1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2021 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBlendMode.h"
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkMatrix.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPicture.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPictureRecorder.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPoint.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSamplingOptions.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkShader.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSize.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkString.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTileMode.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkRuntimeEffect.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/Adapter.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/SkottiePriv.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/SkottieValue.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/src/effects/Effects.h"
28*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGNode.h"
29*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGRenderNode.h"
30*c8dee2aaSAndroid Build Coastguard Worker
31*c8dee2aaSAndroid Build Coastguard Worker #include <cmath>
32*c8dee2aaSAndroid Build Coastguard Worker #include <cstddef>
33*c8dee2aaSAndroid Build Coastguard Worker #include <utility>
34*c8dee2aaSAndroid Build Coastguard Worker #include <vector>
35*c8dee2aaSAndroid Build Coastguard Worker
36*c8dee2aaSAndroid Build Coastguard Worker namespace skjson {
37*c8dee2aaSAndroid Build Coastguard Worker class ArrayValue;
38*c8dee2aaSAndroid Build Coastguard Worker }
39*c8dee2aaSAndroid Build Coastguard Worker namespace sksg {
40*c8dee2aaSAndroid Build Coastguard Worker class InvalidationController;
41*c8dee2aaSAndroid Build Coastguard Worker }
42*c8dee2aaSAndroid Build Coastguard Worker
43*c8dee2aaSAndroid Build Coastguard Worker namespace skottie::internal {
44*c8dee2aaSAndroid Build Coastguard Worker namespace {
45*c8dee2aaSAndroid Build Coastguard Worker
46*c8dee2aaSAndroid Build Coastguard Worker static constexpr char gBulgeDisplacementSkSL[] =
47*c8dee2aaSAndroid Build Coastguard Worker "uniform shader u_layer;"
48*c8dee2aaSAndroid Build Coastguard Worker
49*c8dee2aaSAndroid Build Coastguard Worker "uniform float2 u_center;"
50*c8dee2aaSAndroid Build Coastguard Worker "uniform float2 u_radius;"
51*c8dee2aaSAndroid Build Coastguard Worker "uniform float2 u_radius_inv;"
52*c8dee2aaSAndroid Build Coastguard Worker "uniform float u_h;"
53*c8dee2aaSAndroid Build Coastguard Worker "uniform float u_rcpR;"
54*c8dee2aaSAndroid Build Coastguard Worker "uniform float u_rcpAsinInvR;"
55*c8dee2aaSAndroid Build Coastguard Worker "uniform float u_selector;"
56*c8dee2aaSAndroid Build Coastguard Worker
57*c8dee2aaSAndroid Build Coastguard Worker // AE's bulge effect appears to be a combination of spherical displacement and
58*c8dee2aaSAndroid Build Coastguard Worker // exponential displacement along the radius.
59*c8dee2aaSAndroid Build Coastguard Worker // To simplify the math, we pre scale/translate such that the ellipse becomes a
60*c8dee2aaSAndroid Build Coastguard Worker // circle with radius == 1, centered on origin.
