9c47e15e23
Add SkMaskFilter scene graph nodes and implement AE's linear wipe effect as a gradient shader mask filter. Change-Id: I3b2d8677c894d27249cfae7e3ea6b1248b53546b Reviewed-on: https://skia-review.googlesource.com/c/skia/+/221776 Reviewed-by: Mike Reed <reed@google.com> Commit-Queue: Florin Malita <fmalita@chromium.org>
267 lines
6.1 KiB
C++
267 lines
6.1 KiB
C++
/*
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* Copyright 2019 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkSGRenderEffect_DEFINED
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#define SkSGRenderEffect_DEFINED
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#include "modules/sksg/include/SkSGEffectNode.h"
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#include "include/core/SkBlendMode.h"
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#include "include/core/SkColor.h"
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#include "include/core/SkMaskFilter.h"
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#include "include/effects/SkBlurImageFilter.h"
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#include <memory>
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#include <vector>
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// TODO: merge EffectNode.h with this header
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class SkImageFilter;
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class SkMaskFilter;
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class SkShader;
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namespace sksg {
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/**
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* Mask filter base class.
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*/
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class MaskFilter : public Node {
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public:
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~MaskFilter() override;
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static sk_sp<MaskFilter> Make(sk_sp<SkMaskFilter> mf) {
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return sk_sp<MaskFilter>(new MaskFilter(std::move(mf)));
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}
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const sk_sp<SkMaskFilter>& getMaskFilter() const {
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SkASSERT(!this->hasInval());
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return fMaskFilter;
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}
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void setMaskFilter(sk_sp<SkMaskFilter>);
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protected:
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explicit MaskFilter(sk_sp<SkMaskFilter> = nullptr);
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SkRect onRevalidate(InvalidationController*, const SkMatrix&) final;
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virtual sk_sp<SkMaskFilter> onRevalidateMask();
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private:
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sk_sp<SkMaskFilter> fMaskFilter;
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using INHERITED = Node;
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};
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/**
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* Attaches a mask filter to the render DAG.
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*/
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class MaskFilterEffect final : public EffectNode {
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public:
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~MaskFilterEffect() override;
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static sk_sp<MaskFilterEffect> Make(sk_sp<RenderNode>, sk_sp<MaskFilter>);
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protected:
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void onRender(SkCanvas*, const RenderContext*) const override;
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SkRect onRevalidate(InvalidationController*, const SkMatrix&) override;
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private:
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MaskFilterEffect(sk_sp<RenderNode>, sk_sp<MaskFilter>);
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sk_sp<MaskFilter> fMaskFilter;
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using INHERITED = EffectNode;
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};
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/**
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* Shader base class.
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*/
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class Shader : public Node {
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public:
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~Shader() override;
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const sk_sp<SkShader>& getShader() const {
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SkASSERT(!this->hasInval());
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return fShader;
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}
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protected:
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Shader();
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SkRect onRevalidate(InvalidationController*, const SkMatrix&) final;
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virtual sk_sp<SkShader> onRevalidateShader() = 0;
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private:
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sk_sp<SkShader> fShader;
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using INHERITED = Node;
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};
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/**
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* Attaches a shader to the render DAG.
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*/
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class ShaderEffect final : public EffectNode {
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public:
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~ShaderEffect() override;
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static sk_sp<ShaderEffect> Make(sk_sp<RenderNode> child, sk_sp<Shader> shader = 0);
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void setShader(sk_sp<Shader>);
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protected:
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void onRender(SkCanvas*, const RenderContext*) const override;
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SkRect onRevalidate(InvalidationController*, const SkMatrix&) override;
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private:
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ShaderEffect(sk_sp<RenderNode> child, sk_sp<Shader> shader);
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sk_sp<Shader> fShader;
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using INHERITED = EffectNode;
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};
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/**
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* ImageFilter base class.
