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/*
* 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 <SkBlurMask.h>
#include <SkBlurMaskFilter.h>
#include <SkGaussianEdgeShader.h>
#include <SkPathOps.h>
#include <SkRRectsGaussianEdgeMaskFilter.h>
#include <SkShadowUtils.h>
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<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;
});
SkASSERT(!mChildren.empty());
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;
SkASSERT(!zChildren.empty());
/**
* 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 float casterZValue = casterProperties.getZ();
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(caster->getRecordedMatrix());
// 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);
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);
casterPath = &tmpPath;
}
const Vector3 lightPos = SkiaPipeline::getLightCenter();
SkPoint3 skiaLightPos = SkPoint3::Make(lightPos.x, lightPos.y, lightPos.z);
SkShadowUtils::DrawShadow(canvas, *casterPath, casterZValue, skiaLightPos,
SkiaPipeline::getLightRadius(), ambientAlpha, spotAlpha, SK_ColorBLACK,
casterAlpha < 1.0f ? SkShadowFlags::kTransparentOccluder_ShadowFlag : 0);
}
}; // namespace skiapipeline
}; // namespace uirenderer
}; // namespace android