4054061b0b
Since we can't use mask filters on layer paints any longer, refactor the existing wipe effects to use explicit shader masking: - remove SkSG::MaskFilterEffect - it no longer works - replace with SkSG::MaskShaderEffect - for atomic draws, apply the shader to the draw paint as SkShader::Blend(kSrcIn, mask_shader) - for isolated content, apply the mask as an extra pass drawPaint(kDstIn, mask_shader) before restoring the layer - refactor VenetianBlindsEffect, LinearWipeEffect and RadialWipeEffect to use mask shaders - additionally, refactor the RadialWipeEffect gradient to avoid using a local shader matrix (does not compose correctly within the new framework) Everyone clear... do not touch the patient... BZZZT! TBR= Change-Id: I3a88da97a17b3b68812480cad5298b8778b6847c Reviewed-on: https://skia-review.googlesource.com/c/skia/+/275694 Reviewed-by: Florin Malita <fmalita@chromium.org> Reviewed-by: Michael Ludwig <michaelludwig@google.com> Commit-Queue: Florin Malita <fmalita@chromium.org>
233 lines
5.3 KiB
C++
233 lines
5.3 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/effects/SkImageFilters.h"
|
|
|
|
#include <memory>
|
|
#include <vector>
|
|
|
|
// TODO: merge EffectNode.h with this header
|
|
|
|
class SkImageFilter;
|
|
class SkMaskFilter;
|
|
class SkShader;
|
|
|
|
namespace sksg {
|
|
|
|
/**
|
|
* 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;
|
|
};
|
|
|
|
/**
|
|
* Attaches a mask shader to the render DAG.
|
|
*/
|
|
class MaskShaderEffect final : public EffectNode {
|
|
public:
|
|
static sk_sp<MaskShaderEffect> Make(sk_sp<RenderNode>, sk_sp<SkShader> = nullptr);
|
|
|
|
SG_ATTRIBUTE(Shader, sk_sp<SkShader>, fShader)
|
|
|
|
protected:
|
|
void onRender(SkCanvas*, const RenderContext*) const override;
|
|
|
|
private:
|
|
MaskShaderEffect(sk_sp<RenderNode>, sk_sp<SkShader>);
|
|
|
|
sk_sp<SkShader> 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, SkTileMode, fTileMode)
|
|
|
|
protected:
|
|
sk_sp<SkImageFilter> onRevalidateFilter() override;
|
|
|
|
private:
|
|
explicit BlurImageFilter(sk_sp<ImageFilter> input);
|
|
|
|
SkVector fSigma = { 0, 0 };
|
|
SkTileMode fTileMode = SkTileMode::kClamp;
|
|
|
|
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
|