| // 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. |
| |
| #include "flutter/flow/layers/physical_shape_layer.h" |
| |
| #include "flutter/flow/paint_utils.h" |
| #include "third_party/skia/include/utils/SkShadowUtils.h" |
| |
| namespace flutter { |
| |
| const SkScalar kLightHeight = 600; |
| const SkScalar kLightRadius = 800; |
| |
| PhysicalShapeLayer::PhysicalShapeLayer(SkColor color, |
| SkColor shadow_color, |
| float elevation, |
| const SkPath& path, |
| Clip clip_behavior) |
| : color_(color), |
| shadow_color_(shadow_color), |
| elevation_(elevation), |
| path_(path), |
| isRect_(false), |
| clip_behavior_(clip_behavior) { |
| SkRect rect; |
| if (path.isRect(&rect)) { |
| isRect_ = true; |
| frameRRect_ = SkRRect::MakeRect(rect); |
| } else if (path.isRRect(&frameRRect_)) { |
| isRect_ = frameRRect_.isRect(); |
| } else if (path.isOval(&rect)) { |
| // isRRect returns false for ovals, so we need to explicitly check isOval |
| // as well. |
| frameRRect_ = SkRRect::MakeOval(rect); |
| } else { |
| // Scenic currently doesn't provide an easy way to create shapes from |
| // arbitrary paths. |
| // For shapes that cannot be represented as a rounded rectangle we |
| // default to use the bounding rectangle. |
| // TODO(amirh): fix this once we have a way to create a Scenic shape from |
| // an SkPath. |
| frameRRect_ = SkRRect::MakeRect(path.getBounds()); |
| } |
| } |
| |
| void PhysicalShapeLayer::Preroll(PrerollContext* context, |
| const SkMatrix& matrix) { |
| TRACE_EVENT0("flutter", "PhysicalShapeLayer::Preroll"); |
| Layer::AutoPrerollSaveLayerState save = |
| Layer::AutoPrerollSaveLayerState::Create(context, UsesSaveLayer()); |
| |
| context->total_elevation += elevation_; |
| total_elevation_ = context->total_elevation; |
| #if defined(OS_FUCHSIA) |
| child_layer_exists_below_ = context->child_scene_layer_exists_below; |
| context->child_scene_layer_exists_below = false; |
| #endif |
| |
| SkRect child_paint_bounds; |
| PrerollChildren(context, matrix, &child_paint_bounds); |
| |
| #if defined(OS_FUCHSIA) |
| if (child_layer_exists_below_) { |
| set_needs_system_composite(true); |
| } |
| context->child_scene_layer_exists_below = |
| context->child_scene_layer_exists_below || child_layer_exists_below_; |
| #endif |
| context->total_elevation -= elevation_; |
| |
| if (elevation_ == 0) { |
| set_paint_bounds(path_.getBounds()); |
| } else { |
| // We will draw the shadow in Paint(), so add some margin to the paint |
| // bounds to leave space for the shadow. We fill this whole region and clip |
| // children to it so we don't need to join the child paint bounds. |
| set_paint_bounds(ComputeShadowBounds(path_.getBounds(), elevation_, |
| context->frame_device_pixel_ratio)); |
| } |
| } |
| |
| #if defined(OS_FUCHSIA) |
| |
| void PhysicalShapeLayer::UpdateScene(SceneUpdateContext& context) { |
| FML_DCHECK(needs_system_composite()); |
| TRACE_EVENT0("flutter", "PhysicalShapeLayer::UpdateScene"); |
| |
| // If there is embedded Fuchsia content in the scene (a ChildSceneLayer), |
| // PhysicalShapeLayers that appear above the embedded content will be turned |
| // into their own Scenic layers. |
| if (child_layer_exists_below_) { |
| float global_scenic_elevation = |
| context.GetGlobalElevationForNextScenicLayer(); |
| float local_scenic_elevation = |
| global_scenic_elevation - context.scenic_elevation(); |
| float z_translation = -local_scenic_elevation; |
| |
| // Retained rendering: speedup by reusing a retained entity node if |
| // possible. When an entity node is reused, no paint layer is added to the |
| // frame so we won't call PhysicalShapeLayer::Paint. |
| LayerRasterCacheKey key(unique_id(), context.Matrix()); |
| if (context.HasRetainedNode(key)) { |
| TRACE_EVENT_INSTANT0("flutter", "retained layer cache hit"); |
| scenic::EntityNode* retained_node = context.GetRetainedNode(key); |
| FML_DCHECK(context.top_entity()); |
| FML_DCHECK(retained_node->session() == context.session()); |
| |
| // Re-adjust the elevation. |
| retained_node->SetTranslation(0.f, 0.f, z_translation); |
| |
| context.top_entity()->entity_node().AddChild(*retained_node); |
| return; |
| } |
| |
| TRACE_EVENT_INSTANT0("flutter", "cache miss, creating"); |
| // If we can't find an existing retained surface, create one. |
| SceneUpdateContext::Frame frame(context, frameRRect_, SK_ColorTRANSPARENT, |
| SkScalarRoundToInt(context.alphaf() * 255), |
