Bug: 68211332 Test: HwAccelerationTests's coloredshadow demo & CTS test in topic Change-Id: I09f5d1067b3200564a9d47219f70985edf3a2527
205 lines
7.8 KiB
C++
205 lines
7.8 KiB
C++
/*
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* Copyright (C) 2016 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "ReorderBarrierDrawables.h"
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#include "RenderNode.h"
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#include "SkiaDisplayList.h"
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#include "SkiaPipeline.h"
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#include <SkBlurMask.h>
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#include <SkBlurMaskFilter.h>
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#include <SkPathOps.h>
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#include <SkRRectsGaussianEdgeMaskFilter.h>
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#include <SkShadowUtils.h>
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namespace android {
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namespace uirenderer {
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namespace skiapipeline {
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StartReorderBarrierDrawable::StartReorderBarrierDrawable(SkiaDisplayList* data)
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: mEndChildIndex(0), mBeginChildIndex(data->mChildNodes.size()), mDisplayList(data) {}
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void StartReorderBarrierDrawable::onDraw(SkCanvas* canvas) {
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if (mChildren.empty()) {
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// mChildren is allocated and initialized only the first time onDraw is called and cached
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// for
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// subsequent calls
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mChildren.reserve(mEndChildIndex - mBeginChildIndex + 1);
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for (int i = mBeginChildIndex; i <= mEndChildIndex; i++) {
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mChildren.push_back(const_cast<RenderNodeDrawable*>(&mDisplayList->mChildNodes[i]));
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}
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}
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std::stable_sort(mChildren.begin(), mChildren.end(),
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[](RenderNodeDrawable* a, RenderNodeDrawable* b) {
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const float aZValue = a->getNodeProperties().getZ();
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const float bZValue = b->getNodeProperties().getZ();
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return aZValue < bZValue;
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});
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size_t drawIndex = 0;
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const size_t endIndex = mChildren.size();
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while (drawIndex < endIndex) {
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RenderNodeDrawable* childNode = mChildren[drawIndex];
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SkASSERT(childNode);
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const float casterZ = childNode->getNodeProperties().getZ();
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if (casterZ >= -NON_ZERO_EPSILON) { // draw only children with negative Z
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return;
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}
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childNode->forceDraw(canvas);
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drawIndex++;
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}
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}
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EndReorderBarrierDrawable::EndReorderBarrierDrawable(StartReorderBarrierDrawable* startBarrier)
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: mStartBarrier(startBarrier) {
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mStartBarrier->mEndChildIndex = mStartBarrier->mDisplayList->mChildNodes.size() - 1;
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}
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#define SHADOW_DELTA 0.1f
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void EndReorderBarrierDrawable::onDraw(SkCanvas* canvas) {
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auto& zChildren = mStartBarrier->mChildren;
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/**
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* Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
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* with very similar Z heights to draw together.
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*
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* This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
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* underneath both, and neither's shadow is drawn on top of the other.
