skia2/modules/sksg/include/SkSGRenderEffect.h
Florin Malita 9c47e15e23 [skottie] Linear Wipe effect
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>
2019-06-19 13:22:53 +00:00

267 lines
6.1 KiB
C++

/*
* Copyright 2019 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkSGRenderEffect_DEFINED
#define SkSGRenderEffect_DEFINED
#include "modules/sksg/include/SkSGEffectNode.h"
#include "include/core/SkBlendMode.h"
#include "include/core/SkColor.h"
#include "include/core/SkMaskFilter.h"
#include "include/effects/SkBlurImageFilter.h"
#include <memory>
#include <vector>
// TODO: merge EffectNode.h with this header
class SkImageFilter;
class SkMaskFilter;
class SkShader;
namespace sksg {
/**
* Mask filter base class.
*/
class MaskFilter : public Node {
public:
~MaskFilter() override;
static sk_sp<MaskFilter> Make(sk_sp<SkMaskFilter> mf) {
return sk_sp<MaskFilter>(new MaskFilter(std::move(mf)));
}
const sk_sp<SkMaskFilter>& getMaskFilter() const {
SkASSERT(!this->hasInval());
return fMaskFilter;
}
void setMaskFilter(sk_sp<SkMaskFilter>);
protected:
explicit MaskFilter(sk_sp<SkMaskFilter> = nullptr);
SkRect onRevalidate(InvalidationController*, const SkMatrix&) final;
virtual sk_sp<SkMaskFilter> onRevalidateMask();
private:
sk_sp<SkMaskFilter> fMaskFilter;
using INHERITED = Node;
};
/**
* Attaches a mask filter to the render DAG.
*/
class MaskFilterEffect final : public EffectNode {
public:
~MaskFilterEffect() override;
static sk_sp<MaskFilterEffect> Make(sk_sp<RenderNode>, sk_sp<MaskFilter>);
protected:
void onRender(SkCanvas*, const RenderContext*) const override;
SkRect onRevalidate(InvalidationController*, const SkMatrix&) override;
private:
MaskFilterEffect(sk_sp<RenderNode>, sk_sp<MaskFilter>);
sk_sp<MaskFilter> fMaskFilter;
using INHERITED = EffectNode;
};
/**
* Shader base class.
*/
class Shader : public Node {
public:
~Shader() override;
const sk_sp<SkShader>& getShader() const {
SkASSERT(!this->hasInval());
return fShader;
}
protected:
Shader();
SkRect onRevalidate(InvalidationController*, const SkMatrix&) final;
virtual sk_sp<SkShader> onRevalidateShader() = 0;
private:
sk_sp<SkShader> fShader;
using INHERITED = Node;
};
/**
* Attaches a shader to the render DAG.
*/
class ShaderEffect final : public EffectNode {
public:
~ShaderEffect() override;
static sk_sp<ShaderEffect> Make(sk_sp<RenderNode> child, sk_sp<Shader> shader = 0);
void setShader(sk_sp<Shader>);
protected:
void onRender(SkCanvas*, const RenderContext*) const override;
SkRect onRevalidate(InvalidationController*, const SkMatrix&) override;
private:
ShaderEffect(sk_sp<RenderNode> child, sk_sp<Shader> shader);
sk_sp<Shader> fShader;
using INHERITED = EffectNode;
};
/**
* ImageFilter base class.
*/
class ImageFilter : public Node {
public:
~ImageFilter() override;
const sk_sp<SkImageFilter>& getFilter() const {
SkASSERT(!this->hasInval());
return fFilter;
}
protected:
explicit ImageFilter(sk_sp<ImageFilter> input = 0);
using InputsT = std::vector<sk_sp<ImageFilter>>;
explicit ImageFilter(std::unique_ptr<InputsT> inputs);
SkRect onRevalidate(InvalidationController*, const SkMatrix&) final;
virtual sk_sp<SkImageFilter> onRevalidateFilter() = 0;
sk_sp<SkImageFilter> refInput(size_t) const;
private:
const std::unique_ptr<InputsT> fInputs;
sk_sp<SkImageFilter> fFilter;
using INHERITED = Node;
};
/**
* Attaches an ImageFilter (chain) to the render DAG.
*/
class ImageFilterEffect final : public EffectNode {
public:
~ImageFilterEffect() override;
static sk_sp<RenderNode> Make(sk_sp<RenderNode> child, sk_sp<ImageFilter> filter);
protected:
void onRender(SkCanvas*, const RenderContext*) const override;
const RenderNode* onNodeAt(const SkPoint&) const override;
SkRect onRevalidate(InvalidationController*, const SkMatrix&) override;
private:
ImageFilterEffect(sk_sp<RenderNode> child, sk_sp<ImageFilter> filter);
sk_sp<ImageFilter> fImageFilter;
using INHERITED = EffectNode;
};
/**
* SkDropShadowImageFilter node.
*/
class DropShadowImageFilter final : public ImageFilter {
public:
~DropShadowImageFilter() override;
static sk_sp<DropShadowImageFilter> Make(sk_sp<ImageFilter> input = nullptr);
enum class Mode { kShadowAndForeground, kShadowOnly };
SG_ATTRIBUTE(Offset, SkVector, fOffset)
SG_ATTRIBUTE(Sigma , SkVector, fSigma )
SG_ATTRIBUTE(Color , SkColor , fColor )
SG_ATTRIBUTE(Mode , Mode , fMode )
protected:
sk_sp<SkImageFilter> onRevalidateFilter() override;
private:
explicit DropShadowImageFilter(sk_sp<ImageFilter> input);
SkVector fOffset = { 0, 0 },
fSigma = { 0, 0 };
SkColor fColor = SK_ColorBLACK;
Mode fMode = Mode::kShadowAndForeground;
using INHERITED = ImageFilter;
};
/**
* SkBlurImageFilter node.
*/
class BlurImageFilter final : public ImageFilter {
public:
~BlurImageFilter() override;
static sk_sp<BlurImageFilter> Make(sk_sp<ImageFilter> input = nullptr);
SG_ATTRIBUTE(Sigma , SkVector , fSigma )
SG_ATTRIBUTE(TileMode, SkBlurImageFilter::TileMode, fTileMode)
protected:
sk_sp<SkImageFilter> onRevalidateFilter() override;
private:
explicit BlurImageFilter(sk_sp<ImageFilter> input);
SkVector fSigma = { 0, 0 };
SkBlurImageFilter::TileMode fTileMode = SkBlurImageFilter::kClamp_TileMode;
using INHERITED = ImageFilter;
};
/**
* Applies a SkBlendMode to descendant render nodes.
*/
class BlendModeEffect final : public EffectNode {
public:
~BlendModeEffect() override;
static sk_sp<BlendModeEffect> Make(sk_sp<RenderNode> child,
SkBlendMode = SkBlendMode::kSrcOver);
SG_ATTRIBUTE(Mode, SkBlendMode, fMode)
protected:
void onRender(SkCanvas*, const RenderContext*) const override;
const RenderNode* onNodeAt(const SkPoint&) const override;
private:
BlendModeEffect(sk_sp<RenderNode>, SkBlendMode);
SkBlendMode fMode;
using INHERITED = EffectNode;
};
} // namespace sksg
#endif // SkSGRenderEffect_DEFINED