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scene_update_context.cc
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scene_update_context.cc
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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.
#include "flutter/flow/scene_update_context.h"
#include "flutter/flow/layers/layer.h"
#include "flutter/flow/matrix_decomposition.h"
#include "flutter/fml/trace_event.h"
#include "include/core/SkColor.h"
namespace flutter {
// Helper function to generate clip planes for a scenic::EntityNode.
static void SetEntityNodeClipPlanes(scenic::EntityNode& entity_node,
const SkRect& bounds) {
const float top = bounds.top();
const float bottom = bounds.bottom();
const float left = bounds.left();
const float right = bounds.right();
// We will generate 4 oriented planes, one for each edge of the bounding rect.
std::vector<fuchsia::ui::gfx::Plane3> clip_planes;
clip_planes.resize(4);
// Top plane.
clip_planes[0].dist = top;
clip_planes[0].dir.x = 0.f;
clip_planes[0].dir.y = 1.f;
clip_planes[0].dir.z = 0.f;
// Bottom plane.
clip_planes[1].dist = -bottom;
clip_planes[1].dir.x = 0.f;
clip_planes[1].dir.y = -1.f;
clip_planes[1].dir.z = 0.f;
// Left plane.
clip_planes[2].dist = left;
clip_planes[2].dir.x = 1.f;
clip_planes[2].dir.y = 0.f;
clip_planes[2].dir.z = 0.f;
// Right plane.
clip_planes[3].dist = -right;
clip_planes[3].dir.x = -1.f;
clip_planes[3].dir.y = 0.f;
clip_planes[3].dir.z = 0.f;
entity_node.SetClipPlanes(std::move(clip_planes));
}
SceneUpdateContext::SceneUpdateContext(scenic::Session* session,
SurfaceProducer* surface_producer)
: session_(session), surface_producer_(surface_producer) {
FML_DCHECK(surface_producer_ != nullptr);
}
void SceneUpdateContext::CreateFrame(scenic::EntityNode entity_node,
const SkRRect& rrect,
SkColor color,
SkAlpha opacity,
const SkRect& paint_bounds,
std::vector<Layer*> paint_layers,
Layer* layer) {
FML_DCHECK(!rrect.isEmpty());
// Frames always clip their children.
SkRect shape_bounds = rrect.getBounds();
SetEntityNodeClipPlanes(entity_node, shape_bounds);
// and possibly for its texture.
// TODO(SCN-137): Need to be able to express the radii as vectors.
scenic::ShapeNode shape_node(session());
scenic::RoundedRectangle shape(
session_, // session
rrect.width(), // width
rrect.height(), // height
rrect.radii(SkRRect::kUpperLeft_Corner).x(), // top_left_radius
rrect.radii(SkRRect::kUpperRight_Corner).x(), // top_right_radius
rrect.radii(SkRRect::kLowerRight_Corner).x(), // bottom_right_radius
rrect.radii(SkRRect::kLowerLeft_Corner).x() // bottom_left_radius
);
shape_node.SetShape(shape);
shape_node.SetTranslation(shape_bounds.width() * 0.5f + shape_bounds.left(),
shape_bounds.height() * 0.5f + shape_bounds.top(),
0.f);
// Check whether the painted layers will be visible.
if (paint_bounds.isEmpty() || !paint_bounds.intersects(shape_bounds))
paint_layers.clear();
scenic::Material material(session());
shape_node.SetMaterial(material);
entity_node.AddChild(shape_node);
// Check whether a solid color will suffice.
if (paint_layers.empty()) {
SetMaterialColor(material, color, opacity);
} else {
// Apply current metrics and transformation scale factors.
const float scale_x = ScaleX();
const float scale_y = ScaleY();
// Apply a texture to the whole shape.
