1 /*
2 * Copyright (C) 2016 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17 #include "ReorderBarrierDrawables.h"
18 #include "RenderNode.h"
19 #include "SkiaDisplayList.h"
20 #include "LightingInfo.h"
21
22 #include <SkPathOps.h>
23 #include <SkShadowUtils.h>
24
25 namespace android {
26 namespace uirenderer {
27 namespace skiapipeline {
28
StartReorderBarrierDrawable(SkiaDisplayList * data)29 StartReorderBarrierDrawable::StartReorderBarrierDrawable(SkiaDisplayList* data)
30 : mEndChildIndex(-1), mBeginChildIndex(data->mChildNodes.size()), mDisplayList(data) {}
31
onDraw(SkCanvas * canvas)32 void StartReorderBarrierDrawable::onDraw(SkCanvas* canvas) {
33 if (mChildren.empty()) {
34 // mChildren is allocated and initialized only the first time onDraw is called and cached
35 // for
36 // subsequent calls
37 mChildren.reserve(mEndChildIndex - mBeginChildIndex + 1);
38 for (int i = mBeginChildIndex; i <= mEndChildIndex; i++) {
39 mChildren.push_back(const_cast<RenderNodeDrawable*>(&mDisplayList->mChildNodes[i]));
40 }
41 }
42 std::stable_sort(mChildren.begin(), mChildren.end(),
43 [](RenderNodeDrawable* a, RenderNodeDrawable* b) {
44 const float aZValue = a->getNodeProperties().getZ();
45 const float bZValue = b->getNodeProperties().getZ();
46 return aZValue < bZValue;
47 });
48
49 size_t drawIndex = 0;
50 const size_t endIndex = mChildren.size();
51 while (drawIndex < endIndex) {
52 RenderNodeDrawable* childNode = mChildren[drawIndex];
53 SkASSERT(childNode);
54 const float casterZ = childNode->getNodeProperties().getZ();
55 if (casterZ >= -NON_ZERO_EPSILON) { // draw only children with negative Z
56 return;
57 }
58 SkAutoCanvasRestore acr(canvas, true);
59 // Since we're drawing out of recording order, the child's matrix needs to be applied to the
60 // canvas. In in-order drawing, the canvas already has the child's matrix applied.
61 canvas->setMatrix(mDisplayList->mParentMatrix);
62 canvas->concat(childNode->getRecordedMatrix());
63 childNode->forceDraw(canvas);
64 drawIndex++;
65 }
66 }
67
EndReorderBarrierDrawable(StartReorderBarrierDrawable * startBarrier)68 EndReorderBarrierDrawable::EndReorderBarrierDrawable(StartReorderBarrierDrawable* startBarrier)
69 : mStartBarrier(startBarrier) {
70 mStartBarrier->mEndChildIndex = mStartBarrier->mDisplayList->mChildNodes.size() - 1;
71 }
72
73 #define SHADOW_DELTA 0.1f
74
onDraw(SkCanvas * canvas)75 void EndReorderBarrierDrawable::onDraw(SkCanvas* canvas) {
76 auto& zChildren = mStartBarrier->mChildren;
77
78 /**
79 * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
80 * with very similar Z heights to draw together.
81 *
82 * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
83 * underneath both, and neither's shadow is drawn on top of the other.
84 */
85 size_t drawIndex = 0;
86
87 const size_t endIndex = zChildren.size();
88 while (drawIndex < endIndex // draw only children with positive Z
89 && zChildren[drawIndex]->getNodeProperties().getZ() <= NON_ZERO_EPSILON)
90 drawIndex++;
91 size_t shadowIndex = drawIndex;
92
93 float lastCasterZ = 0.0f;
94 while (shadowIndex < endIndex || drawIndex < endIndex) {
95 if (shadowIndex < endIndex) {
96 const float casterZ = zChildren[shadowIndex]->getNodeProperties().getZ();
97
98 // attempt to render the shadow if the caster about to be drawn is its caster,
99 // OR if its caster's Z value is similar to the previous potential caster
100 if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
101 this->drawShadow(canvas, zChildren[shadowIndex]);
102 lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
103 shadowIndex++;
104 continue;
105 }
106 }
107
108 RenderNodeDrawable* childNode = zChildren[drawIndex];
109 SkASSERT(childNode);
110 SkAutoCanvasRestore acr(canvas, true);
111 // Since we're drawing out of recording order, the child's matrix needs to be applied to the
112 // canvas. In in-order drawing, the canvas already has the child's matrix applied.