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*/
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class ImageFilter : public Node {
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public:
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~ImageFilter() override;
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const sk_sp<SkImageFilter>& getFilter() const {
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SkASSERT(!this->hasInval());
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return fFilter;
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}
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protected:
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explicit ImageFilter(sk_sp<ImageFilter> input = 0);
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using InputsT = std::vector<sk_sp<ImageFilter>>;
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explicit ImageFilter(std::unique_ptr<InputsT> inputs);
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SkRect onRevalidate(InvalidationController*, const SkMatrix&) final;
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virtual sk_sp<SkImageFilter> onRevalidateFilter() = 0;
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sk_sp<SkImageFilter> refInput(size_t) const;
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private:
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const std::unique_ptr<InputsT> fInputs;
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sk_sp<SkImageFilter> fFilter;
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using INHERITED = Node;
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};
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/**
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* Attaches an ImageFilter (chain) to the render DAG.
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*/
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class ImageFilterEffect final : public EffectNode {
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public:
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~ImageFilterEffect() override;
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static sk_sp<RenderNode> Make(sk_sp<RenderNode> child, sk_sp<ImageFilter> filter);
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protected:
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void onRender(SkCanvas*, const RenderContext*) const override;
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const RenderNode* onNodeAt(const SkPoint&) const override;
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SkRect onRevalidate(InvalidationController*, const SkMatrix&) override;
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private:
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ImageFilterEffect(sk_sp<RenderNode> child, sk_sp<ImageFilter> filter);
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sk_sp<ImageFilter> fImageFilter;
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using INHERITED = EffectNode;
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};
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/**
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* SkDropShadowImageFilter node.
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*/
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class DropShadowImageFilter final : public ImageFilter {
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public:
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~DropShadowImageFilter() override;
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static sk_sp<DropShadowImageFilter> Make(sk_sp<ImageFilter> input = nullptr);
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enum class Mode { kShadowAndForeground, kShadowOnly };
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SG_ATTRIBUTE(Offset, SkVector, fOffset)
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SG_ATTRIBUTE(Sigma , SkVector, fSigma )
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SG_ATTRIBUTE(Color , SkColor , fColor )
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SG_ATTRIBUTE(Mode , Mode , fMode )
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protected:
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sk_sp<SkImageFilter> onRevalidateFilter() override;
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private:
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explicit DropShadowImageFilter(sk_sp<ImageFilter> input);
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SkVector fOffset = { 0, 0 },
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fSigma = { 0, 0 };
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SkColor fColor = SK_ColorBLACK;
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Mode fMode = Mode::kShadowAndForeground;
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using INHERITED = ImageFilter;
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};
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/**
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* SkBlurImageFilter node.
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*/
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class BlurImageFilter final : public ImageFilter {
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public:
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~BlurImageFilter() override;
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static sk_sp<BlurImageFilter> Make(sk_sp<ImageFilter> input = nullptr);
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SG_ATTRIBUTE(Sigma , SkVector , fSigma )
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SG_ATTRIBUTE(TileMode, SkBlurImageFilter::TileMode, fTileMode)
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protected:
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sk_sp<SkImageFilter> onRevalidateFilter() override;
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private:
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explicit BlurImageFilter(sk_sp<ImageFilter> input);
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SkVector fSigma = { 0, 0 };
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SkBlurImageFilter::TileMode fTileMode = SkBlurImageFilter::kClamp_TileMode;
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using INHERITED = ImageFilter;
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};
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/**
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* Applies a SkBlendMode to descendant render nodes.
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*/
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class BlendModeEffect final : public EffectNode {
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public:
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~BlendModeEffect() override;
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static sk_sp<BlendModeEffect> Make(sk_sp<RenderNode> child,
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SkBlendMode = SkBlendMode::kSrcOver);
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SG_ATTRIBUTE(Mode, SkBlendMode, fMode)
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protected:
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void onRender(SkCanvas*, const RenderContext*) const override;
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const RenderNode* onNodeAt(const SkPoint&) const override;
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private:
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BlendModeEffect(sk_sp<RenderNode>, SkBlendMode);
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SkBlendMode fMode;
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using INHERITED = EffectNode;
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};
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} // namespace sksg
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#endif // SkSGRenderEffect_DEFINED
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