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 <SkColor.h>
23 #include <SkMatrix.h>
24 #include <SkPath.h>
25 #include <SkPathOps.h>
26 #include <SkPoint3.h>
27 #include <SkRect.h>
28 #include <SkScalar.h>
29 #include <SkShadowUtils.h>
30 #include <include/private/SkShadowFlags.h>
31
32 namespace android {
33 namespace uirenderer {
34 namespace skiapipeline {
35
StartReorderBarrierDrawable(SkiaDisplayList * data)36 StartReorderBarrierDrawable::StartReorderBarrierDrawable(SkiaDisplayList* data)
37 : mEndChildIndex(-1), mBeginChildIndex(data->mChildNodes.size()), mDisplayList(data) {}
38
onDraw(SkCanvas * canvas)39 void StartReorderBarrierDrawable::onDraw(SkCanvas* canvas) {
40 if (mChildren.empty()) {
41 // mChildren is allocated and initialized only the first time onDraw is called and cached
42 // for
43 // subsequent calls
44 mChildren.reserve(mEndChildIndex - mBeginChildIndex + 1);
45 for (int i = mBeginChildIndex; i <= mEndChildIndex; i++) {
46 mChildren.push_back(const_cast<RenderNodeDrawable*>(&mDisplayList->mChildNodes[i]));
47 }
48 }
49 std::stable_sort(mChildren.begin(), mChildren.end(),
50 [](RenderNodeDrawable* a, RenderNodeDrawable* b) {
51 const float aZValue = a->getNodeProperties().getZ();
52 const float bZValue = b->getNodeProperties().getZ();
53 return aZValue < bZValue;
54 });
55
56 size_t drawIndex = 0;
57 const size_t endIndex = mChildren.size();
58 while (drawIndex < endIndex) {
59 RenderNodeDrawable* childNode = mChildren[drawIndex];
60 SkASSERT(childNode);
61 const float casterZ = childNode->getNodeProperties().getZ();
62 if (casterZ >= -MathUtils::NON_ZERO_EPSILON) { // draw only children with negative Z
63 return;
64 }
65 SkAutoCanvasRestore acr(canvas, true);
66 // Since we're drawing out of recording order, the child's matrix needs to be applied to the
67 // canvas. In in-order drawing, the canvas already has the child's matrix applied.
68 canvas->setMatrix(mDisplayList->mParentMatrix);
69 canvas->concat(childNode->getRecordedMatrix());
70 childNode->forceDraw(canvas);
71 drawIndex++;
72 }
73 }
74
EndReorderBarrierDrawable(StartReorderBarrierDrawable * startBarrier)75 EndReorderBarrierDrawable::EndReorderBarrierDrawable(StartReorderBarrierDrawable* startBarrier)
76 : mStartBarrier(startBarrier) {
77 mStartBarrier->mEndChildIndex = mStartBarrier->mDisplayList->mChildNodes.size() - 1;
78 }
79
80 #define SHADOW_DELTA 0.1f
81
onDraw(SkCanvas * canvas)82 void EndReorderBarrierDrawable::onDraw(SkCanvas* canvas) {
83 auto& zChildren = mStartBarrier->mChildren;
84
85 /**
86 * Draw shadows and (potential) casters mostly in order, but allow the shadows of casters
87 * with very similar Z heights to draw together.
88 *
89 * This way, if Views A & B have the same Z height and are both casting shadows, the shadows are
90 * underneath both, and neither's shadow is drawn on top of the other.
91 */
92 size_t drawIndex = 0;
93
94 const size_t endIndex = zChildren.size();
95 while (drawIndex < endIndex // draw only children with positive Z
96 && zChildren[drawIndex]->getNodeProperties().getZ() <= MathUtils::NON_ZERO_EPSILON)
97 drawIndex++;
98 size_t shadowIndex = drawIndex;
99
100 float lastCasterZ = 0.0f;
101 while (shadowIndex < endIndex || drawIndex < endIndex) {
102 if (shadowIndex < endIndex) {
103 const float casterZ = zChildren[shadowIndex]->getNodeProperties().getZ();
104
105 // attempt to render the shadow if the caster about to be drawn is its caster,
106 // OR if its caster's Z value is similar to the previous potential caster
107 if (shadowIndex == drawIndex || casterZ - lastCasterZ < SHADOW_DELTA) {
108 this->drawShadow(canvas, zChildren[shadowIndex]);
109 lastCasterZ = casterZ; // must do this even if current caster not casting a shadow
110 shadowIndex++;
111 continue;
112 }
113 }
114
115 RenderNodeDrawable* childNode = zChildren[drawIndex];
116 SkASSERT(childNode);
117 SkAutoCanvasRestore acr(canvas, true);
118 // Since we're drawing out of recording order, the child's matrix needs to be applied to the
119 // canvas. In in-order drawing, the canvas already has the child's matrix applied.