61*c8dee2aaSAndroid Build Coastguard Worker "float2 displace_sph(float2 v) {"
62*c8dee2aaSAndroid Build Coastguard Worker "float arc_ratio = asin(length(v)*u_rcpR)*u_rcpAsinInvR;"
63*c8dee2aaSAndroid Build Coastguard Worker "return normalize(v)*arc_ratio - v;"
64*c8dee2aaSAndroid Build Coastguard Worker "}"
65*c8dee2aaSAndroid Build Coastguard Worker
66*c8dee2aaSAndroid Build Coastguard Worker "float2 displace_exp(float2 v) {"
67*c8dee2aaSAndroid Build Coastguard Worker "return v*pow(dot(v,v),u_h) - v;"
68*c8dee2aaSAndroid Build Coastguard Worker "}"
69*c8dee2aaSAndroid Build Coastguard Worker
70*c8dee2aaSAndroid Build Coastguard Worker "half2 displace(float2 v) {"
71*c8dee2aaSAndroid Build Coastguard Worker "float t = dot(v, v);"
72*c8dee2aaSAndroid Build Coastguard Worker "if (t >= 1) {"
73*c8dee2aaSAndroid Build Coastguard Worker "return v;"
74*c8dee2aaSAndroid Build Coastguard Worker "}"
75*c8dee2aaSAndroid Build Coastguard Worker "float2 d = displace_sph(v) + displace_exp(v);"
76*c8dee2aaSAndroid Build Coastguard Worker "return v + (d * u_selector);"
77*c8dee2aaSAndroid Build Coastguard Worker "}"
78*c8dee2aaSAndroid Build Coastguard Worker
79*c8dee2aaSAndroid Build Coastguard Worker "half4 main(float2 xy) {"
80*c8dee2aaSAndroid Build Coastguard Worker // This normalization used to be handled externally, via a local matrix, but that started
81*c8dee2aaSAndroid Build Coastguard Worker // clashing with picture shader's tile sizing logic.
82*c8dee2aaSAndroid Build Coastguard Worker // TODO: investigate other ways to manage picture-shader's tile allocation.
83*c8dee2aaSAndroid Build Coastguard Worker "xy = (xy - u_center)*u_radius_inv;"
84*c8dee2aaSAndroid Build Coastguard Worker
85*c8dee2aaSAndroid Build Coastguard Worker "xy = displace(xy);"
86*c8dee2aaSAndroid Build Coastguard Worker "xy = xy*u_radius + u_center;"
87*c8dee2aaSAndroid Build Coastguard Worker "return u_layer.eval(xy);"
88*c8dee2aaSAndroid Build Coastguard Worker "}";
89*c8dee2aaSAndroid Build Coastguard Worker
bulge_effect()90*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkRuntimeEffect> bulge_effect() {
91*c8dee2aaSAndroid Build Coastguard Worker static const SkRuntimeEffect* effect =
92*c8dee2aaSAndroid Build Coastguard Worker SkRuntimeEffect::MakeForShader(SkString(gBulgeDisplacementSkSL), {}).effect.release();
93*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(effect);
94*c8dee2aaSAndroid Build Coastguard Worker
95*c8dee2aaSAndroid Build Coastguard Worker return sk_ref_sp(effect);
96*c8dee2aaSAndroid Build Coastguard Worker }
97*c8dee2aaSAndroid Build Coastguard Worker
98*c8dee2aaSAndroid Build Coastguard Worker class BulgeNode final : public sksg::CustomRenderNode {
99*c8dee2aaSAndroid Build Coastguard Worker public:
BulgeNode(sk_sp<RenderNode> child,const SkSize & child_size)100*c8dee2aaSAndroid Build Coastguard Worker explicit BulgeNode(sk_sp<RenderNode> child, const SkSize& child_size)
101*c8dee2aaSAndroid Build Coastguard Worker : INHERITED({std::move(child)})
102*c8dee2aaSAndroid Build Coastguard Worker , fChildSize(child_size) {}
103*c8dee2aaSAndroid Build Coastguard Worker
104*c8dee2aaSAndroid Build Coastguard Worker SG_ATTRIBUTE(Center , SkPoint , fCenter)
