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// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// @dart = 2.6
part of engine;
/// A raw HTML canvas that is directly written to.
class BitmapCanvas extends EngineCanvas {
/// The rectangle positioned relative to the parent layer's coordinate
/// system's origin, within which this canvas paints.
///
/// Painting outside these bounds will result in cropping.
ui.Rect get bounds => _bounds;
set bounds(ui.Rect newValue) {
assert(newValue != null);
_bounds = newValue;
final int newCanvasPositionX = _bounds.left.floor() - kPaddingPixels;
final int newCanvasPositionY = _bounds.top.floor() - kPaddingPixels;
if (_canvasPositionX != newCanvasPositionX ||
_canvasPositionY != newCanvasPositionY) {
_canvasPositionX = newCanvasPositionX;
_canvasPositionY = newCanvasPositionY;
_updateRootElementTransform();
}
}
ui.Rect _bounds;
CrossFrameCache<html.HtmlElement> _elementCache;
/// The amount of padding to add around the edges of this canvas to
/// ensure that anti-aliased arcs are not clipped.
static const int kPaddingPixels = 1;
@override
final html.Element rootElement = html.Element.tag('flt-canvas');
final _CanvasPool _canvasPool;
/// The size of the paint [bounds].
ui.Size get size => _bounds.size;
/// The last paragraph style is cached to optimize the case where the style
/// hasn't changed.
ParagraphGeometricStyle _cachedLastStyle;
/// List of extra sibling elements created for paragraphs and clipping.
final List<html.Element> _children = <html.Element>[];
/// The number of pixels along the width of the bitmap that the canvas element
/// renders into.
///
/// These pixels are different from the logical CSS pixels. Here a pixel
/// literally means 1 point with a RGBA color.
final int _widthInBitmapPixels;
/// The number of pixels along the width of the bitmap that the canvas element
/// renders into.
///
/// These pixels are different from the logical CSS pixels. Here a pixel
/// literally means 1 point with a RGBA color.
final int _heightInBitmapPixels;
/// The number of pixels in the bitmap that the canvas element renders into.
///
/// These pixels are different from the logical CSS pixels. Here a pixel
/// literally means 1 point with a RGBA color.
int get bitmapPixelCount => _widthInBitmapPixels * _heightInBitmapPixels;
int _saveCount = 0;
/// Keeps track of what device pixel ratio was used when this [BitmapCanvas]
/// was created.
final double _devicePixelRatio = EngineWindow.browserDevicePixelRatio;
// Compensation for [_initializeViewport] snapping canvas position to 1 pixel.
int _canvasPositionX, _canvasPositionY;
// Indicates the instructions following drawImage or drawParagraph that
// a child element was created to paint.
// TODO(flutter_web): When childElements are created by
// drawImage/drawParagraph commands, compositing order is not correctly
// handled when we interleave these with other paint commands.
// To solve this, recording canvas will have to check the paint queue
// and send a hint to EngineCanvas that additional canvas layers need
// to be used to composite correctly. In practice this is very rare
// with Widgets but CustomPainter(s) can hit this code path.
bool _childOverdraw = false;
/// Forces text to be drawn using HTML rather than bitmap.
///
/// Use this for tests only.
set debugChildOverdraw(bool value) {
_childOverdraw = value;
}
/// Allocates a canvas with enough memory to paint a picture within the given
/// [bounds].
///
/// This canvas can be reused by pictures with different paint bounds as long
/// as the [Rect.size] of the bounds fully fit within the size used to
/// initialize this canvas.
BitmapCanvas(this._bounds)
: assert(_bounds != null),
_widthInBitmapPixels = _widthToPhysical(_bounds.width),
_heightInBitmapPixels = _heightToPhysical(_bounds.height),
_canvasPool = _CanvasPool(_widthToPhysical(_bounds.width),
_heightToPhysical(_bounds.height)) {
rootElement.style.position = 'absolute';
// Adds one extra pixel to the requested size. This is to compensate for
// _initializeViewport() snapping canvas position to 1 pixel, causing
// painting to overflow by at most 1 pixel.
_canvasPositionX = _bounds.left.floor() - kPaddingPixels;
_canvasPositionY = _bounds.top.floor() - kPaddingPixels;
_updateRootElementTransform();
_canvasPool.allocateCanvas(rootElement);
_setupInitialTransform();
}
/// Setup cache for reusing DOM elements across frames.
void setElementCache(CrossFrameCache<html.HtmlElement> cache) {
_elementCache = cache;
}
void _updateRootElementTransform() {
// Flutter emits paint operations positioned relative to the parent layer's
// coordinate system. However, canvas' coordinate system's origin is always
// in the top-left corner of the canvas. We therefore need to inject an
// initial translation so the paint operations are positioned as expected.