113 canvas->setMatrix(mStartBarrier->mDisplayList->mParentMatrix);
114 canvas->concat(childNode->getRecordedMatrix());
115 childNode->forceDraw(canvas);
116
117 drawIndex++;
118 }
119 }
120
multiplyAlpha(SkColor color,float alpha)121 static SkColor multiplyAlpha(SkColor color, float alpha) {
122 return SkColorSetA(color, alpha * SkColorGetA(color));
123 }
124
125 // copied from FrameBuilder::deferShadow
drawShadow(SkCanvas * canvas,RenderNodeDrawable * caster)126 void EndReorderBarrierDrawable::drawShadow(SkCanvas* canvas, RenderNodeDrawable* caster) {
127 const RenderProperties& casterProperties = caster->getNodeProperties();
128
129 if (casterProperties.getAlpha() <= 0.0f || casterProperties.getOutline().getAlpha() <= 0.0f ||
130 !casterProperties.getOutline().getPath() || casterProperties.getScaleX() == 0 ||
131 casterProperties.getScaleY() == 0) {
132 // no shadow to draw
133 return;
134 }
135
136 const SkScalar casterAlpha =
137 casterProperties.getAlpha() * casterProperties.getOutline().getAlpha();
138 if (casterAlpha <= 0.0f) {
139 return;
140 }
141
142 float ambientAlpha = (LightingInfo::getAmbientShadowAlpha() / 255.f) * casterAlpha;
143 float spotAlpha = (LightingInfo::getSpotShadowAlpha() / 255.f) * casterAlpha;
144
145 const RevealClip& revealClip = casterProperties.getRevealClip();
146 const SkPath* revealClipPath = revealClip.getPath();
147 if (revealClipPath && revealClipPath->isEmpty()) {
148 // An empty reveal clip means nothing is drawn
149 return;
150 }
151
152 bool clippedToBounds = casterProperties.getClippingFlags() & CLIP_TO_CLIP_BOUNDS;
153
154 SkRect casterClipRect = SkRect::MakeEmpty();
155 if (clippedToBounds) {
156 Rect clipBounds;
157 casterProperties.getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds);
158 casterClipRect = clipBounds.toSkRect();
159 if (casterClipRect.isEmpty()) {
160 // An empty clip rect means nothing is drawn
161 return;
162 }
163 }
164
165 SkAutoCanvasRestore acr(canvas, true);
166 // Since we're drawing out of recording order, the child's matrix needs to be applied to the
167 // canvas. In in-order drawing, the canvas already has the child's matrix applied.
168 canvas->setMatrix(mStartBarrier->mDisplayList->mParentMatrix);
169
170 SkMatrix shadowMatrix;
171 mat4 hwuiMatrix(caster->getRecordedMatrix());
172 // TODO we don't pass the optional boolean to treat it as a 4x4 matrix
173 // applyViewPropertyTransforms gets the same matrix, which render nodes apply with
174 // RenderNodeDrawable::setViewProperties as a part if their draw.
175 caster->getRenderNode()->applyViewPropertyTransforms(hwuiMatrix);
176 hwuiMatrix.copyTo(shadowMatrix);
177 canvas->concat(shadowMatrix);
178
179 // default the shadow-casting path to the outline of the caster
180 const SkPath* casterPath = casterProperties.getOutline().getPath();
181
182 // intersect the shadow-casting path with the clipBounds, if present
183 if (clippedToBounds && !casterClipRect.contains(casterPath->getBounds())) {
184 casterPath = caster->getRenderNode()->getClippedOutline(casterClipRect);
185 }
186
187 // intersect the shadow-casting path with the reveal, if present
188 SkPath tmpPath; // holds temporary SkPath to store the result of intersections
189 if (revealClipPath) {
190 Op(*casterPath, *revealClipPath, kIntersect_SkPathOp, &tmpPath);
191 tmpPath.setIsVolatile(true);
192 casterPath = &tmpPath;
193 }
194
195 const Vector3 lightPos = LightingInfo::getLightCenter();
196 SkPoint3 skiaLightPos = SkPoint3::Make(lightPos.x, lightPos.y, lightPos.z);
197 SkPoint3 zParams;
198 if (shadowMatrix.hasPerspective()) {
199 // get the matrix with the full 3D transform
200 mat4 zMatrix;
201 caster->getRenderNode()->applyViewPropertyTransforms(zMatrix, true);
202 zParams = SkPoint3::Make(zMatrix[2], zMatrix[6], zMatrix[mat4::kTranslateZ]);
203 } else {
204 zParams = SkPoint3::Make(0, 0, casterProperties.getZ());
205 }
206 SkColor ambientColor = multiplyAlpha(casterProperties.getAmbientShadowColor(), ambientAlpha);
207 SkColor spotColor = multiplyAlpha(casterProperties.getSpotShadowColor(), spotAlpha);
208 SkShadowUtils::DrawShadow(
209 canvas, *casterPath, zParams, skiaLightPos, LightingInfo::getLightRadius(),
210 ambientColor, spotColor,
211 casterAlpha < 1.0f ? SkShadowFlags::kTransparentOccluder_ShadowFlag : 0);
212 }
213
214 } // namespace skiapipeline
215 } // namespace uirenderer
216 } // namespace android
217