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* pass shadow_color from dart:ui to physical layer * default shadow color to SK_ColorBLACK * add doc comments to pushPhysicalShape
133 lines
4.6 KiB
C++
133 lines
4.6 KiB
C++
// Copyright 2017 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "flutter/flow/layers/physical_shape_layer.h"
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#include "flutter/flow/paint_utils.h"
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#include "third_party/skia/include/utils/SkShadowUtils.h"
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namespace flow {
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PhysicalShapeLayer::PhysicalShapeLayer() : isRect_(false) {}
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PhysicalShapeLayer::~PhysicalShapeLayer() = default;
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void PhysicalShapeLayer::set_path(const SkPath& path) {
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path_ = path;
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isRect_ = false;
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SkRect rect;
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if (path.isRect(&rect)) {
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isRect_ = true;
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frameRRect_ = SkRRect::MakeRect(rect);
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} else if (path.isRRect(&frameRRect_)) {
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isRect_ = frameRRect_.isRect();
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} else if (path.isOval(&rect)) {
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// isRRect returns false for ovals, so we need to explicitly check isOval
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// as well.
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frameRRect_ = SkRRect::MakeOval(rect);
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} else {
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// Scenic currently doesn't provide an easy way to create shapes from
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// arbitrary paths.
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// For shapes that cannot be represented as a rounded rectangle we
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// default to use the bounding rectangle.
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// TODO(amirh): fix this once we have a way to create a Scenic shape from
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// an SkPath.
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frameRRect_ = SkRRect::MakeRect(path.getBounds());
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}
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}
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void PhysicalShapeLayer::Preroll(PrerollContext* context,
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const SkMatrix& matrix) {
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SkRect child_paint_bounds;
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PrerollChildren(context, matrix, &child_paint_bounds);
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if (elevation_ == 0) {
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set_paint_bounds(path_.getBounds());
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} else {
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#if defined(OS_FUCHSIA)
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// Let the system compositor draw all shadows for us.
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set_needs_system_composite(true);
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#else
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// Add some margin to the paint bounds to leave space for the shadow.
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// The margin is hardcoded to an arbitrary maximum for now because Skia
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// doesn't provide a way to calculate it. We fill this whole region
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// and clip children to it so we don't need to join the child paint bounds.
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SkRect bounds(path_.getBounds());
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bounds.outset(20.0, 20.0);
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set_paint_bounds(bounds);
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#endif // defined(OS_FUCHSIA)
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}
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}
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#if defined(OS_FUCHSIA)
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void PhysicalShapeLayer::UpdateScene(SceneUpdateContext& context) {
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FXL_DCHECK(needs_system_composite());
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SceneUpdateContext::Frame frame(context, frameRRect_, color_, elevation_);
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for (auto& layer : layers()) {
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if (layer->needs_painting()) {
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frame.AddPaintedLayer(layer.get());
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}
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}
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UpdateSceneChildren(context);
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}
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#endif // defined(OS_FUCHSIA)
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void PhysicalShapeLayer::Paint(PaintContext& context) const {
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TRACE_EVENT0("flutter", "PhysicalShapeLayer::Paint");
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FXL_DCHECK(needs_painting());
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if (elevation_ != 0) {
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DrawShadow(&context.canvas, path_, shadow_color_, elevation_,
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SkColorGetA(color_) != 0xff, device_pixel_ratio_);
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}
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SkPaint paint;
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paint.setColor(color_);
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context.canvas.drawPath(path_, paint);
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SkAutoCanvasRestore save(&context.canvas, false);
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if (isRect_) {
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context.canvas.save();
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} else {
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context.canvas.saveLayer(path_.getBounds(), nullptr);
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}
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context.canvas.clipPath(path_, true);
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PaintChildren(context);
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if (context.checkerboard_offscreen_layers && !isRect_)
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DrawCheckerboard(&context.canvas, path_.getBounds());
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}
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void PhysicalShapeLayer::DrawShadow(SkCanvas* canvas,
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const SkPath& path,
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SkColor color,
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float elevation,
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bool transparentOccluder,
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SkScalar dpr) {
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const SkScalar kAmbientAlpha = 0.039f;
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const SkScalar kSpotAlpha = 0.25f;
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const SkScalar kLightHeight = 600;
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const SkScalar kLightRadius = 800;
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SkShadowFlags flags = transparentOccluder
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? SkShadowFlags::kTransparentOccluder_ShadowFlag
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: SkShadowFlags::kNone_ShadowFlag;
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const SkRect& bounds = path.getBounds();
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SkScalar shadow_x = (bounds.left() + bounds.right()) / 2;
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SkScalar shadow_y = bounds.top() - 600.0f;
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SkColor inAmbient = SkColorSetA(color, kAmbientAlpha * SkColorGetA(color));
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SkColor inSpot = SkColorSetA(color, kSpotAlpha * SkColorGetA(color));
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SkColor ambientColor, spotColor;
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SkShadowUtils::ComputeTonalColors(inAmbient, inSpot,
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&ambientColor, &spotColor);
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SkShadowUtils::DrawShadow(canvas, path, SkPoint3::Make(0, 0, dpr * elevation),
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SkPoint3::Make(shadow_x, shadow_y, dpr * kLightHeight),
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dpr * kLightRadius, ambientColor, spotColor, flags);
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}
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} // namespace flow
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