//
// The flooring of the value is to ensure that canvas' top-left corner
// lands on the physical pixel. TODO: !This is not accurate if there are
// transforms higher up in the stack.
rootElement.style.transform =
'translate(${_canvasPositionX}px, ${_canvasPositionY}px)';
}
void _setupInitialTransform() {
final double canvasPositionCorrectionX = _bounds.left -
BitmapCanvas.kPaddingPixels -
_canvasPositionX.toDouble();
final double canvasPositionCorrectionY =
_bounds.top - BitmapCanvas.kPaddingPixels - _canvasPositionY.toDouble();
// This compensates for the translate on the `rootElement`.
_canvasPool.initialTransform = ui.Offset(
-_bounds.left + canvasPositionCorrectionX + BitmapCanvas.kPaddingPixels,
-_bounds.top + canvasPositionCorrectionY + BitmapCanvas.kPaddingPixels,
);
}
static int _widthToPhysical(double width) {
final double boundsWidth = width + 1;
return (boundsWidth * EngineWindow.browserDevicePixelRatio).ceil() +
2 * kPaddingPixels;
}
static int _heightToPhysical(double height) {
final double boundsHeight = height + 1;
return (boundsHeight * EngineWindow.browserDevicePixelRatio).ceil() +
2 * kPaddingPixels;
}
// Used by picture to assess if canvas is large enough to reuse as is.
bool doesFitBounds(ui.Rect newBounds) {
assert(newBounds != null);
return _widthInBitmapPixels >= _widthToPhysical(newBounds.width) &&
_heightInBitmapPixels >= _heightToPhysical(newBounds.height);
}
@override
void dispose() {
_canvasPool.dispose();
}
/// Prepare to reuse this canvas by clearing it's current contents.
@override
void clear() {
_canvasPool.clear();
final int len = _children.length;
for (int i = 0; i < len; i++) {
html.Element child = _children[i];
// Don't remove children that have been reused by CrossFrameCache.
if (child.parent == rootElement) {
child.remove();
}
}
_children.clear();
_cachedLastStyle = null;
_setupInitialTransform();
}
/// Checks whether this [BitmapCanvas] can still be recycled and reused.
///
/// See also:
///
/// * [PersistedStandardPicture._applyBitmapPaint] which uses this method to
/// decide whether to reuse this canvas or not.
/// * [PersistedStandardPicture._recycleCanvas] which also uses this method
/// for the same reason.
bool isReusable() {
return _devicePixelRatio == EngineWindow.browserDevicePixelRatio;
}
/// Returns a data URI containing a representation of the image in this
/// canvas.
String toDataUrl() {
return _canvasPool.toDataUrl();
}
/// Sets the global paint styles to correspond to [paint].
void _setUpPaint(SurfacePaintData paint) {
_canvasPool.contextHandle.setUpPaint(paint);
}
void _tearDownPaint() {
_canvasPool.contextHandle.tearDownPaint();
}
@override
int save() {
_canvasPool.save();
return _saveCount++;
}
void saveLayer(ui.Rect bounds, ui.Paint paint) {
save();
}
@override
void restore() {
_canvasPool.restore();
_saveCount--;
_cachedLastStyle = null;
}
// TODO(yjbanov): not sure what this is attempting to do, but it is probably
// wrong because some clips and transforms are expressed using
// HTML DOM elements.
void restoreToCount(int count) {
assert(_saveCount >= count);
final int restores = _saveCount - count;
for (int i = 0; i < restores; i++) {
_canvasPool.restore();
}
_saveCount = count;
}
@override
void translate(double dx, double dy) {
_canvasPool.translate(dx, dy);
}
@override
void scale(double sx, double sy) {
_canvasPool.scale(sx, sy);
}
@override
void rotate(double radians) {
_canvasPool.rotate(radians);
}
@override
void skew(double sx, double sy) {
_canvasPool.skew(sx, sy);
}
@override
void transform(Float32List matrix4) {
_canvasPool.transform(matrix4);
}
@override
void clipRect(ui.Rect rect) {
_canvasPool.clipRect(rect);
}
@override
void clipRRect(ui.RRect rrect) {
_canvasPool.clipRRect(rrect);
}
@override
void clipPath(ui.Path path) {
_canvasPool.clipPath(path);
}
@override
void drawColor(ui.Color color, ui.BlendMode blendMode) {
_canvasPool.drawColor(color, blendMode);
}
@override
void drawLine(ui.Offset p1, ui.Offset p2, SurfacePaintData paint) {
_setUpPaint(paint);
_canvasPool.strokeLine(p1, p2);
_tearDownPaint();
}
@override
void drawPaint(SurfacePaintData paint) {
_setUpPaint(paint);
_canvasPool.fill();
_tearDownPaint();
}
@override
void drawRect(ui.Rect rect, SurfacePaintData paint) {
_setUpPaint(paint);
