xref: /aosp_15_r20/external/skia/modules/svg/src/SkSVGMask.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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 "modules/svg/include/SkSVGMask.h"
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorFilter.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkM44.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/SkTArray.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "modules/svg/include/SkSVGAttribute.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "modules/svg/include/SkSVGAttributeParser.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "modules/svg/include/SkSVGRenderContext.h"
19*c8dee2aaSAndroid Build Coastguard Worker 
20*c8dee2aaSAndroid Build Coastguard Worker #include <utility>
21*c8dee2aaSAndroid Build Coastguard Worker 
parseAndSetAttribute(const char * n,const char * v)22*c8dee2aaSAndroid Build Coastguard Worker bool SkSVGMask::parseAndSetAttribute(const char* n, const char* v) {
23*c8dee2aaSAndroid Build Coastguard Worker     return INHERITED::parseAndSetAttribute(n, v) ||
24*c8dee2aaSAndroid Build Coastguard Worker            this->setX(SkSVGAttributeParser::parse<SkSVGLength>("x", n, v)) ||
25*c8dee2aaSAndroid Build Coastguard Worker            this->setY(SkSVGAttributeParser::parse<SkSVGLength>("y", n, v)) ||
26*c8dee2aaSAndroid Build Coastguard Worker            this->setWidth(SkSVGAttributeParser::parse<SkSVGLength>("width", n, v)) ||
27*c8dee2aaSAndroid Build Coastguard Worker            this->setHeight(SkSVGAttributeParser::parse<SkSVGLength>("height", n, v)) ||
28*c8dee2aaSAndroid Build Coastguard Worker            this->setMaskUnits(
29*c8dee2aaSAndroid Build Coastguard Worker                 SkSVGAttributeParser::parse<SkSVGObjectBoundingBoxUnits>("maskUnits", n, v)) ||
30*c8dee2aaSAndroid Build Coastguard Worker            this->setMaskContentUnits(
31*c8dee2aaSAndroid Build Coastguard Worker                 SkSVGAttributeParser::parse<SkSVGObjectBoundingBoxUnits>("maskContentUnits", n, v));
32*c8dee2aaSAndroid Build Coastguard Worker }
33*c8dee2aaSAndroid Build Coastguard Worker 
bounds(const SkSVGRenderContext & ctx) const34*c8dee2aaSAndroid Build Coastguard Worker SkRect SkSVGMask::bounds(const SkSVGRenderContext& ctx) const {
35*c8dee2aaSAndroid Build Coastguard Worker     return ctx.resolveOBBRect(fX, fY, fWidth, fHeight, fMaskUnits);
36*c8dee2aaSAndroid Build Coastguard Worker }
37*c8dee2aaSAndroid Build Coastguard Worker 
renderMask(const SkSVGRenderContext & ctx) const38*c8dee2aaSAndroid Build Coastguard Worker void SkSVGMask::renderMask(const SkSVGRenderContext& ctx) const {
39*c8dee2aaSAndroid Build Coastguard Worker     // https://www.w3.org/TR/SVG11/masking.html#Masking
40*c8dee2aaSAndroid Build Coastguard Worker 
41*c8dee2aaSAndroid Build Coastguard Worker     // Propagate any inherited properties that may impact mask effect behavior (e.g.
42*c8dee2aaSAndroid Build Coastguard Worker     // color-interpolation). We call this explicitly here because the SkSVGMask
43*c8dee2aaSAndroid Build Coastguard Worker     // nodes do not participate in the normal onRender path, which is when property
44*c8dee2aaSAndroid Build Coastguard Worker     // propagation currently occurs.
45*c8dee2aaSAndroid Build Coastguard Worker     // The local context also restores the filter layer created below on scope exit.
46*c8dee2aaSAndroid Build Coastguard Worker     SkSVGRenderContext lctx(ctx);
47*c8dee2aaSAndroid Build Coastguard Worker     this->onPrepareToRender(&lctx);
48*c8dee2aaSAndroid Build Coastguard Worker 
49*c8dee2aaSAndroid Build Coastguard Worker     const auto ci = *lctx.presentationContext().fInherited.fColorInterpolation;
50*c8dee2aaSAndroid Build Coastguard Worker     auto ci_filter = (ci == SkSVGColorspace::kLinearRGB)
51*c8dee2aaSAndroid Build Coastguard Worker             ? SkColorFilters::SRGBToLinearGamma()
52*c8dee2aaSAndroid Build Coastguard Worker             : nullptr;
53*c8dee2aaSAndroid Build Coastguard Worker 
54*c8dee2aaSAndroid Build Coastguard Worker     SkPaint mask_filter;
55*c8dee2aaSAndroid Build Coastguard Worker     mask_filter.setColorFilter(
56*c8dee2aaSAndroid Build Coastguard Worker                 SkColorFilters::Compose(SkLumaColorFilter::Make(), std::move(ci_filter)));
57*c8dee2aaSAndroid Build Coastguard Worker 
58*c8dee2aaSAndroid Build Coastguard Worker     // Mask color filter layer.
59*c8dee2aaSAndroid Build Coastguard Worker     // Note: We could avoid this extra layer if we invert the stacking order
60*c8dee2aaSAndroid Build Coastguard Worker     // (mask/content -> content/mask, kSrcIn -> kDstIn) and apply the filter
61*c8dee2aaSAndroid Build Coastguard Worker     // via the top (mask) layer paint.  That requires deferring mask rendering
62*c8dee2aaSAndroid Build Coastguard Worker     // until after node content, which introduces extra state/complexity.
63*c8dee2aaSAndroid Build Coastguard Worker     // Something to consider if masking performance ever becomes an issue.
64*c8dee2aaSAndroid Build Coastguard Worker     lctx.canvas()->saveLayer(nullptr, &mask_filter);
65*c8dee2aaSAndroid Build Coastguard Worker 
66*c8dee2aaSAndroid Build Coastguard Worker     const auto obbt = ctx.transformForCurrentOBB(fMaskContentUnits);
67*c8dee2aaSAndroid Build Coastguard Worker     lctx.canvas()->translate(obbt.offset.x, obbt.offset.y);
68*c8dee2aaSAndroid Build Coastguard Worker     lctx.canvas()->scale(obbt.scale.x, obbt.scale.y);
69*c8dee2aaSAndroid Build Coastguard Worker 
70*c8dee2aaSAndroid Build Coastguard Worker     for (const auto& child : fChildren) {
71*c8dee2aaSAndroid Build Coastguard Worker         child->render(lctx);
72*c8dee2aaSAndroid Build Coastguard Worker     }
73*c8dee2aaSAndroid Build Coastguard Worker }
74