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*/
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size_t drawIndex = 0;
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const size_t endIndex = zChildren.size();
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while (drawIndex < endIndex // draw only children with positive Z
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&& zChildren[drawIndex]->getNodeProperties().getZ() <= NON_ZERO_EPSILON)
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drawIndex++;
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size_t shadowIndex = drawIndex;
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float lastCasterZ = 0.0f;
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while (shadowIndex < endIndex || drawIndex < endIndex) {
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if (shadowIndex < endIndex) {
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const float casterZ = zChildren[shadowIndex]->getNodeProperties().getZ();
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// attempt to render the shadow if the caster about to be drawn is its caster,
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// OR if its caster's Z value is similar to the previous potential caster
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if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
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this->drawShadow(canvas, zChildren[shadowIndex]);
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lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
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shadowIndex++;
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continue;
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}
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}
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RenderNodeDrawable* childNode = zChildren[drawIndex];
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SkASSERT(childNode);
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childNode->forceDraw(canvas);
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drawIndex++;
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}
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}
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static SkColor multiplyAlpha(SkColor color, float alpha) {
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return SkColorSetA(color, alpha * SkColorGetA(color));
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}
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// copied from FrameBuilder::deferShadow
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void EndReorderBarrierDrawable::drawShadow(SkCanvas* canvas, RenderNodeDrawable* caster) {
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const RenderProperties& casterProperties = caster->getNodeProperties();
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if (casterProperties.getAlpha() <= 0.0f || casterProperties.getOutline().getAlpha() <= 0.0f ||
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!casterProperties.getOutline().getPath() || casterProperties.getScaleX() == 0 ||
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casterProperties.getScaleY() == 0) {
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// no shadow to draw
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return;
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}
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const SkScalar casterAlpha =
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casterProperties.getAlpha() * casterProperties.getOutline().getAlpha();
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if (casterAlpha <= 0.0f) {
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return;
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}
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float ambientAlpha = (SkiaPipeline::getAmbientShadowAlpha() / 255.f) * casterAlpha;
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float spotAlpha = (SkiaPipeline::getSpotShadowAlpha() / 255.f) * casterAlpha;
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const RevealClip& revealClip = casterProperties.getRevealClip();
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const SkPath* revealClipPath = revealClip.getPath();
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if (revealClipPath && revealClipPath->isEmpty()) {
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// An empty reveal clip means nothing is drawn
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return;
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}
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bool clippedToBounds = casterProperties.getClippingFlags() & CLIP_TO_CLIP_BOUNDS;
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SkRect casterClipRect = SkRect::MakeEmpty();
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if (clippedToBounds) {
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Rect clipBounds;
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casterProperties.getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds);
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casterClipRect = clipBounds.toSkRect();
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if (casterClipRect.isEmpty()) {
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// An empty clip rect means nothing is drawn
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return;
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}
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}
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SkAutoCanvasRestore acr(canvas, true);
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SkMatrix shadowMatrix;
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mat4 hwuiMatrix;
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// TODO we don't pass the optional boolean to treat it as a 4x4 matrix
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caster->getRenderNode()->applyViewPropertyTransforms(hwuiMatrix);
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hwuiMatrix.copyTo(shadowMatrix);
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canvas->concat(shadowMatrix);
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// default the shadow-casting path to the outline of the caster
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const SkPath* casterPath = casterProperties.getOutline().getPath();
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// intersect the shadow-casting path with the clipBounds, if present
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if (clippedToBounds && !casterClipRect.contains(casterPath->getBounds())) {
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casterPath = caster->getRenderNode()->getClippedOutline(casterClipRect);
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}
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// intersect the shadow-casting path with the reveal, if present
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SkPath tmpPath; // holds temporary SkPath to store the result of intersections
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if (revealClipPath) {
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Op(*casterPath, *revealClipPath, kIntersect_SkPathOp, &tmpPath);
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tmpPath.setIsVolatile(true);
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casterPath = &tmpPath;
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}
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const Vector3 lightPos = SkiaPipeline::getLightCenter();
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SkPoint3 skiaLightPos = SkPoint3::Make(lightPos.x, lightPos.y, lightPos.z);
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SkPoint3 zParams;
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if (shadowMatrix.hasPerspective()) {
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// get the matrix with the full 3D transform
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mat4 zMatrix;
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caster->getRenderNode()->applyViewPropertyTransforms(zMatrix, true);
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zParams = SkPoint3::Make(zMatrix[2], zMatrix[6], zMatrix[mat4::kTranslateZ]);
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} else {
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zParams = SkPoint3::Make(0, 0, casterProperties.getZ());
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}
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SkColor ambientColor = multiplyAlpha(casterProperties.getAmbientShadowColor(), ambientAlpha);
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SkColor spotColor = multiplyAlpha(casterProperties.getSpotShadowColor(), spotAlpha);
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SkShadowUtils::DrawShadow(
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canvas, *casterPath, zParams, skiaLightPos, SkiaPipeline::getLightRadius(),
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ambientColor, spotColor,
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casterAlpha < 1.0f ? SkShadowFlags::kTransparentOccluder_ShadowFlag : 0);
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}
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}; // namespace skiapipeline
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}; // namespace uirenderer
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}; // namespace android
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