_canvasPool.drawRect(rect, paint.style);
_tearDownPaint();
}
@override
void drawRRect(ui.RRect rrect, SurfacePaintData paint) {
_setUpPaint(paint);
_canvasPool.drawRRect(rrect, paint.style);
_tearDownPaint();
}
@override
void drawDRRect(ui.RRect outer, ui.RRect inner, SurfacePaintData paint) {
_setUpPaint(paint);
_canvasPool.drawDRRect(outer, inner, paint.style);
_tearDownPaint();
}
@override
void drawOval(ui.Rect rect, SurfacePaintData paint) {
_setUpPaint(paint);
_canvasPool.drawOval(rect, paint.style);
_tearDownPaint();
}
@override
void drawCircle(ui.Offset c, double radius, SurfacePaintData paint) {
_setUpPaint(paint);
_canvasPool.drawCircle(c, radius, paint.style);
_tearDownPaint();
}
@override
void drawPath(ui.Path path, SurfacePaintData paint) {
_setUpPaint(paint);
_canvasPool.drawPath(path, paint.style);
_tearDownPaint();
}
@override
void drawShadow(ui.Path path, ui.Color color, double elevation,
bool transparentOccluder) {
_canvasPool.drawShadow(path, color, elevation, transparentOccluder);
}
@override
void drawImage(ui.Image image, ui.Offset p, SurfacePaintData paint) {
final html.HtmlElement imageElement = _drawImage(image, p, paint);
if (paint.colorFilter != null) {
_applyTargetSize(imageElement, image.width.toDouble(),
image.height.toDouble());
}
_childOverdraw = true;
_canvasPool.closeCurrentCanvas();
_cachedLastStyle = null;
}
html.ImageElement _reuseOrCreateImage(HtmlImage htmlImage) {
final String cacheKey = htmlImage.imgElement.src;
if (_elementCache != null) {
html.ImageElement imageElement = _elementCache.reuse(cacheKey);
if (imageElement != null) {
return imageElement;
}
}
// Can't reuse, create new instance.
html.ImageElement newImageElement = htmlImage.cloneImageElement();
if (_elementCache != null) {
_elementCache.cache(cacheKey, newImageElement, _onEvictElement);
}
return newImageElement;
}
static void _onEvictElement(html.HtmlElement element) {
element.remove();
}
html.HtmlElement _drawImage(
ui.Image image, ui.Offset p, SurfacePaintData paint) {
final HtmlImage htmlImage = image;
final ui.BlendMode blendMode = paint.blendMode;
final EngineColorFilter colorFilter = paint.colorFilter as EngineColorFilter;
final ui.BlendMode colorFilterBlendMode = colorFilter?._blendMode;
html.HtmlElement imgElement;
if (colorFilterBlendMode == null) {
// No Blending, create an image by cloning original loaded image.
imgElement = _reuseOrCreateImage(htmlImage);
} else {
switch (colorFilterBlendMode) {
case ui.BlendMode.colorBurn:
case ui.BlendMode.colorDodge:
case ui.BlendMode.hue:
case ui.BlendMode.modulate:
case ui.BlendMode.overlay:
case ui.BlendMode.plus:
case ui.BlendMode.srcIn:
case ui.BlendMode.srcATop:
case ui.BlendMode.srcOut:
case ui.BlendMode.saturation:
case ui.BlendMode.color:
case ui.BlendMode.luminosity:
case ui.BlendMode.xor:
imgElement = _createImageElementWithSvgFilter(image,
colorFilter._color, colorFilterBlendMode, paint);
break;
default:
imgElement = _createBackgroundImageWithBlend(image,
colorFilter._color, colorFilterBlendMode, paint);
break;
}
}
imgElement.style.mixBlendMode = _stringForBlendMode(blendMode);
if (_canvasPool.isClipped) {
// Reset width/height since they may have been previously set.
imgElement.style
..removeProperty('width')
..removeProperty('height');
final List<html.Element> clipElements = _clipContent(
_canvasPool._clipStack, imgElement, p, _canvasPool.currentTransform);
for (html.Element clipElement in clipElements) {
rootElement.append(clipElement);
_children.add(clipElement);
}
} else {
final String cssTransform = float64ListToCssTransform(
transformWithOffset(_canvasPool.currentTransform, p).storage);
imgElement.style
..transformOrigin = '0 0 0'
..transform = cssTransform
// Reset width/height since they may have been previously set.
..removeProperty('width')
..removeProperty('height');
rootElement.append(imgElement);
_children.add(imgElement);
}
return imgElement;
}
@override
void drawImageRect(
ui.Image image, ui.Rect src, ui.Rect dst, SurfacePaintData paint) {
final bool requiresClipping = src.left != 0 ||
src.top != 0 ||
src.width != image.width ||
src.height != image.height;
// If source and destination sizes are identical, we can skip the longer
// code path that sets the size of the element and clips.
