1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2018 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 "modules/sksg/include/SkSGMaskEffect.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBlendMode.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorFilter.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkLumaColorFilter.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTo.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGNode.h"
18*c8dee2aaSAndroid Build Coastguard Worker
19*c8dee2aaSAndroid Build Coastguard Worker class SkMatrix;
20*c8dee2aaSAndroid Build Coastguard Worker struct SkPoint;
21*c8dee2aaSAndroid Build Coastguard Worker
22*c8dee2aaSAndroid Build Coastguard Worker namespace sksg {
23*c8dee2aaSAndroid Build Coastguard Worker
is_inverted(sksg::MaskEffect::Mode mode)24*c8dee2aaSAndroid Build Coastguard Worker static bool is_inverted(sksg::MaskEffect::Mode mode) {
25*c8dee2aaSAndroid Build Coastguard Worker return static_cast<uint32_t>(mode) & 1;
26*c8dee2aaSAndroid Build Coastguard Worker }
27*c8dee2aaSAndroid Build Coastguard Worker
is_luma(sksg::MaskEffect::Mode mode)28*c8dee2aaSAndroid Build Coastguard Worker static bool is_luma(sksg::MaskEffect::Mode mode) {
29*c8dee2aaSAndroid Build Coastguard Worker return static_cast<uint32_t>(mode) & 2;
30*c8dee2aaSAndroid Build Coastguard Worker }
31*c8dee2aaSAndroid Build Coastguard Worker
MaskEffect(sk_sp<RenderNode> child,sk_sp<RenderNode> mask,Mode mode)32*c8dee2aaSAndroid Build Coastguard Worker MaskEffect::MaskEffect(sk_sp<RenderNode> child, sk_sp<RenderNode> mask, Mode mode)
33*c8dee2aaSAndroid Build Coastguard Worker : INHERITED(std::move(child))
34*c8dee2aaSAndroid Build Coastguard Worker , fMaskNode(std::move(mask))
35*c8dee2aaSAndroid Build Coastguard Worker , fMaskMode(mode) {
36*c8dee2aaSAndroid Build Coastguard Worker this->observeInval(fMaskNode);
37*c8dee2aaSAndroid Build Coastguard Worker }
38*c8dee2aaSAndroid Build Coastguard Worker
~MaskEffect()39*c8dee2aaSAndroid Build Coastguard Worker MaskEffect::~MaskEffect() {
40*c8dee2aaSAndroid Build Coastguard Worker this->unobserveInval(fMaskNode);
41*c8dee2aaSAndroid Build Coastguard Worker }
42*c8dee2aaSAndroid Build Coastguard Worker
onRender(SkCanvas * canvas,const RenderContext * ctx) const43*c8dee2aaSAndroid Build Coastguard Worker void MaskEffect::onRender(SkCanvas* canvas, const RenderContext* ctx) const {
44*c8dee2aaSAndroid Build Coastguard Worker SkAutoCanvasRestore acr(canvas, false);
45*c8dee2aaSAndroid Build Coastguard Worker
46*c8dee2aaSAndroid Build Coastguard Worker // The mask mode covers two independent bits.
47*c8dee2aaSAndroid Build Coastguard Worker //
48*c8dee2aaSAndroid Build Coastguard Worker // - mask source controls how the mask coverage is generated:
49*c8dee2aaSAndroid Build Coastguard Worker // * alpha => coverage = mask_alpha
50*c8dee2aaSAndroid Build Coastguard Worker // * luma => coverage = luma(mask_rgb)
51*c8dee2aaSAndroid Build Coastguard Worker //
52*c8dee2aaSAndroid Build Coastguard Worker // - mask type controls how the mask coverage is interpreted:
53*c8dee2aaSAndroid Build Coastguard Worker // * normal => coverage' = coverage
54*c8dee2aaSAndroid Build Coastguard Worker // * inverted => coverage' = 1 - coverage
55*c8dee2aaSAndroid Build Coastguard Worker
56*c8dee2aaSAndroid Build Coastguard Worker {
57*c8dee2aaSAndroid Build Coastguard Worker // Outer layer: mask coverage stored in the alpha channel.
58*c8dee2aaSAndroid Build Coastguard Worker SkPaint mask_layer_paint;
59*c8dee2aaSAndroid Build Coastguard Worker if (ctx) {
60*c8dee2aaSAndroid Build Coastguard Worker // Apply all optional context overrides upfront.