105*c8dee2aaSAndroid Build Coastguard Worker SG_ATTRIBUTE(Radius , SkVector , fRadius)
106*c8dee2aaSAndroid Build Coastguard Worker SG_ATTRIBUTE(Height , float , fHeight)
107*c8dee2aaSAndroid Build Coastguard Worker
108*c8dee2aaSAndroid Build Coastguard Worker private:
contentShader()109*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> contentShader() {
110*c8dee2aaSAndroid Build Coastguard Worker if (!fContentShader || this->hasChildrenInval()) {
111*c8dee2aaSAndroid Build Coastguard Worker const auto& child = this->children()[0];
112*c8dee2aaSAndroid Build Coastguard Worker child->revalidate(nullptr, SkMatrix::I());
113*c8dee2aaSAndroid Build Coastguard Worker
114*c8dee2aaSAndroid Build Coastguard Worker SkPictureRecorder recorder;
115*c8dee2aaSAndroid Build Coastguard Worker child->render(recorder.beginRecording(SkRect::MakeSize(fChildSize)));
116*c8dee2aaSAndroid Build Coastguard Worker
117*c8dee2aaSAndroid Build Coastguard Worker fContentShader = recorder.finishRecordingAsPicture()
118*c8dee2aaSAndroid Build Coastguard Worker ->makeShader(SkTileMode::kRepeat, SkTileMode::kRepeat, SkFilterMode::kLinear,
119*c8dee2aaSAndroid Build Coastguard Worker nullptr, nullptr);
120*c8dee2aaSAndroid Build Coastguard Worker }
121*c8dee2aaSAndroid Build Coastguard Worker
122*c8dee2aaSAndroid Build Coastguard Worker return fContentShader;
123*c8dee2aaSAndroid Build Coastguard Worker }
124*c8dee2aaSAndroid Build Coastguard Worker
buildEffectShader()125*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> buildEffectShader() {
126*c8dee2aaSAndroid Build Coastguard Worker if (fHeight == 0) {
127*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
128*c8dee2aaSAndroid Build Coastguard Worker }
129*c8dee2aaSAndroid Build Coastguard Worker
130*c8dee2aaSAndroid Build Coastguard Worker SkRuntimeShaderBuilder builder(bulge_effect());
131*c8dee2aaSAndroid Build Coastguard Worker float adjHeight = std::abs(fHeight)/4;
132*c8dee2aaSAndroid Build Coastguard Worker float r = (1 + adjHeight)/2/sqrt(adjHeight);
133*c8dee2aaSAndroid Build Coastguard Worker float h = std::pow(adjHeight, 3)*1.3;
134*c8dee2aaSAndroid Build Coastguard Worker builder.uniform("u_center") = fCenter;
135*c8dee2aaSAndroid Build Coastguard Worker builder.uniform("u_radius") = fRadius;
136*c8dee2aaSAndroid Build Coastguard Worker builder.uniform("u_radius_inv") = SkVector{1/fRadius.fX, 1/fRadius.fY};
137*c8dee2aaSAndroid Build Coastguard Worker builder.uniform("u_h") = h;
138*c8dee2aaSAndroid Build Coastguard Worker builder.uniform("u_rcpR") = 1.0f/r;
139*c8dee2aaSAndroid Build Coastguard Worker builder.uniform("u_rcpAsinInvR") = 1.0f/std::asin(1/r);
140*c8dee2aaSAndroid Build Coastguard Worker builder.uniform("u_selector") = (fHeight > 0 ? 1.0f : -1.0f);
141*c8dee2aaSAndroid Build Coastguard Worker
142*c8dee2aaSAndroid Build Coastguard Worker builder.child("u_layer") = this->contentShader();
143*c8dee2aaSAndroid Build Coastguard Worker
144*c8dee2aaSAndroid Build Coastguard Worker return builder.makeShader();
145*c8dee2aaSAndroid Build Coastguard Worker }
146*c8dee2aaSAndroid Build Coastguard Worker
onRevalidate(sksg::InvalidationController * ic,const SkMatrix & ctm)147*c8dee2aaSAndroid Build Coastguard Worker SkRect onRevalidate(sksg::InvalidationController* ic, const SkMatrix& ctm) override {