//
// If there is a color filter set however, we maybe using background-image
// to render therefore we have to explicitely set width/height of the
// element for blending to work with background-color.
if (dst.width == image.width &&
dst.height == image.height &&
!requiresClipping &&
paint.colorFilter == null) {
_drawImage(image, dst.topLeft, paint);
} else {
if (requiresClipping) {
save();
clipRect(dst);
}
double targetLeft = dst.left;
double targetTop = dst.top;
if (requiresClipping) {
if (src.width != image.width) {
double leftMargin = -src.left * (dst.width / src.width);
targetLeft += leftMargin;
}
if (src.height != image.height) {
double topMargin = -src.top * (dst.height / src.height);
targetTop += topMargin;
}
}
final html.Element imgElement =
_drawImage(image, ui.Offset(targetLeft, targetTop), paint);
// To scale set width / height on destination image.
// For clipping we need to scale according to
// clipped-width/full image width and shift it according to left/top of
// source rectangle.
double targetWidth = dst.width;
double targetHeight = dst.height;
if (requiresClipping) {
targetWidth *= image.width / src.width;
targetHeight *= image.height / src.height;
}
_applyTargetSize(imgElement, targetWidth, targetHeight);
if (requiresClipping) {
restore();
}
}
_closeCurrentCanvas();
}
void _applyTargetSize(html.HtmlElement imageElement, double targetWidth,
double targetHeight) {
final html.CssStyleDeclaration imageStyle = imageElement.style;
final String widthPx = '${targetWidth.toStringAsFixed(2)}px';
final String heightPx = '${targetHeight.toStringAsFixed(2)}px';
imageStyle
// left,top are set to 0 (although position is absolute) because
// Chrome will glitch if you leave them out, reproducable with
// canvas_image_blend_test on row 6, MacOS / Chrome 81.04.
..left = "0px"
..top = "0px"
..width = widthPx
..height = heightPx;
if (imageElement is! html.ImageElement) {
imageElement.style.backgroundSize = '$widthPx $heightPx';
}
}
// Creates a Div element to render an image using background-image css
// attribute to be able to use background blend mode(s) when possible.
//
// Example: <div style="
// position:absolute;
// background-image:url(....);
// background-blend-mode:"darken"
// background-color: #RRGGBB">
//
// Special cases:
// For clear,dstOut it generates a blank element.
// For src,srcOver it only sets background-color attribute.
// For dst,dstIn , it only sets source not background color.
html.HtmlElement _createBackgroundImageWithBlend(HtmlImage image,
ui.Color filterColor, ui.BlendMode colorFilterBlendMode,
SurfacePaintData paint) {
// When blending with color we can't use an image element.
// Instead use a div element with background image, color and
// background blend mode.
final html.HtmlElement imgElement = html.DivElement();
final html.CssStyleDeclaration style = imgElement.style;
switch (colorFilterBlendMode) {
case ui.BlendMode.clear:
case ui.BlendMode.dstOut:
style.position = 'absolute';
break;
case ui.BlendMode.src:
case ui.BlendMode.srcOver:
style
..position = 'absolute'
..backgroundColor = colorToCssString(filterColor);
break;
case ui.BlendMode.dst:
case ui.BlendMode.dstIn:
style
..position = 'absolute'
..backgroundImage = "url('${image.imgElement.src}')";
break;
default:
style
..position = 'absolute'
..backgroundImage = "url('${image.imgElement.src}')"
..backgroundBlendMode = _stringForBlendMode(colorFilterBlendMode)
..backgroundColor = colorToCssString(filterColor);
break;
}
return imgElement;
}
// Creates an image element and an svg filter to apply on the element.
html.HtmlElement _createImageElementWithSvgFilter(HtmlImage image,
ui.Color filterColor, ui.BlendMode colorFilterBlendMode,
SurfacePaintData paint) {
// For srcIn blendMode, we use an svg filter to apply to image element.
String svgFilter;
switch (colorFilterBlendMode) {
case ui.BlendMode.srcIn:
case ui.BlendMode.srcATop:
svgFilter = _srcInColorFilterToSvg(filterColor);
break;
case ui.BlendMode.srcOut:
svgFilter = _srcOutColorFilterToSvg(filterColor);
break;
case ui.BlendMode.xor:
svgFilter = _xorColorFilterToSvg(filterColor);
break;
case ui.BlendMode.plus:
// Porter duff source + destination.
svgFilter = _compositeColorFilterToSvg(filterColor, 0, 1, 1, 0);
break;
case ui.BlendMode.modulate:
// Porter duff source * destination but preserves alpha.
svgFilter = _modulateColorFilterToSvg(filterColor);
break;
case ui.BlendMode.overlay:
// Since overlay is the same as hard-light by swapping layers,
// pass hard-light blend function.
svgFilter = _blendColorFilterToSvg(filterColor, 'hard-light',
swapLayers: true);
break;
// Several of the filters below (although supported) do not render the
// same (close but not exact) as native flutter when used as blend mode
// for a background-image with a background color. They only look
// identical when feBlend is used within an svg filter definition.