61*c8dee2aaSAndroid Build Coastguard Worker ctx->modulatePaint(canvas->getTotalMatrix(), &mask_layer_paint);
62*c8dee2aaSAndroid Build Coastguard Worker }
63*c8dee2aaSAndroid Build Coastguard Worker
64*c8dee2aaSAndroid Build Coastguard Worker RenderContext mask_render_context;
65*c8dee2aaSAndroid Build Coastguard Worker if (is_luma(fMaskMode)) {
66*c8dee2aaSAndroid Build Coastguard Worker mask_render_context.fColorFilter = SkLumaColorFilter::Make();
67*c8dee2aaSAndroid Build Coastguard Worker }
68*c8dee2aaSAndroid Build Coastguard Worker
69*c8dee2aaSAndroid Build Coastguard Worker // TODO: could be an A8 layer?
70*c8dee2aaSAndroid Build Coastguard Worker canvas->saveLayer(this->bounds(), &mask_layer_paint);
71*c8dee2aaSAndroid Build Coastguard Worker fMaskNode->render(canvas, &mask_render_context);
72*c8dee2aaSAndroid Build Coastguard Worker
73*c8dee2aaSAndroid Build Coastguard Worker {
74*c8dee2aaSAndroid Build Coastguard Worker // Inner layer: masked content.
75*c8dee2aaSAndroid Build Coastguard Worker SkPaint content_layer_paint;
76*c8dee2aaSAndroid Build Coastguard Worker content_layer_paint.setBlendMode(is_inverted(fMaskMode) ? SkBlendMode::kSrcOut
77*c8dee2aaSAndroid Build Coastguard Worker : SkBlendMode::kSrcIn);
78*c8dee2aaSAndroid Build Coastguard Worker canvas->saveLayer(this->bounds(), &content_layer_paint);
79*c8dee2aaSAndroid Build Coastguard Worker
80*c8dee2aaSAndroid Build Coastguard Worker this->INHERITED::onRender(canvas, nullptr);
81*c8dee2aaSAndroid Build Coastguard Worker }
82*c8dee2aaSAndroid Build Coastguard Worker }
83*c8dee2aaSAndroid Build Coastguard Worker }
84*c8dee2aaSAndroid Build Coastguard Worker
onNodeAt(const SkPoint & p) const85*c8dee2aaSAndroid Build Coastguard Worker const RenderNode* MaskEffect::onNodeAt(const SkPoint& p) const {
86*c8dee2aaSAndroid Build Coastguard Worker const auto mask_hit = (SkToBool(fMaskNode->nodeAt(p)) == !is_inverted(fMaskMode));
87*c8dee2aaSAndroid Build Coastguard Worker
88*c8dee2aaSAndroid Build Coastguard Worker if (!mask_hit) {
89*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
90*c8dee2aaSAndroid Build Coastguard Worker }
91*c8dee2aaSAndroid Build Coastguard Worker
92*c8dee2aaSAndroid Build Coastguard Worker return this->INHERITED::onNodeAt(p);
93*c8dee2aaSAndroid Build Coastguard Worker }
94*c8dee2aaSAndroid Build Coastguard Worker
onRevalidate(InvalidationController * ic,const SkMatrix & ctm)95*c8dee2aaSAndroid Build Coastguard Worker SkRect MaskEffect::onRevalidate(InvalidationController* ic, const SkMatrix& ctm) {
96*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(this->hasInval());
97*c8dee2aaSAndroid Build Coastguard Worker
98*c8dee2aaSAndroid Build Coastguard Worker const auto maskBounds = fMaskNode->revalidate(ic, ctm);
99*c8dee2aaSAndroid Build Coastguard Worker auto childBounds = this->INHERITED::onRevalidate(ic, ctm);
100*c8dee2aaSAndroid Build Coastguard Worker
101*c8dee2aaSAndroid Build Coastguard Worker return (is_inverted(fMaskMode) || childBounds.intersect(maskBounds))
102*c8dee2aaSAndroid Build Coastguard Worker ? childBounds
103*c8dee2aaSAndroid Build Coastguard Worker : SkRect::MakeEmpty();
104*c8dee2aaSAndroid Build Coastguard Worker }
105*c8dee2aaSAndroid Build Coastguard Worker
106*c8dee2aaSAndroid Build Coastguard Worker } // namespace sksg
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