148*c8dee2aaSAndroid Build Coastguard Worker const auto& child = this->children()[0];
149*c8dee2aaSAndroid Build Coastguard Worker fEffectShader = buildEffectShader();
150*c8dee2aaSAndroid Build Coastguard Worker return child->revalidate(ic, ctm);
151*c8dee2aaSAndroid Build Coastguard Worker }
152*c8dee2aaSAndroid Build Coastguard Worker
onRender(SkCanvas * canvas,const RenderContext * ctx) const153*c8dee2aaSAndroid Build Coastguard Worker void onRender(SkCanvas* canvas, const RenderContext* ctx) const override {
154*c8dee2aaSAndroid Build Coastguard Worker if (fHeight == 0) {
155*c8dee2aaSAndroid Build Coastguard Worker this->children()[0]->render(canvas, ctx);
156*c8dee2aaSAndroid Build Coastguard Worker return;
157*c8dee2aaSAndroid Build Coastguard Worker }
158*c8dee2aaSAndroid Build Coastguard Worker const auto& bounds = this->bounds();
159*c8dee2aaSAndroid Build Coastguard Worker const auto local_ctx = ScopedRenderContext(canvas, ctx)
160*c8dee2aaSAndroid Build Coastguard Worker .setIsolation(bounds, canvas->getTotalMatrix(), true);
161*c8dee2aaSAndroid Build Coastguard Worker
162*c8dee2aaSAndroid Build Coastguard Worker canvas->saveLayer(&bounds, nullptr);
163*c8dee2aaSAndroid Build Coastguard Worker
164*c8dee2aaSAndroid Build Coastguard Worker SkPaint effect_paint;
165*c8dee2aaSAndroid Build Coastguard Worker effect_paint.setShader(fEffectShader);
166*c8dee2aaSAndroid Build Coastguard Worker effect_paint.setBlendMode(SkBlendMode::kSrcOver);
167*c8dee2aaSAndroid Build Coastguard Worker
168*c8dee2aaSAndroid Build Coastguard Worker canvas->drawPaint(effect_paint);
169*c8dee2aaSAndroid Build Coastguard Worker }
170*c8dee2aaSAndroid Build Coastguard Worker
onNodeAt(const SkPoint &) const171*c8dee2aaSAndroid Build Coastguard Worker const RenderNode* onNodeAt(const SkPoint&) const override { return nullptr; } // no hit-testing
172*c8dee2aaSAndroid Build Coastguard Worker
173*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> fEffectShader;
174*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> fContentShader;
175*c8dee2aaSAndroid Build Coastguard Worker const SkSize fChildSize;
176*c8dee2aaSAndroid Build Coastguard Worker
177*c8dee2aaSAndroid Build Coastguard Worker SkPoint fCenter = {0,0};
178*c8dee2aaSAndroid Build Coastguard Worker SkVector fRadius = {0,0};
179*c8dee2aaSAndroid Build Coastguard Worker float fHeight = 0;
180*c8dee2aaSAndroid Build Coastguard Worker
181*c8dee2aaSAndroid Build Coastguard Worker using INHERITED = sksg::CustomRenderNode;
182*c8dee2aaSAndroid Build Coastguard Worker };
183*c8dee2aaSAndroid Build Coastguard Worker
184*c8dee2aaSAndroid Build Coastguard Worker class BulgeEffectAdapter final : public DiscardableAdapterBase<BulgeEffectAdapter,
185*c8dee2aaSAndroid Build Coastguard Worker BulgeNode> {
186*c8dee2aaSAndroid Build Coastguard Worker public:
BulgeEffectAdapter(const skjson::ArrayValue & jprops,const AnimationBuilder & abuilder,sk_sp<BulgeNode> node)187*c8dee2aaSAndroid Build Coastguard Worker BulgeEffectAdapter(const skjson::ArrayValue& jprops,
188*c8dee2aaSAndroid Build Coastguard Worker const AnimationBuilder& abuilder,