//
// Saturation filter uses destination when source is transparent.
// cMax = math.max(r, math.max(b, g));
// cMin = math.min(r, math.min(b, g));
// delta = cMax - cMin;
// lightness = (cMax + cMin) / 2.0;
// saturation = delta / (1.0 - (2 * lightness - 1.0).abs());
case ui.BlendMode.saturation:
case ui.BlendMode.colorDodge:
case ui.BlendMode.colorBurn:
case ui.BlendMode.hue:
case ui.BlendMode.color:
case ui.BlendMode.luminosity:
svgFilter = _blendColorFilterToSvg(filterColor,
_stringForBlendMode(colorFilterBlendMode));
break;
default:
break;
}
final html.Element filterElement =
html.Element.html(svgFilter, treeSanitizer: _NullTreeSanitizer());
rootElement.append(filterElement);
_children.add(filterElement);
final html.HtmlElement imgElement = _reuseOrCreateImage(image);
imgElement.style.filter = 'url(#_fcf${_filterIdCounter})';
if (colorFilterBlendMode == ui.BlendMode.saturation) {
imgElement.style.backgroundColor = colorToCssString(filterColor);
}
return imgElement;
}
// Should be called when we add new html elements into rootElement so that
// paint order is preserved.
//
// For example if we draw a path and then a paragraph and image:
// - rootElement
// |--- <canvas>
// |--- <p>
// |--- <img>
// Any drawing operations after these tags should allocate a new canvas,
// instead of drawing into earlier canvas.
void _closeCurrentCanvas() {
_canvasPool.closeCurrentCanvas();
_childOverdraw = true;
}
void _drawTextLine(
ParagraphGeometricStyle style,
EngineLineMetrics line,
double x,
double y,
) {
html.CanvasRenderingContext2D ctx = _canvasPool.context;
x += line.left;
final double letterSpacing = style.letterSpacing;
if (letterSpacing == null || letterSpacing == 0.0) {
ctx.fillText(line.displayText, x, y);
} else {
// When letter-spacing is set, we go through a more expensive code path
// that renders each character separately with the correct spacing
// between them.
//
// We are drawing letter spacing like the web does it, by adding the
// spacing after each letter. This is different from Flutter which puts
// the spacing around each letter i.e. for a 10px letter spacing, Flutter
// would put 5px before each letter and 5px after it, but on the web, we
// put no spacing before the letter and 10px after it. This is how the DOM
// does it.
final int len = line.displayText.length;
for (int i = 0; i < len; i++) {
final String char = line.displayText[i];
ctx.fillText(char, x, y);
x += letterSpacing + ctx.measureText(char).width;
}
}
}
@override
void drawParagraph(EngineParagraph paragraph, ui.Offset offset) {
assert(paragraph._isLaidOut);
final ParagraphGeometricStyle style = paragraph._geometricStyle;
if (paragraph._drawOnCanvas && _childOverdraw == false) {
// !Do not move this assignment above this if clause since, accessing
// context will generate extra <canvas> tags.
final List<EngineLineMetrics> lines = paragraph._measurementResult.lines;
final SurfacePaintData backgroundPaint = paragraph._background?.paintData;
if (backgroundPaint != null) {
final ui.Rect rect = ui.Rect.fromLTWH(
offset.dx, offset.dy, paragraph.width, paragraph.height);
drawRect(rect, backgroundPaint);
}
if (style != _cachedLastStyle) {
html.CanvasRenderingContext2D ctx = _canvasPool.context;
ctx.font = style.cssFontString;
_cachedLastStyle = style;
}
_setUpPaint(paragraph._paint.paintData);
double y = offset.dy + paragraph.alphabeticBaseline;
final int len = lines.length;
for (int i = 0; i < len; i++) {
_drawTextLine(style, lines[i], offset.dx, y);
y += paragraph._lineHeight;
}
_tearDownPaint();
return;
}
final html.Element paragraphElement =
_drawParagraphElement(paragraph, offset);
if (_canvasPool.isClipped) {
final List<html.Element> clipElements = _clipContent(
_canvasPool._clipStack,
paragraphElement,
offset,
_canvasPool.currentTransform);
for (html.Element clipElement in clipElements) {
rootElement.append(clipElement);
_children.add(clipElement);
}
} else {
setElementTransform(
paragraphElement,
transformWithOffset(_canvasPool.currentTransform, offset).storage,
);
rootElement.append(paragraphElement);
}
_children.add(paragraphElement);
// If there is a prior sibling such as img prevent left/top shift.
paragraphElement.style
..left = "0px"
..top = "0px";
_closeCurrentCanvas();
}
/// Paints the [picture] into this canvas.
void drawPicture(ui.Picture picture) {
final EnginePicture enginePicture = picture;
enginePicture.recordingCanvas.apply(this, bounds);
}
/// Draws vertices on a gl context.