SetMaterialTextureAndColor(material, color, opacity, scale_x, scale_y,
shape_bounds, std::move(paint_layers), layer,
std::move(entity_node));
}
}
void SceneUpdateContext::SetMaterialTextureAndColor(
scenic::Material& material,
SkColor color,
SkAlpha opacity,
SkScalar scale_x,
SkScalar scale_y,
const SkRect& paint_bounds,
std::vector<Layer*> paint_layers,
Layer* layer,
scenic::EntityNode entity_node) {
scenic::Image* image = GenerateImageIfNeeded(
color, scale_x, scale_y, paint_bounds, std::move(paint_layers), layer,
std::move(entity_node));
if (image != nullptr) {
// The final shape's color is material_color * texture_color. The passed in
// material color was already used as a background when generating the
// texture, so set the model color to |SK_ColorWHITE| in order to allow
// using the texture's color unmodified.
SetMaterialColor(material, SK_ColorWHITE, opacity);
material.SetTexture(*image);
} else {
// No texture was needed, so apply a solid color to the whole shape.
SetMaterialColor(material, color, opacity);
}
}
void SceneUpdateContext::SetMaterialColor(scenic::Material& material,
SkColor color,
SkAlpha opacity) {
const SkAlpha color_alpha = static_cast<SkAlpha>(
((float)SkColorGetA(color) * (float)opacity) / 255.0f);
material.SetColor(SkColorGetR(color), SkColorGetG(color), SkColorGetB(color),
color_alpha);
}
scenic::Image* SceneUpdateContext::GenerateImageIfNeeded(
SkColor color,
SkScalar scale_x,
SkScalar scale_y,
const SkRect& paint_bounds,
std::vector<Layer*> paint_layers,
Layer* layer,
scenic::EntityNode entity_node) {
// Bail if there's nothing to paint.
if (paint_layers.empty())
return nullptr;
// Bail if the physical bounds are empty after rounding.
SkISize physical_size = SkISize::Make(paint_bounds.width() * scale_x,
paint_bounds.height() * scale_y);
if (physical_size.isEmpty())
return nullptr;
// Acquire a surface from the surface producer and register the paint tasks.
std::unique_ptr<SurfaceProducerSurface> surface =
surface_producer_->ProduceSurface(
physical_size,
LayerRasterCacheKey(
// Root frame has a nullptr layer
layer ? layer->unique_id() : 0, Matrix()),
std::make_unique<scenic::EntityNode>(std::move(entity_node)));
if (!surface) {
FML_LOG(ERROR) << "Could not acquire a surface from the surface producer "
"of size: "
<< physical_size.width() << "x" << physical_size.height();
return nullptr;
}
auto image = surface->GetImage();
// Enqueue the paint task.
paint_tasks_.push_back({.surface = std::move(surface),
.left = paint_bounds.left(),
.top = paint_bounds.top(),
.scale_x = scale_x,
.scale_y = scale_y,
.background_color = color,
.layers = std::move(paint_layers)});
return image;
}
std::vector<
std::unique_ptr<flutter::SceneUpdateContext::SurfaceProducerSurface>>
SceneUpdateContext::ExecutePaintTasks(CompositorContext::ScopedFrame& frame) {
TRACE_EVENT0("flutter", "SceneUpdateContext::ExecutePaintTasks");
std::vector<std::unique_ptr<SurfaceProducerSurface>> surfaces_to_submit;
for (auto& task : paint_tasks_) {
FML_DCHECK(task.surface);
SkCanvas* canvas = task.surface->GetSkiaSurface()->getCanvas();
Layer::PaintContext context = {canvas,
canvas,
frame.gr_context(),
nullptr,
frame.context().raster_time(),
frame.context().ui_time(),
frame.context().texture_registry(),
&frame.context().raster_cache(),
false,
frame_physical_depth_,
frame_device_pixel_ratio_};
canvas->restoreToCount(1);
canvas->save();
canvas->clear(task.background_color);
canvas->scale(task.scale_x, task.scale_y);
canvas->translate(-task.left, -task.top);
for (Layer* layer : task.layers) {
layer->Paint(context);
}
surfaces_to_submit.emplace_back(std::move(task.surface));
}
paint_tasks_.clear();
return surfaces_to_submit;
}
SceneUpdateContext::Entity::Entity(SceneUpdateContext& context)
: context_(context),
previous_entity_(context.top_entity_),
entity_node_(context.session()) {
if (previous_entity_)
previous_entity_->embedder_node().AddChild(entity_node_);
context.top_entity_ = this;
}
SceneUpdateContext::Entity::~Entity() {
FML_DCHECK(context_.top_entity_ == this);
context_.top_entity_ = previous_entity_;
}
SceneUpdateContext::Transform::Transform(SceneUpdateContext& context,
const SkMatrix& transform)
: Entity(context),
previous_scale_x_(context.top_scale_x_),
previous_scale_y_(context.top_scale_y_) {
if (!transform.isIdentity()) {
// TODO(SCN-192): The perspective and shear components in the matrix
// are not handled correctly.