189*c8dee2aaSAndroid Build Coastguard Worker sk_sp<BulgeNode> node)
190*c8dee2aaSAndroid Build Coastguard Worker : INHERITED(std::move(node))
191*c8dee2aaSAndroid Build Coastguard Worker {
192*c8dee2aaSAndroid Build Coastguard Worker enum : size_t {
193*c8dee2aaSAndroid Build Coastguard Worker kHorizontalRadius_Index = 0,
194*c8dee2aaSAndroid Build Coastguard Worker kVerticalRadius_Index = 1,
195*c8dee2aaSAndroid Build Coastguard Worker kBulgeCenter_Index = 2,
196*c8dee2aaSAndroid Build Coastguard Worker kBulgeHeight_Index = 3,
197*c8dee2aaSAndroid Build Coastguard Worker // kTaper_Index = 4,
198*c8dee2aaSAndroid Build Coastguard Worker // kAA_Index = 5,
199*c8dee2aaSAndroid Build Coastguard Worker // kPinning_Index = 6,
200*c8dee2aaSAndroid Build Coastguard Worker };
201*c8dee2aaSAndroid Build Coastguard Worker EffectBinder(jprops, abuilder, this).bind(kHorizontalRadius_Index, fHorizontalRadius)
202*c8dee2aaSAndroid Build Coastguard Worker .bind(kVerticalRadius_Index, fVerticalRadius)
203*c8dee2aaSAndroid Build Coastguard Worker .bind(kBulgeCenter_Index, fCenter)
204*c8dee2aaSAndroid Build Coastguard Worker .bind(kBulgeHeight_Index, fBulgeHeight);
205*c8dee2aaSAndroid Build Coastguard Worker }
206*c8dee2aaSAndroid Build Coastguard Worker
207*c8dee2aaSAndroid Build Coastguard Worker private:
onSync()208*c8dee2aaSAndroid Build Coastguard Worker void onSync() override {
209*c8dee2aaSAndroid Build Coastguard Worker // pre-shader math
210*c8dee2aaSAndroid Build Coastguard Worker auto n = this->node();
211*c8dee2aaSAndroid Build Coastguard Worker n->setCenter({fCenter.x, fCenter.y});
212*c8dee2aaSAndroid Build Coastguard Worker n->setRadius({fHorizontalRadius, fVerticalRadius});
213*c8dee2aaSAndroid Build Coastguard Worker n->setHeight(fBulgeHeight);
214*c8dee2aaSAndroid Build Coastguard Worker }
215*c8dee2aaSAndroid Build Coastguard Worker
216*c8dee2aaSAndroid Build Coastguard Worker Vec2Value fCenter;
217*c8dee2aaSAndroid Build Coastguard Worker ScalarValue fHorizontalRadius,
218*c8dee2aaSAndroid Build Coastguard Worker fVerticalRadius,
219*c8dee2aaSAndroid Build Coastguard Worker fBulgeHeight;
220*c8dee2aaSAndroid Build Coastguard Worker using INHERITED = DiscardableAdapterBase<BulgeEffectAdapter, BulgeNode>;
221*c8dee2aaSAndroid Build Coastguard Worker };
222*c8dee2aaSAndroid Build Coastguard Worker
223*c8dee2aaSAndroid Build Coastguard Worker } // namespace
224*c8dee2aaSAndroid Build Coastguard Worker
attachBulgeEffect(const skjson::ArrayValue & jprops,sk_sp<sksg::RenderNode> layer) const225*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::RenderNode> EffectBuilder::attachBulgeEffect(const skjson::ArrayValue& jprops,
226*c8dee2aaSAndroid Build Coastguard Worker sk_sp<sksg::RenderNode> layer) const {
227*c8dee2aaSAndroid Build Coastguard Worker auto shaderNode = sk_make_sp<BulgeNode>(std::move(layer), fLayerSize);
228*c8dee2aaSAndroid Build Coastguard Worker return fBuilder->attachDiscardableAdapter<BulgeEffectAdapter>(jprops, *fBuilder,
229*c8dee2aaSAndroid Build Coastguard Worker std::move(shaderNode));
230*c8dee2aaSAndroid Build Coastguard Worker }
231*c8dee2aaSAndroid Build Coastguard Worker
232*c8dee2aaSAndroid Build Coastguard Worker } // namespace skottie::internal
233