///
/// If both colors and textures is specified in paint data,
/// for [BlendMode.source] we skip colors and use textures,
/// for [BlendMode.dst] we only use colors and ignore textures.
/// We also skip paint shader when no texture is specified.
///
/// If no colors or textures are specified, stroke hairlines with
/// [Paint.color].
///
/// If colors is specified, convert colors to premultiplied (alpha) colors
/// and use a SkTriColorShader to render.
@override
void drawVertices(
ui.Vertices vertices, ui.BlendMode blendMode, SurfacePaintData paint) {
// TODO(flutter_web): Implement shaders for [Paint.shader] and
// blendMode. https://github.com/flutter/flutter/issues/40096
// Move rendering to OffscreenCanvas so that transform is preserved
// as well.
assert(paint.shader == null,
'Linear/Radial/SweepGradient and ImageShader not supported yet');
final Int32List colors = vertices.colors;
final ui.VertexMode mode = vertices.mode;
html.CanvasRenderingContext2D ctx = _canvasPool.context;
if (colors == null) {
final Float32List positions = mode == ui.VertexMode.triangles
? vertices.positions
: _convertVertexPositions(mode, vertices.positions);
// Draw hairline for vertices if no vertex colors are specified.
save();
final ui.Color color = paint.color ?? ui.Color(0xFF000000);
_canvasPool.contextHandle
..fillStyle = null
..strokeStyle = colorToCssString(color);
_glRenderer.drawHairline(ctx, positions);
restore();
return;
}
_glRenderer.drawVertices(ctx, _widthInBitmapPixels, _heightInBitmapPixels,
_canvasPool.currentTransform, vertices, blendMode, paint);
}
/// Stores paint data used by [drawPoints]. We cannot use the original paint
/// data object because painting style is determined by [ui.PointMode] and
/// not by [SurfacePointData.style].
static SurfacePaintData _drawPointsPaint = SurfacePaintData()
..strokeCap = ui.StrokeCap.round
..strokeJoin = ui.StrokeJoin.round
..blendMode = ui.BlendMode.srcOver;
@override
void drawPoints(ui.PointMode pointMode, Float32List points, SurfacePaintData paint) {
if (pointMode == ui.PointMode.points) {
_drawPointsPaint.style = ui.PaintingStyle.stroke;
} else {
_drawPointsPaint.style = ui.PaintingStyle.fill;
}
_drawPointsPaint.color = paint.color;
_drawPointsPaint.strokeWidth = paint.strokeWidth;
_drawPointsPaint.maskFilter = paint.maskFilter;
_setUpPaint(_drawPointsPaint);
_canvasPool.drawPoints(pointMode, points, paint.strokeWidth / 2.0);
_tearDownPaint();
}
@override
void endOfPaint() {
assert(_saveCount == 0);
_canvasPool.endOfPaint();
_elementCache?.commitFrame();
}
}
String _stringForBlendMode(ui.BlendMode blendMode) {
if (blendMode == null) {
return null;
}
switch (blendMode) {
case ui.BlendMode.srcOver:
return 'source-over';
case ui.BlendMode.srcIn:
return 'source-in';
case ui.BlendMode.srcOut:
return 'source-out';
case ui.BlendMode.srcATop:
return 'source-atop';
case ui.BlendMode.dstOver:
return 'destination-over';
case ui.BlendMode.dstIn:
return 'destination-in';
case ui.BlendMode.dstOut:
return 'destination-out';
case ui.BlendMode.dstATop:
return 'destination-atop';
case ui.BlendMode.plus:
return 'lighten';
case ui.BlendMode.src:
return 'copy';
case ui.BlendMode.xor:
return 'xor';
case ui.BlendMode.multiply:
// Falling back to multiply, ignoring alpha channel.