| "flutter::PhysicalShapeLayer", |
| z_translation, this); |
| |
| frame.AddPaintLayer(this); |
| |
| // Node: UpdateSceneChildren needs to be called here so that |frame| is |
| // still in scope (and therefore alive) while UpdateSceneChildren is being |
| // called. |
| float scenic_elevation = context.scenic_elevation(); |
| context.set_scenic_elevation(scenic_elevation + local_scenic_elevation); |
| ContainerLayer::UpdateSceneChildren(context); |
| context.set_scenic_elevation(scenic_elevation); |
| } else { |
| ContainerLayer::UpdateSceneChildren(context); |
| } |
| } |
| |
| #endif // defined(OS_FUCHSIA) |
| |
| void PhysicalShapeLayer::Paint(PaintContext& context) const { |
| TRACE_EVENT0("flutter", "PhysicalShapeLayer::Paint"); |
| FML_DCHECK(needs_painting()); |
| |
| if (elevation_ != 0) { |
| DrawShadow(context.leaf_nodes_canvas, path_, shadow_color_, elevation_, |
| SkColorGetA(color_) != 0xff, context.frame_device_pixel_ratio); |
| } |
| |
| // Call drawPath without clip if possible for better performance. |
| SkPaint paint; |
| paint.setColor(color_); |
| paint.setAntiAlias(true); |
| if (clip_behavior_ != Clip::antiAliasWithSaveLayer) { |
| context.leaf_nodes_canvas->drawPath(path_, paint); |
| } |
| |
| int saveCount = context.internal_nodes_canvas->save(); |
| switch (clip_behavior_) { |
| case Clip::hardEdge: |
| context.internal_nodes_canvas->clipPath(path_, false); |
| break; |
| case Clip::antiAlias: |
| context.internal_nodes_canvas->clipPath(path_, true); |
| break; |
| case Clip::antiAliasWithSaveLayer: |
| context.internal_nodes_canvas->clipPath(path_, true); |
| context.internal_nodes_canvas->saveLayer(paint_bounds(), nullptr); |
| break; |
| case Clip::none: |
| break; |
| } |
| |
| if (UsesSaveLayer()) { |
| // If we want to avoid the bleeding edge artifact |
| // (https://github.com/flutter/flutter/issues/18057#issue-328003931) |
| // using saveLayer, we have to call drawPaint instead of drawPath as |
| // anti-aliased drawPath will always have such artifacts. |
| context.leaf_nodes_canvas->drawPaint(paint); |
| } |
| |
| PaintChildren(context); |
| |
| context.internal_nodes_canvas->restoreToCount(saveCount); |
| } |
| |
| SkRect PhysicalShapeLayer::ComputeShadowBounds(const SkRect& bounds, |
| float elevation, |
| float pixel_ratio) { |
| // The shadow offset is calculated as follows: |
| // .--- (kLightRadius) |
| // -------/ (light) |
| // | / |
| // | / |
| // |/ |
| // |O |
| // /| (kLightHeight) |
| // / | |
| // / | |
| // / | |
| // / | |
| // ------------- (layer) |
| // /| | |
| // / | | (elevation) |
| // A / | |B |
| // ------------------------------------------------ (canvas) |
| // --- (extent of shadow) |
| // |
| // E = lt } t = (r + w/2)/h |
| // } => |
| // r + w/2 = ht } E = (l/h)(r + w/2) |
| // |
| // Where: E = extent of shadow |
| // l = elevation of layer |
| // r = radius of the light source |
| // w = width of the layer |
| // h = light height |
| // t = tangent of AOB, i.e., multiplier for elevation to extent |
| // tangent for x |
| double tx = |
| (kLightRadius * pixel_ratio + bounds.width() * 0.5) / kLightHeight; |
| // tangent for y |
| double ty = |
| (kLightRadius * pixel_ratio + bounds.height() * 0.5) / kLightHeight; |
| SkRect shadow_bounds(bounds); |
| shadow_bounds.outset(elevation * tx, elevation * ty); |
| |
| return shadow_bounds; |
| } |
| |
| void PhysicalShapeLayer::DrawShadow(SkCanvas* canvas, |
| const SkPath& path, |
| SkColor color, |
| float elevation, |
| bool transparentOccluder, |
| SkScalar dpr) { |
| const SkScalar kAmbientAlpha = 0.039f; |
| const SkScalar kSpotAlpha = 0.25f; |
| |
| SkShadowFlags flags = transparentOccluder |
| ? SkShadowFlags::kTransparentOccluder_ShadowFlag |
| : SkShadowFlags::kNone_ShadowFlag; |
| const SkRect& bounds = path.getBounds(); |
| SkScalar shadow_x = (bounds.left() + bounds.right()) / 2; |
| SkScalar shadow_y = bounds.top() - 600.0f; |
| SkColor inAmbient = SkColorSetA(color, kAmbientAlpha * SkColorGetA(color)); |
| SkColor inSpot = SkColorSetA(color, kSpotAlpha * SkColorGetA(color)); |
| SkColor ambientColor, spotColor; |
| SkShadowUtils::ComputeTonalColors(inAmbient, inSpot, &ambientColor, |
| &spotColor); |
| SkShadowUtils::DrawShadow( |
| canvas, path, SkPoint3::Make(0, 0, dpr * elevation), |
| SkPoint3::Make(shadow_x, shadow_y, dpr * kLightHeight), |
| dpr * kLightRadius, ambientColor, spotColor, flags); |
| } |
| |
| } // namespace flutter |