120 canvas->setMatrix(mStartBarrier->mDisplayList->mParentMatrix);
121 canvas->concat(childNode->getRecordedMatrix());
122 childNode->forceDraw(canvas);
123
124 drawIndex++;
125 }
126 }
127
multiplyAlpha(SkColor color,float alpha)128 static SkColor multiplyAlpha(SkColor color, float alpha) {
129 return SkColorSetA(color, alpha * SkColorGetA(color));
130 }
131
132 // copied from FrameBuilder::deferShadow
drawShadow(SkCanvas * canvas,RenderNodeDrawable * caster)133 void EndReorderBarrierDrawable::drawShadow(SkCanvas* canvas, RenderNodeDrawable* caster) {
134 const RenderProperties& casterProperties = caster->getNodeProperties();
135
136 if (casterProperties.getAlpha() <= 0.0f || casterProperties.getOutline().getAlpha() <= 0.0f ||
137 !casterProperties.getOutline().getPath() || casterProperties.getScaleX() == 0 ||
138 casterProperties.getScaleY() == 0) {
139 // no shadow to draw
140 return;
141 }
142
143 const SkScalar casterAlpha =
144 casterProperties.getAlpha() * casterProperties.getOutline().getAlpha();
145 if (casterAlpha <= 0.0f) {
146 return;
147 }
148
149 float ambientAlpha = (LightingInfo::getAmbientShadowAlpha() / 255.f) * casterAlpha;
150 float spotAlpha = (LightingInfo::getSpotShadowAlpha() / 255.f) * casterAlpha;
151
152 const RevealClip& revealClip = casterProperties.getRevealClip();
153 const SkPath* revealClipPath = revealClip.getPath();
154 if (revealClipPath && revealClipPath->isEmpty()) {
155 // An empty reveal clip means nothing is drawn
156 return;
157 }
158
159 bool clippedToBounds = casterProperties.getClippingFlags() & CLIP_TO_CLIP_BOUNDS;
160
161 SkRect casterClipRect = SkRect::MakeEmpty();
162 if (clippedToBounds) {
163 Rect clipBounds;
164 casterProperties.getClippingRectForFlags(CLIP_TO_CLIP_BOUNDS, &clipBounds);
165 casterClipRect = clipBounds.toSkRect();
166 if (casterClipRect.isEmpty()) {
167 // An empty clip rect means nothing is drawn
168 return;
169 }
170 }
171
172 SkAutoCanvasRestore acr(canvas, true);
173 // Since we're drawing out of recording order, the child's matrix needs to be applied to the
174 // canvas. In in-order drawing, the canvas already has the child's matrix applied.
175 canvas->setMatrix(mStartBarrier->mDisplayList->mParentMatrix);
176
177 SkMatrix shadowMatrix;
178 mat4 hwuiMatrix(caster->getRecordedMatrix());
179 // TODO we don't pass the optional boolean to treat it as a 4x4 matrix
180 // applyViewPropertyTransforms gets the same matrix, which render nodes apply with
181 // RenderNodeDrawable::setViewProperties as a part if their draw.
182 caster->getRenderNode()->applyViewPropertyTransforms(hwuiMatrix);
183 hwuiMatrix.copyTo(shadowMatrix);
184 canvas->concat(shadowMatrix);
185
186 // default the shadow-casting path to the outline of the caster
187 const SkPath* casterPath = casterProperties.getOutline().getPath();
188
189 // intersect the shadow-casting path with the clipBounds, if present
190 if (clippedToBounds && !casterClipRect.contains(casterPath->getBounds())) {
191 casterPath = caster->getRenderNode()->getClippedOutline(casterClipRect);
192 }
193
194 // intersect the shadow-casting path with the reveal, if present
195 SkPath tmpPath; // holds temporary SkPath to store the result of intersections
196 if (revealClipPath) {
197 Op(*casterPath, *revealClipPath, kIntersect_SkPathOp, &tmpPath);
198 tmpPath.setIsVolatile(true);
199 casterPath = &tmpPath;
200 }
201
202 const Vector3 lightPos = LightingInfo::getLightCenter();
203 SkPoint3 skiaLightPos = SkPoint3::Make(lightPos.x, lightPos.y, lightPos.z);
204 SkPoint3 zParams;
205 if (shadowMatrix.hasPerspective()) {
206 // get the matrix with the full 3D transform
207 mat4 zMatrix;
208 caster->getRenderNode()->applyViewPropertyTransforms(zMatrix, true);
209 zParams = SkPoint3::Make(zMatrix[2], zMatrix[6], zMatrix[mat4::kTranslateZ]);
210 } else {
211 zParams = SkPoint3::Make(0, 0, casterProperties.getZ());
212 }
213 SkColor ambientColor = multiplyAlpha(casterProperties.getAmbientShadowColor(), ambientAlpha);
214 SkColor spotColor = multiplyAlpha(casterProperties.getSpotShadowColor(), spotAlpha);
215 SkShadowUtils::DrawShadow(
216 canvas, *casterPath, zParams, skiaLightPos, LightingInfo::getLightRadius(),
217 ambientColor, spotColor,
218 casterAlpha < 1.0f ? SkShadowFlags::kTransparentOccluder_ShadowFlag : 0);
219 }
220
221 } // namespace skiapipeline
222 } // namespace uirenderer
223 } // namespace android
224