// TODO(flutter_web): only used for debug, find better fallback for web.
case ui.BlendMode.modulate:
return 'multiply';
case ui.BlendMode.screen:
return 'screen';
case ui.BlendMode.overlay:
return 'overlay';
case ui.BlendMode.darken:
return 'darken';
case ui.BlendMode.lighten:
return 'lighten';
case ui.BlendMode.colorDodge:
return 'color-dodge';
case ui.BlendMode.colorBurn:
return 'color-burn';
case ui.BlendMode.hardLight:
return 'hard-light';
case ui.BlendMode.softLight:
return 'soft-light';
case ui.BlendMode.difference:
return 'difference';
case ui.BlendMode.exclusion:
return 'exclusion';
case ui.BlendMode.hue:
return 'hue';
case ui.BlendMode.saturation:
return 'saturation';
case ui.BlendMode.color:
return 'color';
case ui.BlendMode.luminosity:
return 'luminosity';
default:
throw UnimplementedError(
'Flutter Web does not support the blend mode: $blendMode');
}
}
String _stringForStrokeCap(ui.StrokeCap strokeCap) {
if (strokeCap == null) {
return null;
}
switch (strokeCap) {
case ui.StrokeCap.butt:
return 'butt';
case ui.StrokeCap.round:
return 'round';
case ui.StrokeCap.square:
default:
return 'square';
}
}
String _stringForStrokeJoin(ui.StrokeJoin strokeJoin) {
assert(strokeJoin != null);
switch (strokeJoin) {
case ui.StrokeJoin.round:
return 'round';
case ui.StrokeJoin.bevel:
return 'bevel';
case ui.StrokeJoin.miter:
default:
return 'miter';
}
}
/// Clips the content element against a stack of clip operations and returns
/// root of a tree that contains content node.
///
/// The stack of clipping rectangles generate an element that either uses
/// overflow:hidden with bounds to clip child or sets a clip-path to clip
/// it's contents. The clipping rectangles are nested and returned together
/// with a list of svg elements that provide clip-paths.
List<html.Element> _clipContent(List<_SaveClipEntry> clipStack,
html.HtmlElement content, ui.Offset offset, Matrix4 currentTransform) {
html.Element root, curElement;
final List<html.Element> clipDefs = <html.Element>[];
final int len = clipStack.length;
for (int clipIndex = 0; clipIndex < len; clipIndex++) {
final _SaveClipEntry entry = clipStack[clipIndex];
final html.HtmlElement newElement = html.DivElement();
newElement.style.position = 'absolute';
applyWebkitClipFix(newElement);
if (root == null) {
root = newElement;
} else {
domRenderer.append(curElement, newElement);
}
curElement = newElement;
final ui.Rect rect = entry.rect;
Matrix4 newClipTransform = entry.currentTransform;
if (rect != null) {
final double clipOffsetX = rect.left;
final double clipOffsetY = rect.top;
newClipTransform = newClipTransform.clone()
..translate(clipOffsetX, clipOffsetY);
curElement.style
..overflow = 'hidden'
..width = '${rect.right - clipOffsetX}px'
..height = '${rect.bottom - clipOffsetY}px';
setElementTransform(curElement, newClipTransform.storage);
} else if (entry.rrect != null) {
final ui.RRect roundRect = entry.rrect;
final String borderRadius =
'${roundRect.tlRadiusX}px ${roundRect.trRadiusX}px '
'${roundRect.brRadiusX}px ${roundRect.blRadiusX}px';
final double clipOffsetX = roundRect.left;
final double clipOffsetY = roundRect.top;
newClipTransform = newClipTransform.clone()
..translate(clipOffsetX, clipOffsetY);
curElement.style
..borderRadius = borderRadius
..overflow = 'hidden'
..width = '${roundRect.right - clipOffsetX}px'
..height = '${roundRect.bottom - clipOffsetY}px';
setElementTransform(curElement, newClipTransform.storage);
} else if (entry.path != null) {
curElement.style.transform = matrix4ToCssTransform(newClipTransform);
String svgClipPath = createSvgClipDef(curElement, entry.path);
final html.Element clipElement =
html.Element.html(svgClipPath, treeSanitizer: _NullTreeSanitizer());
clipDefs.add(clipElement);
}
// Reverse the transform of the clipping element so children can use
// effective transform to render.
// TODO(flutter_web): When we have more than a single clip element,
// reduce number of div nodes by merging (multiplying transforms).
final html.Element reverseTransformDiv = html.DivElement();
reverseTransformDiv.style.position = 'absolute';
setElementTransform(
reverseTransformDiv,
(newClipTransform.clone()..invert()).storage,
);
curElement.append(reverseTransformDiv);
curElement = reverseTransformDiv;
}
root.style.position = 'absolute';
domRenderer.append(curElement, content);
setElementTransform(
content,
transformWithOffset(currentTransform, offset).storage,
);
return <html.Element>[root]..addAll(clipDefs);
}
/// Converts a [maskFilter] to the value to be used on a `<canvas>`.
///
/// Only supported in non-WebKit browsers.
