mBuilder->uniform("uOverscrollY").set(&normOverScrollDistY, 1); |
| mBuilder->uniform("uScrollX").set(&ZERO, 1); |
| mBuilder->uniform("uScrollY").set(&ZERO, 1); |
| mBuilder->uniform("viewportWidth").set(&width, 1); |
| mBuilder->uniform("viewportHeight").set(&height, 1); |
| |
| auto result = mBuilder->makeShader(); |
| mBuilder->child(CONTENT_TEXTURE) = nullptr; |
| return result; |
| } |
| |
| sk_sp<SkRuntimeEffect> StretchEffect::getStretchEffect() { |
| const static SkRuntimeEffect::Result instance = SkRuntimeEffect::MakeForShader(stretchShader); |
| return instance.effect; |
| } |
| |
| /** |
| * Helper method that maps the input texture position to the stretch position |
| * based on the given overscroll value that represents an overscroll from |
| * either the top or left |
| * @param overscroll current overscroll value |
| * @param input normalized input position (can be x or y) on the input texture |
| * @return stretched position of the input normalized from 0 to 1 |
| */ |
| float reverseMapStart(float overscroll, float input) { |
| float numerator = (-input * overscroll * overscroll) - |
| (2 * input * overscroll) - input; |
| float denominator = 1.f + (.3f * overscroll) + |
| (.7f * input * overscroll * overscroll) + (.7f * input * overscroll); |
| return -(numerator / denominator); |
| } |
| |
| /** |
| * Helper method that maps the input texture position to the stretch position |
| * based on the given overscroll value that represents an overscroll from |
| * either the bottom or right |
| * @param overscroll current overscroll value |
| * @param input normalized input position (can be x or y) on the input texture |
| * @return stretched position of the input normalized from 0 to 1 |
| */ |
| float reverseMapEnd(float overscroll, float input) { |
| float numerator = (.3f * overscroll * overscroll) - |
| (.3f * input * overscroll * overscroll) + |
| (1.3f * input * overscroll) - overscroll - input; |
| float denominator = (.7f * input * overscroll * overscroll) - |
| (.7f * input * overscroll) - (.7f * overscroll * overscroll) + |
| overscroll - 1.f; |
| return numerator / denominator; |
| } |
| |
| /** |
| * Calculates the normalized stretch position given the normalized input |
| * position. This handles calculating the overscroll from either the |
| * top or left vs bottom or right depending on the sign of the given overscroll |
| * value |
| * |
| * @param overscroll unit vector of overscroll from -1 to 1 indicating overscroll |
| * from the bottom or right vs top or left respectively |
| * @param normalizedInput the |
| * @return |
| */ |
| float computeReverseOverscroll(float overscroll, float normalizedInput) { |
| float distanceStretched = 1.f / (1.f + abs(overscroll)); |
| float distanceDiff = distanceStretched - 1.f; |
| if (overscroll > 0) { |
| float output = reverseMapStart(overscroll, normalizedInput); |
| if (output <= 1.0f) { |
| return output; |
| } else if (output >= distanceStretched){ |
| return output - distanceDiff; |
| } |
| } |
| |
| if (overscroll < 0) { |
| float output = reverseMapEnd(overscroll, normalizedInput); |
| if (output >= 0.f) { |
| return output; |
| } else if (output < 0.f){ |
| return output + distanceDiff; |
| } |
| } |
| return normalizedInput; |
| } |
| |
| float StretchEffect::computeStretchedPositionX(float normalizedX) const { |
| return computeReverseOverscroll(mStretchDirection.x(), normalizedX); |
| } |
| |
| float StretchEffect::computeStretchedPositionY(float normalizedY) const { |
| return computeReverseOverscroll(mStretchDirection.y(), normalizedY); |
| } |
| |
| } // namespace android::uirenderer |