MatrixDecomposition decomposition(transform);
if (decomposition.IsValid()) {
entity_node().SetTranslation(decomposition.translation().x(), //
decomposition.translation().y(), //
-decomposition.translation().z() //
);
entity_node().SetScale(decomposition.scale().x(), //
decomposition.scale().y(), //
decomposition.scale().z() //
);
context.top_scale_x_ *= decomposition.scale().x();
context.top_scale_y_ *= decomposition.scale().y();
entity_node().SetRotation(decomposition.rotation().fData[0], //
decomposition.rotation().fData[1], //
decomposition.rotation().fData[2], //
decomposition.rotation().fData[3] //
);
}
}
}
SceneUpdateContext::Transform::Transform(SceneUpdateContext& context,
float scale_x,
float scale_y,
float scale_z)
: Entity(context),
previous_scale_x_(context.top_scale_x_),
previous_scale_y_(context.top_scale_y_) {
if (scale_x != 1.f || scale_y != 1.f || scale_z != 1.f) {
entity_node().SetScale(scale_x, scale_y, scale_z);
context.top_scale_x_ *= scale_x;
context.top_scale_y_ *= scale_y;
}
}
SceneUpdateContext::Transform::~Transform() {
context().top_scale_x_ = previous_scale_x_;
context().top_scale_y_ = previous_scale_y_;
}
SceneUpdateContext::Frame::Frame(SceneUpdateContext& context,
const SkRRect& rrect,
SkColor color,
SkAlpha opacity,
float local_elevation,
float world_elevation,
Layer* layer)
: Entity(context),
rrect_(rrect),
color_(color),
opacity_(opacity),
opacity_node_(context.session()),
paint_bounds_(SkRect::MakeEmpty()),
layer_(layer) {
const float depth = context.frame_physical_depth();
if (depth > -1 && world_elevation > depth) {
// TODO(mklim): Deal with bounds overflow more elegantly. We'd like to be
// able to have developers specify the behavior here to alternatives besides
// clamping, like normalization on some arbitrary curve.
// Clamp the local z coordinate at our max bound. Take into account the
// parent z position here to fix clamping in cases where the child is
// overflowing because of its parents.
const float parent_elevation = world_elevation - local_elevation;
local_elevation = depth - parent_elevation;
}
if (local_elevation != 0.0) {
entity_node().SetTranslation(0.f, 0.f, -local_elevation);
}
entity_node().AddChild(opacity_node_);
opacity_node_.SetOpacity(opacity_ / 255.0f);
}
SceneUpdateContext::Frame::~Frame() {
// We don't need a shape if the frame is zero size.
if (rrect_.isEmpty())
return;
// isEmpty should account for this, but we are adding these experimental
// checks to validate if this is the root cause for b/144933519.
if (std::isnan(rrect_.width()) || std::isnan(rrect_.height())) {
FML_LOG(ERROR) << "Invalid RoundedRectangle";
return;
}
// Add a part which represents the frame's geometry for clipping purposes
context().CreateFrame(std::move(entity_node()), rrect_, color_, opacity_,
paint_bounds_, std::move(paint_layers_), layer_);
}
void SceneUpdateContext::Frame::AddPaintLayer(Layer* layer) {
FML_DCHECK(layer->needs_painting());
paint_layers_.push_back(layer);
paint_bounds_.join(layer->paint_bounds());
}
SceneUpdateContext::Clip::Clip(SceneUpdateContext& context,
const SkRect& shape_bounds)
: Entity(context) {
SetEntityNodeClipPlanes(entity_node(), shape_bounds);
}
} // namespace flutter