String _maskFilterToCanvasFilter(ui.MaskFilter maskFilter) {
assert(
browserEngine != BrowserEngine.webkit,
'WebKit (Safari) does not support `filter` canvas property.',
);
if (maskFilter != null) {
// Multiply by device-pixel ratio because the canvas' pixel width and height
// are larger than its CSS width and height by device-pixel ratio.
return 'blur(${maskFilter.webOnlySigma * window.devicePixelRatio}px)';
} else {
return 'none';
}
}
int _filterIdCounter = 0;
// The color matrix for feColorMatrix element changes colors based on
// the following:
//
// | R' | | r1 r2 r3 r4 r5 | | R |
// | G' | | g1 g2 g3 g4 g5 | | G |
// | B' | = | b1 b2 b3 b4 b5 | * | B |
// | A' | | a1 a2 a3 a4 a5 | | A |
// | 1 | | 0 0 0 0 1 | | 1 |
//
// R' = r1*R + r2*G + r3*B + r4*A + r5
// G' = g1*R + g2*G + g3*B + g4*A + g5
// B' = b1*R + b2*G + b3*B + b4*A + b5
// A' = a1*R + a2*G + a3*B + a4*A + a5
String _srcInColorFilterToSvg(ui.Color color) {
_filterIdCounter += 1;
return '<svg width="0" height="0">'
'<filter id="_fcf$_filterIdCounter" '
'filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%">'
'<feColorMatrix values="0 0 0 0 1 ' // Ignore input, set it to absolute.
'0 0 0 0 1 '
'0 0 0 0 1 '
'0 0 0 1 0" result="destalpha"/>' // Just take alpha channel of destination
'<feFlood flood-color="${colorToCssString(color)}" flood-opacity="1" result="flood">'
'</feFlood>'
'<feComposite in="flood" in2="destalpha" '
'operator="arithmetic" k1="1" k2="0" k3="0" k4="0" result="comp">'
'</feComposite>'
'</filter></svg>';
}
String _srcOutColorFilterToSvg(ui.Color color) {
_filterIdCounter += 1;
return '<svg width="0" height="0">'
'<filter id="_fcf$_filterIdCounter" '
'filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%">'
'<feFlood flood-color="${colorToCssString(color)}" flood-opacity="1" result="flood">'
'</feFlood>'
'<feComposite in="flood" in2="SourceGraphic" operator="out" result="comp">'
'</feComposite>'
'</filter></svg>';
}
String _xorColorFilterToSvg(ui.Color color) {
_filterIdCounter += 1;
return '<svg width="0" height="0">'
'<filter id="_fcf$_filterIdCounter" '
'filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%">'
'<feFlood flood-color="${colorToCssString(color)}" flood-opacity="1" result="flood">'
'</feFlood>'
'<feComposite in="flood" in2="SourceGraphic" operator="xor" result="comp">'
'</feComposite>'
'</filter></svg>';
}
// The source image and color are composited using :
// result = k1 *in*in2 + k2*in + k3*in2 + k4.
String _compositeColorFilterToSvg(ui.Color color, double k1, double k2, double k3 , double k4) {
_filterIdCounter += 1;
return '<svg width="0" height="0">'
'<filter id="_fcf$_filterIdCounter" '
'filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%">'
'<feFlood flood-color="${colorToCssString(color)}" flood-opacity="1" result="flood">'
'</feFlood>'
'<feComposite in="flood" in2="SourceGraphic" '
'operator="arithmetic" k1="$k1" k2="$k2" k3="$k3" k4="$k4" result="comp">'
'</feComposite>'
'</filter></svg>';
}
// Porter duff source * destination , keep source alpha.
// First apply color filter to source to change it to [color], then
// composite using multiplication.
String _modulateColorFilterToSvg(ui.Color color) {
_filterIdCounter += 1;
final double r = color.red / 255.0;
final double b = color.blue / 255.0;
final double g = color.green / 255.0;
return '<svg width="0" height="0">'
'<filter id="_fcf$_filterIdCounter" '
'filterUnits="objectBoundingBox" x="0%" y="0%" width="100%" height="100%">'
'<feColorMatrix values="0 0 0 0 $r ' // Ignore input, set it to absolute.
'0 0 0 0 $g '
'0 0 0 0 $b '
'0 0 0 1 0" result="recolor"/>'
'<feComposite in="recolor" in2="SourceGraphic" '
'operator="arithmetic" k1="1" k2="0" k3="0" k4="0" result="comp">'
'</feComposite>'
'</filter></svg>';
}
// Uses feBlend element to blend source image with a color.
String _blendColorFilterToSvg(ui.Color color, String feBlend,
{bool swapLayers = false}) {
_filterIdCounter += 1;
return '<svg width="0" height="0">'
'<filter id="_fcf$_filterIdCounter" filterUnits="objectBoundingBox" '
'x="0%" y="0%" width="100%" height="100%">'
'<feFlood flood-color="${colorToCssString(color)}" flood-opacity="1" result="flood">'
'</feFlood>' +
(swapLayers
? '<feBlend in="SourceGraphic" in2="flood" mode="$feBlend"/>'
: '<feBlend in="flood" in2="SourceGraphic" mode="$feBlend"/>') +
'</filter></svg>';
}